A Hellfish flys again! ( a Simpsons X DVV CK2 Quest)

A Hellfish flys again! ( a Simpsons X DVV CK2 Quest)
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"A Hellfish flys again! " DVV Gridlocked
After beating Burns in a poker match and gaining control of all his assets as a result a new power leads springfield...Grampa Simpson!
Now in charge of the town as it welcomes new arrivals will Grampa Simpson be able to protect the town and it's new residents from the forces of the kings while trying to keep the madhouse that is springfield in check and figure out how to use a computer or will he flounder.
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The beginning.
Once again, you can't help but keep looking through the window of his offi- Sorry, YOUR office (man, that still feels weird saying). No matter how many times you look, the view is still the same: a pair of barely maintained buildings and those two cooling towers with those weird atom symbols painted on them, still releasing that annoying smoke.

Honestly, you kind of get bored with this view after the first day. That asshole Burns surely felt some sort of happiness at looking at that, but you don't share his shitty tastes. Still, it's undoubtedly a better view than the rest of the city. It's been almost 3 months since the dome blew up, and things haven't quite gotten back to normal. Sure, people have managed to return to some semblance of normalcy, but the city's wreckage hasn't been cleared, and some buildings need a lot of repairs. You wonder when that lazy mayor is going to get off his money jacuzzi and begin fixing this mess. Damn, youngsters these days! Back in your youth, people were more responsible with their jobs!

Anyway, back to the power plant: the place still looks lame with its cheap-ass appearance, not worse for wear, surprisingly, even with all the chaos in the city during the quarantine. Stupid Burns must have paid some good money to keep this place working while the rest of the city had the electricity cut off. He must have kept laughing from his office while the rest of the city went through a hard time. Well, the joke's on him; it's your office now!

And once again, your thoughts go back to this. YOUR office. Your workers. Your Power Plant. You still can't come to terms with it, to tell the truth. Any moment now, you expect your former squad mate to appear from a hidden door in the office and go on a long-ass monologue about how this is a plan to humiliate you again.

But no, this time it's real; your damn gut tells you that. You really have ownership of this damn building and everything that miserly Burns owns.

You can remember it as if it happened a week ago. In fact, it DID happen a week ago!
And like all good stories, it started with poker.


—-------------------------------------------------------—-----------------------------------------------------------
The room was thick with the smell of high-class cigars and wine. It was dark, with only the ceiling light illuminating a small section of the room. Below that light, a group of the most rich and powerful men in Springfield were reunited for their monthly poker night.
There was Richard "Rich" Texan. Famous business owner of Springfield and too trigger-happy for your liking whenever he lost a round. You heard through the grapevine that with the dome accident, his business took a serious hit and was going through some hard times, so seeing him here betting absurd amounts of money was a surprise. The rumors could be false, or he was too stubborn to appear weak in front of these people. Your bet was on both.
Krusty the Clown was also here, though the star didn't have the usual smile he always wore for his shows. His clothes were a bit messy and were missing some of his iconic makeup. He seemed to have gone through some rough times these past few weeks, but eh, that's what all of us are dealing with. I'm not big on sympathy for this whippersnapper.
And then there was HIM! Your former Squad mate in the Flying Hellfish Unit, Montgomery Burns, with his bald head and impeccable green suit, had a smarmy smile on his face during the whole poker game. His assistant, Smithers was there, serving as the dealer for this occasion. The man looked like a lost puppy that was happy to follow the asshole wherever he went. Admittedly, he seemed to be the happiest of all the people in the room right now. Lucky him.
Oh, and don't forget you, the butt of the joke for that occasion.
Honestly, the only reason you were there was because of Burns. He approached you early today, asking you if you wanted to earn some money today and remember the "good times". You knew the bastard was up to one of his tricks, and accepting would make things worse for you. But there was no other choice.

You needed the money. Even after the dome broke down and things started to get fixed, not everything went back to normal. The Springfield Retirement Castle hadn't been fixed for all the damage it sustained during the crisis, and most importantly, there was no money for your medicine! You needed that stuff ASAP! So with a weary heart, you got your best suit out, gathered as much money as you had left, and got ready for what was supposed to be one of the worst nights of your life.
During the whole game, Burns and the other two players kept observing with mirth and snickering at all actions. How you were barely able to call the bets made, or your crestfallen expression whenever your hand lost to one of theirs. Burns brought you here, so he could put you down even more!
"Here! A straight, try and beat that!" You said this, showing Burns what was undoubtedly your best hand so far in the game.
"Mmm, a commendable effort, Simpson. Commendable, but useless once again." He said it with an air of arrogance, his smirk not leaving even once! "Full house, see and weep." He said this as he proceeded to take the money pot for this round.
And weep you almost did, these last rounds your luck has been down the drain along with your money, while Burns seemed to keep getting better and better. If this were to continue, you would certainly end up poor without a nickel to your name.
You watched the other 2 players' reactions, and they were as disheartening as yours. The Texan threw his hat on the ground and was seemingly unloading all the ammo he had into it, ridding it of holes. Krusty just sighed and was drowning his sorrows with the help of a bottle of wine, his expression as defeated as yours.
"Well, gentlemen, as fun as it is to keep stealing all the money you spent so much to get, especially yours, Simpson." He starts, and you almost flip him the bird but barely manage to restrain yourself. "I have other things to do, such as count how much money my wallet has gained. So I propose this: for one last round, the winner gets everything from the other losers. And trust me when I say, everything." He ends with a sly tone and reaches into his pocket, pulls out a piece of paper, and throws it into the middle of the table. Krusty, the Texan, and you get closer to take a good look, and a collective gasp follows.
Burns just put on the table the documents giving ownership to his power plant. The crazy bastard was actually serious. You cannot believe this.
And so another round began, all the money was thrown on the table, and the tension was high.
But as always, Lady Luck seemed to have forgotten about you. Your pathetic excuse of a poker hand you were given wasn't going to win you anything.
You almost fold and call it quits for tonight when something strange happens. You still can't put your finger on it, but you remember it clearly. As you opened your mouth to quit, the ticking of a clock started ringing in your ears, and your vision was suddenly blurred. You closed your eyes and rubbed them. All the while, the ticking didn't stop. You assume it was the stress getting to you.
After a bit, you opened your eyes, and the ticking seemed to finally stop. You looked at your poker hand, hoping somehow in the mere moments that passed the cards would transform into something useful, but alas, things stayed the same.
As you looked up into Burns's eyes and were ready to give up, you noticed something interesting. A small glint was coming off Burns's wrist. At first, you assumed it was a watch, but after giving it a better look, things started to make more sense.

"You cheating snake!" You hollered as your body moved faster than someone your age would expect. You grasped Burns' right arm and rolled up his sleeve. There, strapped to his wrist, was a cardholder with an Ace.

"What's that, mate?" Texan said as he leveled his revolver to Burns. "You weren't thinking of cheating, were you?" His gaze was murderous. Krusty too, seemed to pick up what was going on, and his expression looked pissed.

"Um... this you mean?" Burns said as he clutched his wrist, his gaze looking quickly into the eyes of the other 3 players, trying to come up with something. "It… my lucky holder, of course; I just use it for good fortune…" He still kept that annoying smirk, but sweat was starting to appear on his face. "It's like the lucky revolvers you like bragging about, don't you? Hehehe." He gives a weak laugh.

"Then you wouldn't mind playing another game without it, right?" You pressed on as you ripped the thing from him.

"What happens if I don't want to, eh, Simpson?" He turns his gaze to you, and you stare at nothing but hate and pettiness incarnate. And you didn't back down one bit, you couldn't give him any ground.

Luckily, the other two players were on your side this time. The Texan quickly fired a shot from his revolver, the bullet passing extremely close to Burns's head, and he, with a frightened expression, conceded almost immediately.

Except that wasn't the only thing that happened. The bullet impacted with a wall clock (you swear that wasn't there at the beginning, but you could have just forgotten, eh? It happens), and it ricochets into a glass of expensive alcohol. The glass and contents somehow landed straight into Smithers's eyes. The man dropped to the ground, squirming in pain as the alcohol burned his eyes. But no one at the table paid attention to him, all their focus was on the man who spent the whole night cheating.

"Fine, fine!" The cheater raises his hands in exasperation. "We will do it your way. I don't need some cheap tricks to be successful, Pff." He crossed his eyes and folded his arms. "Smithers, quick shouting in pain, you are making me look bad." The assistant, after a while, managed to stand up, but his eyes were inflamed and possibly more hurt. And once again, nobody cared, not even you.

And so a new game was played. The winner takes all. And this time things were looking up for you.

Smithers dealt the cards somewhat clumsily, and you had to use huge amounts of your willpower to not break into a full-on grin. Burns also kept that same smirk of his, while Krusty and the Texan each had a grimace.

A few rounds passed, and things started to reach their apex.

"Straight Flush." Burns declares as he shows his hand, confidence radiating from his slimy body. "Show what you've got, people." He says it with a little snicker.

The Texan immediately throws his poker hand on the table, nothing worth mentioning except a pair of 9. Krusty had folded the turn before and stopped paying attention to the game, instead, he spent the time drinking more from a flask he had brought.

You just stared at his hand, your face giving away nothing, while inside your heart was pounding so hard you expected to have a heart attack anytime now.

"C'mon, Simpson, stop wasting my time." He says it with a quick motion of his hand. "I need to get back home. Some people need their beauty sleep."

Without any objections, you decide to listen to him and drop your cards onto the table, so everyone can see them. Immediately, a few gasps and a shout of full horror resonated across the room.

"NOOOOOOO!!! "How can this be?" Montgomery Burns stares in abject horror at the royal flush across the table, where you sit. The 10, Jack, Queen, King, and Ace of Diamonds are standing there proudly.

"I think you were talking about MY new house, don't you?" You said this as you grabbed the whole pot. Not only money, but a few documents that indicated you were the proud owner of a new business and some other shinnies.

"You-You think I will let this happen? Give it back. GIVE!!! IT!!! BACK!!!" Burns tried to stop you, but the most he could do with his skeletal body was to be dragged down the street as he held onto your leg. After walking down a few streets, he loses the grip on his leg, and all he can do is stare impotently at your back.

"I will have my revenge, Simpson!" Burns shouted while laying on the ground, his fist raised high as he cursed to the heavens. "Do you hear me?!"

You ignored him, of course, and were more focused on figuring out where his mansion was.

And that's the story of how you became the new owner of Springfield's Nuclear Plant.

—-------------------------------------------------------—-----------------------------------------------------------
You didn't know what to do with all of Burns's riches, and you had no clue how to run the power plant. You were totally at a loss until your friend Jasper suggested it to you.

"How about you hire someone to help you do that stuff?" He said this as he rested on one of the cushy sofas in Burns' mansion. The place was elegant but had some issues. Mostly, all the pictures and statues of Burns decorated the place. The man had an EGO! "Isn't that what Burns does with that lackey of his?"

"I suppose that's as good an idea as any." You shrug, deciding you lost nothing trying. "Thanks, Jasper."

The man shrugs, deciding to keep his focus on the TV. Both of you were watching a marathon of Mattock, and it was great!

Jasper and you may not have seen eye to eye before. But now he is one of the few people you can count on. Even more than your son. As much as he says he is here only for the food and TV, you know he has your back on all of this.

And so you decided to make a post in the newspaper. The next day at the power plant, you spent all morning in your office, waiting. After a few hours, it seemed no one was going to come. But at the last moment, he appeared.


"Hi-diddly-ho!" Your son's most hated nemesis, and owner of the now-destroyed Leftorium, Ned Flanders. "You look like you could use some help."

And so, that's how Ned became your assistant. Your Smithers, but in a cool way.

—-------------------------------------------------------—-----------------------------------------------------------

Lots of people came to visit you after they learned the news: Mayor Quimby asked for a bribe, and Burn's lawyers asked if they worked for you now ("How would I know!?"), Bart and Lisa's principal who wanted money for the school, Agnes Skinner who came to pick up her son, your friend Hans (who just wanted a beer and nearly got tackled by security because he tripped an alarm while looking for the kitchen), the kid's principal's boss who came to see where his employee went off to, but the last one that got your attention the most.

He was a fellow in a black suit and sunglasses by the name of "-John Doe, and I would like a word with you about something important." Important? Wonder what that's about? It's probably best to let him keep talking. It's not like he's from the gover-"I represent some…concerned parties on behalf of the United States Government." OH SON OF A BITC-.

"OH SON OF A BI- "Cough! cough! cough!" Sorry, frog in my throat. Come on, have a seat." You damn parasite. You think darkly as the slime in human clothing takes a seat while you try to hide your disgust.

Figures: An octogenarian can't make 8 figures in this country without Uncle Sam taking a cut. Never mind that you're a veteran (not that it's stopped them before). You don't want to dodge taxes as much as Burns did, but it still hurts. The least they could do is send you a spook who can think up a good fake name. I mean, John Doe? Like the actor? These government people have no imagination. You thought of better names when you hid with Jasper to avoid recruitment! Might as well cut the bullshit. "So, what do you want with me? And what happened to that guy on the monitor? Did you guys fire him?"

The slime in human clothes just smiles and takes a seat in front of you. "I'm afraid that counts as classified information".


"I'll show you classified!". You forcibly pulled a lever under your desk, revealing a bevy of buttons and dials Burns had installed to torture anyone who even mildly displeased him.

"Once I remember which one of these does what, you'll be sorry you were ever born!" John just barely flinches when you flip a small dial, and an arm extends from the ceiling…to pour him a beer. "Heh. Well, while you're doing that, I'm going to ignore that murder attempt and get on with my spiel."

"See, we've noticed that in the 3 months since the dome-" "Which YOU put us in!". You turn a knob, lowering a wall to reveal a trophy case full of even more busts of Burn's head. Great.

"-that Springfield is still in dire straits. Broken buildings, damaged infrastructure-" "Which would've been worse if you bombed us!" Another button lowers a disco ball. The rug behind John retracts to reveal a lit dance floor as music begins to play. You like it!
"-and all the roads leading to Shelbyville, except Springfield's, looks like a bombing run, for some godforsaken reason!" Heh, that one was Springfield, actually: If they wouldn't help Springfield when it was trapped in the dome, then we'll give them the next best thing!
Finally, a trapdoor opens 5 feet to John's left! "There! Flanders, throw him in!" John grabs the bridge of his nose and sighs. "Look, the bottom line is that this isn't sustainable for you, and ignoring it isn't sustainable for us if we want to use Shelbyville as a base to start reclaiming the wasteland."
You look up from your console, utterly befuddled. Did you hear that right? "The waste…land?" What in Sam Hill is he talking about?

John stared at you with a mix of confusion and pity. "Yes?" You cleaned your ears again "...The greatest natural disaster in American history? The continental dust bowl that's swallowed almost a 4th of this country and ends a stone's throw away from Shelbyville!?!" He says this while looking at the two of you, who have no idea what's going on.

Even Flanders seemed baffled by this. Thinking about it gave you a mild headache that came as soon as it left. Ignoring you, John straightened his tie with a look of disgust that seemed split between your ignorance and his outburst. "Well, while you were living under a rock-" A pointed glare cuts off your next interjection. "We were planning on doing something about it".

John pulls out a file labeled "Springfield Reconstruction Grant" and plants it on your desk. "Signing this document will send an elite fleet of construction crews to rebuild Springfield at no charge to yourself. As a matter of fact, you'll also be given a large sum, IF you agree to never leak details about the dome or its destruction to the media."
Flanders takes over while you're still reeling from the news. "Sir, I don't mean to look a gift horse in the mouth, but why on earth would you ask this of us instead of the mayor?" He says this as he picks up the document and starts checking it out.
"Because as the owner of the former Burns estate, we believe Mr. Simpson holds more salient power and authority over the remnants of Springfield than that buffoon ever has. Now sign the damn papers; I don't have all day." Your eyes met Flander's for a short moment; uncertainty was also in his eyes. You weren't sure what to do.
After thinking about it for a moment, you choose:


[]: Sign the damn papers. You don't think the government could do anything to make up for those days in the dome, but sore feelings won't put a roof over people's heads. The cash is a nice bonus, though.

(Automatically completes every Springfield reconstruction action. Abe gains 10 income. Minor reclamation efforts near Shelbyville can begin now?)
[]: Don't. It doesn't matter if they pave the streets with gold, no one in Springfield will ever forgive the government for what they did! Besides, the damages aren't as bad as they look (especially without Burns monopolizing the town's resources).
(Abe gains a hefty amount of blackmail that can be used to extort the government (within limits) or deal a heavy blow to its reputation. Abe will have more freedom to explore the wasteland. If this option is picked, Springfield will attempt one reconstruction action per turn. Most of the actions involving Springfield will be locked out for Abe until the whole thing is fixed.)
—-------------------------------------------------------—-----------------------------------------------------------
After the damn spook leaves, you put your head down on the table, sighing as you pull out your pocket watch, at least it's final—it's 11.59 am! Ah, dammit!


Oh, wait! It's a minute behind, and you start to look it over with your old yellow hands the ticking sound ringing in your ears as you do so...

Tick.

Tick..

Tick...
As the old yellow man stares at the watch unmoving, I raise a single old and wrinkled finger before tapping the watch, which moves its hand a minute forward before speaking to myself with no one but me able to hear...
"You have a great power, sergeant ... and a great duty, I am afraid, and though you may not know this, I hope you are well suited for the task...for all our sakes. Though you will have those who will help you in this endeavor."

I say this before turning away from the still-frozen man and starting heading towards the door, before stopping at the doorway and staring back at Abe... and what lies beyond. "Isn't that right… questers?"


Tick...

Tick..


Tick.

As you look at the watch with your old yellow hands tapping it, you blink and see that it now reads the correct time of 12:00. "Huh, guess tapping it actually worked?" you say before raising your head and looking around at the empty office...Oh, wait, no, Ned is still here making some hot cocoa.
 
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Information
What is this?

Well, this is Abequest: A Hellfish Flys Again! If the title of this thread didn't give any indications, here you will play as Abe Simpson, as he leads his new company through an America where things took quite an…interesting turn.

To be clearer, this is a fusion of "The Simpsons" being inserted into the chaotic and amazing world of DVV (Disney Villains Victorious) alongside any other surprises the Qms decide to add into the mix, all in a good old CK2 format.

To learn more about DVV I would recommend checking the docs: Disney Villains Victorious - Google Drive

It's an interesting setting, worth checking over. But… if you are a bit lazy, or don't have enough time to read it, don't worry, we will try to give the best explanation we can.

First things first:

What are The Simpsons?

Might seem unnecessary but better cover the bases. The Simpsons are what can be considered as THE Adult Cartoon, one of the longest running animated sitcoms ever created. It depicts the misadventures of the iconic Simpsons family in the fictional city of Springfield, where any day the family or any of their neighborhoods get into new interesting and sometimes ridiculous shenanigans.

Though people that know well the series can be aware that the city of Springfield can be a little hard to…pinpoint geographically, we, as the QMs, will do our best to explain all the inconsistencies that may appear as best as we can to adapt it to the lore of DVV, as well as all appropriate and necessary Simpsons Lore needed for the quest. So don't worry, for it's our job to make heads and tails of the insanity that is The Simpsons!

You are playing as Abe Simpson, patriarch of the Simpson Family, who won the Power plant company from the iconic Mr. Burns in a poker game. This is set a few weeks after the Simpsons movie. Where the town was imprisoned on a dome and then almost bombed/exploded because of a blunder of Homer. So yeah, all episodes of The Simpsons up to the movie are canon, just to make it clear.

In terms of Dvv, you can said that Abe just became a Prince-tier, and though his power base maybe small/relatively nonexistent, the good news is that at the beginning there will be no eyes set on Abe, giving you guys freedom to do as you may wish, within limits of course, right up to when you start making waves and draw the attention of some people/factions.
What is DVV?

DVV is a setting where instead of the famous stories of Disney playing straight as they should, they ended with a twist…the villains were the ones getting the victory instead of the heroes. That leads to several interesting scenarios that can be great to explore, if you have the heart to brave such stories.

In this case, we are in the Gridlocked spinoff, which means this takes place in an America, Modern United States to be exact, where the villains of several Disney series and movies ended up winning and continued their stories from there and are free to inflict their evil whims upon the land! … Or just whatever catches their fancy, it varies from king to king after all.

Most kings have created their empires as well as marking their territories, where their word is the law, not the U.S government unfortunately. It wouldn't be unfair to say this has shades of Shadowrun all over the place.

Because it's Disney, there are going to be several things that differentiate it from other settings, some of them are:

Toons:

First let's go over the Cartoons, or toons for short. These creatures of Ink are created by the passion and love that an animator gives to his craft when working. Though it isn't clear at all how these beings came into being, that doesn't stop at all the desire toons have to entertain and spread joy and laughter to the masses! Well…Most of them to be honest.

Toons have something unique called the Toonforce, which allows for a certain degree of reality warping if it fits their narrative or jokes, they do, but it allows for an insane number of jokes and acts!

Toons are well known across the world, being integrated into our society. Though before they overflowed with popularity and love, nowadays, things are looking grim for these funny beings, a series of murders as well as the destruction of the iconic Toontown have caused a huge amount of negativity to light on their spotlight, marginalizing them and making most of them suffer go through some really roughs times.

Superheroes and Supervillains:

As mentioned in the title, superheroes and supervillains are a common thing here in this reality. They are colloquially known as "supers'' or "capes". Supers usually possess some sort of extraordinary or supernatural ability or skills, either because of a freak accident, biology, luck of the draw or even with the help of technology. The power sets' capes may be diverse, starting from normal super strength to more esoteric abilities.

The Superhero Relocation Act unfortunately put an end to what was considered the Heroes Golden Age, making vigilantism illegal and causing a decline in the number of capes willing to face the evildoers. This changed when Syndrome and the Kronos Corporation, which has allowed for a resurgence of Tech-based heroes.

Anthropomorphic Animals:

Not only do we have superheroes and ink based beings going around America, but there are also talking and walking animals living here! Though they may have some extra characteristics or features than humans they are people all the same, living their lives one day at the time. There are cities in America where populations of them congregate, such as Zootopia or Cape Suzette.

Aliens:

Aliens are a thing, so there's that. Though hidden from the public thanks to the government, you can bet they are roaming around space and the like. Wonder if Abe and company will ever meet one.

The Masquerade:

The Masquerade is a term that encompasses all the secret stuff that the public really shouldn't be made aware exists. From Magic up to aliens and everything in between, there are things that we can't even just begin to imagine, and that several actors wish it would remain hidden. Most Kings are aware of several types of Masquerades, and are content with it being unbroken, the government being one of the top factions and who are ready to knock some sense to whatever fool decides to not follow the rules.

The Government:

Good Old Uncle Sam is still kicking around, though a bit weakened at the start you can be sure they will do their best to uphold justice and the American Way! They must juggle keeping the powder keg that is the Kings that influence the current U.S as well as making sure The Masquerades remain intact with any situation that may arise at any moment that threatens its stability., one way or another.
 
Mechanics
Mechanics Informational Post

TURNS:

Turns in AbeQuest will encompass a Period of over 2 months, for a total of 6 turns per year that passes. During these turns, Abe (And The questers) can choose a determined number of both National and Personal actions to be done, as well as for Abe and a number of Hero units to go on an Adventure.

NATIONAL ACTIONS:

This refers to actions that Abe does regarding his company, the Springfield Power Plant, where resources, income and Hero Units are assigned inorder to accomplish particular tasks to either advance towards a goal, or achieve an objective. Whatever is the task for is something only you questers will decide.

There are 6 categories of National Actions: Martial, Diplomacy, Stewardship, Intrigue, Learning and Occult. At the beginning you will only have available actions of the first 5 categories, but don't worry, there are certain steps Abe can take in order to unlock that last one, as well as ways to increase the total number of Nationals that can be done per turn on any given category.

For any National Action taken, a dice will be rolled, the result alongside other bonuses will be taken into account. Usually when rolling what is considered is:

1d100+(Abe's respective stat)+(Assigned Hero Unit's respective stat)+(Any traits or bonuses that apply)+Loyalty.

If the dice result alongside the bonuses surpasses the established DC, then the action is a Success. If the Result ends up being double the action's DC, then the result will be a Critical Success! That means the result will be the best possible outcome there could be, giving additional rewards!

On the other hand, if the result didn't meet the expected DC, it will be considered a normal failure and by one motive or other the action will not be achieved. Though don't worry, even if the action fails, the DC of that particular Action will be reduced by 10 for next turn permanently. This can only happen up to 3 times per Action. So in total if you fail the same action 3 times the total DC will be 30 less.

If the result ends up being within 10 below the expected DC, then the result will be a bare failure, reducing the action's DC by half. But if you were unlucky enough to get less than half the expected DC, then the result will be a critical failure, will not only means there's an epic fail incoming, but that there will be some debuffs or consequences coming your way regarding the task assigned.

HERO UNITS

Hero Units refers to the employees from your company. They are distinguished from the endless mobs of workers in your company b y one reason or another. These guys can be assigned to National Actions, where generally, they do their best (Usually), to accomplish whatever task you give them. Take in consideration that the hero Unit assigned will influence the results in one way or another. Each hero is different, they will take a unique approach to the problem specific to their personality and abilities, so take that into account when choosing who does what.

Right now you will start with a few Hero Units, but don't worry, there will be several ways to recruit more people to your company. It's just a matter of reaching out and getting that help needed!

Hero Units, alongside Abe, are not 1 dimensional people, they all have likes and dislikes, preferences of what they wish to do or avoid. Most importantly, all have the capacity to grow and develop in some ways,some more than others but every hero we offer has something worthwhile to offer, trust us.

OPINION

This is a measure of how well liked or how much respect does that Hero have for Abe. The more opinion a Hero Unit has, the more likely it is that they trust Abe with some particular secrets of their past, divulge some pertinent information or even reveal traits or skills that they wouldn't normally show to someone else.

Not only that, Opinion also plays a mechanical benefit. Based on how much opinion a hero unit has, they will get a certain negative or positive bonus to National Actions respectively to their particular stat used. It goes something like this:

-25% to 0% and 0 to 25%= -10% and 10% respectively from the relevant stat.

-26% to -49% and 26% to 49%= -15% and 15% respectively from the relevant stat.

-50% to -75% and 50% to 75%= -20% and 20% respectively from the relevant stat.

-76% to -100% and 76% to 100%= -25% and 25% respectively from the relevant stat.

All bonuses will be rounded down to the nearest whole.

PERSONAL ACTIONS:

This refers to things that Abe and your Hero Units do in their free time. It can be from simple things like watching TV. to embark into some secret personal project of their design. Personal action can be as diverse as the pool of Hero Units you have. All personal actions are done with a 1d100 straight. There may be bonuses or maluses that influence the roll, but that's a case by case.

Abe, as the prince of Springfield, gets 4 Personal Actions to do each turn, while all your Hero units get to do only 1 personal action. It doesn't matter if they do a National Action or go into an Adventure, all Hero Units always get one unless external factors interfere with it.

We promise you that ALL personal actions from Abe and the hero units are worth it. Each and everyone of them offer something, from either getting in contact with new people/factions, chances to recruit more hero units or even Stat gains or new items to play with!

ADVENTURES:

Adventures are events where Abe or some other Hero Units embark into a journey so to say. The journey can be anything from attending a simple social event to going to far and unknown lands to explore and find treasures!

Adventuring teams will always consist of 5 people, from which one of them will be assigned the Leader role. Whoever gets the reader roll gets to add his stats to any roll the party does alongside the second Hero with the biggest value of the corresponding stat it is being rolled.. Well, while they are present, there may be situations where the leader is unavailable and some other adventurers will have to act on their own, adding their stats to the situation as needed. So making sure your teams are well balanced is a must!

Whenever Abe is included in the adventuring party he immediately gets the Leader role assigned. There will be some adventures where Abe inclusion cannot be avoided. Aside from those instances, you guys will have freedom to pick whoever you want for the teams, as well as who gets the leader position.

Any Hero Unit that gets assigned to an Adventure won't be able to do a National Action that turn, and Vice-versa. Though on the bright side, they will still be able to do Personal Actions.

INCOME

Income is gonna be an important factor in this quest. This term is used to represent an abstract but huge representation of Money/ressources. Income is gained naturally through your company and business you have in your possession at any given Moment. Each business gives a particular amount of money.

Every 3 turns (Turn 3, turn 6, turn 9, etc), you guys will earn a total amount of income equal to how much each of your business generates. You can take actions to either obtain more business or increase the amount of income they give. Though take in consideration that some failures or situations by rival factions can cause businesses to reduce the amount of income they give, or even fail in bankruptcy and close down!

Income is vital because some actions (either National or Personal) require a certain amount of income to be able to be selected. If you can't pay the fee, then you can't even try the action, simple as that. There might be some adventures where income is needed in order to be done, as well as chances to employ said income during the adventure.

INFILTRATION

Infiltration is going to be an important factor to consider. This is Shadowrun Disney after all. Abe will have the choice to undertake actions to infiltrate the territory of fellow kings. Being successful on these ordeals will allow not only more insight on what's going on a particular King's backyard, but the option to get in contact with other parties, as well as be able to take a more…proactive approach on said territory.

Once you have infiltrated a King's territory, there will be additions available to infiltrate the very company or organization of said king, if they have one of course. In order to achieve this. Abe must succeed in an Opposed Intrigue roll with whatever hero or bonuses he has against the King's very own Intrigue, whatever traits and bonuses they may have, and possibly other Hero Units.

If you succeed on that roll, then Congratulations! You have successfully entered the seat of power of another King. That allows you to know whatever national or personal actions the King may do that are hidden from the public. As well as the chance to perform some sabotage, steal some tech or stuff, or even dig a bit deeper and find out the King's own stat sheet! Though be aware that taking any of those last actions can give the King a chance to catch on you snoopin around, if they hadn't found it already.

Take in mind these infiltration rules work the same for you and whoever tries to infiltrate Springfield and the Power Plant, so better take precautions.

COLLABORATIONS:

Collaborations are when you reach out to another king in order to negotiate a deal to do a National Action together. When this happens, Next turn the action will be tried, using one of your national actions slots. Both kings as well as their assigned hero units give their bonuses to the roll, with all other particular traits or bonuses that apply.

To organize a Collaboration you need to take a "Talk to…" Action. If it succeeds, you will enter in negotiations with the chosen King. Here we will give you a set of actions that the king may agree to do with you. To finalize the deal, you pick an action, and you have to roll a diplomacy roll, either having to beat a set DC or a contested diplo roll against the other King.

If you fail, don't worry, you will still do the chosen action if you wish., just that now the other Kings may get to add extra conditions or limitations to the action itself or the rewards respectively. Such limitations may be such as limiting what hero units you may assign to the action, increasing DC or even being forced to do another action or collaboration the turn after the collaboration is done with an action from the king's choosing. Help from the Big Shots come with a price after all!

Still, not all is bad, you can choose to back out from doing the whole thing if you consider the terms too unfair for you, but beware, because the King will remember that.
 
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Voteing
Oh and voting is now open!

Edit: and incase you didn't see them, this is what you are voting on.
[]: Sign the damn papers. You don't think the government could do anything to make up for those days in the dome, but sore feelings won't put a roof over people's heads. The cash is a nice bonus, though.

(Automatically completes every Springfield reconstruction action. Abe gains 10 income. Minor reclamation efforts near Shelbyville can begin now?)
[]: Don't. It doesn't matter if they pave the streets with gold, no one in Springfield will ever forgive the government for what they did! Besides, the damages aren't as bad as they look (especially without Burns monopolizing the town's resources).
(Abe gains a hefty amount of blackmail that can be used to extort the government (within limits) or deal a heavy blow to its reputation. Abe will have more freedom to explore the wasteland. If this option is picked, Springfield will attempt one reconstruction action per turn. Most of the actions involving Springfield will be locked out for Abe until the whole thing is fixed.)
 
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Big iron but with judge doom and Abe.
Here's a wee silly thing I made because why not.
To the town of doom town rode a simpson one fine day!
he spoke to folks around him, had way too much to say!
No one dared to ask his business, no one dared to make a slip
For the Simpson there among them had a big iron on his hip!
Big iron on his hip
It was early in the morning when he rode into the town
He came riding from the south side slowly lookin' all around
He's a mobster loose and running, came the whisper from each lip
And he's here to do some business with the big iron on his hip!
Big iron on his hip
In this town there lived a corrupt judge by the name of judge doom
Many toons had tried to take him and those many toons were dead!
He was vicious and a killer and rotten to the core
And the notches on his pistol numbered one and 19 more
One and 19 more
Now the Simpson started talking, made it plain to folks around
Was an Springfield ranger, wouldn't be too long in town
He came here to take a corrupt judge back alive or maybe dead
And he said it didn't matter he was after judge doom!
After judge doom!
Wasn't long before the story was relayed to judge doom
But the corrupt judge didn't worry toons that tried before were dead!
20 toons had tried to take him, 20 toons had made a slip
21 would be the simpson with the big iron on his hip
Big iron on his hip!
The morning passed so quickly, it was time for them to meet
It was 20 past 11 when they walked out in the street
Folks were watching from the windows, everybody held their breath
They knew this ancient Simpson was about to meet his death
About to meet his death!
There was 40 feet between them when they stopped to make their play
And the swiftness of the Simpson is still talked about today
judge doom had not cleared leather 'fore a bullet fairly ripped
And the Simpson's aim was deadly with the big iron on his hip!
Big iron on his hip!
It was over in a moment and the folks had gathered round
There before them lay the body of the corrupt judge on the ground
Oh, he might have went on living but he made one fatal slip
When he tried to match the Simpson with the big iron on his hip!
Big iron on his hip!
Big iron, big iron
When he tried to match the Simpson with the big iron on his hip!
Big iron on his hip.
 
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omake information.
OMAKES:

If anyone is interested in writing Omakes for this quest, well… First, Thank you for the time and effort given! We appreciate your contribution and that your decided to write something for this project! You have no idea how much it means for us. And that leads us to our second point, how we will reward omakes.

The reward to an Omake will be similar but a bit different to how other VV Quests have handled it.

Instead of giving XP that is transferred to a bonus to national actions, we will reward the omake writer with a bonus they can use to next turn dice rolls, but the bonus might be specific regarding the contents of the omake.

For example, let's say someone write an Omake of Flanders passing time with his family or doing shenanigans with on the Power Plan, we will reward the writer with a +5 or +10 to a National action roll that has Flanders as the hero unit designed, or instead a bonus to his next Personal action.

We will do our best to tailor the rewards with the created. In case someone writes an omake that has nothing to do with Abe and Springfield, we will do our best to assign a reward fitting to it, like bonus to a roll in the Martial or Learning Category or the like.

For those omakes we consider that go far and beyond, we will reward them with what we consider is a more interesting reward. We will allow them to ask us, the QMs a question. It can be about anything they want, from what a particular character is doing right now to something that happened in the past. We will do our best to be concise with what's being asked.

Just to make it clear, we can veto certain questions if we think it will be too spoilery or might give too much of an unfair advantage.

This information written by Co QM kingster.
 
Voting is over
Voting is over!
Scheduled vote count started by Ranger65 on Jul 23, 2023 at 2:47 PM, finished with 48 posts and 12 votes.
 
Hellfish aquarium!
Hero Units:

Abe's best friend. Though before they didn't see eye to eye, now they are what you could call best buds. He has Abe's back no matter what.



Martial: 6 (Even though he is a World War II Veteran, time has taken a toll on his old bones. Still he is always ready to wack people with his cane)


Stewardship: 7 (Jasper isn't the best when it comes to management skills, he may know the basics but don't expect much.)


Diplomacy: 9 (Jasper is quite a nice person to talk to, but he will tell you always exactly what he thinks, not much for tact or subtlety.)


Intrigue: 11 (Jasper can be quite sharp of mind… when he isn't distracted with something else.)


Learning: 8 (Jasper received basic education, though it never went anywhere more than that)


Loyalty: 30


Traits:

That's a paddlin: Jasper always brings with him a paddling, for when the situation requires it. This gives him a +5 to a roll when trying to intimidate someone.


Brothers in Arms: He and Abe are old World War Veterans, they have been through thick and thin, even if they do not always see eye to eye. Making them able to work well together in almost any situation. This gives +10 to Jasper rolls when he and Abe are on the same adventure.


Helping hand: Jasper is here helping you in his own volition, mainly cause you are his best friend, in part cause of the pay. A National Action Jasper is assigned to doesn't count to the total Action limit.




Your son's over friendly Neighbor. With both his Leftorium and Flancrest Enterprises in shambles because of the crisis he was left with no job. He accepted Abe's offer to work as an assistant and help Abe with running Springfield Nuclear Power Plant. Though there's the chance he could have accepted for free if just asked, he is that nice of a guy.



Martial: 16 (Though not properly trained, Ned is in great physical condition and is able to throw some mean punches.)


Diplomacy: 26 (Ned's honest and friendly personality works wonders when meeting with people, allowing him to win them over quickly.)


Stewardship: 18 (Ned was able to handle quite easily 2 businesses, though not quite successful, were able to keep him and his family financially stable, making him decent on management jobs.)


Intrigue: 10 (Ned is too good of a person to deliberately trick or cheat people. He might be willing to do it to people that receive it or earn his anger, but that's a high bar to match.)


Learning: 13 (Ned graduated from college and has a decent education, though nothing special to brag about.)


Loyalty: 10


Traits:

"Hidely Ho!": Ned's over-positive attitude makes him great when talking with people, though sometimes it can backfire quite badly. When making diplomacy rolls, he either gets +5 or -5 to the roll due to the other person finding his attitude endearing or not.


"Diddly and Doodly!": Though Ned is an overall nice guy, he also has his limits, even if that's a vast threshold to reach, but once the straw that breaks the camel's back is reached, Ned can react quite… explosively. As such when facing people or situations that has truly earned his anger he gets a +5 to Martial and Intrigue rolls, but as a demerit gets a -10 on diplomacy rolls until the situation is resolved.


"Begone wicked ones!": Ned is a man of faith, fully believing in God and His messages. This can make it rather difficult for him to accept the concept of Magic. Until Ned achieves peace with this, he gets a -10 on non-Christianity related occult rolls.




Springfields local Genius and Mad Scientist with an IQ of 197. He is one of the most brilliant minds the city has to offer. Though a bit nerdy and socially inept, you can bet he will Science the heck out of anything.



Martial: 6 (Don't expect much from him in this regard, his specialty is in a laboratory, not doing physical activity.)


Diplomacy 12: (Though Frink can usually talk with people with no issue, his lack of social skill has held him back a little.)


Stewardship: 22 (Frink has an excellent mind for management, being able to organize people and activities quite well. Though he would prefer to spend his time researching or building things instead.)


Intrigue: 8 (Frink, as smart and quick minded as he is, is not the best at hiding stuff from people.)


Learning: 35 (Frink is not only a genius scientist, but a certified professor, knowing about every branch of science and also a lot of general knowledge and trivia. Ask him anything, he will give you the correct answer in no time.)

Occult: 2 (By Einstein's hair, he's done it; he's unlocked the powers of that confounding book!)


Loyalty: 20


Traits:

Brilliant, Brilliant, Brilliant!: Frink prides himself in his capacity to build or invent almost anything when he sets his mind to it, putting 1000% effort into his projects. Though impressive, it can also make things escalate out of hand. When doing Learning or Stewardship national actions where you build, create, or develop something Frink gets a +20 bonus to the roll, but also increases the critical failure threshold by 10, because Frink might do things without proper security protocols or doesn't bother to account for certain variables in his focus.


N.E.R.D: Not Even Remotely Dorky: Frink doesn't like when people mock or belittle him, preferring the company of people that can match his intellect, or at least understand what he is talking about. This gives him a +5 bonus to diplomacy rolls when dealing with people with a Learning score of 20 or higher, but a -5 bonus to diplo rolls with people that mock or don't understand his genius.


Walking Library: It wouldn't be a joke to say that Frink has several encyclopedias worth of knowledge in his brain. This gives him a +10 to any Learning research roll he is involved with.




Head of the Italian Mafia, this softpoken person had full control of Springfield organized crime for several years. Unfortunately after the crisis and Dome accident his criminal empire is pretty much in shambles, members of his organization either dead or abandoned him. With no better options, he decided to join Abe for a chance to rebuild his criminal empire.



Martial: 22 (Fat Tony is a fierce and ruthless fighter, something needed if one wants to be the head of a mafia.)


Diplomacy: 16 (Fat Tony is quite the polite person, being able to make conversation with most people. Though sometimes he can scare people off quite easily.)


Stewardship: 20: (Fat Tony had to manage the legitimate, and not so legitimate, businesses of the mafia, alongside the organization full of criminals and no-goodies itself. He knows several things about management.)


Intrigue: 23 (Fat Tony is an expert at weaving lies and tricking people. A quite devious mind is needed in order to keep the mafia under your control after all.)


Learning: 15 (Tony is a cultured person, knowing many facts and tidbits about the finer arts.)


Loyalty: 20


Traits:

We are going for a ride…: Tony's time in the mafia has had a bit of an influence on his language and how he communicates with people, making him sometimes come off as more intimidating than intended. When making Diplomacy rolls on national actions and adventures, roll a 1d2 dice, on a 1, Tony gets -4 on the roll, on a 2, he gets a +4 instead.


Criminal expert: Fat Tony is quite knowledgeable about several illegal businesses, and is quite happy to apply this experience for you. This gives +10 to rolls dealing with black market, smuggling and stealing things.

-Mob Mentality: Every good mafia boss has a bunch of useful mooks running around. +2 to Martial combat rolls.
-Johnny Tightlips: Arguably Tony's most consistently useful man, though his refusal to squeal reaches borderline obnoxiously detrimental levels at times. adds +3 to Intrigue and Martial.
-Louie: the timid but funny guy in the group. He gives +3 to Fat Tony's Diplo and when rolling opposing intrigue rolls against someone, his klutzy and not so intimidating appearance gives them a -3 to the roll as they underestimate him!




The undead former leader of Germany!



Martial: 21 (The Kaiser fancies himself a cowboy and, surprisingly, has the skills to back some of it up.)


Diplomacy: 23 (The Kaiser learned some things after his exile and is no longer the hot headed man he once was, unfortunately he's now a walking corpse so most people run away screaming when he starts talking.)


Stewardship: 20 (Ironically enough the kaiser gained the skills and experience to be a proper statesman after he lost the throne, he does not appreciate the irony.)


Intrigue: 10 (The Kaiser can be a bit sneaky but his attire is not suited for it.)


Learning: 16 (The Kaiser went to the finest colleges in his youth. Though some of the information he learned has… gone a bit outdated, to put it bluntly.)


Occult: 10 (He is a zombie and he's been to an afterlife, though no-ones sure which one, and as a result has picked up a few tidbits here and there.)


Loyalty: 10


Traits:

The walking Kaiser: The Kaiser is a zombie that talks!...but still a zombie, the Kaiser gets a +10 in personal combat due to his zombie body being able to handle wounds that would kill a normal human. The Kaiser takes -15 when talking to people that are scared of zombies unless he can manage to convince them he's not one.


Wannabe cowboy: The Kaiser really **really** likes the wild west, the kaiser gets a +10 to handling horses, shooting revolvers, or other stereotypically 'cowboy' actions


The (ex)Kaiser of Germany: Though he's long been exiled from the fatherland, the kaiser still knows how to handle his fellow Germans. The Kaiser gets a +10 to interactions with nearly all Germans. Keywords being **nearly all**...


Zom-Boy!: The Kaiser can add 1/4 of his Occult stat to his Martial rolls. Wunderbar!




Your ex-wife, though funnily you don't remember ever actually signing the divorce papers. A strong willed and passionate woman, her will to always do the right thing is as big as the love she has for her family. She has been on the run for several decades due to a grudge that Burn has, but now that she doesn't have to worry about that she decided to come back home and reconnect with her son. You and her hadn't seen eye to eye in a while because of her abandonment of your son at a young age. She offered to help you assist you with your new job and you begrudgingly accepted. You aren't sure what will come from this though, or how much time she will stay before leaving again.



Martial 9 (Mona, in her youth has seen and lived though some considerable amount of conflict and danger. Unfortunately the passage of time has done quite the job on her body, making her not as skilled in terms of combat.)


Diplomacy 15 (Mona is a sweet and caring person, she's fairly likable when she isn't actively commiting eco-terrorism.)


Stewardship: 8 (Mona has never done anything related to management or handling money, she doesn't have the experience nor the time to focus on it.)


Intrigue: 29 (Mona, being the militant Hippie that she was, has done several acts that can be considered eco-terrorism, all the while managing to never once get caught. Having managed to duck capture and the long arm of the law for several decades now you can bet this grandma can be as sneaky as she wants to.)


Learning 21 (Mona had a decent education and though never studied the more advanced subjects. Nonetheless a strong educational foundation, broad cultural experiences, and simple time have left her with a bevy of facts and information.)



Loyalty: 20



Traits:

Eco Grandma: Mona isn't much of a fan of the way the government handles things, as well as the fact that megacorporations have such big influences these days and she is more than willing to act against them. She gets a +5 when doing actions that in some way goes against the government, and +10 bonus when acting against corporations, or helping the environment in some capacity.


You didn't see me: +10 to intrigue rolls when sneaking away or infiltrating a place. Mona is an old pro at these types of games, she has the skills to go anywhere she wants without being seen.




The owner of the local Kwik E Mart prior to them being dissolved. Now he works for you! Hey, a job's a job...



Martial: 12 (Apu may not look like much if a fighter, but has been though several scraps, and has some experiences with dealing with injuries, particularly gunshots, thanks to all the times his Kwik-E-Mart has been robbed.)


Diplomacy: 15 (Apu is generally a polite guy, even more so during work hours, after all, you need to make sure customers feel welcomed!)


Stewardship: 25 (Apu has quite the managerial skills, even if it isn't evident at first glance. He is a great and resourceful worker; he will make sure all work gets done within schedule.)


Intrigue: 16 (Apu can be quite manipulative and sneaky, especially when he is trying to convince a customer to buy something.)


Learning: 23 (It might not look like it but Apu has a surprising educational background, having graduated as top of his class, a class of 7 Million. He even has a PHD!)


Loyalty: 15


Traits:

Thank you, come again!: Apu is unfortunately what you could call a workaholic, and you can bet he will stop at nothing to get the job done, even if he is shot and hasn't slept for several days, one way or another, things will get done.

-If a Stewardship National Action Apu is assigned to results in a critical failure, the result is automatically rerolled, and the new result will be the one considered, whether it results in a failure or success. Unfortunately, this will result in Apu getting the "Overworked" trait, because Apu went above and beyond his limits to make sure the action gets done, putting his health at risk. The trait gives Apu a -20 bonus to all rolls he does next turn unless the "Take a break" Personal action is taken that turn too.


Computing Wiz: Apu graduated top of his class in computer science, and even has a doctorate in the subject. This gives Apu +10 bonus on rolls regarding computer programs, and a +5 when specifically designing them.


Love that clerk work: Apu's preferences are in management and specifically clerk work. He won't be too enthusiastic about being taken away on adventures to be honest.




The world's oldest sniper and an old friend of Jasper's!



Martial: 30 (The man has been through many wars and is one of, if not the most deadly sniper in the world.)


Diplomacy: 25 (despite being a sniper, The Finale is remarkably friendly and cheerful when he is not sniping.)


Stewardship: 10 (While The Finale prefers nature to paperwork, he is able to do it if needs be. Even he still had to deal with the quartermaster after all.)


Intrigue: 30 (The man is scarily good at hiding, sniping, and sneaking into places, especially if the place is near or in nature)


Learning: 12 (He knows a lot about plants, sniping and math.)


Occult: ??? (There might be something magical about this man.)


Loyalty: 10


Traits:

(Grand)father of sniping: The man literally invented modern sniping so God help you if you try to fight him at long range. +30 to martial when being used as a sniper, -10 debuff when in close combat.


Non lethal sniper: Now despite the fact he literally invented sniping, The Finale doesn't like killing so he uses a modified sniper rifle that shoots tranquiliser darts. Though there are some that even he thinks should get a bullet, The Finale puts people to sleep instead of killing them so can't be used for lethal operations or assassinations unless the person is a right bastard...or a nazi.


One with the green: +10 when in forest areas as well as +10 with animals.

A grouchy bartender, but nonetheless a good friend of your son. You saved his bar so now he works for you!

Martial: 23 (Moe is a decent fighter due to all the years he had to kick drunk customers who couldn't pay their tabs out of his bar. Also…where the heal does he keep hiding that Shotgun? Seriously! It seems to pop out of nowhere!)

Diplomacy: 5 (Moe may have a short temperament, but what really makes it difficult for him to communicate with other is his supposed ugliness. Are you serious? He isn't that bad looking right?)

Stewardship: 24 (Moe has runs for several years his bar business without any major issue. Sure he had to cut corners a few times but he is really good in the financial stuff.)

Intrigue: 17 (Moe can be quite the tricky person to deal with, especially when he is dealing with customers unwilling to pay their tabs.)

Learning: 12 (Moe has a basic education and is knowledgeable in the art of mixing drinks but it doesn't go farther than that).

Occult: 10 (Not only he knows some weird Voodoo magic. Moe might or might not be part Yeti and though he denies it, he seems to have some further knowledge of the supernatural.)

Loyalty: 20

Traits:

Good old Uncle Moe: Moe is surprisingly good with children, he has a knack for interacting with them. +15 to all rolls when Moe deals with a child in any capacity.

Blood of the Yeti: Moe seems to be part Yeti and while aside from a different color type, he doesn't seem to have other inhuman features. Who knows what secrets his bloodline may have?

Who do you Voodoo?: Moe is a beginner in the voodoo arts but with the right set up and materials he can manipulate "innocent" people into buying more of his stuff.

Moe can spend personal actions to create Voodoo dolls of people, provided that he has DNA or something personal from said person, and Moe can make an occult contested roll with that person, if the roll succeeds then Moe can implant simple thoughts or force simple actions to the probably underserving victim.

Professional Barkeeper: +15 to all Bar/Tavern related Stewardship rolls.

The Easily enraged but ultimately well-meaning groundskeeper of the elementary school your grandkids attend. He could use some extra income so you hired him. He's Scottish!

Martial: 24 (The man is ripped, maybe cause of all the labor he does day by day, maybe because of his Scottish heritage, but Willie has such physical condition and experience that he can easily wrestle with animals such as wolfs and win single handily.)

Diplomacy: 8 (Willie has a really bad temper, being easily to anger, not only that, but his thick Scottish accent also makes most of his sentences hard to understand for the common person, making it hard to communicate)

Stewardship: 19 (Willie has high level on experience doing any type of menial labor, doing work not only on the Springfield Elementary school as a Groundskeeper, but also doing several odd jobs all around the city. He is surprisingly good at that.)

Intrigue: 16 (This Scottish man is surprisingly decent at subtlelty when he wants to, he can be very sharp of mind.)

Learning: 3 (Willie seems to not only lack a formal education, he is even illiterate.)

Loyalty: 0

Traits:

Almighty Groundskeeper: This Scottish man has several decades of experience on handyman work. +10 bonus to all rolls related to odd jobs or things that Willie has worked previously.

Peeping Tom: One of willie hobbies unfortunately is recording couples on cars, and though questionable is surprising he was never caught. 10+ to intrigue rolls regarding to spying people or other factions.

Scottish Rage: +5 to martial combat rolls.

A shadow given life with a sad past. She's reluctant to work with you after getting her arrested, but Flanders make a good sandwich so she's willing to help for his sake.

Martial: 11 (she can fight decently if need be, but she's still A teenager for all intents and purposes, she's no master Fighter)

Diplomacy: 9 (Lena is a moody teenager who tends to have very few people she gets along with, usually after a bit of work)

Stewardship: 7 (She was stealing food before getting arrested for a reason...)

Intrigue: 19 (Lena has had to pick up a thing or two to get by on the streets and to get things past her "aunt"...)

Learning: 10 (Lena is more street smart and has no formal education)

Occult: 22 (Though no expert, Lena does know a thing or two about magic and, well, is Literally MADE of it)

Loyalty: 10

Traits:

Fighting Dirty...or Magically: Lena isn't afraid to fight dirty if she must to win. (Lena can add half her Occult stat to Martial Rolls)

You Get me Pink: Though not exactly a hugely affectionate person, Lena still values the few friendships she makes. (When on An Adventure with someone she has bonded with, Lena adds +5 to that person's Rolls)

The De Spell Name: Though not exactly proud of her legacy, she knows it can open doors. (-10 to Martial from beings that would know of the De Spell Name due to them being worried she might still be connected to Magica)

An elderly man possibly more old than you yourself. He reach out to you when you were looking for experts in the occult. Claims to be a wizard of immense power, but has been stripped of most of his magic, if that's possible! Anyway, Crumbs does seem to posses some magical abilities and expense knowledge of Magic, thought he is quite tight lip on where or how he learned the stuff.

Martial: 5 (Without his magic, Crumbs is a frail but old healthy person, don't expect from him to do some sick acrobatics anytime soon)

Diplomacy 22 ( Crumbs might be of advance age, but with time comes wisdom, and that makes Crumbs really good at talking with people.)

Stewardship: 18 (Crumbs claims he has some know,edge of administrative manners, but that he usually delegated that to other people)

Intrigue: 15 (Crumbs may be a sharp old man, but sometimes he can be fooled quite easily)

Learning 13 (for his advance Age and supposed mastery of the occult, Crumbs has enough knowledge of most modern appliances and machine, he even knows how to use the internet! Thought the why or how it works is lost of him.)

Occult 34 (Crumbs claims of being a wizard with centuries of experience aren't just hot air, he seems to have actual magic to back up his claims. Heck he even is dressed as a wizard! Unfortunately, he has lost most of his magic so he won't be casting black holes anytime soon.)

Loyalty: 20

Traits:
Magicless and Wandless: Crumbs has stripped of most of his magic and also has lost his wand, vital tool for any wizard worth their hat. Without both of those, he cant perform his grand acts of magic has usual. occult stat for when Crumbs has to cast actual magic for any reason are halved.

Grand old Wizard: Crumbs claims that in his 3000 years alive he has gathered quite the understanding of magic , and while that's a dubious claim, his knowledge of magic is in fact second to none. +10 to any occult roll where research or study of magical phenomena is done.

A mysterious teen staying here while on a road trip , Hunter is a bundle of trauma and angst, but he is improving slowly but surely.

Martial: 24 (Hunter trained to be the best of the best and is very physically adept, if held back a little by his age and poor nutritional gains)

Diplomacy: 9 (Hunter is used to threatening people to get what he wants; without that, he is pretty mediocre)

Stewardship: 11 (Hunter has some experience in money management as part of his duties but not much)

Intrigue: 20 (Hunter is very sneaky as part of his Golden Guard training)

Learning: 21 (Hunter loves to learn but is very focused on his interests in particular)

Occult: 25 (though unable to use magic himself unassisted, Hunter is well versed in many areas of magical study)

Loyalty: 10

Traits:

Momma's Boy: At the request of His current mother figure, Camila Noceda, Hunter may not always be available. (Hunter will once every 5 turns be unavailable due to Camila insisting he takes a break out of concern for his mental health. Will add +5 to his first roll up on returning however in an attempt to make up for it)

Malnourished and trauma: his 'uncles' treatment and past experiences have left hunter a shell of what he could be. (Hunter has great potential for growth once he gets past his traumas and slight physical ailments. When Hunter improves at a stat, add another +1 to the improvement)

THE GOLDEN GUARD!: Although his age made it so his fellows didn't completely respect him, he was still Belos' right hand man for a dang good reason! (+10 to Rolls fighting against Magic users, +15 if they're from the Boiling Isles)

Disgraced college professor, laughed out of his profession due to a firm belief in the supernatural. Worked as a middle school principal for a time but is seeking to continue his magical research.

Martial: 7 (He is a regular middle aged man. He isn't exactly useful in a fight)

Diplomacy: 15 (He can be stubborn and eccentric, often leading to not getting along with others very well)

Stewardship: 22 (He has been a teacher for awhile. Combined with his... After school activities, he had to learn how to balance a budget)

Intrigue: 19 (He has gained some serious skill in hiding and sneaking around, though not enough to be an expert, especially if people know what to look for)

Learning: 28 (For all his eccentricities, Rotwood was a college professor, with all the knowledge that entails)

Occult: 13 (Rotwood has spent years of his life dedicated to studying magic. He certainly won't be launching any fireballs, but he is pretty knowledgeable)

Loyalty: 15

Traits:

I Knew It!: Rotwood's knowledge on the occult is vast! (+15 to Rolls involving the studying of or identification of a magical creature or phenomenon)

Quack Professor: ...However, he gets little respect for it. (-10 to Rolls interacting with those disbelieving of magic, -15 if they are actively trying to stop magic from being discovered)

Proud German: Despite having presumably been in America for decades, he hasn't forgotten his roots. (+5 to Rolls involving Embracing his German heritage....or at least the positive aspects)

High In Knowledge, Low in Skill: For all his knowledge, actual casting alludes him... (He can't actually cast magic, just researches it really well... *For now*)

Your son. For a long time, you were estranged, but you have finally patched things up as much as is humanly possible. Hooray! He has his character flaws, but he is a good man at the end of the day.

Martial: 23 (Homer May not have formal training like you do, but he has been though way to many scraps and fights. He can throw a punch and take a beating.)

Diplomacy 20 (Your son has a way with works that even surprises you. When he isn't drunk his speeches can teach the hearts of some people)

Stewardship: 18 (Homer is great when it comes to leadership, being able to organize mobs of people with some success. But he sucks when it comes to handling money)

Intrigue 13 (Homer isn't the sharpest tool I. The shed when it comes to lying. Though sometimes he Can come up with good lies and misdirection he can be fooled quite easily too.)

Learning 12 (Homer can be quite dumb most of the time. Though there's some smart on your son's head. He even is a polyglot!)

Loyalty: 20

Traits

Superhuman resistance: Homer can take a deal of punishment that would incapacite most people. Not only that but your son is a brilliant fighter.+10 bonus to all martial combat rolls Homer is directly involved.

Music ability: +10 to All music related rolls and +10 to rolls when singing.

Leadership skill: +5 to all roll on an adventure when Homer is the one leading it and he is invovled on the roll (Not including combat rolls).

Box of donuts: Homer is a very lazy person and sometimes can forget the job he was assigned to.

When Homer is assigned to a national action a d10 is rolled. On a 1 the action is rolled but Homer Stats aren't considered for it, like he wasn't assigned to it. On a 2 the action is done but Homer only adds half his stats to it. On a 3-10 the action is rolled normally.

That lucky fatass: Homer has managed to do some impressive things across his life. Some of it has been because of how stubborn Homer can be. Some of it is because of how lucky your son can be. Though luck eventually runs out.

If a National action Homer is assigned to end in a failure or bare failure. Homer rerolls the action with a +25 bonus. But if the action doesn't succed In the second roll it becomes automatically a critical failure.

Most famous celebrity in Springfield. Your son and grandson had some runs in with him, and from what you have been able to gather, there is more hidden than what that clown's smile tells you.



Martial: 11 (Krusty is not a fighter by any means, and years of smoking, drinking and taking other substances has left his body in quite a bad shape)



Diplomacy: 20 (behind that clown appearance and loads of cynicism, Krusty knows how to talk to people and reach out to them. He still prefers doing childrens's comedy, as much as he can hate that.)



Stewardship: 7 (Krusty May earn loads of money, but that just means he spends huge amounts of it as fasts as he gains it. He doesn't have any money management skills. If he didn't earn money as fast as he wastes it he would be broke in less than a day)



Intrigue: 22 (Krusty's cynicism may be something that holds him back sometimes, but it definitely helps him when trying to suspect people or keep his own interest hidden. Heck he even faked his own death once!)



Learning 4(Krusty didn't have much of a formal education. He even is semi illiterate.)

Loyalty: 25

Traits:



Most famous clown of Springfield: Krusty have several decades worth of shows entertainment on his belt. he knows how to work a crowd and make them laugh to death!…not literally +25 bonus to all entertainment related rolls.



Cynical clown: Krusty negativity might hold him down sometimes, but it also helps him keep him grounded. Any National action Krusty is assigned to has its Critical success threshold Dc increased by 10, BUT, it's critical failure threshold Dc is reduced by 10 also!



Unhealthy lifestyle: not only has Krusty the clown several health care problems, but also suffer from depression. Sometimes Krusty can rise above this problems, but other times this has a huge effect on his work. At the start of a turn, a d10 will be rolled. On a 1, all of Krusty stats are halved, either for Nationals or Adventures. On a 10, Krusty gets a +5 to Nationals rolls or Adventures he is assigned to.



What's behind the smile: Adds half of Krusty Intrigue to any Diplomacy contested Roll Krusty is involved with.

Temporary Hero Units:
 
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Abe simpson, aka you.
Abe Simpson's Sheet Itself:

Martial: 25 (You aren't just any semi senile old man! You have fought in wars! All that training that you got in the Army, Navy and Air force hasn't been ignored. Sure your body isn't in exactly tip top shape but still, once you learn to ride a bicycle and all that.)

Diplo: 13 (Though you sometimes can be quite rude and direct you have a way with words. Heck, people like when you tell them history of your youth! right?)

Stewardship: 8 (You aren't the best when it comes to handling your money, sure you can get by, but it isn't anything really to talk home about.)

Intrigue: 18 ( You can be quite crafty when the situation calls for it, you don't get to an old age with all the things you have done if you don't got some wit!)

Learning: 10 (You unfortunately didn't have the best education in your childhood, still you managed to get by, if you say so yourself! Even so, you recognize that you are a little behind modern times.)

Traits:

Do we sell French…fries?: Abe is quite old himself, and unfortunately means that he has missed or ignored some of the current stuff going on the world. This gives hims a -10 to a roll when dealing with things that he lacks info about. Better hit them books!

Flying Hellfish!: Abe experience in WW II not only make him capable combatant, they also gave him some connections with military people. Sure, many of them are dead or retired nowadays, but you never know when it could come in handy.

A Grandpa to all Springfield: Abe has a big heart, willing to help people in trouble, especially his family, or people he considers dear to him. This gives a +10 to rolls when helping solve a situation in the city or protecting his family or Citizens from Springfield from danger.

Storyteller: You have quite the knack to tell stories! You can captivate your audience and make them pay attention only to you. Gives +5 to Diplomacy and Intrigue rolls when Abe is able to tell his stories to someone, either to gain their favor, or distract them.
 
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