Plus, they may repent for their action. The Feds grant him amnisty. He actively helps Toons. And both Roger and Eddie walk away with an happy ending: one keeps their job and is discharged, the other is finally at peace after getting his brother's murderer done-for.
Also, depending on how the timeshards line up, Shego might be *a teenager* rn, given how the original version of this quest went down - not exactly something condusive to a healthy relationship imo
I'm calculating approximately twelve. Sources are divided on her canon age (show Bible says 30, character designer says 25) so if we split the difference to 27, she'd be early forties in DQ and 12 here. Though arguments could be made for anywhere between 10 and 15.
I cut that part out of the intro and made Future Doof's career vague to give the story less connection to DoofQuest. Future Doof could've been from DoofQuest, he could've been from DVV:G canon. As such, I cannot answer that question.
Toons are involved. Even through time they cause shenanigans.
In reality though, it's Doof carrying a book of condensed insanity and an entire questful of crits around. Unexpectedly, this means more crits.
The main enemy is Bill, and his constant efforts first to enter real space and then to escape the oddraction of the Oregon Triangle. Everyone else is mostly gravy. Really vitally important gravy that will kill torture and/or metaphysically amputate untold millions of innocent people.
Realistically, Doom is pretty much just a way for us to prove that the govt wasn't wasting it's time and money in training us/funding DHI. Stopping him is basically us saying that we can walk the walk as well as talk the talk, imagine what we could do with more funding and resources.
Edit: Also dealing with him now means not having to deal with him later. One less King means less resources need to be tied up by him when other Kings start moving.
Think we'll get any Valiant, Jessica, or Roger as a Hero unit? All three? Jessica and Roger as a pair?
Either way I love me some more intrigue units, Valiant probably has some decent martial, Jessica is surprisingly devious for a toon, and Roger... probably has something going for him, diplomacy perhaps.
Plus him getting to help save the world may help him move past his brother's death more. Or at the very least, he could see it as a way to honor his brother and do good on a much larger scale.
Also, Roger's a bit more canny than he lets on.That dig at Eddie about his brother being a "suave and sober fellow" was honestly pretty well done. So Roger may have some social-fu.
If this helps him lighten up then he's supposed to be a really funny guy. He might never be 'out funny a toon' like he was when he and his brother were both alive and able to work together but his solo act can't be too bad.
He was able to get the weasel minions laughing so hard that they died during a pratfall routine. Valient's no Toon but he clearly has a talent for comedy
To be fair, he had to kick the leader [Smartass, the pink one] in the... "areas down under" in order to kill him, but even then, it was a 30 strong foot kick. Eddie is not messing around.
He was able to get the weasel minions laughing so hard that they died during a pratfall routine. Valient's no Toon but he clearly has a talent for comedy
Totally different character archetype though, so probably not much overlap beyond "is intrigue focused" and "especially good with toons".
Eddie is way, way less refined and focused. More rough and tumble. And pursuing leads like a bulldog chewing a bone. Almost no finesse and all stubborn determination to find out where something leads.
If we get him, it should be interesting.
I almost wonder if one of his traits should be a modification to the infiltration mechanic where instead of trying to sneak into a company he instead gets put on a case. He could get assigned a intrigue action and instead of rolling to complete it he rolls a smaller dice, like 1d50 to permanently reduce the actions DC each turn until he beats it, with the downside that he isn't subtle and people would figure out they were being investigated.
You, Betty Director, glance over at Valiant, who's suddenly stopped his car and is gazing at the road ahead, hands tight on the steering wheel. You may be relatively young (21 is a very reasonable age to be!), but you've been with GJ long enough to recognize PTSD when you see it. And the signs are raging across Valiant's face.
Well, time to see if Doof's charisma is contagious.
Diplomacy Check: Cheer Valiant Up
DC Variable
99+16+10 (BoD)=125
Critical Success!!
You gently nudge him. "Hey, are you alright?"
He breathes a heavy sigh. "I've gotta go in there, don't I?" he asks.
You nod. "Yep."
He closes his eyes. "I'm not sure I can. Not… not after what happened to Teddy."
You place a hand on his shoulder. "Who was Teddy?"
"My brother," he replies. "We founded the Valiant & Valiant detective agency together. We specialized in Toon cases. We used to work Toontown a lot, thought it was a barrel of laughs." He's smiling slightly, now. He's clearly reminiscing on pleasant memories. But, his face falls. "Until we got a case that involved a Toon robbing the First National Bank of Toontown. We chased the guy down, but… he got the drop on us. Literally. Dropped a piano on us from 15 stories up."
He goes quiet. You can guess what happened. "Teddy didn't make it, did he?"
He bows his head. "No."
There's silence for a bit, before you speak up. "Did you grieve?"
He snorts. "Whadaya think I've been doing ever since?"
"I'm not talking about moping," you tell him. "I mean actually grieve. Acknowledge that it happened, feel all the emotions running through you, then put it behind you. It won't do you or your brother any good if you just get stuck on it. I have that on good authority." You tap your eye. "I lost this because I got arrogant. I thought that it made me invalid, weak. I couldn't get over it. But, my friends finally convinced me that I was still the same even without it. They gave me a safe space to just let it all out. And you know what?"
He looks at you. "What?"
"It did work. It worked a lot, actually." You turn to him. "Take time now. Grieve. Then, pick up your gun, and make your brother proud. For the next few minutes, let's just forget everything else. All that matters is what happens next."
Valiant is silent for a moment. Then, he sniffles. Hot tears run down his face as his sniffles turn to sobs. For the next several minutes, he just sits there, crying about his brother and the life Valiant wrecked in his grief. You just sit there and let it happen, knowing from being on the other end that it's enough.
Eventually, Valiant sniffs and dries his face. You give him a hankie and he uses it. "Feeling better?" you ask.
"Yeah. Yeah, I actually do," Valiant says.
"Then, I just have one question, Valiant." You cock your pistol. "You ready?"
Valiant pauses. Then smirks. "Two things. One, after everything that's just happened, you mind if I call ya Betty?"
You smile. "Only if I can call you Eddie."
"Deal," he says. You shake hands. "Alright then. Two," he says as he holds up his pistol, "I'mma need something a little different." He tosses it into the backseat, then pulls out a box from his agency. Upon opening it, you discover that it contains a Toon gun from Yosemite Sam himself. He admires it for a few seconds, then opens up a smaller pouch in the box that releases a chorus of snores, followed by confused exclamations. To your shock, even the bullets are Toons. Sentient ones at that, given they each are dressed like people from the Old West and even have faces and outfits. They immediately perk up and greet Eddie like an old friend.
"Where ya been?" one of them asks.
"Drunk," is the short reply. He shoots them a smirk. "Feelin' frisky tonight, fellas?"
"Yeah!" the bullets all cheer.
Eddie nods and clicks open the chamber. "Let's go."
With a series of whoops and cheers, the bullets all hop out and clamber into the gun, which is then clicked shut. You give him a nod. "Nice thinking."
Eddie pops out a bottle and prepares to take a sip, but pauses. He then opens the window and dumps the liquor out onto the street. "Gimme a moment," he asks, then steps out into the night. He then throws the bottle into the air and shoots at it with his gun. With a war cry, the bullet shatters it with a tomahawk it pulled out of nowhere.
Eddie clambers back in, starts the car, and drives into the tunnel. You turn to him. "Is everything gonna be like that in Toontown?"
He smiles. "Yep. Better get used to it, Betty. Things are about to get freaky."
You take a deep breath of preparation. Hopefully it will be enough.
Eddie has properly grieved for his brother! He now gains the trait Tooned In and may use it with no penalties!
Tooned In: Eddie has a preternatural understanding of comedic timing and narrative convention and has figured out how to weaponize that knowledge. He gains +10 to all rolls made in Quests with other Toons, rolls against Toons, or on National Actions involving Toons. He also gains a +20 on any knowledge rolls related to Toon personages or history.
First was the singing landscape that caused you to crash into Heinz and Jessica's abandoned car, trunk open and all three passengers long gone. Next were the birds that appeared around Eddie's head when he bumped his head. Then, there was that whole sequence with the dog in the elevator that you both fell for. And then, you were chased by Lena Hyena (well, Eddie was chased; you were just along for the ride). And then, when you tried to calm yourself down, you discovered that the men's bathroom you were hiding in had no floor. Fortunately, you were able to catch a flagpole on the way down, but then Tweety Bird played "This Little Piggie" with both of you at once (how does that even work?!). Then, you came across a skydiving Bugs Bunny and Mickey Mouse, who gave you their spares, but they turned out to be spare tires. Thankfully, Lena showed up again to catch Eddie. Somehow, you were able to use the tires to cushion your fall (you weren't going to question it; if you did, you were convinced the universe would do something else if you did). Lena tried to make another move on Eddie, but he managed to lose her with the classic "make the road lead to a wall and they'll run into it" gag.
You stagger over to him. "Is it always like this?" you ask. At his nod, you groan. "I think I'll leave the shenanigans to the Toons, thanks."
He shrugs. "They ain't for everyone."
Footsteps echo in the nearby dark and spooky alleyway. Giving each other a look, you draw your pistols and enter. At first, all you can see are dim, spooky buildings and alley cats. Then, Eddie sneezes.
"Gesundheit," says his shadow.
"Thank you," says Eddie. Then his shadow glares at something over his shoulder. You look. Jessica is there with a gun pointed straight at the two of you. "Valiant," she says.
Your mind races as you desperately try to rationalize Doof trusting Jessica and her turning on you. Did she trick him? Was she being forced to do this? Did Doof just fall for her womanly charms like a normal man?
Eddie turns and sees her. "I always knew I'd get it in Toontown," he groans.
"Behind you!" she shouts as she fires. You both dodge, and the bullet hits its target: Doom, who had tried to off you both like he had tried Maroon. He falls over and drops his gun.
Doom jumps into a nearby alley and fucking disappears. The bullets stop and wonder where he went before taking off in a random direction that is not the way Doom went.
Eddie curses. "Dumdums," he grumbles, tossing away the gun.
You growl. "Come on!" you shout to both of them. You all run out of the alley towards the two cars. "Come on, Eddie, we'll take the car you took to the-" You stop as you realize the car the two of you took has now disappeared. "...studio."
"Looks like somebody already did," says Eddie, pointing at the destroyed Toontown road.
"From the looks of it, I'd say it was Roger," Jessica says.
You shrug. "Could've been Heinz," you say. "He took his driving test in Drusselstein."
The pair gives you an odd look. "Is that bad?" Eddie asks.
"When Heinz tried to transfer licenses, it caused an enormous bureaucratic backlog that eventually exploded into a diplomatic incident when a paper pusher finally dove into the large stack to see what all the fuss was about," you say. "It ended with the Drusselstein Driving Test and its corresponding Waltz, don't ask, being banned in over 80 UN countries and 49 of those being on the brink of war with Drusselstein, the US included in both categories. That answer your question?"
Any exclamations the shocked pair in front of you can give are interrupted by the sound of a siren, causing you to flee once again, this time from the Toon Patrol.
Fortunately, this one doesn't last as long as the previous one.
Unfortunately, it ends with you being caught after your Toon cab drives over a Dipped road just outside Toontown, causing you to crash… right at the feet of Judge Doom.
He tuts. "What an unfortunate accident. Nothing more treacherous than a slippery road. Especially when driving in a maniacal Toon vehicle," he grins. You get up to wipe the smug look off of his face when the siren of the Toon Patrol signals the arrival of the Weasels. Then, there are too many guns pointed at you to attack the crooked judge safely.
You're all escorted into the car. Apparently, Eddie and Jessica are safe to just hold at gunpoint. You, however, are shown the honor of being dangerous enough to warrant immediate restraint.
'Well, here's hoping Heinz is having more luck than me,' you think as the ropes tighten. Then, you cringe as the ropes constrict uncomfortably and you become pretty sure you just jinxed it.
(Everyone in the agency thinks such things are superstitions. Then, said people go on a mission with Heinz Doofenshmirtz and promptly have a shift of opinion.)
I swear, I'm not fixing these rolls so that the quest follows canon. Trust me, I couldn't make up rolls this ridiculous even if I tried.