Note: These mechanics are taken from Made in Heaven's DoofQuest. Come check it out here!
Each turn will encompass everything done in one season (spring, fall, etc.). There will be a total of four turns in a year, and certain actions may be locked or unlocked depending on the time period.
National Actions are actions that further your goals and standing in the world. They encompass everything from corporate day-to-day affairs, spying on somebody, performing acts of heroism, recruiting new employees, or making exciting new leaps in technology. They fall into one of five categories- martial, diplomacy, stewardship, intrigue, or learning. In each turn, two actions from each category may be attempted, for a total of ten National Actions a turn. This limit may be raised in the future through special actions.
The base roll for a National Action will be as follows, rolling against a certain DC:
1d100 + Relevant stat of Doofenshmirtz + relevant stat of assigned hero + trait bonuses of Doof or assigned hero + loyalty bonus of hero+omake bonus
Rolling a 10 or below on the straight roll on a National Action will automatically critically fail, unless the action succeeds, in which case the result is a bare success. Rolling a 90 or more is a critical success, unless the action fails, in which case the result is a bare failure. Rolling a natural 100 on an action will cause the die to explode, allowing it to be rolled again. At certain points in the future, actions can be unlocked to lower the explosion threshold- the number that the die has to surpass naturally in order to explode. Theoretically it could be lowered to 90 or even lower, ensuring that every natural roll that surpasses that number will cause an explosion.
Personal actions are actions that each individual hero unit can attempt per turn. Normally, these are simple things that range from talking to people, social networking, meeting up and trying to improve relationships, or even something as mundane as seeing a movie. These actions may potentially unlock new research options or hero units, as well as increasing your employees' loyalty.
In lieu of a personal action, a hero unit may be assigned to a single national action per turn. This will add their relevant stat value to the roll.
As Dr. Doofenshmirtz, you will have a total of four personal actions per turn. They may be spent as you wish, but if you so choose you can burn three of your personal actions on giving a project your "special attention". This means that I will roll for the action twice, with relevant modifiers included, and take the better of the two rolls.
For most normal personal actions, a flat 1d100 will be rolled, with higher numbers indicating a greater degree of success. It is impossible to critically fail or critically succeed at a personal action as the failures or successes will take place in mundane ways. Getting a 1 when going to see a drive-in movie may simply result in the picture being rained out, while rolling a 100 could lead to that unit developing a greater appreciation for that genre of film.
Hero Units
Regardless of their actual morality, 'heroes' refer to notable individuals under your employ that can be assigned to certain tasks. While you have legions of nameless, faceless employees keeping things running smoothly behind the scenes, heroes are what make the magic happen- perhaps literally in some cases.
You will start off with one Hero under your employ, and through various actions others can be recruited to your cause. Sometimes this will be as straightforward as a Diplomacy action, while other times entire questlines of successive actions will have to be completed. You might even unlock heroes through some personal actions if you make the right ones.
Heroic units are not static and will react to your actions as they occur. Being excessively cruel might earn you the ire of some individuals under your employ, while others might be impressed by it. If treated poorly enough certain heroes might end up leaving or even betraying you! Conversely, treating heroes well may gain you their loyalty, along with potential new perks to use, or in some cases new hero units or technology as well. There is always the risk of exceptionally unstable individuals acting against your interests regardless, so you may need to balance this risk with any benefits they may offer- a mad scientist who offers +60 learning just might be worth it, even if he's liable to freak out and set fire to things unprovoked.
Money
Since you start out as the head of a corporation when money becomes a factor, it will be no issue for the most part. In order to become a megacorp, you'll have to be a bit stingy, but you should be alright for the most part. I won't be tracking specific dollar amounts, so you should always assume that you have enough money unless you seriously screw things up. Of course, money can't buy everything, and some people won't be willing to sell. The DC for a corporate buyout, for instance, would be more indicative of liquidating some of your assets and attending boardroom meetings rather than trying to come up with the cash.
Fanart and Omakes
I will be awarding bonuses for anyone who is willing to complete a good omake or piece of fanart! For a set price of XP you can buy one-time roll advantages, such as adding a certain bonus, lowering the crit threshold, or lowering the DC of that particular roll. There's a limit to how much you can put on one roll, but you can buy as many as you can afford with your XP.
'Canon' omakes would be stories that could actually take place in the quest's universe, and more importantly, can provide rumors that you could potentially act on. Got a favorite minor character that you really want to show up? Write an omake about them! With a little bit of tweaking to ensure it's canonical, your character may very well be available as a hero unit in the future! Of course, I will be holding certain characters in reserve until certain events are completed, so I won't be able to canonize certain pieces of content. Some characters may not be used at all, due to personal knowledge/perference.
Non-canon omakes would be just for fun. Have you got an amusing story idea, or wondered what would happen if the quest was taken in a different way? Write something up and you can earn some XP! This will be completely separate from the quest though, and have absolutely no bearing on any future events.
Fanart will also earn you a bonus, but it's got to be at least mostly relevant to the quest. Your picture of Thanos fighting Goku might be awesome, but it won't be awarded any XP. High-quality non-content will be given half as much XP as fanart or omakes, but I reserve the right to stop this if it looks like things are getting spammy.
For 100 XP, you can lower the DC of a roll by 1, add 1 to any one roll, or lower the explosion threshold of a roll by 1. A maximum of 2000 XP can be used per roll.
Canon and the Questline
This quest will be taking inspiration from the DoofQuest project, but it will not be following it wholesale. Many parts of that setting are designed to be played from a villainous perspective. As such, some of the information you may find in the linked documents may not be fully accurate to the universe this quest is taking place in.
What about the more specific properties? In general, I'll be following canon closely for inspiration, though I'm not going to behold myself to every little detail and may in fact change some things to make them more interesting and fun. I may even go completely off the rails in some cases! Everything you know and love about the franchises may still hold true- David Xanatos might still a Machiavellian businessman, Scrooge McDuck might still the richest duck in the world- but the way that specific events in canon may have played out could be vastly different. All you need to know for certain is this: nothing has happened yet. Through specific actions, or just by talking to the right people, you may alter the specifics while other details could still follow canon.
Any Disney or Disney-adjacent properties that are set in the modern day have a reasonable chance of making at least a cameo appearance… although I should mention this is only restricted to Disney or Disney-adjacent properties. While you might catch references to things like Marvel, Star Wars, or a number of other things, they're just that: references. No actual crossover is going to be taking place, so you can rest easy in knowing that the appearance of a Doctor Octopus equivalent won't be lugging along an incredible amount of cosmic baggage.
However, that's not to say I'm going to completely leave that stuff out. See Random Blips for more details...
Action Mechanics
A basic roll will be1d100+Relevant Stat of Doofenshmirtz + relevant stat of any assigned hero + trait bonuses of assigned Hero + loyalty bonus of hero + omake bonus. The goal is to meet the DC of a particular action, but there are varying degrees of success and failure.
Critical failures happen when your flat roll is 10 or lower, or if a natural 1 is rolled at any time. These are incredibly striking failures that may result in units or property becoming damaged, huge problems popping up, or even actions being taken against you if severe enough.
Normal failures happen if your roll is not a crit fail nor within ten points of the DC. You simply fail to complete what has been attempted. Sometimes this may result in lowering the DC, but not always.
Bare failures happen if your roll is within 10 of the DC. This will result in the project failing to be completed and lower the DC by half for the next time, as you have still completed most of the work. A final result of 90-99 on a DC 100 is a bare failure.
If your flat roll is 90 or higher, this will count as a critical success. This means that you have done the best you possibly can on that action, generally resulting in some positive effect for you. This could be anything from a vastly superior product to unlocking brand new research options as if your development team had an unexpected breakthrough.
Newsstand
Every season, you will get a comprehensive update on the circumstances surrounding both the world of business and the world of supers. Each turn, each major super and company will roll a d100. Possible bonuses can be added depending on the context of the roll. The amount of success they have will depend on the roll. Major villains will also all roll a d2 every turn to see if they have to face a major hero before rolling their d100. If the villain's roll beats the hero's, they get away. If the villain rolls a 50 or lower, however, their plan fails no matter what. If the hero's roll beats the villain's, the villain must go to jail. Come the next turn, that villain must pass a DC of 50 in order to escape and resume normal mayhem the turn after.
Hero success directly relates to how easy it will be to convince them to work for you. If they aren't doing so well, having a corporate backer will become appealing. If they are doing well, they will be less convinced that it's necessary. Any heroes working for you will have a +15 to all their rolls in the Newsstand, and if they do well, you get some income depending on the degree of success.
Reputation
Supers and Capes in this quest have Reputation based on their actions. Success and playing into their brand increases it, while failure and embarrassment decreases it. Supers with large Reputation may request funding and help from other Supers more easily, while those with less will find sympathetic allies and supplies harder to find. Reputation is also used in the government, allowing its agents and employees to rise through the ranks due to their successes. You can use this to make it harder for villains to find resources, gain more supplies for your heroes, and promote sympathetic members of the government into higher positions.
Random Events
Following your personal and national actions every turn, I will be rolling 1d100 to see what sort of random events will take place in that particular month. There is no way to control or modify this roll, you'll simply have to deal with the results as they happen. Higher numbers mean good things for you while lower numbers mean bad ones. These events could be anything, ranging from unexpected boons like new research options to minor, annoying events taking place elsewhere in the world to the start of something terrible you will have to deal with eventually. Some will just be for flavor and might not practically affect you at all.
Random Blips
Every year, I will roll another d100 to see what the timeline will throw at us. Due to Future Doof's tampering, it is now much more unstable then before as the stack of paradoxes pretending to be a timeline starts to tremble. Now, don't worry, it's not going to explode or anything. There's no Doomsday Clock or worsening status of the timeline, and this quest isn't on any timer except the one leading to Bill's arrival. However, it will stretch the fabric of space-time enough for some things to fall through. Whether or not they are good or bad is up to the dice, for they also decide where exactly this thing lands, as well as what/who it is. In a Blip, you may see a DVV Classic character show up, or a magical item, or even a character from the MCU! But that last one's only if you're really lucky. And no Star Wars, either. I'm staying out of space as much as possible. However, the actions you take in the present
will affect the timestream and by extension the Blips (heroic victories add bonuses, villainous victories add maluses).
Loyalty
All of your hero units will have a loyalty value assigned to them that reflects how loyal they are to you and your cause. For most units, this starts at 0 and can range from -100 to 100. A value of 0 to -25 indicates that the unit mildly dislikes you- nothing too serious for now, and it won't cause any harmful actions against you, but you might want to watch out to make sure it doesn't get worse. At -25 and beyond they will actively start hating you, and may make moves to pack up and leave at the earliest possible opportunity. Values of -75 or worse are when they will probably start to contemplate murder- at this point they deeply despise you and will actively attempt to work against you. Conversely, values above 25 will have them consider you a mild acquaintance, above 50 as a friend, and above 75 will see them start to consider unquestioning loyalty.
Just like in CK2, various modifiers can act upon this. Anyone under your employ automatically gets your diplomacy added to their loyalty, but certain people may have modifiers from the start. An intern you hire on may have a +15 modifier for giving them a job they really need, while a government employee could have a -20 modifier for you flouting the government's authority. Modifiers like these are permanent until some event removes or alters them- the government employee won't change too much just because you invite him to a few cocktail parties, for instance, but if you prove to him that his loyalty is genuinely deserved he might lose the malus.
Pay attention to your heroes' likes and dislikes! Forcing someone to work on a job they despise will give them a mild malus that will decay in a few months… unless you actively force them to keep working on that, in which case the modifiers stack, and the time it takes to remove will increase. Hiring a botanist and forcing them to work on organic chemistry will not go over well!
There's an advantage to keeping your heroes as loyal to you as possible. When making a roll, their loyalty will be reflected in a bonus modifier. A rating of -25 to 0 or 0 to 25 gives you an additional 10% of their relevant stat for that roll either subtracted or added, respectively. 25-49 will give you 15% added, 50-74 20%, and 75-100 25%. Numbers will be rounded down to the nearest whole.
If you have a hero with an Intrigue of 32 and a Loyalty of 15, they will gain a 32*0.1 rounded down bonus, or 3. The total roll will be:
1d100 + Doof's Intrigue + 32 + (32*.1=3.2, rounded down to 3) + any other relevant modifiers
Quest Missions
At certain points in the quest you will be given the opportunity to participate in events that will be more involved than a single roll. These can range from opportunities to explore new locales, from lost temples to other planets, attend technology expos or huge parties, and have the opportunity to make powerful friends or attain huge technological leaps. Many of these events will be time-limited but I'll always tell you when that's the case.
Up to five hero units may be assigned to a mission at a time by spending their personal actions, and you can only participate personally in some of these. It makes sense for you to attend a party, but not so much for you to go spelunking in an unknown area. Quests will usually contain a series of DCs that the heroes you assign will have to pass. Obviously, once these units are assigned to a mission they may not be assigned to anything else, and if the Quest takes more than one Turn they will remain unavailable for Personal Actions until the Quest is completed.