Just thought of something, but any plan that includes going underwater is likely to lead to bad things. Maintaining a dry environment is a very big deal when it comes to safely transporting Jumba's stuff. It's practically taunting fate, the Author, and anyone else listening in, to do otherwise.

I mean, the only thing that could go wrong if things get wet is if Jumba's experiments are onboard... besides Stitch. Who may or may not be dehydrated or just throw inside of something he can't break out of.

they are taking every last one of my Experiments away, all but one! My greatest creation

Also, something I just realised.

hid on this very ship. You must to be giving me time to get it."

So... the "Take The Ship" vote may actually have Jumba wait to get his experiment, as we are stealing the ship itself. So he could very well just wait until we get the ship up in the air to find his hidden experiment.

which one do you think it is. becouse it is likely either 625 or 626. as 627 was made after the movie ended and it was shown stitch could turn good

As 625 was incredibly sandwich obsessed and snarky, I imagine Jumba wouldn't consider him his "greatest creation". Amd, as I imagine he couldn't make any more experiments, it's almost certainly Stitch/626...

... unless is Angel/624, who can instantly make the six hundred and twenty three experiments that came before her evil again if they ever become good in the first place. Or, worst of all... it's Cypher/Experiment 0 from the anime. Though, I doubt the last suggestion as I imagine the QM probably hasn't watched it.
 
[X] Try to steal the whole lab (While it would be harder, and you'd have to deal with the guards and aliens still on the ship, never leaving it might make the aliens think Jumba escaped of his own volition. It would be hard to miss the escape, but just imagine the benefits you could get from a space-worthy ship with a functioning sublight drive!)
-[X] AND cause a distraction with an escape pod

[X] Give Jumba time to get his creation
 
I realize that some of the Save the Whales votes include a vote for the other options. It's going to be difficult to tally
 
I realize that some of the Save the Whales votes include a vote for the other options. It's going to be difficult to tally
No it won't. Look closer at the names on the tally for each vote. There is no overlap between the Whale plan and the normal votes. Block votes go by the whole rather than the line votes.
Adhoc vote count started by PyrrosWarrior on Jul 30, 2020 at 1:03 PM, finished with 189 posts and 62 votes.

  • [X] Give Jumba time to get his creation
    [X] Try to steal the whole lab (While it would be harder, and you'd have to deal with the guards and aliens still on the ship, never leaving it might make the aliens think Jumba escaped of his own volition. It would be hard to miss the escape, but just imagine the benefits you could get from a space-worthy ship with a functioning sublight drive!)
    -[X] AND cause a distraction with an escape pod
    [x] Plan Save The Whales!
    [X] Try to steal the whole lab (While it would be harder, and you'd have to deal with the guards and aliens still on the ship, never leaving it might make the aliens think Jumba escaped of his own volition. It would be hard to miss the escape, but just imagine the benefits you could get from a space-worthy ship with a functioning sublight drive!)
    -[x] AND cause a distraction with an escape pod
    [X] Try to steal the whole lab (While it would be harder, and you'd have to deal with the guards and aliens still on the ship, never leaving it might make the aliens think Jumba escaped of his own volition. It would be hard to miss the escape, but just imagine the benefits you could get from a space-worthy ship with a functioning sublight drive!)
    -[X] AND cause a distraction with an escape pod
    -[x] (Write In) Take the ship underwater to evade capture! It's a spaceship made to endure all sorts of hostile environments, so we can just go grab it later! Let Jumba grab his creation AFTER we secure our escape and park the ship.
    [X] Plan Homewreckers
    [X] Try to steal the whole lab (While it would be harder, and you'd have to deal with the guards and aliens still on the ship, never leaving it might make the aliens think Jumba escaped of his own volition. It would be hard to miss the escape, but just imagine the benefits you could get from a space-worthy ship with a functioning sublight drive!)
    -[X] Persuade Jumba to cause an "accident" similar to what Pleaky have mentioned earlier as a petty revenge present for his stay.
    -[X] AND cause a distraction with an escape pod
    [x] Escape Plan: "Lab-low & Stitch"
    [X] Try to steal the whole lab (While it would be harder, and you'd have to deal with the guards and aliens still on the ship, never leaving it might make the aliens think Jumba escaped of his own volition. It would be hard to miss the escape, but just imagine the benefits you could get from a space-worthy ship with a functioning sublight drive!)
    -[x] (Write In) Take the ship underwater to evade capture! It's a spaceship made to endure all sorts of hostile environments, so we can just go grab it later! Let Jumba grab his creation AFTER we secure our escape and park the ship.
    -[x]... if possible. Otherwise, get the creation first, then get the ship and drive it underwater as far away as possible.
    -[x] Also, ask Jumba about the feasibility of taking the ship underwater in the first place. If he says no, then just fly the ship away in the air like normal.
    -[x] Regardless, when it's time for distractions, get back in contact with Agent W if possible to do so remotely and get him to act distressed close by to Jumba's Spaceship. If the aliens are really serious about this "Nature Preserve" thing, then they'll have to send people out from the ship to go investigate as it'd be the closest source of reinforcements.
    -[x] Try and make sure Monogram, Khan, and Russ aren't seen during the escape unless things get ugly. You want it to seem like Jumba did this himself.
    -[x] Inquire as to if there is a fire alarm on Jumba's Ship that can be pulled. Also, if there is a self destruct button, and the viability of faking it going off.
    -[x] In general do any and all non-lethal distractions, but only if necessary, and it won't hurt the "Jumba did it!" narrative.
    -[X] AND cause a distraction with an escape pod
    [X] Try to steal the whole lab (While it would be harder, and you'd have to deal with the guards and aliens still on the ship, never leaving it might make the aliens think Jumba escaped of his own volition. It would be hard to miss the escape, but just imagine the benefits you could get from a space-worthy ship with a functioning sublight drive!)
    -[x] (Write In) Take the ship underwater to evade capture! It's a spaceship made to endure all sorts of hostile environments, so we can just go grab it later! Let Jumba grab his creation AFTER we secure our escape and park the ship.
    -[x]... if possible. Otherwise, get the creation first, then get the ship and drive it underwater as far away as possible.
    -[x] Regardless, when it's time for distractions, get back in contact with Agent W if possible to do so remotely and get him to act distressed close by to Jumba's Spaceship. If the aliens are really serious about this "Nature Preserve" thing, then they'll have to send people out from the ship to go investigate as it'd be the closest source of reinforcements.
    -[x] Try and make sure Monogram, Khan, and Russ aren't seen during the escape unless things get ugly. You want it to seem like Jumba did this himself.
    -[x] Inquire as to if there is a fire alarm on Jumba's Ship that can be pulled. Also, if there is a self destruct button, and the viability of faking it going off.
    -[x] In general do any and all non-lethal distractions, but only if necessary, and it won't hurt the "Jumba did it!" narrative.
    -[X] AND cause a distraction with an escape pod
    [x] Insist you leave now
 
[X] Try to steal the whole lab (While it would be harder, and you'd have to deal with the guards and aliens still on the ship, never leaving it might make the aliens think Jumba escaped of his own volition. It would be hard to miss the escape, but just imagine the benefits you could get from a space-worthy ship with a functioning sublight drive!)
-[X] AND cause a distraction with an escape pod

[X] Give Jumba time to get his creation
 
You know, it just occurred to me but I wonder if stealing the ship includes any chance of accidentally abducting Pleakley as well. Depending on where he went he might end up getting caught up in our escape.
 
You know, it just occurred to me but I wonder if stealing the ship includes any chance of accidentally abducting Pleakley as well. Depending on where he went he might end up getting caught up in our escape.
I'm honestly laying even odds that Lilo is somewhere in here, either sneaking in to visit Stitch wherever Jumba has him hidden (if not in dehydrated form) or just because Lilo. Also the mental image of Temujin being the one to find her is oddly adorable.

"Child, vhat are you doing here?"
"I was visiting my dog. Well, he's not really my dog, but he's lonely and hula practices got cancelled after the first couple of months. You're really big mister."
"I am quite large, yes. But vhe should get you someplace safe. The ship is going to leave. Vhill your family not be worried for you?"
Lilo's eyes get big as that realization hits. Temujin 'tsks' and easily scoops her up.
"Come, my friends should be able to help."
"Thanks mister. My name's Lilo."
"I am Temujin."
 
A by no means official statblock for Stitch


Stats

Martial: 42 (Designed by an galactic mad scientist and declared dangerous enough to gas a planet from orbit. In single combat, there are few combatants that begin to approach 626. Approach with Caution.)

Diplomacy: 3 (626 is difficult to tolerate for even the shortest periods of time.)

Stewardship: 4 (There's little reason to use money when you're so good at just taking things)

Intrigue: 14 (626 uses all kinds of dirty tricks to get an edge on his opponents.)

Learning: 23 (626 has a genetically programmed understanding of weapons of both mass and personal destruction.)

Traits

The Flawed Product of a Deranged Mind: 626's loyalty hinges on a constant glut of violence and destruction. He receives a -10 to loyalty whenever assigned to a task that does not involve destruction, mayhem, and/or carnage.

His Only Instinct...: Critical successes accomplished on actions 626 is assigned to cause an additional effect. It varies from helpful to harmful depending on the action, but always results in chaos beyond the scope of the original task.

Genetic Memory: Stitch's genetic memory is limited to weaponry. His learning is reduced by 75% on tasks not related to weapons.
 
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A by no means official statblock for Stitch


Stats

Martial: 42 (Designed by an galactic mad scientist and declared dangerous enough to gas a planet from orbit. In single combat, there are few combatants that begin to approach 626. Approach with Caution.)

Diplomacy: 3 (626 is difficult to tolerate for even the shortest periods of time.)

Stewardship: 4 (There's little reason to use money when you're so good at just taking things)

Intrigue: 14 (626 uses all kinds of dirty tricks to get an edge on his opponents.)

Learning: 2 (626 is not what one would call a civilized creature.)

Traits

The Flawed Product of a Deranged Mind: 626's loyalty hinges on a constant glut of violence and destruction. He receives a -10 to loyalty whenever assigned to a task that does not involve destruction, mayhem, and/or carnage.

His Only Instinct...: Critical successes accomplished on actions 626 is assigned to cause an additional effect. It varies from helpful to harmful depending on the action, but always results in chaos beyond the scope of the original task.
626 is actually super smart, the uncivilized could go under diplomacy, learning should be much higher
 
A by no means official statblock for Stitch


Stats

Martial: 42 (Designed by an galactic mad scientist and declared dangerous enough to gas a planet from orbit. In single combat, there are few combatants that begin to approach 626. Approach with Caution.)

Diplomacy: 3 (626 is difficult to tolerate for even the shortest periods of time.)

Stewardship: 4 (There's little reason to use money when you're so good at just taking things)

Intrigue: 14 (626 uses all kinds of dirty tricks to get an edge on his opponents.)

Learning: 2 (626 is not what one would call a civilized creature.)

Traits

The Flawed Product of a Deranged Mind: 626's loyalty hinges on a constant glut of violence and destruction. He receives a -10 to loyalty whenever assigned to a task that does not involve destruction, mayhem, and/or carnage.

His Only Instinct...: Critical successes accomplished on actions 626 is assigned to cause an additional effect. It varies from helpful to harmful depending on the action, but always results in chaos beyond the scope of the original task.

  • Hypercognition: Thinking faster than a supercomputer is harder to quantify, but he does escape from captivity fairly ingeniously; builds a model of San Francisco after only glancing at a post card; grabs a crossword puzzle from the table and finishes it in about seven seconds; builds a bomb out of a plasma bolt, a doll and a roller skate; builds a "bucking bronco" out of a toaster, a vacuum cleaner, and a lamp; reads aloud a description of a local museum's display he is able to understand at a remarkable speed; uses a human being as a shield from Jumba near Pleakley's presence; and generally picks up quickly on what is happening around him.
  • Lingual intuition: Stitch can converse fluently in over 20 different languages, but prefers Tantalog (his native language).
  • Cooking intuition: He can cook 372 recipes, but prefers Chinese food most of all.
  • Parallel computing: He is an information repository, with a dictionary, thesaurus, encyclopedia, and experiment catalog, and records every moment of his life in a reserved portion of his brain that can theoretically store up to 300 PB.
  • Instrument player: He is also skilled at playing musical instruments, most notably the ukulele, thanks to his quick learning.
  • Vehicle intuition: Stitch can drive any sort of vehicle, from coming as simple as a tricycle to as complex as intergalactic spaceships.
considering all this I would say their learning should probably be quite a bit higher even if they aren't educated.
 
Bad. Really really bad. As in, undoing all of the character building from the original series.

And that's why Cypher is the worst possible choice. As he is solely a product of the anime.

... and is also a super cyborg that can speak Japanese/English. But that's a secondary issue.

A by no means official statblock for Stitch
626 is actually super smart, the uncivilized could go under diplomacy, learning should be much higher

Yeah, Stitch would have a higher learning stat. And probably Intrigue, thanks to his wall crawling ability, and a trait that makes Diplomacy with humans either a one, as they perceive him to be just a regular "dog", alongside the fact that he rarley speaks English, and a negative number when he's dealing with members of the GalFed.

Edit:I'd also suggest that he has a trait similar to the "Rubberhose" trait that all Toons have, as he's supposedly "indestructible".
 
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All I know is that if we do abduct Pleakley I have a foolproof plan for claiming total control of the Tri-State Area:

Step 1: Secure Pleakley's loyalty
Step 2: Challenge Drakktech to a company basketball game with each other's territory as the stakes
Step 3: Put Pleakley in and watch the magic happen!

(According to the Lilo and Stitch series Pleakly is a four-time world champion player of Priznolaprack, a game from his homeworld that's somehow virtually identical to basketball).
 
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