Update is here. So I wrote this over a decently long period of time and so it might be a little messy. I know for a fact that I initially messed up the "Crush all crime" action and so had to recalculate it. If you see any more issues/weirdness please let me know and if it's not intentional, I'll go and fix it.
That being said this turn is absolutely wild. It's arguably "best turn ever" wild. You got your first galactic success, and twelve rolls that succeeded by more than 100 and only one failure (and a minor one as well). There were some statistical anomalies going on here (whoever's responsible for you rolling a natural 100 and then 99 must have splurged on the good goats). Admittedly not all of the rolls were perfect but when things went well, they went really well and when things went poorly, you still generally succeeded.
There's going to be a lot of subvotes coming up and I'm quite excited to get to part 3 of the results so that you can see some of the stuff going on there as well. As always there are a lot of moving parts for this turn but hopefully I delivered. I'm going to cut off my ramblings here and without further ado here's the update!
Turn 32 Results Part 1
You have come out triumphant as of late. What little failings you do have are so miniscule when compared to your successes that it doesn't even matter in the grand scheme of things. For the most part this has been LexCorp taking steps to improve things and you've leaped forwards in numerous ways. From redefining superheroics, to getting the Zeat beam station operational and much more, it's a sign that LexCorp cannot and will not slow down no matter what's thrown at it. You've got plenty of pests to swat down but LexCorp will continue to grow and evolve until it eventually becomes unmatched and unparalleled. Of particular note is Cassandra's progress. Your daughter has always been impressive but now she's taken steps to push herself even harder in an effort to prove that she can begin interacting with the public in earnest and start making a name for herself. With how she's improved by leaps and bounds these last few months your confident that Cassandra can do it. There's no need to get melancholy or to ponder what will happen when your gone as these past few months have shown that any long term prediction is pointless since you'll regularly redefine the future as you see fit.
[ ] [Cass] Have Cassandra learn battle tactics and field command
DC 36
Roll 97 + 30 (Starfire martial stat) + 53 (Cassandra martial stat times coop score with Starfire rounded up) + 49 (reroll bonus) + 30 (Starfire martial stat) + 53 (Cassandra martial stat times coop score with Starfire rounded up) + 63 (second reroll bonus) + 30 (Starfire martial stat) + 53 (Cassandra martial stat times coop score with Starfire rounded up) + 55 (third reroll bonus) + 30 (Starfire martial stat) + 53 (Cassandra martial stat times coop score with Starfire rounded up) + 18 (fourth reroll bonus) + 30 (Starfire martial stat) + 53 (Cassandra martial stat times coop score with Starfire rounded up)
Total 697
Galactic success
Cassandra has once more proven to herself to be prodigious but battle tactics and field command had some how ended up coming so naturally to Cassandra that she surpassed even the exceptional expectations you'd had of her. The simple fact of the matter is that while Cassandra enjoyed many things, she also didn't like feeling someone being better than her. Cassandra apparently thrived off of competition, and so presenting her with a subject matter that she enjoyed and a mentor/rival figure to overcome and she voraciously pushed herself to her absolute limits to master the tactic. A lesser man might've found it galling to admit but there was a not insignificant chance that Cassandra was now better than you when it came to leading troops and waging war. More than that Cassandra started to let her lessons on tactics and command seep into other aspects of things. Various aspects of financial management and organization made a lot more sense to Cassandra when she thought of it as logistics or equipment management. Amusingly enough, because Starfire's knowledge of warfare was distinctly tinged by being the heir to a monarchical society, Cassandra more or less learned how to run a country during wartime in an effort to surpass her teacher. Cassandra even seemed to excel at understanding spacefaring conflicts and battles and had proven rather adept on the matter, writing various ideas and principles and maxims, that as far as you could tell were sound but which hadn't been tested on Earth, the closest analogue being perhaps a conflict between a fleet of submarines. Notably Starfire has not taken issue with this and has only grown more comfortable and relaxed with taking orders for Cassandra. The lessons have proven surprisingly useful and Cassandra's brilliance in this field have ensured that she'll be able to remain powerful and influential even if you were no longer there to guide her.
Results: Cassandra becomes a master tactician and strategist, Cassandra gains talent for space based warfare, Cassandra learns a fair bit about logistics and resource management, Cassandra Martial stat + 3, Cassandra Stewardship stat +3, Cassandra and Starfire's coop score goes up by 0.2, Cassandra gets the trait Star Commander which enables all units under her command in a space based conflict to add +1 to the end of every roll so long as the combat scenario is on going, Cassandra trait subvote
[ ] [Raven] Practice using her powers
DC 0
Roll 24 + 36 (Raven martial stat) + 16 (Rebecca martial stat times coop score with Raven) + 22 (Katherine martial stat times coop score with Raven) + 10 (Katherine trait)
Total 108
Planetary success
In addition to Cassandra's breakthroughs, Raven has also similarly grown much more adept at making use of her powers. The tutoring and practice she has been put through has made her remarkably more effective at dealing with various magical effects and has learned to push her powers even further than what they once were capable of doing so. Admittedly she hasn't mastered everything yet but Raven has gotten significantly more powerful just from what she has learned so far. The biggest thing that Raven has learned regarding the use of her powers is better control and the ability to work past pain and other potentially disruptive distractions. Raven's growth is encouraging as while this isn't a total victory, it's enough of one that means Raven is likely to only grow more powerful with time.
Results: Raven's Trigon Spawn trait is improved to make her less likely to lose control and can move up to the upper threshold of 55. Raven gets +2 martial, Raven learns how to enter the minds of others and the basics of how to possess others.
[ ] Upgrade Alexandra's defenses
DC 0
Roll 2
Bare success
In light of everything else going on you've not had much time to focus on Alexandria's defenses. A small increase in the salary of the local law enforcement agencies is likely to see at least some improvement to the defenses, though admittedly not much of one. Still it's not nothing and considering how little time you spent on this, it's not an outcome you can complain about.
Results: Police paid slightly better in Alexandria
[ ] Have Siobhan train in your metahuman training room
DC 0
Roll 34 + 28 (Siobhan martial stat) + 13 (Lisa martial stat times coop score with Siobhan) + 41 (Leslie martial stat times coop score with Siobhan) + 7 (reroll bonus) + 28 (Siobhan martial stat) + 13 (Lisa martial stat times coop score with Siobhan) + 41 (Leslie martial stat times coop score with Siobhan)
Total 205
Absolutely incredible success
Meanwhile continuing the trifecta of people excelling in their training, Siobhan has managed to push herself far and above what was once thought to be possible. Siobhan's powers have been pushed to their limit and she's learned quite a few tricks over how to exploit them. Most notably Siobhan can "overclock" both her screams and her physical blows, enabling them to hit with enough force to overcome her own innate superhuman durability, from there her regeneration can kick in and recover the damage she inflicts upon herself. While it's not exactly a PR friendly strategy, Siobhan can push herself far beyond what was thought to be her limits both in flight speed, in strength and in the power of her sonic screams. Siobhan has also gained a lot more control over the shape of her sonic screams, being able to contain them down to narrower more focused blasts, meaning she can target specific individuals and areas, and suggesting that her power is less "screaming loudly" and more along the lines of phonon manipulation. It's an interesting thing to consider. Siobhan has not come out of this much closer to either of her trainers but she's gotten a lot better at controlling her powers and is a lot more powerful in the grand scheme of things. It's a satisfying thing to learn.
Results: Siobhan martial + 4, Siobhan gains the trait Overamped which allows her to add +20 to the end of any combat roll in exchange for 1/8th of her current total health points.
[ ] Fortify LexCorp's non-Metropolis holdings
DC 72
Roll 41 + 18 (Eve martial stat) + 9 (Carl martial stat times coop score with Eve rounded up) + 45 (Carl trait bonus)
Total 113
Impressive success
Your company remains on the forefront of cutting edge technology and so it remains a target to those who would be unscrupulous enough to try and take from you rather than earn things themselves. Naturally defense remains a critical part of all of your operations. As such ensuring that all of your buildings are properly up to code and able to defend themselves against any threat that comes their way is imperative to your continued success in the world at large. Carl has not managed to get every building up to the standards you would like him to, but he has installed a good amount additional hidden laser turrets at the New York, Los Angeles, Mexico City, Vienna, Austin and Tokyo branches. It's a solid enough start to what you would like to get the buildings defenses properly up to line.
Results: Additional defenses installed at New York, Los Angeles Mexico City, Vienna, Austin, and Tokyo branches.
[ ] Crush all criminals
DC 112
Roll 92 + 42 (Roxy martial stat) + 50 (Carol martial stat times coop score with Roxy rounded up)- 55 (other characters' interference) + 88 (reroll bonus) + 42 (Roxy martial stat) + 50 (Carol martial stat times coop score with Roxy rounded up) - 55 (other characters' interference) + 21 (second reroll bonus) + 42 (Roxy martial stat) + 50 (Carol martial stat times coop score with Roxy rounded up) - 55 (other characters' interference)
Total 312
Incredibly impressive success
Ultraviolet meanwhile has managed to make quite the name for herself as of late. Taking down the rest of the Voodoo crew, capturing the terrorist organization known as "the Survivalists" who planned to start a nuclear apocalypse by detonating the kryptonite power plant you've built, as well as the notable supervillains Earthquake and Rain-Maker in addition to numerous other criminals. Metropolis is significantly cleaned up and with Ultraviolet also gaining credit for taking down Parasite and Funnyface, she's begun to prove herself as quite an incredible hero. Metropolis is almost entirely crime free and Carol's public reputation has never been higher. It's a good start and it set the tone for your future superheroic endeavors.
Results: Voodoo Crew, the Survivalists, Earthquake, Rainmaker, and numerous smaller criminals captured and defeated. Ultraviolet gets credit for stopping Parasite and Funny face, Ultraviolet's reputation amongst the general populace is improved, interference in a Superman action, Captured Crooks subvote
[ ] Meet with Amy Winston
DC 0 (rewards are capped on this action)
Roll 12 + 19 (Oswald diplomacy stat) + 25 (Oswald traits) = 56
Significant success
Meeting with Amy Winston ultimately was not a massive event when it came right down to it. Oswald has enough familiarity with teenagers and children that he at least could find common ground with her and while Amy was clearly hiding something, she did open up enough to Oswald that he was able to confirm a few things. The meeting was pleasant enough and Oswald built a rapport but it very quickly became clear to Oswald that Amy Winston was lying. Wherever she had been before, it wasn't the story she fed about getting kidnapped and saved by a superhero, and there was a slight look in her eye that suggested she had seen things a child shouldn't have to see. Oswald didn't push too far on this but he did notice that Amy was very interested in both video games and more importantly, a place to train powered people. Oswald has his suspicions that Amy has some kind of superpower but he did not confirm them. He did however get Amy to agree to visit LexCorp in the next few months as a tour to see what they had. Furthermore while there was no hard agreement, Amy was at least interested in hearing about getting homeschooled at a LexCorp facility rather than returning to private school.
Results: Amy Winston thinks positively on Oswald Loomis and LexCorp but remains somewhat cautious, Amy Winston is interested in being educated at LexCorp, learned that Amy Winston's story for where she was is not true and there is a suspicion that Amy has powers, Amy Winston has agreed to visit LexCorp
[ ] Form a new superhero team under LexCorp's aegis
DC 0
Roll 98 + 20 (Beatriz diplomacy stat plus trait boost) + 27 (Tora diplomacy stat times coop score with Beatriz) + 95 (reroll bonus) + 20 (Beatriz diplomacy stat plus trait boost) + 27 (Tora diplomacy stat times coop score with Beatriz) + 64 (second reroll bonus) + 20 (Beatriz diplomacy stat plus trait boost) + 27 (Tora diplomacy stat times coop score with Beatriz) + 40 (third reroll bonus) + 20 (Beatriz diplomacy stat plus trait boost) + 27 (Tora diplomacy stat times coop score with Beatriz)
Total 485
Planetary Success
It might be in part due to Ultraviolet's success over the course of this month but when Beatriz and Tora announced the formation of a new superhero team under LexCorp's aegis the public responded with enormous acclaim. Beatriz and Tora fielded the press magnificently and they managed to get people invested and excited in the team. Perhaps more importantly, by openly pointing out that they were from Brazil and Norway respectively, they managed to allay fears that this team would be an extension of the United States' military might and instead got a lot more countries to buy into the ideal. It wasn't everyone but most of Europe and South America were immediately willing to both give you access to their countries in exchange for aid and were happy to provide the team with funding and information. It's an incredible boon and that's not the end of it. On the back end of things behind the scenes, Tora and Beatriz were able to design numerous critical elements of the team to ensure it would succeed better than ever before. The two have proven their worth as investments as thanks to their efforts your superhero team has become a name everyone across the world knows.
Results: LexCorp's superteam is immensely popular and gains immense international acclaim, gained agreements from many countries including but not limited to Japan, Australia and most of Europe and South America to operate there in exchange for information and support, Beatriz's Friendly Fire trait gets improved to give her +5 to diplomacy or +5 to martial if she is assigned to the same action as Ice and the action does not deal with specific individuals, Superteam subvote, Superteam name subvote, numerous new actions now available
[ ] Meet with the League of Shadows
DC 14
Roll 4
Minor failure
It's frustrating that once more you've been unable to meet with the League of Shadows in time to discuss things. You've got plenty of things to manage but getting something arranged is worthwhile. Still it doesn't seem to be too bad for now though you are getting concerned that your allies might get annoyed if you continue to fail to arrange meetings with them.
Results: No DC change, Ra's al Ghul will get annoyed at you if you do not take this action next turn or if you fail it by more than 10.
[ ] Advertise and promote the Wonderland Races
DC 5
Roll 28 + 6 (Jade Crock contribution) = 34
Decent success
The Wonderland races were simple enough to begin promoting. For all that the Crash Alley races weren't technically legal, they were an event that had built up a solid amount of culture around it. As such spreading rumors that something even bigger and crazier was on its way was able to attract a fair amount of attention. Jade ensured that most of her whispers were focused around the seedier, less than lawful areas of Alexandria, hoping to establish a bit of mystique to the Wonderland races. Word of mouth has begun to spread and more people are aware that the Wonderland races are coming soon even if they're not quite fully set up just yet.
Results: Wonderland races gain solid positive impression and word of mouth amongst the seedier side of Alexandria.
[ ] Recruit more occultists
DC 67
Roll 27 + 35 (Lex Luthor diplomacy stat) + 47 (Pamela Isley diplomacy stat times coop score with Lex Luthor rounded up) + 16 (Paige diplomacy stat times coop score with Lex Luthor) + 14 (Lex trait) + 2 (reroll bonus) + 35 (Lex Luthor diplomacy stat) + 47 (Pamela Isley diplomacy stat times coop score with Lex Luthor rounded up) + 16 (Paige diplomacy stat times coop score with Lex Luthor) + 14 (Lex trait)
Total 253
Absolutely Incredible success
You're by no means an expert in matters of the occult though you have fairly extensively researched into it and spoken with numerous would be experts. Despite your best efforts however up until now you've continuously run into issues of the magic users you've brought on being unreliable, whether that be Cerise Orielle or Dekan Drache. Well this time around you've gone out and personally made sure to look into the matter and found a few appealing candidates. It's quite possibly your best group of potential hires thus far and so maybe now LexCorp will be able to truly delve into the mysteries of magic.
Results: Recruit Occultists subvote
[ ] Reach out to the UK to deal with Black Banshee
DC 0
Roll 46
Impressive success
Reaching out to the UK to deal with Black Banshee has proven surprisingly easy all things considered. With LexCorp's star on the rise and the UK government generally being amenable to such overtures, it was easy enough to get them to agree to deal with Black Banshee. All in all it's a simple satisfying arrangement but it does mean that Siobhan likely won't be having any unplanned family reunions any time soon.
Results: UK promises to take care of Black Banshee without any involvement from you, UK agrees to pay damages if for some reason they are not able to stop Black Banshee before he reaches the US.
[ ] Promote your new superheroes
DC 0
Roll 61 + 13 (Lance Gardner contribution) = 74
Astounding success
Lance Gardner has grown a bit more busy as of late but he was still able to put in some effort to promoting your new superheroes. Fire, Nightshade, and Ice are fairly well known figures, Fire and Ice especially for their involvement in your new superhero team but the little extra push for their PR is a nice boon and they are starting off with fairly strong first impressions.
Results: Nightshade, Fire and Ice gain a generally positive reputation in the eyes of the general public, Promotion subvote
[ ] Donate more to reconstruction efforts
DC 0
Roll 1
Bare success
With the way things are going and all of the massive projects that are beginning to get underway, you haven't had much time to effectively poor in money to reconstruction efforts. As such while you have visibly and publicly donated to various organizations assisting reconstruction efforts, you've been less focused and efficient then you might've been and subsequently lost some of the money you put in. Not a massive amount thankfully, but enough that you probably should be more careful in the future when doing these kinds of donations.
Results: Maintain positive PR, lose a decent amount of money for no gain
[ ] Attempt to meet with Coldcast
DC 68
Roll 21 + 25 (Rene Carpenter diplomacy stat) + 24 (Marie diplomacy stat times coop score with Rene) + 28 (Lucy Lane diplomacy stat times coop score with Rene)
Total 98
Significant success
Rene did end up managing to arrange a meeting with Coldcast, who has since revealed that he prefers to be called "Nathan" when not on the job. He has agreed to a meeting and while Rene is fairly certain there'll be complications, she's also fairly confident that she can get Coldcast onboard and working with LexCorp in at least some capacity.
Results: Coldcast Conference subvote
[ ] Meet with Count Vertigo
DC 10
Roll 50
Impressive success
Meanwhile the meeting with Count Vertigo was easy enough to arrange. As the war with Markovia starts to wind down, Vertigo has grown increasingly interested in bringing you in to ensure that any peace treaty is lopsided in his favor. Obviously you aren't going to publicly set the terms for him, but meeting and discussing how things will be moving forwards from here should prove to be pertinent to any future endeavors you might have with Vlatava. And as the metagene is further and further investigated, a far away country where you can deniably conduct human experimentation is never something you should outright reject.
Results: Meeting with Count Vertigo subvote
[ ] Assist Helena by recruiting local aid
DC 0
Roll 11
Decent success
Despite your best efforts to find a few people to assist in Helena's assassination attempts, you haven't found too much. Selina Kyle has agreed to house Helena and to provide her with gear and maybe a distraction but is wary about committing the Menagerie to the actual assassination proper, especially since the Menagerie would likely bring more heat on themselves by getting involved in a murder. If you want more than that you might need to burn your favors with her but that's an option you do have. Additionally while Oswald Cobblepot made it a point to not know anything about the subject matter and to not actually assist himself, he did point you in the direction of two specialists, Leonard Fiasco and the man known as "Mr. Camera", who could assist in Helena's attempts for a price. They likely wouldn't conduct any actual killing themselves and they'd need to be paid, but they are options on the table. It's not much but it is something.
Results: Selina Kyle agrees to house Helena and provide her with gear and a distraction for the assassination, Local Assistance subvote
[ ] Create a specialized lab
DC 34
Roll 96 + 26 (Vivian stewardship stat) + 52 (Constance stewardship stat plus trait boost times coop score with Vivian) + 88 (reroll bonus) + 26 (Vivian stewardship stat) + 52 (Constance stewardship stat plus trait boost times coop score with Vivian) + 21 (third reroll bonus) + 26 (Vivian stewardship stat) + 52 (Constance stewardship stat plus trait boost times coop score with Vivian)
Total 439
Incredibly Amazing success
The D'Aramis sisters have continued to prove themselves quite the industrious hires and their continued work in expanding LexCorp's scientific facilities is one you are very happy with. The two of them are quite annoyed at Wayne Industries but it's relieving to see that they've seemingly channeled said frustration into ensuring that their work is top of the line. It's satisfying to see your enemies inadvertently shoot themselves in the foot, the sister's spite makes an irritating little bit of corporate strategy all the more tolerable. The twins have done good work and you intend to keep them around for it.
Results: Specialized Lab subvote, Twins Trait subvote
[ ] Continue to repair Metropolis
DC 27
Roll 68 + 19 (Mari stewardship stat) + 21 (Lana stewardship stat times coop score with Mari rounded up) + 33 (reroll bonus) + 19 (Mari stewardship stat) + 21 (Lana stewardship stat times coop score with Mari rounded up)
Total 181
Simply Stupendous success
You've put most of your time and effort into actually fixing the city and ensuring that things get completed. It wasn't easy and it cost you time and money, but Metropolis is starting to return to what it once was. Under Mari's guidance, and thus by proxy yours, the city has taken on a new shape and it slowly but surely is being brought back up to standards. The city soon will be operating exactly as you intend it to and there's nothing that can be done to stop it. Slowly but surely Metropolis will be perfect.
Results: Progress made on completing the necessary repairs for Metropolis to be restored specifically 10 of the 50 necessary contributions. As such the total number of contributions made is now 35 of the necessary 50, Repair and Reshape subvote
[ ] Continue creating Zeta Beam transmat stations
DC 38
Roll 73 + 24 (Mr. Frost stewardship stat) + 25 (Felicity Smoak stewardship stat times coop score with Mr. Frost rounded up) + 15 (Dr. Moon stewardship stat times coop score with Mr. Frost) + 56 (reroll bonus) + 24 (Mr. Frost stewardship stat) + 25 (Felicity Smoak stewardship stat times coop score with Mr. Frost rounded up) + 15 (Dr. Moon stewardship stat times coop score with Mr. Frost) + 52 (second reroll bonus) + 24 (Mr. Frost stewardship stat) + 25 (Felicity Smoak stewardship stat times coop score with Mr. Frost rounded up) + 15 (Dr. Moon stewardship stat times coop score with Mr. Frost) + 10 (third reroll bonus) + 24 (Mr. Frost stewardship stat) + 25 (Felicity Smoak stewardship stat times coop score with Mr. Frost rounded up) + 15 (Dr. Moon stewardship stat times coop score with Mr. Frost)
Total 447
Planetary success
You've done it. Not only is the Zeta Beam transmat station up and running and viable but you've managed to expand on it in multiple locations. Now a form of instantaneous transportation is able to connect multiple places all at once. Admittedly you hadn't expected it to be overly difficult, but now the world is forever changed and you have done it. This sort of technology is going to revolutionize things and since it's likely to be a natural monopoly of sorts laying out the groundwork before anyone can compete leaves you with the power to direct how it'll change the world. It's an incredible opportunity and you have the ability to truly revel in having done the unthinkable.
Results: Zeta beam transport stations in Metropolis (LexCorp tower) and Alegab (LexCorp building in Bialya), 4 more zeta beam transport stations completed, station location subvote
[ ] Rebuild the resources lost in Brainiac's invasion
DC 4 (rewards on this action are capped)
Roll 26
Decent success
Its taken you an irritating amount of time to rebuild everything of yours that Brainiac had destroyed but you have done it. It's satisfying to be able to definitively say that no you are no worse off than if Brainiac had never attacked. Not too much to celebrate but it is satisfying to be able to definitively close the book on the matter once and for all.
Results: Remaining resources lost in Brainiac's invasion recovered
[ ] Develop Bialya
DC 11
Roll 40 + 14 (Louise Lincoln Stewardship stat) = 54
Impressive success
Developing Bialya is ultimately a matter of pouring in the right resources and technology into the country and ensuring that it was as effective as possible. Louise hasn't made a lot of friends in her time in the country, but with Queen Bee keeping her people in line, Louise was able to make significant inroads in establishing more efficient farms in order to maximize the use of water in the country and to ensure that whatever water is obtained is put to more efficient use. It might not seem like much but Queen Bee is quite happy with this effect and Bialya as a whole should be able to become a lot more effective as it'll allow them to make a lot more use out of the water they do have. In addition to this Louise managed to rerig the cooling systems in Queen Bee's palace to once again ensure that they are far more efficient and effective than they otherwise would be. Admittedly it's not as impressive as the farms but it keeps Queen Bee happy and eager to continue working with you.
Results: Many water efficient farms built in Bialaya, Queen Bee's palace has improved cooling system, Queen Bee very happy with LexCorp
[ ] Contribute more resources to the Wonderland races
DC 0
Roll 54
Incredible success
The Wonderland races were a fairly simple concept all things considered and at the end of the day, Jade Crock would be running them, not you. Still it would be easy enough to invest a little more capital into the Wonderland races in order to ensure that the project at least got off the ground. Construction on the venue was still ongoing. While the bar and the lounge from which to view the races were already more or less ready to run, the influx of money allowed for the venue to be significantly improved upon. Even little things like allowing Jade the money to acquire expensive showpiece alcohol were a worthwhile contribution in your eyes. Interestingly rather than spending money on the venue or on the racetrack itself, which was also under construction, Jade spent most of the resources you'd provided her with on staff. Evidently Jade prioritized bringing in new blood who knew how to run a business and a race. Jade's new staff was much, much more competent than the people who previously ran the Crash Alley races and it suggested that Jade was quite interested in seeing this project succeed. Hopefully your investment would turn out to be worthwhile.
Results: Jade hires 50 individuals as staff and provides them with gear and training, Jade hires a top of the line accountant and lawyer, Jade hires 5 respected commentators for the Wonderland races, Jade hires a marketing expert and a "local environment expert"
[ ] Renovate LexCorp Tower
DC 0
Roll 22 + 10 (Future Construction bonus) + 15 (Production facilities bonus) = 47
Impressive success
Continuing to renovate and retrofit LexCorp tower is a must for the company, especially as the target on your company grows larger than ever with a launching of your new superhero team. Upgrading the facilities as you have hasn't revolutionized anything but it is good to continue to remain as on top of things as ever and to ensure that your company continues to remain the leader in every form of innovation it gets involved in.
Results: Tower Renovations 1 subvote, Tower Renovations 2 subvote
[ ] Expand Future Construction
DC 47
Roll 45 + 20 (Leonard Snart stewardship plus trait boost) + 16 (Samuel Scudder stewardship stat times coop score with Leonard Snart rounded up) + 13 (Mick Rory stewardship stat times coop score with Leonard Snart)
Total 94
Impressive success
Future Construction has also been built up. The company has made regular amounts of work effectively contracting out to you to serve your needs when it comes to reshaping the cities under your control. The money from the repair contracts is nice but the real benefit is the ability to keep things all "in house" so to speak. Leonard Snart and Samuel Scudder are by no means experts in the world of construction but they do know how to drum up some ex-cons looking for an easy job. Future Construction's ability to take in the dispossessed and give them a place to work is a decent enough benefit as it means that slowly but surely, the seedier elements of Metropolis will be removed either through force, or more ideally through gainful employment to suit your own ends. It pays to have both an eagle and a dove and it especially pays to have both birds working for you rather than against you.
Results: 750 ex-cons hired as construction workers for Future Construction, positive PR for LexCorp
[ ] Build a new LexCorp building in Rome
DC 17 - 10 (Nathan trait) = 7
Roll 66 + 18 (Nathan stewardship stat) = 84
Stupendous success
Rome, the founding city of the greatest empire in human history. It's a location steeped in history and culture and now LexCorp officially has set up shop within the country. Nathan continues to deliver buildings completed on time and this time around he's even managed to create the building with minimal disruption to the locals. The Italians are quite happy with your involvement in their country and they are quite eager to see how future collaborations between their country and LexCorp might go.
Results: Tower in Italy built up to standard of LexCorp tower, public perception of LexCorp gets a mild boost, the Italian government grow much fonder of LexCorp
[ ] Donate to Bookworm
DC 0
Roll 27
Decent success
Bookworm is a fairly simple service all things considered and it doesn't cost much to donate to Bookworm. You don't know how Ted Kord feels about your contributions to the project, the money you have spent on Bookworm has made it significantly harder for Wayne Enterprises to work with Kord Communications and that's what really matters where you're standing. You don't especially need Kord Communications but you would like to keep it out of Wayne Enterprises hands. This is a way to do that which also potentially nets you public approval and a tax benefit.
Results: Kord communications is now significantly harder for Wayne Enterprises to buy out, Kord Communications thinks slightly better of LexCorp leading to a minor DC decrease on actions involving them
[ ] Market your new line of Zoom Pets
DC 0
Roll 86
Outstanding success
You understand many things, but what will prove popular with prepubescent children is not something you often ponder or consider. That being said you do have some people on payroll whose job it is to do so and this time around they have delivered, just in time for Christmas sales. Zoom Pets were never something you were especially invested in but now thanks to some excellent marketing, the toy has proven to be extremely popular, especially amongst prepubescent girls. It's not quite a global phenomenon, but it has elevated the brand quite a bit and it's become a very hot commodity. You've made a lot of money off of these new Zoom Pets and now you can leverage things even further.
Results: Zoom Pets grow popular and their sales makes a lot of money, new actions now available
[ ] Locate Andre le Blanc
DC 13
Roll 10 + 26 (Talia intrigue stat) + 23 (Elaine intrigue stat times coop score with Talia rounded up) - 2 (Other unit interference) + 25 (Talia trait)
Total 82
Astounding success
Andre le Blanc is an irritant, a man arrogant enough to openly let you know he intends to commit crimes against you before moving to act one way or another. Since the thief so generously provided you with a clue, you've decided to preemptively track him down and deal with him. Assigning Talia to the task might've been overkill but she very quickly found Andre le Blanc and is ready to act to take care of him one way or another. All in all Andre le Blanc likely will not be around to continue to irritate you for long.
Results: Andre le Blanc located, Talia and Elaine remain undetected by Andre le Blanc, Dealing with Thieves subvote
[ ] Investigate the European cult that has absorbed H.I.V.E. sects.
DC 54
Roll 76 + 27 (Edward Nygma intrigue stat plus trait boost) + 39 (Brittney Meld intrigue stat times coop score with Edward Nygma) - 12 (other units' interference) + 100 (reroll bonus) + 27 (Edward Nygma intrigue stat plus trait boost) + 39 (Brittney Meld intrigue stat times coop score with Edward Nygma) - 12 (other units' interference) + 99 (second reroll bonus) + 27 (Edward Nygma intrigue stat plus trait boost) + 39 (Brittney Meld intrigue stat times coop score with Edward Nygma) -12 (other units' interference) + 16 (third reroll bonus) + 27 (Edward Nygma intrigue stat plus trait boost) + 39 (Brittney Meld intrigue stat times coop score with Edward Nygma) - 12 (other units' interference)
Total 507
Astonishingly Amazing success
Despite your slight concerns about potentially getting detected, the cult that has absorbed H.I.V.E. sects has been remarkably lax on information security. That or Nygma and Meld are just that good at investigating things. The cult operates under a name that roughly translates to "the Church of Blood". There isn't too much about them that's widely available to find but it is known that the cult venerates violence and the spilling of blood as something at least somewhat divine. The group has rituals involving sacrificing an animal and spilling its blood and there are rumors of human sacrifices but none have ever been confirmed. What is confirmable is the identity of the cult's leader, Sebastian Blood the eighth. From there what information on him becomes spotty as "Brother Blood" is a mystical figure of some sort to the cult and there's frequent blending between Blood, his ancestors and a seemingly diving figure the cult is centered around. Additionally you've managed to figure out that the cults aims are surprisingly mundane in the grand scheme of things, as their acquisition of H.I.V.E. sects appears to be centered around creating, training and selling supervillains to various criminal organizations in order to make more money. You have enough to prove a link to get the Church of Blood condemned by the European Union but it might be best to hold off on making the reveal for now. As is you merely have to choose what to do with all of the information you've gotten on the Church of Blood.
Results: Identified the cult absorbing H.I.V.E. sects as the Church of Blood, learned a great deal about the Church of Blood and what exactly they took, Spilled Secrets subvote, numerous new options now available
[ ] Assist Helena by helping her plan and execute a more discrete assassination attempt
DC 62
Roll 60 + 33 (Helena intrigue stat plus trait boost) + 43 (Jinx intrigue stat times coop score with Helena) + 23 (Mercy intrigue stat times coop score with Helena) + 21 (reroll bonus) + 33 (Helena intrigue stat plus trait boost) + 43 (Jinx intrigue stat times coop score with Helena) + 23 (Mercy intrigue stat times coop score with Helena) + 10 (Mercy trait)
Total 289
Simply Superb success
In the end it's LexCorp's support that might prove the most pivotal in determining how successful Helena is in her attempt to kill Mandragora and avenge her dead family. Mercy might not regularly conduct assassination attempts but you'd spent years planning an assassination with her. Mandragora has significantly less resources and power than your target did back then. A lot of what makes a successful assassination attempt comes down to making use of your resources and getting the timing down right. It takes a fair bit of research and a good amount of digging but slowly piece by piece a better plan comes together to kill Mandragora once and for all. It won't be loud and it won't be up close and personal but the plan is quite likely to succeed when it comes down to it. Batman remains a problem but contingencies made to prepare for dealing with him should at least minimize the threat he poses to Helena's plan. All in all no one can say you didn't provide Helena with all the tools needed to pursue her quest for vengeance.
Results: Helena has an incredibly solid plan to kill Mandragora, Helena will add +35 to the end of all roles involved with the killing of Mandragora, the GCPD and Robin will be completely unable to interfere in Helena's assassination attempt, Batman has a -5 penalty to all roles involved investigating Helena's assassination attempt.
[ ] Reverse engineer Atlantean rifles
DC 15 (rewards on this action are capped)
Roll 9 + 25 (Meena learning stat) = 34
Decent success
It's not revolutionary but Meena has managed to reverse engineer Atlantean rifles, which appear to primarily use some kind of bio-energy mechanism in order to generate a laser blast. Other than the fact that it incorporates biological elements not found in your weaponry, it's not a weapon that especially excites you or leads to much revolution. Still Meena found it an interesting puzzle to solve and you've done what Ra's al Ghul has asked of you.
Results: Atlantean rifles successfully reverse engineered, new options now available
[ ] Reverse engineer needle pistols
DC 43
Roll 35 + 17 (Catherine Devereux learning stat) = 52
Bare success
The needle pistols likewise aren't especially interesting but you have managed to crack the code on them. Barbara was ultimately kept off of the project as showing a teenage girl that will soon be leaving your company the process of you reverse engineering Atlantean weapons does not seem like a good idea. Unfortunately it seems that some information got through and so now you've got to worry about that potential leak. Barbara almost certainly doesn't know anything damning but it's a problem that could have been avoided has someone a little more experienced than Devereux been running the show.
Results: Needle pistols reverse engineered, Barbara learns that LexCorp is taking steps to reverse engineer Atlantean technology which may cause problems in the future, new options now available
[ ] Improve bone growth formula
DC 27
Roll 97 + 24 (Arthur Villain learning stat) + 29 (Karl Helfern learning stat times coop score with Arthur Villain rounded up) + 21 (Enoch Brown learning stat plus trait boost times coop score with Arthur villain rounded up) + 34 (reroll bonus) + 24 (Arthur Villain learning stat) + 29 (Karl Helfern learning stat times coop score with Arthur Villain rounded up) + 21 (Enoch Brown learning stat plus trait boost times coop score with Arthur villain rounded up) + 20 (second reroll bonus) + 24 (Arthur Villain learning stat) + 29 (Karl Helfern learning stat times coop score with Arthur Villain rounded up) + 21 (Enoch Brown learning stat plus trait boost times coop score with Arthur villain rounded up)
Total 373
Incredibly Impressive success
The bone growth formula has been a particularly thorny issue for quite a while now. Karl's magnum opus is now on its way to being made useable and viable for more than just grotesque combat capable creatures. It took quite a bit of work, and the work isn't even done, but you have managed to make significant strides forwards and finally have a viable product to make use of. It's a potential revolution in and of itself and you look forward to being able to make use of this particular new invention soon.
Results: Improve Bone Growth Formula subvote, new options now available
[ ] Attempt to reverse engineer the life model decoy drones
DC 66 - 15 (Fixit trait) = 51
Roll 44 + 25 (Fixit Learning stat) + 24 (Professor Turgo contribution) = 93
Impressive success
Fixit has pulled through and with the assistance of Professor Turgo, the life model decoy drones have been reverse engineered. You have managed to create robots which broadly speaking can mimic human appearances and behavior decently well. It's not perfect by any means, the drones aren't going to be holding conversations any time soon or performing Shakespeare but they are quite capable of mimicking humans well enough most of the time. Fixit also slightly improved the durability of the drones and is interested in pushing the technology even further. It's quite an exciting breakthrough all things considered.
Results: Life model decoy drones reverse engineered, life model decoy drones durability slightly improved, new options now available
[ ] Improve Lasers
DC 23
Roll 54 + 25 (Caitlin learning stat) + 15 (Caitlin trait) = 94
Outstanding success
Caitlin often didn't make a show of it, and as of late her powers overshadowed her intelligence, but Caitlin was a brilliant scientist. Put her in a field she was comfortable with and provide her with accommodations and Caitlin could excel. Lasers were right up Caitlin's alley and the work she put in ended up paying dividends and providing you with an exciting new product. With improvements like these, you'd soon be leaving Atlantean technology and perhaps even Brainiac's technology in the dust.
Results: Improve lasers subvote
[ ] Improve combat robots
DC 3
Roll 30
Decent success
The focus of your work with robots as of late has been on the life model decoy drones but it is nice to see that your combat robots are finally getting off the ground and beginning to take shape into something worth bringing onto the battlefield. It'll likely take quite a bit more work for robots to replace people as combatants but you're confident that you're at least headed in the right direction, even if it's not your primary focus for now.
Results: Improve combat robots subvote
[ ] [Comp] Further analyze Gingo fruit
DC 26
Roll 41 + 40 (Meena learning stat) = 81
Amazing success
Meena is a physicist first and foremost but she's proven up to the task of investigating virtually anything provided she doesn't know about it. The Gingo fruit is just one such mystery. Meena attacked it with a voraciousness endemic to her attitude with mysteries and with the aid of your new more powerful supercomputer Meena was able to finally able to isolate the specific chemical that causes the Gingo fruit to have its unique properties. Further analysis revealed that while the fruit does indeed create elasticity in human beings, when consumed in large quantities, the chemical can also be toxic to a person and kill them. That being said records indicate that some people can push past this level of potentially lethal dosages and gain far greater benefits of flexibility. Meena's not fully sure what the critical factor is but she has learned enough both to start searching and to prove that there is a chemical you could sell as a "flexibility supplement" if you were so inclined.
Results: Isolated the chemical that causes stretchiness and increases flexibility in humans, learned that the chemical can kill people if consumed in high enough doses, learned that some people can ignore a lethal dosage of this extracted chemical and gain massive benefits from it, Meena gets the trait Information Super-highway which allows her to add +5 to the end of any supercomputer special actions rolls, new options now available
[ ] Complete the Cold Engine
DC 0
Autosuccess
It has taken a wild but finally the Cold Engine is up and running. A hypothetical bastion of infinite energy able to reshape the entire globe. There are still some issues of course, the Cold Engine is absolutely massive, has a lot of expensive moving parts, and can only output so much power at any given time but Louise's magnum opus is finally completed and ready to change the world. LexCorp has already begun to be powered by the Cold Engine and with the proof of concept established, you now want to see if you can push things even further.
Results: Cold Engine complete, numerous new options now available.