Vanbers
Well worn.
- Joined
- Apr 3, 2016
- Messages
- 7,511
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[X] [Tinker] Construct the Analyser. (-3 Materials)
Upgrading things is less useful without at least the base-level of all the things IMO.
Going for analyser because knowing shit is always nice.
[] [Plan] If the Firebirds hate Skipper right now, it would be a perfect way to lure out their capes and ambush one.
I feel this isn't *great* without having a second cape, but like... this is *how* we get a second cape.
But on the other hand, this is, imo, a 'point of no return', if we do that, then they are OUT FOR BLOOD, even beyond 'Skipper stole important thing and some supplies'.
[] [Plan] See if you can recruit some old friends from the waterboys. None of them are capes, but with your power… they could be, eventually.
Recruitment isn't that useful until we have proof-of-concept imo. Mooks aren't super-useful until we get a bit of a base going. Need more than just Skipper before we start recruiting in earnest.
[X] [Plan] Sneak into Firebird territory, see if there are any imprisoned capes who would want to escape.
Now *this*, this has potential. It's annoying like the ambush option, but has the chance of having more people that hate the Firebirds, and getting us a second cape to help ambush the Firebird capes to start working on getting powers to fuck with.
Probably risky, but meh, fuck it. We don't even know if there *are* any capes in there, but then maybe they'll have Tyrant collars, who fuckin knows.
Here's hoping for a nat 100.
[] [Plan] It'll be a risk to go scavenging so soon again, but you need the materials.
No point in taking a risk when we don't *need* the materials yet, and only have a single cape to help us.
Upgrading things is less useful without at least the base-level of all the things IMO.
Going for analyser because knowing shit is always nice.
[] [Plan] If the Firebirds hate Skipper right now, it would be a perfect way to lure out their capes and ambush one.
I feel this isn't *great* without having a second cape, but like... this is *how* we get a second cape.
But on the other hand, this is, imo, a 'point of no return', if we do that, then they are OUT FOR BLOOD, even beyond 'Skipper stole important thing and some supplies'.
[] [Plan] See if you can recruit some old friends from the waterboys. None of them are capes, but with your power… they could be, eventually.
Recruitment isn't that useful until we have proof-of-concept imo. Mooks aren't super-useful until we get a bit of a base going. Need more than just Skipper before we start recruiting in earnest.
[X] [Plan] Sneak into Firebird territory, see if there are any imprisoned capes who would want to escape.
Now *this*, this has potential. It's annoying like the ambush option, but has the chance of having more people that hate the Firebirds, and getting us a second cape to help ambush the Firebird capes to start working on getting powers to fuck with.
Probably risky, but meh, fuck it. We don't even know if there *are* any capes in there, but then maybe they'll have Tyrant collars, who fuckin knows.
Here's hoping for a nat 100.
[] [Plan] It'll be a risk to go scavenging so soon again, but you need the materials.
No point in taking a risk when we don't *need* the materials yet, and only have a single cape to help us.