Nah, not a full invasion. We'd need to send in a strike force with a portable dimension-inator to get the captives out asap. Preferably right into medical facilities with trained staff capable of dealing with traumatized children.

it would be a full-scale invasion of a factory seizing control long enough to find the captives and bring them home and smash everything on the way out with a warning to don't try to pull this shit again.

potitenaly we hang around long enough to talk to the slug lady so she's aware of just how badly MI fucked up and that their lucky it was Doof and not someone who would attackmonster society as a whole.
 
Nah, not a full invasion. We'd need to send in a strike force with a portable dimension-inator to get the captives out asap. Preferably right into medical facilities with trained staff capable of dealing with traumatized children.
So what you're saying is we need to both solve TECHNOR's energy Issue, and then Overclock him anyway to handle the severe trauma overload.

To which I say BRING ON THE THERAPY!
 
Guys isn't Stanley already going through therapy as part of his sentence?
But not the kind of therapy that will result in us getting him as a hero unit like we did Lizzie. I'm pretty sure that if we want him without having to do a diplo action later that we will have to do a Technor Therapy action like we did with Lizzie.
There are three directions to approach this from. 1, what's the most mechanically effective action. Two, what's the most moral action. ANd three, what's the most fun action. For most actions, we consider all 3:

1. From a mechanics standpoint, Stanley is a mediocre choice. He's got only 24 martial, which is basically useless; we have only one martial action, and 7 units with higher martial - 8 for personal combat with Janna, 9 counting quests with Russ. We're essentially never going to use him in that role. None of his other stats are impressive either; he has 2 pips in learning, which means he's guaranteed to be 30 or less. We have 3 heroes better than that, Lizzie who's at least equal to that, and multiple options for recruitment who are probably going to beat that, like Janus Lee (3 pips, low DC stewardship to recruit) or Wendy Wower (4 Pips). His only redeeming trait is his 2 star stewardship, which could be as high as 30 but we have no reason to expect it to be that high. At most, I expect him to add a 2-3 stewardship over whatever our next best option is on a given turn, which is not worth spending one of technor's (very in demand) actions.

2. Moral. I rate helping prisoners avoid recidiviziation and help them return to society fairly high, but it's behind "aid traumatized teenager," at minimum, and considering how many people his actions effect I think Doof is probably better from a consequentialist standpoint there as well, even if we ignore what it means for his likelyhood of sucessfully reflecting and thus changing his behavior with norm an CJ. I could see an argument here, if the other points hold up, but it doesn't carry anything on it's own.

3. Fun. I like Janna as a character. I want to see Doof get more character development, especially with Norm but also in general. I want to help Mirage with his traumas, and Max with his backstory. I'm not really interested in Stanley as a character, so there's no bonus from that quarter for getting me to approve of the action, at least for a while. Maybe someone could write a good omake with him to change my perspective, like how Doctor to Doctor got me to vote for psychoanalyzing Dr. D, but as is I'm at least mildly opposed to it from that angle.

Valid points. I do want with my heart to go for Janna, but my head says Stanley for all the reasons I mentioned in my post. The pips argument you make is good, but I'd also like to remind you that when it comes to the thresholds between how many pips a person has things get blurry. For example, Goofy has 3 martial pips and his martial is 24. While Technor has 2 martial pips but his martial is higher at 26. So while it's unlikely, for all we know Stanley's learning could be higher than Janus' by them both being in that greyzone between 2-3 pips. However, by that same logic Janus' learning could be higher than Wendy's if they both inhabit that greyzone between 3-4 pips. I think that his stewardship could possibly be 30 as a counterpart to Lizzie's learning being 30, as Stanley is the head of his own company; Magma Industries -formerly InvestCo-. So there is some justification for a high stewardship.

That and my propensity for collecting Hero Units as well as the technology he would give us access to. That non-flubber anti-gravity stuff he has looks delicious and like it'd make moving the castle so much easier. Or... perhaps if we upsize that technology with Stanley's help then we could turn the castle into Sky High essentially? Doof's Floating Castle, no flubber controversy malus needed! Plus, we could give our dinosaur cavalry the white hot lances Stanley's Hoplites have, as well as the lava shooting guns.

I'll be happy seeing either Janna or Stanley get Technor's therapy option next turn, but I'll be advocating for the latter for all of the reasons mentioned in my post as well as for the sake of having a varied debate on that action as I predict most people will go for Janna. That and the fact that I'm pretty sure that if we don't do him now that we won't do him next turn either as we will have Marco and/or Star to put on his waiting list before him.

I feel that waiting has some benefits for Janna as well as we will have some more information on Star/Marco next turn once we search for them. Waiting a turn to get that information will give Technor more to work through with her or if we actually acquire one of them, open up options for group therapy like was done with Lizzie and Stanley. Plus it'll take place during September/October, so that feels more like a thematically appropriate for our local weirdness expert to examine the skeletons infesting her closet with Technor.
 
I think we are all forgetting that Randall would be more then just a intrigue hero, but also a learning one since he helped create the Scream-Extractor if what I'm getting from the scene below.



Honestly hoping they still haven't put it to use yet since I doubt the monsters know how long a human can scream for and still be conscious.

Edit: Also wondering if they will ever use that on any adults they may start trying to get screams from due to that power-shortage situation that's going on over there. Cause that thing would certainly work on adults as well I think.
 
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Fortunately Gantu is coming to give them the nightmare of the century.

Gantu apparently got booted out. Which implies some pretty awful things.
Randall is a simple matter of cracking the whip. But Waternoose is actually a pretty tough cookie. Dude was able to manhandle Sully with ease.

Randall was also able to do that.

Don't take his kinda shitty showing after he got beaten as his best, he was caught by surprise. He was seconds away from choking out Sully, and he's a nasty sadistic son of a bitch on top of that. There's greater than even odds he killed Mike by sucking every last scream out of him at least.
Sully IIRC wasn't too physically impressive beyond his size. And Gantu is big enough for sully to be waist high IIRC.

Sully's plenty strong, he has a pretty rough morning training regiment and he's noted as being surprisingly sneaky and mobile as well, which helps. I imagine Gantu would kick the shit out of him on his own, but Gantu's built like a tank and can take a massive amount of punishment.
 
There are some jobs that mandate you go through a psychiatric evaluation before you can join on.

I did not expect working at Doofenshmirtz Evil Incorporated to be one of them.
 
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[X] Buy the laser

Like there was any doubt.

Although it is incomplete, here's a plan outline of what we could do next turn. That said, it is variable to change based on actions offered in the coming turn.

[] Proto-Plan: Clearing Personal Business
- [] Martial:
- - [] (Unknown)
- [] Diplomacy: (2 Actions)
- - [] Campaign Against the SRA*
- - [] Reach out to Shego
- [] Stewardship: (2 Actions)
- - [] Develop a new social media platform*
- - - [] Phineas and Ferb assigned*
- - [] (Unknown)
- [] Intrigue (2 Actions):*
- - [] Investigate Toffee*
- - - [] Mirage assigned*
- - [] Conduct corporate espionage (Cloverleaf Industries)*
- - - [] Agent Russ assigned*
- [] Learning (2 Actions):
- - [] Decentralize your Normbots
- - [] (Unknown)
- - - [] Jumba assigned
- [] Occult:
- - [] (Unknown)
- [] Personal Actions
- - [] Dr. Doofenshmirtz:*
- - - [] Read your Spellbook*
- - - [] Chat with the Bossman (Goofy)*
- - - [] Chat with the Bossman (Russ)*
- - [] Goofy
- - - [] Finish your degree online
- - [] Genghis Khan
- - - [] Special: Train LOVEMUFFIN
- - [] Wile E. Coyote
- - - [] Look through ACME's records
- - [] Major Monogram
- - - [] Reorganize OWCA
- - [] Dennis the Duck
- - - [] Make Sandwiches
- - [] Hego
- - - [] Do Good Deeds
- - [] Technor
- - - [] Psychoanalyze: LOVEMUFFIN
- - [] Max
- - - [] Bond with Dad
- - [] Vanessa
- - - [] Job shadow Doof
- - [] Janna
- - - [] (Unknown)
- - [] Ludivine von Drake*
- - - [] Instruct your coworkers: LOVEMUFFIN*
- - [] Queen Lizzy
- - - []Try to be sociable
- - [] Tobe and the Vagabond Ninja
- - - [] Special: Look for love

Some oddities? Let me explain my reasoning.

The plan I've proposed is centered around four major categories: assisting the repeal of the SRA, preparing to strike Mayor Doom, improving LOVEMUFFIN, and clearing off personal actions.

Part 1: the SRA is the hot topic right now, and staying silent will put Doof in a bad light. We need to voice on a side, and thanks to Glomgold, its going to be a bad idea to try to keep the SRA in place. No, we are going to have Doof speak to support the repeal of the SRA… and we do it by utilizing our shiny new social media platform. We might have been slow to join the other kings in taking a side, but by using the new social media for our announcement and backing it up with Mirage's research, we can come out large enough to silence our biggest naysayer. We'll also have Hego keep performing good deeds, to show that there's an active super in our territory.

Part 2: Face it; we've got too many foes right now. Unfortunately, we don't have anything to actually deal with any of them outright. The only one we can actually fight right now is Mayor Doom, and even that is limited to potshots. No, we need something major to bring down Doom, either to cripple him so he has to take a year to recover, or remove him as a player from the board entirely. The problem is, we don't have an opening. Russ is meant to search Cloverleaf Industries, which I understand is the Doom-related corporation, and find that opening, while Coyote looking through ACME's records is meant to find another opening. Ideally, one of the two finds something we can use to go all in on the next turn. Afterwards, with a little more breathing room, we can focus on other matters.

Part 3: LOVEMUFFIN, while useful in the early game, is starting to become rather limited. Although they give us an extra action in any category, they are held back by their low stats, with their only relevant stat in Learning, which is now surpassed by not one but two of our other heroes (and available choices are disappearing due to research). To make matters worse, with their preferences, they desire the higher DC tasks, which make them feel important. Sooner or later, we'll be running into loyalty issues. With this turn, we put LOVEMUFFIN back in school, getting them training with not only Drake, but also Khan, and then toss Technor at them to keep them from rioting too badly. Drake will ideally boost their Learning, and hopefully (but not guaranteed) raise their other stats (since they are below her in all categories). Khan is unexpected, since we haven't gotten any option, in general, to train heroes with him, but my reasoning for trying to force this through is that Khan trained Doof and Dennis, so he might be able to do the same with a weak group. Of course, LOVEMUFFIN may not be happy about the training, so Technor steps in to keep them from getting out of hand, and may even convince them to be thankful for the training, as it will help keep them important. They might even make the shift from D-Rank supervillains to C-Rank! Now, we could try to spread the training out over multiple turns, but time is something we do not have; get their training done quickly, so we can push them to major tasks.

Part 4: With most of our major heroes occupied elsewhere, going on an expedition will not end well for us. The only hero of note that would be useful on a quest would be Janna, and after last turn, we want to let her search for her friends (feel free to let her use company resources; we did promise to help, after all, and with everyone busy to provide assistance, we can at least foot the bill for her search for now). So, with that limitation, everyone else will take care of personal matters. Doof will finish off his spellbook, and speak with Goofy and Russ to make sure everything is all right with them, and hopefully preempt their departure with the Dream Queen (and maybe drop to Russ that, from what we heard from an occult fortuneteller, the masquerade, or a part of it, will fall within a year). Monogram continues to reorganize the OWCA. Dennis restocks his sandwich supply. The ninjas… look for love.

Two other points: we also take the time to decentralize our Normbots to prevent a disaster like the Gala happen to Doof, and we start looking into Toffee. We only know a bit about Toffee, and if he's going to be our next target after Doom, we need to act fast, especially if we are up against a time limit. We'll sit on what we gather for a turn, but after Doom falls, we'll need that information to act, and hopefully find Star before Toffee can.

Oh, the '*'s? Those are what I consider to be high priority, and will likely not vote for any plan that does not include them.
 
Gantu apparently got booted out. Which implies some pretty awful things

I mean... he got a crit success on his roll, which is why the Interlude happened. Which means that Gantu actually succeeded in... whatever he wanted to do, besides getting into Monsters Inc. So it's possible he didn't get "booted out", but instead retreated back to the Himalayas so he could come up with a new plan involving... whatever he discovered.

Plus, he also probably got another hero unit. Admittedly, George may not be the best Hero Unit, since I believe he's a pure background chatacter in the movie. And, even if George isn't counted as a hero unit, he'll probably know a lot more about Monsters Inc and monster society than Gantu has, even with the Abominable Snowman's help.

... also, Gantu is actually, unintentionally, building his own faction right now. Who knows, maybe he'll make the GalFed firces on Earth even stronger? Wouldn't that be strange. We, in-universe, along with the GalFed, think he's gone, and then he pops back up with two other hero units... at the least, as it's possible he nay gain more along the way.

... may be we should, if there's an option to, let Phineas and Ferb hangout with their friends next turn, as we may learm about Baljeet's "late night visitors".
 
Gantu apparently got booted out. Which implies some pretty awful things.
I would argue that Gantu went in for intelligence. He managed to get in, get knowledge of what was actually happening, and get out under his own power rather than being "booted" out. He assessed the situation and made the most tactically logical choice, even if it was one that hurt his morals. Arguably this has made Gantu more dangerous to Waternoose and his ilk. When I read that line about "be thankful you don't know what's going on here" I honestly got chills. This isn't Gantu the butt of the joke. This isn't Gantu the straight man. This isn't even Gantu the semi-competent goof. This is straight up Gantu, decorated military officer and seasoned combatant. He is going to fuck. Them. Up.

With Stitch, Gantu was boiling over. He was aggressive and angry. This Gantu was cold coming out of the portal.
 
This isn't really something useful at this time i think. Probably going to try and turn hawk into a mole for us if the dc was reduced in some way.

Well, we need to do *something* against Doom in order to benefit from his sizeable -25 against us for Intrigue rolls he is still suffering from "for a few turns"...We really need to pull ahead of him in our war of attrition against him.
 
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I'm pretty sure we can only do one per turn.
This isn't really something useful at this time i think. Probably going to try and turn hawk into a mole for us if the dc was reduced in some way.



One per turn, sorry.

Well, I did post the proto-plan early for a reason. I can get input to try to get a better plan before we get around to voting.

With the Chat, I'd say we should go with Goofy, since a +10 boost to Loyalty would put him at 50, possibly allowing us to learn his secrets, and then possibly saving him from the Dream Queen. The chat with Russ would likely not be as much of a difference.

A mole in Hawk... well, it is possible, but I'd rather just work on finding a way to get rid of Doom. We only have a couple of turns before Doom recovers the damage done to his checks on us, so I want Doom defeated by that time.
 
Well, we need to do *something* against Doom in order from his sizeable -25 against us for Intrigue rolls he is still suffering from "for a few turns"...We really need to pull ahead of him in our war of attrition against him.

Our goal should be to either flip Hawk and/or otherwise infiltrate Doom's apparatus and uncover move about Doom himself. However, Investigate Toffee is still a priority as we need to know more before we poke that hornets nest.
 
Well, I did post the proto-plan early for a reason. I can get input to try to get a better plan before we get around to voting.

With the Chat, I'd say we should go with Goofy, since a +10 boost to Loyalty would put him at 50, possibly allowing us to learn his secrets, and then possibly saving him from the Dream Queen. The chat with Russ would likely not be as much of a difference.

A mole in Hawk... well, it is possible, but I'd rather just work on finding a way to get rid of Doom. We only have a couple of turns before Doom recovers the damage done to his checks on us, so I want Doom defeated by that time.

Chatting with Goofy would also be nice for flavour reasons...he is our longest-running employee as well as kind of our go-to Diplomat, after all.

Honestly, I´d settle for "severly weaken Doom" because *defeating him* won´t be easy at any point, as I´ve stated before.
 
I want Doom defeated by that time.
Doubt it unless we got major dirt on doom to make him fold by the public. Actually any reason why we haven't have Russ to do a direct espionage attack on Doom himself yet? I mean doom tried to do to us already and failed since we are an intrigue hell so we learned about Hawk. Is the failure that bad compared to what we have already been doing?
 
The whale creature from before shambled out, looking extremely irate.

"You are lucky you have no idea what is really going on here." Gantu snarled, picking up George by the scruff of his neck and unceremoniously chucking him through the portal. He wasted no time in crashing through the opposite wall, yielding yet another scream from the unfortunate resident of the room.
...that is not Gantu struggling. That is not Gantu barely escaping. That is Gantu calculating what people know and whether they were 'in charge' enough to be brought to potentially-extremely-violent justice. That is "You're lucky you're a pawn. If you were Randall or Waternoose, I would probably kill you and sleep well that night for having done good in the world" Gantu. He went in, he learned something, and he got back out to plan this operation so it would go clean.
 
The only way I can think of that would get rid of doom is exposing him as a toon and a murderer.

We can't do that at the moment so... gathering information.

Hopefully turning hawk or coyote researching acme history might help with that but we just have to many irons in the fire.
 
Well, we need to do *something* against Doom in order to benefit from his sizeable -25 against us for Intrigue rolls he is still suffering from "for a few turns"...We really need to pull ahead of him in our war of attrition against him.
Then the best thing to do right now is checking out who is making problems with Doom in L.A. Having a clear picture of the battlefield is essential in defeating someone. Who knows we might even form an allience with them to defeat Doom.

If Coyote found something interesting in ACME records we could even send it to them to make use of it in order to not attract Doom's attention more to us.

Hawk's should also still have his job for at least a turn with his last 'win' too so I think we can safely ignore him for this turn.

I suggest this turn's intrigue action to be Crime L.A, Toffee, and Star/Marco. Russ with L.A as he had experience there, Tobe with Toffee as we need somebody with Occult stat to investigate Toffee's magical side, and The Dickens with Star/Marco as they had the best Intrigue on our payroll (5 Stars).
 
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