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What are you going to do today?
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Prologue
Location
Pennsylvania
You are Doctor Heinz Doofenshmirtz, mostly-undisputed ruler of the Tri-State Area and master of at least a sizable portion of what you survey. You have worked your way up from nothing, to somewhat more than nothing, and have come to be a driving force in the American west. You run the most powerful corporation to ever put the word 'Evil' in its name. You are an incredible mad scientist, master of every known discipline and at least four you made up yourself. And today, you are conducting job interviews.

Some might question the logic in having the CEO conduct the interviews for a janitorial position. These people are fools. Working as the Head Janitor for Doofenshmirtz Evil Incorporated world headquarters requires skills that few people have, in conditions less people can fathom, with criteria you alone can discern. This is why you have activated the many many booby traps that line the hallway to your office.

It was a masterwork of trap craft, if you do say so yourself. Spinning floor tiles, waist-high quicksand pits, taser beams, electromagnets, no less than three Inators worked into the system and a few classic pit traps, just to respect the art.

Such a shame that so few people managed to get past it. And the ones that did, ugh! Most of them started yelling at you for some odd reason, which of course was an immediate dealbreaker. You'd been sitting in your office for hours now, working on plans for your next Inator, listening to the sounds of the gravity springboard doing its job, and were beginning to lose hope that you'd ever find a suitable candidate.

Then, the systems stopped. You couldn't hear the sound of the flex manacles, or the steel net launchers, or even the Bag-Over-Your-Head-Inator. It was as if the entire super-trap system had collectively held its breath.

Curious, you stand up and walk over to your door. You hunch down to listen, putting an ear to the lacquered mahogany. That's when you hear it. A single word, uttered from the other end of the hall. A word rich with promise.

"Gawrsh."

==
Welcome to DoofQuest, a Crusader Kings II-style quest where you will have a chance to step into the shoes of Dr. Heinz Doofenshmirtz in his goal of solidifying his power over the Tri-State Area. You will take on the role of the Doctor and his corporation, directing heroic units to perform various actions as you see fit, all in an effort to build up your power base, make friends and influence people, and show the world that you're not someone to be taken lightly! Whether you make your mark by might or by guile is up to you, but one way or another, you will leave an indelible mark on history! And by indelible, of course, I mean COMPLETELY DELIBLE!

Doofania Plans

Before you get started, you must make vitally important decisions that will undoubtedly affect you for years to come: Decoration! The Tri-State Area is pretty bland and generic right now, so you simply have to put your own spin on it! Now that you're the undisputed ruler, you finally have the authority to make some eeeevil changes around here!

First and foremost: what will your architectural style be like? Choose three styles to make an evil-ized fusion of:
[ ] Brutalist
[ ] Art Deco
[ ] Gothic
[ ] Victorian
[ ] Colonial
[ ] Art Nouveau
[ ] Tudor
[ ] Renaissance
[ ] Write-In

Every corporation needs an evil color scheme. Yours will be purple with…
[ ] Green
[ ] Some color other than green (Write In)

Beyond the architecture, you feel the pressing need to evilize the place a bit. What are you going to do? Choose three:

[ ] Smoggy Skies
You have on hand an inator that can make the skies perpetually smoggy, blotting out the sun as if you were living in an industrial wasteland! Of course, you've also got a fleet of air purifiers to hang on every lamppost- there's no sense in having your citizens get sick, after all.
[ ] Colored Water
What better way to emphasize your control over the land than by altering the seas themselves?!? Well, lakes and rivers and things, anyway. You forget if Danville has a coastline or not. Technically, you'd only be altering the appearance since this could really mess up the ecosystem in a way you're not prepared for. With an array of micro-LEDs and some creative spotlights, you can make it seem as if all bodies of water were deep purple, acid green, or even some horrid shade of industrial sludge!
[ ] Leering Visage
There are still some people out there who don't seem to know who you are. You can rectify this by placing your glorious face all over the city in a multitude of forms! Statues! Gargoyles! Murals! Paintings! Graffiti! The sky is the limit when you have control over everything!
[ ] Oppressive Weather
Your weather-inator is a bit old but it still gets the job done. Remind everyone of how deliciously evil Doofania is with a constant stream of thunderstorms and snowstorms when the weather is appropriate, ensuring that the skies are dark and gloomy all the time!
[ ] Propaganda
Cover walls and billboards with posters that inform people why you are the most fit to rule! Decry your enemies with catchy slogans and jingles! Get some use out of that online art course you took three years ago! This might not have much of a practical effect but it'll look amazing to see your city covered in giant posters of you.
[] Write-In

Doofquest is a game where you play Heinz Doofenshmirtz.

…alright, maybe a bit more is in order.

In the World of DVV Gridlocked, A great many Disney Villains got through their shows and movies intact, and they won. But this isn't a fairy tale. The world is a near-future United States lorded over by modern-day villains like the sinister Syndrome, the diabolical Judge Doom of Who Framed Roger Rabbit fame… and… I've got no alliteration for Xanatos.

Major corporations wield outsized power, and jockey in the shadows with each other and with the battered but still very much alive federal government. Magical creatures, alien invaders, and strange things from beyond our dimension lurk in the shadows, kept there not only by their own efforts but by the tacit agreement of those in power seeking to keep things stable just another day.

Look, it's like Shadowrun with Disney characters. Okay? Okay.

You are playing as one of those villains who won; Heinz Doofenshmirtz, fresh off of (not really) conquering (most of) the Tri-State Area. Your colors fly on every building, your robots patrol the streets, and Perry the Platypus is dead.

None of this is bringing you the happiness you thought it would. In fact, you try not to think about that last thing at all, when you can avoid it.

You won. Now what?

Every King in DVV Won, for some definition of winning. They got what they wanted. But most of them... found it wasn't quite what they expected. Every single King, since that fateful day, has been grappling with the question: Now What?

Different people had different answers. Bellwether and Khan spend most of their time arguing with each other over respective ideology and politics. The Yokai got his revenge, looked at the emptiness on the other side, and decided... this couldn't be it. He wasn't done. An inhuman machine poised to enslave humanity finished one phase of the plan, and moved unfeelingly on towards the next. Shego has no idea what to do with herself.

Doofenshmirtz caught the car he was chasing, and now he struggles to know what to do with it, and indeed struggles to understand what it even is he's done.

Doofenhsmirtz is still not quite ready to recognize it, but... that summer ended. Another summer started. And now he has to ask himself a very, very important question.
 
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Lore
What is Disney Villains Victorious?

This quest will be based on a campaign setting (DVV: Gridlocked) where all your favorite Disney villains won and rule the world! Only this isn't a fairy tale- it's the Gridlocked expansion, which means a near-future United States torn apart by the sinister Syndrome, the diabolical Judge Doom… and… I've got no alliteration for Xanatos. Look, it's like Shadowrun with Disney characters. Okay? Okay.

The World at Large

The world of the quest may seem superficially similar to our own, but there are several things about it that make the setting unique. You will learn more about the world and its history as the quest progresses.

Superpowers

There are some men and women who can rise above mortal limitations and exhibit extraordinary capabilities, whether through biological or technological means. While the term for such individuals has historically been 'super', 'capes' has seen rising popularity in recent years after many people seemed to realize that you do not, in fact, need superpowers to be a hero or villain- technology works just as well, or even better in some instances. This has seen some quiet support online from various social media platforms, as apparently some people do not appreciate technology being slighted.

Superpowers range from the generic to the more esoteric, although there have been very few 'city breaking' levels of power recorded. There's certainly no Superman equivalent, even the strongest of the flying bricks can't even approach light speed. Most criminals and the heroes that respond to them are street tier at best, and if they're capable of punching above their weight class very few people document it.

Thanks to the omnibus Superhero Relocation Act, biological Supers are exempt from Good Samaritan laws, considered illegitimate vigilantes, and can expect to be bankrupted and worse if their secret identities are ever exposed. Different regions have different degrees of enforcement of the Act: Kronos territory ruthlessly enforces the SRA, while California turns a blind eye to super activity and Drakktek states like Colorado openly flout the law.

Toons

Toons, short for Cartoons, are creatures of ink and whimsy created when an animator truly, deeply believes in their art. While no one knows exactly how toons come to be, come to be they do, full of vim and vigor and a desire to entertain. Most, though not all, toons entertain through comedy, and cannot resist a good joke or a chance to make others smile and laugh. Incredibly resilient, toons have a small degree of reality-warping called Toonforce, and can dish out and withstand incredible degrees of damage without actually killing anyone. Most toons would never dream of seriously injuring another person, and they themselves can be permanently killed only by the acetone-turpentine mix known as Dip.

Just like in Who Framed Roger Rabbit, Toons have a well-documented presence in the world. Unlike most strange or supernatural things, Toons are well known, if not exactly popular. Toons were once the biggest thing in entertainment, but several high profile murders by once-beloved toon star Roger Rabbit, followed by the destruction of Toontown LA to make way for the Interstate highway system, have scattered and marginalized them. A few stars of yesteryear like Donald Duck and Bugs Bunny may still be scraping by, but even famous toons can be found desperate for work.

Some toons can be very similar to their on-screen personas, rather like method acting taken to the extreme, but other toons are quite different in their private lives than the characters they played in theaters.

Anthropic Animals

Several cities on the West Coast are populated by walking talking animals. While the line between funny animal and toon can sometimes be unclear, anthropic animals generally do not possess a toon's obsession with comedy or physical resilience. For all intents and purposes, they are furrier- or featherier- people. They are mostly found in the regions of Calistota, Zootopia State, and Cape Suzette.

Robots and Artificial Intelligence

Following the work of renowned, if eccentric, roboticist Trevor Trengrove, basic AI has begun to promulgate throughout the world. The Trengrove 'Funtelligence' system (referred to as the positronic brain by anyone with an ounce of self-respect) is capable of basic conversational skills, problem solving, and very limited adaptation. While not quite enough to pass the Turing test, high-end AIs closer than not to sentience are beginning to pop up, especially in San Fransokyo. Even your very own Normbots, while based on your own AI research and not Trengrove's stupidly-named system, are basically at-par with his work. Norm may be a real swell guy, but a stunning conversationalist and improviser he is not. Rumors of more advanced, truly sentient robots persist, but so far you've not been able to track down any examples.

The Masquerade

'The Masquerade' is a general term used to describe the many secret worlds that are hidden throughout Gridlocked America, that people 'in the know' are aware of but the average joe is not. There are two big secrets in the country that most Kings know about: The existence of magic, and the existence of aliens. There may be other hidden worlds as well, places and people even most Kings have no idea of. Details on these hidden worlds are something you'll have to find out through research…

Or you could just read the setting lore. Cheaters.

Magic

You are almost certain magic exists. I mean, why else would all of Drusselstein require lawn gnomes to ward off wood witches and gremlins? Regardless, if you want to get any real specifics on what magic is, how it works, and who has it, you're going to have to look into things.

Aliens

Likewise, aliens probably exist. You remember that Meep guy, and besides that it's just statistics, come on. Your ideas for spaceflight are unfortunately primitive at the moment, but you might one day be able to see what is out there yourself. Hopefully it's friendly!

The Government

Despite you openly declaring yourself Supreme Overlord of the Two-And-A-Half-State Area, the United States remains under the control of its primary governing body… at least in theory. In practice, the leaders of the megacorporations dotted around the map exert more power than the federal government can muster, but the average civilian wouldn't suspect anything is up. The government puts much effort into keeping its own weakness secret, and the powerful in Gridlocked mostly oblige them. No king wants to be fighting in an all out war, and so they're more or less willing to do things subtly. Even most of your citizens probably see you as a joke or a parody villain rather than an actual dictator. This may chafe at your ego, but trying to make people really take you seriously might draw the ire of what's left of ol' Uncle Sam.

Paradoxes

Throughout the quest, you might notice that some things don't exactly line up. Dates may contradict each other, events could've happened in the past that outright invalidate others, and some people could inexplicably be holding positions of power for decades despite not looking a day over thirty. Rest assured that these are not just multiple simultaneous mistakes on the part of the QM- there's an actual in-universe explanation for this.
 
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Mechanics
Turn Mechanics

Each turn will encompass everything done over a two-month period in game. There will be a total of six turns in a year, and certain actions may be locked or unlocked depending on the time period.

National Actions are actions that further your goals and standing in the world. They encompass everything from spying on a neighbor, performing acts of industrial sabotage, building a new sewer system, or making exciting new leaps in technology. They fall into one of five categories- martial, diplomacy, stewardship, intrigue, or learning. In each turn you have a limited number of actions in each category. This limit may be raised in the future through special actions.

You have a number in each of these stats, which represent how good you are at that area of expertise. You can find a rough chart of what each of these numbers means below:

0: physically paralyzed
1-5: a weakling, sickly, infirm or particularly incompetent
6-9: an average human being
10-14: Some combat training, karate classes, has been in a few scraps
15-19: Trained soldier
20-25: Expert veteran of combat
25-35: low level Street Tier Cape; respected military leader
36-40: Competent superhero
41-50: World class fighter, capable of throwing down with most supers
51-60: Incomparable fighter, legendary, once in an era general
61-70: High-level superhuman powers paired with natural skill and years of experience
70+: Unstoppable juggernaut of destruction

0: deeply, personally repulsive
1-5: Annoying, obnoxious, grating
6-9: An average human being
10-15: Moderate charisma and basic social skills
16-20: trained negotiator or corporate dealmaker
21-25: Highly skilled professional diplomat
26-35: Magnetic personality, liked by all they meet
36-45: Cream of the crop, natural born politician, brilliant dealmaker
46-55: Literally superhuman persuasive power, preternatural understanding of human psychology
55-70: Could trade a castle for a piece of string
70+: Social Deity

0: Does not understand the concept of trade
1-5: Bad with money, scatterbrained, unable to lead others
6-10: Standard human
11-15: basic organizational skills and time management
16-20: Professional Project Manager
21-25: High ranking corporate worker skilled at their job
26-35: Experienced CEO or governor, capable of managing massive interlocking projects at the same time
36-45: Financial Wizard, can predict the stock market with some accuracy, can sketch out plans for an entire business venture in a week
46-55: Supernatural management skills, capable of leading entire countries without apparent effort
56-70: Multiple simultaneous thoughtstreams, could amass a fortune bigger than Glomgold's if they put their mind to it.
71+: owns you already, you just don't know it yet

0: Incapable of lying
1-6: Credible, easy to fool, has trouble remembering to keep secrets
7-10: average human mind
11-15: petty criminal, amateur sleuth
16-20: junior spy; professional thief
21-25: secret agent
26-35: criminal mastermind
36-45: Master of disguise, intricate webweaver, conceals true intentions unconsciously
46-55: World's Greatest Detective, Infamous phantom thief, can hide in plain sight
56-70: superpower assisted stealth, could convince a person their entire life was a lie in an afternoon
71+: They've already won, you just haven't noticed yet.

0: nonsapient
1-6: simpleminded, dim, uneducated
7-10: High School Diploma, average intelligence
11-13: Slightly smarter than average; some college
14-20: college graduate in sciences, trivia champion
21-30: Doctorate in technical field, Cash Wheel National Champion
30-35: Factotum
36-40: Leading expert in their field, photographic memory
41-50: World's greatest expert on their subject
51-60: Smartest human alive, perfect recall of every fact they have ever learned
61-70: Inhuman intellect
71+: Appears omniscient

0: most humans
1-5: petty dabbler
6-10: conjurer of cheap tricks, average elf, conspiracy blogger who is actually right
11-15: hedge wizard, can sling a few fireballs before getting tired, normal person with decades of paranormal experience
16-20: Respectable sorcerer
21-25: Coven matriarch
26-30: Lesser member of the Third Race
31-35: Archmage, deep font of arcane knowledge
36-45: Centuries old arcane master, skilled member of the Third Race
46-55: Once in a generation talent
56-70: Skilled archmage empowered by enormous magical force or artifact
70+ Physical God

The base roll for a National Action will be as follows, rolling against a certain DC:

1d100 + Relevant stat of Doofenshmirtz + half relevant stat of relevant Councilor + relevant stat of assigned hero + trait bonuses of Doof or assigned hero + loyalty bonus of hero+omake bonus

The base benefits and costs of a national action are listed in that action, but the exact narrative effects might be adjusted slightly depending on who you assign to what action. For an example, if you assigned Janna to a Learning roll, Doofenshmirtz would have to do most of the work on that himself since Janna does not have much learning. As such, narratively he and Janna would be spending a lot of time together, and Janna would likely become bored of all the science talk, to potential results.

It is possible to increase the stats of Doof, his councilors, and his other hero units over time, either through special actions, going on Quests, or other means.

Critical Rolls

Particularly successful or unsuccessful rolls are considered Critical Successes or Critical Failures. Your chance of critical success is defined as 1/10th of your chance of success, rounded to the nearest percent. Your chance of critical failure is now defined as 1/10 of the chance to fail, rounded to the nearest percent. To illustrate:

If you have a 20% chance of success: 8% chance crit fail, 2% chance crit success
If you have a 50% chance of success: 5% crit fail, 5% crit success
If you have 80%: 2% crit fail, 8% crit success

No matter what else might affect your crits, you cannot Critically Fail at a greater percentage than you could normally fail. If you have a CoS of 3%, your Crit Success chance cannot be more than 3% as well.

A critical success represents an action going as well as it could have, and grants extra benefits. A critical failure represents an action going as badly as it could have, and leads to some additional penalty beyond simply failing an action.

As always, what character you place on a roll can affect how it plays out and cause knock-on effects. A geneticist critting on a genetics roll for example is likely to provide a much more impressive breakthrough than a spy assigned to the same action, and indeed a spy's crit success bonus might have more to do with hiding your genetics activity than expanding it. Toons are likely to stumble into success through odd coincidences. Likewise, a crit fail is likely to be informed by 'what foible or weakness of this character would cause them to screw up massively, and how would that play out?'

As Learning actions tend to have very specialized categories without easily-transferable skills, learning actions by default have a 5% increased crit failure chance if the unit assigned is not a specialist in that area. This applies to both councilors and heroes.

Bare Failures

Bare failures occur when you miss a roll by 10 or less. Narratively, you nearly succeeded but were stymied in some small but critical way. On a bare failure, the DC of the action is halved, and you may attempt it again next turn.

If an action is neither a success, a crit success, a bare failure, nor a critical failure, it is a normal Failure. Generally speaking, nothing happens.

Explosions

If you roll a crit success, you roll another d100 as an explosion, with the same crit success threshold. On another crit success, it becomes a double crit. A theoretical triple crit is again possible, and so on. Each successive crit threshold causes increasingly ludicrous degrees of success.

There are no crit failure explosions.

Personal Actions

Personal actions are actions that each individual hero unit can attempt per turn. Normally, these are simple things that range from talking to people, social networking, meeting up and trying to improve relationships, or even something as mundane as seeing a movie. These actions may potentially unlock new research options or hero units, as well as increasing your employees' loyalty.

In lieu of a personal action, a hero unit may be assigned to a single national action per turn. This will add their relevant stat value to the roll.

As Dr. Doofenshmirtz, you will have a total of four personal actions per turn. They may be spent as you wish, but if you so choose you can burn three of your personal actions on giving a project your "special attention". This means that we will roll for the action twice, with relevant modifiers included, and take the better of the two rolls.

For most normal personal actions, a flat 1d100 will be rolled, with higher numbers indicating a greater degree of success. While 'critical failure' and 'critical success' are not specifically defined, rolling extremely high or extremely low will still cause the action to go as well or as poorly as it possibly could have. Particularly dangerous or chaotic personals will be signposted.

Hero Units

Regardless of their actual morality, 'heroes' refer to notable individuals under your employ that can be assigned to certain tasks. While you have legions of nameless, faceless employees keeping things running smoothly behind the scenes, heroes are what make the magic happen- perhaps literally in some cases.

You started off the quest with one Hero under your employ, and through various actions others can be recruited to your cause. Sometimes this will be as straightforward as a Diplomacy action, while other times entire questlines of successive actions will have to be completed. You might even unlock heroes through some personal actions if you make the right ones.

Heroic units are not static and will react to your actions as they occur. Being excessively cruel might earn you the ire of some individuals under your employ, while others might be impressed by it. If treated poorly enough certain heroes might end up leaving or even betraying you! Conversely, treating heroes well may gain you their loyalty, along with potential new perks to use, or in some cases new hero units or technology as well. There is always the risk of exceptionally unstable individuals acting against your interests regardless, so you may need to balance this risk with any benefits they may offer- a mad scientist who offers +60 learning just might be worth it, even if he's liable to freak out and set fire to things unprovoked.

Preferences

Hero Units have Preferences, or things they like or don't like. Assigning them to preferences they enjoy is likely to boost their opinion over time, while preferences they dislike will do the opposite. Particularly strong negative preferences might prevent you from assigning certain heroes to an action at all.

Opinion

All of your hero units will have an opinion value assigned to them that reflects how well they look upon you and how willing they are to do as you ask. For most units, this starts at 0 and can range from -100 to 100. A value of 0 to -25 indicates that the unit mildly dislikes you- nothing too serious for now, and it won't cause any harmful actions against you, but you might want to watch out to make sure it doesn't get worse. At -25 and beyond they will actively start hating you, and may make moves to pack up and leave at the earliest possible opportunity. Values of -75 or worse are when they will probably start to contemplate murder- at this point they deeply despise you and will actively attempt to work against you. Conversely, values above 25 will have them consider you a mild acquaintance, above 50 as a friend, and above 75 will reach the sort of trust it takes years of camaraderie to earn.

Even an opinion of 100 might not be enough to convince your units to do certain things- if your own mother came to you and asked you to pick up a gun and invade Spain single handedly, for example, you'd probably still say no even if you did like her. Character preferences can be mitigated by high opinion, but they will still have their own minds and can still say no to things that deeply violate their beliefs, common sense, or well-being.

Various modifiers can act upon this. An intern you hire on may have a +15 modifier for giving them a job they really need, while a government employee could have a -20 modifier for you flouting the government's authority. Modifiers like these are permanent until some event removes or alters them- the government employee won't change too much just because you invite him to a few cocktail parties, for instance, but if you prove to him that his loyalty is genuinely deserved he might lose the malus.

Pay attention to your heroes' Preferences! Forcing someone to work on a job they despise will give them a mild malus that will decay in a few months… unless you actively force them to keep working on that, in which case the modifiers stack, and the time it takes to remove will increase. Hiring a botanist and forcing them to work on organic chemistry will not go over well!

There's an advantage to keeping your heroes as loyal to you as possible. When making a roll, their loyalty will be reflected in a bonus modifier. A rating of -25 to 0 or 0 to 25 gives you an additional 10% of their relevant stat for that roll either subtracted or added, respectively. 25-49 will give you 15% added, 50-74 20%, and 75-100 25%. Numbers will be rounded down to the nearest whole.

If you have a hero with an Intrigue of 32 and a Loyalty of 15, they will gain a 32*0.1 rounded down bonus, or 3. The total roll will be:


1d100 + Doof's Intrigue + 32 + (32*.1=3.2, rounded down to 3) + any other relevant modifiers


You can find your Hero Units on the Hero Units pages.
https://forums.sufficientvelocity.com/threads/doofquest-a-disney-villains-victorious-ck2-style-quest.68764/#post-15995779
https://forums.sufficientvelocity.com/threads/doofquest-a-disney-villains-victorious-ck2-style-quest.68764/page-683#post-16980315


Your Stuff

Company-Wide Bonuses

Several organizations or things you control grant you permanent bonuses that affect your entire company. Find them on the Behold, My Stuff page.
https://forums.sufficientvelocity.com/threads/doofquest-a-disney-villains-victorious-ck2-style-quest.68764/page-1426#post-17824864

Funds and Income

Since you start out as the head of a megacorp, money will be no issue for the most part. I won't be tracking specific dollar amounts, so you should always assume that you have enough money unless you seriously screw things up. Of course, money can't buy everything, and some people won't be willing to sell. The DC for a corporate buyout, for instance, would be more indicative of liquidating some of your assets and attending boardroom meetings rather than trying to come up with the cash. Instead, the way we track your financial resources are Funds and Income.

You can find more information about Funds and Income on your Behold, My Stuff page.
https://forums.sufficientvelocity.com/threads/doofquest-a-disney-villains-victorious-ck2-style-quest.68764/page-1426#post-17824864

Items

Items are objects or creatures in your possession that give useful bonuses. Some are permanent, others are single-use. All items are listed on the Behold, My Stuff page.
https://forums.sufficientvelocity.com/threads/doofquest-a-disney-villains-victorious-ck2-style-quest.68764/page-1426#post-17824864

Inators

Inators are incredible machines that can casually violate the laws of physics, but they come with their own set of downsides. For starters, inators are unable to be mass produced, nor are you able to casually gain an understanding of a new technology through them. It may be possible for your less-than-mad scientists to reverse engineer the machines and bypass chunks of research, but more likely than not this will be a long and arduous process.

You automatically create a random new inator every turn and may choose to activate it if you desire. You must choose to do so as part of your overall turn plan, before you know what Inator you get. The result of this could be anything from a bonus to certain actions, a reroll of a low die, or new opportunities presenting themselves. Unfortunately, this also runs the risk of some less-than-stellar results happening as well, from one-time stat penalties to events you will need to deal with.

Mechanically, we have a list of inators and roll a die to choose which one you make in a turn. There are slightly more good Inators than bad ones, but it's a close thing. Write-in ideas are allowed, but there's no guarantee that your inator will be accepted. While we've had some fun with things like the Probabilitor-inator in the past, from now on we're not going to do anything that works on that scale, due to balance reasons and the inherent difficulty that would come with a miniature overhaul for that turn.

As a general rule of thumb, think about what you want this inator to do. If it affects things on a grand scale- like the flow of time, the entire galaxy, or alternate dimensions- it will most likely be rejected. Even if something showed up in the show, some things just don't fit well in a coherent, serialized setting instead of a gag-a-week show.

We have enough Inator ideas at this point that they will likely last us the quest; for this reason, and the fact that we sort inators into categories ourselves now, you dont have to submit paired and equal inators. Submit any inators you want, good or bad! The downside is that, given how many we have, we're likely to be selective here on out.

Narratively, you create dozens of Inators every turn that have no mechanical effect. Activating An Inator simply ensures enough effort goes into them that one of them lasts longer than a summer afternoon.

Global Actions
Global Actions are actions that multiple factions can contribute to, either in cooperation or competition.

Most Global Actions now have a range from its DC to a negative DC. For example, from 250 to -250. All Global Actions contribute their rolls towards a given action's total. The positive and negative DC will each have different outcomes when they are reached! You can generally choose which outcome you wish to move towards, as can anyone else who attempts to them.

Some Global Actions track who has contributed the most towards it, and will reward the greatest effort!

Some Global Actions have their DCs drop over time.

Lobbying Mechanics
So you want to buy a law, eh?

Well prepare for a complex legalistic minefield of bureaucratic red tape! Successfully passing a law within the byzantine corridors of modern american legalism requires front organizations, targeted lawsuits, promises of self-regulation, evidence muddling, charitable contributions, and blame shifting.

And frequently bribery.

Thankfully you have people to do all that stuff for you which means that you can basically summarize what you actually care about to a handful of paragraphs.

Lobbying Actions are Diplomacy actions meant to try and convince the US Government (or, rarely, something else) to change its laws and policies. Anything from the lowering of the corporate tax rate to the acknowledgement of AI as full sentience, to name the two ends of the spectrum of your council's demands. These actions are Global Actions.

Don't expect to get laws passed without some pushback, though! Not all of your proposed policy changes will be popular with other movers and shakers, meaning that policies can be both supported OR opposed by other factions.

Any given lobbying action has a range from its DC to a negative DC. For example, from 250 to -250. If a Lobbying Action reaches Its DC, the law is passed, and you gain its effects! If the issue reaches its negative DC, then either A. an alternate version of the law will be passed that has an opposite effect, or B. the Action will be removed entirely, and cannot be re-attempted!

There are two ways to accomplish this. First, you may choose to roll a DC 0 Diplomacy action. The roll you get from this action is added towards the DC (or subtracted, if you are opposing an issue.) Rolling a 60+21+5 for example means you add 86 to the issue's progress. Alternatively, you may spend a 1 fund Corporate action (in addition to the usual cost of additional corporate actions) to lobby for an issue. If you do so, you gain a ticking +50 (or -50) that continues every turn until the issue is resolved. You may take this corporate action a maximum of 3 times ever for a given issue.

As a result of these rules, it will be a fairly simple matter to push forward issues no one else cares about; but trying to push an issue many others are in opposition to will require allies; and fast!

Factions may start lobbying on their own, or be drawn into a lobbying conflict when other people begin drawing attention to an action.

Lobbying DCs range from DC 200 to DC 999.

You may take a certain Diplomacy action to determine where all factions stand on a particular issue, or spend the personal action of a hero with a diplomacy of 20 or higher to gain the opinion on an issue of a single faction.

Infiltration Mechanics

There are three levels of info security a piece of information can be held at, assuming it is being hidden at all, depending on the degree to which it can reasonably be disguised.

Tier 1: Information available by necessity to rank-and-file DEI employees, ex. Upcoming construction projects, major purchases, and other projects that require large-scale work.

Tier 2: Information or resources provided only to your hero units. Ex. The existence of magic, other dimensions, most of your research options, your secretive black ops work.

Tier 3: Information held only by you and your direct Council. Ex. The fact that you have Flubber samples for research, the location of your Crystal Key, etc.

Note that things can change security levels- for example, on the turn a unit is working on the Other-Dimensionator, the Crystal Key must logically be in hero unit hands until the thing is complete and will thus be at level 2. Information is much harder to put back in its box than an object, obviously.

Likewise, there are three levels of infiltration.

In Tier 1 infiltration, you have placed informants and potential saboteurs into a company.

In Tier 2 infiltration, you have successfully infiltrated the enemy's hero unit list, either by embedding a hero unit of your own or simply gaining a great degree of knowledge about the target's operation.

In Tier 3 infiltration, you have penetrated the enemy's inner circle of secrets and knowledge. Do note that if a faction has no council-equivalent or is small enough to not need one, this level is impossible. Small or command-focused factions are fundamentally slightly more secure than larger ones. In practice though this level is very hard to reach and its unlikely anyone but Xanatos will manage to do it to you unless you make some ill-thought council choices, especially regarding Opinion.

Infiltration
Infiltrating an Organization


The base DC to infiltrate at Tier 1 is:
Base Infiltration DC= 50+Intrigue of King or Councilor equivalent+Relevant traits and company bonuses-penalties.

Succeeding at an infiltration creates an infiltration level in the faction. A bare failure accomplishes nothing but does reduce the DC for next time as normal. A failure alerts the relevant faction that someone is snooping around, but not who. A Critical Failure reveals your actions.

Each higher tier of infiltration increases the DC by 50. However, having the lower level in place reduces the DC by 25, for a total increase of only 25.

You will not be able to infiltrate a faction unless you have already set up a spy network in the relevant area (Red Car, Olympia Network, etc).

The base DC will also be used when you are infiltrating with a purpose- say, trying to steal an item or discover a specific secret rather than performing a general infiltration. For every rank of security your target is behind, add 25 to the DC. For every rank of infiltration you have, reduce it by 25 (canceling out a level of security). Then we add whatever logical bonuses or penalties might be in place for a certain target, and there we go.

If this all sounds complicated don't worry, it's our job to do all this math. We're just letting you know how all this is calculated from now on instead of the previous 'eyeball it'.

So let's use DEI as an example.

We start with our base 50. Mirage has higher Intrigue than Doofenshmirtz, so we add her 31 (soon to be increased, but I'm using the numbers currently on the sheet). Diseased Lunatic grants a +7 to this DC.

So the base DC to infiltrate DEI is 50+31+7=88. In addition, Gary the Goozim grants a -5 to the target's roll if they are operating within DEI headquarters.

Stealing the Zero-Point technology was a tier 2 security action, granting +50 to the roll, so under this system the DC to perform what happened last turn was 138. However, each rank of infiltration the target had accomplished reduces that by 25.

If you think you can pull it off, you can always try to infiltrate at a high level right away. In addition, if you choose to place a hero unit onto an infiltration action, they will automatically achieve tier 2 infiltration a turn after tier 1.

What Infiltration Does
Beyond just reducing Intrigue DCs.

Level 1 Infiltration
  • At level 1, you will gain an expanded rival report of the target. Some actions not known to the public will begin showing up on your rival reports. A hero gets you more than a robot gets you more than a faceless network.
  • At level 1, you may gain knowledge of items or research that are ripe for theft. A hero gets you more than a robot gets you more than a faceless network.

Level 2 Infiltration
At level 2, you may begin to know about the target's attempted actions before they take them. A hero gets you more than a robot gets you more than a faceless network.


At Level 2, you begin to gain Infiltration Actions. You get 3 Infiltration actions per year.
Infiltration actions can be used to accomplish various sneaky things, some of which you can otherwise only do by spending National Actions! Infiltration Actions roll Doof's Intrigue OR Councilor Intrigue + Infiltrated Hero's Intrigue + Loyalty. If you have not placed a hero (or dopplebot, for lesser effect) onto the infiltration, you roll without a hero's bonus.

Some infiltration actions have no significant risk of discovery, while others result in a chance that your actions are noticed. The DC of infiltration actions is based on the Infiltration DC of the target, and is not (universally) reduced by level of infiltration, unlike National Actions.

Many of these Infiltration actions can be done as a write-in national action if you want to make absolutely sure it succeeds or do not have a hero assigned to the infiltration.

Espionage Actions
No chance of discovery
  • Increase the DC of an action targeting your own territory (ex 'establish a spy network in Doofania')
    • DC: Base Infiltration
  • Gain a +15 general bonus to National Actions (not Infiltration Actions) targeting the faction for the next 3 turns
    • DC: Base Infiltration
  • Learn a King's current secret actions
    • DC: Base Infiltration, potentially modified by degree of secrecy.
  • Reveal a King's unique mechanics
    • DC: Base Infiltration

Small chance of discovery
  • Steal an item/research, gaining it for yourself (and removing or increasing the difficulty of the target using it themselves)
    • DC: Base Infiltration, modified by degree of secrecy.
  • Incapacitate a Hero Unit, distracting, confusing or harming them and putting them out of commission for 2 turns.
    • DC: Base Infiltration+Hero Unit's Intrigue
  • Sabotage an action the target is taking next turn (if you are aware of it), increasing its DC by 30 and its critical failure chance by 15.
    • DC: Base Infiltration+30
  • Learn a target's major secrets (Evelyn Deavor has superpowers, Syndrome is murdering Supers, Toffee is an interdimensional warlord); grants only one at a time.
    • DC: Base Infiltration, modified by degree of secrecy (Infiltration actions cannot crit fail, barring risk of discovery)

Level 3 Infiltration
Level 3 Infiltration grants you access to new Infiltration actions, and drops the DC of all Tier 2 infiltration actions by 25.
  • Remove a Hero Unit (extremely high chance of discovery)
    • DC: Base Infiltration+Hero Unit's Intrigue+10
  • Assault a King (guaranteed discovery) Requires multiple actions
    • Final DC will not be revealed until it is time to take the final action.


Discovery
If you are discovered while infiltrating, you do not lose your infiltration. However, your target becomes aware that 'DEI' is infiltrating them, and their security sweep national actions will be much more likely to root you, specifically, out.

Fallback Actions

In addition, the topic of stealing provides us with the chance to talk about what we now call Fallback Actions.

Sometimes, you perform an action that is risky. Even a regular failure might pose a problem of some kind, whether discovery or injury. As such, if one takes certain actions and fails, one then performs a Fallback Action of a different type using the same unit. Success and failure on the roll will lead to different effects.

One of the most notable sorts of Fallback Actions is a Heist, so let's give an example to show what I mean.

You've sent Mirage to try and steal Granny Crockett's cookie recipe you remember liking, but refuse to pay for store-bought frozen cookies. The DC is 100. If she succeeds, the action just completes, nothing unusual happens. But let's say Mirage gets a 72, which means she fails!

The Fallback Action for this heist will be listed in the action in question. For this example, it's a DC 50 Martial roll. Mirage must attempt to make this DC. Her Martial is low, so this will be difficult.

On a Critical Success, Mirage gets away with the recipe and without her identity being discovered. Phew! Action saved.

On a normal success, Mirage must choose: does she get away clean but without the target, or does she take the delicious cookie goodness with her at the cost of your involvement becoming known? You get a vote.

On a failure, you fail to obtain the target and your identity becomes known. Bad times.

On a critical failure, Mirage has been captured by Granny Crockett, leaving your hero unit list until she can be retrieved. If she can be. Also neither of you would ever live it down.

Other examples of Fallback Actions include Flubber technology (Learning, Fallback Diplo) and Large Carnivorous Dinosaurs (Learning, Fallback Martial).

Collaboration Actions
You have the opportunity to collaborate with other factions to achieve greater results together.

Sometimes, you will take the 'collaborate' or 'research agreement' diplomacy national action with a faction. This allows you to then perform one action on the following turn as a collaboration action.

On the next turn, you will be given a list of collaboration options, partially picked from your own actions and partially picked from special actions that either only your collaborator or only you and your collaborator together have the resources and knowledge to do. You cannot simply do yourself actions that are presented here; they need skills or resources your collaborators possess to be done.

You can choose to go back on your agreement and not perform a collab, but doing so can result in serious monetary and opinion penalties. The same goes for 'shirking' your part of a collab, like assigning a clearly unsuitable unit or no unit at all.

Once you choose an action, you perform the action as normal for national actions. However in addition, you add a single unit's bonus from the collaborating king (typically the higher of the King or their specialty hero unit) to your roll to determine success, failure etc.

In addition, factions with good opinions of you can choose to present a collab to you from time to time. If you agree, they will either insist on a specific action or present a list of possible actions, again drawn from a mix of your actions, theirs, and actions you can only do together. When you choose one, you immediately perform the collab that turn as only one faction needs spend a diplo action to begin the collab. In total, one faction performs a diplomacy action and then both perform the collaboration national action next turn. In this case, you either assign a hero unit as usual or, via a single personal action, Doof to the roll and provide your bonus to their roll.

Unlike collabs you begin, there is no penalty to saying 'no' to a collab someone else brings to you unless you had previously committed to it.

In both form of collab, success splits the benefits of the action roughly 50-50, as does penalties on a possible critical failure. For example, if an action provides 4 funds, you each receive 2. In cases where rewards are hard to split or unequal, they will be handled on a case by case basis.

Collaborations are a good way to hit DCs that are otherwise slightly out of your reach, as well as improve your opinion standing with the relevant King. Collabing with a King will frequently reveal their relevant hero units and information about the state of their organization to you; though the reverse is also true!

Fanart and Omakes

We will be awarding bonuses for anyone who is willing to complete a good omake or piece of fanart! You can then spend that XP to increase your roll on any national action at a price of 100XP per point of bonus, to a maximum of +10 total. You can keep track of XP gains and allocation on the XP Trackinator. (Add a link here when its finished)

If you write an omake that is good, entertaining, and doesn't conflict with the quest, we may put it into the Canon Threadmarks! 'Canon' omakes would be stories that could actually take place in the quest's universe, and more importantly, can provide rumors that you could potentially act on. Got a favorite minor character that you really want to show up? Write an omake about them! With a little bit of tweaking to ensure it's canonical, your character may very well be available as a hero unit in the future! Of course, certain characters will be held in reserve, so writing an omake will not guarantee their fate- some characters are off doing their own thing, and some of them are dead.

Non-canon omakes would be just for fun. Have you got an amusing story idea, or wondered what would happen if the quest was taken in a different way? Write something up and you can earn some XP! This will be completely separate from the quest though, and have absolutely no bearing on any future events.

Fanart will also earn you a bonus, but it's got to be at least mostly relevant to the quest. Your picture of Thanos fighting Goku might be awesome, but it won't be awarded any XP. High-quality non-content will be given some XP, though not as much as fanart or omakes, and we reserve the right to stop this if it looks like things are getting spammy.

For 100 XP add 1 to any one national action roll. A maximum of 1000 XP can be used per roll.

Random Events

Following your personal and national actions every turn, we will be rolling 1d100 to see what sort of random events will take place in that particular month. There is no way to control or modify this roll, you'll simply have to deal with the results as they happen. Higher numbers mean good things for you while lower numbers mean bad ones. These events could be anything, ranging from unexpected boons like new research options to minor, annoying events taking place elsewhere in the world to the start of something terrible you will have to deal with eventually. Some will just be for flavor and might not practically affect you at all.

Quest Missions

At certain points in the quest you will be given the opportunity to participate in events that will be more involved than a single roll. These can range from opportunities to explore new locales, from lost temples to other planets, attend technology expos or huge parties, and have the opportunity to make powerful friends or attain huge technological leaps. Many of these events will be time-limited but I'll always tell you when that's the case. Yes, we know these are quests inside the quest. We considered 'Adventures' but that feels corny.

Quests are a series of interludes connected by choices and challenges. Quests always begin with you designating a Party Leader. (If Doofenshmirtz is on a Quest, he is always the party leader.) You then assign up to 4 (usually) other Hero Units to go on the quest. Going on a Quest costs a hero unit's personal action for the turn. If Doofenshmirtz goes on a Quest, it costs 3 of his Personal Actions.

Two things can happen on Quests: Choices and DC challenges.

For choices, questers are presented with a dilemma with multiple options, and can choose or write in how to respond. Choices often lead to DC challenges.

For DC challenges, you roll against a DC to accomplish some goal. You add the stat of the Party Leader plus the stat of the highest other person present. So, if it is an Intrigue challenge with Doof as party leader, as well as Janna and Russ, you add Doof's intrigue plus Russ' intrigue, but not Janna's because hers is lower than Russ'. You then roll 1d100 and try to beat the DC. The only exception is combat- combat consists of a series of martial rolls, and depending on who an enemy chooses to target and how well they roll, they might be able to test their martial against your heroes even if that hero is not particularly good at fighting.
  • Martial challenges are challenges that require you to fight a foe or perform a physical feat.
  • Diplomacy challenges require you to convince others of things or keep the party together when arguments arise.
  • Stewardship is used when solving puzzles, performing feats of logic, or deciding how to allocate resources.
  • Intrigue is used when trying to lie, stealth, trap or misdirect someone.
  • Learning is used to know stuff about things.

There's more room for granularity in quests than in actions- what happens when beating someone in a fight by 5 points is very different from what happens when you beat them by 50.

When calculating critical chance on a random roll, chance is calculated using a neat excel formula Nystical made. Thank him.

Successful checks lead to neutralizing threats, progressing forwards, and possibly finding optional rewards.

Quest rewards are really varied. You can improve hero units, improve loyalty, get a bonus to income, find new hero units, find new research or personal action options, improve relations with other factions, discover more about the world, and more!

Not all quests are dungeon delves. A fraught shareholders meeting with an opposing King can be just as much a quest as a castle to explore.

Characters that are good 'all-rounders' make good leaders of quests, since their rolls apply to every quest DC, unless the party gets separated or something. Otherwise, you'll want to focus on heroes who are specialized in one or two areas, especially if you expect that challenge to come up.

Choosing certain hero units might unlock (or conversely, lock) certain actions. For example, having Goofy in your party could let you begin diplomacy with an otherwise intractable toon.

Criticals are still unchanged.
 
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Hero Units
Hero Units

Hero Unit Cap: 25/30
Contractor Cap: 5/5




Stats

Martial: 21 (You've managed to improve your physical condition after intense training with Temujin. You're probably not going to win in a serious fight, but you can definitely hold your own for a while.)

Diplomacy: 19 (Okay, so maybe the Ugly-inator has no effect on you. Sure. But people have to admit, there's something endearing about you.)

Stewardship: 24 (You run a megacorporation and, on technicality, almost three states. You have a decent amount of organizing skills, are very good at sourcing materials, and if all else fails you still have those alimony checks. As long as no one asks you to work the intercom, you can get by. )

Intrigue: 18 (Some people have called you credible, but your knowledge of traps is second to none.)

Learning: 38 (You routinely tell the laws of physics to shut up and sit down, and you don't even have magic to cheat with.)

Occult: 4 (You can't cast any spells yet, but you know the very basics of magic.)

Traits

Diseased Lunatic from Danville: A lot of people still think you're a moron who somehow managed to luck into a position of power, but most movers and shakers are starting to reconsider. Any Intrigue actions made against you or DEI have their DC increased by 7 points.

Roger Doofenshmirtz: Your brother is now willing to aid you in governmental affairs! And he got rid of those stupid mints! Your 'Bowl of Mints' trait has been completely negated!

COMPLETELY EXPECTED: In the event that hostile forces attempt to infiltrate your headquarters, your countless masterwork traps increase their DC by 20.

Master of the Weird: Doofenshmirtz has spent so long having his countless strange inventions blow up in his face that he has... started... to sort of... be better about that. He also refuses to stop sticking his long nose into his heroes' research. All learning critical penalties are reduced by 1%.

Funny Farm: For your continual display of goodwill towards Toonkind, you gain a permanent +10 opinion with all Toons.

Blood of Temujin: The blood of the Khan of Khans flows through your veins, having been awoken by your Mongolian training!

Power Armor: Doof gains a +5 to direct combat against enemies on quests.

[ ] Mirage
Repentant Shadow
Mirage is an expert in covert ops and 'shady' dealings, but no longer trusts her own judgment on when they are appropriate. Mirage will provide actions likely to advance your soft power and control through subtle means across the country.
[ ] Goofy
Lovable Everyman
Goofy is, as far as Toons go, one of the most popular in the country. There's hardly a man alive with a bad thing to say about Goofy, and only a single cat, depending on the day. Goofy is likely to provide more options that take advantage of his popularity and advance Toons. Goofy is also a fair bit wiser than people give him credit for, and is likely to point out… 'fundamental' issues in planning in much the same way a five year old would.

[ ] Major Monogram and NOWCA
Really Doesn't Like You
Despite the understanding that the two of you have reached, you and Monogram just fundamentally rub each other the wrong way, and that's unlikely to change. Monogram is likely to be contrarian just for the sake of it, which means he will judge 'edge' cases and Evil shenanigans much more harshly than others will. Sort of an 'Angel's Advocate' if you will. However, his insistence on meticulously criticizing every single thing you do means that all National Actions he oversees gain an additional +4 bonus on top of his normal bonus, as do your own Personal Actions.
Lack of Agency can still proc on Monogram! If the government requisitions him, you do not get his council bonus that turn.
[ ] Wile E. Coyote
Super Genius
Coyote is legitimately intelligent in many ways, if not nearly as smart as he thinks he is. Having worked with ACME products for more than half a century, his perception of risk/reward balance is slightly skewed. Coyote is more likely to approve large projects or grandiose designs that have a chance of catapulting you forward and equal odds of catapulting a boulder to where you're standing. That being said, he does possess some degree of self-preservation and is likely to veto actions that could result in extremely serious consequences.

[ ] Genghis Khan
'Reduced Carbon Footprint'
Genghis Khan is a brutal, uncompromising warlord who is rapidly adapting to the modern day. He is likely to suggest actions that involve ruthless domination, expansion into areas beyond the government's purview, and ruling with an iron fist.
Maybe ah… maybe cool it there, Temmy.
[ ] Dennis the Duck
Have a Sandwich
Dennis' presence slightly increases the likelihood that other councilors vote the way you want them to.
…they're good sandwiches.
[ ] Technor
THE MECHANICAL MAN
Without the need for doctor-patient confidentiality, Technor can leave his Ego Module in the 'on' position all the time! His power-hungry nature has been sated in the literal, but not metaphorical sense. He is the type to prefer grandiose, destructive mad science, large construction projects, and the occasional bout of petty evil. He will approve plans that thumb their nose at the government up to (but not including) things that could actually get you assassinated. He is unlikely to care much for public opinion.
[ ] Janna
Eldritch Enthusiast
Janna is likely to suggest weird, creepy, or unorthodox actions, expand your avenues into the occult, and do so with little regard for your public image.
[ ] Jumba
Evil Genius
Jumba will provide a +15 bonus to genetics projects he oversees, and will frequently bring you ideas for new and terrible creations. He will approve plans likely to result in chaos, whether on a local or global scale.
[ ] Ludivine
Absent-Minded Professor
Ludivine will suggest science projects with little rhyme or reason, and may refuse projects for seemingly pointless or petty reasons. However, roll 1d6 each turn. On a 6, she will automatically attempt one of your 5 lowest DC Learning actions, using only her own normal hero bonus, in addition to other National Actions.

[ ] Lizzy
Ants. ANTS. ANTWOMAN.
Lizzy likes insects. Lizzy is bad at social interactions.
Yeah uh. Don't expect… much.
[ ] Tobe
ULTIMATE NINJA WARRIOR
Tobe is sympathetic to the needs of eternal rivalry and Nemesis-ship, and will quite likely focus on 'ninja-related actions', whatever that means. However, he is a bit… credulous, and his advice is unlikely to be of much merit. Considering you managed to give him love advice.
[ ] Janus Lee
Two-Faced Transhumanist
Janus Lee wants to improve humanity, one way or another. He is extremely likely to support ideas that encourage the growth of humanity and biological sciences, especially projects with a transhumanist lean. Expect him to smack down anything he sees as frivolous, a waste of time, or blatantly self-destructive. Though he can be talked into exotic vehicles.

[ ] Alan Bradley
Life of Alan
Alan has no idea why you chose him, but he is willing to do his best. Aside from certain… odd preferences related to the digital realm, he seems to have a good head on his shoulders. Whether you agree to his requests to tighten up cybersecurity is up to you. Alan has a +10 to rolls involving designing or implementing computer programs, and an extra +5 specifically for security coding.
[ ] Wendy Wower
Fun Mom of AI
Wendy singlehandedly created modern AI. Twice. She is likely to pour all possible resources towards their development, protect them zealously, and work towards broader dissemination of knowledge in general. Can you say 'Funtertainment', Woweroos?
[ ] Wasabi
Paranoid Perfectionist
Wasabi raises the DC by 5 on all actions he oversees but also raises the crit failure threshold by 10 (compared to base), as he insists on getting everything right and not getting anything wrong. He is likely to balk at anything that appears risky.
[ ] Malifishmirtz
Oh God, It's Just You
Malifishmirtz is, you're not going to lie, disturbingly similar to you. As if 700 years of development somehow recreated nearly the same man, and it's weird that it happened twice. He's likely to give you ideas that match your own, and have sensibilities that rarely conflict with yours. Except Drusselstein. He is not going back to Drusselstein.

[ ] Juniper
Dancing Queen
Juniper has never handled a large bill that she hasn't stolen from a bank vault. But she was technically a minor at the time and statutes of limitations are apparently pretty forgiving, so she's willing to try!
[ ] Agent Unknown Locked
???
For some reason, you seem to have drawn a mustache and sunglasses on the spymaster chair with a marker. Why did you do that?! These chairs are expensive and you lost the receipts!
If, somehow, this chair was put in charge, you get the sense it would suggest things that support American stability and the wellbeing of Toons.
Weird.
[ ] Gomez
Loyal Toady
Gomez has some working knowledge of the occult and how to dissect it using the scientific method, but mostly, he's just here to make you happy. He will never provide you with any useful ideas, ever, but he will also never vote no!
[ ] Mr. Moseby
The Manager You're Speaking To
In a near unique case among DEI leadership, Moseby has spent most of his life actually managing a company, even as countless sources of chaos strove constantly to tear it down. He is likely to propose sensible business ventures, reasonable initiatives, and shoot down anything that renders him spechless in its tomfoolery. He does not approve of hooliganism, thick-headedness, or unwarranted frivolity during work hours.


Source: Classic Disney Short Films, Goof Troop

You know who this is.

One of the most famous toons the country over back in the old days, Goofy Goof brought joy to millions of chuckling viewers before the demise of Toontown saw the death of the industry. Without the ability to rely on his old acting gigs, Goofy bounced around dozens of handymanish job titles before finding a long term position as DEI's chief janitor. Goofy is unaware, gullible, and not exactly what you'd call book smart, but he has a sort of everyman wisdom that means he will always do the right thing; once he has finished doing all of the wrong ones by accident.

Loving father to Max Goof. Occasional Autograph-signer to Dennis. Friend to practically everyone he meets.

Stats

Martial: 21 (Goofy has a powerful but well concealed temper, and being a Toon means he can take incredible amounts of punishment and come back swinging. Just don't put him in too many fights or he might get upset. He's a big softie at heart.)

Diplomacy: 28 (Goofy is everyone's friend. Somehow his simplistic yet earnest approach to things does wonders for winning people over, even if they're actively opposed to him.)

Stewardship: 16 (So long as you're willing to factor in a certain degree of zany antics, Goofy can manage a decent job of anything that vaguely resembles maintenance work.)

Intrigue: 6 (Goofy is the exact opposite of duplicitous. Useful as he may be in various applications, subtlety doesn't rank very high in his vocabulary.)

Learning: 10 (Goofy flunked out of college and lacks any further formal education. While he's not exactly dumb you probably don't want to assign him to any tasks that require lots of critical thinking.)

Traits

Everyman: Goofy's worked at a lot of odd jobs over the years and has developed quite a skillset. Despite his lack of academic knowledge he can be extremely efficient in a great number of practical fields. +7 to any roll that encompasses a 'handyman' task not involved in research or academics. Rolls related to academic research take a -5.

Rubberhose: No matter what sort of critical fail might befall Goofy, he is still a toon. So long as you keep him loyal, he will never take permanent damage or need time to recover after a crit fail- whatever went wrong, he's ready to try again.

An Extremely Goofy Statline: Goofy exhibits an odd sort of dichotomy in any task he's assigned to. As such, all critical successes and failures will be far more spectacular. Any roll Goofy is assigned to reverses the crit ratio, exactly as with Joking Around. However, Goofy also has the critical success threshold lowered by 10, but the critical fail threshold increases by 10 as well.

???: Goofy has some other secrets to share, but you need to truly earn his loyalty before he's willing to tell you.

Opinion: 50

Number One Janitor: +20 (You gave Goofy a job when he really needed one, and now he's incredibly grateful.)

Hail, Hail Doofania!: +5 (The Tri-State Area is a pretty decent place to live, and certainly much better than Spoonerville.)

Funny Farm: +10

Evil Benefits: +5

Road Trip: +10

Known Preferences

A Gentle Soul: Unless pushed, Goofy shies away from active violence. He tends to draw a firm deontological line in the sand in regards to lying or sneaking around people who he feels do not deserve it. Like most toons, he considers the idea of seriously harming someone else horrific… but if you do manage to get him angry, you'd better watch out.

Picture Show: Goofy approves of actions that aid Toonkind.

Family Man: Goofy appreciates chances to spend time with his son and close friends.


Source: Phineas and Ferb

Once, the Organization Without a Cool Acronym was your eternal foe, the source of your implacable nemesis and the greatest target of your ire. With their legions of silent, hat-wearing animal agents, they served as a nearly forgotten secret branch of the US government devoted to finding and stopping mad scientists, even the really pathetic ones. Once, all you wished for was their destruction!

Times… change.

After forcing OWCA to serve you and reorganizing them as the New Organization Without a Cool Acronym, you slowly came to realize that NOWCA… sort of had a point about all those horrid mad scientists you used to lead/desperately seek the approval of. Having thrown them to the wolves, and by wolves you mean jail, NOWCA has finally, grudgingly accepted you as a nominal superior, as long as you don't make them do anything evil. In fact NOWCA's leader, Major Monogram, has gotten over his gruff if lovable demeanor and recruited his nebbish but effective intern Carl Karl to support you in your endeavors; when they aren't busy trying not to bungle up the government's latest request.

Major Monogram grudgingly accepts you and works well with Agent Russ, but NOWCA is largely divorced from your normal structure.

Stats

Martial: 19 (NOWCA has a lot of experience fighting mad scientists, but they might come up short against more serious threats.)

Diplomacy: 11 (Monogram is not particularly diplomatic at the best of times, and NOWCA consists of animals that can't do much more than look cute.)

Stewardship/Karl: 16 (Monogram would be hopeless at this, but he has Karl around for support. NOWCA operates best in the field, not behind a desk.)

Intrigue: 23 (After a long and thorough restructuring, NOWCA is better equipped to take on anything that may threaten it.)

Learning: 11 (Monogram has not had formal education since… The Academy.)

Traits

Restructured Spy Agency: NOWCA can be assigned to any one action per turn that surpasses your normal limit. They still count towards your hero cap.

And Put a Stop to It!: Major Monogram has a lot of experience dealing with minor to moderate threats to law and order. He also has a veritable zoo of secret agents helping him. He has a +10 to any rolls made to combat, infiltrate, or otherwise deal with villains that have a DC of 100 or lower.

Lack of Agency: The US Government has been reminded that NOWCA works for them! Each turn, Major Monogram must make a weighted roll to see if the government has a job for him (depending on how busy the government is). If so, he will be locked into a personal action while the government receives him as a hero unit for the turn. You can expect Monogram to be free more often than not, but you won't know until the turn is posted at the start of each turn.

Agent Alphabet: This horrifyingly effective agent has boosted NOWCA's stats!

Opinion: 35

Just Rubs Me the Wrong Way: -10 (For whatever reason, Monogram just doesn't like you very much on a personal level.)

Mutual Backstories: +20 (Francis has sympathized with you over your shared traumatic backstories. While the two of you aren't anywhere close to friends yet, you get the feeling he respects you just a bit more.)

Evil Benefits: +5

Heist of the Century: +10 (Francis is absolutely thrilled that you took him on the greatest heist of your lifetime. Syndrome getting his entire life ruined was just a cherry on top.)

Musical Theatre: +5 (Monogram appreciated the chance to work on a guilty pleasure of his.)

Living the Dream: +5 (Monogram loved getting the chance to live his dream of being a circus acrobat.)

Known Preferences

Old Enemies: OWCA hates L.O.V.E.M.U.F.F.I.N., having fought them a great many times in the past... and they swore the loyalty oath to you, not them.

Do-Gooder: OWCA hates doing 'evil'.

Spy Guy: Monogram and OWCA really enjoy being assigned to Bond-ish acts of secret agent heroism.


Source: Looney Tunes, Merry Melodies, Back in Action

After more than five decades of hunting, Coyote finally caught the Roadrunner he had intended to eat. He took a look around, basked in victory…and realized he had wasted decades of his life.

This would not have stung quite so much if his recent hostile takeover of ACME Corporation had not been bought out- by you.

Now, Wile seeks to find purpose under DEI's broad aegis, bringing his brilliant (if overconfident) mind, extensive (if flawed) experience, and omnipurpose (if backfire prone) ACME resources to bear. Wile E is clever, but too clever, some might say. Not you though, just look at those traps!

Wile maintains a friendly rivalry with Ludivine and tends to collaborate with other toons. He respects Mirage's opinion even if he finds her a bit conservative at times. Explosion-related times.

Stats

Martial: 25 (Coyote is a Toon incredibly predisposed to violence. While he still falls short of causing lasting, permanent harm most foes- and allies- he's tossed at will end up bruised and battered.)

Diplomacy: 15 (While Coyote's somewhat pompous Mid-Atlantic accent might put some people off, he is an exceptionally eloquent individual with a strong understanding of social niceties.)

Stewardship: 22 (Coyote has six decades of experience in practical engineering and project management. And for the first time in his life, he can actually use them for something not doomed to failure.)

Intrigue: 18 (Coyote is a tricksy animal, but he can certainly still be outsmarted by those out of his league.)

Learning: 23 (Decades of building outlandish creations and studying countless ACME self-help books have made Coyote adequate in a great many skills.)

Traits

Early Access Dummy: Coyote may be assigned to research projects as an 'assistant' in addition to whomever may be completing that project at the time. This takes up his personal action for the turn. His personal contributions to the pursuit of science lower the explosion threshold for that roll by 15. Coyote does not add his own stats when acting as a test dummy!

Joking Around: Toons add a certain spice to life that few others can match. Any roll this unit is assigned to has the inverse of its normal critical chance. Critical failure chance is defined as the odds of success divided by 10 rounded to the nearest number, where the critical success chance is defined as ten minus that number. In addition, once these numbers are calculated, critical failure chance and critical success chance are both increased by 5%.

Rubberhose: No matter what sort of critical fail might befall this unit, he is still a toon. So long as you keep him loyal, he will never take permanent damage or need time to recover after a crit fail- whatever went wrong, he's ready to try again.

His White Roadrunner: Coyote is a man person thing who knows a thing or two about hunting nemeses. Coyote may be assigned to a roll that focuses on hunting his nemesis, a Hero's Nemesis, or even your own nemeses, in addition to another unit. This option is ONLY available on national actions if the other hero assigned to the action is the other half of the mortal enemies in question. Coyote adds +10 to all rolls when in pursuit of a nemesis.

Super ACME Unlimited: Coyote has a platinum membership card with the ACME corporation, and can at will call in their… variably effective products. On any martial, stewardship, or intrigue national action Coyote performs, you can choose to activate [ ] ACME Unlimited. ACME Unlimited is applied after the normal roll is made but before outcome is determined. As such, bonuses and penalties to the roll from this trait do not effect Critical Success or Failure chance. If you activate it, flip a coin. On heads, the roll gains +10 and the critical success threshold is reduced by 2%, as Coyote manages to work around his supplier's limitations. On tails, it loses -5 and increases the critical failure threshold by 2% as the products inevitably backfire in a hilarious way. Hey. Coyote may have improved, but some things never change. If any National Action Wile E is on would become a crit if ACME Unlimited lands heads, it automatically lands heads!

Opinion: 65

Better Than My Old Boss: +10 (Coyote is a bit sad his plan for corporate domination didn't work out, but then they never do. He's just happy that when his new boss invites him to a cookout, Coyote isn't on the menu.)

Funny Farm: +10

Evil Benefits: +5

Self-Actualization: +25 (Coyote has finally managed to achieve his lifelong goal, in part due to your generosity. Now that he realized that his lifelong goal was insane, he is desperate to accomplish something more suited to his brilliance.)

Trap Aficionado: +5

Chat With the Bossman +10 (Decays end of May/June 2018)

Known Preferences

Born Hunter: Wile E Coyote likes pursuing things, ideally things he can hurt.

Rube Goldberg Degree: Wile E enjoys complex devices, machines, and plans, perhaps to an unhealthy degree.


Source: Arathnorn's Poor Memory and Everyone Else Going Along for the Ride

One day, a brilliant idea came to you. Like 30% or something of all people in the world are descended from Ghengis Khan, right? That means they have little bits of Khan DNA inside them. So, if you took all the little bits that were Khan, and stitched them back together, you'd have a whole Khan again! Inexplicably, it worked, and after LOVEMUFFED doused him with radiation he even got superpowers.

You don't know that much about this guy, to be honest. You know he's exceptionally brutal and pragmatic, but also keeps his word, appreciates respect, and tolerates differences remarkably well. His response to a secret community of mountain gargoyles was 'subjects are subjects, take their money and kill anyone who harms them.'

Khan seems to have taken Dennis the Duck on as an apprentice. For no reason you can discern.

Stats

Martial: 56 (What else needs to be said about one of the most fearsome warlords ever born?)

Diplomacy: 30 (Genghis's studies have caught him up to the etiquette of the times, and he's taken a particular shine to the silk glove as of late.)

Stewardship: 34 (Genghis ruled the largest land empire in all of history. It collapsed shortly after his death, but just keeping it together for more than a hot minute is an achievement.)

Intrigue: 28 (Genghis was on top of the intelligence game in his own time, and even if time has outstripped him, he is keenly aware of the value of information.)

Learning: 20 (Temujin has made a great effort to educate himself in his second life.)

Occult: 8 (Temujin is no spellcaster, but he knows a few things about the mystical world.)

Traits

Captain Doofania: The Super Mongol Serum has increased Genghis Khan's stats! There may be other effects that will reveal themselves in due time!)

Atomic Genes: Since his revival, Genghis seems to have been filled with a pep and energy far greater than his original self- or indeed, most non-radioactive humans. Genghis can be assigned to two separate actions per turn when he is assigned to work on national actions. However, when he does so, he applies only 2/3rds of the relevant stat to each roll. You still cannot assign more than 1 hero to each roll.

Utahraptor: Khan's new mount is a recently resurrected dinosaur. He appreciates this.

Opinion: 60

Resurrected Me: +20 (You've returned Khan to the mortal coil once more, something for which he is eternally grateful.)

One Of My Descendants: +10 (Khan can sense his blood in you, which makes him like you just a bit more.)

Evil Benefits: +5

Musical Theatre: +5 (Temujin appreciated being given the chance to work on his throat singing for a wider audience.)

Relics of the Past: +10 (Temujin acquired some old artifacts of his from his homeland and appreciates having gone on that trip.)

Utahraptor: +5

New Apartment: +5

Known Preferences
???


Source: Phineas and Ferb

The first Norm you ever made, the Norm if you're being honest, the Norm you stuffed to the gills with all your best technology and kept around you all the time to help with whatever a giant robot man can help with. He started out as yet another platypus-destroying machine, but over time, his character developed into something more childlike, more varied, more impressionable and more complex. He's gained sarcasm, a degree of common sense, ruthlessness, and an overriding love for you. He's well, well…

Norm is your son.

That's gonna take some time to process.

Norm likes everyone, but in particular seems to enjoy Wendy's visits and the upgrades Coyote gave him. He's starting to become independent and has become less chipper and friendly for the first time in... ever, really.

Stats

Martial: 38 (Norm is a death machine that is even capable of standing up to some lower-tier capes. If he's so inclined he could wreak all sorts of havoc.)

Diplomacy: 10 (Norm is friendly and chipper to everyone he meets, but he's not really meant for handling discussions with any sort of nuance.)

Stewardship: 6 (Norm can delegate and direct but he's not very good at it. He's fine with overseeing simplistic or repetitive tasks, though he'd be hard-pressed to make any difficult or innovative decisions.)

Intrigue: 1 (You're pretty sure 'intrigue' isn't even part of his vocabulary banks.)

Learning: 9 (Norm can sort of keep up a rational conversation, solve simple problems, and even take initiative in some instances, though you shouldn't expect much out of him. He's not meant to be part of a think tank.)

Traits

The Enemy of the Platypus is Man: Norm's AI has come a long way from his early days, but he is still not fully sentient and tends to have a one-track mind. When making martial rolls that involve leading or organizing, rather than fighting directly, Norm halves his martial skill bonus.

Like a Father: Norm is stubborn and unbending in his insistence that you are his creator, and as such he will never stop following you around. If an action would lower his opinion below 0, it does not lower his opinion unless the penalty was -20 or greater.

ACME Retrofitted: Norm has been stuffed to his metaphorical gills with ACME products. While the sheer number of them is a strength itself, there is unfortunately the matter of their... unreliability to deal with. When Norm makes a Martial action, 1d6 will be rolled. On an even number, he gets +8 due to the products working as intended, while on an odd he gets -2 due to a misfire.

Omnilearn: Norm gains a +5 to combat against foes he has previously fought.

Opinion: 25

Created Me: +20 (Norm considers you to be not only his creator, but his father as well.)

Evil Benefits: +5

Family Time: +5 (Held Hostage until Norm vents his frustrations)

Known Preferences
Dear Old Dad: Norm wants to be your son and a real boy. It is possible he cannot distinguish between the two.


Source: Disney Villains Victorious Original

Agent Bob Russ is a secret agent who has spent decades of his life helping the US Government deal with the strange and the supernatural. Born June 6th, 1944 and serving the agency for more than twenty-five of his fifty years, Russ has faced the occult, eldritch, and extraterrestrial for most of his adult life. Russ' lifelong belief in both American ideals and the innocence of a simpler time have been tested time and again by the reality of modern America.

Russ possesses both decades of covert experience and a preternatural ability to understand and manipulate Toonforce to his benefit. While he initially balked at working for a supervillain like Doof, the man has slowly earned his respect, or at least, amused appreciation, over time. Following a travail in the mindscape, his existing mental training has been improved even as his ideals have been shaken.

Agent Russ is fond of almost every toon on your staff. He works well with Monogram, can work with Khan, distrusts Technor and commiserates with Alan on the occasional Friday night.

Stats

Martial: 14 (Agent Russ is trained in self-defense and never leaves home without a silenced Colt. When in direct combat, the Spycycle has a bevy of nasty surprises.)

Diplomacy: 16 (Agent Russ is fluent in several languages and has spent a career learning to work with very eccentric characters without giving offense.)

Stewardship: 10 (Russ can balance a checkbook, but complex logistics is not his forte.)

Intrigue: 38 (Agent Russ is a master of stealth, a veritable font of clandestine knowledge, and above all else is comfortable making his home in the insanity that populates the many secret places of the world. His unique style of improvisation makes controlled chaos out of covert ops.)

Learning: 15 (Agent Russ is well read and well traveled, as any national man of mystery should be.)

Occult: 19 ( Agent Russ has had decades of deep and personal experience with the supernatural and metaphysical, even if he is not much of a caster himself.)

Traits

Secret Keeper: +5 to actions meant to hide your own activities, +5 to actions meant to uncover hidden information. Keep in mind that Russ will not use this trait to the detriment of his actual employers.

Appeal to Authority: Agent Russ gains +5 Diplomacy to rolls in which he can rely on the legitimacy of the US Government.

Following Orders: Agent Russ takes his duties very seriously, and right now that duty is to do what you say. Russ has a permanent +10 to Loyalty as long as the federal government wants him keeping an eye on you, and he won't leave or plot to betray you unless you really make him angry (Russ' threshold for serious loyalty issues is -50 instead of the normal -25)

Spycycle: Agent Russ' primary means of conveyance is a black gloss motorcycle with bells and whistles beyond your security clearance. It grants him +13 Martial while on Quests or in combat based national actions, and is now capable of full-on flight. (Current Upgrades: Lee Aeronautics, The 13th Revelation)

Tooned In: Agent Russ has a preternatural understanding of comedic timing and narrative convention, and has figured out how to weaponize that knowledge. He gains +10 to all rolls made in Quests with other Toons, rolls against Toons, or on National Actions involving Toons. He also gains +20 to knowledge rolls related to Toon personages or history.

Just a Dream: Agent Russ has +10 to all rolls regarding the Mindscape, the collective term for the human mind, the collective unconsciousness, and all the odd vistas in between. Following an experience with a man unironically calling himself Moonwind, the backdoor hidden in his understanding of mind fortification has been removed.)

Non-Practicing Practitioner: Russhas a breadth of knowledge about the occult but also, ultimately, basically no experience using it. He cannot take any Occult actions that require him to cast a spell or otherwise manipulate magic himself.

A Frightful Sight: Russ beheld the full malice of Negaduck in the Mindscape. He will not be able to use Tooned Out or Just a Dream until November/December 2018. He will also refuse to enter the Mindscape for this time.

Loyalty: 55

Flouting the Government: -10 (Russ is very loyal to the American government, and is a bit miffed you're acting in open defiance of its control...)

My Funny Friend: +25 (Russ personally appreciates the work you've done for Toonkind.)

Following Orders: +10

Evil Benefits: +5

Hunting Trilogy: +5 (You've gotten to know Russ a little better, and he didn't even get mad at you for it!)

Met His Match: +10 (Russ has found a nemesis in the Phantom Blot! Although he tries to hide it, he's actually really happy about this.)

Saved My Life: +10 (Russ is very grateful that you lent him the Doopinator. Decays November/December 2018.)

Known Preferences

The Stars and Stripes Forever: Agent Russ is unshakably loyal to the ideals of America.

Just a Little Loony: Agent Russ is fond of Toons, claiming they 'remind him of the old days'.


Source: Disney's House of Mouse

President, Vice-President, Secretary, Treasurer and Only Member of the Donald Duck Fan Club, Dennis the Duck is a small monochrome Toon who has only three goals in life: To meet Donald Duck, to make sandwiches, and to become the ultimate ninja warrior. So he can find Donald.
Possessed of limitless potential and limited ability, as well as encyclopedic knowledge of Duck Lore, Dennis is eager to get to work!

Genghis Khan apparently sees something in him. Possibly one of those sandwiches. Recently-met, life-long friend of Experiment 625.

Stats

Martial: 19 (Thanks to Temujin's training, Dennis has greatly improved his combat efficiency! He's developed a style called 'Kung Fool' that uses a Toon's inborn resiliency to great effect.)

Diplomacy: 5 (Dennis tries his best, but he can't help it if he's incredibly obnoxious. He was drawn that way.)

Stewardship: 3 (Dennis is a bit scatterbrained.)

Intrigue: 9 (This was extremely unlikely.)

Learning: 4 (Dennis is not an idiot but he has also never received formal schooling in anything but sandwich production.)

Traits

Aw, Phooey!: Any roll this unit is assigned to has the inverse of its normal critical chance. Critical failure chance is defined as the odds of success divided by 10 rounded to the nearest number, where the critical success chance is defined as ten minus that number. In addition, once these numbers are calculated, critical failure chance and critical success chance are both increased by 10%. This effect now applies to the Quest Leaders of any Quest Dennis is assigned to. However, if Aw, Phooey causes a crit failure on a defensive roll, Have a Sandwich does not activate! Aw, Phooey applies when Dennis performs a Personal Action!

Rubberhose: No matter what sort of critical fail might befall this unit, he is still a toon. So long as you keep him loyal, he will never take permanent damage or need time to recover after a crit fail- whatever went wrong, he's ready to try again.

Have a Sandwich!: The first time Dennis is targeted in combat, the roll automatically fails; Motivates Experiment 625

Opinion: 40

Funny Farm: +10

Evil Benefits: +5

Lead On Donald: +5 (Dennis is ecstatic that he found a lead on Donald! Decays November/December 2018)

Multiverse's Greatest Sandwich: +5 (The sandwich was delicious.)

Found A Donald: +15

Known Preferences
Missing Beat: Dennis is Donald Duck's biggest and possibly only fan.

Triple Decker on Rye: Dennis likes making sandwiches.


Source: The Incredibles

Mirage joined you as an enigma; a woman of mystery, communicating in coded phrases and always around the next corner before anyone would think to ask why. In time she became vital to your organization, displaying an understanding not only of spycraft but of organization, negotiation and manipulation on the largest of scales. It would be some time before you discovered why.

In a past life, the woman known as Mirage was complicit in genocide, aiding and abbetting Buddy Pine as he murdered his way through the retired Super population of the United States and built a corporation to cement his position on the top. At some point she grew sickened by her own actions and broke apart, hiding her face as she sought to make up for the damage she had done. With the downfall of Buddy Pine following the sabotage of his own gala, Mirage just might get a chance at redemption.

Mirage is quiet, preferring to wait and watch until she thinks she understands the person or position she is looking at; and how best to… manage it. While possessed of a dry wit, the internalization of what she has done has left few opportunities for humor.

Currently beginning to accept that you and Mezmerella do not hate her. Currently beginning to accept that Marco does. De-facto leader of the Council when you are not around.

Stats

Martial: 5 (Mirage has done weapons testing in the past, but its not her forte and against anyone competent she could be snapped like a toothpick.)

Diplomacy: 26 (Mirage has good charisma and knows how to play the game of social niceties to a T.)

Stewardship: 25 (Mirage has managed megacorps just as big as yours in the past.)

Intrigue: 34 (Mirage has tricked and manipulated more people than you can count. She isn't... proud of that, exactly, but she was very good at it.)

Learning: 11 (Mirage is college educated but never studied the hard sciences.)

Traits

Titanomachy: Mirage has insider knowledge, albeit outdated, of Kronos Corp's inner workings. She has +10 to all Diplomacy, Stewardship, or Intrigue rolls against Kronos Corporation or its successor Olympia Corp. This action procs on quests.

Do Great Things: Mirage has +10 to diplomacy with any supers she does not have a history with.

Opinion: 35

Ruined Syndrome's Life: +25 (You ruined Syndrome's life! Mirage appreciates you a lot more for this!)

Evil Benefits: +5

Understanding: +5

Known Preferences
Bet Your Own Life: Mirage dislikes the remnants of the Kronos Corporation. She wants to avoid reminders of her past and to find ways to make up for them, especially by helping supers.

Good Sense: Mirage would prefer to be assigned to simple, sensible, corporate actions. She's had her fill of supervillainy.


Source: Star vs the Forces of Evil

Janna Ordonia bought her first voodoo doll at the age of four and never looked back. Building her personal vibe off of the creepy, macabre, and unexpected, Janna's hobbies include occult magic, messing with people, and english poetry. While not a bad person per se, Janna is notably consistent about personal boundaries, specifically that they do not exist, and tends to tolerate-to-enjoy those on the deep end of the alignment pool.

Janna was close friends with Marco and Star Butterfly before their disappearance, and she is not letting Marco get away from her again. Time spent hiding in fear from Toffee as his forces infiltrated her hometown has given her an understandable desire to take control of her life again, and dark magic seemed the logical next step. To this end she has acquired not only Lord Feldrake, an ancient warlock trapped within his own staff after a failed attempt to conquer the universe, but also the Manual of Witchcraft and Alchemy, an incredibly evil and incredibly powerful tome penned by the devil himself.

So far, she's used it to forge his signature.

Janna has… something going on with the whole Tom-Marco-Star pile. You're not very up with the kids and have never been very lucky in love, but you can tell there's some sort of drama llama stampede going on in their general vicinity.

Close friends with Marco and Tom. Close friends with Lizzy. Friends with Max, if you squint. Likes but doesn't have a good read on Kitsune. Grudgingly respects Agent Russ. You are her absolute favorite prank target, and that's saying a lot.

Stats

Martial: 14 (Janna is a very tricky and unpredictable combatant. Now that she's seen a few fights, she's holding out a bit better.)

Diplomacy: 10 (Janna is terminally ironic and has difficulty speaking without sarcasm. This makes it difficult for her to convince others of things, though she's putting some effort into improving.)

Stewardship: 5 (Janna skips school more than she attends it.)

Intrigue: 22 (Janna is sneaky, duplicitous, distracting, and lies as easy as she breathes. I'd say to keep your wallet on a chain, but she has bolt cutters.)

Learning: 7 (Janna is smart but considers the vast majority of what they teach in school to be completely useless.)

Occult: 20 (Janna's favorite subject is the odd, occult, or macabre. Having gained some practical spellcasting experience, her understanding of the subject has improved.)

Traits

I Got a Little Bored, so I Tried Something New: Janna is not exactly easily distracted, but she rarely chooses to bash her head against something that does not hold her interest. When Janna is assigned to a National Action, roll 1d6. On a 6, Janna does not complete the action as it proves insufficiently engaging for her. Instead, she approaches DEI's problems from a different angle. If the action would not have been a critical failure, a random Occult action in your action pool has its DC reduced by 10. If the action would have been a crit failure, a random Occult action in your action pool increases its DC by 15 instead.

Combat Curser: Janna can use her Occult score without needing Feldrake to cast.

Lord Feldrake: This birdbrained magical staff claims to have once been a universe ruling dark wizard. Whether that's true or not, His magical power and knowledge is granted to anyone willing to wield him and further his dark designs! While his full potential has not yet been unlocked, he currently grants +12 to the Occult of whoever wields him. Since he is immobile and lacks focus (or rather, everything but a focus), Feldrake cannot betray you without the support of his wielder.

Feldrake can be reassigned, but beware! He will only agree to change to a new hero unit that is either more powerful or evil-er than his last!

Leopold the Horrible: This monkey-bat-donkey-rat chimera offers Feldrake's wielder +9 to any Martial action directly related to combat.

Semi-Phenomenal, Nearly-Cosmic: This unit may use their Occult score in place of their Martial score when in combat.

The Marcnificent Few: Janna, Marco, and their immediate friend group consist of a band of late teens and early twentysomethings with considerably more combat training and less social acceptability than the average college students. Oh, and an immortal fox. They also tend to work well with each other.

For every character with this trait you place on a quest, the quest leader gains +3 to all rolls.

This does not activate if there is only one member of the Marcnificent Few on the quest.

The Marcnificent Few bonus will only apply if one of the Marcnificent Few is the quest leader.

Opinion: 55

Creepy and Kooky: +10 (Janna likes strange and creepy things. A crazy pharmacist calling himself evil and ruling several states qualifies.)

Evil Benefits: +5

Favorite Victim: +5 (Janna finds you incredibly fun to prank.)

Apprentice Witch: +15 (Janna got to cast a spell for the first time in her life, and it's all thanks to working for you!)

Trusted Me: +10 (She might not show it, but Janna really seems to appreciate you trusting her advice on not taking Toffee's deal.)

Fulfilled a Promise: +10 (You promised to look for her friends and followed through. Janna appreciates this.)

Known Preferences
Wanna See a Dead Possum?: Janna likes strange, macabre, occult, or unusual things.

The Lizard: Janna hates Toffee and anyone who works with him.

Straight A's in Detention: Janna naturally rebels against organized authority.


Source: Lilo and Stitch

The greatest genetic mind in this spiral arm (according to him), Jumba is unquestionably of greater genetic skill than any living human. Unfortunately, his work on creating genetic experiments took a turn towards the decidedly chaos and mayhem inducing. While no evidence suggests that Jumba ever actually used his creations, he has also shown very little concern that someone else would regardless of the casualties involved, and his very illegal experiments eventually ended with him serving parole on the backwater world of Earth.

Freed from this 'captivity' by your own Agents, Jumba slotted into your organizational structure near-perfectly, and has spent the time since doing almost exactly what you want him to- plus or minus serious citywide chaos.

He is joined by 'one of his greatest creations', Experiment 625, a little monster with a mind like a supercomputer, the strength of a demigod, and the motivation of a teenage boy. His one goal in life is to snark quietly while eating a good sandwich; which puts him in good stead with Dennis.

He is also joined by the neurotic alien cultures expert and former official Wendy Pleakley. They're… you're pretty sure they're married, at this point.

Jumba has found a kindred spirit and constant collaborator in Janus Lee and appreciates the many opportunities you have given him to affront reality in the name of Evil.

Stats

Martial: 28 (Jumba has spent a fair part of his life quite literally fighting the law, and his greatest ambition is mass destruction. With the questionably motivated strength of 625, he's a little tougher than he would be otherwise.)

Diplomacy: 6 (Jumba has an unfortunate tendency to insult those around him with little to no forethought.)

Stewardship: 25 (Jumba knows how to manage a project, but he can be easily distracted and gets tunnel vision on subjects he cares about. When coupled with the neuroticism of Pleakley and the largely disinterested supersmarts of 625, the three of them manage to approximate a competent steward.)

Intrigue: 20 (Jumba is sneaky, duplicitous, and has what the Galactic Federation would call 'a certain low cunning')

Learning: 39 (Jumba is an evil scientific genius. Coupled with the semi-reliable help of supercomputer 625, he presents a terrifyingly brilliant package.)

Traits

Genetics Master: Jumba excels in his chosen field, gaining +30 to all rolls encompassing genetics or any of its applications.

Sandwich Boy and Noodle Man: Jumba's statline is boosted by Experiment 625 and Wendy Pleakley, both of which provide a fraction of skill to Jumba (625 because that's all he's willing to put in, Pleakley because that is all he has). These numbers are already factored into the statline. Jumba's Martial, Learning, and Stewardship are 5 higher because of 625; his Stewardship is 3 higher because of Pleakley.

Weird Science: Jumba is an alien scientist. While it's not his forte, he's quite capable of building technology at Galactic Federation levels. Jumba gains +20 to rolls to reverse-engineer GalFed technology.

Classic Corned Beef and Sauerkraut on Rye: Pleakley is a coward, Jumba is a maniac, and Experiment 625 is as lazy as it is possible to be while still being ambulatory. The three of them adamantly refuse to go on quests… unless someone else on the same quest has the trait 'Have a Sandwich!" Even in this case however, they gain only ⅔ of their normal values, making their stats 18, 4, 16, 13 and 25.

Hungry for Science: Jumba is ready to do some science and will suffer enormous opinion penalties if he's not assigned to a project he would enjoy.

Opinion: 25

Declares Yourself Evil: +5 (Jumba is thrilled that you openly declare yourself to be evil!)

Rescued Me: +10 (Jumba is incredibly appreciative that you've freed him from the oppressive grasp of the 'nanny police'.)

Evil Benefits: +5

Multiverse's Greatest Sandwich: +5 (625 greatly enjoyed it.)

Preferences
I Prefer to be Called "Evil Genius": Jumba is extremely particular about the tasks he is assigned to, and will be very annoyed if he is kept from working on his passion projects for too long.

Jumba may be assigned to any given action he does not enjoy only once before he will gain a 'hungry for science' trait on his sheet. This includes working with quite a bit of Earth technology, which he considers beneath him. If you assign him again to an action he does not like while 'hungry for science' is active, he will suffer enormous opinion penalties.

If you assign Jumba to reverse-engineer alien tech while he is 'hungry for science' he will not take an opinion malus, but the trait will remain.

If you assign Jumba to a Personal Action, an action in the field of genetics, or an action that allows him to vent his desire for mass chaos and disarray, he will be extremely happy. He will gain a temporary opinion buff and gain the 'Sated science' trait, which will let you know he is safe to use on a non-preferred option this turn.

If you do not have any other options, you can always allow Jumba to perform his Personal Action of Experiment! However, unlike most Personal Actions, Experiment! can have unpredictable results, both seriously good or seriously bad. Consider it a second Inator roll weighted towards chaos. Use it wisely.


Source: Disney's House of Mouse On a Technicality; Disney Villains Victorious Original in All Other Aspects

Ludwig Von Drake is a Renaissance Duck par excellence; an Austrian avian with a mind almost as vast as the holes inside it. One of those holes happened to be a lack of companionship, and so one Valentine's Day spent alone Dr. Von Drake came up with a questionably legal, questionably moral, questionably functional plan; who better to understand him than himself? Thus Ludivine came into being.

Within seconds, the two despised each other. A very messy legal battle later, the two went their separate ways, each with the other's originating memories and an enormous chip on their shoulders.

Much like her originator, Ludivine is brilliant, driven, and inconceivably forgetful. These traits, however, are colored by her dislike of the man who created her, and of the feeling that others tend to consider her the 'lesser half' bereft of evidence.

Following an ill-conceived announcement, you are now aware that Ludivine's enthusiastic amnesia reaches up to and including public Flubber experimentation if not watched. She is forcing you to be the responsible one here. You hate it.

Tutored Khan in both English and modernity. Gamely tolerates Dennis. Engages in mostly friendly rivalry with Coyote. Engages in entirely unfriendly rivalry with Janus. Respected but not trusted by Agent Russ.

Stats

Martial: 15 (Von Drake has Toonish resiliancy and that Duck Family temper, but not much actual combat experience.)

Diplomacy: 20 (Ludivine is a trained psychologist and has a certain professional charm; however, her ego can prevent her from being truly influential.)

Stewardship: 9 (Von Drake has very little in the way of business expertise or management skills. She makes the things, she doesn't sell them.)

Intrigue: 8 (Ludivine is scatterbrained, good-natured, and her creations are about as subtle as a neon sign.)

Learning: 40 (Professor von Drake has about 360 degrees in total, and is (according to her at least) the world's leading expert on everything.)

Traits

Omnidisiplinary: This unit is a master of almost every branch of science imaginable. They do not take the +5 critical penalty from learning actions no matter their preferences.

Applied Disorder: Von Drake has put together more death rays and modern conveniences than she can remember. Literally. She gains +20 martial and stewardship rolls related to 'applied' science, like upgrading killbots or setting up death rays.

Absent Minded: Ludivine is a very dedicated worker. Unfortunately, she sometimes changes dedication mid-sentence. Whenever Ludivine is assigned to a National Action, roll 1d6. On a 6, she does not complete the chosen action, and instead completes another random action in the same category within 10 DC of whatever she was supposed to be doing. If there are no actions within 10 DC, she completes whatever action is nearest to her original action in DC.

Opinion: 30

Evil Benefits: +5

Funny Farm: +10

Uncooked Goose: +15 You saved Ludivine from the consequences of her own actions.

Talk with the Bossman: +10 (Decays at the end of July/August 2018)
Known Preferences
360 Degrees in Total: Ludivine wastes no opportunity to tinker with odd science and novel creations.

World's Smartest Duck?: Ludivine will brook no insult to her intellect.

Pedagog: Ludivine loves to explain things to other people. Being right is optional.


Source: Meet the Robinsons

Lizzy Miller is an Entologial Antagonist; that is, a Supervillain with an Ant theme. With a love for the macabre, dangerous, and thorax-sporting, Lizzy has difficulty with unrelated conversation topics. This is not helped by her monotone voice and general lack of motivation. Until recently she was engaged in combat with 'Emperor' Stanley, a similarly oddly themed super who you sent packing and also briefly to jail. Both you and Coyote worked (mostly at Technor's direction) to end their ongoing rivalry and move Lizzy in a more productive direction. She's since struck up a friendship with the only DEI employee more macabre than she is- Janna.

Close Friend of Janna. Trying to be friends with a very awkward Marco. Has been tutored by Coyote. Takes therapy from Technor.

Stats

Martial: 27 (Out of combat, Lizzy's perfectly capable of applying her intellect to violence. In combat, her many ant drones form a formidable formicdae force.)

Diplomacy: 5 (Lizzy is a social death's head moth, though she's trying to improve.)

Stewardship: 16 (Lizzy has basic managerial competence, and definitely has the temperament for bureaucracy.)

Intrigue: 18 (Lizzy is underhanded and ruthless, though her poor social skills keep her from becoming a master manipulator.)

Learning: 32 (Lizzy is much better with bugs and bots than she is with people.)

Occult: 4 (Lizzy has the basic understanding of how magical bugs work.)

Traits

Only My Enemies: Lizzy grants a +5 boost to Martial on any quest she is assigned to, but a -5 penalty on quest diplomacy rolls against people who do not appreciate sarcasm.

The Marcnificent Few: Janna, Marco, and their immediate friend group consist of a band of late teens and early twentysomethings with considerably more combat training and less social acceptability than the average college students. Oh, and an immortal fox. They also tend to work well with each other.

For every character with this trait you place on a quest, the quest leader gains +3 to all rolls.

This does not activate if there is only one member of the Marcnificent Few on the quest.

The Marcnificent Few bonus will only apply if one of the Marcnificent Few is the quest leader.

Opinion: 25

Evil Benefits: +5

Out on Parole: +20 (Lizzy appreciates the chance you're giving her to do something more productive with her life after a decade of wasting it on a silly feud.)

Found a Friend: +5 (Lizzy is glad that she found a friend in Janna.)

Working with Mirage: -5 (Lizzy doesn't appreciate what Mirage did.)

Known Preferences
Ants. Ants. ANTWOMAN: Lizzy likes ants. A lot.

So These Are Friends: Lizzy is very clingy when it comes to her friends.

She Knows What She Did: Lizzy will not appreciate having to work near Mirage.


Source: Pucca

Coming from the far off and exotic land of 'China, Probably', the legendary and totally unknown ninja Tobe leads the Vagabonds; so named because they spent most of their lives as homeless tramps, and Santa darn it they aren't about to start living in houses now when you have a perfectly good lobby futon right there. Along with his recently admitted paramour Jing-Jing, his shamanic ninja Jumong and his… clown… Binggure, plus a variable number of unimportant mooks, Tobe and co can be a formidable force of quiet destruction… when their mental capacity allows it. The Vagabonds have about two brain cells between them, both of which are held by Jing-Jing where her boyfriend is not concerned. Tobe otherwise uses them to hunt for a worthy foe to replace his old nemesis Garu, who left him behind when he found a date, or something like that. You kinda stopped listening after hour two.

Tobe believes you to be wise and learned and possibly a ninja wizard, depending on the day. Tobe and Moesby have barely met and are already most of the way towards declaring an eternal conflict over control of The Lobby.

Stats

Martial: 21 (Tobe is a skilled combatant, though his ego certainly exceeds his grasp. Thankfully, with the aid of his minions, he has the power of ganging up on people friendship on his side.)

Diplomacy: 7 (None of the ninja have much in the way of people skills.)

Stewardship: 6 (Tobe is technically a leader, but God only knows why his ninja follow him. Actually, I saw God in Sooga the other day, and I don't think he was sure either.)

Intrigue: 25 (Underneath all the bluster, Tobe is a good ninja. And those other three are fine too I guess.)

Learning: 5 (You suspect the Vagabond Ninja may have been anti-educated; their life experience left them dumber than they began.)

Occult: 16 (Tobe and his lackeys have begun to marginally improve in their studies of arcane ninja magicks.)

Traits

Our Battle Will Be Legendary: Tobe is eternally on the hunt for a worthy opponent. While this does cause him to push himself to new heights, it can also lead to poor decision making.

When Tobe makes an opposed roll against someone with a martial higher than his, he gains +5 effective martial but loses -5 effective intrigue.

Nema Nema, Oooh My Nema Nema Nema: Tobe is forever ready to declare foes, annoyances, and the occasional passerby his eternal nemesis. If a nemesis action is availible, Tobe may take that action as if it were his nemesis. However, Tobe takes a -10 to all Stats while doing so.

This trait does not allow His White Roadrunner to activate.

Disciple of Jo-Lan: Through sheer dumb luck and the power of love, Tobe and his Vagabonds have become masters of the mystical martial art of Jo-Lan. They add half of their occult score (rounded down) to all Martial and Intrigue rolls on quests.

Opinion: 20

Evil Benefits: +5

Driven by Destiny: +15 (Destiny told Tobe to seek you out, and you responded in the hesitant affirmative!)

Known Preferences
Niiinjjjaaaa: Tobe likes 'ninja' stuff. No one is totally sure what that means.

A Worthy Foe: Tobe likes contested Martial and Intrigue rolls that are hard. Even if he gets his teeth kicked in.
 
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[X] Gothic
[X] Victorian
[X] Renaissance
[X] Purple
[X] Leering Visage
[X] Propaganda
[X] Normbots
 
[X] Brutalist
[X] Art Deco
[X] Renaissance
[X] Green
[X] Colored Water
[X] Smoggy Skies
[X] Normbots

For shame, no one wants Art Deco!
 
This looks interesting. Wonder if we'll be able to convince Doof that he isn't actually evil. Anyway, plan.

[x] Architecture
-[x] All the styles at the same time! Who says the combination limit has to be at three, anyway?
[x] Color Scheme
-[x] Purple with green highlights. Your neighbors have already claimed green, sadly. That color is rightfully yours! Someday, you will get it back...
[x] Evilization:
-[x] Smoggy Skies. Yes, it's cliche, but you stick to the classics!
-[x] Colored Water. Since you're already going for the "industrial wasteland" theme with the smog, you might as well commit to the bit.
-[x] More Norm Bots! More, I say! It's totally not to fill the void in your heart after you defeated Perry the Platypus, no siree bob

(I tried to capture Doof's voice with my little comments on the vote segments. It's been a while since I've seen P&F, though.)
 
[X] Tudor
[X] Victorian
[X] Renaissance
[X] Green
[X] Colored Water
[X] Smoggy Skies
[X] Normbots

Very promising idea. Can'twait to see how it works out.
 
[X] Shadowhisker
Hmmm make water color inator
It can colour anything but water washes it away and stains it but it actually makes watef cleaner and the colour wears off in water
WE WILL USE IT TO RECLAIM OUR COLOUR GREEEN
Edit: Smog to candy inator just need to rearange some carbon molecules and we have candy.
What art style did hd use in canon
And its dark puple light purple and mint green
 
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Made an account for this - thank Johnny

[X] Art Nouveau
[X] Art Deco
[X] Brutalist
[X] More Purple
[X] [Propaganda]
[X] Leering Visage
[X] Colored Water
 
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Made an account for this - thank Johnny

[Art Nouveau]
[Art Deco]
[Brutalist]
What an ugly combination this is going to be. Glorious.

[More Purple]
Bask in the purple greatness of the Doof

[Propaganda]
[Leering Visage] - Let's throw in a few Goofy paintings too
[Colored Water] - ALL WILL BE PURPLE BEFORE DR. DOOF

Voting format is all wrong. If you want those votes to count you'd need to change it to the format everyone else is using.

Anyway here's my vote

[X] Shadowhisker

And a question for @Made in Heaven. How did we defeat Perry anyway? Did we destroy him personally? Break OWACA and thus Perry's ability to fight us? Something else? Mostly I just want to know if the option for recruiting Perry, and potentially P&F, are on the table.
 
And a question for @Made in Heaven. How did we defeat Perry anyway? Did we destroy him personally? Break OWACA and thus Perry's ability to fight us? Something else? Mostly I just want to know if the option for recruiting Perry, and potentially P&F, are on the table.

Also important is when Doof defeated Perry, and in what manner. As seen in the finale of P&F, Doof finally gaining control over the Tri State Area didn't make him all that happy; in fact, he gave up evil not long after. (Of course, there was also the rapid deterioration of space-time to worry about.)
 
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