Change The World 04 - The Motley Untransformed
Come morning, we take our yeen outside to get some fresh air and meet her crew. How untransformed they are! We'll need to work on that. A bit of discipline through angry snarl noises, and they fall in line, at least for the time being. Now then...
* Priorities from Most Important to Least: Inhibitor, Construct, Raise Morale, Prevent Sabotage, Explore
* Kuro should be: Werewolf, Spirit, Ghost, Inanimate, Ignored
* Suggest things to turn the pirates into!
* Priorities from Most Important to Least: Inhibitor, Construct, Raise Morale, Prevent Sabotage, Explore
* Kuro should be: Werewolf, Spirit, Ghost, Inanimate, Ignored
* Suggest things to turn the pirates into!
Category Story / Transformation
Species Wolf
Size 120 x 120px
File Size 70.9 kB
Priorities: Kuro, Raise Morale (TF Outreach), Construct (Reasonable), Prevent Sabotage, Explore, Inhibitor (Exploring before delving for inhibitor would likely help work out Where to Delve).
I vote Spirit for Kuro... possibly crossed with inanimate. Make it a bit less overtly positive, spirit bound to an item (if this causes some extra powerboost or teh like, notmyproblem~)
Or sell it as him being brought onto the crew or something, no matter which option (other than Ignore. Don't Ignore.)
For the pirates...I say mainly change those who're Human right now?
I vote Spirit for Kuro... possibly crossed with inanimate. Make it a bit less overtly positive, spirit bound to an item (if this causes some extra powerboost or teh like, notmyproblem~)
Or sell it as him being brought onto the crew or something, no matter which option (other than Ignore. Don't Ignore.)
For the pirates...I say mainly change those who're Human right now?
Raise Morale (Smokeweed for everyone) Inhibitor, Prevent Sabotage, Explore, Construct (Sparse). These are pirates. As much as I love base-building, it's not ideal to let them stagnate. Getting them mobile puts them at their most effective. Unfortunately dank weed may not make our demoman any less paranoid. We'll want to deal with him before he can put together a plan dramatic enough to actually hurt us.
Werewolf would be a good fit for Kuro. Give him a big powerful body as his welcome into minionhood. Saving somebody's life is a top-tier way to guarantee loyalty. And on that note, here's a theme that might synergize very well with pirates: Pack hunters. Here's a phrase the English language has been waiting for: Feathery velociraptor sky pirates.
Werewolf would be a good fit for Kuro. Give him a big powerful body as his welcome into minionhood. Saving somebody's life is a top-tier way to guarantee loyalty. And on that note, here's a theme that might synergize very well with pirates: Pack hunters. Here's a phrase the English language has been waiting for: Feathery velociraptor sky pirates.
Hmm.
Priorities:
Delve to Inhibitor (top priority, especially with the chance of not turning up an infinite source of basic needs here)
Prevent Sabotage (oh god hes a demoman oh god ohg godhgdo)
Construct Base: Reasonable (while a lavish homebase is something very befitting of us at some point, we really don't know how good a location this is and how safe we are for now. this could be a really good place though if we could weaponize or control the inhibitor, so at least make things... upgradable)
Raise Morale: TF Punishment (kuro will be our carrot... lets bring a stick)
Explore (although getting fresh water would be nice)
Kuro: Spirit (sounds like the best option for now, werewolf has that time delay without a clear upside? other than a big werewolf, but WE'RE already the big werewolf. no need to overload there.)
There's already some good stuff suggested for stuff to turn the pirates into, plus it also depends on what tactic we're taking on at what time... but I do think I like the toolbox approach. We have some specialized roles in the crew, why not have some specialized forms for that as well? Why settle for one thing when you can have lots of things!
Priorities:
Delve to Inhibitor (top priority, especially with the chance of not turning up an infinite source of basic needs here)
Prevent Sabotage (oh god hes a demoman oh god ohg godhgdo)
Construct Base: Reasonable (while a lavish homebase is something very befitting of us at some point, we really don't know how good a location this is and how safe we are for now. this could be a really good place though if we could weaponize or control the inhibitor, so at least make things... upgradable)
Raise Morale: TF Punishment (kuro will be our carrot... lets bring a stick)
Explore (although getting fresh water would be nice)
Kuro: Spirit (sounds like the best option for now, werewolf has that time delay without a clear upside? other than a big werewolf, but WE'RE already the big werewolf. no need to overload there.)
There's already some good stuff suggested for stuff to turn the pirates into, plus it also depends on what tactic we're taking on at what time... but I do think I like the toolbox approach. We have some specialized roles in the crew, why not have some specialized forms for that as well? Why settle for one thing when you can have lots of things!
Priorities:
Construct Home base (reasonable)
Raise Moral (smokeleaf, then when they are nice and relaxed do some TF outreach)
Prevent Sabotage
Explore
Delve
Kuro: Can we make him a Kuro statue for the six days and then werewolf him?
Pirate Theme: Small creatures, lets see if we can stretch that food/water supply out.
more specific:
Rain: Anthro Beaver, make that obsessive crafting genetic and +5 chompers of craft wood
Wheeler: Meerkat, would make a good lookout
Isaiah: Falcon, no need for sniper scopes when your eyes are the scope
Memphis: He's probably going to rig up some explosive trap to go off if we TF him, so we should perhaps slowly subvert his fears if at all possible.
Construct Home base (reasonable)
Raise Moral (smokeleaf, then when they are nice and relaxed do some TF outreach)
Prevent Sabotage
Explore
Delve
Kuro: Can we make him a Kuro statue for the six days and then werewolf him?
Pirate Theme: Small creatures, lets see if we can stretch that food/water supply out.
more specific:
Rain: Anthro Beaver, make that obsessive crafting genetic and +5 chompers of craft wood
Wheeler: Meerkat, would make a good lookout
Isaiah: Falcon, no need for sniper scopes when your eyes are the scope
Memphis: He's probably going to rig up some explosive trap to go off if we TF him, so we should perhaps slowly subvert his fears if at all possible.
Priorities
Raise Morale > TF Outreach - Those that wish to be changed are in a unique position to have their desires sated, and we are in a unique position to need the sort of support they would bring with them, if we did~
However, I feel TF Punishment should be on the table, always.
Construct a Home Base > Reasonable - We need a place to stay, even while we wait for the ship to be repaired. This could help mellow the crew out, as well, as it would surely be more comfortable than bunking in a wrecked ship. But lets be reasonable about it, we have so many things that need attention, right now.
Prevent Sabotage > Can't have someone tearing down what we are trying to create here, no sirree bob. Say... was the ship's figurehead destroyed in the crash? Did it even have one to begin with? I think our troublemaker could learn a lot as a stand-in. A very pretty stand-in.
Delve to Inhibitor > Best to start slow with Delving, establish ourselves, our base, and get the crew on our side.... mostly.
Explore > While it is assuredly important to explore the land around us, we have a lot on our plate, as it is. Might be best to delegate this task to crew we win over to our side via outreach.
Other Decisions
Kuro > Spirit: An Adorable Kitsune Girl > Its hard to ignore the benefits having a spiritual ally could have, especially a Kitsune. I am utterly biased, but I honestly see this to be the best option, both for him, and for ourselves.
Pirate Theme > Lady anthro animals, especially those noted as being particularly sneaky, and agile.
Base Theme > Tropical Villa(s)... No particular reason, other than they're comfy and pleasant to look at.
Raise Morale > TF Outreach - Those that wish to be changed are in a unique position to have their desires sated, and we are in a unique position to need the sort of support they would bring with them, if we did~
However, I feel TF Punishment should be on the table, always.
Construct a Home Base > Reasonable - We need a place to stay, even while we wait for the ship to be repaired. This could help mellow the crew out, as well, as it would surely be more comfortable than bunking in a wrecked ship. But lets be reasonable about it, we have so many things that need attention, right now.
Prevent Sabotage > Can't have someone tearing down what we are trying to create here, no sirree bob. Say... was the ship's figurehead destroyed in the crash? Did it even have one to begin with? I think our troublemaker could learn a lot as a stand-in. A very pretty stand-in.
Delve to Inhibitor > Best to start slow with Delving, establish ourselves, our base, and get the crew on our side.... mostly.
Explore > While it is assuredly important to explore the land around us, we have a lot on our plate, as it is. Might be best to delegate this task to crew we win over to our side via outreach.
Other Decisions
Kuro > Spirit: An Adorable Kitsune Girl > Its hard to ignore the benefits having a spiritual ally could have, especially a Kitsune. I am utterly biased, but I honestly see this to be the best option, both for him, and for ourselves.
Pirate Theme > Lady anthro animals, especially those noted as being particularly sneaky, and agile.
Base Theme > Tropical Villa(s)... No particular reason, other than they're comfy and pleasant to look at.
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