Public Relations Crisis
The only call on the board with a single correct answer. Prism has Charisma 9, the requirement is 8, and the next-best hero has 7.
Sorted by priority. Each record lists the skills the call demands and how it can end.
Every call names the stats it needs and a minimum for each. You are scored on the requirement you clear by the least, so a hero with Combat 9 and Mobility 3 fails a call wanting Combat 7 and Mobility 6 — the surplus is wasted and the shortfall is what lands. Difficulty is the threat level, not the stat bar; a difficulty 8 call can want a single stat, and a 5 can want two.
“Never send” is not a style note. Those picks produce a documented bad outcome — an injury, a blocked achievement, or a hero fatigued into the next episode. Each record lists all three ways it can close out, so you can see what you're trading before you commit.
Want to test a pairing before you send it? The simulator scores any hero against any of these, fatigue included.
Golem being both the right answer somewhere and the wrong answer 4 times over is the whole game in one line: you aren't ranking heroes, you're matching them to a bar.
The only call on the board with a single correct answer. Prism has Charisma 9, the requirement is 8, and the next-best hero has 7.
A containment problem disguised as an emergency. The wrong hero does not just fail here, they make the zone bigger.
Your first two-hero dispatch. Pairings are not just additive — the right two heroes buff each other.
An armed robbery in progress. This is a straight fight, and the only question is whether whoever you send can absorb the hits.
A suspect running the rooftops. Pure mobility check — nothing else on the sheet matters here.
A missing-person report that needs reading, not force. Charisma gets you a resolution; Intellect gets you the actual answer.