Right, the second one. Is the first what we're saving Peter Pan for?
I actually wanted to release Peter Pan this turn, but the Olympia collab had as one of the options Sinatra releasing nostalgic songs, and since the Peter Pan reward had a great big "???" as the reward, I opted to wait and see if Olympia would do it soon, and chose the safer "market research" action.
 
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May change later, but for now

[x] Plan: Let's Get Dangerous + Kermit Goes to Washington

Fortune favors the bold, so we might as well try and actually get one up on Negaduck. Also agreed on finishing Civilian AI
 
I know, we could have just shoved the Fearsome Five member attacking us into another dimension. Please note this is a joke

I'd have been fine with Jumba activating the darn thing, personally. He is one of our most valuable heroes and a little extra permanent loyalty would have been nice.

Now, I get why Nystical went the genetics route (synergies with cybernetics and silphium in healthcare), but we have been pushing back extradimensional tech for an absurdly long time.
 
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I'd have been fine with Jumba activating the darn thing, personally. He is one of our most valuable heroes and a little extra permanent loyalty would have been nice.

Now, I get why Nystical went the genetics route (synergies with cybernetics and silphium in healthcare), but we have been pushing back extradimensional tech for an absurdly long time.
Honestly? I get that. I really, really do.

Does Jumba take three slots on a Quest? Because I'm seriously considering sending Jumba, Dennis, and Janna on the quest instead of the QMS and just doing the Portal now. My plan already does Silphium and Biomechanical Interface, hopefully that's enough to keep the board appeased.
 
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[X] Exercise Right of First Refusal

[ ] Plan: In For A Pound

Because on a personal level, my goal is to rescue the Declaration. On a Doof goal? Because how much do you think he'd LOVE to be able to lord if over people that he saved the second most important document in America (even though Russ and Monogram would probably ascribe different motivations to the preservation he's doing).
 
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Y'know, I may as well plagiarize Nystical's plan to propose a variant.

ENCOM Decision
Vote separately from the main plan.
[x] Exercise Right of First Refusal




[x] Plan: Let's Get Dangerous + Kermit Goes to Washington + Otherdimensionayor
-[x] National Actions:
--[x] [Martial] Construct Security Bunkers (Khan)
--[x] [Diplomacy] Set up a lobby (Kermit)
--[x] [Diplomacy] Form a Research Agreement with the Zaibatsu (Marion Moseby)
--[x] [Stewardship] Implement new dinosaur exhibits (Roddy)
--[x] [Stewardship] Develop Civilian AI (Alan)
--[x] [Stewardship] Host a company retreat (Monogram)
--[x] [Intrigue] Infiltrate Solanaceae (Cruella)
--[x] [Intrigue] Investigate Negaduck's plan (Russ) [Personal Attention]
--[x] [Learning] Research biomechanical interfaces (Jumba)
---[x] Interns +10
--[x] [Learning] Extradimensional Tech (QMS)
--[x] [Occult] Track magical creatures (Tobe)
--[x] [Occult] Map Ley Lines (Doof and Malf)
--[x] [Corporate Actions] Sell silphium (1 funds)
--[x] [Corporate Actions] Franchise Wars: Address the competition (1 funds)
--[x] [Corporate Actions] Hold a Powerline concert (+3 funds)
-[x] Quest: Tropical Hideaway (Cost: 2 funds)
--[x] Marco (1 Funds)
--[x] Janna
--[x] Queen Lizzy
--[x] Kitsune
--[x] Dennis the Duck
-[x] Personal Actions:
--[x] Doof:
---[x] Chat with the Bossman (Russ)
---[x] Personal Attention: Investigate Negaduck's plan
--[x] Activate Inator
--[x] Tom (Rule the Underworld)
-[x] Item Assignment
--[x] Ruby Wings: Queen Lizzy
--[x] Potion of Polymorph: Janna
--[x] Jī Talisman-Telekinesis: Kitsune

Fund Calculation
18 starting funds
-5 for ENCOM
-2 for Exhibits
+2 for biomechanical interfaces
-4 for corp actions (3-1+1+1)
+3 for powerline
-3 for quest
9 Ending Funds

Nystical's plan with a few key differences:
-Moseby does the Zaibatsu outreach.
-QMS activates the OD-nator.
-Jumba does the Sycorax collaboration.
-The freed personal is used to have a chat with Russ.

Also, not sold on the idea of using Cruella to infiltrate a potato chip company. She is so likely to go ballistic that I am tempted to deploy Olivia.
 
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The Cruella from the new movie has the skills of a professional scam artist. They can keep a cover.

I do not doubt the capacity.

I very much doubt the willingness.

She is in our payroll for high fashion and super stuff and is explicitly highly opinionated.

I fully expect sending her to rob a potato chip company to go over about as well as sending Hego to commit supervillainy.
 
I do not doubt the capacity.

I very much doubt the willingness.

She is in our payroll for high fashion and super stuff and is explicitly highly opinionated.

I fully expect sending her to rob a potato chip company to go over about as well as sending Hego to commit supervillainy.
She's not a Super, she's a glittering European fashion mogul/crime lord. Robbery and spy craft are well within her remit. Plus, I suspect there's a lot more to Solanaceae than meets the eye.
 
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I'm banking on their personals from the retreat for them to figure out where things stand, we know Kitsune has an action specifically for that. I also don't love pushing back AI, but the upaide is that we get to chat with Alan while he does it next turn.

Like, I put QMS on quest because they fill out three slots competently while not compromiaing Nationals. Do you have a quest comp that would work? If we put Lizzy on Nationals and we can't send Tom, then the Quest team is Janna, Marcos, Kitsune, and Dennis, with no fifth.
I'll be honest, Lizzy reducing the CF chance by 5 is kind of countered out by haveing a 4 less CoS then QMS on an action we really can't control the CoS of. Since it's Amara who is applying the King/Council/Leadership bonus' and penalties (Or, maybe Yokai, it could really be either), we dont know what she has going for her.

I'd probably just toss Lizzy on the quest
 
Archive of Quest Information as of March/April 2018
First | Previous < - > Next

Hero Units
Hero Units

Hero Unit Cap: 27/30
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

Therapy Revelations: All personals for November/December 2017 take a -10 penalty, and Tinkering with Inators takes two personal actions until May/June 2018.

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: 30

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.)

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: 55 (He's Genghis Khan, one of the most fearsome warlords ever born. Since his reconstruction he only seems to have become tougher.)

Diplomacy: 15 (Genghis Khan knows enough about diplomacy from years of ruling the steppes, but his first instinct is still to scream at people )

Stewardship: 22 ( 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: 18 (Times have changed. Khan needs to change along with them.)

Learning: 12 (Khan is sharp and has a keen mind, although his continuing lack of familiarity with all things modern keep him from using it to the fullest.)

Occult: 7 (Temujin is no spellcaster, but he knows a few things about the mystical world.)

Traits

Artifact of the Past: Khan is completely unfamiliar with modern technology and receives a -20 penalty on any roll focused around it. This effect can, perhaps, be mitigated in time.

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.

Loyalty: 45

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.)

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: 9 (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: 17 (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.

Non-Practicing Practitioner: Janna has a breadth of knowledge about the occult but also, ultimately, basically no experience using it. She has +5 to rolls made to learn more about supernatural subjects, but also cannot take any Occult actions that require her to cast a spell or otherwise manipulate magic herself.

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

Stewardship: 15 (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: 20 (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: 15 (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.
We are now at 25/30 heroes, down from 28/30. It is incorrectly stated as 27/30.

Doofenshmirtz has gained 1 Diplomacy.

Wile E. Coyote's Learning has increased by 2. His trait Super ACME Unlimited has been adjusted, with the bonus increasing to +10.

Norm's description notes how he is becoming independent. Norm Prime has gained the "Family Time" loyalty modifier, though it is held hostage until Norm releases his frustrations.

Technor has joined the Quirky Miniboss Squad!

Max is no longer a hero unit!

Ludivine gained 10 Loyalty from talking with the bossman. Though it is incorrectly stated as 30, rather than 40.

Hero Units, Part II
Source: Phineas and Ferb

What needs be said about these youthful geniuses? While Phineas is a fair bit more talkative than Ferb, both boys display an incredible talent for invention and construction, and can make amazing things happen in a summer afternoon with nothing but gumption, effort, and unexpected contacts in the department of city zoning. They've done a hundred and four impossible things without breaking a sweat, and you are watching their progress very carefully! You like these kids. A real shame about their pet platypus. You hope they find him someday.

Phineas and Ferb are still students, and as such spend little time in and have few direct connections with employees of DEI.

Stats

Martial: 4 (Phineas and Ferb are still in grade school. They have no idea how to fight, prefer to use their building prowess for construction rather than destruction, and are frankly much too nice for any of it.)

Diplomacy: 14 (Intense precociousness coupled with a can-do attitude make the boys reasonably likeable, especially when they need to source materials. They also rotate-in with the board of selectmen.)

Stewardship: 38 (The world has never seen engineers like Phineas and Ferb. Nearly anything, as far as you can tell, is within the realm of possibilities with them.)

Intrigue: 6 (Phineas and Ferb are extremely forthright and, despite what their sister may say, have almost never lied to anyone.)

Learning: 16 (Phineas and Ferb have a firm grounding in most of the practical sciences, but they are still in grade school and have a lot more to learn.)

Traits

Big Ideas: The world has never seen engineers like Phineas and Ferb. Any Stewardship action related to construction, creation, or otherwise 'Big Idea-able' attempted with Phineas and Ferb that succeeds will automatically critically succeed. However, the DC is also boosted by 20, as they are not content to stay within the boundaries you laid out on paper.

This DC must still be passed in order to actually keep the project, as anything below the DC will result in a set of random circumstances mysteriously conspiring to wipe all traces of their project from existence. A bare failure will not reduce the DC on further turns.

In addition, a project can only be attempted once with this unit- if they fail, they will not try the same action twice. The same restrictions apply to their products as your inators- they can't be mass produced, they can't be replicated more than once, and you can't bypass technology developments using them.

Phineas and Ferb cannot get bare failures, but they can still get critical failures.

Mysterious Force: If you assign Phineas and Ferb to a Big Idea stewardship action on any turn you do not Tinker With Your Inators, your Inator roll has a 5 in 6 chance of being cancelled out. Candace gains 1 Paranoia Point.

Schoolbound: Phineas and Ferb are still attending school and are only available for any projects or tasks on the May/June and July/August turns. On any other turn, they can take no actions.

Naive Appeasers: Phineas and Ferb are undoubtedly brilliant, but they lack a certain degree of ruthlessness and finesse that's necessary when it comes to the business world. Any actions related to corporate dealings to which they are assigned have their DC increased by 30.

Opinion: 20

Eternal Optimists: +20 (Phineas and Ferb believe the best about everyone they meet, but for the first time ever they have reason to doubt this. Their opinion will not change unless modified by 25 or more at once.)

Known Preferences
Good Kids: Phineas and Ferb can have fun with anyone, and that's all they want to do.

Source: Alpha Teens on Machines

Janus Lee was the visionary, if secretive, scientific mind behind Lee Industries, a company which developed cutting-edge vehicles and medical technology. Before being acquired by DEI, Lee Industries undertook contracts for the extreme sports market and the military. Janus Lee was initially satisfied with his work under you, providing that he could continue his personal projects under your nose.

Janus, as it turns out, has a face he hides from the world. One that's frustrated with the way the world was headed, and seeks to use bioengineering to fix it. He's willing to go to desperate measures if it means he can steer the planet away from its runaway death spiral, and you don't know where he'd stop once he gets going. Janus Lee is still working on his "New Men" project as his life goal, though at the moment, he's willing to listen to what few people he sees as his colleagues for direction on where his masterwork should be headed.

Janus Lee works well with Jumba and has something of an understanding with Mirage. He can pretend to like other people, with only a few rare cracks in the facade.

Stats

Martial: 10 (Lee can handle himself decently in a fight, but combat isn't his strong suit.)

Diplomacy: 26 (Janus is an excellent public speaker. He can be very persuasive.)

Stewardship: 26 (Lee Industries was started from the ground up by him, even if the board did most of the day-to-day management so he could focus on his work.)

Intrigue: 15 (Janus Lee is a sharp customer. Not the sharpest, but he's above average in the intelligence department.)

Learning: 24 (Lee is a gifted scientist in the general sense, but his brilliance shines in his specialties.)

Traits

Gemini Specialist: Janus Lee is a master of two radically different fields of engineering. He gains +20 to Learning checks involving genetics and vehicle design.

???

Opinion: 30

Impressed By Your Work: +10 (Lee is excited about the buyout rather than regretful, especially given your prior work in genetics.)

Evil Benefits: +5

Fellow Misanthropes: +15 (Janus has found a fellow friend in Jumba!)

Known Preferences
Lost Cause: Janus Lee refuses to work or interact with LOVEMUFFIN in any further capacity.

Misanthrope: Janus has some strong feelings on his fellow man, and while he keeps them in check when in public, they still shape his actions.

New Men: Janus wants to change the world. Specifically the people in it. Like. Their genes.

Source: Disney Villains Victorious Original

Kitsune is a bit of a black box, even among the menagerie of eccentrics you've gathered. You know on paper that she is a mythical creature of some kind, and she joined basically on a whim. She's a bit flighty and unreliable in the whole 'being around to do work' department, but when she does take jobs she does pretty well, even if she holds more to the word than the spirit of an agreement. It's a bit awkward, but you suppose you can cut her some slack if the whole 'actually five-hundred years old' thing is true. If Malifishmirtz is any indication, age makes you weird,and Kitsune seems to be slowly aging in reverse! She looked like a grown woman when you hired her but now she's teenager shaped, what's up with that?. Still, of all your employees she is definitely the one you know the least about, and keeps to her own the most. Even Alan shows up 9 to 5.

Kitsune rarely talks to anyone that isn't Janna, and even that has fallen off as of late. Janna has offhand mentioned being a bit concerned about that.

Stats

Martial: 23 (Kitsune can fight with her true form and bombs, but prefers not to.)

Diplomacy: 30 (Words coming out of Kitsune's mouth are more dangerous than any explosives she could muster. She's claimed responsibility for a litany of minor incidents in Japanese history.)

Stewardship: 10 (She started selling fireworks out of a cart long ago and hasn't bothered to update. Anything else she needs is "borrowed" and never returned.)

Intrigue: 22 (Kitsune's shrewd mind and capacity for trickery are her most well-known features.)

Learning: 17 (The "magic" behind Kitsune's fireworks is mundane expertise with pyrotechnics. Actual magic is thrown on top for texture!)

Occult: 24 (Kitsune is a living, breathing supernatural creature with practical experience in dealing with others of her kind. She has the extra tails to prove it!)

Traits

Now You See Me: Illusions and mystical misdirection allow Kitsune to add half her Occult to any actions that impair or sabotage other factions/hero units.

Henge Field Advantage: +15 to Occult checks relating to artifacts, lore, and magic from Asia.

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 +1 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.

Blood of the Third Race: This character is not subject to mortal limitations when gaining Occult.

Opinion: 30

Evil Benefits: +5

Pact: +20

People Die When They Are Killed: +5

Known Preferences
Illusionist: Kitsune is a pathologically private person, and can't help but put up smoke and mirrors around herself. She rarely directly lies purposefully, but will often mislead others with leading words or omission, and is rare to trust.

Soul-Searcher: Kitsune is in an uncertain period of her life and has found herself learning new things about herself. She doesn't know how to feel about that.

Source: TRON

Alan Bradley is a secretive man, one who carries burdens others cannot imagine and fights wars others cannot see. He is a genius software designer who has been compiling user-friendly security programs since the Space Paranoids days. After a resignation from ENCOM that apparently still leaves the man paranoid for assassins, Alan has put himself to diligent work on safeguarding your computer systems. His results have been… less than stellar.

Despite clear talent and a strong work ethic, random chance seems to spit upon poor Alan, stymieing his progress on a regular basis. One yearns for the day that lady luck smiles on him, and we can actually do something with his storyline make better use of his talents.

You don't know of any friends Alan has, unless you count the velociraptor.

You shouldn't.

Stats

Martial: 10 (Alan has taken certain precautions, but he's not the athletic sort and never will be.)

Diplomacy: 11 (Alan's a nice guy but not particularly charismatic.)

Stewardship: 26 (Alan was apparently a high ranking C-suite exec back at ENCOM once upon a time. Makes you wonder what happened over there.)

Intrigue: 19 (Alan definitely knows how to hide certain things and seems to be used to corporate skullduggery. He definitely doesn't like it though.)

Learning: 23 (Alan has a fair smattering in all sorts of fields, but his real focus is coding and computer security.)

Traits

Concurrent User: Alan Bradley has a +20 to rolls involving designing or implementing computer programs, and an extra +5 specifically for security coding.)

??? (Alan's not willing to share everything with you.)

Opinion: 0

Eccentric: -5 (Bradley is a little unnerved by the overall company culture of DEI, but it is better than the last place.)

Evil Benefits: +5

Known Preferences
ENCOM Enemy: Alan hates ENCOM and is likely to refuse any action involving them. In addition, he tends to make... odd choices regarding programs you don't yet understand.

Source: Big Hero 6, The Series

Wendy is one of the most brilliant scientists to come out of the San Fransokyo Institute of Technology in decades, but until recently, nobody knew that. Her college thesis, which posited a new form of robotic brain that created true soft AI for the first time, was stolen from her by her classmate Trevor Trengrove and used to found Funtelligence, the Zaibatzu firm that even now dominates artificial intelligence products. Wendy remained in obscurity as a child edutainment personality in the Sokyo area and on Buzztube until she was by chance discovered by DEI; and there, she would earn her accolades all over again as she became the progenitor of another generation of AI; true Hard AI, indistinguishable from a human in every way that matters. Despite his deception, Wendy seems to hold no ill will against Trevor, or indeed much of anyone, remaining upbeat and positive in all cases.

Wendy has a soft spot for Norm, and is very grateful to you for giving her this chance.

Stats

Martial: 5 (Wendy has no combat training and no interest in violence whatsoever. In a fight her greatest asset is a winning smile.)

Diplomacy: 27 (Wendy is a social adept. She's immediately likable, outgoing, and never talks down to anyone. There's a reason her Buzztube channel is popular.)

Stewardship: 14 ( Wendy has some organizing skill but never got the chance to commercialize her genius.

Intrigue: 9 (Wendy is not naive but rarely tries to hide anything from anyone.)

Learning: 28 (Wendy knows a little bit of everything thanks to her love of learning and her many science songs.)

Traits

Posi-tive-tronic: Wendy is the greatest AI expert you have ever met. That's not an exaggeration, she's amazing. She spent an hour with a Normbot on her first lunch break, and when she came back she had insights you'd never thought of. Wendy gains a +30 to rolls related to Artificial Intelligence or robotics.

Opinion: 30

Hired Me: +10 (Wendy is estatic to get the chance to work on real robotics research after so many years)

Evil Benefits: +5

AI Opportunities: +15 (Wendy got the chance to invent AI under your purview, and you didn't even steal her work!)

Known Preferences
Dream of Electric Sheep: Wendy would do anything for the robots she has made.

Creator at Heart: Wendy enjoys inventing and creating.

Pedagog: Wendy loves teaching. Being right should not be optional.

Source: Big Hero 6

You should really check what his real name is one of these days. Anyway, Wasabi is an optics specialist, and a darn good one too, given by those hard light cutters he keeps around. Given the clean-room nature of the field it's maybe not surprising that he's also a hypochondriac with more phobias than fingers, especially given that losing fingers is one of his phobias. Wasabi seems to want nothing more than a quiet, peaceful job, which is unfortunate given the madhouse he works in. Still, though, he's adapting, even if he occasionally seems wistful about his hometown of San Fransokyo.

Wasabi is friends and karaoke partners with Juniper.

Stats

Martial: 26 (Wasabi specializes in lasers and plasma containment, all of which are perfect for cutting people apart, but Wasabi himself despises confrontation.)

Diplomacy: 12 (Wasabi's a friendly guy but his neuroticism can be a bit off-putting.)

Stewardship: 30 (Wasabi's meticulousness and organizational skills make him perfect for managing projects.)

Intrigue: 8 (Wasabi is a bad liar, wears his emotions on his sleeve, and doesn't have the stomach for skullduggery.)

Learning: 24 (Wasabi has a degree from SFIT, an impressive resume, and the technical skills to prove it.)

Traits

Bright Side of the Moon: Wasabi has +20 to non-combat rolls relating to his specialty in Optics; that is, the study and manipulation of light and other energy fields.

Opinion: 10

New Job: +10 (Wasabi is infinitely grateful that you're not a terrifying tiger and have offered him a well-paying job.)

Dislikes Eccentricity: -10 (On the other hand, he's not exactly thrilled about spending time around supervillains...)

Evil Benefits: +5

Organization Time: +5 (Wasabi appreciated being given two whole months to organize his desk.)

Known Preferences
Homebody: Setting up death lasers is one thing, but Wasabi greatly dislikes getting into any sort of in-person confrontation. If sent on a quest that turns violent or assigned to a Martial action that does the same, he will suffer massive opinion bonuses if not given turns to recuperate with personals.

Fears Shere Khan: For some strange reason, Wasabi fears the massive tiger man.

Source: Phineas and Ferb

An ancient sorcerer of incredible power, terrifying visage, and… you can't do this. You just can't. Your ancestor is… well he's you. Frighteningly so. He's got all your quirks, your preferences, your… flaws. And somehow, they all seem amplified, a constant reminder of what you used to be, and maybe still are.

He also really likes potted meat.

Stats

Martial: 5 (Malifishmertz was defeated by four peasants and their little spitzenhound too. Also he's a ghost.)

Diplomacy: 14 (Malifishmertz is chatty and can hold a conversation but isnt what you'd call socially competent.)

Stewardship: 12 (Malifishmertz can at least order peons around, but he's no conqueror.)

Intrigue: 18 (Malifishmertz somehow managed to maintain a network of Shepard Spies for hundreds of years despite being a quiescent spirit.)

Learning: 8 (Malifishmertz does not understand washing machines.)

Occult: 38 (Malifishmertz's occult powers are formidable, capable of supernatural feats most wizards would not consider possible.)

Traits

Spellbound: Malifishmertz is a ghost. Unfortunately, this keeps him bound to his castle, which he can travel only a short distance from. Malifishmertz may not go on quests or otherwise leave the city of Doofania.

Shepherd Spies: Malifishmertz's network of shepherd spies allow him a +10 to all rolls regarding Drusselstein... you really hope this never becomes important.

Platter of Sweetmeats: Malifishmertz is... disturbing, to watch work. His seemingly impossible spells achieve incomprehensible effects... until falling apart from his own incompetence. It's... worryingly familiar. You've developed a network of friends and allies to support you and make up for your shortcomings. Malifishmertz... has not. He takes a -20 penalty to all occult national actions as his own choices lead to his undoing.

Opinion: 5

Free From Drusselstein: +10 (Malifishmertz is extremely grateful that you've removed him from the world's only fourth world country.)

Jealousy: -5 (Malf is very upset at the possibility of being replaced by a cooler, younger, nicer, and generally superior ghost wizard. He takes a -5 Opinion penalty until the end of May/June 2018.)

Known Preferences
Hates Drusselstein: Haaaaaaate.

Intensely Petty: Malifishmirtz will want revenge for petty slights.

I Don't Like These People: Malifishmirtz hates the peasantry. And the nobility. And the burgeoning middle class, unless they're in his guild. Sandwich makers are ok.

Behold My Itations: Malifishmirtz enjoys his own weird little form of mad magic.

Source: The Incredibles Comics

The woman who wrote her name down as Mezmerella on the application sheet is a supervillain first, second, and fourth. A natural born hypnotist, Mezmerella has carefully built a public image of herself as a hammy but ultimately mostly harmless supervillain, and has a strong fondness for the craft. Behind the mask, she is is also a deeply paranoid control freak control freak who carries at least one concealed pistol at all times in case someone tries to "get her". Apparently it came with operating as an open Super in Kronos territory back when Syndrome was in charge. Technor has expressed professional concern at, to quote, 'whatever she has done to her own head', though whatever that is does not seem to have slowed down her penchant for snooping around.

Mezmerella has a surprisingly good rapport with Mirage, and is suspicious of Agent Russ and Technor for being a government spook and a therapist respectively.

Stats

Martial: 20 (Mezmerella isn't a physical fighter, but she's got herself into plenty of scraps before.)

Diplomacy: 20 (Mezmerella is loud and boisterous, but people can't help but listen to her...)

Stewardship: 8 (Mezmerella can do her taxes and that's about it.)

Intrigue: 31 (Mezmerella is an expert on mind control and getting into places that she shouldn't.)

Learning: 20 (Mesmerella is a college graduate with an interest in information security, but won't be much help outside her chosen field.)

Traits:

What's the Password?: Mesmerella's personal obsession with deception and subversion has given her a firm understanding of security protocol. She has +5 to all rolls made in the name of information security.

Trust In Me: Mesmerella has the marvelous manifested might of mental mesmerization! If a target would be removed from combat by their next loss, Mezmerella can use her Intrigue in place of Martial on the attack. In addition, Quests will frequently present the opportunity for Mezmerella to roll her Intrigue against a DC to mesmerize her targets; gaining full mental control over their feeble minds! The benefits of this should be obvious, as should the consequences should it go wrong.

Never Show Your Hand: Mezmerella hides 1/4 of her true Martial score from external forces.

Do It All The Time: Mezmerella gains a +10 to all rolls involving Supervillainy. Real Supervillainy, not simply criminals who wear masks out of convenience. It can come from her, or someone else, but the capital S Supervillainy must be there.

???

Opinion: 5

Evil Benefits: +5

Known Preferences
Ahahahahahahahahahaha: Mesmerella loves a good showboating supervillain show.

Mr. Moseby has more than two decades worth of experience in the hospitality industry, working with major clients, handling multimillion dollar events, and other things he put on his resume. While a supremely dedicated and studious individual, Moseby's real skill, much to his own chagrin, is his extensive experience dealing with the quirky and chaotic. There are two types of employee at DEI, the second type has taken to saying: the madmen, and the ones who deal. Mr. Moseby certainly sees himself as the latter, though his effulgent outbursts when working off the stress of such unordinary working environments has suggested that he might be a bit more accepting of the madness than he lets on.

Mr. Moseby has not been here long enough to form any real relationships besides a budding rivalry with the lobby ninja.

Stats

Martial: 7 (Moseby is physically fit but there's otherwise not much to say for him in terms of combat skill.)

Diplomacy: 23 (Mr. Moseby is a likable man and has spent years keeping everyone from rock stars to grand poohbahs satisfied and comfortable despite the chaos of his home turf.)

Stewardship: 36 (Mr. Moseby was perhaps the only competent employee in the entire Tipton Hotel, and somehow managed to single handedly maintain its 5-star rating for half a decade on sheer will.)

Intrigue: 15 (Mr. Moseby can be crafty when necessary, but it is most often bent towards figuring out the plans of hooligans and the like.)

Learning: 16 (Mr. Moesby has a degree in hospitality and has a keen interest in art and culture.)

Traits

Good Luck With That: Mr. Moseby has made a long career successful by knowing when to cut one's losses and leave the madness to look after itself. If he is assigned as a Councilor, you may choose not to grant half of his bonus to one of the actions he oversees. If you do so, he instead applies three-fourths of his bonus to a single action under his purview.

The PRNDL: If Mr. Moseby is serving as a hero unit on a National Action for another character whose relevant stat is 10 or more below his own, that character adds 5 to the relevant stat for the action Moseby is assigned to.

No Running In the Lobby: If a National or Personal action which narratively speaking takes place in DEI headquarters would Crit Fail, roll 1d6. On a 6, the crit fail becomes a regular failure as Mr. Moseby interferes before catastrophe can finish unfolding. This action can apply while Moseby is a councilor.

Opinion: 0

Ah Yes, The Evil -5 (Mr. Moseby does not understand DEI's branding, and at this point he is too afraid to ask.)

Employee Benefits: +5

Known Preferences
The Lobby: Moseby is very fond of lobbies and the orderliness thereof.

Source: 101 Dalmatians

Cruella de Vil. Cruella de Vil. If she doesn't scare you, no evil thing will. An English fashion designer with a mysterious past, acid tongue, and love of fur. With an unpredictable and prickly personality, her admittedly impressive skills may make up for this diva's prickly personality. And manipulative tendencies.

Cruella has not been here long enough to form any real relationships.

…NOWCA's been getting some bad vibes.

Cruella has spent time with Kermit the Frog and decided she currently isn't interested in working with felt.

Stats

Martial: 19 (While not a real combatant on her own, Cruella has a killing instinct and two loyal henchmen who know what crowbars are, speaking charitably.)

Diplomacy: 34 (Cruella has enormous force of personality and can convince almost anyone in her wake to give her what she wants, though it is not what you would call a gentle touch.)

Stewardship: 27 (Cruella has managed the De Vil Fashion Company since its inception, and despite being edged out of Europe by stiff competition, still manages to keep on top of the latest trends.)

Intrigue: 24 (Cruella is a vicious and cunning operator who, if rumors are true, held her own in the French underground for some time before a bad move forced her exit.)

Learning: 14 (You have no idea if Cruella ever received a formal degree, but she certainly isn't letting on either way.)

Traits

After Time Has Worn Away the Shock: For those who see through her facade, Cruella is as acidic as she is terrifying. When making opposed Diplomacy checks against those with Intrigue equal to or higher than hers, Cruella takes a -20.

Fashionista: On rolls specifically related to fashion or designing clothes, Cruella receives a +10. This trait will apply if Cruella is a councilor.

Opinion: -5
Evil Benefits: +5

You Live Like This?: -10 (Cruella was not kind when she first entered DEI HQ, and her rants about your office left your ears ringing. It seems like she's not a fan of acid green on purple, who knew?)

Known Preferences:
Cruella expects to be a fashion designer a rather large amount of the time, and loathes anything plain or unfashionable.

Cruella has a great fondness for furs.

Cruella seems very opinionated, and will likely react strongly to any preference effects compared to other hero units.

Source: The Muppets

Kermit the Frog is the founder of the Muppets, a long-defunct theater troupe that only a few people still remember with the fondness of past years. Kermit is plucky, friendly, and frequently the only thing standing between the last thread his entire operation is hanging by and the scissors of progress. Kermit is a master of wrangling chaos, getting the best out of people, and building something with them together. His dream of the Muppets acting together died a sad death when they lost the Muppet Theater, and through a lengthy series of confusing events ended up first in a Thembrian Gulag and thence working for the famous Doc Hopper's frog legs. Now, he works for you, and is feeling a bit better about it.

Kermit has been developing an odd kinship with Mr. Moseby. Kermit gave Agent Russ an autograph. Kermit shared an uncomfortable time in the announcer's box with Cruella.

Stats

Martial: 13 (Kermit can be unexpectedly slap-happy when really pushed, but he's not exactly a fighter.)

Diplomacy: 35 (Kermit has spent years headlining shows and hawking frog legs, and at the core of it all, his message… resonates.)

Stewardship: 30 (Kermit has been the only thing standing between the Muppet Show and complete collapse since its inception. The frog has an almost preternatural ability to turn chaos, mixed well with exasperation, into success.)

Intrigue: 9 (Kermit is less credulous than most of the Muppets, but is not a particularly sneaky individual.)

Learning: 12 (Kermit is a simple country frog at heart, and all he's done has not left a lot of time for studying.)

Occult: 2 (Kermit believes that Whoopie Goldberg is an angel.)

Traits
Eye of the Hurricane: When Kermit fails (but not critically) a Stewardship roll of any kind, he gains +25 to his next Stewardship roll.

Further Traits are locked behind Kermit's personals.

Opinion: 15
No more leg: +10

Evil Benefits: +5

Known Preferences
Kermit hates Doc Hopper's a lot more than he lets on, and would react very poorly to being personally involved in fast food of any sort.

Kermit enjoys the performing arts.

Quirky Miniboss Squad
Stats

Martial: 40 (Between Technor and Juniper, a perfect circuit has been formed that reinforces and electrifies their mutual abilities.)

Diplomacy: 36 (Juniper's peppy flash is the perfect compliment to Technor's professional psychoanalysis. Gomez is happy to be included.)

Stewardship: 23 (Technor is a good manager, but a lot of that management goes into managing Gomez. He requests a lot of micromanagement.)

Intrigue: 28 (Technor and Juniper are no strangers to subtlety, even if they prefer the blatant bombast.)

Learning: 37 (Technor has a brilliant artificial mind capable of making dozens of decisions a second, and Gomez has a brilliant organic one capable of making none at all. Perfect.)

Occult: 9 (Gomez, Technor and Juniper are still exploring the nature of magic, and how best to poke it with sciency sticks.)

Traits
Odd Jobbers: Your Squad have a disparate background that grants them specializations in the odd and unusual. They gain +10 (and are treated as having a specialization) in actions that center around magitech, mentalism, dimensional travel, or which have no clear category. Or dancing.

Supervillainous: Treat this unit as having a specialization in any research action based on tech created by or primarily utilized by supervillains.

Known Preferences
POSE WITH ME, MINIONS: Your Squad lives for showy, flashy, over the top supervillainy that puts them right in the spotlight.

Opinion: 20
Evil Benefits: +5
EEEEEEEVIIIIIILLLL: +15 (Your Squad approves heavily of your branding and mission.)

===

Contractors


Stats

Martial: 36 (Years of karate lessons, followed by years of mercenary work, followed by years of mystical karate lessons, not to mention a couple of decades in an extra-dimensional death dimension somewhere along the way- have made Marco frighteningly effective in combat.)

Diplomacy: 16 (Marco is used to cutting deals and can generally present himself in an approachable way, but he's still a bit socially awkward.)

Stewardship: 19 (Marco is organized, methodical and effective.)

Intrigue: 20 (Marco has spent several years searching for someone who very much needs to not be found. Even if he hasn't succeeded, he's learned a few things.)

Learning: 13 (Marco technically didn't finish high school but was already acing AP credits when he left.)

Occult: 14 (Marco has picked up the basics of magic from years spent immersed in magical worlds, not to mention the basics of the mystical martial arts.)

Traits:

Safe Kid: Rumor's of Marco's risk-adversity have been greatly exaggerated, mostly by Janna, but there is a kernel of truth to his ability to avoid incoming damage. Marco has +5 Martial on any combat roll he participates in as the defender.

Mercenary: Unlike most swords for hire, who can generally be expected to lay back and enjoy a retainer, Marco has places to be, and needs an incentive to get him away from what he actually cares about. In order to assign Marco to a Quest or National Action that isn't related to finding Star or fighting Toffee, you will need to spend one income.

'I'm Cazador': Janna's Opinion temporarily improves by +5 whenever she and Marco go on the same quest.

Disciple of Jo-Lan: Marco can add half his Occult to any Martial and Intrigue rolls on quests.

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.

Demon Slayer: +15 in combat against Demona

Opinion: -5

Hunting for Star: +5 (Marco appreciates that you're putting money towards looking for Star.)

Trust No One: -5 (Marco has no reason to trust you with anything other than his paycheck.)

Working with Mirage: -5 (Marco doesn't appreciate working with a murderer.)

Stats

Martial: 22 (Tom has fought a fair bit as prince of the underworld. Coupled with leadership lessons and, of course, his anger issues, he can hold his own in battle.)

Diplomacy: 17 (Tom is actually pretty suave when he's not burning up inside. And outside.)

Stewardship: 14 (Tom is a prince-in-training but doesn't show much interest in it.)

Intrigue 15 (Tom can be sneaky but isn't a great liar.)

Learning: 11 (Tom has a noble's education but no love of knowledge.)

Occult: 22 (Tom knows quite a bit about demons, curses, possessions, and various other occult oddities. He also has demon power to draw from.)

Traits

Give it a Little Soul: Tom's demonic powers allow him to add his occult stat to his martial stat in combat.

The One Thing We Told You Not to Do: Tom can summon up the damned souls of the Mewnian Underworld, albeit only those who were damn-able AND ended up in his particular personal hell. He gains +20 to rolls made to raise the dead.

Blood Moonlighting: Tom's not in this for you. He's agreed to work with you to further his own goals, and won't be willing to do anything that's not in service of finding Star or murdering Toffee. Additionally, he must be assigned to 'Rule the Underworld' any three turns out of the year.

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: -5

Trust No One: -5 (Tom has no reason to trust you.)

Stats

Martial: 14 (Roddy is quite beefy and knows his way around a plasma cutter, but prefers to leave the fighting to others.)

Diplomacy 12 (Roddy has gruff charm to him, as well as a degree of worldly wisdom. He brooks no argument on his schematics, however.)

Stewardship 29 (Roddy juggles super-scale and super-tier construction projects on the regular.)

Intrigue: 10 (Roddy is a no-nonsense guy.)

Learning: 20 (Roddy has picked up a bit of everything from needing to incorporate the themes and desires of a wide variety of capes.)

Traits

King of Lairs: Roddy Blair is the King of Lairs, and has a +15 to stewardship rolls on large construction projects.

Opinion: 15

Evil Benefits +5

The Perfect Lair: +10 (Roddy's new lair is a dream come true, even if it is a little eviler than he initially planned.)

Martial: 23

Diplomacy: 18

Stewardship: 20

Intrigue: 34

Learning: 19

Occult:

Traits

Mr. Valentine: Olivia was able to hide her villainous identity from the greatest detective in the world, aka her husband, for two decades straight. When suffering a critical failure, Olivia never reveals your involvement in the failed scheme; though this does not prevent the action from going horribly wrong in other ways.

Preferences
Matriarch: Olivia will appreciate actions that give her family reason to pursue her. Assigning Olivia to a criminal action makes it likely that the Commodore or other members of the Dickens will appear as a temporary nemesis encounter.

Stewardship: 41

Martin Smarty is only willing to work on corporate actions.
Kitsune gained +1 to every stat! Her Marcnificent Few bonus has decreased to +1. She has lost her "Goblin Fox" trait. She has reawoken her "Blood of the Third Race'' trait. She has gained the "Pact" and "People Die When They Are Killed" Loyalty modifiers. Her Opinion has increased by 25 in total. The sentence under Preferences that says everything she says is a lie has been removed. The sentence saying she enjoys fireworks has been removed. The sentence saying she likes Janna has been removed. The Illusionist and Soul-searcher preferences have been added. Her description should probably be updated to account for her recent character developments.

Malifishmirtz has gained the Jealousy Opinion modifier, decreasing it by 5.

Juniper has joined the Quirky Miniboss Squad!

Gomez has joined the Quirky Miniboss Squad!

Cruella de Vil's character description says she doesn't want to work with felt.

Kermit's character description says he was uncomfortable sharing time with Cruella.

The Quirky Miniboss Squad heroball has been formed!

Marco's Martial has increased by five. He has gained the "Demon Slayer" trait.

Behold, Your Stuff
Company-Wide Bonuses

A record of all the money, items, abilities and stuff that DEI as an organization has.
DEI Base Infiltration DC: 97

Company-Wide Bonuses
Paramilitary Mongol Corps: +7 to all Martial rolls on quests, -29 malus to anyone attacking Doofania (Does not apply to individual Crisis rolls), +10 to Martial rolls against crime in your territory, your negligible chances of killing anyone on a crit fail have lowered even more from the use of resinferratoxin.

DI6: +3 to all Intrigue rolls taking place entirely within the Tri-State Area, Infiltration DCs increased by 6.

Corporate Interns: +2 to stewardship rolls focused on corporate actions: acquisitions, stewardship collaborations, product launches, etc.

Gary the Toy Goozim: -5 malus to anyone attacking or infiltrating DEI Headquarters itself.

Mystic Wards: Magical Fox-built wards force all supernatural threats to make a DC 100 Occult check to even enter DEI headquarters. Teleportation explicitly bypasses this check.

Tooned Out: Max Goof has finally, finally learned how to manipulate his personal narrative away from one which treats him as a personal punching bag. Now working at your front desk in a sedate, otherwise unremarkable position, Max is in an excellent spot to gently nudge the things going on at DEI in a more sedate direction.

Each turn, you may choose an action. This action has its critical ratios flipped, as if the assigned unit had Tooned In or, if they have that trait or an equivalent, as if they did not. Any other parts of a trait aside from the flipped ratio remains unchanged, I.E. Goofy still raises both CF and CS by 10.
Tooned Out has been added to the Company-Wide Bonuses.

Funds
Current Liquid Funds: 18
Increase in Funds of 15.

Income
Income is a measure of how many Funds you make every year, specifically in March/April, tax season. Income is based primarily on your
Regular Income (gain this income at the start of every March/April turn):

Revenues
Income From Industries: 25
Misc Income: 5
Total Gross Income: 30

Costs
Operating Expenses: -5
Evil Job Benefits -3
Super-Friendly Insuricare Program: -2
Black-Ops: -1
Total Costs: -11

Earnings Before Interest and Taxes: 19

Current Corporate Tax Rate: 35%
Taxes= 6

Regular Income: 13
Computers and Electronics: +1 (Marginal)
DaedalOS: (The new OS doesn't have as much of a market share as ENCOM or as much popularity as Waddle, but you're still able to make some money off of it.)
Food and Agriculture: +3 (Stable) (Progress 1/2)
Famine Relief: (The massive amounts of edibles you had to move around have given you a grasp in this industry)
Dino Steaks: (They'll always be a slightly expensive dining option, but the sheer novelty ensures a steady revenue stream.)
Genetics: +2 (Established)
Mendel-Gruman: (A defense and biotechnology firm whose research you used to bring back the dinosaurs.)
Insurance/Legal: +3 (Established)
Insuricare: (Gilbert Humph is a broken man)
Mass Media/Performance Arts: +3 (Stable)
Walt Disney Company: (Once a great giant of animation, Disney is now mostly known for cheesy live action children's films like The Littlest Outlaw and Davy Crocket and the River Pirates.)
Motor Vehicles/Transportation: +1 (Marginal)
Petrochemicals/Energy: +1 (Marginal)

Lee Industries: (A vehicle firm known for popular car models, bespoke work, and the occasional foray into medical sciences. While their car industry has largely been divested, they also the source of your Dinoco subsidiary.)
Restaurants: +3 (Stable)
Hopper Food Group: (Fast food conglomerate with multiple smaller restaurants under their North American banner.)
Retail & Wholesale: +1 (Marginal)
Super Coffee Machines: (It's really good coffee, seriously. No one tell them it's alien tech and can brew potions though! Shhhh!)
Robotics: +2 (Established)
Widgets/Misc: +6 (Overbearing)

DEI: (Your bread and butter, apparently, with all the weird things your lab boys can pull out of a destroyed Inator.)
ACME Corporation: (Selling comedy props and Toonish products of all kinds, ACME makes a small but noteworthy contribution to the bottom line.)

A ranking of (1) has been banked in Healthcare if an action is taken to enter it.
Greevil Power: +1 (Renewable energy, long-life lightbulbs, natural ingredients; it's exactly like the Green Living industry, but with the word 'evil' haphazardly portmanteau'd in!)
Doofrasic Park: +2 (The novelty of seeing giant dinosaurs still hasn't worn down for a lot of people.)
Dino Steaks: +1 (Glomgold's recent actions to loosen farming regulations has allowed you to make a good profit off your saurischic foodstuffs.)
Zootopia Contract: +1 (You've got a stable contract maintaining Zootopia's climate tech.)
Evil Job Benefits: -3 (DEI is like one big evil family! As any parent will tell you, having children is expensive in this economy.)
Super-Friendly Insuricare: -2 (Unfortunately, instructing Insuricare to respond laxly to claims of super-destruction have resulted in a degree of lost revenue.)
Operating Expenses : -5 (The plaster for Technor's office doesn't come cheap.)
Black Ops: -1 (It's going to cost some actual money to keep things running and stable.)
Taxes: (Current tax rate set to 35% of Earnings Before Interest and Taxes.)
Semuncia from Castle Doofhawk: +2 (Drusselstein is so out of date, it's ancient medieval treasure is from late antiquity.)
Chicken Itza Loot: +2 (You've only scratched the surface! See what else you can get out this golden goose!)
Chicken Itza excavation: +5 (Now you've done more than scratch the surface. The goose has laid his golden egg and he will hurt you if you keep using that metaphor.)
Hiring the Commodore: -7 (The best detective in the world is expensive, who knew?)
Hiring the Dickens (Small): -2 (Ling Ling is quite the shrewd negotiator for a thirteen year old)
Setting money aside: -5 (There's some things money can't buy. Apparently supreme magical power isn't one of them.)
Hiring Marco -1 (Marco is still charging a premium for non-Star related actions)
PMC Loan (Glomgold): +4
Doc Hopper's: -8 (The franchise was rather expensive.)
PMC Loan (Sykes): +3
Titan Wrestling +2 (Your inaugural smackdown was a ratings smash and a literal smash.)
Our Industry Income has increased from 22 to 26, though the total is incorrectly listed as 25. [Mass Media] standing has increased by 1. We have a banked standing of 1 in Healthcare.

Our expenses have increased by 1, to 11.

Our regular income is now 13.

The list of one-time changes has been updated to include items forgotten.

Experiment Log
Experiment Log
A list of Experiments Jumba has created for you over the quest and which still exist in varying states of loyalty.

Experiment 101-E: Drakenberg
101-E is a large, blue and black draconid creature with a superficial resemblance to the Asiatic Lung. Currently in residence on Mount Doofhawk. When its territory is threatened, it becomes a Martial 34 hero unit capable of fighting back against city invaders. Their effect is permanent.

Experiment 102-E: Drifter
102-E is a squat, gray humanoid with two heads, one of which is always looking behind it. Drifter forces victims into intense bouts of deja vu through manipulation of personal tachyon flux, leading to mass chaos as individuals repeat actions over and over again in confusion. On the turn it was created, Hero units that failed their actions this turn MUST take those actions again on the next as 102-E grows used to his power. If an action is for any reason not available, that hero loses their action. This effect is no longer active.
The Experiment Log is unchanged.

Items
Items can be assigned to Hero Units and grant various bonuses.

Lord Feldrake - +12 Occult, grants Phenomenal Cosmic Power allowing use of Occult on combat rolls.
Assigned to: Janna Ordonia
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 significant dark power. Since he is immobile and lacks focus (or rather, everything but a focus), Feldrake cannot betray you without the support of his wielder.

Feldrake will only accept reassignment to a new hero that is either more evil and at least a little magical or at least a little evil and more magically potent than his current wielder!

Leopold the Horrible - +7 to combat actions.
Assigned to: Janna Ordonia
This Monkey-Bat Donkey-Rat chimera is sweet, loyal, horrific looking, and dull as a post.

Leopold will only accept assignment to whoever is wielding Feldrake, or a former wielder that he liked. Currently that's just Janna.

Ruby Wings - grant flight, benefits obvious
Assigned to: Mezmerella
Once the property of some ancient kingdom somewhere or other, these beautiful wings now grant the power of flight to whomever you give them to.

Jī Talisman - flight and telekinesis, provides circumstantial bonuses in situations where those could come in handy.
Assigned to: Agent Russ
Part of the ancient Shengxiao set, the Rooster talisman lets you- and your unfortunate enemies- take to the air.

Amur - Gargoyle Beast, grants +4 to Martial rolls on quests taking place at night, +10 to diplo with gargoyles
Assigned to: Kitsune
This clever hound, whose shape reminds you of and may have inspired the mythical Quilin, is unshakably loyal, a powerful fighter, and will help prove to any Gargoyles you encounter that you mean them no harm.

Yáng Talisman - astral projection and mental combat at the expense of leaving one's body vulnerable, provides circumstantial bonuses in situations where those could come in handy.
Assigned to: Agent Russ
Part of the ancient Shengxiao set, the Sheep and/or Goat talisman allows you to leave yourself behind and enter the strange world of the mindscape any time you slumber. This allows you to travel anywhere and spy invisibly on anything not attuned to the ways of magic, though it will not automatically make you proficient in the ways of the collective unconsciousness. Be warned however; there are dangerous things in dreamland, and some of them would love the chance to find a body unattended.

Odd Object - ???
Assigned to: N/A
This strange, wooden octagon is slightly smaller than a human palm. It is covered on all sides by miniscule runes you cannot read. While at first it appears solid, a hidden latch reveals it is in fact filled with several thin panes of wood of the same color and form as the exterior. Malifishmertz warns you it has been enchanted to catch flame if any human touches it, but what if any other magic it holds is unknown. Research this to learn more!

The Odd Object has been stolen!

Avatar of Feldrake (Damaged)
Assigned to: No one

The Avatar of Feldrake is a two-story blood red golem that can be awoken to help in any combat roll (martial rolls that involve actually fighting someone) in Doofania, such as defending against attacking nemeses. The Avatar can be awoken by any hero unit with an occult stat, which counts as a personal action. If an unexpected martial roll comes up, an occult hero can be reassigned to the Avatar as long as their previous action took place in Doofania. They do not do whatever their previous action was.

The Avatar grants a +25 to martial rolls in a single combat. However, every time it is used, there is a chance that it goes out of control. If it does, it gives a +25 bonus to your opponent instead. There is a 20% chance that this occurs on any given use, unless the occult unit controlling it is wielding Feldrake, in which case the chance is 10%.

Vial of Brockium
Assigned to: No one
This strange liquid is supposedly capable of forcing a magical creature to take on their true form- for example, forcing a Dragon or Werewolf to assume their supernatural form. This cannot force a target into a weaker form, nor overcome an illusion or physical disguise; only a physical transfiguration. You wonder how it works.

Total Potions: 2/3

Potion of Polymorph: random polymorph for the duration of a quest, could make quest easier or harder
Red Liquid: When the holder is to be defeated in a quest, they aren't. Alternatively, if someone would be hospitalized or disabled for a turn, they aren't. If the injury is very serious, it will help to mitigate it but won't remove it entirely.
Items are unchanged.

Opinion Tracker
Danville People: Eccentric Chocolatier, But In That One Tunnel Scene, You Know The One

The people of Danville and the broader Tri-State Area view Dr. Heinz closer to a wacky uncle than a distant CEO, largely benefiting off of his more benevolent policies and viewing the rest of them as too unimportant to really affect their lives. Quality of life has improved significantly due to the jobs offered in and around Danville, enough that most will overlook the downsides of his control, but some people are rightfully beginning to tire of the chaos that continually affects their lives. Being subjected to raining meat and mad scientists running rampant in the streets grates on the nerves after a while, and an active Flubber scare did not do wonders for us. Dr. Heinz's declarations of 'independence' and plays at being a mad scientist are seen as absurdly hilarious by many, viewing it as a parody of how 'evil' other CEOs can be and a sign that Doofenshmirtz alone is actually self-aware.

[brief giggling fit]

A few have even taken to the company's 'Doofania' insistence, albeit in a mostly jocular or humoring manner. It's seen as a repudiation and mockery of the classic CEO delusions of grandeur, rather than… delusions of grandeur itself. DEI can, in broad strokes, be seen as an equivalent to a mad inventor's chocolate factory or a nonhostile but somewhat mercurial fey; a powerful force that can be turned to for aid and succor, but never without its dangers and completely unpredictable.
National Opinion: Irresponsible Millionaire

The rest of the country views DEI as just another megacorp, albeit one with odd branding, without a speciality and with a wide variety of products. The recent Flubber scare combined with several smaller incidents like the rain of meat has led many to view us as irresponsible or even childish, but not outright malevolent. The work on the famine earned considerable goodwill, and developments in fields that the general populace can care about, such as dinosaurs, do still mitigate these issues. DEI's weird 'Doofanian' fixation is ignored by most, seeing it as a marketing ploy or grandiose delusion that some choose to play along with because of monetary incentives.

US Government: Predictably Unpredictable Thorn in Side

The Federal Government has little reason to be fond of us, given that we are still pushing back against the very delicate power structure of the US. DEI still remains atop a large jenga tower made up of bigger, more dangerous jenga pieces, but we've proven that we can still do unpredictable things that they don't like. We shouldn't expect any pushback as long as we don't cause more active issues, but it's clear that we're moving onto thin ice. We're a ways off from hit squads or guard mobilizations, but a significant drop in further opinion could be cause for them to begin taking actions to sanction us.

Shego: Drakken 2.0

Based on her interactions, it seems that Doofenshmirtz strongly reminds Shego of her former partner in crime and current subordinate. This can be occasionally useful. Frequently, it is not. Structurally, our corporations are almost entirely separate despite being headquartered quite close, geographically speaking.

Olympia: Unstable Ally

Winston seems to credit DEI as a whole for helping at the enormous explosion that their second gala ended up becoming, and based on my understanding of the man, he is genuine. Sinatron, as well, seems to be at least lukewarm towards us. However, the company is currently in a state of legal and political flux following Evelyn's... fall. Things could change quickly.

Judge Doom: Possible Antagonist

While Doofenshmirtz' previous antagonisms are unlikely to distract Doom in the long term, it is possible he suspects what we suspect about the death of Alonso Hawk. If so, he is doubtlessly working hard to determine what we know and what can be done about it.

David Xanatos: Ally of Convenience

Xanatos is unquestionably manipulating the Doctor to his own ends. Thus far, those ends have not been openly hostile to our own interests. However, his skill at obfuscation most likely exceeds our own.

Funtelligence: Cordial Coworker

Our collaboration with Funtelligence has borne fruit, despite whatever misgivings exist clearly between Mr. Trengrove and Ms. Wower. Trengrove looks on us with some degree of suspicion but doesn't have any concrete opinions on the Doctor as of yet.

Bakaemono: Personal Friend

While you're not one to take promises of friendship on faith, you seem to have hit it off with Judy Silverman. She's made vague hints towards something being 'off' at Bakaemono, but so far as you can see, she does have some actual power.

Sycorax: Indifference

Sycorax has not yet had any significant dealings with us, although they have expressed some interest in collaboration after our work in genetics.

ENCOM: Fading Competition

ENCOM once saw DEI as a potential competitor until DoofOS faded from public attention. Now that DaedalOS has a relatively insignificant part of the market share, ENCOM appears to give DEI little more attention than any other technology firm.

Calisota Conglomerate: Potentially Worth My Dollars!

The richest duck in the world seems to have smelled a potential profit incentive, with our recent successful collaborations convincing him we may be a worthwhile partner.

Khan Industries: Politely Acknowledged Neighbor

DEI has not yet done anything in particular that would affect Khan's own interests. Some areas for collaboration exist, but so far the company has only kept up meaningless pleasantries.

New Mewni Investment Corporation: Uncertain. Somewhat concerning.

The illusive CEO of NMIC and benefactor of the New Mewni Economic Investment Zone hasn't seemed to have paid any attention to DEI since offering the corn deal a while back. Considering his apparent nature as an interdimensional warlord who happens to have a block of shell companies that sell corn products, that is probably for the best. His assets are almost certainly being funneled towards the search for this 'Star Butterfly'.

Mark Beaks: Free Advertisement

Mark Beaks and Doofenshmirtz have a light squabble going on, which Waddle is taking advantage of to keep their name on the Doofnet feed without paying for the adspace. He is a minor nuisance, the Doctor's petty fixation aside. Recently, Waddle has started a "Don't be Evil" campaign as a petty slight, likely to provoke a greater response from DEI.

Zootopia State: Omnivore On The Edge

Our recent investments into Zootopia's climate system have been looked on favorably by nearly all sectors of Zootopian life. While it's not quite enough to overcome normal distrust of an external corporation taking an interest in core Zootopian infrastructure, by and large citizens seem to be reacting positively to your efforts, especially given Bellwether's willingness to tout your aid. Like many humans, how you fit into Zootopia's internal politics and species relations is uncertain and somewhat uneasy, but it seems like for the time being even extremists are viewing you with caution and consideration that you might eventually end up a useful ally.
Calisota Conglomerate has changed to "Potentially Worth My Dollars!" from "Not Worth My Dollars!" Glomgold thinks that DEI has potential for profit.

ENCOM and Sycorax's opinions probably should have been updated for the new turn with their previous offers.

Zootopia State's opinion has changed to "Omnivore On The Edge" from "Curious Omnivore". The change is generally positive, but a lot of extremists aren't sure how to label Doof, some think that Doof has the potential to be an ally. Zootopia's Opinion also isn't italicized.

Industries
List of Industries

Advanced Robotics: Modern Robotics devices, including industrial, military, commercial and personal robots. Most use the 'Funtelligence' system, though equivalents do exist. Recent advances in sentient robots also fall under this field.
  • Established [+2] (High potential for growth due to cracking sentient AI)
Aerospace: Traveling to the one place left that hasn't yet been corrupted by capitalism, using capitalism. Xanatos has been actively moving into this industry.
  • Nonexistent (A Singular Botched Rocket Launch) [+0]
Chemical Products / Material Processing: Acquisition and processing of raw materials including mining, cutting lumber, making sheet metal, chemical solvents, and a lot of the other 'heavy industry' needed to fuel other industries.
  • Nonexistent
Computers / Electronics: Complex technology used to run electronics, particularly computer systems. ENCOM is an overwhelmingly dominant factor in this field.
  • Marginal (DaedalOS/DoofOS) [+1]
Crime: The sleazy underbelly of the world, ranging in anything from smuggling to full-on supervillainy. A lot of major players have dipped their toes into this pool, whether they'll admit it or not.
  • Nonexistent
"Pharmaceuticals": The production and distribution of illicit and mind-altering substances often prohibited by the DEA. In recent years they have grown to include intelligence-boosting nootropics, temporary superpower granters, and deep purple crystals called 'Primal'.
  • Nonexistent
Food / Agriculture: Production, processing, and distribution of food.
  • Stable (Cricket Protein/Dino Meat) [+3] (1/2 investments to next level)
Genetics: Manipulation of the genetic code of humans, plants, and animals alike, for designer crops and super soldiers. Oh and like, curing diseases and whatever.
  • Established (Lee Industries, Mendel-Gruman) [+2]
Healthcare: Provision of health clinics, actual pharmaceuticals, and those other things people need to live.
  • Nonexistent
Insurance / Legal: Law firms, insurance firms, and various other industries involved in complex, legalistic jargon and the abuse thereof.
  • Stable, losing money (Insuricare) [+3]
Investing: Using money to make money via other people's hard work.
  • Nonexistent
Mass Media / Performance Arts: Television, Movies, Social Media, News, Video Games, Theater, and anything else that claims to entertain or inform at a mass scale.
  • Mass Media / Performance Arts: Established (Disney, Danville Performing Arts Center) [+2]
Motor Vehicles / Transportation: Sale of vehicles and the transport of resources and people across land routes.
  • Motor Vehicles / Transportation: Marginal (Lee Industries) [+1]
National Defense: The sale of armaments, support equipment, tanks, vehicles, weaponry, robotics, and other supplies to the US government or international actors.
  • National Defense: Reviled [-2]
Petrochemicals: Natural Gas, Oil, Plastic, and other byproducts of the three.
  • Petrochemicals: Marginal (Dinoco) [+1]
Restaurants: Locations selling ready-made food intended to be eaten on the spot or taken away. Distinct from retail locations such as supermarkets.
  • Restaurants: Stable (Doc Hoppers, technically Bueno Nacho) [+3]
Retail / Wholesaling: Direct sales to consumers in stores, covering everything from prepackaged food to appliances, clothing, or furniture. If you can find it in a supermarket or a department store, it's this. Unless it's already something else.
  • Retail / Wholesaling: Marginal (Doofenshmirtz Evil Coffee Machines) [+1]
Telecoms: Internet, Cable television, phone lines, and the rest of our communications infrastructure.
  • Telecoms: Nonexistent
Transport (Air): Air-based international shipping; Shere Khan is market leader.
  • Transport (Air): Nonexistent
Widgets / Miscellaneous: Stuff. You know. Weird stuff. Doodads. Whatsits. All the springs and sprockets you've never heard of until it breaks in your washing machine and you have to order one direct from the manufacturer. DEI, apparently, is the undisputed leader in this industry. Turns out you invented like seven new varieties of screw alone that… someone or other managed to pull out of the wreckage of your inators. And a new type of heating coil, and biodegradable PVC piping. And… wow this is a long list.
  • Widgets / Miscellaneous: Overbearing (DEI) [This is what keeps your company running] [+6]

Total Corporate Income Per Year: 25

Check the Income sheet for full Income information and current Funds.
We have 1/2 of the investment for the next level of [Agriculture].

Our [Mass Media] presence hasn't been updated to include a +1 from Titans Wrestling.

Total Corporate Income Per Year should be 26.

Objectives
A New Face: Uncover Janus Lee's secret.

Androids Dream: Create sentient artificial life. On purpose.

Completely Justified Response: Burn down Mark Beaks' house.

Donut Steel: Recruit a DVV original character and make them important to the greater quest.

Don't Go In the Elevator: Go in the elevator.

Gone Straight: Reform a supervillain.

Greatest Creation (I have on hand right now): Obtain Experiment 625.

Hunter's Moon: See the formation of a new Huntsclan.

It's You: Take a step towards self-actualization.

Leaving the Nest: Let Vanessa go. To college.

Like a Ninja of Love: Help Tobe overcome his anime protagonist energy and find true romance.

Making You Proud: Get Vanessa into SFIT.

My Funny Friend and Me: Gain an Ally.

People Die When They Are Killed: Figure out what Kitsune meant.
Reward: +5 Kitsune Opinion.

Sixty-Eight Years: Help Wile E. Coyote fulfill his life's ambition.

Totally Original Idea: Transport Castle Doofhawk across the Atlantic.

To Think, I Did All That: Contribute to making the Sands Gala a night no one will ever forget.

Vulgate Mass: Survive Twelfth Night.

Weird That It Happened Twice: Survive two galas gone wrong.

Well Advised: Form a Council.

Written in Blood, Bound in Human Skin: Obtain the Devil's Signature. And the Manual of Witchcraft and Alchemy.

Yes, Yes We Are: Recruit Phineas and Ferb.


And some new ones to strive for.


Old Ties: Make amends with Major Monogram, Roger, and Norm.

Reward: +5 Opinion with relevant heroes.

We're Moving in a Different Direction: Remove a Hero Unit with a Personal Action.
Reward: Gain 1 Funds.

Ad Astra Per Capitaleismus: Create a permanent space station.
Reward: Gain 1 rank in the Aerospace sector (max rank 5)

A "Pharmacist": Reach rank 3 in the "Pharmaceuticals" industry.
Reward: 2 Income, the ability to smirk to yourself whenever people tell you that.

Sixty-Five Million Years in the Making: Complete the Dinosaur tech tree.
Reward: All Geneticist hero units gain +5 Opinion. Doofrassic Park provides +1 extra Income.

Eisenhower's Nightmare: Repair your reputation enough to become Established in National Defense.
Reward: Improved government opinion.

Golden Lion: Break someone out of Impel Duck.
Reward: New hero unit.

Something Rotten in San Fransokyo: Discover the truth behind the Zaibatzu's odd behavior.
Reward: Wendy Wower gains +10 Loyalty.

The Terror That Flaps in the Day: Figure out Negaduck's plan before it occurs.
Reward: New action unlocked.

Nightshade: Find out what Solanaceae wanted with the LUMINES system.
Reward: Someone's Identity.

Yesterday's Dream: Find the Box.
Reward: Begin The Realist.

Take What You Can Get: Invade Drusselstein.
Reward: No.
Penalty: Risk of annexing Drusselstein.

Sic Semper Oligarchus: Intentionally take a King off the board.
Reward: Your King gains +2 in a stat of your choice.

Somebody's Watching Me: Roll a 1 or a 100 on your Random Event Roll.
Reward: Hints.

Catch a Falling Star: Find Star Butterfly.
Reward: Tom, Marco and Janna gain +10 Loyalty.

Amateur Sleuth: Establish all possible spy networks.
Reward: DI7 bonus increases by 1.

Spymaster: Have rank 2 infiltration in at least 5 factions at the same time.
Reward: Your King gains 2 Intrigue.

Corporate Overlord: Gain 50 Income per turn from your Industries.
Reward: Gain trait Rich As a Duck: +5 penalty to all corporate action DCs made by other factions in industries you are Established or better in.

Street Samurai: Get a hero unit with 35 or more Martial to 75 opinion.
Reward: Unit gains 3 Martial.

Brave New World: Activate the Other-Dimensionator for the first time.
Reward: Assigned hero unit with Learning over 20 gains +5 Loyalty.

Midsummer's Worst Nightmare: Meet the Dream Queen yourself.
Reward: Learn her identity.

King vs. Kat: Insist on getting revenge on Kat.
Reward: Is it?

Khagan: Eliminate Genghis Khan's maluses.
Reward: Temujin gains +1 to all stats.

Khanpletionist: Remove all of Ghenghis Khan's maluses and reach Maximum Khan.
Reward: Ghenghis Khan gains +10 Opinion.

Truly Incredible: Have a world class, A-Lister Super or Cape under your command.
Reward: Prestige.

D.E.I.Y.: Create a homegrown hero unit.
Reward: Unit gains +5 Loyalty.

Ducktrails: Find Donald Duck.
Reward: Donald Duck may become a Hero Unit. Permanent loyalty boost for Dennis.

An Empty House in Mouseton: Find out what happened to Mickey Mouse.
Reward: Some questions answered.

Chan's the Man: Obtain all Chan Talismans.
Reward: New card unlocked.

DoofQuest International: Break into an international market.
Reward: Gain 2 Income.

Midnight: Cause the collapse of the U.S. Government and the subsequent deaths of millions.
Reward: Immediate independence.

Thirty-Six: Get inducted into a secret society.
Reward: Learn of the splinter.

A Loooot of Counseling: Repair the Dickens' marriage.
Reward: The Dickens become a permanent Contractor.

Doof In the House: Flagrantly abuse legal loopholes to ???
Reward: Gain access to the ???.

Did He Want You to Do That?: Succeed on an Intrigue National Action opposed by Xanatos' Infiltration DC.
Reward: +1 to your King's Intrigue.

Impossible: Succeed on a Martial National Action opposed by Shego's Defense DC.
Reward: +1 to Doof Martial.

Hound of Orion: Fail to stop something.
Reward: It begins.

It's Going to Get Worse: Survive ???
Reward: ???

It Can't Happen Again!: Hold a gala.
Reward: Opinion boosts with various Kings.

Caffeine: Inaugurate SPLIT/SECOND.
Reward: Meet the best racers in the world. A certain RER completes automatically.

The Sprite and the Firewall: Uncover the purpose of LEGACY.
Reward: ???

Hello Neighbor: Meet all interdimensional factions.
Reward: ???

Like A Real Capitalist: Sic the Government on someone.
Reward: +1 Government Opinion.

Rogue States Have To Stick Together: Become friends with Thembria.
Reward: Access to cheap sinks and ???

The Good News: Uncover the truth of the cult in San Fransokyo
Reward: ???

Life of Alan: Have Alan Bradley 'achieve' three critical failures in total (1/3)
Reward: Alan gains a trait that reduces the chance of crit failure.

It's My World and You're All Living in it: Encounter ??? in the heart of Doofania.
Reward: ???

Everything Is Under Control: Give a normal person superpowers.
Reward: +1 spontaneously generated funds from the ether.

He's a Quack: Help humiliate Ludwig von Drake.
Reward: Ludivine gains +10 opinion.

A New Man: Complete the New Men Project OR resolve Janus Lee's issues.
Reward: ??? or ???

Empty Nest: Increase child count by 1.
Reward: Depends on the child.

Maybe There's a Lesson in All This: Halt 3 Critical Failures with Mr. Moesby.
Reward: Doofenshmirtz gains +1 Stewardship.

Self-Improvement: Complete all of Doof's training personal actions at least once.
Reward: +1 to Doof's lowest stat.

And some you have missed the opportunity to complete:

No Gods, No Masters: Help Sinatron establish Free Vegas.

Falconer: Subvert or recruit Alonso Hawk.

It's the Future!: Become the first to make the flying car into a functional industry.

Excommunicato: Do not send anyone to the Twelfth Night and lead Horvath, Glasses, and Huntsmaster to victory over Demona. The Glooms would have been there too.

Stone by Day: Be the one to reveal gargoyles to the world.

No More Licorice: Be the one to rescue Della Duck from the Moon.

Turnkat: Discover Kat in your ranks and turn him to your side.

Word of Rod: Don't go in the elevator.

Zero: Break Hego beyond hope of repair, or get him killed.

Power of the Atom: Invent and exploit fusion power on the market.

Breadbasket: Dominate the food industry.

Keep Resisting: Leave Candace's Resistance alone long enough that it becomes an actual threat.
I didn't record the Objectives previously, oh well.

We got the "People Die When They Are Killed" objective.
 
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Will Bobinald Russ live or die?

Find out next time!
I'm probably just gonna ignore this thread for a week and then see what happens.

Don't worry, he's a QM's OC so he has an insulating layer of plot armour.

That being said, they will absolutely throw him back into the twilight zone.
Honestly, if I know C-Moon, he is 100% willing to let his/another QM's OC get their teeth kicked in. Also, i'd be willing to bet the Talisman has decreased the odds of Negaduck murder, but increased the odds of Twilight Zone shit.
 
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Something I also want to do eventually is have Doof chat with the same hero unit like, once a turn or every other turn, someone that could end up becoming a solid friend with him, he's still at 0 friends!

I think Wiley would be best. He's one of the longest standing hero units alongside Goofy, he's a councilor, we have a lot in common personality and interests wise, and it would be fun to see Doof and Wile E (and Tech E) hanging out. Plus, our Wiley chat was kind of meh at 57. He makes the most sense out of all the councilors.

After we've gone through the glut of other first time chats that we still need to get through first though.
 
I can work with this, anyone else?
Honestly, I would probs do this if we didnt already have a plan about to win. I dont want to leech votes off a plan for ODI, as much as i want it, since Learning will probs be free next turn.

Both because splitting the vote when there is such a massive lead will probably just make it go longer (seriously over 50% of the votes are to this one plan) and its really just a minor thing.
 
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