Since the XP Trackinator wasn't update for the XP gained and used for the July/August 2017 turn I tried to check that to let people know how much XP people have for this turn:

Strategemini received 1500 XP
Paddywagon Man received 1600 XP
Jowkeen received 700 XP
Nystical received 700 XP
Tnoz received 500 XP
Murazor received 500 XP
woweed received 400 XP

nwish425 used 6000 XP
Stratagemini used 2000 XP
Shade31415 used 1000 XP
Paddywagon Man used 1000 XP
Alchemist767676 used 600 XP
woweed used 400 XP

Argidoll used 12000 XP

So that means that the new totals for the ones that have a different amount of Unspent XP than in the XP Trackinator are:
- Strategemini = 5700 (6200+1500-2000)
- Argidoll = 5600 (17600-12000)
- Murazon = 4000 (3500+500)
- nwish425 = 2050 (8050-6000)
- Jowkeen = 1700 (1000+700)
- Alchemist 767676 = 1400 (2000-600)
- Paddywagon Man = 1400 (800+1600-1000)
- Nystical = 1000 (300+700)
- Shade31415 = 800 (1800-1000)
- Tnoz = 500 (0+500)
- woweed = 0 (0+400-400)

All other XP values in the XP Trackinator should be still correct. If you find I did any mistake in this post (either missed XP gained or lost or just basic math failure) please signal it so it can be corrected.
 
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Was surfing through the other personal actions. Sometime, we need to use Tobe's "Train """"your"""" ninja" personal. Not a priority, but definitely will be interesting and potentially helpful
 
Was surfing through the other personal actions. Sometime, we need to use Tobe's "Train """"your"""" ninja" personal. Not a priority, but definitely will be interesting and potentially helpful

We already did that, last turn even. It eithers has an invisible progress bar or something else.

--[x] Tobe (Train ''''''your ninja'''''' some more)
72

Tobe came back into his office recently smelling like shoelaces and orange soda, exhausted but clearly happy.

You're not sure you want to know what goes on in his """Training Sessions""".
 
Was surfing through the other personal actions. Sometime, we need to use Tobe's "Train """"your"""" ninja" personal. Not a priority, but definitely will be interesting and potentially helpful
We did during July/August
--[x] Tobe (Train ''''''your ninja'''''' some more)
72

Tobe came back into his office recently smelling like shoelaces and orange soda, exhausted but clearly happy.

You're not sure you want to know what goes on in his """Training Sessions""".
Edit: Tobe'd
 
You know what, since I've been finding myself more and more on the other side of the screen as it were, I'm just going to dump my XP on a full slate. That should be 12000 XP for the whole thing? Spend it as you will.

@Made in Heaven tagging you here for formalities.
 
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Looks like this was pretty one-sided, so I think it's safe to close now.

Adhoc vote count started by MrHobbit on Nov 30, 2021 at 1:01 PM, finished with 389 posts and 37 votes.

  • [X] Plan Dickens & Megamarts
    -[x] National Actions:
    --[x] [Martial] Loan deniable assets (Genghis Khan)
    ---[x] Loan questionable assets
    --[x] [Diplomacy] Recruit the cream of the crop (Goofy)
    --[x] [Diplomacy] Establish ties with Magical New York (Kitsune)
    --[x] [Stewardship] Corporate restructuring (Wasabi)
    --[x] [Stewardship] Collaborate with Smarty Mart (Roddy Blair)
    --[x] [Intrigue] Track down Kat: ACME Unlimited (Wile E. Coyote)
    --[x] [Intrigue] Investigate the theft of the Declaration of Independence (Monogram)
    --[x] [Intrigue] Hunt for Moles (Tobe)
    --[x] [Intrigue] Hold a 'Security Seminar' (Dickens: Small)
    --[x] [Intrigue] Conduct a Security Sweep (Malifishmertz) (-10 from roll from Executive Priorities)
    --[x] [Learning] Research with the Imagination Institute
    ---[x] Study Doof's Mind (Technor)
    --[x] [Occult] Form a Coven (Gomez)
    -[x] The Best Is Yet to Come
    --[x] Mirage (Leader)
    --[x] Queen Lizzy
    --[x] Marco
    --[x] Mezmerella (With Ruby wings)
    -[x] Personal Actions:
    --[x] Mirage:
    ---[x] Keep up with your therapy appointments
    ---[x] Go undercover
    ---[x] Look Into Mr. Incredible's family
    ---[x] Reinforce Kronos Corp contacts
    ---[x] Quest (2 PA)
    --[x] Dennis the Duck (Train with Maui Mallard)
    --[x] Norm Prime (Follow Wendy to San Fransokyo)
    --[x] Max (Help Roddy Blair upgrade Doofenshmirtz Evil Megamarts)
    --[x] Janna Ordonia (Work for Brocamas)
    --[x] Jumba (Work with Janus on ???)
    --[x] Ludivine (Tutor your Coworkers: Gomez)
    --[x] Janus Lee (Work on ??? with Jumba)
    --[x] Wendy Wower (Talk to Trevor)
    --[x] Juniper (Meet your Coworkers: Wasabi)
    --[x] Tom Lucitor (Rule The Underworld)
    -[x] Item Assignments:
    --[x] Ruby Wings: Mezmerella
    --[x] Potion of Haste (Mirage: Hire the Dickens Detective Agency: small (-2))
    [X] Plan: In Mork We Trust v3
    -[x] National Actions:
    --[x] [Martial] Loan Questionable Assets (Genghis Khan)
    --[x] [Diplomacy] Recruit the cream of the crop (Technor)
    --[x] [Diplomacy] Establish ties with Magical new York (Goofy)
    --[x] [Stewardship] Collaborate with Smarty Mart (Roddy)
    --[x] [Intrigue] Track down Kat: ACME Unlimited (Wile E. Coyote)
    --[x] [Intrigue] Hunt for Moles (Mesmerella)
    --[x] [Intrigue] Investigate the theft of the Declaration of Independence (Monogram)
    --[x] [Intrigue] Hold A Security Seminar (Dickens Detective Agency - Small)
    --[x] [Intrigue] Conduct A Security Sweep (Tobe) - Executive Priorities
    --[x] [Learning] Research with the Imagination Institute
    ---[x] Study Emergent Robotics (Wendy Wower)
    --[x] [Learning] Research Extradimensional Tech (Ludivine)
    --[x] [Occult] Form a Coven (Gomez)
    -[x] The Best Is Yet to Come
    --[x] Mirage (Leader)
    --[x] Norm Prime
    --[x] Queen Lizzie
    --[x] Kitsune
    -[x] Personal Actions:
    --[x] Mirage:
    ---[x] Hire the Dickens Detective Agency (Small)
    ---[x] Keep up with your therapy appointments
    ---[x] Look Into Mr. Incredible's family
    ---[x] Reinforce Kronos Corp contacts
    ---[x] Quest (2 Personal Actions)
    --[x] Max (Assist Roddy with Megamart collaboration)
    --[x] Dennis the Duck (Train with Maui Mallard)
    --[x] Janna Ordonia (Work for Brocamas)
    --[x] Dr. Jumba Jookiba (Work with Janus on???)
    --[x] Janus Lee (Work on ??? with Jumba)
    --[x] Wendy Wower (Talk to Trevor) - Potion of Haste.
    --[x] Tom Lucitor (Rule The Underworld)
    --[x] Wasabi (Organize your Workstation)
    --[x] Marco Diaz (Search for Star)
    --[x] Malifishmirtz (Tend your goozim menagerie)
    --[x] Juniper (Meet Your Coworkers)
    -[x] Item Assignments:
    --[x] Ruby Wings: Marco
    --[x] Amur: Marco
    --[x] Potion of Haste: Wendy Wower
 
As a notice to people Not in the Discord, @Argidoll mentioned that they'd be funding the full slate this turn (including Coven). So no need to worry about XP Allocation.

For those writing Omakes, The person who tracked Omake XP is no longer with us (they're alive, just literally no longer with us on this thread) Lets make things easier on the QMS, by keeping track of our own XP in Sheets that we maintain. The XP Trackinator's good up till July/August. Anything you wrote after that needs to be tracked by you.

Here's an example of the sheet I use to track my XP:
EXP TRACKINATOR

Doof Melts Anna 500 Xp
Shego Negaquest 500 xp
Unfreaky Friday 500 xp
Negaverse Janna-Quest: Magical Shopping Trip OF DOOM! 500 xp
What's the Probability of Nemeses? 500 xp
Negaverse Janna-Quest Nega-Omake: What's the Probability of Dad? 500xp
Shego's Monthly Update 500 XP Canon
Negaverse Janna-Quest: Training Montage 500 XP
Sunset's Trip 500Xp
Heinz and Charlene Propose 500 XP
You Can Always Count on Me 250 XP
Bring Me my Bride 250 XP
Greased Lightnin' 250 XP
Meanwhile in Sparkle-Land 500 XP
Dear TECHNOR 500 XP Canon
What Jeremy's Been up To 500 XP
Juniper's Encore 500 XP Canon
Isabella and the Fireside Girls Save Hanukah 500xp
Wendy Wower's Science Hour 500xp (Provisionally canon)
Lagoon Blues 500xp
Cydd and Shelby's Bogus Journey 500xp
Major Retail Takes The Bronx 100xp Canon
Ducky Momo Brings Us Together 500xp
Whatever happened to the Baby Sitter? 500xp
Hats Off 500xp
The Marnificent Few Take Manhattan 250xp
Wasabi Hates Heights 500xp
Juniper's Recruitment 500xp canon
Oliver Alone 500xp
Negaverse Janna-Quest: Christmas Cheer! 500xp
A Monogramming Misadventure 500 xp canon
Negaverse Janna-Quest: Christmas Cheer - Part 2 500xp
Notes from the Dracon Mob 500 xp
25, and Still Alive 500 XP canon
Mayor Bellwether; Apex Predator? 500 xp
Hego's Determination 500 xp
Understanding Doofenshmirtz; A Tragedy in One Action 500 xp
The Count 500xp
Girl Talk 500 xp
The Aftermath 100xp
Russ' Bad Dream 100xp
Janus Reacts 300xp
A Suspiciously Specific Denial 100xp
Vanessa Gripes 200xp
Dance Lessons with Juniper 200xp
A Discourse on the Power of Dance 300xp
New Recruits 200xp
I'm giving up on you 100xp
Globby Trap 200Xp
What's your Focus? 200xp
Publicity Efforts 100xp
Rival Stats 700 xp
The Tengrove Heart 300xp (with 600 to Edgar alan Poe).
Encounters in the Park 500xp
Meanwhile, While No One Was Looking (Page 2026)
Peter The Panda in: Bearocratic Hell (Page 2026)
Special Delivery Starring Launchpad McQuack (Page 2027)

21,700 Earned
2,000 spent Nov/December
2,000 Spent January/February
10,000 Spent May/June 2017 (entire slate funded!)
2,000 spent July/August 2017
5,700 Remaining

Very simple. It includes the Name of the Omake, the XP given for the Omake, total XP earned, each XP expenditure, and the remaining XP. easy to check. Math is easy to work with too. Since the XP Trackinator is no longer around, I would recommend that we all keep links (or at least page numbers) of where we post our New Omakes that are not yet Threadmarked. This will make it very simple at the start of the new turn to tell the QMs where your Omakes are and what you wrote. It also lets you doublecheck if any are missed in the Omake Round-up.
 
I f some more XP are needed, I think I still got 500 or so from those two blurbs I did (a little snippet about the Kernel-Lumper as well as two Hero Forge pics about how I picture Doofs personal suit of Power Armor to look
 
I f some more XP are needed, I think I still got 500 or so from those two blurbs I did (a little snippet about the Kernel-Lumper as well as two Hero Forge pics about how I picture Doofs personal suit of Power Armor to look
I think you should just add them to your personal pile for the future. This turn, Argidoll has decided to cover the whole slate (since they can't just cover part of it without potentially being biased)
 
It's been fairly frequent for people to express a desire for what some stats used to look like, before stats got updated. Before character development, among other things. I was inspired to start by Marlin's efforts on torroar's A Dynasty of Dynastic Alcoholism. I cannot provide what the stats were before this turn- and I am not going through all the posts to categorize all of the stat growth.

Additionally I am not including the hero pictures, in order to save on space.

Archive of Quest Information as of MirageQuest: September/October 2017
Next

Hero Units
Hero Units

Hero Unit Cap: 28/30


Stats

Martial: 5 (Mirage has done weapons testing in the past, but its not her forte and against anyone competent she could be snapped like a toothpick.)

Diplomacy: 26 (Mirage has good charisma and knows how to play the game of social niceties to a T.)

Stewardship: 23 (Mirage has managed megacorps just as big as yours in the past.)

Intrigue: 31 (Mirage has tricked and manipulated more people than you can count. She isn't... proud of that, exactly, but she was very good at it.)

Learning: 11 (Mirage is college educated but never studied the hard sciences.)

Traits
Titanomachy: Mirage has insider knowledge, albeit outdated, of Kronos Corp's inner workings. She has +10 to all Diplomacy, Stewardship, or Intrigue rolls against Kronos Corporation or its successor Olympia Corp. This action procs on quests.

Do Great Things: Mirage has +10 to diplomacy with any supers she does not have a history with.

Executive Priorities: Once a turn, Mirage may choose to take a Diplomacy, Stewardship, or Intrigue action in place of any other action. This action takes a -10 penalty, as repurposed resources are not perfectly efficient.

Delegate: Mirage has two additional personal actions per turn that can be used only on personal attention or quests.

Say Please: All Bare Failures on Intrigue rolls will be treated as Bare Successes instead.

Loyalty: 30
Ruined Syndrome's Life: +25 (You ruined Syndrome's life! Mirage appreciates you a lot more for this!)
Evil Benefits: +5


Preferences
Dislikes Kronos Corporation!

Stats

Martial: 21 (You've managed to improve your physical condition after intense training with Temujin. You're probably not going to win in a serious fight, but you can definitely hold your own for a while.)

Diplomacy: 18 (Okay, so maybe the Ugly-inator has no effect on you. Sure. But people have to admit, there's something endearing about you.)

Stewardship: 24 (You run a megacorporation and, on technicality, almost three states. You have a decent amount of organizing skills, are very good at sourcing materials, and if all else fails you still have those alimony checks. As long as no one asks you to work the intercom, you can get by. )

Intrigue: 18 (Some people have called you credible, but your knowledge of traps is second to none.)

Learning: 38 (You routinely tell the laws of physics to shut up and sit down, and you don't even have magic to cheat with.)

Occult: 4 (You can't cast any spells yet, but you know the very basics of magic.)

Traits

Diseased Lunatic from Danville: A lot of people still think you're a moron who somehow managed to luck into a position of power, but most movers and shakers are starting to reconsider. Any Intrigue actions made against you or DEI have their DC increased by 7 points.

Roger Doofenshmirtz: Your brother is now willing to aid you in governmental affairs! And he got rid of those stupid mints! Your 'Bowl of Mints' trait has been completely negated!

COMPLETELY EXPECTED: In the event that hostile forces attempt to infiltrate your headquarters, your countless masterwork traps increase their DC by 20.

Omnidisciplinary: You have a decent understanding of all branches of science and may work on any of them with no penalty.

Funny Farm: For your continual display of goodwill towards Toonkind, you gain a permanent +10 loyalty with all Toons.

Blood of Temujin: The blood of the Khan of Khans flows through your veins, having been awoken by your Mongolian training!

Power Armor: Doof gains a +5 to direct combat against enemies on quests.

Paramilitary Mongol Corps: +7 to all Martial rolls on quests, -29 malus to anyone attacking Doofania, +10 to rolls against crime in your territory, your negligible chances of killing anyone have lowered even more

Gary the Toy Goozim: -5 malus to anyone attacking or infiltrating DEI Headquarters.

Corporate Interns: +2 to corporate stewardship rolls

Stats

Martial: 21 (Goofy has a powerful but well concealed temper, and being a Toon means he can take incredible amounts of punishment and come back swinging. Just don't put him in too many fights or he might get upset. He's a big softie at heart.)

Diplomacy: 28 (Goofy is everyone's friend. Somehow his simplistic yet earnest approach to things does wonders for winning people over, even if they're actively opposed to him.)

Stewardship: 16 (So long as you're willing to factor in a certain degree of zany antics, Goofy can manage a decent job of anything that vaguely resembles maintenance work.)

Intrigue: 6 (Goofy is the exact opposite of duplicitous. Useful as he may be in various applications, subtlety doesn't rank very high in his vocabulary.)

Learning: 10 (Goofy flunked out of college and lacks any further formal education. While he's not exactly dumb you probably don't want to assign him to any tasks that require lots of critical thinking.)

Traits

Everyman: Goofy's worked at a lot of odd jobs over the years and has developed quite a skillset. Despite his lack of academic knowledge he can be extremely efficient in a great number of practical fields. +7 to any roll that encompasses a 'handyman' task not involved in research or academics. Rolls related to academic research take a -5.

Rubberhose: No matter what sort of critical fail might befall Goofy, he is still a toon. So long as you keep him loyal, he will never take permanent damage or need time to recover after a crit fail- whatever went wrong, he's ready to try again.

An Extremely Goofy Statline: Goofy exhibits an odd sort of dichotomy in any task he's assigned to. As such, all critical successes and failures will be far more spectacular. Any roll Goofy is assigned to will automatically have the explosion threshold lowered by 20, but the critical fail threshold increases by 20 as well. If a roll has a critical fail threshold higher than its DC, the DC remains unchanged but any roll below the DC becomes a critical failure.

???: Goofy has some other secrets to share, but you need to truly earn his loyalty before he's willing to tell you.

Loyalty: 50

Number One Janitor: +20 (You gave Goofy a job when he really needed one, and now he's incredibly grateful.)

Hail, Hail Doofania!: +5 (The Tri-State Area is a pretty decent place to live, and certainly much better than Spoonerville.)

Funny Farm: +10

Evil Benefits: +5

Road Trip: +10

Known Preferences

A Gentle Soul: Unless pushed, Goofy shies away from active violence. Like most toons, he considers the idea of seriously harming someone else horrific… but if you do manage to get him angry, you'd better watch out.

Stats

Martial: 17 (NOWCA has a lot of experience fighting mad scientists, but they might come up short against more serious threats.)

Diplomacy: 9 (Monogram is not particularly diplomatic at the best of times, and NOWCA consists of animals that can't do much more than look cute.)

Stewardship/Karl: 14 (Monogram would be hopeless at this, but he has Karl around for support. NOWCA operates best in the field, not behind a desk.)

Intrigue: 21 (After a long and thorough restructuring, NOWCA is better equipped to take on anything that may threaten it.)

Learning: 9 (Monogram has not had formal education since… The Academy.)

Traits

Restructured Spy Agency: NOWCA can be assigned to any one action per turn that surpasses your normal limit. They still count towards your hero cap.

And Put a Stop to It!: Major Monogram has a lot of experience dealing with minor to moderate threats to law and order. He also has a veritable zoo of secret agents helping him. He has a +10 to any rolls made to combat, infiltrate, or otherwise deal with villains that have a DC of 100 or lower.

Lack of Agency: The US Government has been reminded that NOWCA works for them! Each turn, Major Monogram must make a weighted roll to see if the government has a job for him (depending on how busy the government is). If so, he will be locked into a personal action while the government receives him as a hero unit for the turn. You can expect Monogram to be free more often than not, but you won't know until the turn is posted at the start of each turn.

Loyalty: 30

Just Rubs Me the Wrong Way: -10 (For whatever reason, Monogram just doesn't like you very much on a personal level.)

Mutual Backstories: +20 (Francis has sympathized with you over your shared traumatic backstories. While the two of you aren't anywhere close to friends yet, you get the feeling he respects you just a bit more.)

Evil Benefits: +5

Heist of the Century: +10 (Francis is absolutely thrilled that you took him on the greatest heist of your lifetime. Syndrome getting his entire life ruined was just a cherry on top.)

Musical Theatre: +5 (Monogram appreciated the chance to work on a guilty pleasure of his.)

Known Preferences
Old Enemies: OWCA hates L.O.V.E.M.U.F.F.I.N., having fought them a great many times in the past... and they swore the loyalty oath to you, not them.
Do-Gooder: OWCA hates doing 'evil'.

Wile E. Coyote


Stats

Martial: 25 (Coyote is a Toon incredibly predisposed to violence. While he still falls short of causing lasting, permanent harm most foes- and allies- he's tossed at will end up bruised and battered.)

Diplomacy: 15 (While Coyote's somewhat pompous Mid-Atlantic accent might put some people off, he is an exceptionally eloquent individual with a strong understanding of social niceties.)

Stewardship: 22 (Coyote has six decades of experience in practical engineering and project management. And for the first time in his life, he can actually use them for something not doomed to failure.)

Intrigue: 18 (Coyote is a tricksy animal, but he can certainly still be outsmarted by those out of his league.)

Learning: 21 (Decades of building outlandish creations and studying countless ACME self-help books have made Coyote adequate in a great many skills.)

Traits

Early Access Dummy: Coyote may be assigned to research projects as an 'assistant' in addition to whomever may be completing that project at the time. This takes up his personal action for the turn. His personal contributions to the pursuit of science lower the explosion threshold for that roll by 15. Coyote does not add his own stats when acting as a test dummy!

Joking Around: Toons add a certain spice to life that few others can match. Any roll this unit is assigned to will automatically have the explosion threshold lowered by 10, but the critical fail threshold increases by 10 as well. If a roll has a critical fail threshold higher than its DC, the DC remains unchanged but any roll below the DC becomes a critical failure.

Rubberhose: No matter what sort of critical fail might befall this unit, he is still a toon. So long as you keep him loyal, he will never take permanent damage or need time to recover after a crit fail- whatever went wrong, he's ready to try again.

His White Roadrunner: Coyote is a man person thing who knows a thing or two about hunting nemeses. Coyote may be assigned to a roll that focuses on hunting his nemesis, a Hero's Nemesis, or even your own nemeses, in addition to another unit. This option is ONLY available on national actions if the other hero assigned to the action is the other half of the mortal enemies in question. Coyote adds +10 to all rolls when in pursuit of a nemesis.

Super ACME Unlimited: Coyote has a platinum membership card with the ACME corporation, and can at will call in their… variably effective products. On any martial, stewardship, or intrigue national action Coyote performs, you can choose to activate [ ] ACME Unlimited. If you do, flip a coin. On heads, the roll gains +5 as Coyote manages to work around his supplier's limitations. On tails, it loses -5 as the products inevitably backfire in a hilarious way. Hey. Coyote may have improved, but some things never change. If any National Action Wile E is on would become a crit if ACME Unlimited lands heads, it automatically lands heads!

Loyalty: 50

Better Than My Old Boss: +10 (Coyote is a bit sad his plan for corporate domination didn't work out, but then they never do. He's just happy that when his new boss invites him to a cookout, Coyote isn't on the menu.)

Funny Farm: +10

Evil Benefits: +5

Self-Actualization: +25 (Coyote has finally managed to achieve his lifelong goal, in part due to your generosity. Now that he realized that his lifelong goal was insane, he is desperate to accomplish something more suited to his brilliance.)

Stats

Martial: 55 (He's Genghis Khan, one of the most fearsome warlords ever born. Since his reconstruction he only seems to have become tougher.)

Diplomacy: 15 (Genghis Khan knows enough about diplomacy from years of ruling the steppes, but his first instinct is still to scream at people )

Stewardship: 22 ( Genghis ruled the largest land empire in all of history. It collapsed shortly after his death, but just keeping it together for more than a hot minute is an achievement.)

Intrigue: 18 (Times have changed. Khan needs to change along with them.)

Learning: 12 (Khan is sharp and has a keen mind, although his continuing lack of familiarity with all things modern keep him from using it to the fullest.)

Occult: 7 (Temujin is no spellcaster, but he knows a few things about the mystical world.)

Traits

Artifact of the Past: Khan is completely unfamiliar with modern technology and receives a -20 penalty on any roll focused around it. This effect can, perhaps, be mitigated in time.

Captain Doofania: The Super Mongol Serum has increased Genghis Khan's stats! There may be other effects that will reveal themselves in due time!)

Atomic Genes: Since his revival, Genghis seems to have been filled with a pep and energy far greater than his original self- or indeed, most non-radioactive humans. Genghis can be assigned to two separate actions per turn when he is assigned to work on national actions. However, when he does so, he applies only 2/3rds of the relevant stat to each roll. You still cannot assign more than 1 hero to each roll.

Utahraptor: Khan's new mount is a recently resurrected dinosaur. He appreciates this.

Loyalty: 55

Resurrected Me: +20 (You've returned Khan to the mortal coil once more, something for which he is eternally grateful.)
One Of My Descendants: +10 (Khan can sense his blood in you, which makes him like you just a bit more.)
Evil Benefits: +5
Musical Theatre: +5 (Temujin appreciated being given the chance to work on his throat singing for a wider audience.)
Relics of the Past: +10 (Temujin acquired some old artifacts of his from his homeland and appreciates having gone on that trip.)
Utahraptor: +5
New Apartment: +5

Stats

Martial: 38 (Norm is a death machine that is even capable of standing up to some lower-tier capes. If he's so inclined he could wreak all sorts of havoc.)

Diplomacy: 10 (Norm is friendly and chipper to everyone he meets, but he's not really meant for handling discussions with any sort of nuance.)

Stewardship: 6 (Norm can delegate and direct but he's not very good at it. He's fine with overseeing simplistic or repetitive tasks, though he'd be hard-pressed to make any difficult or innovative decisions.)

Intrigue: 1 (You're pretty sure 'intrigue' isn't even part of his vocabulary banks.)

Learning: 9 (Norm can sort of keep up a rational conversation, solve simple problems, and even take initiative in some instances, though you shouldn't expect much out of him. He's not meant to be part of a think tank.)

Traits

The Enemy of the Platypus is Man: Norm's AI has come a long way from his early days, but he is still not fully sentient and tends to have a one-track mind. When making martial rolls that involve leading or organizing, rather than fighting directly, Norm halves his martial skill bonus.

Like a Father: Norm is stubborn and unbending in his insistence that you are his creator, and as such he will never stop following you around. If an action would lower his loyalty below 0, it does not lower his loyalty unless the penalty was -20 or greater.

ACME Retrofitted: Norm has been stuffed to his metaphorical gills with ACME products. While the sheer number of them is a strength itself, there is unfortunately the matter of their... unreliability to deal with. When Norm makes a Martial action, 1d6 will be rolled. On an even number, he gets +8 due to the products working as intended, while on an odd he gets -2 due to a misfire.

Omnilearn: Norm gains a +5 to combat against foes he has previously fought.

Loyalty: 25

Created Me: +20 (Norm considers you to be not only his creator, but his father as well.)

Evil Benefits: +5

Stats

Martial: 19 (Thanks to Temujin's training, Dennis has greatly improved his combat efficiency! He's developed a style called 'Kung Fool' that uses a Toon's inborn resiliency to great effect.)

Diplomacy: 5 (Dennis tries his best, but he can't help it if he's incredibly obnoxious. He was drawn that way.)

Stewardship: 3 (Dennis is a bit scatterbrained.)

Intrigue: 9 (This was extremely unlikely.)

Learning: 4 (Dennis is not an idiot but he has also never received formal schooling in anything but sandwich production.)

Traits

Aw, Phooey!: Any roll this unit is assigned to will automatically have the explosion threshold lowered by 10, but the critical fail threshold increases by 10 as well. If a roll has a critical fail threshold higher than its DC, the DC remains unchanged but any roll below the DC becomes a critical failure. Aw, Phooey's effects apply to the Quest Leader on any Quest Dennis is put on; positive and negative. However, if Aw, Phooey causes a crit failure on a defensive roll, Have a Sandwich does not activate! Aw, Phooey applies when Dennis performs a Personal Action!

Rubberhose: No matter what sort of critical fail might befall this unit, he is still a toon. So long as you keep him loyal, he will never take permanent damage or need time to recover after a crit fail- whatever went wrong, he's ready to try again.

Have a Sandwich!: The first time Dennis is targeted in combat, the roll automatically fails; Motivates Experiment 625

Loyalty: 50

Funny Farm: +10
Evil Benefits: +5
Lead On Donald: +15 (Dennis is ecstatic that he found a lead on Donald! Decays -1 every turn.)
Multiverse's Greatest Sandwich: +5 (The sandwich was delicious.)
Found A Donald: +15

TECHNOR: Technical Electric Cranial Heuristic Neural Optimization Robot

Stats

Martial: 26 (Technor has a mind for strategy and uses tractor beams in combat. He even has his own goons.)

Diplomacy: 33 (He doesn't really like people, but Technor certainly grasps them. It's his primary function outside of megalomania!)

Stewardship: 22 (Regulation and administration are functions he can devote his processors to.)

Intrigue: 24 (Technor's Techno-Creeps are have a knack for cloak and dagger, though they wear orange beekeeper suits.)

Learning: 30 (Higher sciences are putty in Technor's hands! Engineering and electronics are his forte.)

Traits


Loyalty:
25

Declares Yourself Evil: +10 (Technor loves that you openly declare yourself to be evil.)
Evil Benefit Synergy: +10 (Technor is absolutely thrilled that your benefits packages covers his unique brand of therapy!)
Primary Function: +5 (Technor appreciates being given the chance to genuinely help a patient of his.)

Known Preferences

Megalomaniacal Ambitions: Technor enjoys mad science, machinery, psychoanalysis, and petty evil.

Stats

Martial: 8 (Max has some degree of resiliency from technically being a toon, but he shuns most Toon-y mannerisms and has never had combat training.)

Diplomacy: 13 (Max is reasonably personable but not an expert.)

Stewardship: 9 (Feels too much like schoolwork.)

Intrigue: 12 (Max can barely trick his own dad.)

Learning: 13 (Max was doing fine in college before the X-Games incident.)

Traits

Rubberhose:No matter what sort of critical fail might befall Max, he is still a toon. So long as you keep him loyal, he will never take permanent damage or need time to recover after a crit fail- whatever went wrong, he's ready to try again.

The In-Crowd: Max has +10 Diplomacy on tasks related to other youths.

Loyalty: 15

Gave Me a Job: +10 (Max is grateful that you've given him a job that's better than his position at the Doofenshmirtz Evil Megamart.)

Declares Yourself Evil: +5 (Max thinks it's actually pretty cool that you declare yourself to be evil.)

Eccentric Kook: -5 (You're a bit too wacky for Max's tastes.)

Evil Benefits: +5

Funny Farm: +10

Worst Trip Ever: -10 (Max hated the trip to Peru with a passion. He hates traveling to the far corners of the earth in general.)

Known Preferences

Max Goof wants a quiet life and greatly dislikes going on quests to the far reaches of the Earth! Can you blame him?

Stats

Martial: 14 (Janna is a very tricky and unpredictable combatant. Now that she's seen a few fights, she's holding out a bit better.)

Diplomacy: 9 (Janna is terminally ironic and has difficulty speaking without sarcasm. This makes it difficult for her to convince others of things, though she's putting some effort into improving.)

Stewardship: 5 (Janna skips school more than she attends it.)

Intrigue: 22 (Janna is sneaky, duplicitous, distracting, and lies as easy as she breathes. I'd say to keep your wallet on a chain, but she has bolt cutters.)

Learning: 7 (Janna is smart but considers the vast majority of what they teach in school to be completely useless.)

Occult: 17 (Janna's favorite subject is the odd, occult, or macabre. Having gained some practical spellcasting experience, her understanding of the subject has improved.)

Traits
I Got a Little Bored, so I Tried Something New: Janna is not exactly easily distracted, but she rarely chooses to bash her head against something that does not hold her interest. When Janna is assigned to a National Action, roll 1d6. On a 6, Janna does not complete the action as it proves insufficiently engaging for her. Instead, she approaches DEI's problems from a different angle. If the action would not have been a critical failure, a random Occult action in your action pool has its DC reduced by 10. If the action would have been a crit failure, a random Occult action in your action pool increases its DC by 15 instead.



Non-Practicing Practitioner: Janna has a breadth of knowledge about the occult but also, ultimately, basically no experience using it. She has +5 to rolls made to learn more about supernatural subjects, but also cannot take any Occult actions that require her to cast a spell or otherwise manipulate magic herself.

Lord Feldrake: This birdbrained magical staff claims to have once been a universe ruling dark wizard. Whether that's true or not, His magical power and knowledge is granted to anyone willing to wield him and further his dark designs! While his full potential has not yet been unlocked, he currently grants +12 to the Occult of whoever wields him. Since he is immobile and lacks focus (or rather, everything but a focus), Feldrake cannot betray you without the support of his wielder.

Feldrake can be reassigned, but beware! He will only agree to change to a new hero unit that is either more powerful or evil-er than his last!

Leopold the Horrible: This monkey-bat-donkey-rat chimera offers Feldrake's wielder +9 to any Martial action directly related to combat.

Semi-Phenomenal, Nearly-Cosmic: This unit may use their Occult score in place of their Martial score when in combat.

The Marcnificent Few: Janna, Marco, and their immediate friend group consist of a band of late teens and early twentysomethings with considerably more combat training and less social acceptability than the average college students. Oh, and an immortal fox. They also tend to work well with each other.

For every character with this trait you place on a quest, the quest leader gains +3 to all rolls.

This does not activate if there is only one member of the Marcnificent Few on the quest.

The Marcnificent Few bonus will only apply if one of the Marcnificent Few is the quest leader.


Loyalty: 55
Creepy and Kooky: +10 (Janna likes strange and creepy things. A crazy pharmacist calling himself evil and ruling several states qualifies.)
Evil Benefits: +5
Favorite Victim: +5 (Janna finds you incredibly fun to prank.)
Apprentice Witch: +15 (Janna got to cast a spell for the first time in her life, and it's all thanks to working for you!)
Trusted Me: +10 (She might not show it, but Janna really seems to appreciate you trusting her advice on not taking Toffee's deal.)
Fulfilled a Promise: +10 (You promised to look for her friends and followed through. Janna appreciates this.)



Known Preferences
Wanna See a Dead Possum?: Janna likes strange, macabre, occult, or unusual things.

Stats

Martial: 28 (Jumba has spent a fair part of his life quite literally fighting the law, and his greatest ambition is mass destruction. With the questionably motivated strength of 625, he's a little tougher than he would be otherwise.)

Diplomacy: 6 (Jumba has an unfortunate tendency to insult those around him with little to no forethought.)

Stewardship: 25 (Jumba knows how to manage a project, but he can be easily distracted and gets tunnel vision on subjects he cares about. When coupled with the neuroticism of Pleakley and the largely disinterested supersmarts of 625, the three of them manage to approximate a competent steward.)

Intrigue: 20 (Jumba is sneaky, duplicitous, and has what the Galactic Federation would call 'a certain low cunning')

Learning: 38 (Jumba is an evil scientific genius. Coupled with the semi-reliable help of supercomputer 625, he presents a terrifyingly brilliant package.)

Traits

Genetics Master: Jumba excels in his chosen field, gaining +30 to all rolls encompassing genetics or any of its applications.

Sandwich Boy and Noodle Man: Jumba's statline is boosted by Experiment 625 and Wendy Pleakley, both of which provide a fraction of skill to Jumba (625 because that's all he's willing to put in, Pleakley because that is all he has). These numbers are already factored into the statline. Jumba's Martial, Learning, and Stewardship are 5 higher because of 625; his Stewardship is 3 higher because of Pleakley.

Weird Science: Jumba is an alien scientist. While it's not his forte, he's quite capable of building technology at Galactic Federation levels. Jumba gains +20 to rolls to reverse-engineer GalFed technology.

Classic Corned Beef and Sauerkraut on Rye: Pleakley is a coward, Jumba is a maniac, and Experiment 625 is as lazy as it is possible to be while still being ambulatory. The three of them adamantly refuse to go on quests… unless someone else on the same quest has the trait 'Have a Sandwich!" Even in this case however, they gain only ⅔ of their normal values, making their stats 18, 4, 16, 13 and 25.

Hungry for Science: Jumba is ready to do some science and will suffer enormous loyalty penalties if he's not assigned to a project he would enjoy.

Loyalty: 25

Declares Yourself Evil: +5 (Jumba is thrilled that you openly declare yourself to be evil!)

Rescued Me: +10 (Jumba is incredibly appreciative that you've freed him from the oppressive grasp of the 'nanny police'.)

Evil Benefits: +5

Multiverse's Greatest Sandwich: +5 (625 greatly enjoyed it.)

Preferences

I Prefer to be Called "Evil Genius": Jumba is extremely particular about the tasks he is assigned to, and will be very annoyed if he is kept from working on his passion projects for too long.

Jumba may be assigned to any given action he does not enjoy only once before he will gain a 'hungry for science' trait on his sheet. This includes working with quite a bit of Earth technology, which he considers beneath him. If you assign him again to an action he does not like while 'hungry for science' is active, he will suffer enormous opinion penalties.

If you assign Jumba to reverse-engineer alien tech while he is 'hungry for science' he will not take an opinion malus, but the trait will remain.

If you assign Jumba to a Personal Action, an action in the field of genetics, or an action that allows him to vent his desire for mass chaos and disarray, he will be extremely happy. He will gain a temporary loyalty buff and gain the 'Sated science' trait, which will let you know he is safe to use on a non-preferred option this turn.

If you do not have any other options, you can always allow Jumba to perform his Personal Action of Experiment! However, unlike most Personal Actions, Experiment! can have unpredictable results, both seriously good or seriously bad. Consider it a second Inator roll weighted towards chaos. Use it wisely.

Stats

Martial: 15 (Von Drake has Toonish resiliancy and that Duck Family temper, but not much actual combat experience.)

Diplomacy: 20 (Ludivine is a trained psychologist and has a certain professional charm; however, her ego can prevent her from being truly influential.)

Stewardship: 9 (Von Drake has very little in the way of business expertise or management skills. She makes the things, she doesn't sell them.)

Intrigue: 8 (Ludivine is scatterbrained, good-natured, and her creations are about as subtle as a neon sign.)

Learning: 40 (Professor von Drake has about 360 degrees in total, and is (according to her at least) the world's leading expert on everything.)

Traits

Omnidisciplinary: Ludivine has a good grasp on all branches of science and can work on any of them without penalty.

Applied Disorder: Von Drake has put together more death rays and modern conveniences than she can remember. Literally. She gains +20 martial and stewardship rolls related to 'applied' science, like upgrading killbots or setting up death rays.

Absent Minded: Ludivine is a very dedicated worker. Unfortunately, she sometimes changes dedication mid-sentence. Whenever Ludivine is assigned to a National Action, roll 1d6. On a 6, she does not complete the chosen action, and instead completes another random action in the same category within 10 DC of whatever she was supposed to be doing. If there are no actions within 10 DC, she completes whatever action is nearest to her original action in DC.

Loyalty: 15

Evil Benefits: +5

Funny Farm: +10

Stats

Martial: 27 (Out of combat, Lizzy's perfectly capable of applying her intellect to violence. In combat, her many ant drones form a formidable formicdae force.)

Diplomacy: 3 (Lizzy is a social death's head moth, though she's trying to improve.)

Stewardship: 15 (Lizzy has basic managerial competence, and definitely has the temperament for bureaucracy.)

Intrigue: 18 (Lizzy is underhanded and ruthless, though her poor social skills keep her from becoming a master manipulator.)

Learning: 30 (Lizzy is much better with bugs and bots than she is with people.)

Occult: 4 (Lizzy has the basic understanding of how magical bugs work.)

Traits

Only My Enemies: Lizzy grants a +5 boost to Martial on any quest she is assigned to, but a -5 penalty on quest diplomacy rolls against people who do not appreciate sarcasm.

The Marcnificent Few: Janna, Marco, and their immediate friend group consist of a band of late teens and early twentysomethings with considerably more combat training and less social acceptability than the average college students. Oh, and an immortal fox. They also tend to work well with each other.

For every character with this trait you place on a quest, the quest leader gains +3 to all rolls.

This does not activate if there is only one member of the Marcnificent Few on the quest.

The Marcnificent Few bonus will only apply if one of the Marcnificent Few is the quest leader.

Loyalty: 30

Evil Benefits: +5

Out on Parole: +20 (Lizzy appreciates the chance you're giving her to do something more productive with her life after a decade of wasting it on a silly feud.)

Found a Friend: +5 (Lizzy is glad that she found a friend in Janna.)

Stats

Martial: 20 (Tobe is a skilled combatant, though his ego certainly exceeds his grasp. Thankfully, with the aid of his minions, he has the power of ganging up on people friendship on his side.)

Diplomacy: 7 (None of the ninja have much in the way of people skills.)

Stewardship: 6 (Tobe is technically a leader, but God only knows why his ninja follow him. Actually, I saw God in Sooga the other day, and I don't think he was sure either.)

Intrigue: 25 (Underneath all the bluster, Tobe is a good ninja. And those other three are fine too I guess.)

Learning: 5 (You suspect the Vagabond Ninja may have been anti-educated; their life experience left them dumber than they began.)

Occult: 15 (Tobe and his lackeys have begun to marginally improve in their studies of arcane ninja magicks.)

Traits

Our Battle Will Be Legendary: Tobe is eternally on the hunt for a worthy opponent. While this does cause him to push himself to new heights, it can also lead to poor decision making.

When Tobe makes an opposed roll against someone with a martial higher than his, he gains +5 effective martial but loses -5 effective intrigue.

Nema Nema, Oooh My Nema Nema Nema: Tobe is forever ready to declare foes, annoyances, and the occasional passerby his eternal nemesis. If a nemesis action is availible, Tobe may take that action as if it were his nemesis. However, Tobe takes a -10 to all Stats while doing so.

This trait does not allow His White Roadrunner to activate.

Disciple of Jo-Lan: Through sheer dumb luck and the power of love, Tobe and his Vagabonds have become masters of the mystical martial art of Jo-Lan. They add half of their occult score (rounded down) to all Martial and Intrigue rolls on quests.

Loyalty: 20

Evil Benefits: +5

Driven by Destiny: +15 (Destiny told Tobe to seek you out, and you responded in the hesitant affirmative!)
Mirage's stats were moved to the top above Dr. Heinz Doofenshmirtz. Mirage had her Intrigue increased by 1. Additionally she had Do Great Things, Executive Priorities, Delegate, and Say Please added to her traits.

Vanessa was removed from the hero roster.

Tobe's "Disciple of Jo-Lan" was modified to affect quests only.

Loyalty modifiers were modified to account for the turn changes. One notable example was the Drusselstein vacation.

Hero Units, Part II
Stats

Martial: 4 (Phineas and Ferb are still in grade school. They have no idea how to fight, prefer to use their building prowess for construction rather than destruction, and are frankly much too nice for any of it.)

Diplomacy: 14 (Intense precociousness coupled with a can-do attitude make the boys reasonably likeable, especially when they need to source materials. They also rotate-in with the board of selectmen.)

Stewardship: 38 (The world has never seen engineers like Phineas and Ferb. Nearly anything, as far as you can tell, is within the realm of possibilities with them.)

Intrigue: 6 (Phineas and Ferb are extremely forthright and, despite what their sister may say, have almost never lied to anyone.)

Learning: 16 (Phineas and Ferb have a firm grounding in most of the practical sciences, but they are still in grade school and have a lot more to learn.)


Traits

Big Ideas: The world has never seen engineers like Phineas and Ferb. Any Stewardship action related to construction, creation, or otherwise 'Big Idea-able' attempted with Phineas and Ferb that succeeds will automatically critically succeed. However, the DC is also boosted by 20, as they are not content to stay within the boundaries you laid out on paper.

This DC must still be passed in order to actually keep the project, as anything below the DC will result in a set of random circumstances mysteriously conspiring to wipe all traces of their project from existence. A bare failure will not reduce the DC on further turns.

In addition, a project can only be attempted once with this unit- if they fail, they will not try the same action twice. The same restrictions apply to their products as your inators- they can't be mass produced, they can't be replicated more than once, and you can't bypass technology developments using them.

Phineas and Ferb cannot get bare failures, but they can still get critical failures.

Mysterious Force: If you assign Phineas and Ferb to a Big Idea stewardship action on any turn you do not Tinker With Your Inators, your Inator roll has a 5 in 6 chance of being cancelled out. Candace gains 1 Paranoia Point.

Schoolbound: Phineas and Ferb are still attending school and are only available for any projects or tasks on the May/June and July/August turns. On any other turn, they can take no actions.

Naive Appeasers: Phineas and Ferb are undoubtedly brilliant, but they lack a certain degree of ruthlessness and finesse that's necessary when it comes to the business world. Any actions related to corporate dealings to which they are assigned have their DC increased by 30.


Loyalty: 20

Eternal Optimists: +20 (Phineas and Ferb believe the best about everyone they meet, but for the first time ever they have reason to doubt this. Their loyalty will not change unless modified by 25 or more at once.)

Stats

Martial: 10 (Lee can handle himself decently in a fight, but combat isn't his strong suit.)

Diplomacy: 26 (Janus is an excellent public speaker. He can be very persuasive.)

Stewardship: 26 (Lee Industries was started from the ground up by him, even if the board did most of the day-to-day management so he could focus on his work.)

Intrigue: 15 (Janus Lee is a sharp customer. Not the sharpest, but he's above average in the intelligence department.)

Learning: 22 (Lee is a gifted scientist in the general sense, but his brilliance shines in his specialties.)

Traits

Gemini Specialist: Janus Lee is a master of two radically different fields of engineering. He gains +20 to Learning checks involving genetics and vehicle design.

Lost Cause: Janus Lee refuses to work or interact with LOVEMUFFIN in any further capacity.

???

Preferences

???

Loyalty: 40

Fresh Hire: +10 (Lee is excited to start work at the Doofenshmirtz Evil Family! Decays September/October 2017)

Impressed By Your Work: +10 (Lee is excited about the buyout rather than regretful, especially given your prior work in genetics.)

Evil Benefits: +5

Fellow Misanthropes: +15 (Janus has found a fellow friend in Jumba!)

Preferences

Misanthrope: Janus has some strong feelings on his fellow man, and while he keeps them in check when in public, they still shape his actions.

Stats

Martial: 22 (Kitsune can fight with her true form and bombs, but prefers not to.)

Diplomacy: 29 (Words coming out of Kitsune's mouth are more dangerous than any explosives she could muster. She's claimed responsibility for a litany of minor incidents in Japanese history.)

Stewardship: 9 (She started selling fireworks out of a cart long ago and hasn't bothered to update. Anything else she needs is "borrowed" and never returned.)

Intrigue: 21 (Kitsune's shrewd mind and capacity for trickery are her most well-known features.)

Learning: 16 (The "magic" behind Kitsune's fireworks is mundane expertise with pyrotechnics. Actual magic is thrown on top for texture!)

Occult: 23 (Kitsune is a living, breathing supernatural creature with practical experience in dealing with others of her kind. She has the extra tails to prove it!)

Traits

Goblin Fox: Kitsune attributes her long life to making life difficult for others. After being assigned to an action where she does not inflict physical, mental, social, or spiritual harm to someone, she must cause harm or take a personal action on the subsequent turn. Examples of "harm" include violence, theft, sabotage, a PR attack, or other malicious behavior.

Goblin Fox is not active this turn!

Now You See Me: Illusions and mystical misdirection allow Kitsune to add half her Occult to any actions that impair or sabotage other factions/hero units.

Henge Field Advantage: +15 to Occult checks relating to artifacts, lore, and magic from Asia.

The Marcnificent Few: Janna, Marco, and their immediate friend group consist of a band of late teens and early twentysomethings with considerably more combat training and less social acceptability than the average college students. Oh, and an immortal fox. They also tend to work well with each other.

For every character with this trait you place on a quest, the quest leader gains +3 to all rolls.

This does not activate if there is only one member of the Marcnificent Few on the quest.

The Marcnificent Few bonus will only apply if one of the Marcnificent Few is the quest leader.

Preferences

Practically everything Kitsune says is a lie, but she speaks in such a way that she never has to say a falsehood. She is vague and misleads with words, letting interpretation do her dirty work.

Enjoys illegal fireworks and pranks, but not always the harmless kind.

Likes Janna for some reason you can't figure out.

Loyalty: 5

Evil Benefits: +5

Stats

Martial: 10 (Alan has taken certain precautions, but he's not the athletic sort and never will be.)

Diplomacy: 11 (Alan's a nice guy but not particularly charismatic.)

Stewardship: 26 (Alan was apparently a high ranking C-suite exec back at ENCOM once upon a time. Makes you wonder what happened over there.)

Intrigue: 19 (Alan definitely knows how to hide certain things and seems to be used to corporate skullduggery. He definitely doesn't like it though.)

Learning: 23 (Alan has a fair smattering in all sorts of fields, but his real focus is coding and computer security.)

Traits

Concurrent User: Alan Bradley has a +20 to rolls involving designing or implementing computer programs, and an extra +5 specifically for security coding.)

??? (Alan's not willing to share everything with you.)

Loyalty: 0

Eccentric: -5 (Bradley is a little unnerved by the overall company culture of DEI, but it is better than the last place.)
Evil Benefits: +5

Stats

Martial: 5 (Wendy has no combat training and no interest in violence whatsoever. In a fight her greatest asset is a winning smile.)

Diplomacy: 27 (Wendy is a social adept. She's immediately likable, outgoing, and never talks down to anyone. There's a reason her Buzztube channel is popular.)

Stewardship: 14 ( Wendy has some organizing skill but never got the chance to commercialize her genius.

Intrigue: 9 (Wendy is not naive but rarely tries to hide anything from anyone.)

Learning: 28 (Wendy knows a little bit of everything thanks to her love of learning and her many science songs.)

Traits

Posi-tive-tronic: Wendy is the greatest AI expert you have ever met. That's not an exaggeration, she's amazing. She spent an hour with a Normbot on her first lunch break, and when she came back she had insights you'd never thought of. Wendy gains a +30 to rolls related to Artificial Intelligence or robotics.

Opinion: 30

Hired Me: +10 (Wendy is estatic to get the chance to work on real robotics research after so many years)
Evil Benefits: +5
AI Opportunities: +15

Stats

Martial: 14 (Roddy is quite beefy and knows his way around a plasma cutter, but prefers to leave the fighting to others.)

Diplomacy 12 (Roddy has gruff charm to him, as well as a degree of worldly wisdom. He brooks no argument on his schematics, however.)

Stewardship 29 (Roddy juggles super-scale and super-tier construction projects on the regular.)

Intrigue: 10 (Roddy is a no-nonsense guy.)

Learning: 20 (Roddy has picked up a bit of everything from needing to incorporate the themes and desires of a wide variety of capes.)

Traits

King of Lairs: Roddy Blair is the King of Lairs, and has a +15 to stewardship rolls on large construction projects.

Opinion: 15

Evil Benefits +5
The Perfect Lair: +10 (Roddy's new lair is a dream come true, even if it is a little eviler than he initially planned.)

Stats

Martial: 22 (Tom has fought a fair bit as prince of the underworld. Coupled with leadership lessons and, of course, his anger issues, he can hold his own in battle.)

Diplomacy: 17 (Tom is actually pretty suave when he's not burning up inside. And outside.)

Stewardship: 14 (Tom is a prince-in-training but doesn't show much interest in it.)

Intrigue 15 (Tom can be sneaky but isn't a great liar.)

Learning: 11 (Tom has a noble's education but no love of knowledge.)

Occult: 22 (Tom knows quite a bit about demons, curses, possessions, and various other occult oddities. He also has demon power to draw from.)

Traits

Give it a Little Soul: Tom's demonic powers allow him to add his occult stat to his martial stat in combat.

The One Thing We Told You Not to Do: Tom can summon up the damned souls of the Mewnian Underworld, albeit only those who were damn-able AND ended up in his particular personal hell. He gains +20 to rolls made to raise the dead.

Blood Moonlighting: Tom's not in this for you. He's agreed to work with you to further his own goals, and won't be willing to do anything that's not in service of finding Star or murdering Toffee. Additionally, he must be assigned to 'Rule the Underworld' any three turns out of the year.

The Marcnificent Few: Janna, Marco, and their immediate friend group consist of a band of late teens and early twentysomethings with considerably more combat training and less social acceptability than the average college students. Oh, and an immortal fox. They also tend to work well with each other.

For every character with this trait you place on a quest, the quest leader gains +3 to all rolls.

This does not activate if there is only one member of the Marcnificent Few on the quest.

The Marcnificent Few bonus will only apply if one of the Marcnificent Few is the quest leader.

Opinion: -5

Trust No One: -5 (Tom has no reason to trust you.)

Stats

Martial: 26 (Wasabi specializes in lasers and plasma containment, all of which are perfect for cutting people apart, but Wasabi himself despises confrontation.)

Diplomacy: 12 (Wasabi's a friendly guy but his neuroticism can be a bit off-putting.)

Stewardship: 28 (Wasabi's meticulousness and organizational skills make him perfect for managing projects.)

Intrigue: 8 (Wasabi is a bad liar, wears his emotions on his sleeve, and doesn't have the stomach for skullduggery.)

Learning: 24 (Wasabi has a degree from SFIT, an impressive resume, and the technical skills to prove it.)

Traits

Bright Side of the Moon: Wasabi has +20 to non-combat rolls relating to his specialty in Optics; that is, the study and manipulation of light and other energy fields.

Loyalty: 5

New Job: +10 (Wasabi is infinitely grateful that you're not a terrifying tiger and have offered him a well-paying job.)

Dislikes Eccentricity: -10 (On the other hand, he's not exactly thrilled about spending time around supervillains...)

Evil Benefits: +5

Preferences

Homebody: Setting up death lasers is one thing, but Wasabi greatly dislikes getting into any sort of in-person confrontation. If sent on a quest that turns violent or assigned to a Martial action that does the same, he will suffer massive loyalty bonuses if not given turns to recuperate with personals.

Martial: 5 (Malifishmertz was defeated by four peasants and their little spitzenhound too. Also he's a ghost.)

Diplomacy: 14 (Malifishmertz is chatty and can hold a conversation but isnt what you'd call socially competent.)

Stewardship: 12 (Malifishmertz can at least order peons around, but he's no conqueror.)

Intrigue: 18 (Malifishmertz somehow managed to maintain a network of Shepard Spies for hundreds of years despite being a quiescent spirit.)

Learning: 8 (Malifishmertz does not understand washing machines.)

Occult: 38 (Malifishmertz's occult powers are formidable, capable of supernatural feats most wizards would not consider possible.)

Traits

Spellbound: Malifishmertz is a ghost. Unfortunately, this keeps him bound to his castle, which he can travel only a short distance from. Malifishmertz may not go on quests or otherwise leave the city of Doofania.

Shepherd Spies: Malifishmertz's network of shepherd spies allow him a +10 to all rolls regarding Drusselstein... you really hope this never becomes important.

Platter of Sweetmeats: Malifishmertz is... disturbing, to watch work. His seemingly impossible spells achieve incomprehensible effects... until falling apart from his own incompetence. It's... worryingly familiar. You've developed a network of friends and allies to support you and make up for your shortcomings. Malifishmertz... has not. He takes a -20 penalty to all occult national actions as his own choices lead to his undoing.

Loyalty: 10

Free From Drusselstein: +10 (Malifishmertz is extremely grateful that you've removed him from the world's only fourth world country.)

Martial: 29 (Years of karate lessons, followed by years of mercenary work, followed by years of mystical karate lessons, not to mention a couple of decades in an extra-dimensional death dimension somewhere along the way- have made Marco frighteningly effective in combat.)

Diplomacy: 16 (Marco is used to cutting deals and can generally present himself in an approachable way, but he's still a bit socially awkward.)

Stewardship: 19 (Marco is organized, methodical and effective.)

Intrigue: 20 (Marco has spent several years searching for someone who very much needs to not be found. Even if he hasn't succeeded, he's learned a few things.)

Learning: 13 (Marco technically didn't finish high school but was already acing AP credits when he left.)

Occult: 14 (Marco has picked up the basics of magic from years spent immersed in magical worlds, not to mention the basics of the mystical martial arts.)

Traits:
Safe Kid: Rumor's of Marco's risk-adversity have been greatly exaggerated, mostly by Janna, but there is a kernel of truth to his ability to avoid incoming damage. Marco has +5 Martial on any combat roll he participates in as the defender.

Mercenary: Unlike most swords for hire, who can generally be expected to lay back and enjoy a retainer, Marco has places to be, and needs an incentive to get him away from what he actually cares about. In order to assign Marco to a Quest or National Action that isn't related to finding Star or fighting Toffee, you will need to spend one income.

'I'm Cazador': Janna's Loyalty temporarily improves by +5 whenever she and Marco go on the same quest.

Disciple of Jo-Lan: Marco can add half his Occult to any Martial and Intrigue rolls on quests.

The Marcnificent Few: Janna, Marco, and their immediate friend group consist of a band of late teens and early twentysomethings with considerably more combat training and less social acceptability than the average college students. Oh, and an immortal fox. They also tend to work well with each other.

For every character with this trait you place on a quest, the quest leader gains +3 to all rolls.

This does not activate if there is only one member of the Marcnificent Few on the quest.

The Marcnificent Few bonus will only apply if one of the Marcnificent Few is the quest leader.

Loyalty: 0

Hunting for Star: +5 (Marco appreciates that you're putting money towards looking for Star.)

Trust No One: -5 (Marco has no reason to trust you with anything other than his paycheck.)

Martial: 26 (Juniper is a professional supervillain with shocking moves in and out of combat. We're not sorry.)

Diplomacy: 17 (Juniper is bubbly and amicable with anyone who doesn't mind her petty larceny.)

Stewardship: 8 (Juniper has about what you would expect in terms of a teenager's accounting skills.)

Intrigue: 16 (Juniper is a criminal smart enough to keep to the small time, and avoid Incarceration as a result.)

Learning: 14 (Juniper does not quite know how her electro-orb works, but she's had no choice but to pick up a thing or two about electrical engineering.)

Occult: 8 (Juniper's got the basics down, but she's still not an actual spellcaster.)

Traits:

Combos Chicas: Can add Occult to Martial when doing dance battling, +15 on any rolls related to dancing.

Duet Act: Juniper performs best in teamups. She can be assigned to a national action alongside someone else to provide a +10 bonus to martial or occult, but only if she has a working relationship with that character.

Working Relationships: Technor

Loyalty: 15

New Hire: +5 (Juniper is excited to start at her new job! Expires November/December 2017.)

Friend on the Workforce: +5 (Juniper appreciates having someone she knows on your workforce.)

Evil Benefits: +5

Martial: 7 (Gomez is getting up there in years and wasn't much of a fighter to begin with.)

Diplomacy: 9 (Gomez spends most of his time in a laboratory researching unpredictable demons. He's not very good with people.)

Stewardship: 14 (Gomez can do his paperwork, but that's about it.)

Intrigue: 11 (The niceties of spywork are beyond Gomez's remit.)

Learning: 22 (Gomez has a doctorate in fringe science and a masters in quackery.)

Traits:

Insufficiently Analyzed Magic: Gomez can use half of his learning on an Occult action, and allow you to use half of your learning for Occult actions as well.

Summoner's Circuit: +10 to any rolls that involve summoning Divinos

Loyalty: 20

Loyal Toady: +20 (Gomez is happy to do what you say.)

Martial: 15 (Mezmerella isn't a physical fighter, but she's got herself into plenty of scraps before.)

Diplomacy: 20 (Mezmerella is loud and boisterous, but people can't help but listen to her...)

Stewardship: 8 (Mezmerella can do her taxes and that's about it.)

Intrigue: 29 (Mezmerella is an expert on mind control and getting into places that she shouldn't.)

Learning: 20 (Mesmerella is a college graduate with an interest in information security, but won't be much help outside her chosen field.)


Traits:

What's the Password?: Mesmerella's personal obsession with deception and subversion has given her a firm understanding of security protocol. She has +5 to all rolls made in the name of information security.

Trust In Me: Mesmerella has the marvelous manifested might of mental mesmerization! If a target would be removed from combat by their next loss, Mezmerella can use her Intrigue in place of Martial on the attack. In addition, Quests will frequently present the opportunity for Mezmerella to roll her Intrigue against a DC to mesmerize her targets; gaining full mental control over their feeble minds! The benefits of this should be obvious, as should the consequences should it go wrong.

???

Loyalty: 5

Evil Benefits: +5
Mezmerella was added to the hero roster.

General loyalty modifers were updated, including the Dusselstein vacation.

Income and Items
Income
Income
Income represents the money you have on hand. Going to 0 will not bankrupt your company; you're a megacorp, and barring the most extravagant expenses your machine will continue ticking away. Rather, it represents how much liquid income, the money you have available in cash or easily sold stock, you have now and gain over time. You can gain Income by purchasing companies, taking certain actions, or by going on quests in order to conduct some AdVenture Capitalism. You can spend income on all sorts of things, since money may be exchanged for goods and services.

Funds Last Turn: 3

Change this turn:
Musical: +2 (Aside from the awkward rap number, it was a massive success!)

Current Liquid Funds: 5

Regular Income (gain this income at the start of every March/April turn):
ACME Corporation: +1 (Selling comedy props and Toonish products of all kinds, ACME makes a small but noteworthy contribution to the bottom line.)
Walt Disney Company +1 (Once a great giant of animation, Disney is now mostly known for cheesy live action children's films like The Littlest Outlaw and Davy Crocket and the River Pirates.)
Mendel-Gruman +2 (A defense and biotechnology firm whose research you used to bring back the dinosaurs.)
Lee Industries +2 (A vehicle firm known for popular car models, bespoke work, and the occasional foray into medical sciences.)


DaedalOS: +2 (The new OS doesn't have as much of a market share as ENCOM or as much popularity as Waddle, but you're still able to make some money off of it.)
Greevil Power: +1 (Renewable energy, long-life lightbulbs, natural ingredients; it's exactly like the Green Living industry, but with the word 'evil' haphazardly portmanteau'd in!)
Dino Steaks: +1 (They'll always be a slightly expensive dining option, but the sheer novelty ensures a steady revenue stream.)
Super Coffee Machines: +2 (It's really good coffee, seriously. No one tell them it's alien tech and can brew potions though! Shhhh!)
Doofrasic Park: +2 (The novelty of seeing giant dinosaurs still hasn't worn down for a lot of people.)

Regular Expenses (lose this money at the start of every March/April turn):

Evil Job Benefits: -2 (DEI is like one big evil family! As any parent will tell you, having children is expensive in this economy.)
Super-Friendly Insuricare: -2 (Unfortunately, instructing Insuricare to respond laxly to claims of super-destruction have resulted in a degree of lost revenue.)
Operating Expenses : -5 (The plaster for Technor's office doesn't come cheap. Oh and also taxes and stuff.)


Semuncia from Castle Doofhawk: +2 (Drusselstein is so out of date, it's ancient medieval treasure is from late antiquity.)
Chicken Itza Loot: +2 (You've only scratched the surface! See what else you can get out this golden goose!)
Chicken Itza excavation: +5 (Now you've done more than scratch the surface. The goose has laid his golden egg and he will hurt you if you keep using that metaphor.)
Hiring the Commodore: -7 (The best detective in the world is expensive, who knew?)
Setting money aside: -5 (There's some things money can't buy. Apparently supreme magical power isn't one of them.)
+2 for the musical we made

Items
Items

Lord Feldrake - +12 Occult, grants Phenomenal Cosmic Power allowing use of Occult on combat rolls.
Assigned to: Janna Ordonia
This birdbrained magical staff claims to have once been a universe ruling dark wizard. Whether that's true or not, His magical power and knowledge is granted to anyone willing to wield him and further his dark designs! While his full potential has not yet been unlocked, he currently grants significant dark power. Since he is immobile and lacks focus (or rather, everything but a focus), Feldrake cannot betray you without the support of his wielder.

Feldrake will only accept reassignment to a new hero that is either more evil and at least a little magical or at least a little evil and more magically potent than his current wielder!

Leopold the Horrible - +7 to combat actions.
Assigned to: Janna Ordonia
This Monkey-Bat Donkey-Rat chimera is sweet, loyal, horrific looking, and dull as a post.

Leopold will only accept assignment to whoever is wielding Feldrake, or a former wielder that he liked. Currently that's just Janna.


Ruby Wings - grant flight, benefits obvious
Assigned to: No one
Once the property of some ancient kingdom somewhere or other, these beautiful wings now grant the power of flight to whomever you give them to.

Jī Talisman - flight and telekinesis, provides circumstantial bonuses in situations where those could come in handy.
Assigned to: ???
Part of the ancient Shengxiao set, the Rooster talisman lets you- and your unfortunate enemies- take to the air.

Amur - Gargoyle Beast, grants +4 to Martial rolls on quests taking place at night, +10 to diplo with gargoyles
Assigned to: Kitsune
This clever hound, whose shape reminds you of and may have inspired the mythical Quilin, is unshakably loyal, a powerful fighter, and will help prove to any Gargoyles you encounter that you mean them no harm.

Yáng Talisman - astral projection and mental combat at the expense of leaving one's body vulnerable, provides circumstantial bonuses in situations where those could come in handy.
Assigned to: ???
Part of the ancient Shengxiao set, the Sheep and/or Goat talisman allows you to leave yourself behind and enter the strange world of the mindscape any time you slumber. This allows you to travel anywhere and spy invisibly on anything not attuned to the ways of magic, though it will not automatically make you proficient in the ways of the collective unconsciousness. Be warned however; there are dangerous things in dreamland, and some of them would love the chance to find a body unattended.

Odd Object - ???
Assigned to: N/A
This strange, wooden octagon is slightly smaller than a human palm. It is covered on all sides by miniscule runes you cannot read. While at first it appears solid, a hidden latch reveals it is in fact filled with several thin panes of wood of the same color and form as the exterior. Malifishmertz warns you it has been enchanted to catch flame if any human touches it, but what if any other magic it holds is unknown. Research this to learn more!

Avatar of Feldrake (Damaged)
Assigned to: No one

The Avatar of Feldrake is a two-story blood red golem that can be awoken to help in any combat roll (martial rolls that involve actually fighting someone) in Doofania, such as defending against attacking nemeses. The Avatar can be awoken by any hero unit with an occult stat, which counts as a personal action. If an unexpected martial roll comes up, an occult hero can be reassigned to the Avatar as long as their previous action took place in Doofania. They do not do whatever their previous action was.

The Avatar grants a +25 to martial rolls in a single combat. However, every time it is used, there is a chance that it goes out of control. If it does, it gives a +25 bonus to your opponent instead. There is a 20% chance that this occurs on any given use, unless the occult unit controlling it is wielding Feldrake, in which case the chance is 10%.
No changes from the previous turn. Though as of last turn the Ruby Wings should be assigned to Wile E. Coyote.

Opinion Tracker
Danville People: Beloved Uncle, Reclusive Chocolatier

The people of Danville and the broader Tri-State Area view Dr. Heinz closer to a wacky uncle than a distant CEO, largely benefiting off of his more benevolent policies and viewing the rest of them as too unimportant to really affect their lives. Quality of life has improved significantly due to the jobs offered in and around Danville, enough that most will overlook the downsides of his control, but some people are rightfully beginning to tire of the chaos that continually affects their lives. Being subjected to raining meat and mad scientists running rampant in the streets grates on the nerves after a while. Dr. Heinz's declarations of 'independence' and plays at being a mad scientist are seen as absurdly hilarious by many, viewing it as a parody of how 'evil' other CEOs can be and a sign that Doofenshmirtz alone is actually self-aware.

[brief giggling fit]

A few have even taken to the company's 'Doofania' insistence, albeit in a mostly jocular or humoring manner. It's seen as a repudiation and mockery of the classic CEO delusions of grandeur, rather than… delusions of grandeur itself. DEI can, in broad strokes, be seen as an equivalent to a mad inventor's chocolate factory or a mostly benevolent fey; a powerful force that can be turned to for aid and succor, but never without its dangers and completely unpredictable.

National Opinion: Eccentric Millionaire

The rest of the country views DEI as just another megacorp, albeit one with odd branding, without a speciality and with a wide variety of products. Their work on the famine earned considerable goodwill, and developments in fields that the general populace can care about, such as dinosaurs, have done a lot to improve this. DEI's weird 'Doofanian' fixation is ignored by most, seeing it as a grandiose delusion that some choose to play along with because of monetary incentives.

US Government: Unpredictable Thorn in Side

The Federal Government has little to no reason to be fond of you, given that you are actively pushing back against the very delicate power structure of the US. Thankfully, DEI stands atop a very large jenga tower made up of bigger, far more dangerous jenga pieces. As long as we avoid pressing the issue, the government is likely to focus on keeping their coverups intact and, where possible, dealing with the factions that could crash the economy overnight. You may do crazy things, but you do crazy things that don't, normally, hurt them more than anyone else.

Shego: Drakken 2.0

Based on her interactions, it seems that Doofenshmirtz strongly reminds Shego of her former partner in crime and current subordinate. This can be occasionally useful. Frequently, it is not. Structurally, our corporations are almost entirely separate despite being headquartered quite close, geographically speaking.

Olympia: Tentative Cooperator

Olympia has extended general feelers of cooperation to us, albeit without a larger degree of followthrough on either side. There may be an opportunity for a deeper relationship, but questions remain about their true intentions. Sinatron in particular is a major question mark.

Judge Doom: Possible Antagonist

While Doofenshmirtz' previous antagonisms are unlikely to distract Doom in the long term, it is possible he suspects what we suspect about the death of Alonso Hawk. If so, he is doubtlessly working hard to determine what we know and what can be done about it.

David Xanatos: Ally of Convenience

Xanatos is unquestionably manipulating the Doctor to his own ends. Thus far, those ends have not been openly hostile to our own interests. However, his skill at obfuscation most likely exceeds our own.

Funtelligence: Cordial Coworker

Our collaboration with Funtelligence has borne fruit, despite whatever misgivings exist clearly between Mr. Trengrove and Ms. Wower. Trengrove looks on us with some degree of suspicion but doesn't have any concrete opinions on the Doctor as of yet.

Bakaemono: Personal Friend

While you're not one to take promises of friendship on faith, you seem to have hit it off with Judy Silverman. She's made vague hints towards something being 'off' at Bakaemono, but so far as you can see, she does have some actual power.

Sycorax: Indifference

Sycorax has not yet had any significant dealings with us, although they have expressed some interest in collaboration after our work in genetics.

ENCOM: Fading Competition

ENCOM once saw DEI as a potential competitor until DoofOS faded from public attention. Now that DaedalOS has a relatively insignificant part of the market share, ENCOM appears to give DEI little more attention than any other technology firm.

Calisota Conglomerate: Not Worth My Dollars!

We have not yet presented the richest duck in the world with a profit incentive.

Khan Industries: Politely Acknowledged Neighbor

DEI has not yet done anything in particular that would affect Khan's own interests. Some areas for collaboration exist, but so far the company has only kept up meaningless pleasantries.

New Mewni Investment Corporation: Uncertain. Somewhat concerning.

The illusive CEO of NMIC and benefactor of the New Mewni Economic Investment Zone hasn't seemed to have paid any attention to DEI since offering the corn deal a while back. Considering his apparent nature as an interdimensional warlord who happens to have a block of shell companies that sell corn products, that is probably for the best. His assets are almost certainly being funneled towards the search for this 'Star Butterfly'.

Mark Beaks: Free Advertisement

Mark Beaks and Doofenshmirtz have a light squabble going on, which Waddle is taking advantage of to keep their name on the Doofnet feed without paying for the adspace. He is a minor nuisance, the Doctor's petty fixation aside. Recently, Waddle has started a "Don't be Evil" campaign as a petty slight, likely to provoke a greater response from DEI.

Zootopia State: Curious Omnivore

Our interactions with the Pacific Northwest state of Zootopia have been scarce up to this point. The mayor of Zootopia, Bellwether, has recently come to us with interest in collaboration. Doof's early history of being raised by wild ocelots is not expected to incense the mayor's fringe following of anti-predator extremists.

[Personal note: Raised by what?]
The opinion tracker previously only had what Doof thought the Federal government thought of him. Now it has Mirage's opinion of what everyone thinks of us and their positions.

Experiment Log
C-Moon has authorized me to make note of something I find rather important.

Experiment 101-E: Drakenberg

101-E is a large, blue and black draconid creature with a superficial resemblance to the Asiatic Lung. Currently in residence on Mount Doofhawk. When its territory is threatened, it becomes a powerful hero unit capable of fighting back against city invaders. Their effect is permanent.

Experiment 102-E: Drifter

102-E is a squat, gray humanoid with two heads, one of which is always looking behind it. Drifter forces victims into intense bouts of deja vu through manipulation of personal tachyon flux, leading to mass chaos as individuals repeat actions over and over again in confusion. Hero units that failed their actions this turn MUST take those actions again on the next as 102-E grows used to his power. If an action is for any reason not available, that hero loses their action.
Experiment 102-E was added last turn.
 
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Sir David Tushingham in "Not the Discovery!"
A little something that wouldn´t leave me alone after some discussion in Discord channels yesterday.

@Made in Heaven @Arathnorn , for your eyes to decide whether or not to include in the quest at all.

Sir David Tushingham in "Not the Discovery!"

The 90´s.

*Sir* David Tushingham HATED the Nineties - and how could he not? It was that accursed decade with its overblown sense of self-worth and entitlement that ushered in the demise of someone like him who was just starting to make it big in the world of paleontology (*not archeology* - Seriously, how hard was it to get the difference between someone who examined fossilized bones and someone who examined long-forgotten bits of pottery? The nerves of some people...).

Sure, mistaking roast chicken bones his hired muscle threw away at a dig site for a revolutionary new discovery in the heat of the moment might have been less than ideal and his approach to waste removal could have been framed as just a tad lackadaisical in an age where environmentalism was on the rise after some "scientists" who were getting too big for their boots started spouting nonsense about a hare-brained concept they variably called either "global warming" or "climate change", depending on what sounded more alarmist at any given time.

But that did not give anyone the right to completely discredit him by insinuating that the strange, cubical stone object he excavated that one time might have been at best another case of him mistaking some modern appliance for a new discovery putting everything Mankind thought established into question (that happened to him *one time in the heat of the moment* - some people were simply too resentful about past grievances like some pieces of roast chicken) and at worst he was trying to buff up his resume by intentionally faking that discovery (he'd never sell out like that just for some fame and glory). All his rebuttals were for naught and he was stripped of his honours by Oxford University shortly after, forcing him to make a meager living by advertising the Famous Paleontologists´ Home Study Course during infomercials.

That only made things worse because he quickly got sued by countless low-bred slobs for "falsely advertising an alternative to years of studying paleontology" when it was clearly only meant as an *entry* into the field and a *Foundation* to build up on. Nobody ever said that home courses and honorary doctorates bought somewhere would equal an actual education - not even that raving lunatic over in Danville was stupid enough to do that and he reputedly made it rain rotten meat a while ago within his "territory" that everyone knew was just some marketing gag to play up the shtick of "evil CEO and tin tyrant" his company ran for some ungodly reason, by Jove! Not only that, but some particularly moronic people even accused him of having *bought his honorific address the same way*.

Ennoblement did not work that way at all, for Pete's sake!

Be it as it may, all this injustice born of the arrogance inherent in 90s society led to him losing everything and having to scrape by with positively degrading odd jobs like appearing at children's birthday as a famed ARCHEOLOGIST (...trying to educate some people on the clear differences was simply an exercise in futility, it seemed) and getting whacked on the head by some brats upset about "some dusty old fossil-digger pretending to be an awesome adventurer like that Croft gal from the video games" with various household items up to actual frying pans.

His dismal current situation was the only reason he had even entertained the offer made by that crummy little cryptic website from *the 90s* called "So Weird" to oversee a paleontology dig site in South America with some kind of discovery dating back to the rough time frame to the extinction of the Dinosaurs (although to his chagrin, his contact kept referring to the area as "what used to be Southwest Pangaea", despite even Laurussia and Gondwana having long since broken up into something approaching the current continental configurations, never mind the earlier super-continent of Pangaea). Well, it was either this dig site or hunting down supposed cryptids in Oregon and as much as David had come to loathe his former passion thanks to the ignorance of others, something about the State of Oregon just gave him the willies as of lately.

So here he was, digging through the dirt for some kind of fossil at night like back in the glorious days before everything came down crashing around him. He simply *knew* that he was onto something here, because the rock layer in the area (ironically enough only a few dozen miles away from the place where the "chicken bones incident" had taken place at, but that was beside the point) was unlike *anything* he had found before. The slab the machines had already unearthed below kilotons of rock was simply *gigantic* - several square meters in size, in fact. With the greatest care possible, Sir Tushingham freed the object from any possible impurities and obstructions before squinting his eyes suspiciously in the lamp light. Didn´t the slab look a bit too perfect in makeup, its´ angles almost artificial in their precision? And didn´t those protrusions look just the slightest bit..like...letters?

In frustration, he hastily rose from his kneeling positions and stormed out of the pit. Once more he was being ridiculed for his past inaccuracies by conflating *paleontology* with *archeology*. That was the straw that broke the camel´s back and he was simply DONE with getting made fun of. To think that for one second, he genuinely thought that this dig site might give some new and revolutionary insights into the life of dinosaurs shortly before and maybe even during the extinction event. He could care less for how that *plague* got down there, but he would not stand any longer for being someone else´s laughing stock. The *jokesters* running "So Weird would have to find someone else to laugh at, but *Sir David Tushingham* would not be that person.

...That being said, he still needed to pay his bills *Somehow*, so even though he wanted nothing to do with this particular job anymore, ends needed to meet regardless. With that in mind, he prepared a text to his contact with the website administration stating that the matter clearly was falling outside his area of expertise and whether that offer regarding Oregon was still open. As much as even thinking about that place set his hairs on edge, he needed to get food on the table and even if those cryptids turned out to be nothing more than some painted goats, at least that kind of failure did not rely on everything he was or used to be getting mercilessly mocked by some fratboy with too much time and too little brains.

Leaving behind the dig site, he payed little further mind to the plague that, after some careful linguistical reconstructions of the long-dead language used, might have been discovered to spell out the words

FRUITCO
MAKERS OF FINE WAX FRUITS
A division of the WESAYSO CORPORATION
....Lord above, did he HATE the Nineties...
 
OMAKE!
Tom Lucitor: Rule the underworld


So, update from the Discord, we have confirmed that all rolls have been rolled and we are just waiting on the write-y bits of the update!

In that mood I present to our QMs a possible result for one option!

Tom Lucitor: Rule the underworld

Tom spent two months ruling the underworld. He managed to ask Doof for some Crickets prior to the Doctor freezing himself, and miraculously they were all delivered safely!

Unfortunately someone opened the cricket tanks. Now the sounds of crickets drown out the traditional sounds of hell. Tom managed to run damage control by touting his new "free range cricket" meal plan. Tom insists that any and all accounts of giant dinosaur-sized hell crickets are pure fantasy, and who are you to doubt him?
 
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Now there's something I haven't thought about in decades. :lol:

Well, over at Discorc some people wondered if pushing into our Dino tech tree would eventually allow us to resurrect Robbie Sinclair and I got interested in the idea of *Dinosaurs* being part of Gridlocked´s *very distant* past.

But yeah, Sir David Tushingham is an actual contemporary human appearing in the show on two occasions - occasions I decided to use to utterly break him as a self-absorbed paleontologist.
 
Well, over at Discorc some people wondered if pushing into our Dino tech tree would eventually allow us to resurrect Robbie Sinclair and I got interested in the idea of *Dinosaurs* being part of Gridlocked´s *very distant* past.

But yeah, Sir David Tushingham is an actual contemporary human appearing in the show on two occasions - occasions I decided to use to utterly break him as a self-absorbed paleontologist.
By some people, you mean me, by the way. Here's the question I posed on my lunch break yesterday.

... I wonder if the end game of our Dino Tree is cloning Robbie Sinclair?
 
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