To be honest, we should do "reaching out to Shego" and some of the other reaching out options regardless of what our current situation is or whether we believe an alliance is necessary. Establishing basic diplomatic channels with the other most powerful people in the United States' traditional mainland borders is a basic thing that should be done, regardless of whether those channels will need to be immediately used in the next few turns or not.
 
To be honest, we should do "reaching out to Shego" and some of the other reaching out options regardless of what our current situation is or whether we believe an alliance is necessary. Establishing basic diplomatic channels with the other most powerful people in the United States' traditional mainland borders is a basic thing that should be done, regardless of whether those channels will need to be immediately used in the next few turns or not.
no ones really disagreeing there its just a matter of time management and realizing that it can be put off just a little bit longer. Its still high on the priority list.
 
@weredrago2
I've got to ask, why do LA crime at all, why do it before we turn hawk and can use his people there to help us, and why believe we can even succeed given what we saw of the DC Doom had to deal with?
Movaje covered some points well. There seem to be more villains pouring into Los Angeles (Quackerjack, anyone?) and I'd like to shine a light on them. I also want to shine a light on Agent Russ, because I enjoy Russ and this is very much his "thing". If anyone can overcome that mystery roller, its him.

The part about Roger running LA is silly, though. Its hard enough to be mayor there without having any history in the local politics, let alone get into mayorship with local politics hostile to you.

On Hawk: Forget him. The guy is befuddled and out the door. He is becoming an action sink and we should move on to discovering the new players in Los Angeles.
 
More Combat Inators

The Boot-Inator: Have you ever heard of giving someone the boot? Well BEHOLD my The Boot-Inator! now I can give someone a giant boot to the face whenever I wish !

Grabby-Inator: ugh don't you hate it when things and foes are just out of reach? It's like I could get up and walk over to you but that's effort and I'm really comfy in my Evil Lazyboy. Well no longer! Behold my Grabby-Inator! I push this button here and ACHME style grabby arms pop out of my sleeves! Neat huh?

Marble Attract -Inator: For whatever reason people keep reminding me that I lost my marble collection. Not really sure why . I mean I don't really count that as a backstory thing. Anyways BEHOLD my Marble Attract-Inator! It can gather up all the Marbles around for miles. Though it makes a big mess and makes it hard to walk without being sent sprawling.

Charge-Inator: ugh I hate it when my phone , Inators and Technor run out of batteries right in the middle of when I'm doing something! What's more everyone seems to be fine! Well no more! Behold my Charge-Inator! It absorbs the electricity from nearby devices to fire a bolt of recharging lightning! Now I just need to fiqure out how to turn down the voltage... and the amps can't forget those .

Selfdestruct installation-Inator: Since I put them on all of my Inators I made an Inator to do it for me. I Made a mistake with it once.... I'd rather not risk it again. For whatever reason it works on things besides Inators honestly all evil inventions should have them! I'm doing them a favor let's be honest.

Rollerblader-Inator: I tried out for one of those Rollerdurby teams once.It ranked in the top 500 worst experiences of my life . Honestly the fact I even have a list like that is kinda depressing. Ah where was I? Oh yes BEHOLD my Rollerblade-Inator! I turn these on and I can rollerblade circles around anyone! Ha look who's useless now Karen! You can't hurt me anymore!

Green thumb-Inator: Back when we were kids Rodger and I would help our mother plant Doonkleberry bushes behind our house. I could never grow anything while my brother won competitions with his! And he shared None of them with me! Well no more! Behold my Green Thumb-Inator! I throw it and it'll Create the biggestDoonkleberry bush ever! Oh funny thing about Doonkleberry bushes they are like the child of posion Ivy plants and barbed wire. I was always made to collect them...
 
no ones really disagreeing there its just a matter of time management and realizing that it can be put off just a little bit longer. Its still high on the priority list.
I mean, you guys were disagreeing there. The only time anyone has made an argument to establish diplomatic channels with any of the Kings is when you guys feel you want to make an alliance with them. That's why you guys finally got around to talking with Xanatos, and it's why you're finally trying to talk to Shego in this turn or the next. That's why I said anything at all. I'm not arguing anything about whether the actions should be taken this turn. I just find the underlying logic that we should only approach Kings when we have long-term ambitions for an alliance to be rather short-sighted.
 
Made in Heaven, is there any chance us trying to appeal the SRA and changing the insuricare policies that are responsible for ending the careers of a lot of supers might boost hegos loyalty a bit?
 
[X] Plan: I Have the Honor to be Your Benevolent Overlord, H. Doof
-[X] Dinosaur Calvary
-[X] Reach out to Shego
-[X] Lobby against the SRA
-[X] Develop a new social media platform
-[X] Rebrand Insuricare's anti-Super Policies
-[X] Investigate Toffee
-[X] Investigate crime in LA
-[X] Survey Galfed Ship
-[X] Research Doppelganger AI
-[X] Research Alchemy

Personal:
-[X] Write a Musical
-[X] Read your Spellbook
-[X] Chat with the Bossman
--[X] Goofy
-[X] Hire Dickens Detective Agency
--[X] Look for Star and Marco
--[X] Commodore

Goofy:
-[X] Work for Dr. D.
--[X] Lobby against the SRA

Ghengis Khan:
-[X] Quest Leader: You Made Me Love Xanadu

Wile E. Coyote:
-[X] Look through ACME's records

Francis Monogram:
-[X] Work for Doctor Doofenshmirtz
--[X] Investigate Toffee

Agent Russ:
-[X] Work for the Good Doctor
--[X] Investigate crime in LA

Dennis the Duck:
-[X] Help the Pharmacist
--[X] Dinosaur Calvary

Hego:
-[X] Manage Bueno Nacho

Technor:
-[X] Psychoanalyze
--[X] Janna

Max:
-[X] Quest: You Made Me Love Xanadu

Mirage:
-[X] Work for Dr. Heinz
--[X] Rebrand Insuricare's anti-Super Policies

Vannessa:
-[X] Work for Dad
--[X] Reach out to Shego

Janna:
-[X] Quest: You Made Me Love Xanadu

Dr. Jumba Jookiba:
-[X] Work for fellow evil genius
--[X] Survey Galfed ship

Ludivine Von Drake:
-[X] Quest: You Made Me Love Xanadu

Queen Lizzy:
-[X] Work for Doofenshmirtz
--[X] Research Doppelganger AI

Tobe and the Vagabound Ninja:
-[X] Work for Sensei
--[X] Research Alchemy

Phineas and Ferb:
-[X] Work for your Summer Boss
--[X] Develop a new Social Media Platform

LOVEMUFFIN
-[X] Buy out Lee Industries

Quest: You Made Me Love Xanadu
-Temujin (Leader)
-Janna
-Ludivine
-Max

-[X] Don't overclock Technor
-[X] Don't activate an Inator
On checking, this applies to your plan too, so hopefully I can convince you. I realize my current plan won't win, but I think this is genuinely important, so unless there's a sea change I'm going to end up basing my vote on whichever either takes these into account or convinces me that they don't hold.
re: Xanadu. I think we should send lizzie instead of Von Drake. Here's why.

First, the mechanical. For your quest
Martial (Genghis + Janna) 55+10+12+5+7=89
Diplomacy (Genghis + Von Drake)15+20=35
Stewardship (Genghis + Max)=22+9+5=36
Intrigue (Genghis + Janna) 18+20+5=43
Learning (Genghis + Von Drake)=12+40=52
Occult (Genghis + Janna): 0+10+12+5=27

For a 282 total bonus

With Lizzie
Martial (Genghis + Janna) 55+10+12+5+7+5=94
Diplomacy (Genghis + Max)15+13+5-5=28
Stewardship (Genghis + Lizzie)=22+15=37
Intrigue (Genghis + Janna) 18+20+5=43
Learning (Genghis + Von Drake)=12+30=42
Occult (Genghis + Janna): 0+10+12+5=27
For 271 Total Bonus
Obviously, Lizzie is mechanically not quite as strong as Von Drake.However, I think Martial is likely to be more important per point in Xanadu than Diplomacy, so Lizzie's trait is at worst net neutral, and she also increases out of combat martial by a lot thanks to her martial 26. Not all quest martial rolls trigger the in combat modifier, as we saw Forex in Drusselstien, where norm had a combat roll to open a heavy door; outside of combat, the stat totals of the two forces are identical, as Lizzie gives +16 martial and +1 stewardship to Von Drake's +7 diplomacy and +10 learning.

Even if we ignore that, however, we also have to consider marginal utility. A quest generally offers more rewards than a national action, but usually not 6 times more (the casino being an obvious exception, and it used a lot of Hero Units and national actions); Jumba, as incredible as he is, is not more valuable than, say, our pick of 6 people from the Rolodex. Each stat only governs, approximately, a sixth of the quest rolls - less so, considering a good roll in one area can often patch a weakness in another. As such, I believe that given the choice between +10 learning on the quest and +11 learning on Robo-Doppelganger AI, the second is more valuable as well.



Secondly, the narrative. Lizzie and Janna are friends, so sending them both on Xanadu appeals to me; otherwise, she'll only have Max as someone there she can really talk to. On the flip side, Max is likely to appreciate it too - not only is there someone else for Janna to talk about the creepy things that don't really interest him with, there's also one less toon. Generally, the fewer toons there are, the fewer toon shenanigans, and Max has shown an ardent dislike of those in the past. Ordinarily, Von Drake is probably going to be fine by him in this regard, but "mysterious ancient tomb" and "absentminded scientist" are not good combinations for Max's happiness.



Finally, there's flavor. Whether an action is a success or not is determined by stats, but how the result looks is based on flavor. This wouldn't be a problem for, say, adaptive anti-cape AI, as Lizzie is good with robotics and the like and thus isn't working outside her specialty, but Robo-Doppelganger AI seems like a particularly poor choice, as we're asking the person who barely knows how to interact with people to design an AI meant to pass at human. From the action descriptor:


The other suggestion I have is more minor, but I think I'd also prefer to put Hego on outfitting PMC with energy weapons. It's lower DC, so a better use for a turn where we have a lower stat hero on the case, involves technology, so Khan doesn't have a comparative advantage, and also upgrades our PMC. Also, I think it's silly flavorwise to not give Khan the action to give us cavalry.
 
To throw in my own two cents about Hawk... I don't think subverting him would be a good choice. Aside from screwing over Doom, he's not much use otherwise. Another intrigue hero is good and all, but we'd have to use many turns to assert his loyalty. Especially considering we had Russ mess with him in the first place. Just send him out with a bang and deal lasting damage to Doom's operations.
 
If that wasn't your point then I really don't know what your trying to argue.

My point was that Toffee will be gearing up to further his genocidal goals while we twiddle our thumbs.

As for the point of alien invasions, you never heard of *covert infiltration* types of alien invasions like in "Invasion of the Body Snatchers", "Animorphs" and "V", I take it?

And please don´t take that one as literally as you did the other stuff I said again - I am simply saying that in a game centred around *shadow wars*, of course alien invaders wouldn´t come guns blazing to blast human defenses apart, but instead they´ll be dissolving them akin to a cancer.
 
I've actually turned a little sour on flipping Hawk. I'm still not opposed to it, I'm just now fairly interested in the

[ ] Send Hawk out with a bang- Hawk is on the outs with Doom, and has failed spectacularly as a spymaster. Russ expects Hawk to be fired any day now. You could give him something really spectacular to be fired for.

Reward: Doom is hit with one final grand misdirection before Hawk is fired.

action

Give Doom some bad information so he wastes some actions on stuff that either doesn't matter or, ideally, hurts him/helps us somehow.

Ensures we don't need to manage Hawk, which might or might not have been a thing if we flipped him, don't know.
 
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I've actually turned a little sour on flipping Hawk. I'm still not opposed to it, I'm just now fairly interested in the

[ ] Send Hawk out with a bang- Hawk is on the outs with Doom, and has failed spectacularly as a spymaster. Russ expects Hawk to be fired any day now. You could give him something really spectacular to be fired for.

Reward: Doom is hit with one final grand misdirection before Hawk is fired.

action

Give Doom some bad information so he wastes some actions on stuff that either doesn't matter or, ideally, hurts him/helps us somehow.
I agree would really rather not recruit the morally reprehensible intrigue hero who has been supporting anti toon rights for years.
 
Is subverting hawk recruiting him?

I figured he would just be reporting to us whatever doom was planning or some such. Not being one of our hero units. He's only good for us if he is working with doom.
 
Guys. This means Russ would get a +15 bonus to his Intrigue (which is 36) to whatever he rolled, plus any other modifiers we might miss. There's a very good chance this could work

Errr.

No.

14 for the Intrigue stat from Doof.
+36 for the Intrigue stat from Russ.
+3 from the Intrigue loyalty bonus
+5 from Secret Keeper.
+10 from Tooned In.

That's a bonus of 68.

39% chance of not even reaching Doom's serious failure of a roll. 61% chance of rolling higher than Doom's attempt.

Unknown chances of actually making the DC, because we have no clue other than it being less than DC 214.

If the DC is something crazy like DC 200, it is well outside our range short of exploding dice.

If the DC is something slightly more sane like DC 150, we still have less than 20% chance of making it.

Even DC 120 gives us slightly-less-than-even odds of success and I don't think it is that low.

I would not describe any of this as something with a very good chance of success.
 
Actually @Made in Heaven question for the Dino Calvery Action. Going by the results of last turn I assume our PMC is gunna be mounted on herbivores of somekind. But once we start bringing back carnivorous dinosaurs, will it take a Martial Action to swap the mounts around, or will it happen automatically/there be a mix of predator and prey mounts in the PMC?
 
The Boot-Inator: Have you ever heard of giving someone the boot? Well BEHOLD my The Boot-Inator! now I can give someone a giant boot to the face whenever I wish !

"...you just turned your Unstuckinator sideways."

"What? Sometimes even for a genius the simplest answer is the best.
 
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