@Argidoll
Inator-egg-inator: You had this great idea to build a mechanical chicken inator to lay eggs. Turns out that an inator that lays eggs lays inator eggs. Next turn, 2 random inators will hatch, and tinkering won't do anything to them. You can still activate an inator normally and tinker with that one, though.
 
Preemptively, before the retreat vote.

Retreat Plan: Training Montage

Colour Code:
* Red = Stat Boost
* Green = Loyalty Boost
* Blue = Crisis Prep
* Yellow = Unit Recruitment
* Uncoloured = Only Option / None of the above

-[x] Personal Actions:
--[x] Genghis Khan (Study History)
--[x] Dennis The Duck (Train with Maui Mallard)
--[x] Francis Monogram & NOWCA (Take an acrobatics course)
--[x] Quirky Miniboss Squad (Practice Theatrics) - "Increased Narrative Competency" is exactly what we need going into a crisis. Robot Body doesn't give a bonus until it's performed three times.
--[x] Janna (Study magic with Feldrake)
--[x] Tobe and the Vagabond Ninja (Study the Mad Mojo Cookbook) - Switch to Train With Maui if QMs confirm Disciple of Jo Lan doesn't work on Crises.
--[x] Roddy Blair (Design A Lair: Malf or Coyote) - Malf could give loyalty by bribing him with a gift. If Coyote's martial increases off of lair bonus, then we get that bonus to all national martial actions since he's a councillor.
--[x] Kermit The Frog (Look For The Muppets)
--[x] Dr. Jumba Jookiba (Finish incubating Subject T.K.) - Stat boost, not recruit, based on previous New Man result.
--[x] Kitsune (Check in with Janna) - Possible stat boost as well if Magnificent Few is un-nerfed by this.
--[x] Cruella De Ville (Make A Coat)
--[x] Queen Lizzy (Build backup tunnels) - Potentially the most useful out of all personal actions given an evacuation may be in order.
--[x] Agent Russ (Recruit Fredzilla)
--[x] Alan Bradley (Work with ???)
--[x] Marco Diaz (Search For Star)

Goal here is to maximise stat boosts ahead of the crisis. We know from Kataclysm that basically any of our units can be dragged into combat rolls at any point during the event, so we want to make sure everybody is as ready as they can be.
 
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I'm interested in the Dream Queen option and it's better Russ is put out of commission for a bit than not knowing what's going on or ruining Xanatos's planning.

He's our best anti-toon unit and it'd be a shame to not have him at top condition for several turns, but this is what he's here for.
 
Russ loyalty is at 45. We can use Doof personal to speak with him and pass 50 mark. If Russ had a brush with Queen this turn then all the more likely that he would open to Doof about his history with her. Even if 50 loyalty is not enough we have other means to rapidly improve Russ like with Declaration of Independence quest and so on. Then we can prepare for her and save Russ. Her arrival will happen in either case just later if we pass on her now, and we always will be in the middle of one crisis or another and I don't think that Negaduck is really sufficient reason to delay it (since we are not even his main focus). Actions we will spare on preparations to Negaduck due to knowledge of his plan we can then spend on preparations for Queen like coop with Imagination Institute.
 
I would like to see what happens if we have Roddy Blair designing a Lair for Tobe and the Vagabond Ninja.

A possible good personal action for Cruella could be designing costumes for Doof's other "heroes". Mezmerella has a action to alter her own costume so giving the fashion designer a action to do so for other isn't out of the question. Possibly have it work similar to Roddy Blair's design a lair action. I could see some characters that could benefit from it like Doof's Quirky Miniboss Squad, Queen Lizzy, Marco and of course Mezmerella. The design that could possibly be the most interesting in my opinion could be for Janna.

Edit: Might be a good idea to have her design something for Doof. She thinks he's a fashion disaster so having her correcting that might be a possible way to effect her loyalty.
 
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First off, Alan you succeeded! Thank god. Even then you only rolled a 36 what the fuck.

Secondly, I think I'm leaning towards Unplanned and Frightful Sight, Russ can survive losing his traits for a bit and lowering the DC is just nice.
 
There just aren't that many fashion-centered Intrigue actions we can put Cruella on. Her interests just aren't where we're going as a company.

Russ can survive losing his traits for a bit and lowering the DC is just nice.
It would mean we still have no idea which direction to build in next turn. It'll cost us nothing but time, but we don't actually have any to spare.
 
--[x] Tobe and the Vagabond Ninja (Study the Mad Mojo Cookbook) - Switch to Train With Maui if QMs confirm Disciple of Jo Lan doesn't work on Crises.
Might be better to go with Maui Mallard regardless of how Jo Lan works, on the grounds that the Cookbook personal has a 10% chance of Indigestion, which could mean a penalty for the turn, which goes against the spirit of your plan. Mallard seems more like a no progress but no penalty even with the lowest of rolls.

--[x] Agent Russ (Recruit Fredzilla)
It might actually be better to go with Spy on Doof here. Whether we go with Dream Queen or not, the plan has been to get Russ' loyalty up for him to open up to us and avoid the prophecy that dooms him, so this can help us boost that loyalty even without a bossman talk this turn. Most people seem to want Doof to talk with Russ next turn anyway, so that only increases the loyalty gain and it can potentially save Russ.

Then again, I'm not sure what the wording on the personal means when it describes potential loyalty loss. It says "depending on what Russ sees Doofenshmirtz doing", but I'm not sure if this is roll dependent or dependent on the actions Doof is making that turn. If the latter then there's no issue, if the former then yeah, might be risky.
 
Preemptively, before the retreat vote.

As for the Council...

Coyote... ACME Product Testing sounds like the likeliest to produce immediate boosts.
Goofy... Gardening has a 5% chance of what is probably Super Goof. Long odds, but it would be nice to have that.
Janus... Custom Design could be good if we can settle on the right hero.
With Mirage, there is nothing that looks too promising atm.
Martian Robot for Ludivine, although it won't be done in time.
 
I'd like to go with Frightful Sight and In the Queen's Court. I know poking Dream Queen might scare off some people but I think there's a serious case to be made.

First, the benefits of getting our intel on Negaduck's plan now rather than later - while also not causing him to change it with the Creative option - should be obvious. For one, we'll be able to do focused preparation for whatever is incoming on us, and two, we can probably get some opinion bonuses for sharing our new intel with Xanatos and the Government - maybe even save a lot of lives if that's a priority.

Second, the Dream Queen action honestly has some benefits as well. While a relatively imminent Dream Queen attack is definitely bad, it'll be after the Negaduck/Moon crisis, which gives us time to prepare (and let's be honest, without a ticking clock we were never going to prepare for her, we never did for Screenslaver or Negaduck until an invitation was dropped in our laps even when we had plenty of foreshadowing). And she was always going to attack eventually - this way at least Doof gets to learn in-character about the Dream Queen (since he's giving the action personal attention, he's closely involved with what Russ is up to, and a direct run-in during a DEI mission is about as sure a way to learn about the Dream Queen as any). Meaning we'll both know in-character what's going on (probably unlocking options to address the problem) and have set time frame out-of-character to make sure we actually do them.

While it's definitely still bad, there's a real silver lining to the Dream Queen run-in I think some people are ignoring, and I'd rather take it than waste the investigation action and come up with nothing.
 
As for the Council...

Coyote... ACME Product Testing sounds like the likeliest to produce immediate boosts.
Goofy... Gardening has a 5% chance of what is probably Super Goof. Long odds, but it would be nice to have that.
Janus... Custom Design could be good if we can settle on the right hero.
With Mirage, there is nothing that looks too promising atm.
Martian Robot for Ludivine, although it won't be done in time.
Coucil doesn't get anything
 
@Argidoll
The Fate-Worse-Than-Death-Inator: A lot of villains seem to go for this whole "fate worse than death" thing, which you've never really understood, how is something supposed to be worse than dying, but inspiration struck while relaying your back story to a hapless intern. A random king that is opposed to you is teleported to Drusselstein and cannot escape for one turn. The bonus they provide to national actions is halved, as they are forced to delegate and rely on Drusselstein's limited means of communicating with the outside world.
 
Might be better to go with Maui Mallard regardless of how Jo Lan works, on the grounds that the Cookbook personal has a 10% chance of Indigestion, which could mean a penalty for the turn, which goes against the spirit of your plan. Mallard seems more like a no progress but no penalty even with the lowest of rolls

I don't think so. Tobe and the gang don't have a history of being inhibited long term by their failures. They're almost toon-like in that regard.

In either case, Mad Mojo pushes them closer towards being a capable occult hero which is something we have fewer of than Martial anyhow.

But to check: @Arathnorn would Jo Lan proc on crises as well as quests?

It might actually be better to go with Spy on Doof here. Whether we go with Dream Queen or not, the plan has been to get Russ' loyalty up for him to open up to us and avoid the prophecy that dooms him, so this can help us boost that loyalty even without a bossman talk this turn. Most people seem to want Doof to talk with Russ next turn anyway, so that only increases the loyalty gain and it can potentially save Russ.

That's fine and good, but Russ ALSO needs to come out of this event intact and he's going to be a prime target now that he may have been busted spying on Negaduck.

Having a new friend with a significantly higher amount of Martial going into Negacrisis would be good for Russ's health.
 
Having a new friend with a significantly higher amount of Martial going into Negacrisis would be good for Russ's health.
Look, I love Fred, but...I doubt he could do anything against Negaduck. Hell, i'd give KHAN poor odds against the ducky.

I'd like to go with Frightful Sight and In the Queen's Court. I know poking Dream Queen might scare off some people but I think there's a serious case to be made.

First, the benefits of getting our intel on Negaduck's plan now rather than later - while also not causing him to change it with the Creative option - should be obvious. For one, we'll be able to do focused preparation for whatever is incoming on us, and two, we can probably get some opinion bonuses for sharing our new intel with Xanatos and the Government - maybe even save a lot of lives if that's a priority.

Second, the Dream Queen action honestly has some benefits as well. While a relatively imminent Dream Queen attack is definitely bad, it'll be after the Negaduck/Moon crisis, which gives us time to prepare (and let's be honest, without a ticking clock we were never going to prepare for her, we never did for Screenslaver or Negaduck until an invitation was dropped in our laps even when we had plenty of foreshadowing). And she was always going to attack eventually - this way at least Doof gets to learn in-character about the Dream Queen (since he's giving the action personal attention, he's closely involved with what Russ is up to, and a direct run-in during a DEI mission is about as sure a way to learn about the Dream Queen as any). Meaning we'll both know in-character what's going on (probably unlocking options to address the problem) and have set time frame out-of-character to make sure we actually do them.

While it's definitely still bad, there's a real silver lining to the Dream Queen run-in I think some people are ignoring, and I'd rather take it than waste the investigation action and come up with nothing.
Certainly, of the options we have, the Queen seems the least likely to be a problem in the near-future...Just in the distant future...And we have prep-time...
 
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You don't even pick the one with an inherent weakness to fire?
Fair enough. But, looking at the cards...Fred has 2 star Martial, Megavolt, the lowest of the five has a 3 star. Still, my point is, I like Fred, but I don't know if he stands much of a chance against the Five. I guess every bit helps, but I doubt he'll be more useful then, say, GENGHIS FREAKING KHAN. Hm...Actually, here's an idea:
@Made in Heaven
I know we can write-in PAs, so...Could we write-in for Russ to try and contact the Dreamfinder? If anyone could help him at...The moment, it'd be Blair.
 
Fair enough. But, looking at the cards...Fred has 2 star Martial, Megavolt, the lowest of the five has a 3 star. Still, my point is, I like Fred, but I don't know if he stands much of a chance against the Five. I guess every bit helps, but I doubt he'll be more useful then, say, GENGHIS FREAKING KHAN. Hm...Actually, here's an idea:
@Made in Heaven
I know we can write-in PAs, so...Could we write-in for Russ to try and contact the Dreamfinder? If anyone could help him at...The moment, it'd be Blair.
Freds martial is around 30, which is pretty good.
 
No matter what we do with Russ, it might warrant getting Celena next turn. A powerful occult hero could let us prepare greater protections. The failure of leylines was bad, but Tom still has a very high summoning chance 93% with experiance.

Malf will need to be talked to eventually but, probably the turn after.
 
No matter what we do with Russ, it might warrant getting Celena next turn. A powerful occult hero could let us prepare greater protections. The failure of leylines was bad, but Tom still has a very high summoning chance 93% with experiance.

Malf will need to be talked to eventually but, probably the turn after.
Oh, no. No. Letting the hero unit with a known tendency toward vengefulness and bitterness stew because we think it can wait a turn does not end well. We did that with LOVEMUFFIN and it turned out horribly.

We talk to Malf the same turn at absolute minimum, though my preference would be Celena be only hired after repeated conversations/magic studies with Malf plus hiring another non-ghostly occult unit or two to ease him into it.

Even if she's an improvement over Malf, the transition period where they're at each other's throats is not something we can afford right now.
 
Oh, no. No. Letting the hero unit with a known tendency toward vengefulness and bitterness stew because we think it can wait a turn does not end well. We did that with LOVEMUFFIN and it turned out horribly.

We talk to Malf the same turn at absolute minimum, though my preference would be Celena be only hired after repeated conversations/magic studies with Malf plus hiring another non-ghostly occult unit or two to ease him into it.

Even if she's an improvement over Malf, the transition period where they're at each other's throats is not something we can afford right now.
Im fine with delayin Alan again i suppose, but i dont think we can afford waiting for Malf to get over his issues. If he throws a fit, we will deal with it, as it stands he is going to have to suck it up and we deal with cheering him up after.

Delaying a potentially important addition like Celena for what will almost certainly be over a year both in game and real life because of our counciler throwing a fit, especially since we may be dealing with a magical threat soon is absurd.
 
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