Disney Villains Victorious: Gridlocked - Rise of Heroes

I assume this isn't a typo and we're losing the Occult dot for the extra trait?
Indeed. Tradeoffs are a thing.
is there a reason there's no occult section?
Simple. Doof is not nor was he ever all that gifted with spellcasting. He knew some things, but not enough to really emphasize in the Book. As such, while you can gain Occult actions or Hero Units from studying the Book, you won't get any bonuses from it.
 
I'm gonna do a quick breakdown of the various builds:
[ ] 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)
Stats: Diplomacy is going to be important for recruiting Heroes and Allies alike, and is something Doof's not great in by default. Losing a point of Occult kinda sucks, but three traits (with enough overlap to assume at least two synergizing in most situations where any would apply) would be nice, and it's not like a +1 is that big a deal.
Multilingual: Good for researching ancient tomes and diplomancing foreign powers, both terrestrial and supernatural.
Cultural Expert: Good for both avoiding offense and probably identifying cryptids and other folkloric supernatural beings.
Shakespearean Flyter: You'd be surprised how many spirits you can win boons off of by beating them in a yo mama contest, and the ones you can't, you can at least distract pretty well.
[ ] 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.)
Stats: Martial will be useful for both defensive and offensive faction actions, and is something Doof isn't bad at, meaning it's bolstering one of his neutrals rather than covering a weakness, which is nice.
Master of Arms: Probably useful for both weapons development, and likely utilizing stolen or discovered artifacts. Plus maybe a personal combat boost which could come in clutch for Quests and Crises.
Serene Mind: Likely offers some amount of resistance to mental influence, which is always good (especially with Bill) and possibly some bonuses to learning more enlightenment based techniques. Definitely offsets the potential for stress breaks.
[ ] 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.)
Stats: We're a secret agent man. And we're after a secret plan. But seriously, info gathering, sabotage and counter-intelligence are almost certainly going to play into it.
Spymaster: Espionage perk, get their info.
Trickster: Counter-espionage perk, befuddle foes. Plus also probably some diplo or martial bonuses when interacting with other Tricksters.

Overall I think I'm gonna go:
[X] 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.)

[X] Scientific Advancements (+30 to Learning Actions gained from the Book, +15 to Learning Actions that involve new technology or practices)
[X] Recent History (+10 to any actions that involve events that happened similar to DVV:G canon)
[X] Major Villains (+10 to all actions concerning Disney Antagonists (Drakken, Xanatos, D0R-1S, etc.))
[X] Major Heroes (+10 to all actions concerning main Disney Protagonists (Goliath, Star Butterfly, Mr. Incredible, etc.))

Major Events feels kind of reactionary, but I'm alright if it wins.
 
[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)
 
[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)


Intrigue is going to be needed to keep our knowledge secret, or at the very least obscuring how we know these things. At least until we prevent bill.

Science is a give me

Life story is also give me. A blanket buff to personal actions and a buff to Inators? Being able to build old inators is incredibly powerful as his inators can be stupidly powerful especially if we don't have a platapus foiling us.

Heroes is extremely important because we want them on our side and we want to be able to convince them that we can help. In particular, we want Star to believe us as her villain is by far the most dangerous.

Looking at the random oven rolls from villains victorious, I can say with certainty that we want a buff to that
 
While I'm sure we'll try to replicate the dub of saving the go's I really hope we can pull another major dub and save Mr. Incredible, even if we change things enough that its only from his own depression.

He had a few flaws sure (ie perhaps too lenient on Buddy until that final night, handled snap choices a bit rougher than the ideal, definitely mask happy) but he was genuinely trying to do good by the world and he more than had the power to actually do it. Never hurts to have a titan of the golden age on your side.
 
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I like that there's really no bad option here, I'm fine with any of these options winning. Basically anything works.
 
[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.)

I personally just like Intrigue the best, specifically for the possibilities to counter-Intrigue people. Being able to gloat to a captured infiltrator because we'd already identified weakpoints in our own place and set up traps seems fun.


[X] Scientific Advancements (+30 to Learning Actions gained from the Book, +15 to Learning Actions that involve new technology or practices)

Doof's Learning-focused, so might as well double down on that.

[X] Life Story (+15 to all personal actions that improve Doof as a person, +10 to rolls rebuilding/redesigning old inators)

Mainly for the boost to redesigning Inator rolls, although the extra benefit from a +15 to Personal Actions can't be understated.

[X] Major Heroes (+10 to all actions concerning main Disney Protagonists (Goliath, Star Butterfly, Mr. Incredible, etc.))

Honestly, I'm not particularly sold on this one, but I guess I'll go for it. I suppose Protagonists tend to be a bit more time-limited than the opposite.

[X] Major Events (+10 to Random Event Rolls and to all rolls made during a Crisis)

A boost to RER is already absolutely amazing, and extra help during Crisis turns when we need it most is great. Plus, boosts to rolls during Crisis turns could convey additional stat boosts or other opportunities to units who survive it.
 
[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] Life Story (+15 to all personal actions that improve Doof as a person, +10 to rolls rebuilding/redesigning old inators)
[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] 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] Life Story (+15 to all personal actions that improve Doof as a person, +10 to rolls rebuilding/redesigning old inators)
[X] Major Villains (+10 to all actions concerning DoofQuest Kings)
[X] Major Events (+10 to Random Event Rolls and to all rolls made during a Crisis)

Aw yeah, I loved the original version of this a lot.
 
While I'm sure we'll try to replicate the dub of saving the go's I really hope we can pull another major dub and save Mr. Incredible, even if we change things enough that its only from his own depression.

He had a few flaws sure (ie perhaps too lenient on Buddy until that final night, handled snap choices a bit rougher than the ideal, definitely mask happy) but he was genuinely trying to do good by the world and he more than had the power to actually do it. Never hurts to have a titan of the golden age on your side.
It's also fairly easy to do.

Give him some funds, a disguise or get the government off his back and just let him lose on some poor unsuspecting villains.

Offer him any chance to do good and he'll jump at it. If we can also provide for his family even better.
 
You know we're ignoring the most important part of Doofenshmirtz, something that is absolutely critical if we're going to have any degree of success that's been sadly ignored by all of our options...

Is he still going to do showtunes?
 
Some timeline notes, skipping some Kings since, for example, The Incredibles has been moved up significantly:
  1. Kevin Flynn beefed it (or something) in 1982 but the Master Control Program likely has yet to subvert the bedrock of the internet since the World Wide Web won't even begin until 1989 and even the proto-Internet between research and military facilities only started in 1986.
  2. Stanford Pines was launched into the multiverse in the year 1983, two years before the prologue, four years before turn one.
  3. Assuming Shego is ~27 at the beginning of Kim Possible (series Bible said 25, character designer said early 30s), she'd be 12 right now.
  4. Sprites are around, but wouldn't have access to the internet. Litwik's Arcade was opened ~1982 and Turbo's probably going Turbo right about now. Not sure if we care about that.
  5. Negaduck is gonna go hog wild in 1991 (potentially the cause for anti-toon sentiment leading to the temporally displaced case of Roger Rabbit?)
  6. David Xanatos will purchase and relocate Castle Wyvern in 1994
  7. Jake Long will be born next year in 1988 and becomes the American Dragon circa 2002. America does not currently have an officially assigned World Dragon, though former Chinese Dragon Lao Shi has been living in New York since at least 1986.
  8. The Monsters are unlikely to resort to active kidnapping and scream extraction until 2001. Best estimate puts Monsters University ~1991.
  9. Michael "Goob" Yagoobian and DOR-15 with arrive with Acausal Intent sometime in the year 2007.
  10. Gideon finds Journal 2 some time between 2007 and 2009. The canonical events of Gravity Falls begin in 2012.
So general takeaways:
  • Become an Internet Service Provider to contest ENCOM before they fully get their roots into the internet.
    • Maybe recruit Sprites as allies against Basics.
  • Maybe set up an office (main office?) in Gravity Falls.
    • Take over whatever's left of McGucket Industries.
  • Check in on the Go family.
  • Maybe make contact with the Order of the Dragon?
  • Infiltrate Monstropolis.
    • Not sure how to make sure we get a non-industrial door, my gut instinct is to put monitoring equipment in children's rooms until we can detect the Doors, and then either spec into stealth drones or figure out a way to predict Door Jammer doors. Possibly setting an alert for if two signals are too close to each other?
    • Maybe recruit Toys somehow? Not sure if the Book includes those.
 
[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] Life Story (+15 to all personal actions that improve Doof as a person, +10 to rolls rebuilding/redesigning old inators)
[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.))


Oh hey this is back!

I don't know if the Doofquest OC's are going to play as huge a role in this, but if we need somebody capable in occult from the book Kitsune is definitely paling around…somewhere.
 
I don't know if the Doofquest OC's are going to play as huge a role in this, but if we need somebody capable in occult from the book Kitsune is definitely paling around…somewhere.
Eh, we could probably grab a canon character. Balthazar Blake, maybe. Young Eda Clawthorne. She's supposed to be in her mid 40s in TOH, so this should be around the time she started using the door.
 
[X] Life Story (+15 to all personal actions that improve Doof as a person, +10 to inator rolls)

The only bit I super care about. Everything else, I'm fine with whatever.
 
[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] Life Story (+15 to all personal actions that improve Doof as a person, +10 to rolls rebuilding/redesigning old inators)

[X] Major Villains (+10 to all actions concerning Disney Antagonists (Drakken, Xanatos, D0R-1S, etc.))

[X] Major Heroes (+10 to all actions concerning main Disney Protagonists (Goliath, Star Butterfly, Mr. Incredible, etc.))

So glad I got to get into a DVV Quest in the beginning, rather than super late again.
 
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Here's a preliminary tally:
Adhoc vote count started by The Froggy Ninja on Mar 17, 2023 at 3:15 AM, finished with 40 posts and 23 votes.

Looks like Diplomacy, Science, Major Events, Major Heroes and Major Villains, though Life Story is close behind.
 
[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)

Let´s be honest - over at Doofquest, us being regarded as "that weirdo playing at being a tinpot dictator and messing up everything in the process"
was/is one of the biggest mechanical roadblocks in getting the L.O.S.S. (League of the Semi-Sane) off the ground until pretty far into the game...I´d rather not make that mistake again.

[x] Life Story (+15 to all personal actions that improve Doof as a person, +10 to rolls rebuilding/redesigning old inators)
[x] Major Villains (+10 to all actions concerning Disney Antagonists (Drakken, Xanatos, D0R-1S, etc.))
[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)

With this, we´d get a headstart on connecting with those that have the potential to be movers and shakers on both side of the moral spectrum - both explicit Heroes like Winston Deavor and the more acceptable Villains like David Xanatos - and also would be able to learn from Future!Doofs experiences during messes like the *two* Galas connected to Kronos/Olympia, the Magical Auction, the Twelfth Night, the Cataclysm and of course "the Nega-War" that apparently was a catalyst for *finally* getting the L.O.S.S. off the ground (something which btw we should definitely do as well once this War happens over in DQ - a bunch of *halfway* reasonable shadow magnates coming together in a sorta-official, widespread alliance after many of their numbers got roughed up by a troupe of natural disasters in "human" form would definitely make sense imho).

So yeah, this time around I´d like to play Good!Doof as a sort of cross between Winston and David with a knack for reality-warping doohickeys.
 
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This is all very good, but we should keep in mind that sending the book back in time made, well, time even screwed than usual. I don't think we should trust exact dates when it comes to time travelling individuals or places. They might arrive earlier, later, never, or have always been here.
Yeah, it's supposed to be a general guideline. Thus why I'm advocating immediately expanding to Gravity Falls despite that canonically being boring for the next twenty years.
Although in the specific case of Goob, his arrival is linked to a specific person at a specific time. Without Lewis and his invention, Goob is just a depressed twelve year old trapped in the body of a forty something who hasn't bathed in three decades and DOR-15 is somewhat lacking in the facilities required to manufacture more helping hats.
 
[X] Foreign Diplomacy

[X] Scientific Advancements
[X] Life Story
[X] Major Heroes
[X] Major Events
 
[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: 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] Life Story (+15 to all personal actions that improve Doof as a person, +10 to rolls rebuilding/redesigning old inators)
[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] 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: 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] Life Story (+15 to all personal actions that improve Doof as a person, +10 to rolls rebuilding/redesigning old inators)
[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.))


Oh hey this is back!

I don't know if the Doofquest OC's are going to play as huge a role in this, but if we need somebody capable in occult from the book Kitsune is definitely paling around…somewhere.
Unfortunately, I was denied the rights to use any DoofQuest OCs, including Kitsune and Bob Russ. So, no. We will not be seeing them around
 
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