Ooh. I like. We can use them to grab super villian tech then research it themselves. Hell. We should use them to do flashy over the type hiests that *annoy* Princes and Prince equivlents. *rubs hand greedily
 
Odd Jobbers will apply to relevant Occult actions, by and by. I think we forgot to note that. Not all of them, obviously, but ones that fit their bent.
 
Odd Jobbers will apply to relevant Occult actions, by and by. I think we forgot to note that. Not all of them, obviously, but ones that fit their bent.

So question that may be relevant for planning.

How is the Quirky Miniboss Squad treated for questing purposes? One character? Three? QMS cannot go in quests as a whole?

Also, would Zero Point Energy count as supervillain tech, given that we stole it from Syndrome?
 
The Quirky Miniboss Squad is a perfect candidate for exploring other dimensions. Excellent all-round stats save for Occult, +10 to all rolls involving dimensional travel, and they perfectly represent our company culture so anyone who has a problem with them during first contact would almost definitely have a problem with DEI entirely.
 
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You know, we could potentially have the squad rob Sycorax in a way that doesn't implicate Mezmerella, with her forwarding floorplans and security info and such, could be a good way to utilize the network, and give the squad the opportunity to be public, showy villains, while keeping Mez's cover. Plus stealing the genetics samples, and research data could be a huge boon for New Men, genemod crops, other genetics actions, etc.

Not next turn, I'd rather them do ODI next turn, by after that turn where we hopefully get T2 spy network from Mez.
 
You know, we could potentially have the squad rob Sycorax in a way that doesn't implicate Mezmerella, with her forwarding floorplans and security info and such, could be a good way to utilize the network, and give the squad the opportunity to be public, showy villains, while keeping Mez's cover. Plus stealing the genetics samples, and research data could be a huge boon for New Men, genemod crops, other genetics actions, etc.

Not next turn, I'd rather them do ODI next turn, by after that turn where we hopefully get T2 spy network from Mez.
And we know Juniper's mom is kidnapped by Sycorax so Mez + breaking in might allow for stealing important things and finagling a loyalty bonus once things are revealed.
 
Holy shit. ALL their stats except Occult are AMAZING! Sad they didn't inherit Gomez's magitech trait, at least, not entirely, but still. We have a brilliant Martial unit, and one that's unlikely to murder people, which, given that the feds already kinda hate us, is good. We should probably put Khan on the Reorganization, though, even if it means delaying it another turn.
 
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Torn between swapping out Gomez for someone else at earliest convenience, because he's really adding nothing except some Learning to the Heroball (and I suppose part of the Odd Jobbers trait) and it actively crippling both his Occult and the Heroball's overall Martial; and not doing that for fear of the Loyalty malus he might take if we take him away from his new boss.
 
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and the Heroball's overall Martial;
I mean, I dunno if I would call it crippling if the heroball is now our best non Khan martial unit.

Like the only category Gomez is explicitly a detriment is in Stewardship, and the occult description implies there's a lot of room to grow for occult.

Plus in their occult specialties I'm pretty sure they're still at least competent at it.
 
Torn between swapping out Gomez for someone else at earliest convenience, because he's really adding nothing except some Learning to the Heroball (and I suppose part of the Odd Jobbers trait) and it actively crippling both his Occult and the Heroball's overall Martial; and not doing that for fear of the Loyalty malus he might take if we take him away from his new boss.
Eh, their Occult has a lot of room to grow and, unlike Gomez's, won't be effectively useless once Doof gains decent Occult.

I mean, I dunno if I would call it crippling if the heroball is now our best non Khan martial unit.



Like the only category Gomez is explicitly a detriment is in Stewardship, and the occult description implies there's a lot of room to grow for occult.



Plus in their occult specialties I'm pretty sure they're still at least competent at it.
And a lot less likely then Khan to do a murder!
 
I mean, I dunno if I would call it crippling if the heroball is now our best non Khan martial unit.
Yeah, the Martial Heroball is our second best martial unit. The description of Martial lists only Technor and Juniper as contributing, if we swapped Gomez for someone who can actually fight, we might have an unit that can equal or even beat Khan.

Eh, their Occult has a lot of room to grow and, unlike Gomez's, won't be effectively useless once Doof gains decent Occult.
With a 9? Yeah, I can see how they have a lot of room to grow. Then again, so does Juniper, and she has an 8 by herself. Personally, I don't share your optimism that Doof will get to an Occult better than 19 anytime soon.
 
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Doof + Gomez = (38+24)/2 = 31
Doof + QMS = 4+9+10 = 23

A difference of just 8, and as Doof or the heroball gains more occult score, that gap will close.

Yeah, the Martial Heroball is our second best martial unit. The description of Martial lists only Technor and Juniper as contributing, if we swapped Gomez for someone who can actually fight, we might have an unit that can equal or even beat Khan.
You're forgetting the synergy; we've been told that this was basically the most synergistic heroball we could have created.
 
Yeah, the Martial Heroball is our second best martial unit. The description of Martial lists only Technor and Juniper as contributing, if we swapped Gomez for someone who can actually fight
I mean, yes, but like
1. There's a very slim number of people who are stronger than Khan, so it's not like we were expecting it as a due result
2. Not contributing is not the same as crippling.
3. The only martial option that we currently have as a valid option based on the initial choices we had for the BO team is Lizzy, and I am very much against putting both of our learning questers on one team.
4. I'm not sure we have to remove Gomez to do any of this anyway.
 
Hmmm...

Another possible name for the Heroball:

SUPERHERO

Supervillains United in Preparation of Expropriation of Resources Held by Enemies, Rivals and Opponents
 
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Doof + Gomez = (38+24)/2 = 31
Doof + QMS = 4+9+10 = 23

A difference of just 8, and as Doof or the heroball gains more occult score, that gap will close.
Yeah, a difference of negative 8 by adding Gomez to a group where he otherwise contributes close to nothing, in place of someone who could actually contribute.

You're forgetting the synergy; we've been told that this was basically the most synergistic heroball we could have created.
We have not been told that, no. We have told they have synergy, because Technor and Juniper are friends and Gomez has synergy with literally anything that will boss him around.
 
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Torn between swapping out Gomez for someone else at earliest convenience, because he's really adding nothing except some Learning to the Heroball (and I suppose part of the Odd Jobbers trait) and it actively crippling both his Occult and the Heroball's overall Martial; and not doing that for fear of the Loyalty malus he might take if we take him away from his new boss.
We were literally told this is the best Heroball we could make, and all honesty... Gomez's trait gets less useful as we go through the game.

Gomez by himself only had an effective 26 occult because Doofs occult is so damn low. Every time we increase our occult, we lower Gomez's. The way it is also worded implies the Black Ops ball will have an easier time increasing occult then other heroes would.

Basically removing Gomez from the ball dramatically drop learning and occult for a unit who by himself has an occult thats 2 higher.

Occult as a stat is rare, but its an easier stat to improve. Gomezs trait is a crutch we will grow out of. If/when doof gets an occult in even the mid teens, Gomez is effectively a Max.
 
Yeah, a difference of negative 8 by adding Gomez to a group where he otherwise contributes close to nothing, in place of someone who could actually contribute.


We have not been told that, no. We have told they have synergy, because Technor and Juniper are friends and Gomez has synergy with literally anything that will boss him around.
We have been told this:
I think you'll be pretty happy with what is, frankly, the best heroball you could have made from what you had available to you.
 
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I mean, yes, but like
1. There's a very slim number of people who are stronger than Khan, so it's not like we were expecting it as a due result
2. Not contributing is not the same as crippling.
3. The only martial option that we currently have as a valid option based on the initial choices we had for the BO team is Lizzy, and I am very much against putting both of our learning questers on one team.
4. I'm not sure we have to remove Gomez to do any of this anyway.
1. It could be if we actually tried for that result instead of putting an active non-combatant.
2. I meant by keeping him as opposed to someone who would actually contribute.
3. It's why I said "earliest convenience", we'd have to find a replacement first.
4. We don't, we're just wasting him as an Occult specialist and a slot in our Heroball (the second of which isn't actually important yet).


We were literally told this is the best Heroball we could make, and all honesty... Gomez's trait gets less useful as we go through the game.
Did everybody else read something I didn't? I absolutely do not recall this being "the best Heroball". And besides, I am advocating for hiring someone else to swap Gomez with, so this argument is automatically invallid. Even if this was the best Heroball under the circumstances doesn't mean it's the beat Heroball possible.


Basically removing Gomez from the ball dramatically drop learning and occult for a unit who by himself has an occult thats 2 higher.

Occult as a stat is rare, but its an easier stat to improve. Gomezs trait is a crutch we will grow out of. If/when doof gets an occult in even the mid teens, Gomez is effectively a Max.
Dramatically drop how? Technor got a 7 Learning bonus and Juniper's Occult alone is 8.

And I'll say this again: People keep saying: "Oh Gomez will be obsolete by the time Doof is in his mid-teens Occult." We are nowhere close to that, won't be anytime soon, and improving Doof's stats is not actually that easy. If we improved his overall stats by 15 since the quest started, that's already a lot, nevermind the15 points we'd need to earn on a single stat, before losing Gomez will begin to start paying off.
 
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Torn between swapping out Gomez for someone else at earliest convenience, because he's really adding nothing except some Learning to the Heroball (and I suppose part of the Odd Jobbers trait) and it actively crippling both his Occult and the Heroball's overall Martial; and not doing that for fear of the Loyalty malus he might take if we take him away from his new boss.

Removing Gomez would erase Odd Jobbers from the Heroball. It's literally his contribution, it's what his Occult trait became. The trait applies to relevant Occult actions.

The Learning jump is also his contribution, so taking him off of that would dump that too.
 
I think we're much better off adding someone that fits the current personality of the team to make a group of 4 people instead of removing Gomez.

Especially if they are a full-on occult unit.
 
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Right, let me illustrate this slightly differently so maybe my point will go through: To the people who want to do Feldrake World Tour next turn, what does our National Occult Roster look like? I'm not even counting Goblin Fox because Kitsune rolled blue and if we're lucky, it means she lost that trait. Who are we placing in our Occult Nationals?
 
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