The first rule you gotta learn about the SV hivemind is that they will trade anything in for the sake of a mystery box or a better action economy.

The second rule you gotta learn about the SV hivemind is that they will readily ignore rule one if someone they care about is crying.

And third is that we rapidy aquire people to care about.

Bill is obviously Chaotic Evil. Doom could be considered lawful evil due to him using the law to fulfill his desire to kill toons

I'd put him as Chaotic Yellow, on the Purple and Orange morality spectrum. He's just not aligned with Earth values much at all.
 
Doofquest Plan-Inator V3 (OUTDATED)
Doofquest Plan-Inator V4

Before I say anything else, here's an example plan 100% generated by the sheet:

[] Plan: Completely Hypothetical Example Plan
-[] National Actions:

--[][Martial] Build a personal suit of power armor (Ludivine von Drake) (57%)
--[][Diplomacy] Reach out to Shere Khan (Mirage) (91%)
--[][Diplomacy] Recruit from your rolodex: Wasabi (Goofy) (82%)
--[][Stewardship] Move Castle Doofhawk to Doofania (Roddy Blair, King of Lairs) (66%)
--[][Stewardship] Improve DoofOS Security (Alan Bradley) (53%)
--[][Intrigue] Investigate Supervillain Attacks (Agent Russ) (86%)
--[][Intrigue] Infiltrate a Hotspot: Las Vegas (Queen Lizzie) (61%)
--[][Learning] Research human genetics (Dr. Jumba Jookiba) (99%)
--[][Learning] Research Robo-Doppelganger bodies (Wendy Wower) (79%)
--[][Occult] Summon Celena the Shy (Tom Lucitor) (45%)
--[][Learning] Decentralize your Normbots (L.O.V.E.M.U.F.F.I.N.) (72%)
--[][Intrigue] Investigate the Middleton Drug Cartel (Dickens Detective Agency (Large)) (73%)
-[] Personal Actions:
--[] Doof:
---[] Tinker with your Inators
---[] Start writing a musical
---[] Chat with the Bossman: L.O.V.E.M.U.F.F.I.N.
---[] Hire the Dickens Detective Agency (Large)
--[] Major Francis Monogram (Reorganize OWCA (150/250))
--[] Genghis Khan (Get an apartment)
--[] Norm Prime (Try to become a Real Boy)
--[] Dennis the Duck (Study the Perfect Sandwich)
--[] Max (Job Shadow Russ)
--[] Vanessa (Job shadow Mirage)
--[] Janna Ordonia (Find Marco)
--[] Tobe and the Vagabond Ninja (Study the Jo-Lan Scrolls)
--[] Janus Lee (Custom Design: Agent Russ's Spycicle)
--[] Kitsune (Train Janna)
-[] Item Assignments:
--[] Ruby Wings: Hego
--[] XT9000 Jet Car: Wile E. Coyote, Genius
--[] Jī Talisman: Wile E. Coyote, Genius
--[] Potion of Fire Breath: Hego
--[] Yáng Talisman: Agent Russ
-[] Quests:
--[] One Man's Trash (Martial: 60, Diplomacy: 45, Stewardship: 47, Intrigue: 37, Learning: 48, Occult: 0)
---[] Quest Leader: Wile E. Coyote, Genius
---[] Hego
---[] TECHNOR
-[] Miscellaneous:
--[] Don't Overclock TECHNOR
--[] Activate an Inator


In a nutshell, the spreadsheet:
  • Calculates chances of success, critical success, and critical failure, both with and without XP, for national actions while requiring as little technical knowledge as possible from the user. Heroes, Traits, Loyalty, Personal Attention, and more are all included in the calculations, and can mostly be selected from drop-down menus under the relevant columns.
  • Automatically accounts for any Personal Actions eaten by National Actions, Personal Attention, or Quests, and allows the user to select the remainder from drop-downs or to input them manually.
  • Includes a section to handle item assignments, allowing the user to select items recipients from drop-downs or to input them manually, and automatically adding item-based stats or traits to the recipient.
  • Allows the user to select and assign heroes to quests, and then generates an estimated stat-block based on the quest member's stats and traits, including ones like Doof Troop.
  • Allows for the generation of additional planning tabs, so multiple people can use the spreadsheet at once.

Ideally, it should be possible to use this sheet without any explicit instructions by relying on column headers and comments. If I've fallen short of that standard, or if you just want more detailed instructions or descriptions of the various functions of the sheet, see the relevant section below:

National Actions:
The top-left portion of the Plan-Inator sheet houses basic information on the actions themselves, such as their type (Martial, Occult, etc.), assigned hero, DC, and so on. There are dropdowns for the actions, subactions (e.g. the recruitment target for a "Recruit from rolodex" action), and DCs which should allow you to quickly fill in your desired actions, but be warned - this sheet is updated by me, not the QM, and so the dropdowns for available actions and their DCs may be out of date, incomplete, or otherwise mistaken. If the sheet is up-to-date for a new turn, the "Data Last Updated" field will match the "Current Turn" field; if the list isn't up to date, if it's missing options, or if you want to put in a write-in, you can do so manually.

This top-left section also allows the user to put in both an amount of XP, and the type of that XP. 1000XP should be used by default, since the calculator calculates the results without XP already, and 1000 is the maximum, but smaller XP values can be plugged in if you want to. An in-depth explanation of the XP types will be provided at the end of the post.

Beyond that, most of the other columns should be self-explanatory. The various Hero Trait modifiers are used to account for the affects of various Hero Traits, like "Lord Feldrake" or "Handyman". The Crit Threshold and Crit Failure Thrshold sections house traits like the Toons' "Joking Around", or L.O.V.E.M.U.F.F.I.N.'s "Bargain Bin Rejects" - though those traits in particular are accounted for automatically. The Miscellaneous columns handle modifiers that aren't tied to the assigned hero like Wile E.'s "Early Access Dummy", the Manual columns handle modifiers that aren't tied to traits at all like Janna's +40 to Excavating Chicken Itza from Lord Feldrake, and the Special Modifiers column at the end is used for modifiers like "Super ACME Unlimited" that don't have fixed numeric effects.

Once you've input all of the turn data, just input a plan name under the Plan Name field, and the spreadsheet should take care of the rest.

There are five built-in Display Types for the plans. The first, "Default", includes the CoS in the output plan, but doesn't include the critical success/failure odds as they would be very untidy. The second, "Include Crits", includes both the CoS and crit odds in the plan itself anyway. The third, "Lite" includes only the CoS itself, without including the CoS with XP or the text "CoS". The fourth is like Lite, but displays the odds with XP rather than without. The last, "Minimalist", excludes both the CoS and crit odds from the plan, along with stat-block in the Quest section.

In addition, there's an option to Include BB code to add SV-side formatting, which will preface each national action with [Martial], [Diplomacy], [Stewardship], [Intrigue], [Learning], or [Occult].

Note that none of the dropdowns for heroes, traits, or XP Types in the National Actions section of the sheet allow you to manually input anything besides the traits or options listed, because such unrecognized options wouldn't be able to properly feed information into the Chance of Success calculation.

Also note that "???" or any other non-number can be entered as the DC of an action with an unknown DC. The output plan will just list the modifier in place of the full chance of success calculations.

Any heroes that we don't yet have full stats for (such as heroes we've unlocked but not yet gotten character sheets for) will have an asterisk attached to their name. The CoS will not be displayed for these heroes in the plan output, as it may be misleading.

Personal Actions
Along the left-hand side of the sheet, you'll find the section to input Personal Actions. National Action or Quest Assignments will override anything put here, while anything put in for unassigned heroes will automatically be put into plan format.

Note that while I will be adding Personal Actions to the dropdowns as I learn of their existence, to make sure you don't have to manually type out the whole thing every time, I do sometimes sleep and might not get around to adding a new option immediately. In that case, you can type in an option manually.

Similarly, if you want to apply an action like Psychoanalyze to someone like Stanley who isn't on our list of hero units, you can type in their name manually. Also, if there are names in the Personal Action Target section that shouldn't be and they're messing things up, you can just delete them.


Item Assignment
This section shows each of our items and with its current holder (if any), and has a drop-down field to put in a new recipient for the item. Recipients can be manually typed in if necessary.

Reassigning an item from its current holder will automatically remove any stats or available traits it provided to the current holder, and automatically add those stats and available traits to the new holder.

You can unassign an item completely by manually typing "Unassign" in the New Holder field.


Quest Assignment
This section allows you to select a quest (up to two for now, but I can increase that), and heroes assigned to it. Manual entries are supported.

The hero put into the top slot is considered the Quest Leader. Generally speaking, the Quest Leader's stats are applied to every roll they're present for, along with those of the other present hero with the highest bonus for the check. This generally makes generalists the best choices for Quest Leaders, since the leaders' stats are applied to every type of roll and a specialist's best stat will generally apply to relevant rolls anyway as the highest bonus of the group.

If possible, I will try to add special units we can bring on quests, like Shego to the Gala, to the list of heroes in the Quest drop-down, and I'll add stat-values (exact or approximate depending on my knowledge) to go with them. Any units included in the dropdown in this way can be assumed to have stat values that will be factored into the auto-generated statblock for the quest.

The stat-block generated for each quest should include any always-on traits and bonuses including ones like Doof Troop, and should serve as a guideline for how capable the group will be in each stat. It should not be taken as an absolute - as I'm not the QM I may make mistaken assumptions in how a give trait is applied, there will be a variety of conditional bonuses such as Non-Practicing Practitioner that may be likely to come up in the quest but can't be incorporated into the statblock, I may not have exact stat numbers for special quest units like Shego, and I might've always made a typo somewhere.

This stat-block can be disabled by setting the Display Type to Minimalist.


Making Additional Planning Sheets?
If you're logged in while viewing the sheet, the Google Sheets menu should have an extra option on the right - "Create a New Plan-Inator". Clicking this option, and then authorizing the script to run, will make a new copy of the first Plan-Inator sheet to work with.

You'll be asked while the script is running if you want to clear user-input data from the new sheet. If you click No, then the new sheet will be a perfect copy of the main Plan-Inator sheet. If you click yes, then all of the user-input data, such as relevant hero traits, actions, DCs, and action types, XP values, Personal Action or Quest assignments, and so on will be cleared from the new sheet, leaving it a blank slate.

Only up to five Plan-Inator sheets may be created at once.


Miscellaneous Notes
The "Fill in X's" button will automatically fill in the X's of all those fiddly boxes once it's time to actually vote.

The Overclock TECHNOR button adjusts TECHNOR's stats, increases the DC of every National Action (unless TECHNOR's assigned to it) by 5, and adjusts the plan to say "Overclock TECHNOR" instead of "Don't Overclock TECHNOR."

Traits such as Janna's "I Got a Little Bored. No Offense." or Ludivine's "Absent Minded" are not accounted for, as their effect cannot be readily incorporated into the chance of success statistics.

I've added an action slot for the Dickens Detective Agency, and given them estimated Intrigue values for their different hiring amounts. If and when I learn the exact values, I'll update the stats accordingly. (Currently Large is accurate, and Small and Medium are estimates.)

Between turns, I put in estimated stat values for new heroes based on their star amounts. These values should be treated with a hefty grain of salt.

I have protected every cell in this sheet that I can get away with, to ensure formulas and the like aren't interfered with.

The example plan is just an example.

If you want to know how it works, the answer is a lot of spreadsheet shenanigans, along with a Monte Carlo simulation implemented via amateur Javascript.

The Activate an Inator button is working as intended.


Credits
@Made in Heaven, for making this quest in the first place.
Me, @kfrar, for making the bulk of the sheet and keeping it up to date.
@clockworkchaos, for contributing some UI and UX improvements which I have either incorporated or cannibalized into the current version of the sheet.




About XP Types:
Roll Bonus
just increases the final, flat modifier for the action. A roll bonus of 10 will increase the chance of success by 10%, and will generally increase the chance of Critical Success and decrease the chance of Critical Failure by 10% as well. (The main exception to that is if the Critical Success Threshold is too high or the Critical Failure Threshold too low to reach with a normal roll.)

DC Reduction obviously reduces the DC of the action, so reducing the DC by 10 will generally make it 10% more likely to succeed. However, since the Critical Success Threshold and Critical Failure Threshold depend on the DC, with the Critical Success Threshold being double the DC and the Critical Failure Threshold generally being half the DC, reducing the DC by 10 actually reduces the Critical Failure Threshold by 5 and the Critical Success Threshold by 20.

Explosion Threshold Reduction, on the other hand, reduces the Explosion Threshold of the roll. The Explosion Threshold is the number you must naturally roll over for the die to explode, which is 100 by default. (So if you roll a natural 100, you roll another die and add it to your total. If the Critical Threshold is lowered to 80 and then you roll an 82, you do the same.)

So which type of XP should you use? Normally, if you're worried about Critically Failing an action you should use a Roll Bonus, and if you want to increase your odds of Critically Succeeding you should use a DC Reduction. Explosion Threshold Reduction should be used with other traits that lower the Explosion Threshold in order to fish for exploding dice to hit extremely high DC options that we couldn't manage under normal circumstances. Since we don't usually fish for options with DCs that high, Explosion Threshold Reduction is not statistically that useful.

But if you just want to fish for explosions for fun, Doofania is a free country, so you have that right.
 
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So, get Second Dimension Dr. D to do it? His scar goes over his eye patch, and given we've taken over our tri-state, he'll respect us more.

not our Doof.
And third is that we rapidy aquire people to care about.



I'd put him as Chaotic Yellow, on the Purple and Orange morality spectrum. He's just not aligned with Earth values much at all.
Nah even by cosmic standards he is stright up evil.
 
Depending on what his magic can do, Toffee could probably just bypass all that. I mean he more or less did that when making the offer.

That was Kalabar warlock who teleported in, not Toffee. Kalabar does have a teleport spell, Toffee himself doesn't according to the show or even when Toffee was taking all the magic never teleported.
 
[X] "Now, we go get your friends." (Janna remains a hero unit; Janna gains a permanent loyalty bonus; options to search for Star and Marco open; Janna will expect you to make an effort towards finding Star and Marco soon)
 
[X] "Now, we go get your friends."

I think the Dickens crew is built more for stationary crime scenes rather then hunting individuals across cities/states. So maybe put them into less risky intrigue endeavors first to see how equipped they really are first before trying to shuffle them onto our more difficult issues may be worth it to see if the few Dickens that are still around with the agency are truly worth it. We don't even know how many of the Dickens are still living in the Mansion or if the family may have split up due to the discovery of the dreaded 'Family Secret.'
 
You Think I should do an Omake about DnD allignments of the Kings we know...could be fun?
Some thoughts:

Alignments, alphabetically, from a multi-year DM and player.

BnL Wasteland (Auto): LN. "Following orders to keep you safe and comfortable. Completely obliterating any sense of purpose or dignity, but those weren't in the orders."
Calisota (Glomgold): CE. "There is but one rule: I rub in McDuck's face how much richer than him I am. Everything else doesn't matter."
Cloverleaf (Doom): LE. Oppress people and create a system which will create order by sacrificing others.
DEI (Doof) : Being a many-voter-faced thing? CN. "We do what we want depending on what we feel like."
DOR-15: Pass, don't know it.
Drakktech: Pass, don't know it.
Earth Wildlife Preserve (Lilo and Stitch): LN. Big galactic bureaucracy. Allows for bad people / bad orders, good people / bad orders, and bad people / good orders.
Kaneco: Pass, don't know it.
Kronos (Syndrome): CE. Revenge-fixated single-focus villains tend to be CE because they don't care who gets hurt if they can get what they want.
NMEIZ (Toffee): LE. Creating a new system wherein he is a tyrant that drops genocide on people.
Oregon (Bill): n/a. Bill Cypher requires pulling out the Call of Cthulhu rules and he consumes 1d4 Oregon Triangle visitors per round.
Tempest (I'm going to further the joke by not remembering the full long and drawn out name): Pass, don't know it.
Toxic Jungle: TN. Nature red in tooth and claw.
Xanatos: LE. Evil doesn't mean nobody they love. Evil doesn't mean no standards. It means you are driving a locomotive to your goals and have no problem running over anybody that gets in your way. Except maybe your loved ones.
Yokai: Too many to properly comprehend. Probably average NE in the same way most gangs do: self over others, some degree of order at the top but some chaos at the bottom.
Zootopia: LE. Master planner, create an ordered state machine that oppresses some to benefit you.
 
That doesn't mean his actions can have terrible effects on the world around him.
Well duh. The whole schtick of assigning somewhat arbitrary alignments is to judge them from a personal perspective, not from a cause-effect perspective. Besides, I was more correcting you putting him under "Chaotic" than "morally neutral" considering I did say he ranges from "Neutral" to "Neutral Good" therefore his terrible effects are kinda irrelevant anyways.
 
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[X] "Now, we go get your friends." (Janna remains a hero unit; Janna gains a permanent loyalty bonus; options to search for Star and Marco open; Janna will expect you to make an effort towards finding Star and Marco soon)
 
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