So, which of our heroes count as "Capes" for the purpose of the creation of a Black Ops group?
Ask yourself the following questions.

  • Is this hero capable of handling themselves in a fight?
  • Do they have any special skills, talents, or overt powers beyond the human baseline?
  • Can they do their jobs with any degree of discretion?
  • Are you okay with them getting less individual character focus?
If the answer is "yes" to all of these, then they'd be fairly suitable for your Black Ops team. Doesn't really matter if they're a super, a toon, a robot, an alien, or an animal with a fedora. What matters are results and synergy.
 
I do have a concern regarding Marco and Tom and other units with action/time constraints and how that would play out if they are in the Black Ops group.
 
  • Is this hero capable of handling themselves in a fight?
  • Do they have any special skills, talents, or overt powers beyond the human baseline?
  • Can they do their jobs with any degree of discretion?
  • Are you okay with them getting less individual character focus?
Hego, Technor, Juniper, Genghis?, Lizzie.
Wile E. Coyote, Kitsune and Vagabond Ninja also count (Tom/Marco/Janna too, but yhey don't fit or don't want to fit in something like this)
 
Last edited:
Hmm perhaps Wiley, Technor, Juniper, and a 4th person for the team.

Perhaps Genghis? Or maybe Lizzie?

It would make the team really powerful and we could still assign them to martial actions when desired.

Otherwise maybe Tobe? But I kinda want them to have a lair and become their own ninja village organization.
 
Last edited:
Thoughts for potential team setup:
Ghengis (Leader)
Kitsune
Tobe
Lizzie
Lots of Intrigue and Martial (essential for a black ops team) with some units specializing in other areas to balance it out a bit
 
What does that have to do with how putting Technor in a heroball cuts down on our available therapy sessions?
Juniper and Technor were prior teammates and should have synergy/experience.

According to prior inquiries into the topic, Therapy isn't a magic button to fix things!

nor is Technor the only therapist at DEI. (Unnamed NPCs of the world, unite!)

Plus I like the narrative potential of Technor on the team moreso than the potential loss of a few therapy sessions.
 
Last edited:
I personally, absolutely do not want to see Tobe or Janna being put into the Black Ops Team. Remember, anyone who goes there gets less individual character focus. And both Tobe and Janna have very good personal dice. They work well as solo-focused operatives for us.

Also I really like them. :V
 
I personally, absolutely do not want to see Tobe or Janna being put into the Black Ops Team. Remember, anyone who goes there gets less individual character focus. And both Tobe and Janna have very good personal dice. They work well as solo-focused operatives for us.

Also I really like them. :V
Ok, but consider the following:

Incorporating Wile E. Coyote into the Vagabond Ninjas.
 
I personally, absolutely do not want to see Tobe or Janna being put into the Black Ops Team. Remember, anyone who goes there gets less individual character focus. And both Tobe and Janna have very good personal dice. They work well as solo-focused operatives for us.

Also I really like them. :V
Yeah, plus considering Tom, Marco being unavailable & having action restrictions, Kitsune being a good solo operative, I think my preferred team right now would be:

Genghis (Leader)
Wiley
Juniper
Technor

Wiley might be a tough loss for stewardship actions but we have quite a few stewardship heroes already and his stats would go far in making the team that much more powerful, especially as many different stats get used throughout quests and such.
 
Last edited:
Hm, it seems like we maybe need to recruit another hero to make the Black Ops Group work, maybe GoGo . We still need to see Juniper stats and traits to see if she viable or no.
 
Dooquest Hero Ranks
Doofquest Hero Ranks:

The numbers by the section headings are Doof's Stats. Opinion Modifiers in brackets are not included in totals and may not be up to date.

Martial (21) +12 from Coyote as Counselor
Genghis Khan 56 [+11] (2/3rds Atomic Genes = 37)
Quirky Miniboss Squad 40 [+4] (+10 and are treated as having a specialization in actions that center around magitech, mentalism, dimensional travel, or which have no clear category. Or dancing.)
Norm Prime 38 [+3] (Half bonus [19] when leading or organizing, +8/-2 coinflip on Martials, +5 versus previously fought foes)
Marco Diaz 36 [-3] (+7 in combat on quests, +8 as defender in combat, +15 in combat against Demona, Costs income to use)
Jumba 28 [+2]
Queen Lizzie 27 [+1] (+5 on Quests)
Wasabi 26 [+2]
Juniper 26 (+15 on any rolls related to dancing. Adds Occult to Martial +8 when doing dance battling)
TECHNOR 26 (+10 if Juniper assigned with him, can be overclocked)

Wile E. Coyote 25 [+5] (+10 to Hunting Nemeses on Nationals, +10/-5 +2% CF/-2% CF Coinflip)
Kitsune 23 [+3] (+12 to sabotage/impair other factions)
Olivia Dickens 23
Tom Lucitor 22 [+2] (+22 in Combat, Limited availability)
Goofy 21 [+4]
Tobe 21 [+2] (+7 to Martial rolls on QUESTS, +5 against those with higher Martial)
Dennis 19 [+2] (The first time Dennis is targeted in combat, the roll automatically fails.)
Cruella de Vil 19 [+1]
NOWCA 19 [+2] (+10 to rolls to combat, infiltrate, or otherwise deal with villains with DC of 100 or lower. May drop action to do government things instead.)
Mezmerella 15 [+2] (Can use 29 Intrigue instead of Martial in specific, mostly-quest circumstances)
Ludivine von Drake 15 [+2] (17% chance to do a different action, +20 to "applied science")
Agent Russ 14 [+2] (+12 on Combat-based nationals and quests, +10 when Toons are involved)
Janna 14 [+2] (Effective Score of 29 for combat actions, 17% chance to change DCs of Occult actions, +9 To combat actions {WHICH DOES NOT STACK WITH the 29})
Roddy Blair 14 [+1]
Kermit 13 [+1]
Janus Lee 10 [+1]
Alan Bradley 10 [+1]
Max 8
Gomez 7 (+10 to any rolls that involve summoning Divinos)

Moseby 7 [+1]
Mirage 5 [+1]
Wendy Wower 5 [+1] (+30 to AI and Robots)
Malifishmertz 5 [+1]
Phineas and Ferb 4 [+1] (Limited Availability)


Diplomacy (19) +14 from Goofy as Counselor
Quirky Miniboss Squad 36 [+3] (+10 and are treated as having a specialization in actions that center around magitech, mentalism, dimensional travel, or which have no clear category. Or dancing.)
Kermit 35 [+3]
Cruella de Vil 34 [+3] (-20 on opposed diplo checks with those with greater intrigue)
TECHNOR 33 (can be overclocked)
Genghis Khan: 30 [+6] (2/3rds Atomic Genes = 20)
Kitsune 30 [+4] (+11 to sabotage/impair other factions)
Goofy 28 [+5]
Wendy Wower 27 [+4] (+30 to AI and Robots)
Mirage 26 [+3] (+10 vs. Kronos)
Janus Lee 26 [+3]

Moseby 23 [+2]
Mezmerella 20 [+2]
Ludivine von Drake 20 [+3] (17% chance to do a different action)
Olivia Dickens 18
Juniper 17
Tom Lucitor 17 [+1] (Limited availability)
Marco Diaz 16 [-1] (Costs income to use)
Agent Russ 16 [+3] (+5 when relying on Government legitimacy)
Wile E. Coyote 15 [+3] (+5/-5 Coinflip)
Malifishmertz 14 [+1]

Max 13 (+10 vs. Youths)
Phineas and Ferb 14 [+1] (Limited Availability, Will not repeat tasks, DC increased by 30 in Corporate setting)
Wasabi 12 [+1]
Roddy Blair 12 [+1]
Alan Bradley 11 [+1]
Norm Prime 10 [+1]
NOWCA 11 [+1] (May drop action to do government things instead.)
Janna 10 [+2]
Gomez 9
Tobe 7 [+1]
Jumba 6 [+1]
Dennis 5 [+1]
Queen Lizzie 5 [+1] (-5 on Quests versus people who don't like sarcasm)


Stewardship (24) +13 from Janus Lee as Counselor
Martin Smarty 41 (1 use, ADDS to Another Hero)
Phineas and Ferb 38 [+3] (Limited Availability, Will not repeat tasks, DC increased by 30 in Corporate setting, All successes are auto-crits, but DC is increased by 20, can cancel Inators if not tinkered with)
Moseby 36 [+3]
Genghis Khan: 34 [+6] (2/3rds Atomic Genes = 22)
Kermit 30 [+3] (When Kermit fails (but not critically) a Stewardship roll of any kind, he gains +25 to his next Stewardship roll.)
Wasabi 30 [+3]
Roddy Blair 29 [+2] (+15 on large construction projects)
Cruella de Vil 27 [+2] (+10 on fashion related checks as councilor)
Janus Lee 26 [+3]
Alan Bradley 26 [+2] (+20 to make computer programs, Stacking +5 for security coding)
Mirage 25 [+3] (+10 vs. Kronos, +2 to Corporate Stewardship Rolls)
Jumba 25 [+2]
Quirky Miniboss Squad 23 [+2] (+10 and are treated as having a specialization in actions that center around magitech, mentalism, dimensional travel, or which have no clear category. Or dancing.)
TECHNOR 22 (can be overclocked)
Wile E. Coyote 22 [+4] (+10/-5 +2% CF/-2% CF Coinflip)
Olivia Dickens 20
Marco Diaz 19 [-1] (Costs income to use)
Goofy 16 [+3] (+7 To Practical "handyman Tasks", -5 to academic research)
NOWCA 16 [+2] (+10 to rolls to combat, infiltrate, or otherwise deal with villains with DC of 100 or lower. May drop action to do government things instead.)
Queen Lizzie 16 [+1]
Wendy Wower 14 [+2] (+30 to AI and Robots)
Gomez 14
Tom Lucitor 14 [+1] (Limited availability)
Malifishmertz 12 [+1]
Kitsune 10 [+1] (+11 to sabotage/impair other factions)
Agent Russ 10 [+2] (+10 when Toons are involved)
Max 10
Ludivine von Drake 9 [+1] (17% chance to do a different action, +20 to "applied science")
Juniper 8
Mezmerella 8 [+1] (+5 on InfoSec)
Tobe 6 [+1]
Norm Prime 6 [+1]
Janna 5 [+1] (17% chance to change DCs of Occult actions)
Dennis 3 [+1]


Intrigue (18) +17 from Mirage as Counselor
Agent Russ 38 [+7] (+5 to hide secrets, +5 to uncover secrets, +10 when Toons are involved)
Olivia Dickens 34
Mirage 33 [+5] (+10 vs. Kronos)
Mezmerella 31 [+3] (+10 to all rolls involving Supervillainy, +5 to Infosec)
Genghis Khan 28 [+5] (2/3rds Atomic Genes = 18)
Quirky Miniboss Squad 28 [+2] (+10 and are treated as having a specialization in actions that center around magitech, mentalism, dimensional travel, or which have no clear category. Or dancing.)
Tobe 25 [+2] (+7 on QUESTS, -5 Against those with higher Martial)
Cruella de Vil 24 [+2]
TECHNOR 24 (can be overclocked)
NOWCA 23 [+3] (+10 to rolls to combat, infiltrate, or otherwise deal with villains with DC of 100 or lower. May drop action to do government things instead.)
Janna 22 [+4] (17% chance to change DCs of Occult actions)
Kitsune 22 [+3] (+11 to sabotage/impair other factions)
Marco Diaz 20 [-2] (Costs income to use)
Jumba 20 [+2]
Alan Bradley 19 [+1]
Queen Lizzie 18 [+1]
Malifishmertz 18 [+1] (+10 vs. Drusselstein)

Wile E. Coyote 18 [+3] (+10 to Hunting Nemeses on Nationals, +10/-5 +2% CF/-2% CF Coinflip)
Juniper 16
Janus Lee 15 [+2]
Moseby 15 [+1]
Tom Lucitor 15 [+1] (Limited availability)
Max 12
Gomez 11

Roddy Blair 10 [+1]
Wendy Wower 9 [+1] (+30 to AI and Robots)
Kermit 9 [+1]
Dennis 9 [+1]
Wasabi 8 [+1]
Goofy 6 [+1]
Ludivine von Drake 8 [+1] (17% chance to do a different action)

Phineas and Ferb 6 [+1] (Limited Availability Will not repeat tasks)
Norm Prime 1 [+1]


Learning (38) +20 from Ludivine as Counselor
Ludivine von Drake 40 [+6] (17% chance to do a different action)
Jumba 39 [+3] (+30 To genetics, +20 to GalFed Tech)
Quirky Miniboss Squad 37 [+3] (+10 and are treated as having a specialization in actions that center around magitech, mentalism, dimensional travel, or which have no clear category. Or dancing.)
Queen Lizzie 32 [+3]
TECHNOR 30 (can be overclocked)
Wendy Wower 28 [+4] (+30 to AI and Robots)
Wasabi 24 [+2] (+20 to non-combat Optics & Energy)
Gomez 24
Janus Lee 24 [+3] (+20 to Genetics and Vehicle Design)
Alan Bradley 23 [+2]
Wile E. Coyote 21 [+4] (Can Be Double added to Research projects, lowering Explosion Threshold by 15, but does not add his own stats)
Genghis Khan 20 [+4] (2/3rds Atomic Genes = 13)
Roddy Blair 20 [+2]
Mezmerella 20 [+2] (+10 to all rolls involving Supervillainy)
Olivia Dickens 19
Kitsune 17 [+2] (+11 to sabotage/impair other factions)
Phineas and Ferb 16 [+1] (Limited Availability Will not repeat tasks)
Moseby 16 [+1]
Agent Russ 15 [+3] (+10 when Toons are involved)
Juniper 14
Cruella de Vil 14 [+1]
Marco Diaz 13 [-1] (Costs income to use)
Max 13
Kermit 12 [+1]

Mirage 11 [+1]
Tom Lucitor 11 [+1] (Limited availability)
NOWCA 11 [+1]
Goofy 10 [+1] (+7 To Practical "handyman Tasks", -5 to academic research)
Norm Prime 9 [+1]
Malifishmertz 8 [+1]
Janna 7 [+1] (17% chance to change DCs of Occult actions)
Tobe 5 [+1]
Hego 5
Dennis 4 [+1]


Occult (4) +19 from Malifishmirtz as Counselor
Malifishmertz 38 [+3] (-20 to Occult Nationals)
Janna 32 [+4] (20+12, 17% chance to change DCs of Occult actions, +5 To learn more about Supernatural, Does not need Feldrake to cast spells)
Kitsune 25 [+3] (+15 when Asia is involved, +11 to sabotage/impair other factions)
Tom Lucitor 22 [+2] (+20 to raise the dead, Limited availability)
Agent Russ 19 [+3] (+??? +10 when Toons are involved)
Tobe 16 [+1]
Marco Diaz 14 [-1] (Costs income to use)
Gomez -/12 (Can use Half his learning on Occult actions. +10 to any rolls that involve summoning Divinos. Allows Doof to use Half his learning on Occult Actions as well [+19])
Quirky Miniboss Squad 9 [+1] (+10 and are treated as having a specialization in actions that center around magitech, mentalism, dimensional travel, or which have no clear category. Or dancing.)
Juniper 8
Genghis Khan 8 [+1] (2/3rds Atomic Genes = 5)
Olivia Dickens 7
Queen Lizzie 4 [+1]
Kermit 2 [+1]


Hero-balls:
N.O.W.C.A.
Jumba & Peakley & 625
Tobe & Vagabond Ninjas
L.O.V.E.M.U.F.F.I.N.
Major Monogram & Karl


Former heroes:
Martial 28 (+3/-10 depending on if foe is narrative-driven or pragmatic)
Diplomacy 11
Stewardship 18
Intrigue 3
Learning 5

Stats have increased across the board.
Martial 3
Diplomacy 2
Stewardship 8
Intrigue 3
Learning 14
Martial 12 (RESTRICTED FROM DANGER!)
Diplomacy 14 (+10 vs. Youths)
Stewardship 9
Intrigue 15
Learning 19
Occult 3
Martial 8
Diplomacy 13 (+10 vs. Youths)
Stewardship 10
Intrigue 12
Learning 13
Occult N/A
EDIT: Updated as of Dark Comedy

And, Remember if you want to see how our heroes actually ROLL on things, check out this post.
 
Last edited:
New idea:
Janna, Juniper, Kitsune, Lizzie - magical music girlband heroball!
Juniper – singer/dancer
Janna – animation of musical instruments.
Lizzie –dance support with ant robots.
Kitsune – light and special showeffects.

Turn after forming they take Dance Magic action together to obtain ultimate mythical power.
Then learn dance spell from witchcraft manual.
And then, when time finally comes, challenge Toffee to magic dance battle. Bet he is not prepared for that.
 
Our best (generally accessible) Generalists for Each stat are:
Hego, Goofy, Roddy, Agent Russ, Jumba, and Tobe.

Jumba and Tobe are already Heroballs. Russ is of Dubious loyalty. Goofy is too important. Roddy isn't a cape.

What a hero ball does (looking at our already extant ones) is bring in diverse characters to buff up the stats of the main character. Basically, it's what we did to Janna with Items. On an especially well blended Heroball (like Lovemuffin) we might even an extra action.

We have a couple of Proto-heroballs. Janna, and the Marcnificent Few.

So what we want on a Paramilitary Mongol Corps Heroball, are Capes, who tend towards Martial, Shore up our main member's shortcomings, and blend well into the team.

So, Khan is obviously our main Cape for the Mongol Corps. It's right there in the name "Mongol Corps."

Our Other Possible (non-heroball) capes are: Hego, Janna, Queen Lizzie, TECHNOR, Wasabi (But not applicable yet since we haven't revealed that secret), Wile E. Coyote, Agent Russ, Marco Diaz, Tom Lucitor, Hego, Goofy (once we have super goof), and MAYBE Dennis.

No one wants to sacrifice Janna (and she belongs in a Star Vs. Heroball). Lizzie is too useful as a Marcnificent Few. TECHNOR needs to be buffed through personals and energy fixes. Wasabi's not accessible yet (and is reserved for BH6). Wile E. Is too important. Agent Russ isn't Loyal enough. Marco belongs in Star Vs.. Ditto for Tom. Goofy is too important. And Dennis is bad.

So that leaves: Khan and Hego as both useful and accessible.

We cannot do this this coming turn.

In addition, once we DO have the group, we need them to have *synergy* with each other or the group won't be a good heroball (straight from MiH on discord). So we need Capes that Blend together well.

So, Marcnificent few could become a heroball. The Disciples of Jo-Lan could become a Heroball. The Big Hero 6 are already a heroball, we just need to collect 'em all. Same with the Star Vs. kids.

With that laid out. If we do a Heroball around Khan, we should grab people he works well with.

See the following conversation from Discord, (C-Moon is MadeInHeaven)
MrHobbit1234: We do have four capes
MrHobbit1234: Wait, let me recheck
Clockworkchaos: Hego, Technor, and LIzzy are probably definatly
MrHobbit1234: 3
C-Moon: Correct.
Clockworkchaos: Khan and Tobe are no's then?
Blueberrypanda:i mean i could see janna fitting would be worried about assigning people we might want doing their own thing though
MrHobbit1234: Khan could become a cape if his Atomic Genes thing reveals stuff in the future
C-Moon: You could probably make an argument for Khan or Tobe, given that Khan has atomic genes.
MrHobbit1234: maybe
C-Moon: Think about synergy with the group, though.
 
Last edited:
Actually, since Lizzie and Kitsune have a synergy bonus with each other and are the only two with that trait not obssessed with Star Butterfly, I could see us bundling them into a Black Ops team. Kitsune in particular is well-suited for it, since she needs to cause chaos.

The problem lies in Kitsune currently being our best Occult unit, but if we either shove the Heroball into Occult nationals or let it rest every other turn, it should be manageable. (And really, do we need to bring the full might of the KHANATE to bear every turn?)

So Khan, TECHNOR, Juniper, Lizzy, and Kitsune. They have a solid handle on technology, magic, combat, and a secondary focus on intrigue. Everything we need from a Black-Ops team.
 
Last edited:
Those "work together well" traits can fade if the group isn't associating with each other regularly. If Lizzie and Kitsune are off in one corner, and Janna, Marco, and Tom are in another corner, the trait may fade or split.
 
Wile E. Is too important.
Not anymore, though? He's a mediocre Martial hero, a mediocre Stewardship hero, and an ok generalist. We've recently picked up better Stewards, we've always had better Martial, and we have a number of other good quest leaders at this point. The big unique thing he has is His White Roadrunner, which may actually be useful with the Blot coming to town, but consider:

Tobe's omni-Nemesis trait + Coyote's Nemesis Pursuit trait.

That's some spicy math, right there. And the Discord bit you quoted does list Tobe as a possible option despite already having his vagabonds, so that shouldn't be a problem.

Honestly, I feel like we could do a lot worse than the Khan, Dennis (his lieutenant, Kung Fool user, and blocker of 1 instance of damage per combat), Coyote (actually competent martial Toon, potential disciple of Kung Fool, and solid generalist), and Tobe (provides manpower, additional Intrigue, additional Occult to complement Khan's own, and a source of Jo-Lan training for the group). And that's something we can do right now.

I think it's a reasonable option, though it's definitely not a perfect one.
 
The problem lies in Kitsune currently being our best Occult unit, but if we either shove the Heroball into Occult nationals or let it rest every other turn, it should be manageable.
She's not. Not by a longshot.

Here's where we play out on Occult:
Occult
Malifishmertz 38 (-20 to Occult Nationals)
Janna 27 (15+12, 17% chance to waste a national action, +5 To learn more about Supernatural, Cannot cast spells)
Kitsune 22 (+15 when Asia is involved, +11 to sabotage/impair other factions, Limited availability)
Tom Lucitor 22 (+20 to raise the dead, Limited availability)
Tobe 15
Agent Russ 15 (+10 when Toons are involved)
Marco Diaz 14 (Costs income to use)
Genghis Khan 7 (-30 To tech)

On any given random Occult National, Preference would go:
Kitsune (if available)
Tom
Janna
Malifishmertz
Tobe
Russ

But Kitsune's only available 4 turns out of every 6 (on average given her traits, less so if she's used purely on occult which has little chance to inflict harm right now). That puts her at 4/6ths her Actual Occult score or 14.6. Janna, the next best on nationals, has a 1 out of 6 chance of screwing around instead which makes her equivalent in value to someone with 5/6ths of her occult that is to say 22.5. Tom is only usable on a limited amount of missions involving finding star, so practically speaking he's valueless to us outside of narrow circumstances. Russ, likewise cannot be trusted on anything that might blow the masquerade.

So in terms of total value as occult with accessibility considered over time, the actual value to us (assuming we only use them for occult) is:
Janna 22.5
Malifismirtz 18 but nationals only
Tobe 15
Kitsune 14.6
Russ 7.5
Tom 1

Janna is our most valuable occult unit (especially for Quests). Followed by Malf (for nationals only), then Tobe, then Kitsune. This is again, Not taking into account that kitsune's also amazing at intrigue and Martial and so her time probably isn't going to be spent as much on occult as the others.
 
Last edited:
Tobe's omni-Nemesis trait + Coyote's Nemesis Pursuit trait.

That's some spicy math, right there. And the Discord bit you quoted does list Tobe as a possible option despite already having his vagabonds, so that shouldn't be a problem.

Honestly, I feel like we could do a lot worse than the Khan, Dennis (his lieutenant, Kung Fool user, and blocker of 1 instance of damage per combat), Coyote (actually competent martial Toon, potential disciple of Kung Fool, and solid generalist), and Tobe (provides manpower, additional Intrigue, additional Occult to complement Khan's own, and a source of Jo-Lan training for the group). And that's something we can do right now.
I would like to politely disagree. Its not just the stat/trait synergy that needs to be put into perspective, but also narrative synergy. Something like 'they're all martial artists' is rather weak compared 'friends forged in the fires of a quest' or 'friends from their past'. Khan + Dennis is obvious, as is Coyote + Khan maybe, but Tobe and co has no narrative synergy for any of them.

Also Tobe is working way better by himself right now. I do not feel the pressing need to mess with a good formula.

Edit: Also Dennis needs development a LOT before he's good enough to work in a Black Ops team.
 
Last edited:
Back
Top