(WIP) Drink Your Villain Juice! (Superpowers, Horror | 455k) Updated 30th May 2026

So, I’ve noticed that if you choose to kill Cannibal, the two main justifications that our MC can give for it (to themselves and to Mallory when they confront us) seem to boil down to one of:

a): It was justice (if they killed the two civilians in the car)

b): They were a threat to us that needed to be dealt with permanently

I feel like there could be another justification that we could give though? Whenever I’ve done a playthrough where I’ve killed them, my main reason for doing it usually has more to do with the fact that even though I’m not above killing (for cold, pragmatic reasons, for example), someone like Cannibal is in my view a psycho who goes too far.

So to my MC, choosing to kill Cannibal is more of a, “I’m doing the world a favour by taking them out”.

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I saw a option like that in the code

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oh fun fact

theyre in the next chapter < spoiler

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Interestiiiing

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Considering my Dime isn’t over Grant, a situation like that would just break his heart and man he’s got enough angst to deal with as it is :sob:

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what stats do people mainly focus on here? i go for a smarts above all then observation then guts for anything else,so basically my character cannot be stealthy for shit

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Observation is my highest, with knowledge being second highest followed by subterfuge, which means my guts is basically a few points above zero. Somehow it’s worked out pretty well all things considered.

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I’m running two, Subterfuge/Observation and Guts/Knowledge. Both subterfuge and observation are useful, so is Guts, that build was able to successfully beat up some people stealthier couldn’t.

Didn’t really find that much use for knowledge so far, if there’s a dump stat, this is it. :face_with_monocle:

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I tend to go Subterfuge > Knowledge > Observation > Guts. Dime is supposed to be infiltrating the Altruists so being a sneaky liar just makes sense to me.

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For me Knowledge > Observation > Subterfuge (though it’s only a few points off of Observation) and in last place Guts mainly because I almost always use either strength or charisma as a dump stat and there is no expressly charisma stat here.

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i mean there are a few instances where being smart is basically a free choice to defeat an enemy quicker like the fight where you battle that percentage girl(i forgot her name) and getting rid of the security footage

Guts > Observation > Knowledge > Subterfuge, with the Carapace power. My Dime is 100% focused on combat because his one goal in life is beating Catalyst to death.

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In this house we call that person Analyst. :poop:

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There are a couple of people who really like him who call him that too

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Observation, then knowledge and subterfuge (which are basically equal), and absolutely no guts like at all. :sweat_smile:

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Yeah, the ‘slightly’ is where it’s not been pulling its weight – if there’s about to be mechanical effects based on character personality (in the earlier versions, you could lose fights pretty badly for not having an ‘extreme enough’ personality to be functional at all, and it’s still true that you can’t get a successful outcome on personality-keyed choices unless it’s within the ‘correct’ range), then it really needs to be possible to correct that personality to what it is actually meant to be for that character – there’s few worse feelings than being told ‘no, you can’t accomplish that because your character doesn’t have the personality that they have.’ The effect ends up being that you have to second-guess every throwaway choice you make on the off-chance that it’s going to wildly skew the metric in an unintentional direction, and that is just plain not fun; not to mention that the player may have a very different interpretation/perception of a choice than the author, and I don’t see a way around that other than developing the ability to read minds… :zany_face:

With regard to that last statement -
Case example:

To me this means, armor up your membrane in case of over-extensions or mishaps and drop from ledge to ledge – the equivalent of sliding down a ladder as opposed to going rung-by-rung. There is no scenario where I ever read it as ‘hurl yourself bodily off a cliff’ :flushed_face:

Sure, I can expand on that some more. Sort of what I’m getting at here is that if that spectrum is a big enough deal that it can have a meaningful mechanical effect (I think you can use it to beat Vantage into the ground? I mean, not in isolation, but yeah. And Vantage is one of the powered heavy-hitters, which is why I use that as a point of reference for significance), then it probably deserves at least a little more flavor. The changes in text are nice from a standpoint of giving an engaging voice to the narrative and adding replay value (both excellent things; well done and nicely thought-out :tada:), but functionally they’re relatively minor, opinion commentary.
As a rough sketch, maybe something like >60 = minor flavor text >65 = more involved flavor text (highlighting some of the traits that a ‘that end of the spectrum’ characterization would be known for) / minor mechanical effect, >70 = mechanical effect (I think we’re still at >70 is the success threshold on that, but I haven’t peeped in the code yet).
And yeah, I realize that’s extra work; but it’s just feedback, take it as you will; you’re the captain of this here ship :wink: I think it’s something that would add differentiation and enjoyment to a playthrough. Consider it a Wishlist item.

I get that; I mention it mainly because on one of the past few updates, I encountered a page that had like a dozen options on it and a lot of them were unavailable. It was an unneccesary amount of scrolling for things that you couldn’t do anyway.
Also, this might just be my experience, but I find it comes with a bit of a badfeel of ‘here, look at the things that you can’t do’ (because I haven’t done other stuff, I did this stuff.)
IMO, this IF comes with enough customization options that if you play it once and find it interesting, you’ll probably run it again with a different build and find additional options to, shall we say, play around with. Just my two cents. It might also be a nice touch to mark the powerset/fighting style in the options to indicate that those are a major swappable choice / call out Dime’s specialization.

Eh, maybe this is just me being pedantic, and not to argue, but there is a world of difference between ‘narrowed down’ and ‘positively identified.’ Yeah, it’s probably a pretty good guess that the previously-random-bystander sitting with the sudden-mask-person who isn’t letting you come up on them is less innocuous than at first glance. But, y’know, there are very plausible and quite innocent reasons for that behavior too. Being a person who is sitting with a ‘hero’ or not wanting to engage with a member of S.C.U.M., on their own, seems like plenty. And Insider has no reason to ever associate the unmasked face of Dime with their tagged mark, considering they’ve never been in proximity before.

tbf, “taking the express lane” is just another way of saying “getting there the fastest way possible”, and using your membrane to reinforce your body and jumping down is indeed the fastest way to reach the bottom of something; that combined with the option literally saying “screw it” as if the MC is giving up on any complex options kinda makes it easy to guess it’s the more…direct approach. Maybe that’s just a ‘me’ thing though

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And you illustrate my point of people having wildly different interpretations :sweat_smile:

Me as an extremely analytical over-thinker, ‘screw it and go fast and direct’ means stop over-thinking your approach and just get to it - in a somewhat more reckless straightforward manner – without abandoning the idea of basic safety and all semblance of common sense! :winking_face_with_tongue:

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I didn’t see that show up? I agree with this take.

…Please tell me you’re going to send Insider after Alistair, I forgot he was at the table! :joy: He shows up in the same place all the time.

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The next chapter has yet to be posted

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