Well, if that doesn't cop out, have we considered organizing a Doofania Danville Fashion Week? Basically, arranging for a high-profile fashion event with Gaston Le Mode and other famous designers that places emphasis on hats being out?
Step 1. Hire Cruella
Step 2. Revitalize Devtech
Step 3. Hold a fashion week in Las Vegas that makes hats the most garish and unpleasant fashion icon of all time
Step 4. Profit
 
I'd like to do this, Winston isn't long for it and Sinatron didn't do us that big a favor. Not really sure how bringing Sinatron back is supposed to help Winston, anyway, he's going to take the company out from under him.

Why are most plans interested in hiring Cruella DeVille? Is it because of the Florida situation? I thought Thread was invested in hiring Red Feather from last turn.

Really good diplomacy, with the council, Goofy, mirage and Janus aren't available, we got a boost in Diplo but got a hit on Diplo units for those actions.
 
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@KidFromPallet This would be at least three or four turns off, but consider this. If we poach resources and take Idaho, then we have Idaho while Zaibatsu and probably Zootopia snatch up the rest.

If we shore up Devtech, Deavor is in our pocket for life and we can start moving towards a merger. Maybe we give Deavor a council spot and in return, Devtech joins the DEI family, netting us 3 states worth of resources instead of 1.
 
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We are almost certainly hiring Cruella this turn.
I do see the hat issue as being somewhat urgent. As in, if we wait two months on it, our employees might start wearing the hats, and then Doris has eyes on our operations.

Plus, it'll probably be more difficult to ban something that people are already using and enjoy than something that hasn't really come up yet.
 
[ ] Plan: Tirelessly Wandering with Dinosaurs
-[ ] Rent out your PMC (Khan)
-[ ] Collaborate on an with Olympia
-[ ] Recruit from your rolodex (Max)
–[ ] Cruella
-[ ] Rebuild Sinatron (NOWCA)
-[ ] Implement Large Herbivore Exhibits (Roddy)
-[ ] Buy out a rival corporation
Choose One:
–[ ] Hopper Food Group - Fast food conglomerate with multiple smaller restaurants under their North American banner. (Moseby)
-[ ] Interrogate Michael Yagoobian (Tobe)
-[ ] Root out high-level moles (Mezmerella)
-[ ] Research Large Carnivore Domestication (Jumba)
-[ ] Decode Odd Transmissions (TECHNOR)
-[ ] Search for Agent Unknown (Gomez)
-[ ] Repair the Avatar of Felldrake (Janna)

Personals:
Doof:
-[ ] Take a time management class
-[ ] Ask Mirage to let you practice lying
-[ ] Do some introspection about Norm
-[ ] Accept Bellwether's Invitation
Norm Prime:
-[ ] End your obsession with platypodes
Dennis the Duck:
-[ ] Train with Maui Mallard
Lizzy:
-[ ] Hang out with Janna
Kitsune:
-[ ] Spread Chaos
Alan Bradley:
-[ ] Transfer files off of DoofOS
Wasabi:
-[ ] Organize your Workstation
Juniper:
-[ ] Meet your Coworkers
Marco:
-[ ] Train with Macbeth
Tom:
-[ ] Search for Star

Reasoning:
Martial: We need extra funds badly, assuming we succeed in getting Hoppers.
Diplomacy: Cruella is a must, and it's said that if we don't help Olympia, then rebuilding Sinatron will just cause a power struggle. I'm assuming we don't want to see Olympia fall.
Stewardship: I want to see Sinatron rebuilt, we need the income from Hoppers (and potential heroes), and as you might have guessed I want to prioritize finishing Doofrassic Park.
Intrigue: Goob tells us more about Doris, and we need to get rid of any highly-placed moles.
Learning: More Doofrassic park prep, and the general consensus seems to be getting transmissions done ASAP. I want Technor on it because who better to open up contact with a society of AIs than another AI?
Occult: BMT opens up a ton of new shiny options, but I think finding Agent Unknown and fixing the golem is more urgent.

Hopefully it makes sense.
 
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Just for clarity's sake, one of the trade offs of doing black ops now is that we miss out on getting funds in hand so we can't do the constitution quest next turn.
An inconvenience, but a fairly minor one.
I am rather sceptical of getting Russ back with a single DC 80 action. So if we want to go full Team USA on recovering the Declaration we will need to wait at least another turn anyway.

Humm… the Behold, Your Stuff page doesn't explicitly say whether we can still go into the negative on funds, just that going to 0 doesn't mean bankruptcy. Anyone know if the GMs have clarified?
 
Changed my plan somewhat. Changed Research Agreement with Olympia to Collaborate, took Moseby off of Collaborate, put him on buying Hoppers, and swapped around Janna and Gomez so that Janna is repairing the Avatar and Gomez is finding Agent Unknown. Ideally we would work with Olympia on Diecast Robotics next turn.
 
Upon reconsideration I think helping Winston is worth it in the long run, and will most likely go with my Olympian Hunt plan. I updated my plan which balances this goal with prepping to find Star and completing our other objectives in a timely manner the next few turns.

[] Plan: Olympian Hunt
-[] National Actions:

--[] [Martial] Rent out your PMC (Khan) [CoS 100%]

--[] [Diplomacy] Recruit Cruella De Vil (Max) [CoS ???]
--[] [Diplomacy] Collaborate with Olympia (Doof & Goofy) [CoS 100%] [Mirage Deal 1/3]

--[] [Stewardship] Shore Up Olympia (Moseby) [CoS 54%] [Mirage Deal]
--[] [Stewardship] Buy out a rival corporation: Hopper Food Group (Roddy) [CoS 74%] [Mirage Deal 2/3]
--[] [Stewardship] Rebuild Sinatron (Monogram) [CoS 85%]

--[] [Intrigue] Root out high-level moles (Mezmerella) [CoS 58%]
--[] [Intrigue] Interrogate Michael Yagoobian (Tobe) [CoS 81%]

--[] [Learning] Cure Genetic Diseases (Jumba) [CoS 81%] [Mirage Deal 3/3]
--[] [Learning] Decode Odd Transmissions (Lizzy) [CoS 75%]

--[] [Occult] Basic Magic Theory (Janna) [CoS 86%]
--[] [Occult] Search for Agent Unknown (Gomez) [CoS 72%]

-[] Personal Actions:
--[] Doof:
---[] Accept Bellwether's Invitation
---[] Do some introspection about Norm
---[] Chat with the Bossman (Coyote)
---[] Hang out with Winston
--[] Activate Inator
--[] Norm (End your obsession with platypodes)
--[] Dennis (Train with Maui Mallard)
--[] Wasabi (Organize your Workstation)
--[] Alan (Transfer files off of DoofOS)
--[] Juniper (Dance Practice)
--[] Kitsune (Spread Chaos)
--[] Marco (Train with Macbeth)
--[] Tom (Search for Star)
--[] Technor (Build giant robot legs)

Why help Winston? Here are some thoughts:

He would make a more friendly, selfless, giving, helpful ally than Sinatron. Also more stable because he is a human CEO who can take public actions while Sinatron is an AI without rights who is limited in what he can do politically because of this.

And just helping Sinatron might mean Winston still gets ousted even if not by Sinatron. A 3rd party potentially could swoop in and depending on how Sinatron is able to handle it, we would either have him as an allied King or just an allied Prince in someone else's territory.

Helping him in addition to Sinatron would prevent enemy factions from taking resources and maximize our chances of avoiding the power struggle. (QM says failing is better than nothing but succeeding is key).

Now that the tutorial phase of the quest is over, having a trusted and strong ally to help deal with bigger threats seems like a godsend, and it is a huge long term payoff from all of this build up since we purchased Bueno Nacho 2 years ago. Especially if we are going to save Star, and fulfill our promise to Janna, we are going to be entering the big leagues, and we will need all the help we can get. Getting Olympia up and running with both actions means they are able to start helping us as soon as possible.

We don't need to commit to helping Olynpia forever, but helping them strongly right now gives them enough stability to recover to offer us help in the future.

I'd rather not be allied with someone weak, making them just strong enough to stand on their own two feet makes them a more useful ally.
 
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Upon reconsideration I think helping Winston is worth it in the long run, and will most likely go with my Olympian Hunt plan. I updated my plan which balances this goal with prepping to find Star and completing our other objectives in a timely manner the next few turns.

[] Plan: Olympian Hunt
-[] National Actions:

--[] [Martial] Rent out your PMC (Khan) [CoS 100%]

--[] [Diplomacy] Recruit Cruella De Vil (Max) [CoS ???]
--[] [Diplomacy] Collaborate with Olympia (Doof & Goofy) [CoS 100%]

--[] [Stewardship] Shore Up Olympia (Moseby) [CoS 54%]
--[] [Stewardship] Buy out a rival corporation: Hopper Food Group (Roddy) [CoS 74%]
--[] [Stewardship] Rebuild Sinatron (Monogram) [CoS 85%]

--[] [Intrigue] Root out high-level moles (Mezmerella) [CoS 58%]
--[] [Intrigue] Interrogate Michael Yagoobian (Tobe) [CoS 81%]

--[] [Learning] Cure Genetic Diseases (Jumba) [CoS 81%]
--[] [Learning] Decode Odd Transmissions (Lizzy) [CoS 75%]

--[] [Occult] Basic Magic Theory (Janna) [CoS 86%]
--[] [Occult] Search for Agent Unknown (Gomez) [CoS 72%]

-[] Personal Actions:
--[] Doof:
---[] Accept Bellwether's Invitation
---[] Do some introspection about Norm
---[] Chat with the Bossman (Coyote)
---[] Activate Automatic Potion Brewer
--[] Activate Inator
--[] Norm (End your obsession with platypodes)
--[] Dennis (Train with Maui Mallard)
--[] Wasabi (Organize your Workstation)
--[] Alan (Transfer files off of DoofOS)
--[] Juniper (Dance Practice)
--[] Kitsune (Spread Chaos)
--[] Marco (Train with Macbeth)
--[] Tom (Search for Star)
--[] Technor (Build giant robot legs)

Why help Winston? Here are some thoughts:

He would make a more friendly, selfless, giving, helpful ally than Sinatron. Also more stable because he is a human CEO and Sinatron is an AI without rights.

And just helping Sinatron might mean Winston still gets ousted even if not by Sinatron. A 3rd party potentially could swoop in and depending on how Sinatron is able to handle it, we would either have him as an allied King or just an allied Prince in someone else's territory.

Helping him in addition to Sinatron would prevent enemy factions from taking resources and maximize our chances of avoiding the power struggle. (QM says failing is better than nothing but succeeding is key).

Now that the tutorial phase of the quest is over, having a trusted and strong ally to help deal with bigger threats seems like a godsend, and it is a huge long term payoff from all of this build up since we purchased Bueno Nacho 2 years ago. Especially if we are going to save Star, and fulfill our promise to Janna, we are going to be entering the big leagues, and we will need all the help we can get. Getting Olympia up and running with both actions means they are able to start helping us as soon as possible.
Hm. I like it. I am concerned about the lack of DINOSAUR, but that is the cost of helping Winston. You knows my feelings on Inators, but I can live with it. I'm not certain about doing the Norm PA this turn (a negative result is not something I want), but, then, if we roll a 1-9, it wouldn't go well anyway, so....I guess I can live with it.
 
It occurs to me that next turn will be the company retreat option. We should plan for the future around that, and earmark Moseby for the task since he's our hospitality specialist.
 
Who knows, maybe reach out to Glomgold that same turn. Solidify the deal.
Probably not a great idea to put the cart before the horse like that, in case we fail one of the rolls needed. Additionally, if we don't do Bonkers this turn (which is looking plausible) we really ought to do it next turn, as it's not clear yet why the DC rose and it seems likely do so even more in the future.
 
-[] [Diplomacy] Collaborate with Olympia (Doof & Goofy) [CoS 100%] [Mirage Deal 1/3]
We could just take Ludivine's deal, it's a much easier ask to manage. It's a single Learning action with a three-turn timer so we can get our priority actions cleared.

Yeah, we'll face some stiff competition on the aerospace market (which it doesn't seem we were planning to muscle into anyways, so whatever), and there's a minor chance the GalFed might sit up and take notice (and if that happens we could always point them at the Katpocalypse being the reason we have alien tech), but there's been a mystery box hanging from that action for a very long time now.
 
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Yeah but thats the thing, you we've increased the critfai range of the Personel by 10, and I don't really want to do that.
Crit fail range is 10% of failure range. To have a crit fail range of 10 an action needs a 0% chance of success.

A regular failure would not be catastrophic. And arguably would still be better than doing nothing.

[] Plan: Olympian Hunt
Decent plan.

Prefer Black Ops to renting.
Hate inator. Hate inator even more when we aren't spending a personal on trying to mitigate the damage.
 
Okay, I think I've got everything taken care of. I'm pretty sure this is my final draft.
[ ] Plan: New Beginnings (Version VI)
-[ ] Martial: Rent Out your PMC (Khan)
-[ ] Diplomacy: Recruit from your Rolodex
--[ ] Cruella de Vil
-[ ] Diplomacy: Guard Against Hats (Moseby)
--[ ] Write-in: Bog down sales and distribution with red tape and taxes
-[ ] Stewardship: Buy Out a Rival Corporation (Smarty)
--[ ] Hopper Food Group
-[ ] Stewardship: Implement Large Herbivore Exhibits (Roddy)
-[ ] Stewardship: Rebuild Sinatron (Major Monogram)
-[ ] Intrigue: Root Out High-Level Moles (Mezmerella)
-[ ] Intrigue: Investigate a Hot Spot
--[ ] Zootopia
-[ ] Learning: Decode Odd Transmissions (Technor)
-[ ] Learning: Research Large Carnivore Domestication (Jumba)
-[ ] Occult: Basic Magic Theory (Gomez)
-[ ] Occult: Search for Agent Unknown (Janna)
-[ ] Personals
--[ ] Doof:
---[ ] Ask Mirage to let you practice lying
---[ ] Take a time management class
---[ ] Activate Automatic Potion Brewer
---[ ] Accept Bellewhether's Invitation
--[ ] Norm Prime
---[ ] Polish off upgrades
--[ ] Dennis
---[ ] Train with Maui Malard
--[ ] Max
---[ ] Play some video games
--[ ] Lizzy
---[ ] Write-in: Hang out with Kitsune
--[ ] Tobe
---[ ] Train with Maui Malard
--[ ] Kitsune
---[ ] Spread Chaos
--[ ] Alan Bradley
---[ ] Transfer files off of DoofOS
--[ ] Wasabi
---[ ] Organize your Workstation
--[ ] Marco
---[ ] Train with Macbeth
--[ ] Tom
---[ ] Search for Star
--[ ] Juniper
---[ ] Meet your coworkers

Martial: Renting out the PMC raises funds, which we'll need if we want the Commodore's help in finding Star once the DC is low enough. Also, putting off Black Ops until after payday allows us to milk the income we receive for more than we would get if we added Black Ops now. Plus, doing it later frees up Gomez and Juniper for magic theory and making new ties respectively.

Diplomacy: Yes, I know we hired Moseby for Stewardship actions, but he was the best option diplomacy wise for that option. If the goal this turn is to completely purge spies from our company, we need to do something about the hats now. Also, Cruella is a must. No question. As for why I don't collaborate with Olympia, I just don't see the need to.

Stewardship: Hopper's has been discussed to hell and back, so I doubt I need to elaborate. As for why I put Smarty on it, Roddy seems better for the herbivore action since it involves constructing exhibits, which is right up his alley. Dinos has also been discussed with Glomgold's offer, so no explanation needed again. And if shore up is out of the question, rebuilding Sinatron should put us in enough good graces with Olympia to cement an alliance with both potential heads.

Intrigue: I don't see the need to interrogate Goob. We have enough on our plate without involving Florida, let's not add to it. Investigating Zootopia without a hero unit, meaning Doof does it himself, also narratively fits with Doof going to Bellewhether's dinner. Moles is also without need for explaining.

Learning: Transmissions is on the verge of getting snapped up by our rivals and has been sitting there for forever, let's not leave it lying around anymore. Let a computer take a crack at it! Also, again, dinos. Jumba has experience taming "monstrosities", let's let him take a crack at taming carnivorous dinosaurs.

Occult: No explanation needed for either of these. At all. Agent Unknown is the higher DC, so the unit with more occult gets put on it.

Personals: Main focus is improvement across the board, whether by self-reflection (Doof), training (Dennis, Tobe, Marco), making connections (Lizzy and Juniper), or other ways (Norm and Wasabi). The others are just actions that may help us in the future.
Ah, well, since you think this is your final draft... allow me to make some suggestions for alternatives!
-[ ] Martial: Perform Supervillainy (Kitsune)
While I think that, in a vacuum, I prefer the idea of renting out our PMC, if we have Kitsune spread chaos for fun and profit, we can assign Khan to working on removing his malus. I'm not sure how the amounts of funds we are likely to take in or the chance of failure compares, but I think this is worth considering.
-[ ] Intrigue: Interrogate Michael Yagoobian (Tobe)
While I agree we have enough on our plate, unfortunately the Helping Hats, and by extension Florida, are already there. As such, getting more information on the situation really isn't adding anything new. Infiltrating Zootopia, on the other hand, is basically just inviting ourselves to be pulled further into an arena that, if we want to enter at all, we seem to be able to do so at our own pace. And while this does remove the synergy of infiltrating at the same time as Bellwether's invitation if we decide to do this later, we'll still be able to use any information we pick up at that dinner.
Also, I suspect that setting Tobe on Goob could be pretty amusing, which is a plus.
 
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-[ ] Martial: Perform Supervillainy (Kitsune)
While I think that, in a vacuum, I prefer the idea of renting out our PMC, if we have Kitsune spread chaos for fun and profit, we can assign Khan to working on removing his malus. I'm not sure how the amounts of funds we are likely to take in or the chance of failure compares, but I think this is worth considering.

Got curious so did the maths for this action:

That would be (roll)+21(Doof)+12(Council)+22(Kitsune) +10 (XP) = (roll)+65

So that would be
- crit fail - 2%
- failure - 17%
- tier one success - 30%
- tier two success - 30%
- tier three success - 20%
- tier four - 1%

However if Now You See Me activates, she would get a bonus of +11 bringing it to

- crit fail - 0%
- failure - 8%
- tier one success - 30%
- tier two success - 30%
- tier three success - 20%
- tier four - 11%
- Crit success - 1%


The odds are pretty good here but I'm a bit nervous about the possible government/public opinion drop, the possible encounter with superheroes, the "open" act against a faction and considering which of our Heroes might have a problem with this

(not in the informational tab yet so leaving the link here as a reminder)

edit: I'm not sure how crit success would apply to a Tiered success action under the new rules

edit 2: I got an answer for the tiered success crit on Discord
C-Moon — Yesterday at 06:43
The lowest tier counts for the failure chance, while the highest counts for the success chance.

I have added this to the above in bold
 
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Archive of Quest Information as of November/December 2017
First | - > Next

Hero Units
Hero Units

Hero Unit Cap: 25/30
Contractor Cap: 5/5


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

Therapy Revelations: All personals for November/December 2017 take a -10 penalty, and Tinkering with Inators takes two personal actions until May/June 2018.

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.

Master of the Weird: Doofenshmirtz has spent so long having his countless strange inventions blow up in his face that he has... started... to sort of... be better about that. He also refuses to stop sticking his long nose into his heroes' research. All learning critical penalties are reduced by 1%.

Funny Farm: For your continual display of goodwill towards Toonkind, you gain a permanent +10 opinion 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.

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 reverses the crit ratio, exactly as with Joking Around. However, Goofy also has the explosion threshold lowered by 10, but the critical fail threshold increases by 10 as well.

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

Opinion: 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. He tends to draw a firm deontological line in the sand in regards to lying or sneaking around people who he feels do not deserve it. 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.

Picture Show: Goofy approves of actions that aid Toonkind.

Family Man: Goofy appreciates chances to spend time with his son and close friends.

Stats

Martial: 19 (NOWCA has a lot of experience fighting mad scientists, but they might come up short against more serious threats.)

Diplomacy: 11 (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: 16 (Monogram would be hopeless at this, but he has Karl around for support. NOWCA operates best in the field, not behind a desk.)

Intrigue: 23 (After a long and thorough restructuring, NOWCA is better equipped to take on anything that may threaten it.)

Learning: 11 (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.

Agent Alphabet: This horrifyingly effective agent has boosted NOWCA's stats!

Opinion: 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'.

Spy Guy: Monogram and OWCA really enjoy being assigned to Bond-ish acts of secret agent heroism.

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 has the inverse of its normal critical chance. Critical failure chance is defined as the odds of success divided by 10 rounded to the nearest number, where the critical success chance is defined as ten minus that number. In addition, once these numbers are calculated, critical failure chance and critical success chance are both increased by 5%.

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!

Opinion: 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.)

Known Preferences

Born Hunter: Wile E Coyote likes pursuing things, ideally things he can hurt.

Rube Goldberg Degree: Wile E enjoys complex devices, machines, and plans, perhaps to an unhealthy degree.

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.

Opinion: 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

Known Preferences
???

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 opinion below 0, it does not lower his opinion 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.

Opinion: 25

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

Evil Benefits: +5

Known Preferences
Dear Old Dad: Norm wants to be your son and a real boy. It is possible he cannot distinguish between the two.

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 has the inverse of its normal critical chance. Critical failure chance is defined as the odds of success divided by 10 rounded to the nearest number, where the critical success chance is defined as ten minus that number. In addition, once these numbers are calculated, critical failure chance and critical success chance are both increased by 10%. This effect now applies to the Quest Leaders of any Quest Dennis is assigned to. 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

Opinion: 40

Funny Farm: +10

Evil Benefits: +5

Lead On Donald: +5 (Dennis is ecstatic that he found a lead on Donald! Decays November/December 2018)

Multiverse's Greatest Sandwich: +5 (The sandwich was delicious.)

Found A Donald: +15

Known Preferences
Missing Beat: Dennis is Donald Duck's biggest and possibly only fan.

Triple Decker on Rye: Dennis likes making sandwiches.

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

Intrigue: 34 (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.

Opinion: 35

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

Evil Benefits: +5

Understanding: +5

Known Preferences
Bet Your Own Life: Mirage dislikes the remnants of the Kronos Corporation. She wants to avoid reminders of her past and to find ways to make up for them, especially by helping supers.

Good Sense: Mirage would prefer to be assigned to simple, sensible, corporate actions. She's had her fill of supervillainy.

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

Evil Sabbadtical: TECHNOR's Ego Module has been fried and he cannot be assigned to any therapy options until May/June 2018.

Opinion: 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.

Opinion: 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.

Opinion: 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.

The Lizard: Janna hates Toffee and anyone who works with him.

Straight A's in Detention: Janna naturally rebels against organized authority.

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: 39 (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 opinion penalties if he's not assigned to a project he would enjoy.

Opinion: 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 opinion 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

Omnidisiplinary: This unit is a master of almost every branch of science imaginable. They do not take the +5 critical penalty from learning actions no matter their preferences.

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.

Opinion: 15

Evil Benefits: +5

Funny Farm: +10

Known Preferences
360 Degrees in Total: Ludivine wastes no opportunity to tinker with odd science and novel creations.

World's Smartest Duck?: Ludivine will brook no insult to her intellect.

Pedagog: Ludivine loves to explain things to other people. Being right is optional.

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: 4 (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: 32 (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.

Opinion: 25

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.)

Working with Mirage: -5 (Lizzy doesn't appreciate what Mirage did.)

Known Preferences
Ants. Ants. ANTWOMAN: Lizzy likes ants. A lot.

So These Are Friends: Lizzy is very clingy when it comes to her friends.

She Knows What She Did: Lizzy will not appreciate having to work near Mirage.

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.

Opinion: 20

Evil Benefits: +5

Driven by Destiny: +15 (Destiny told Tobe to seek you out, and you responded in the hesitant affirmative!)

Known Preferences
Niiinjjjaaaa: Tobe likes 'ninja' stuff. No one is totally sure what that means.

A Worthy Foe: Tobe likes contested Martial and Intrigue rolls that are hard. Even if he gets his teeth kicked in.
There has been a major overhall of the hero sections in general. Formatting has been standardized, stats re-arranged, ect. For all Heroes any mention of Loyalty was changed to Opinion. Hero count was changed to 25/30. The Contractor section was added, to 5/5.

Doofensmirtz gained the "Therapy Revelations" trait. His "Omnidisciplinary" trait changed to "Master of the Weird". "Paramilitary Mongol Corps", "Corporate Interns", and "Gary the Toy Goozim" were moved to "Company-Wide Bonuses".

Goofy had "Picture Show" and "Family Man" added to his Known Preferences.

Monogram gained a bonus of 2 to all of his stats except Occult. He gained the "Agent Alphabet" trait. "Spy Guy" was added to his Known Preferences.

Coyote had "Born Hunter" and "Rube Goldberg Degree" added to his Known Preferences.

Genghis Khan's sheet had the Known Preferences section added. We do not know any of his preferences.

Norm Prime had "Dear Old Dad" added to his Known Preferences.

Dennis the Duck had his "Lead On Donald" trait updated to provide a flat +5 Opinion (from a +15) which decays Nov/Dec 2018, he has 40 Opinion. "Missing Beat" and "Triple Decker on Rye" were added to his Known Preferences.

Mirage's Stewardship increased by 2. Her Intrigue increased by 3. She lost her "Executive Priorities", "Delegate", and "Say Please" traits. She gained +5 Opinion from "Understanding", increasing to 35. Mirage's "Dislikes Kronos Corporation" Known Preference was changed to "Bet Your Own Life". She gained the "Good Sense" Known Preference.

Technor gained the "Evil Sabbadtical" Trait. He gained the "Megalomaniacal Ambitions" Known Preference.

Janna Ordonia gained the "The Lizard" and "Straight A's in Detention" Known Preferences.

Dr. Jumba Jookiba gained 1 Learning.

Ludivine von Drake gained the "360 Degrees in Total", "World's Smartest Duck?", and "Pedagog" Known Preferences.

Lizzy gained 1 Diplomacy and 2 Learning. Lizzy gained the "Working with Mirage" Opinion malus of -5, for a total of 25. She also gained the "Ants. Ants. ANTWOMAN", "So These Are Friends", and "She Knows What She Did" Known Preferences.

Tobe gained the "Niiinjjjaaaa" and "A Worthy Foe" Known Preferences.

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.

Opinion: 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 opinion will not change unless modified by 25 or more at once.)

Known Preferences
Good Kids: Phineas and Ferb can have fun with anyone, and that's all they want to do.

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: 24 (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.

???

Opinion: 30

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!)

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

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.

New Men: Janus wants to change the world. Specifically the people in it. Like. Their genes.

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 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.

Opinion: 5

Evil Benefits: +5

Known 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.

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.)

Opinion: 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

Known Preferences
ENCOM Enemy: Alan hates ENCOM and is likely to refuse any action involving them. In addition, he tends to make... odd choices regarding programs you don't yet understand.

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 (Wendy got the chance to invent AI under your purview, and you didn't even steal her work!)

Known Preferences
Dream of Electric Sheep: Wendy would do anything for the robots she has made.

Creator at Heart: Wendy enjoys inventing and creating.

Pedagog: Wendy loves teaching. Being right should not be optional.

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.

Opinion: 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

Known 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 opinion bonuses if not given turns to recuperate with personals.

Fears Shere Khan: For some strange reason, Wasabi fears the massive tiger man.

Stats

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.

Opinion: 10

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

Known Preferences
Hates Drusselstein: Haaaaaaate.

Intensely Petty: Malifishmirtz will want revenge for petty slights.

I Don't Like These People: Malifishmirtz hates the peasantry. And the nobility. And the burgeoning middle class, unless they're in his guild. Sandwich makers are ok.

Behold My Itations: Malifishmirtz enjoys his own weird little form of mad magic.

Stats

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, Wasabi

Opinion: 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

Known Preferences
Dancing Queen: Juniper lives to dance.

The Secret Ingredient is Crime: Juniper loves being a Supervillain for all the attention it grants.

Stats

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: 24 (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

Opinion: 20

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

Known Preferences
Orders: This little weirdo will be happy so long as someone tells him what to do. It's almost creepy.

Stats

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: 31 (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.

???

Opinion: 0

Evil Benefits: +5

Working with Mirage: -5

Known Preferences
Ahahahahahahahahahaha: Mesmerella loves a good showboating supervillain show.

Stats

Martial: 7 (Moseby is physically fit but there's otherwise not much to say for him in terms of combat skill.)

Diplomacy: 23 (Mr. Moseby is a likable man and has spent years keeping everyone from rock stars to grand poohbahs satisfied and comfortable despite the chaos of his home turf.)

Stewardship: 36 (Mr. Moseby was perhaps the only competent employee in the entire Tipton Hotel, and somehow managed to single handedly maintain its 5-star rating for half a decade on sheer will.)

Intrigue: 15 (Mr. Moseby can be crafty when necessary, but it is most often bent towards figuring out the plans of hooligans and the like.)

Learning: 16 (Mr. Moesby has a degree in hospitality and has a keen interest in art and culture.)

Traits

Good Luck With That: Mr. Moseby has made a long career successful by knowing when to cut one's losses and leave the madness to look after itself. If he is assigned as a Councilor, you may choose not to grant half of his bonus to one of the actions he oversees. If you do so, he instead applies three-fourths of his bonus to a single action under his purview.

The PRNDL: If Mr. Moseby is serving as a hero unit on a National Action for another character whose relevant stat is 10 or more below his own, that character adds 5 to the relevant stat for the action Moseby is assigned to.

No Running In the Lobby: If a National or Personal action which narratively speaking takes place in DEI headquarters would Crit Fail, roll 1d6. On a 6, the crit fail becomes a regular failure as Mr. Moseby interferes before catastrophe can finish unfolding. This action can apply while Moseby is a councilor.

Opinion: 0

Ah Yes, The Evil -5 (Mr. Moseby does not understand DEI's branding, and at this point he is too afraid to ask.)

Employee Benefits: +5

Known Preferences
The Lobby: Moseby is very fond of lobbies and the orderliness thereof.

===

Contractors


Stats

Martial: 31 (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 Opinion 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.

Opinion: -5

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.)

Working with Mirage: -5 (Marco doesn't appreciate working with a murderer.)

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: 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.)

Martial: 23

Diplomacy: 18

Stewardship: 20

Intrigue: 34

Learning: 19

Occult:

Traits

Mr. Valentine: Olivia was able to hide her villainous identity from the greatest detective in the world, aka her husband, for two decades straight. When suffering a critical failure, Olivia never reveals your involvement in the failed scheme; though this does not prevent the action from going horribly wrong in other ways.

Preferences
Matriarch: Olivia will appreciate actions that give her family reason to pursue her. Assigning Olivia to a criminal action makes it likely that the Commodore or other members of the Dickens will appear as a temporary nemesis encounter.

Stewardship: 41

Martin Smarty is only willing to work on corporate actions.
The same changes to the first post of hero sheets applies to this one.

Phineas and Ferb had "Good Kids" added to their Known Preferences.

Janus Lee gained 2 Learning. He lost his "Fresh Hire" Loyalty Modifier of +10, bringing it down to 30. He had "Lost Cause" and "New Men" added to his Known Preferences.

Alan Bradley gained the "ENCOM Enemy" Known Preference.

Wendy Wower gained the "Dream of Electric Sheep", Creator at Heart", and "Pedagog" Known Preferences.

Wasabi gained the "Fears Shere Khan" Known Preference.

Malifishmertz gained the "Hates Drusselstein", "Intensely Petty", "I Don't Like These People", and "Behold My Itations" Known Preferences.

Juniper gained the "Dancing Queen" and "The Secret Ingredient is Crime" Known Preferences.

Gomez gained 2 Learning. He also gained the "Orders" Known Preferences.

Mezmerella gained 2 Intrigue. She also gained the "Working with Mirage" Opinion malus of -5, bring her to a total of 0 Opinion. She also gained the "Ahahahahahahahahahaha" Known Preference.

Mr. Marion Moseby was hired.

Marco Diaz was made a Contractor. He gained 2 Martial. He also gained the "Working with Mirage" Opinion malus of -5, bringing him to a total of -5 Opinion.

Tom Lucitor was made a Contractor.

Roddy Blair, King of Lairs was made a Contractor.

Olivia Dickens was made a Contractor.

Martin Smarty was made a Contractor.

Behold, Your Stuff
Company-Wide Bonuses

DEI Base Infiltration DC: 97

Company-Wide Bonuses
Paramilitary Mongol Corps: +7 to all Martial rolls on quests, -29 malus to anyone attacking Doofania (Does not apply to individual Crisis rolls), +10 to Martial rolls against crime in your territory, your negligible chances of killing anyone on a crit fail have lowered even more from the use of resinferratoxin.

DI6: +3 to all Intrigue rolls taking place entirely within the Tri-State Area, Infiltration DCs increased by 6.

Corporate Interns: +2 to stewardship rolls focused on corporate actions: acquisitions, stewardship collaborations, product launches, etc.

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

Mystic Wards: Magical Fox-built wards force all supernatural threats to make a DC 100 Occult check to even enter DEI headquarters. Teleportation explicitly bypasses this check.
Base Infiltration DC was clarified to be 97. DI6 was added. Mystic Wards was added.

Funds
Current Liquid Funds: 8
A total increase of three.

Income
Revenues
Income From Industries: 22
Misc Income: 3
Total Gross Income: 25

Costs
Operating Expenses: -5
Evil Job Benefits -3
Super-Friendly Insuricare Program: -2
Total Costs: -10

Earnings Before Interest and Taxes: 15

Current Corporate Tax Rate: 35%
Taxes= 5

Regular Income: 10
Computers and Electronics: +1 (Marginal)
DaedalOS: (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.)
Food and Agriculture: +3 (Stable)
Famine Relief: (The massive amounts of edibles you had to move around have given you a grasp in this industry)
Dino Steaks: (They'll always be a slightly expensive dining option, but the sheer novelty ensures a steady revenue stream.)
Genetics: +2 (Established)
Mendel-Gruman: (A defense and biotechnology firm whose research you used to bring back the dinosaurs.)
Insurance/Legal: +3 (Established)
Insuricare: (Gilbert Humph is a broken man)
Mass Media/Performance Arts: +2 (Established)
Walt Disney Company: (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.)
Motor Vehicles/Transportation: +1 (Marginal)
Petrochemicals/Energy: +1 (Marginal)

Lee Industries: (A vehicle firm known for popular car models, bespoke work, and the occasional foray into medical sciences. While their car industry has largely been divested, they also the source of your Dinoco subsidiary.)
Retail & Wholesale: +1 (Marginal)
Super Coffee Machines: (It's really good coffee, seriously. No one tell them it's alien tech and can brew potions though! Shhhh!)
Robotics: +2 (Established)
Widgets/Misc: +6 (Overbearing)

DEI: (Your bread and butter, apparently, with all the weird things your lab boys can pull out of a destroyed Inator.)
ACME Corporation: (Selling comedy props and Toonish products of all kinds, ACME makes a small but noteworthy contribution to the bottom line.)
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!)
Doofrasic Park: +2 (The novelty of seeing giant dinosaurs still hasn't worn down for a lot of people.)
Evil Job Benefits: -3 (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.)
Taxes: (Current tax rate set to 35% of Earnings Before Interest and Taxes.)
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?)
Hiring the Dickens (Small): -2 (Ling Ling is quite the shrewd negotiator for a thirteen year old)
Setting money aside: -5 (There's some things money can't buy. Apparently supreme magical power isn't one of them.)
Hiring Marco -1 (Marco is still charign a premium for non-Star related actions)
This, uh, exists now. I'm not going through it.

Experiment Log
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 Martial 34 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. On the turn it was created, 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. This effect is no longer active.
Items
Unchanged. Though perhaps Agent Alphabet should be recorded here as well?

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: Mezmerella
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%.

Vial of Brockium
Assigned to: No one
This strange liquid is supposedly capable of forcing a magical creature to take on their true form- for example, forcing a Dragon or Werewolf to assume their supernatural form. This cannot force a target into a weaker form, nor overcome an illusion or physical disguise; only a physical transfiguration. You wonder how it works.
We gained the Vial of Brockium Item. Ruby Wings were assigned to Mezmerella.

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: Unstable Ally

Winston seems to credit DEI as a whole for helping at the enormous explosion that their second gala ended up becoming, and based on my understanding of the man, he is genuine. Sinatron, as well, seems to be at least lukewarm towards us. However, the company is currently in a state of legal and political flux following Evelyn's... fall. Things could change quickly.

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?]
We have become an Ally of Olympia. The Opinion Tracker still seems to be managed by Mirage.

Industries
List of Industries

Advanced Robotics: Modern Robotics devices, including industrial, military, commercial and personal robots. Most use the 'Funtelligence' system, though equivalents do exist. Recent advances in sentient robots also fall under this field.
  • Established [+2] (High potential for growth due to cracking sentient AI)
Aerospace: Traveling to the one place left that hasn't yet been corrupted by capitalism, using capitalism. Xanatos has been actively moving into this industry.
  • Nonexistent (A Singular Botched Rocket Launch) [+0]
Chemical Products / Material Processing: Acquisition and processing of raw materials including mining, cutting lumber, making sheet metal, chemical solvents, and a lot of the other 'heavy industry' needed to fuel other industries.
  • Nonexistent
Computers / Electronics: Complex technology used to run electronics, particularly computer systems. ENCOM is an overwhelmingly dominant factor in this field.
  • Marginal (DaedalOS/DoofOS) [+1]
Crime: The sleazy underbelly of the world, ranging in anything from smuggling to full-on supervillainy. A lot of major players have dipped their toes into this pool, whether they'll admit it or not.
  • Nonexistent
"Pharmaceuticals": The production and distribution of illicit and mind-altering substances often prohibited by the DEA. In recent years they have grown to include intelligence-boosting nootropics, temporary superpower granters, and deep purple crystals called 'Primal'.
  • Nonexistent
Food / Agriculture: Production, processing, and distribution of food.
  • Stable (Cricket Protein/Dino Meat) [+3]
Genetics: Manipulation of the genetic code of humans, plants, and animals alike, for designer crops and super soldiers. Oh and like, curing diseases and whatever.
  • Established (Lee Industries, Mendel-Gruman) [+2]
Healthcare: Provision of health clinics, actual pharmaceuticals, and those other things people need to live.
  • Nonexistent
Insurance / Legal: Law firms, insurance firms, and various other industries involved in complex, legalistic jargon and the abuse thereof.
  • Stable, losing money (Insuricare) [+3]
Investing: Using money to make money via other people's hard work.
  • Nonexistent
Mass Media / Performance Arts: Television, Movies, Social Media, News, Video Games, Theater, and anything else that claims to entertain or inform at a mass scale.
  • Mass Media / Performance Arts: Established (Disney, Danville Performing Arts Center) [+2]
Motor Vehicles / Transportation: Sale of vehicles and the transport of resources and people across land routes.
  • Motor Vehicles / Transportation: Marginal (Lee Industries) [+1]
National Defense: The sale of armaments, support equipment, tanks, vehicles, weaponry, robotics, and other supplies to the US government or international actors.
  • National Defense: Reviled [-2]
Petrochemicals: Natural Gas, Oil, Plastic, and other byproducts of the three.
  • Petrochemicals: Marginal (Dinoco) [+1]
Restaurants: Locations selling ready-made food intended to be eaten on the spot or taken away. Distinct from retail locations such as supermarkets.
  • Restaurants: Nonexistent (Bueno Nacho) [+0]
Retail / Wholesaling: Direct sales to consumers in stores, covering everything from prepackaged food to appliances, clothing, or furniture. If you can find it in a supermarket or a department store, it's this. Unless it's already something else.
  • Retail / Wholesaling: Marginal (Doofenshmirtz Evil Coffee Machines) [+1]
Telecoms: Internet, Cable television, phone lines, and the rest of our communications infrastructure.
  • Telecoms: Nonexistent
Transport (Air): Air-based international shipping; Shere Khan is market leader.
  • Transport (Air): Nonexistent
Widgets / Miscellaneous: Stuff. You know. Weird stuff. Doodads. Whatsits. All the springs and sprockets you've never heard of until it breaks in your washing machine and you have to order one direct from the manufacturer. DEI, apparently, is the undisputed leader in this industry. Turns out you invented like seven new varieties of screw alone that… someone or other managed to pull out of the wreckage of your inators. And a new type of heating coil, and biodegradable PVC piping. And… wow this is a long list.
  • Widgets / Miscellaneous: Overbearing (DEI) [This is what keeps your company running] [+6]

Total Corporate Income Per Year: 22

Check the Income sheet for full Income information and current Funds.
This was all added this turn. We gain 22 Income from Industries a year. One thing of note is that DEI is Overbearing in Widgets.
 
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