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

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True, but I still want to get in contact with Mr. big because it'll be pretty funny to see fat, Tony and Mr. big interact plus this might help us get closer to find the drug trade in Zootopia
The Springfield Don would probably make diplomacy with Mr. Big easier, cause I'm sure Don's know of each other.

Speaking of criminals definitely need to keep Fat Tony and the others away from the Yakuza.
 
Finally, after that Syndrome crit and the other fails the dice decided that we deserve some fortune!

Also, I see that we could make the zombies free willed and want to take that option for nothing else than it'd add to the weirdness that is Springfield.
 
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Finally, after that Syndrome crit and the other fails the dice decided that we deserve some fortune!

Also, I see that we could make the zombies free willed and want to take that option for nothing else than it'd add to the weirdness that is Springfield.
I see an slight problem in the form of the US government dropping an nuke on us out of fear of zombie apocyplse/masquerade breaking

Oh and another thing (not sure if this is intentional)
To be continued in "There has to be a twist"! does not say that it will be an interlude in it, as an comparision To be continued in the interlude: "Kampf gegen einen wahren Kaiser!"
Its possible we unlocked another personal/action from the 108 instead of an interlude.

QMS have stated its not intentional, ignore this part.
 
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I'm inclined towards taking Krusty as a hero unit, Itchy and Scratchy as a trait, and making Crumbs our Arch-Wizard. After all, even half of his Occult score (or a quarter if the action involves casting) is still considerably better than Abe's score. We're definitely going to be putting him to work on Occult actions for the foreseeable future!

Speaking of which, I'm thinking that with our second action there unlocked it might be a good idea to put one of them towards figuring out what that pendant of ours is. It's been a while since we got it and we're no closer to learning what it does than when the captain first gave it to us
 
On Krusty want to take him on as hero unit his position of Fame could be quite helpful. Plus plotline of finding his daughter.

Itchy and Scratchy hmmm part of me wants to get toon hero units but another part of me wonders if smarter to bench for now since only six spots left right now.

Though actually when fill those spots and other potential recruits show up are we allowed to inter change and bench certain heroes?

Also do we also own the theme park itchy and scratchy land? Because that could be a good source of income.

Outside of that good to see Krusty making comeback and deal with doof turning out so well. Though this likely puts more eyes to us and Springfield
 
This was a great turn!

Now, before we decide on if we're hiring any new heroes, can we see their stats, or something? See what we're working with?
 
If Itchy and Scratchy are not taken as a hero unit, then they should at least be benched so that the possibility of recruitment is not forever lost. They will be very helpful in facing Doom when the time comes.
 
Crumbs is a no brainer for the Arch wizard position in my opinion. Moe's voodoo is situational and while Rotwood's bonus is useful we have plenty of heroes with good occult scores so there's not much reason to make our Learning heroes dual purpose.
 
Crumbs is a no brainer for the Arch wizard position in my opinion. Moe's voodoo is situational and while Rotwood's bonus is useful we have plenty of heroes with good occult scores so there's not much reason to make our Learning heroes dual purpose.
Also, Crumb can improve other occult units! Thatsa slam dunk for the job.

Wonder if we could make a magic school?
 
Also, Crumb can improve other occult units! Thatsa slam dunk for the job.

Wonder if we could make a magic school?

Luz butts in to try and have the school named after a location from the Good Witch Azura and everyone is either completely confused due to having no idea what that is or are vaguely aware and roast her for it, Except Frink, but even he moreso defends her right to like what she does while making it clear he also thinks the series Is lame/j
 
I still can't believe Luz took Amity to a graveyard to hold against zombies. I'm sure Luz never expected the human world to have zombies.
How much do you think she will freak out once she discovers magic was real 100% of the time and that people just kept it hidden?

Talking about the skull maniacs too.

I now have the headcannon that the huntsclan went to war with the giraffes and lost to the very badly making them a taboo subject within the cult.

Eda said they threw out those freaks from the boiling isles for a reason, just though it would be funny than the other thing the huntsmater hates the most apart from dragons is giraffes.
 
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!)

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.
Oh hey! Homers character sheet got added the aquarium. And man with that Box of Donuts trait we really don't want to put him on something that's important.
 
Vote hasn't started yet, but putting here the vote format to use once voting opens/moratorium ends:

First Vote,The Confidential Action:
(Choose one or the other)

[] (Confidential Action) Promote Taverns in the U.S.A DC: 40/60/80 (1 income)
-[] (Reward) Help Spying on another King (Next infiltration Action you do gets a +20 bonus!)
-[] (Reward) Look for a specific Topic (Asks them to search for an acceptable topic and next rivals report they will roll to see what they find about said topic.)

[] (Confidential Action)Renovate the Taverns of The Confidential's members. DC 50/70/90 (1 income)
-[] (Reward) Help Spying on another King (Next infiltration Action you do gets a +20 bonus!)
-[] (Reward) Look for a specific Topic (Asks them to search for an acceptable topic and next rivals report they will roll to see what they find about said topic.)

Next is Krusty the clown vote:

[] (What to do about Krusty):
-[] Hire him as a Hero Unit. (Currently 15/20 Hero slots occupied)
-[] Hire him as a trait like Carl and Lenny or Gil (Will lose the chance of getting Krusty as a Hero Unit forever!)
-[] Bench him (Krusty will still work on his show but Abe won't be able to give him any orders or assign him to any assignments, on the other hand, can be hired as a hero unit later by Abe personal action)
Finally there is what to do with Itchy and Scratchy:

[] (What to do about Itchy and Scratchy):
-[] Hire them as a Hero Unit. (Currently 15/20 Hero slots occupied)
-[] Hire them as a trait like Carl and Lenny or Gil (Will lose the chance of getting Itchy and Scratchy as a Hero Unit forever!)
-[] Bench them (Itchy and Scratchy will still work on their show but Abe won't be able to give them any orders or assign them to any assignments, on the other hand, can be hired as a hero unit later by Abe personal action)
 
Here's the duo (trio?)'s stats if you want to better decide on what to do with them:

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.)

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.

The co-stars of The Itchy and Scratchy Show! These 2 Toons are ridiculously infamous for how violent their show is, Seriously! You remember as a kid when you watched them, you still can't believe they aired that to kids! Anyway, with the current "strong feelings" against toons, their show has been on some hard times. Luckily you managed to buy their rights to the show before it was too late! Surprisingly, outside of the show, Itchy and Scratchy are the best pair of friends you could ever find, apparently, all that violence is reserved only to the T.V.

Martial: 25 (Kids friendly toons they might be, Itchy and surprisingly Scratchy too are quite capable in combat. Though you wonder where the hell do they keep that much weaponry.)

Diplomacy: 22 (Scratchy is a friendly toon, and Itchy, while sometimes a bit intense is very likable.)

Stewardship: 14 (Apparently, it is Itchy that handles the pair's finance.. huh.)

Intrigue: 19 (Scratchy is surprisingly gullible, luckily for him, he has Itchy to cover his back, that little mouse is as devious as your grandson.)

Learning: 11 (Itchy and Scratchy didn't have a formal education so to say, they focused more on their show than in getting diplomas.)

Traits:

Rubber house: Being Toons, Itchy and Scratchy can take unholy amounts of punishment without permanent harm. They can't take permanent damage or suffer serious physical consequences from getting critical failure in actions they roll for.

Joking Around: Being toons, this pair can't avoid making things more lively wherever they go around, to the chagrin of many unfortunately. Itchy and Scratchy have their critical failure and success threshold increased. On any action assigned to them, they crit fail when they roll 1-5, and critical success the action when they roll a 96-100.

Showmanship: This dynamic duo are experts performers, thanks to the decades of experience from their show. The basically know pretty much anything about it! +10 diplomacy and Stewardship when doing actions related to the Media business.
 
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