Vote tally - DoofQuest- a Disney Villains Victorious CK2-Style Quest

Adhoc vote count started by PyrrosWarrior on Jul 30, 2020 at 1:03 PM, finished with 189 posts and 62 votes.

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PyrrosWarrior
DoofQuest- a Disney Villains Victorious CK2-Style Quest
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Post #8657

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  • [X] Give Jumba time to get his creation
    [X] Try to steal the whole lab (While it would be harder, and you'd have to deal with the guards and aliens still on the ship, never leaving it might make the aliens think Jumba escaped of his own volition. It would be hard to miss the escape, but just imagine the benefits you could get from a space-worthy ship with a functioning sublight drive!)
    -[X] AND cause a distraction with an escape pod
    [x] Plan Save The Whales!
    [X] Try to steal the whole lab (While it would be harder, and you'd have to deal with the guards and aliens still on the ship, never leaving it might make the aliens think Jumba escaped of his own volition. It would be hard to miss the escape, but just imagine the benefits you could get from a space-worthy ship with a functioning sublight drive!)
    -[x] AND cause a distraction with an escape pod
    [X] Try to steal the whole lab (While it would be harder, and you'd have to deal with the guards and aliens still on the ship, never leaving it might make the aliens think Jumba escaped of his own volition. It would be hard to miss the escape, but just imagine the benefits you could get from a space-worthy ship with a functioning sublight drive!)
    -[X] AND cause a distraction with an escape pod
    -[x] (Write In) Take the ship underwater to evade capture! It's a spaceship made to endure all sorts of hostile environments, so we can just go grab it later! Let Jumba grab his creation AFTER we secure our escape and park the ship.
    [X] Plan Homewreckers
    [X] Try to steal the whole lab (While it would be harder, and you'd have to deal with the guards and aliens still on the ship, never leaving it might make the aliens think Jumba escaped of his own volition. It would be hard to miss the escape, but just imagine the benefits you could get from a space-worthy ship with a functioning sublight drive!)
    -[X] Persuade Jumba to cause an "accident" similar to what Pleaky have mentioned earlier as a petty revenge present for his stay.
    -[X] AND cause a distraction with an escape pod
    [x] Escape Plan: "Lab-low & Stitch"
    [X] Try to steal the whole lab (While it would be harder, and you'd have to deal with the guards and aliens still on the ship, never leaving it might make the aliens think Jumba escaped of his own volition. It would be hard to miss the escape, but just imagine the benefits you could get from a space-worthy ship with a functioning sublight drive!)
    -[x] (Write In) Take the ship underwater to evade capture! It's a spaceship made to endure all sorts of hostile environments, so we can just go grab it later! Let Jumba grab his creation AFTER we secure our escape and park the ship.
    -[x]... if possible. Otherwise, get the creation first, then get the ship and drive it underwater as far away as possible.
    -[x] Also, ask Jumba about the feasibility of taking the ship underwater in the first place. If he says no, then just fly the ship away in the air like normal.
    -[x] Regardless, when it's time for distractions, get back in contact with Agent W if possible to do so remotely and get him to act distressed close by to Jumba's Spaceship. If the aliens are really serious about this "Nature Preserve" thing, then they'll have to send people out from the ship to go investigate as it'd be the closest source of reinforcements.
    -[x] Try and make sure Monogram, Khan, and Russ aren't seen during the escape unless things get ugly. You want it to seem like Jumba did this himself.
    -[x] Inquire as to if there is a fire alarm on Jumba's Ship that can be pulled. Also, if there is a self destruct button, and the viability of faking it going off.
    -[x] In general do any and all non-lethal distractions, but only if necessary, and it won't hurt the "Jumba did it!" narrative.
    -[X] AND cause a distraction with an escape pod
    [X] Try to steal the whole lab (While it would be harder, and you'd have to deal with the guards and aliens still on the ship, never leaving it might make the aliens think Jumba escaped of his own volition. It would be hard to miss the escape, but just imagine the benefits you could get from a space-worthy ship with a functioning sublight drive!)
    -[x] (Write In) Take the ship underwater to evade capture! It's a spaceship made to endure all sorts of hostile environments, so we can just go grab it later! Let Jumba grab his creation AFTER we secure our escape and park the ship.
    -[x]... if possible. Otherwise, get the creation first, then get the ship and drive it underwater as far away as possible.
    -[x] Regardless, when it's time for distractions, get back in contact with Agent W if possible to do so remotely and get him to act distressed close by to Jumba's Spaceship. If the aliens are really serious about this "Nature Preserve" thing, then they'll have to send people out from the ship to go investigate as it'd be the closest source of reinforcements.
    -[x] Try and make sure Monogram, Khan, and Russ aren't seen during the escape unless things get ugly. You want it to seem like Jumba did this himself.
    -[x] Inquire as to if there is a fire alarm on Jumba's Ship that can be pulled. Also, if there is a self destruct button, and the viability of faking it going off.
    -[x] In general do any and all non-lethal distractions, but only if necessary, and it won't hurt the "Jumba did it!" narrative.
    -[X] AND cause a distraction with an escape pod
    [x] Insist you leave now
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