I think it's worth noting specifically why getting Lizzy would probably be better than Stanley

Firstly based on the conversation we've seen so far Lizzy definitely seems to be the more... put together of the two though I use that term loosely

Secondly, and probably more importantly, there's the matter of what they can contribute

Stanleys focus is clearly on three things: Romans, robots and magma. And while his focus on Rome might provide us some insight on the things we got from Malifishmertz's castle, the ancient coin, centurion helmet and silphium, that's insight that Malifishmertz himself could provide and his focus on robots is something we can already do with Doof and Technor and the only real use of his magma focus would be thermal generators but we've, hopefully, already got flubber and a path to Zero Point Energy

Lizzy on the other hand has the ability to communicate, control and coordinate ants and the ability to create giant mech suits that they can control, which is technology that could be extremely beneficial, especially if it can be upgraded to work with OWCA agents and humans
 
I think it's worth noting specifically why getting Lizzy would probably be better than Stanley

Firstly based on the conversation we've seen so far Lizzy definitely seems to be the more... put together of the two though I use that term loosely

Secondly, and probably more importantly, there's the matter of what they can contribute

Stanleys focus is clearly on three things: Romans, robots and magma. And while his focus on Rome might provide us some insight on the things we got from Malifishmertz's castle, the ancient coin, centurion helmet and silphium, that's insight that Malifishmertz himself could provide and his focus on robots is something we can already do with Doof and Technor and the only real use of his magma focus would be thermal generators but we've, hopefully, already got flubber and a path to Zero Point Energy

Lizzy on the other hand has the ability to communicate, control and coordinate ants and the ability to create giant mech suits that they can control, which is technology that could be extremely beneficial, especially if it can be upgraded to work with OWCA agents and humans
Plus with her power suit knowledge we can use her to help create our personal suit of power armor.

Second, if things encased in 0 point energy are indestructible, basically, could we install a feature that encases the power armor in that energy and release on command? Cause that'd make us able to tank the truly dangerous hits.
 
Plus with her power suit knowledge we can use her to help create our personal suit of power armor.

Second, if things encased in 0 point energy are indestructible, basically, could we install a feature that encases the power armor in that energy and release on command? Cause that'd make us able to tank the truly dangerous hits.
Ooooooh! Maybe we can put a similar feature in the Norm-Bots, especially since we're probably mounting ZPE rays on them.
 
[X] Attempt communications (These two seem to have more of a quarrel with each other than anything else, you're just caught in the middle. Maybe one of them would see reason, leave town… or even enter your employ?)
-[x] With Lizzie
[X] Attack (Forget about communicating, you just need to attack them! Sure, Shego's asleep right now, but the rest of you can probably do fine!)
-[X] Attack Stanley
 
[X] Attempt communications (These two seem to have more of a quarrel with each other than anything else, you're just caught in the middle. Maybe one of them would see reason, leave town… or even enter your employ?)
-[x] With Lizzie
[X] Attack (Forget about communicating, you just need to attack them! Sure, Shego's asleep right now, but the rest of you can probably do fine!)
-[X] Attack Stanley
 
Votes closed!
Adhoc vote count started by Sailor_Skarro on Jul 23, 2020 at 11:19 AM, finished with 172 posts and 68 votes.
 
So, if I'm reading that right, we're attacking Stanley while Mirage opens up diplomatic talks with Lizzie?
 
So are our teams are going to be Khan, Monogram, Wile E., and Norm to go kick ass, and Technor, Doof, Mirage and Russ to negotiate with Lizzie?
 
[X] Attempt communications (These two seem to have more of a quarrel with each other than anything else, you're just caught in the middle. Maybe one of them would see reason, leave town… or even enter your employ?)
-[x] With Lizzie
[X] Attack (Forget about communicating, you just need to attack them! Sure, Shego's asleep right now, but the rest of you can probably do fine!)
-[X] Attack Stanley
 
Why do people want to fight them?, with Negaduck, Judge Doom and possibly Syndrome coming back, shouldn't Doof be gathering vassals, minions and allies, I mean its possible due to the two villains quirkiness that fighting them and winning would make it easier to recruit them later on, but still shouldn't diplomacy be attempted first?

[X] Attempt communications (These two seem to have more of a quarrel with each other than anything else, you're just caught in the middle. Maybe one of them would see reason, leave town… or even enter your employ?)
-[x] With Lizzie
-[x] With Stanley

As for Sinatron, why oppose him in the first place, first of all

A. Its better for him to be king, than Syndrome reclaiming his power
B. It seems that like, Doof, he is interested only in taking over Las Vegas not the world.
C. He is one of the first sentient robot and AI ever created, he could be a way for Doof to diplomance other AI, sentient robots and machines.
D. He seems ignorant of the masquerad, idiotic than malevolent, if Doof and Rufus were to actually talk to him about why its a bad idea to declare Las Vegas as separate from America, he will likely understand, what with him being low on resources, low on allies.
E. He should at least be given the benefit of the doubt like Doof, if he wants to try his hand at taking over Las Vegas, and turning the place into a cape sanctuary.
F. With other threats out there, it pays to have as many allies to put out fires.
G. It may not be a good idea to snub him and leave him to his own devices, since with the lack of resources and allies, he may be at the mercy of Syndrome's wrath.
H. If Sinatron is sufficiently strong, he could keep Syndrome busy, if Syndrome manages to escape giving valuable time for Doof, Shego to build up their powerbase.

There is a way for Doof to give the chip to Sinatron while, keeping the FBI appeased, Shego interested in a alliance, and Sinatron a obstacle that can give Syndrome a headache at worst.

First step is to clear up the misunderstanding, we have to make it clear that Doof panicked and ran away without giving up the chip due, to not wanting to draw Syndrome's attention and wrath ( in otherwords making it publicly known that Doof dealt a heavy blow to Syndrome), and Sinatron antagonizing the Representatives of the government by declaring Las Vegas separate from the state.

Second step make it clear that Sinatron has to follow the rules of the masquerade involving the government, explain to him the concept of masquerade, how Sinatron due to his volatile position can't afford to antagonize or make needless enemies when he could be making allies.

Third step convince Rufus the FBI agent that Sinatron is a better altenative to Syndrome, Syndrome really if he could, he would commit genocide on capes at worst or at best would heavily discriminate against them. thus making Sinatron sufficiently strong enough to hold Las Vegas, would either hurt Syndrome or at the least keep him busy. Convince Rufus that as of the moment Sinatron is interested in cementing his base in Las Vegas, which is no different from what Doof is soing and building a sanctuary for capes, Sinatron could keep Syndrome busy, but that's only if he has a chance to gather resources and build up.

Fourth step Share the give the govement the means to produce Omnidroids with AI to sweeten the deal, gain more trust points with them. It accomplishes two things, one which is to give the remmants of America govermant more firepower, thus making Sinatron less dangerous , if he proves untrustworthy, it also weakens Syndrome by him no longer monopolizing omnidroids. In exchange Doof could have more leeway in other government involve masquerades such as access to aliens and other supernatural stuff.

Fifth step convince Shego about the enemy mine situation, such as Sinatron being another barrier against Syndrome if he manages to recover, Las Vegas being another safe zone for capes, Doof will share the spoils of what he found in Syndrome's gala with Shego, help Shego conquer Syndrome's power structure and help in science matters, in exchange for cape muscle, Shego will acknowledge that Doof is the overlord of the Tri-state area in theory ( while secretly Shego still has ownership of all her assets in tristate area) Something of a open house policy where Doof and Shego are allowed to operate mutually in the portion of the Tristate area- Shego owns) She can provide cape muscle when the time comes for a final attack on Judge Doom.

Sixth step, Doof and maybe the government and Shego will help Sinatron gain a foothold on Las Vegas, or sufficiently strong enough to exist as a faction. in exchange Sinatron will not mentioned anything about Doof's involvement with Syndrome, seriously that psychopath is willing to target families of his enemies, and kill capes just for existing. In fact it will be beneficial for Sinatron to have a consensual raid on Doof for starting resources (money stuff, robots, weapons) which Doof will allow occasionally , it will make it publicly clear that Doof is not involve with Syndrome's fiasco gala, Sinatron should also belittle Doof publicly to get others to underestimate him, plus it also gives Sinatron credibility which he will need.
 
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Why do people want to fight them?, with Negaduck, Judge Doom and possibly Syndrome coming back, shouldn't Doof be gathering vassals, minions and allies, I mean its possible due to the two villains quirkiness that fighting them and winning would make it easier to recruit them later on, but still shouldn't diplomacy be attempted first?
Because they had the temerity to turn our territory into their turf war, and basically declare themselves the new rulers. We were literally only gone for a day. A message needs to be sent.
I already said mine was because I like the wackiness add-on about building a Giant Magnification Glass-inator and whatever the volcano inator was. We just got done with a super serious mission. We don't need to be hyper-efficient at everything. Live a little with the wackiness of random, overly complicated machines to burn some ants!
 
I have something fun for everyone today!

Since I enjoy making graphs and charts, I decided to make simple charts of all the different ability scores, and an approximate explanation of what each score range in them means. Please note these were made by me, not the QM, so don't take this as hard canon or perfect info anything, but it should help to give an idea what each stat 'means' from a qualitative standpoint.

0: physically paralyzed
1-5: a weakling, sickly, infirm or particularly incompetent
6-9: an average human being
10-14: Some combat training, karate classes, has been in a few scraps
15-19: Trained soldier
20-25: Expert veteran of combat
25-35: low level Street Tier Cape; respected military leader
36-40: Competent superhero
41-50: World class fighter, capable of throwing down with most supers
51-60: Incomparable fighter, legendary, once in an era general
61-70: High-level superhuman powers paired with natural skill and years of experience
70+: Unstoppable juggernaut of destruction

0: deeply, personally repulsive
1-5: Annoying, obnoxious, grating
6-9: An average human being
10-15: Moderate charisma and basic social skills
16-20: trained negotiator or corporate dealmaker
21-25: Highly skilled professional diplomat
26-35: Magnetic personality, liked by all they meet
36-45: Cream of the crop, natural born politician, brilliant dealmaker
46-55: Literally superhuman persuasive power, preternatural understanding of human psychology
55-70: Could trade a castle for a piece of string
70+: Social Diety

0: Does not understand the concept of trade
1-5: Bad with money, scatterbrained, unable to lead others
6-10: Standard human
11-15: basic organizational skills and time management
16-20: Professional Project Manager
21-25: High ranking corporate worker skilled at their job
26-35: Experienced CEO or governor, capable of managing massive interlocking projects at the same time
36-45: Financial Wizard, can predict the stock market with some accuracy, can sketch out plans for an entire business venture in a week
46-55: Supernatural management skills, capable of leading entire countries without apparent effort
56-70: Multiple simultaneous thoughtstreams, could amass a fortune bigger than Glomgold's if they put their mind to it.
71+: owns you already, you just don't know it yet

0: Incapable of lying
1-6: Credible, easy to fool, has trouble remembering to keep secrets
7-10: average human mind
11-15: petty criminal, amateur sleuth
16-20: junior spy; professional thief
21-25: secret agent
26-35: criminal mastermind
36-45: Master of disguise, intricate webweaver, conceals true intentions unconsciously
46-55: World's Greatest Detective, Infamous phantom thief, can hide in plain sight
56-70: superpower assisted stealth, could convince a person their entire life was a lie in an afternoon
71+: They've already won, you just haven't noticed yet.

0: nonsapient
1-6: simpleminded, dim, uneducated
7-10: High School Diploma, average intelligence
11-13: Slightly smarter than average; some college
14-20: college graduate in sciences, trivia champion
21-30: Doctorate in technical field, Cash Wheel National Champion
30-35: Factotum
36-40: Leading expert in their field, photographic memory
41-50: World's greatest expert on their subject
51-60: Smartest human alive, perfect recall of every fact they have ever learned
61-70: Inhuman intellect
71+: Appears omniscient

0: most humans
1-5: petty dabbler
6-10: conjurer of cheap tricks, average elf, conspiracy blogger who is actually right
11-15: hedge wizard, can sling a few fireballs before getting tired, normal person with decades of paranormal experience
16-20: Respectable sorcerer
21-25: Coven matriarch
26-30: Lesser member of the Third Race
31-35: Archmage, deep font of arcane knowledge
36-45: Centuries old arcane master, skilled member of the Third Race
46-55: Once in a generation talent
56-70: Skilled archmage empowered by enormous magical force or artifact
70+ Physical God
 
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