Disney Villains Victorious: Gridlocked - Rise of Heroes

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What would happen if Doof got a flash of inspiration?
Prologue

mangawriter77

Otaku^9000 (In my own opinion)
Location
You'll neeever guess
Pronouns
He/Him/His
It's 1985. Recently, a certain Drusselsteinian was sent to the schtor to buy some Dussenkraut. It turned out to be just a painting in front of a ship (cut him some slack, he had always had trouble distinguishing between a schtor and a painting of a schtor). However, not one to be deterred by unfortunate circumstances (because what else was new for him), he decided to seize the day with both hands… and a mop. That was how he got his first job as a deckhand.

Little did he know that his life was about to take a dramatic shift, which would start him on the greatest adventure of his life.

The unwilling immigrant just knew he was going to a golden land of opportunity, a land with a pioneering spirit that welcomed misfits such as himself. He was sure his life was about to change for the better upon leaving the boat.

Under normal circumstances, he would've been completely wrong. Instead of any golden land, he ended up in America. But, he knew he was home… in the sense that everything there was familiar.

Left alone, the former Drusselsteinian would have eventually ventured to Danville, Colorado, where he would have founded a company, devoted his life to petty grudges and mad science, and spent his days fighting his platypus arch-nemesis. Eventually, he would have succeeded in his endeavor to take over the Tri-State Area, but at the cost of his best friend and nemesis. He would never be forgotten, but the now-conqueror would have built up an "Evil" empire to try and fulfill his ambitions. But, he would be beset by villains just as, if not more, evil than he as he shook the status quo with his goals. It wasn't true peace or happiness, but he was the one in control now, and that brought him some measure of comfort.

Until even that would be taken away. A dream demon would have broken free of his prison in Oregon, and nothing anyone threw at him, limited as it was, could stop him. Lives would have been lost, minds would have been shattered, and everything the Alliance, and the immigrant, would have built would have been consumed by the Oddpocalpyse (or Weirdmageddon for some).

This time, however, would be different. Due to the tireless work and constant effort he so often gave his schemes, he would have gained the power to send his past self a manuscript of everything he had ever done. It was his autobiography, his collection, his Doof Resistánce. It was the Book of Doofenshmirtz. The plan was to send it to the doctor of the past who had just taken over the Tri-State Area. Little did he know that the timeline was extremely borked long before the demon had wrought his insanity upon the fabric of reality.

In layman's terms, the Drusselsteinian who had been brought to America unwillingly would now be half-right. He may not have gone to the land he desired, but his life was about to take a drastic turn…

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Your name is Heinz Doofenshmirtz. You've recently been kicked off at the wrong dock, landing in New York instead of the land of opportunity you hoped for. It's not that much different from home. Already, you've had a pile of crates dropped on top of you, gone through an invasive and confusing naturalization process, been kicked out of seven establishments for various reasons, and failed to find a job or shelter. You nestle in an alleyway, huddled in a cardboard box as it begins to rain. Is this going to be your life from now on? If this place is as much like home as it seems, then the answer is probably yes. However, you want to at least try to make a living here (I mean, you're stuck here, what else are you supposed to do?), so you check your bag for the map you got at Coney Island… and brush across something unexpected.

You grasp the unknown object and pull it out. It's a large book that wasn't there before. In fact, you don't remember owning this book ever before at all. It's large, bound in a velvet red cover, and lined with gold. Upon the front cover is a golden hand with the letter "D" printed in the center of the palm. You place your hand over it to find that the hand matches yours exactly. This shouldn't be possible. Your hand is the combination of a 1/1000000 gene combination of medium-sized thin palms and extra-long, thin fingers. Yet this hand is a direct match.

Curious, you open the cover… and are shocked to read the first paragraph.

Hello, Past Heinz Doofenshmirtz. This is your future self speaking. The year is currently 20XX. The world of this time is doomed. Everything I know and love has either been destroyed or is soon to be destroyed. All hope is lost. This is my past, but it is your future. With this book containing all of my knowledge, you will be able to stop this.

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Upon reading, it becomes apparent that Future Doofenshmirtz meant to send this thing to a more established Doofenshmirtz, one who had successfully taken over the Tri-State Area and was in a position of power, allowing him to help. You were just a guttersnipe nobody. However, you can't just sit here and do nothing. You have this knowledge now, and you need to use it. No way are you letting this "Bill Cipher" win again. However, that begs the question; what can you do? You have no resources or connections. You just got here! You don't know anything about magic or aliens, and you can barely cobble together a device that shoots lasers into space. How are you supposed to fight a dream demon from a 2D dimension?

You suppose you could just follow the book's guidelines and live your life exactly how it describes. Apparently, you invented a Backstory-inator that allowed you to revisit all of your memories and write everything that happened in your life down in painstaking detail (you're surprised you got so much space out of this journal and still leave half of it for research notes, blueprints, and instructions on various subjects; you suspect magic is involved). However, that seems like a lot of work involving a lot of pain and suffering, something you're not looking forward to. Besides, if you do that, you'll only come into power four years too late to stop Bill from gaining a foothold in this dimension. If you really want to save the world, you're going to have to prevent Bill from ever succeeding.

Wait… save the world… that's it!

In the future, you became evil and came to power through brute force, intimidation, and shadowy backstreet deals! However, that meant you had a short list of allies and you were too busy fighting with your enemies (especially Negaduck) to try and do anything about Bill. Then it was too late and everything went to Weird.

But, right now, good is the name of the game! Saving the world is one of the most popular occupations around, especially in America, the home of several superheroes! And heroes love cooperation! This job seems best suited for courageous individuals and selfless supers.

That settles it: you won't make Doofenshmirtz Evil Incorporated, you'll make Doofenshmirtz Hero Incorporated! You will be the greatest hero entrepreneur and sponsor the world has ever known! You'll gather your allies, you'll defeat Bill, and it will be completely unexpected! And by "unexpected", you mean COMPLETELY EXPECTED!!!!!

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You approach the door carefully, checking this way and that to make sure there aren't any traps lying around. The Book of Doofenshmirtz had a very helpful "Traps" section, so you know what to look for just in case this guy decided he doesn't like unannounced visitors.

Although your epiphany is helpful to your goals, you still have no resources or connections. You can't just walk into a store and buy a megacorporation for heroes. For one thing, you have no money. Fortunately, the Book of Doofenshmirtz provided you with a contact that you knew in the future, who just so happened to work for a very powerful entity that would be very invested in keeping Bill contained. The real challenge would be convincing him to let you talk to his bosses. Then again, given his occupation, he shouldn't find your story that hard to believe.

You knock at the door and wait a few seconds. Then, it opens, revealing a young man with a combed, black hairdo, a somewhat present mustache, and a large unibrow above his eyes.

"Hello, Captain Monogram," you greet courteously. "My name is Heinz Doofenshmirtz, and I am in need of your assistance in saving the world from Weirdmaggedon. And before you ask, no, I'm not a door-to-door priest trying to get you to convert to Gnomic Christianity."

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Welcome to Disney Villains Victorious: Gridlocked - Rise of Heroes, a CK2-style quest inspired by the ever-popular DVV: Gridlocked DoofQuest! In this, you will take the role of a young Heinz Doofenshmirtz, as he makes a switch to the side of good in an attempt to prevent a prophesied apocalypse! You will direct hero units, commence quests, make friends and enemies, and make all sorts of choices in order to prevent the inevitable rise of Evil! And by inevitable, of course, I mean COMPLETELY EVITABLE!!!

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The first turn will be the spring of 1987. You have been trained by the federal government as an agent for the past two years and have learned much in your time there. Soon, it will be time for graduation, where the government will give you a large loan to set up your own megacorps in your multi-step Anti-Bill Plan! (It's a work in progress.) However, things are about to change…

Time to customize Doof! While being given government training, you discovered that you were really proficient in one of these classes (Pick one):

[ ] Foreign Diplomacy: Turns out, there's something oddly endearing about your character underneath your scratchy voice and your… looks. However, you have learned to weaponize this into a great skill. Now, with your repertoire of many languages, customs, and conversation strategies (plus a few charm spells), you can both charm the most stubborn of dictators as well as win almost any flyting competition you get in! Plus, it's now much harder to accidentally offend someone. (Gain +5 Diplomacy and +2 Occult, as well as the traits Multilingual, Cultural Expert, and Shakespearean Flyter)
[ ] Advanced Weapons and Combat: While you aren't, nor will you ever be, Chuck Norris, you find yourself strangely gifted in the arts of violence. Through training with several instructors of arts physical, mental, spiritual, and mystical, you now know your way around all types of combat zones, fight rings, and weapon armories, and can use the resources around you to maximum effect. (Gain +5 Martial and +3 Occult, as well as the traits Master of Arms and Serene Mind.)
[ ] Subterfuge and Misdirection: As this is a spy agency, you find yourself absorbing its culture and lessons quite well. Through the use of several physical and mystical tricks, you are basically on par with most ninjas, capable of sneaking into places with high security, stealing valuable items, telling blatant and outlandish lies without being called out, and can leave trails of rumors and misdirections that will run several people in circles. (Gain +5 Intrigue and +3 Occult, as well as the traits Spymaster and Trickster.)

Also, these last two years have given you plenty of time to read through the Book of Doofenshmirtz. You have discovered that it's a treasure trove of knowledge, with emphasis on a few particular subjects (Pick 4; those you do not select are not stricken from the book, the bonuses will just be absent):
[ ] Scientific Advancements (+30 to Learning Actions gained from the Book, +15 to Learning Actions that involve new technology or practices)
[ ] Life Story (+15 to all personal actions that improve Doof as a person, +10 to rolls rebuilding/redesigning old inators)
[ ] Past History (+20 to all Intrigue actions, decays by -5 every year)
[ ] Recent History (+10 to any actions that involve events that happened similar to DVV:G canon)
[ ] Major Villains (+10 to all actions concerning Disney Antagonists (Drakken, Xanatos, D0R-1S, etc.))
[ ] Major Heroes (+10 to all actions concerning main Disney Protagonists (Goliath, Star Butterfly, Mr. Incredible, etc.))
[ ] Major Events (+10 to Random Event Rolls and to all rolls made during a Crisis)
 
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Game Mechanics
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.
 
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Lore
What is Disney Villains Victorious?

This quest will be based on a campaign setting (DVV: Gridlocked) where all your favorite Disney villains won and rule the US of A! Only this is the late 1980s, meaning you have the opportunity to prevent it from ever happening! You could even prevent certain events from happening, such as the invention of the MCP or the passing of the SRA, altering the timeline if you so wish.

The World at Large

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

Superpowers

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

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

Toons

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

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

Anthropic Animals

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

The Masquerade

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

Or you could just read the setting lore. Cheaters.

Magic and Aliens

You were certain that these two subjects are real, all thanks to the autobiography from the future. If you want to discover what wonders they hide, then you will have to work hard to reach them.

The Government

Thanks to the information given by the Book of Doofenshmirtz, you were able to make nice with the Feds early on, and even gained some friends willing to part with some information on occasion. Congress is even ready to give you a loan to start your plan! But, even with these generous start, you might want to be careful with your actions if you want to stay at their good side. Even Future Doof was wary of making uncle Sam angry.

Paradoxes

Throughout the quest, you might notice that some things don't exactly line up. Dates may contradict each other, events could've happened in the past that outright invalidate others, and some people could inexplicably be holding positions of power for decades despite not looking a day over thirty. But due to the circumstances that led to the beginning of this quest, the stability of this reality has weakened into a film that passes the truly inexplicable to this point, making things literally pop up out of nowhere! Whatever shows up can either be a minor thing or an event that could shake up the progress of your goals.
 
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[X] Foreign Diplomacy: Turns out, there's something oddly endearing about your character underneath your scratchy voice and your… looks. However, you have learned to weaponize this into a great skill. Now, with your repertoire of many languages, customs, and conversation strategies (plus a few charm spells), you can both charm the most stubborn of dictators as well as win almost any flyting competition you get in! Plus, it's now much harder to accidentally offend someone. (Gain +5 Diplomacy and +2 Occult, as well as the traits Multilingual, Cultural Expert, and Shakespearean Flyter)

I believe this should allow us a good variety of heroes the world over, and they should be able to cover Intrigue and Martial for us.

[X] Scientific Advancements (+30 to Learning Actions gained from the Book, +15 to Learning Actions that involve new technology or practices)
[X] Life Story (+15 to all personal actions that improve Doof as a person, +10 to inator rolls)
[X] Major Heroes (+10 to all actions concerning main Disney Protagonists (Goliath, Star Butterfly, Mr. Incredible, etc.))
[X] Major Events (+10 to Random Event Rolls and to all rolls made during a Crisis)

Better Learning? Phenomenal. Better personal improvement? Great. More Heroes for Hero focused Doof? Amazing. Some cushioning for Crisis events? Absolutely spectacular.
 
Huh, almost forgot about this, but it's cool to see this making a come back.

[X] Foreign Diplomacy

[X] Scientific Advancements
[X] Life Story
[X] Major Heroes
[X] Major Events

I was tempted by Past History, but eventually it'll decay and won't be helpful any more so these are the best imo. Especially Major Events. After all, some of the really bad RE rolls are real killers so anything that makes it slightly harder for them to happen is good.
 
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Huh, almost forgot about this, but it's cool to see this making a come back.

[X] Foreign Diplomacy
[X] Scientific Advancements
[X] Life Story
[X] Major Heroes
[X] Major Events

I was tempted by Past History, but eventually it'll decay and won't be helpful any more so these are the best imo. Especially Major Events. After all, some of the really bad RE rolls are real killers so anything that makes it slightly harder for them to happen is good.
Pick only four, please
 
It is weird to see Doof try his hand at Heroing, but so long as he still bumbles about and is a good father, then i don't mind.


[X] Foreign Diplomacy: Turns out, there's something oddly endearing about your character underneath your scratchy voice and your… looks. However, you have learned to weaponize this into a great skill. Now, with your repertoire of many languages, customs, and conversation strategies (plus a few charm spells), you can both charm the most stubborn of dictators as well as win almost any flyting competition you get in! Plus, it's now much harder to accidentally offend someone. (Gain +5 Diplomacy and +2 Occult, as well as the traits Multilingual, Cultural Expert, and Shakespearean Flyter)

Weaponize the weird charm, become the heart of any Hero group we become a part of.

[X] Scientific Advancements (+30 to Learning Actions gained from the Book, +15 to Learning Actions that involve new technology or practices)
[X] Major Villains (+10 to all actions concerning DoofQuest Kings)
[X] Major Heroes (+10 to all actions concerning main Disney Protagonists (Goliath, Star Butterfly, Mr. Incredible, etc.))
[X] Major Events (+10 to Random Event Rolls and to all rolls made during a Crisis)

Nice thing of his tech and get some bonuses regarding the future big players and those who we can try to help.
 
[X] Foreign Diplomacy: Turns out, there's something oddly endearing about your character underneath your scratchy voice and your… looks. However, you have learned to weaponize this into a great skill. Now, with your repertoire of many languages, customs, and conversation strategies (plus a few charm spells), you can both charm the most stubborn of dictators as well as win almost any flyting competition you get in! Plus, it's now much harder to accidentally offend someone. (Gain +5 Diplomacy and +2 Occult, as well as the traits Multilingual, Cultural Expert, and Shakespearean Flyter)

[X] Scientific Advancements (+30 to Learning Actions gained from the Book, +15 to Learning Actions that involve new technology or practices)
[X] Major Villains (+10 to all actions concerning DoofQuest Kings)
[X] Life Story (+15 to all personal actions that improve Doof as a person, +10 to inator rolls)
[X] Major Events (+10 to Random Event Rolls and to all rolls made during a Crisis)

No more Kat. (And better Therapy.)
 
[X] Subterfuge and Misdirection: As this is a spy agency, you find yourself absorbing its culture and lessons quite well. Through the use of several physical and mystical tricks, you are basically on par with most ninjas, capable of sneaking into places with high security, stealing valuable items, telling blatant and outlandish lies without being called out, and can leave trails of rumors and misdirections that will run several people in circles. (Gain +5 Intrigue and +3 Occult, as well as the traits Spymaster and Trickster.)

[X] Scientific Advancements (+30 to Learning Actions gained from the Book, +15 to Learning Actions that involve new technology or practices)
[X] Life Story (+15 to all personal actions that improve Doof as a person, +10 to inator rolls)
[X] Past History (+20 to all Intrigue actions, decays by -5 every year)
[X] Major Events (+10 to Random Event Rolls and to all rolls made during a Crisis)
 
[X] Foreign Diplomacy: Turns out, there's something oddly endearing about your character underneath your scratchy voice and your… looks. However, you have learned to weaponize this into a great skill. Now, with your repertoire of many languages, customs, and conversation strategies (plus a few charm spells), you can both charm the most stubborn of dictators as well as win almost any flyting competition you get in! Plus, it's now much harder to accidentally offend someone. (Gain +5 Diplomacy and +2 Occult, as well as the traits Multilingual, Cultural Expert, and Shakespearean Flyter)

[X] Scientific Advancements (+30 to Learning Actions gained from the Book, +15 to Learning Actions that involve new technology or practices)
[X] Major Villains (+10 to all actions concerning DoofQuest Kings)
[X] Major Heroes (+10 to all actions concerning main Disney Protagonists (Goliath, Star Butterfly, Mr. Incredible, etc.))
[X] Major Events (+10 to Random Event Rolls and to all rolls made during a Crisis)

Nice thing of his tech and get some bonuses regarding the future big players and those who we can try to help.
 
[X] Foreign Diplomacy: Turns out, there's something oddly endearing about your character underneath your scratchy voice and your… looks. However, you have learned to weaponize this into a great skill. Now, with your repertoire of many languages, customs, and conversation strategies (plus a few charm spells), you can both charm the most stubborn of dictators as well as win almost any flyting competition you get in! Plus, it's now much harder to accidentally offend someone. (Gain +5 Diplomacy and +2 Occult, as well as the traits Multilingual, Cultural Expert, and Shakespearean Flyter)

[X] Scientific Advancements (+30 to Learning Actions gained from the Book, +15 to Learning Actions that involve new technology or practices)
[X] Major Villains (+10 to all actions concerning DoofQuest Kings)
[X] Major Heroes (+10 to all actions concerning main Disney Protagonists (Goliath, Star Butterfly, Mr. Incredible, etc.))
[X] Major Events (+10 to Random Event Rolls and to all rolls made during a Crisis)

Welcome back!
 
I respect the path of diplomacy, and the fact that it gives the most Traits, three instead of two, is tempting indeed.

But I'm tempted even more by another option, the option to actually being able to keep our mouth shut and keep secrets! The path of the Soymaster is always a fun one.

The path of... BAT-DOOF.

[X] Subterfuge and Misdirection: As this is a spy agency, you find yourself absorbing its culture and lessons quite well. Through the use of several physical and mystical tricks, you are basically on par with most ninjas, capable of sneaking into places with high security, stealing valuable items, telling blatant and outlandish lies without being called out, and can leave trails of rumors and misdirections that will run several people in circles. (Gain +5 Intrigue and +3 Occult, as well as the traits Spymaster and Trickster.)


[X] Scientific Advancements (+30 to Learning Actions gained from the Book, +15 to Learning Actions that involve new technology or practices)
[X] Major Villains (+10 to all actions concerning DoofQuest Kings)
[X] Life Story (+15 to all personal actions that improve Doof as a person, +10 to inator rolls)
[X] Major Events (+10 to Random Event Rolls and to all rolls made during a Crisis)

These are all good though, keeping this. Tempted by Past History, pump up our Intrigue even more to get our feet under us and really make the beginning easier, but I like options that don't decay.

Scientific Advancements because we're Doofenshmirtz, Learning is our thing.
Major Villains because Kings are scary and having a leg up on them is important.
Life Story because this way might lead to improving our stats faster, plus padding out Inator rolls so we don't get a bad one.
Major Events because random events are very scary.
 
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[X] Foreign Diplomacy: Turns out, there's something oddly endearing about your character underneath your scratchy voice and your… looks. However, you have learned to weaponize this into a great skill. Now, with your repertoire of many languages, customs, and conversation strategies (plus a few charm spells), you can both charm the most stubborn of dictators as well as win almost any flyting competition you get in! Plus, it's now much harder to accidentally offend someone. (Gain +5 Diplomacy and +2 Occult, as well as the traits Multilingual, Cultural Expert, and Shakespearean Flyter)

[X] Scientific Advancements (+30 to Learning Actions gained from the Book, +15 to Learning Actions that involve new technology or practices)
[X] Major Villains (+10 to all actions concerning DoofQuest Kings)
[X] Life Story (+15 to all personal actions that improve Doof as a person, +10 to inator rolls)
[X] Major Events (+10 to Random Event Rolls and to all rolls made during a Crisis)
 
[X] Foreign Diplomacy

[X] Scientific Advancements (+30 to Learning Actions gained from the Book, +15 to Learning Actions that involve new technology or practices)
[X] Major Heroes (+10 to all actions concerning main Disney Protagonists (Goliath, Star Butterfly, Mr. Incredible, etc.))
[X] Life Story (+15 to all personal actions that improve Doof as a person, +10 to inator rolls)
[X] Major Events (+10 to Random Event Rolls and to all rolls made during a Crisis)
 
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So the year is 1987, Syndrome hasn't fucked up the superheroes yet, MCP hasn't been created, Freddy Fazbear's Pizza closes as someone loses their frontal lobe, several heroes haven't even been born yet, various disney villains haven't been victorious, and most importantly, Bill hasn't got a foothold yet. I mean. Probably. Who knows how he interacts with time.

Is the "Dustbowl" here yet? Because investing in food creation seems like it'd be a wonderful idea before America's breadbasket gets turned into the Wasteland.
 
[X] Subterfuge and Misdirection: As this is a spy agency, you find yourself absorbing its culture and lessons quite well. Through the use of several physical and mystical tricks, you are basically on par with most ninjas, capable of sneaking into places with high security, stealing valuable items, telling blatant and outlandish lies without being called out, and can leave trails of rumors and misdirections that will run several people in circles. (Gain +5 Intrigue and +3 Occult, as well as the traits Spymaster and Trickster.)

[X] Scientific Advancements (+30 to Learning Actions gained from the Book, +15 to Learning Actions that involve new technology or practices)
[X] Life Story (+15 to all personal actions that improve Doof as a person, +10 to inator rolls)
[X] Past History (+20 to all Intrigue actions, decays by -5 every year)
[X] Major Events (+10 to Random Event Rolls and to all rolls made during a Crisis)
 
So the year is 1987, Syndrome hasn't fucked up the superheroes yet, MCP hasn't been created, Freddy Fazbear's Pizza closes as someone loses their frontal lobe, several heroes haven't even been born yet, various disney villains haven't been victorious, and most importantly, Bill hasn't got a foothold yet. I mean. Probably. Who knows how he interacts with time.

Is the "Dustbowl" here yet? Because investing in food creation seems like it'd be a wonderful idea before America's breadbasket gets turned into the Wasteland.
There is no Dustbowl yet. There may never be a Dustbowl. It may show up sooner than expected. Who knows? Time is borked.
 
[X] Foreign Diplomacy: Turns out, there's something oddly endearing about your character underneath your scratchy voice and your… looks. However, you have learned to weaponize this into a great skill. Now, with your repertoire of many languages, customs, and conversation strategies (plus a few charm spells), you can both charm the most stubborn of dictators as well as win almost any flyting competition you get in! Plus, it's now much harder to accidentally offend someone. (Gain +5 Diplomacy and +2 Occult, as well as the traits Multilingual, Cultural Expert, and Shakespearean Flyter)

[X] Scientific Advancements (+30 to Learning Actions gained from the Book, +15 to Learning Actions that involve new technology or practices)
[X] Major Villains (+10 to all actions concerning DoofQuest Kings)
[X] Life Story (+15 to all personal actions that improve Doof as a person, +10 to inator rolls)
[X] Major Events (+10 to Random Event Rolls and to all rolls made during a Crisis)
 
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[X] Subterfuge and Misdirection: As this is a spy agency, you find yourself absorbing its culture and lessons quite well. Through the use of several physical and mystical tricks, you are basically on par with most ninjas, capable of sneaking into places with high security, stealing valuable items, telling blatant and outlandish lies without being called out, and can leave trails of rumors and misdirections that will run several people in circles. (Gain +5 Intrigue and +3 Occult, as well as the traits Spymaster and Trickster.)

[X] Scientific Advancements (+30 to Learning Actions gained from the Book, +15 to Learning Actions that involve new technology or practices)
[X] Life Story (+15 to all personal actions that improve Doof as a person, +10 to rolls rebuilding/redesigning old inators)
[X] Major Heroes (+10 to all actions concerning main Disney Protagonists (Goliath, Star Butterfly, Mr. Incredible, etc.))
[X] Major Events (+10 to Random Event Rolls and to all rolls made during a Crisis)
 
[X] Foreign Diplomacy: Turns out, there's something oddly endearing about your character underneath your scratchy voice and your… looks. However, you have learned to weaponize this into a great skill. Now, with your repertoire of many languages, customs, and conversation strategies (plus a few charm spells), you can both charm the most stubborn of dictators as well as win almost any flyting competition you get in! Plus, it's now much harder to accidentally offend someone. (Gain +5 Diplomacy and +2 Occult, as well as the traits Multilingual, Cultural Expert, and Shakespearean Flyter)

[X] Scientific Advancements (+30 to Learning Actions gained from the Book, +15 to Learning Actions that involve new technology or practices)
[X] Major Villains (+10 to all actions concerning DoofQuest Kings)
[X] Life Story (+15 to all personal actions that improve Doof as a person, +10 to inator rolls)
[X] Major Events (+10 to Random Event Rolls and to all rolls made during a Crisis)
 
(Gain +5 Diplomacy and +2 Occult, as well as the traits Multilingual, Cultural Expert, and Shakespearean Flyter)
I assume this isn't a typo and we're losing the Occult dot for the extra trait?

Anyway, my current shortlist and reasons are as follows:
  • [ ] Scientific Advancements (+30 to Learning Actions gained from the Book, +15 to Learning Actions that involve new technology or practices)
    • Obvious. We're a learning hero, first and foremost. @mangawriter77, is there a reason there's no occult section?
  • [ ] Recent History (+10 to any actions that involve events that happened similar to DVV:G canon)
    • Good for timeline manipulation, without decaying like Past History. Also leads to some kind of fun meta strategy stuff where we might try to manipulate events into rhyming with the future past so we can get this bonus on resolving them.
  • [ ] Major Villains (+10 to all actions concerning Disney Antagonists (Drakken, Xanatos, D0R-1S, etc.))
    • Good to keep tabs on threats, plus some of them have potential for a heel-face turn. I'd be especially happy if this includes Galfed, but they'll probably be covered by the next option if not.
  • [ ] Major Heroes (+10 to all actions concerning main Disney Protagonists (Goliath, Star Butterfly, Mr. Incredible, etc.))
    • Good notes on potential allies, especially the ones we can keep from dying or provide amnesty to when their situation destabilizes.
 
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