BrainQuest - A Saturday Mourning CK2-Style Quest Crossover

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Are you pondering what I'm pondering?
Prologue
Location
Everywhere
After the great cataclysm brought about by the arrival of Cybertron, looming still over the world like a great decaying metal eye, it was not just society that changed and fell apart. Large swathes of the world were assaulted by great and terrible waves and pulled beneath the ocean. The country that was once known as Denmark was one of many lands that felt this, and it felt it hard; No part of it touched the rest of Europe anymore.

Copenhagen, the capital, was a casualty in this great reckoning. Many of the country's leaders were lost, and with the rest of the world facing similar upheaval, they looked desperately for guidance. That guidance came from a surprising place. When they reviewed the constitution of Denmark, hoping it'd be enough to guide them in those confusing and uncertain times, they saw that there was something new written at the very top of the document, a single instruction:

"Obey The Brain."

Considering the people were mostly leaderless, and they were reading the constitution for guidance anyways, they decided to obey that rule. What did they have to lose, after all? Surely someone named The Brain was smart enough to run things. And so, they obeyed the Brain. That is to say, they obeyed you.

Regardless of the little fact you were actually a genetically enhanced lab mouse with ambitions to rule the world.

Sitting in your new capital, you sat back, enjoying the feeling of a scheme that was finally successful. Next to him, your long time sidekick Pinky tapped his chin thoughtfully. Which was ironic, since thought was a rarity with him.

"Y'know, Brain, it's weird, usually something happens by now that undoes the whole thing. Like, somebody finds the old rules and decides they're better, or someone else was already called The Brain, or-"

Your hand grasped Pinky's mouth and squeezed it shut.

"Don't jinx it, Pinky."







A few years later, Denmark was now Brainmark, and it had rebuilt itself quite nicely. You look out from the window giving a view of Aarhus, his capital city, and see people and cars teeming about. After the coming of Cybertron, many cities and towns were destroyed either by the arrival itself or the chaos that came after. Many parts of the world were unable to recover, but with your genius at the helm, Brainmark was thriving, and Aarhus was only one example.

Of course, you were particularly proud of the city hall, your new residence and seat of power. After Aarhus had been sufficient rebuilt, you:

[ ] Kept exactly the same. It would be a shame to alter such fine Danish architecture!
[ ] Covered the building in banners displaying your visage and highlighting your large, enhanced cranium.
[ ] Put a giant tower of yourself holding the world in your hands at the very top of the building's tower. A reminder of your ultimate goal.
[ ] A complete redesign. The building is now a sleek, advanced citadel, equipped with plenty of gadgets to make your life more convenient.

Yes, Brainmark was looking very, very good. Perhaps it wasn't the most advanced country, or the most powerful. But its current state was only a start, a beginning. A beginning that your genius will build upon, the catalyst from which you will use to TAKE OVER THE WORLD!

"And to think this all started with a scheme to disrupt the cheese danish economy." You mused.

"Oh, good thing we didn't, Brain!" Chimed in Pinky. "Can you IMAGINE a world where there aren't any more of these yummy treats? NARF!"

As he spoke, he shoved an entire cheese danish in his mouth. You stared blankly at your fellow mouse.

"If you keep eating them at that rate, Pinky, we'll be living in that world soon."

You turned your back to the window and your attention away from Pinky, instead focusing on the stack of papers in front of you.

"Enough dawdling, I must focus on reviewing these applications."

"Y'know, Brain, I've been thinking-"

"Oh, I highly doubt that."

"Why do we need a chief of the fence anyways? I mean, I haven't seen any fences anywhere near here!"

Of course that's what he'd say. You say and rub your highly evolved temples.

"Chief of defense. Pinky. And it is a very necessary position, considering that we're close to focusing once more on the rest of the outside world. When the covetous eyes of warlords look upon us, we must be ready!"

You paused, and looked at Pinky's blank face then remembered who it was you were talking to and sighed.

"The fence will keep the bad men out, Pinky."

"Ooooh, that makes a LOT more sense! NARF!"

Sighing again, you turned to the applications. After about a half hour, you wished you continued listening to Pinky instead. There were absolutely no qualified applicants! In fact, it seems that opening applications for the job ended up attracting nothing but the exact wrong people.

"…a man with no limbs, a coma patient! And why did ten pacifists apply?!" The papers were flung into the air in your frustration.

"How are we supposed to take over the world, if we can't even find anybody to keep things in order at home?"

"Aw, cheer up Brain!" Said Pinky as he placed a comforting hand on your back. "I'm sure we'll find SOMEBODY to build that fence!"

Before you could fire back with a witty remark, the door to your office creaked open with your secretary poking his head in. "Err, Mr. The Brain? Your motorcycle is here."

"My what?" You raised your eyebrow. "I don't have a motorcycle."

"Well, someone dropped it off, and said you ordered it, so….I'm just the messenger here."

As your secretary ducked out you held a hand to your chin, thinking. "Something feels quite odd about this, Pinky. Odd, and suspicious…come, let us investigate!"

"Oh boy, I love cake!"

"Investigate, Pinky, not invest in cake."

"Aww…"

Already halfway to the door, you turned to Pinky and saw his sad eyes. He really was hard to say no to sometimes.

"…we can get cake afterwards, Pinky."

"YAAY!"

With the assurance of cake Pinky hopped down from the desk and followed after you, to the outside of the building.





"Curiouser and curiouser…"

You circled around the mystery cycle left outside of your seat of power. Pinky followed behind you, though it was more out of mimicry than any sense of investigation on his part. Still, you were used to this.

"Wow, Brain, I've never seen a bicycle like this before. Poit! I mean, where are the pedals?"

"Motorcycle, Pinky." You corrected. "But you actually do have a point, surprising as it is. Quite an odd machine…"

Indeed, it was far more colorful than the ordinary motorcycle, painted in oranges and reds and blues. And the front of it looked almost like a rocket nose. Not to mention the lack of a steering wheel, and the horrendous safety hazard that was the missing side view windows.

"Well, if this is supposed to be a gift of some sort, it's quite a poor one. I can't even drive this with my mechanical suit!"

"Ah, you misunderstand, this cycle is not ridden by you, it grabs you!"

You're not quite sure, but your eyes may have popped out of your head for a minute when you saw what happened next. The motorcycle began to unfold itself, shifting its parts and disconnecting some of them. It changed shape quickly and dramatically, from that of a motorcycle to a tall humanoid robot. When you and Pinky tried to book it, it grabbed you quickly and hoisted you into the sky, leaning in to stare at you as you stood shaken on the palm of its hand.

"…or rather, this Cy-Kill does!"

Cy-Kill. Cy-Kill. You groaned at the name. Pinky was blankly looking forward and evidently trying to puzzle out what he meant.

"So, a Decepticon has infiltrated my nation?"

The robot's face quickly turned to anger, which was not a good sign when you were being held in the literal palm of his hand.

"Do not compare me to those Cybertronian usurpers! Our abilities may be similar, but the Go-Bots are far superior to any Cybertronian! And the Renegades are superior to all Go-Bots!"

A Go-Bot? Intriguing. You've never heard of them before. Seems like it might be something to research later-after you weren't in imminent danger.

You remained calm when you talked, showing fear would be a very poor idea in this circumstance.

"I see, and am I safe in presuming you are one of these…Renegades?"

"I was the LEADER of the Renegades!" Cy-Kill shouted furiously. "This planet was to be ours, a staging ground for the conquest of Go-Botron! Yet when we tried to force away the Decepticon usurpers, they fought back! Scattered us across the world! I have spent far too long seperated from my followers."

His face suddenly changed to a grin and he held you up closer to his face. "Ah, but that brings us to why I am here!"

"That is something I was wondering about, yes." Dryly replies yourself.

"I have heard of this rebuilding nation. One ruled by, of all things, a mouse! Well, I see now that the rumors were true. And since they are…you will surrender this nation to me! Perhaps I will be merciful, and keep you as my pets-you can watch as I turn 'Brainmark' into a powerhouse! From which I will launch my REVENGE against the Decepticons!"

Oh, well this was a sticky situation.

On one hand, you were hardly open to giving up the country you had spent so long repairing and consolidating your power in. Not to mention, it was the first real, permanent success you've ever had in your campaign of global conquest. On the other, to defy such a large, strong, intelligent robot….one who had led a fighting force brave enough to fight the Decepticons-

Ah, it seems you had an idea.

You leaned over to Pinky and whispered to him. "Are you pondering what I'm pondering?"

"I think so, Brain." He whispered back. "But wouldn't that break the toaster?"

You don't know what you expected.

"Well, Cy-Kill, considering my…circumstance, I can't imagine having any other choice…"

"That would be correct, yes."

"But I would warn you, I can't imagine the people of Brainmark would be very happy to lose their leader, especially after I've done so much to keep this country afloat. And while I'm certain you're quite a strong, powerful Go-Bot, I can't imagine you can survive much sustained grenades and rocket launchers fired at you."

Leaning in closer to you, Cy-Kill squinted. "Is that meant to be a threat?"

You speak plainly with your hands behind your back. "Actually, it's a prediction of what will occur upon usurping control of Brainmark. It would certainly be a shame for your revenge to end so prematurely, especially when there are more...cooperative methods of achieving it."

"Hmm…and what might you have in mind?"

"Well, we have no Chief of Defense, and I have found the current applicants…lacking. If you were to join and serve in such a role, you would be able to improve our army, and push it in the right direction to enact your vengenace upon the Decepticons!"

"AND, we'll let you paint the fence too!" Added Pinky in an attempt to be helpful.

"…ignore him."

Cy-Kill tapped his chin with his free hand, considering.

"You would allow me to pursue my vengeance, to rebuild my Renegade army?" Saud Cy-Kill, incredulously.

"Well, I do intend to conquer the world. I can't imagine that the Decepticons will be very cooperative with regards to such a goal."

Cy-Kill chuckled and tipped his hand over, dropping you and Pinky onto the ground. Again, you're not quite sure, but you THINK you saw stars swirling over your heads before you got back.

"I can admire your ambition, Brain, and you are surprisingly eloquent for a mouse. Very well, I will take your offer, and serve as your Chief of Defense. For now."

That was certainly an ominous "for now", but why look a gift Go-Bot in the mouth.

"Excellent, I knew that you would see reason." You said with a smirk "Now, come, I will brief you on the duties of your new job. And then, we must prepare for tomorrow night!"

"Tomorrow night?" The Go-Bots' face reflected confusion. "What are we doing tomorrow night?"

"The same thing we do every night, Cy-Kill. TRY TO TAKE OVER THE REST OF THE WORLD!"

Pinky started to burst out laughing.

"Ohhh, Cy-Kill I GET IT! NAAARF! HAHAHAHAHAHHA! IT SOUNDS LIKE CYCLE!"

Ah, he finally got it.
 
Intro to BrainQuest & Saturday Mourning
What is BrainQuest?
BrainQuest is a quest where you play as none other than The Brain, the famous genetically enhanced lab mouse with aspirations of world domination. With your ever loyal sidekick Pinky by your side, and a little help from unexpected cosmic destruction, you've accomplished one step of your goal and taken the country of Denmark.

Now you must make your way through the setting of Saturday Mourning to finish achieving your long desired goal: taking over the world!

After all, who can run it better than a super genius like you?

What is Saturday Mourning?
Saturday Mourning is one of the many spin-off settings of Disney Villains Victorious, which you may know from several excellent quests run on this forum.

In Saturday Mourning, the cosmic destruction brought forth by Cybertrons arrival in our solar system ended the old civilization of Earth. Now it's ruled by various new Kings who are picking up the pieces. Skeletor reigns over Eternia from Castle Grayskull, the forests of Robotropolis dwindle as Dr. Robotnik cuts deeper and deeper in his quest to replace the organic with the machine, and the Pollution Syndicate revels in the dirty and ruined world they create. The classic Saturday Morning villains have won; this is their world now.

…or at least, it almost is. They may have won, yes, but that victory isn't complete. Not all the heroes are dead and gone, and the ones who are might have left a legacy behind them. Skeletor rages as Castle Grayskull's secrets remain hidden, the last Freedom Fighters battle against Robotnik with even greater fury, and somewhere out there the Planet Rings lie in wait to purify the world.

This isn't a doomed world. It isn't a dead one, either. It's a world of adventure! And it's up to you to make your way through it

Here is a link to the folder containing the setting info. Keep in mind that the lore described in the KLR and various other setting aspects are subject to change as I see fit. For instance, Brain's domain is known as Brainmark in this quest, and he has no connection to Dr. Blight.

The World of Saturday Mourning
Magic: It would take an idiot to deny that magic is real nowadays. Sorcerer kings and queens reign over large dominions, while minor magicians cause trouble elsewhere. Even in the realms of Kings who rely entirely on science, stories of magic pass through with traders and migrants.

Technology: The levels of technology fluctuate throughout the world. Some places maintain a technology level close to the modern day, others have been blasted back to medieval times with no evidence of any advancement occurring anytime soon, and then there are those which have technology the modern man can only dream of. Usually, if a King has no access to magic, their power comes from their technology.

Aliens: With a literal alien planet just barely beyond the moon, the question of whether or not we're alone in the universe has been answered. Even though several alien races are present on Earth and wield considerable power and influence, most people will still be surprised to meet an entirely unheard of species, having grown familiar with the regulars.

Mutants, Superpowers, and Monstrous Races: The new world has brought a lot of variety to the human race. Mutants are common in many places and less so in others, and individuals with extraordinary powers can be found if you look hard enough. Not only that, but entirely new Earth born races have begun to develop, such as the Orcs in Venger's domain.
 
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Mechanics
Mechanics
This quest uses the CK2 system that many other quests do. To quickly summarize, each turn you take an action from one of five actions relating to five different stats. Martial, Diplomacy, and Stewardship and Intrigue. There is a sixth stat, Occult, but you will have to perform research and take actions in game to unlock it.

To decide whether or not an action you've chosen to take is a success or a failure, I roll 1d100+ Relevant stat of Brain + Relevant stat of Hero unit (elaborated on below) + Any bonuses.

That's the basic system running the quest, but there are other mechanics and aspects we need to go over. So, let's do so!

Critical Rolls
Critical Successes and Critical Failures represent an action succeeding in the best way possible and an action failing in the worst way possible, respectively.

Critical successes can add additional bonuses and rewards to an action, while critical failures can have great consequences.

A critical success is when you roll twice the DC required for an action to succeed. A critical failure is when you roll less than half of the DC required.
Bare Failures
Mechanically, Bare Failures are when you were only ten or less away from succeeding on a roll. On a narrative level they represent near success that was hampered by some unforeseen circumstance, incomplete knowledge, etc. Bare Failures generally do not have any major drawbacks, and reduce the DC of the action in question by half.
Hero Units
These are characters with their own stats in the game that work for you. They can be assigned to any action and add their stat in that category to a roll. Additionally Hero Units can be sent on Quests, detailed below
  • Loyalty: Loyalty does not have any mechanical benefit like it does in some Quests. Rather it's simply an indicator of your Hero Unit's…loyalty. If their loyalty is too low, negative events might happen revolving around the hero. Loyalty can be increased by giving a Hero tasks they like doing, or by helping achieve their own long term goals, among other ways.
  • Traits: These are things unique about a Hero Units. These can add bonuses to rolls, add maluses to rolls, or a variety of other possibilities.
  • Personal Actions: Personal Actions are actions that relate to a Hero Units personal life, rather than large scale national actions. These roll a flat d100, with higher numbers equaling better results and vice versa. Most Hero Units have one personal action per turn, but Brain has three he can use. If desired, three of these personal actions can be used to have Brain oversee a project personally, meaning I'll roll twice for an action and take the higher roll.
Quests
These are adventures that you send your Hero Units on, such as delving into ancient ruins or breaking into an enemies stronghold. One Hero Unit will be assigned as the Party Leader, who will add their stats to any DC checks. On a quest, there will be choices you can make, that will affect the direction it ends up taking as well as the events that occur afterwards.

During Quests, there will be DC challenges. These are, in general, situations which your heroes must overcome using their stats. In this case, the roll is 1d100 + The party leaders relevant stat + The relevant stat of the party member with the highest number in that stat.

Quests can be dangerous, and if things go wrong enough you could lose one or more of the Hero Units you send.

Rival Reports
You aren't the only King around. After the actions for your turn are rolled, you'll get a Rival Report showing you the actions that other Kings have chosen to take and the results of them. Not all Kings will take actions every turn, and not all actions that are taken will be known to you.

Random Events: At the end of each turn I'll roll a single d100 with no modifiers, and depending on the number rolled an event will occur. The higher the number, the more beneficial the event is. The lower the number…the worse.

Scheming
While Brain has learned a degree of patience after taking charge of BrainMark, he's nothing if not a big thinker. Thus, he schemes.

Schemes are large scale projects that require multiple steps to be completed. Stealing the Eiffel Tower, for instance, would be a scheme. Completing one step of a scheme unlocks the next step(s), and so on and so on until you get to the execution. The results of a Scheme can be long lasting or permanent benefits for you, or large maluses and damage dealt to an enemy.

In order to advance a Scheme, you can burn a Hero Units personal action to take a Scheme Action, adding their relevant stat to a roll.

Some Schemes require Quests to advance their progress, or will result in Quests being unlocked upon conclusion. After a Scheme is complete, you can choose between various options for Schemes to undertake.

Omakes
Omakes (side stories written in the Quests universe) don't have any mechanical benefit, per say, but if I find them interesting, funny, and/or consistent with my own plans than they could become canon within the Quest. This means that your Omake could alter the course of the Quest, and add new potential enemies and allies to deal with!
 
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Hero Units
The Brain:
Martial: 10 (While you may be a small and weak mouse, you understand the strategic and planning aspects of battle quite well, at least to the point that you can hold off superior enemies)
Diplomacy: 17 (You'll freely admit that you're no social butterfly. But you stray from the typical stereotype of a genius with no social skills..)
Stewardship: 20 (Your ability to manage and allocate resources efficiently is not to be underestimated)
Intrigue: 20 (Much of your life has been spent hiding your activities from lab scientists and various other people.)
Learning: 40 (Why else would they call you The Brain?)

Traits:

Are You Pondering What I'm Pondering?: Brain grants +5 to Learning checks on a quest.

Mobile Suit Human: Brain's robot human suit is very strong, but not very agile. He gains +10 to martial checks on quests but also loses -10 to Quest Intrigue rolls

Actually, I'm a Genetically Enhanced Lab Mouse…: When attempting to deceive someone into believing he isn't a mouse, Brain gets +15 to the Intrigue roll.

Pinky:
Martial: 5 (Pinky is more of a lover than a fighter)
Diplomacy: 19 (Pinky's dimwitted charm, combined with some basic diplomatic training, makes him a surprisingly talented ambassador)
Stewardship: 1 (If you gave Pinky a bottle cap with a President drawn on it, he'd call it a quarter.)
Intrigue: 1 (Pinky will try his hardest to keep a secret, but he's not very good at it)
Learning: 1 (He's Pinky.)

Traits:

I Think So, Brain, But… : When on a Quest with Brain, he's able to keep Pinky on track. Pinky gains +5 to all rolls.

Pinky AND The Brain: Pinky will never betray Brain, and his loyalty will never go below 80%

Be Quiet, Pinky, Or I'll Have To Hurt You: Pinky's ability to thwart Brain's plans on accident can be weaponized. When assigned to Intrigue checks to sabotage other geniuses, Pinky gets +10 to the roll.

LOYALTY: 100% (Pinky has been with you from the start, through thick and thin, and it doesn't look like that will change any time soon.)

Cy-Kill:
Martial: 19 (A former leader of warrior cyborgs, Cy-Kill has more than a bit of fighting experience.)
Diplomacy: 13 (Okay, so he's more of a fighter than a talker. Still, at least a little talking is required when leading Renegades)
Stewardship: 16 (Cy-Kill is experienced at allocating resources and assigning jobs.)
Intrigue: 17 (Hiding from the law and hiding from his enemies, while enacting your plans from under their noses, is something Cy-Kill can do quite well.)
Learning: 10 (He's a warrior, not a scientist)

Traits:

Visitor to Earth: Since Cy-Kill is from another world, he's got some know-how on alien technology. Learning actions that involve studying technology not built on Earth gain a +10 bonus when Cy-Kill is assigned to them

Go-Bot With a Grudge: Cy-Kill isn't fond of Transformers. Any Martial action he is assigned to that targets Cybertronians gains a +10 bonus.

LOYALTY: 65% (Cy-Kill much prefers leading to following, but he does appreciate that we're going to help him get his revenge.)
 
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[X] Put a giant tower of yourself holding the world in your hands at the very top of the building's tower. A reminder of your ultimate goal.

Might as well go full megalomaniac.
 
[X] Put a giant tower of yourself holding the world in your hands at the very top of the building's tower. A reminder of your ultimate goal.

Agree, everyone shall see our supremacy as we hold the entire world on our hands!!!!
 
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[X] Kept exactly the same. It would be a shame to alter such fine Danish architecture!

We may be an aspiring World Conqueror, but we are a Mouse of Culture and finer things, only blowhards and the hilariously shallow feel the need to coat their lands in iconography to cover their fragile Egos.
 
[X] Kept exactly the same. It would be a shame to alter such fine Danish architecture!

I'm mildly terrified the coma patient would have been an incredible defense minister, but Cy-Kill seems like a good contender.
 
I'm mildly terrified the coma patient would have been an incredible defense minister, but Cy-Kill seems like a good contender.

We shall utilize his petty desire for vengeance, and perhaps he could be persuaded to be a co-ruler with us, if he proves to be an adept ally, then he should be justly rewarded, the best rulers made sure their allies were taken care of after all.
 
The intro to the Quest and Saturday Mourning, the Mechanics, and your Hero Units stats are now posted! Expect the Hero Units post to be edited in regards to aesthetics and formatting.

Also, I'm always open to criticism and advice
 
Okay so, first order of business, aside from the options that appear on our first turn what we must try to do is either get a Occult hero or start on the path of getting Brain an Occult stat, depending on the options available.
Also we should be focusing on getting full loyalty of Cy-Kill, having the full trust of our hero units is always a good thing.
 
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Okay so, first order of business, aside from the options that appear on our first turn what we must try to do is either get a Occult hero and start on the path of getting Brain an Occult stat, depending on the options available.
Also we should be focusing on getting full loyalty of Cy-Kill, having the full trust of our hero units is always a good thing.

Presuming we can get to work on some very nice military matters and things that mess with other Cybertronians turn one, that should be a good start. And looking at the Map, we are pretty surrounded by Magic folks, bound to be some we can get for our Nation, does mean we will have to contend with a lot of powerful magics tho.

Hmm i need to think on who best to target first for getting more land from.
 
[X] Kept exactly the same. It would be a shame to alter such fine Danish architecture!
We can build massive monuments to our ego later.
 
He is pretty terrifying and that's not even considering the fact he has the Roboticizer.

probably best to work on getting our stuff up to snuff before even trying to head to the Americas, maybe make some allies with the minor powers to keep ourselves not at risk from the three massive threats close to us, get some actual magic forces ready to go and make machines to aid in our conquest.
 
[X] Kept exactly the same. It would be a shame to alter such fine Danish architecture!
make machines to aid in our conquest.
Keep in mind, Brain is far more than just a mechanical genius. Robotnik is the greatest mechanical engineer in the setting. Any robots we make will be, on average, inferior to his, even without the Roboticizer. Brain might be smart enough for a De-Roboticizer, though. But Brain is also a bio-engineer. He designed a pollen that induces temporary but uncontrollable and immediate sneezing in humans. But why stop there? He can also do material sciences and has even dabbled in magic, something I think Robotnik might be too arrogant to take advantage of.

I guess my point is as follows. Brain, whatever he thinks, has superiors here. Masters, one may say. But you know what we say about that?

"A Jack of All Trades is a Master of None, but oftentimes better than a Master of One."
 
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