there was one Series in the dynamic alcohol warhammer fantasy quest.

it was a collection of 5-6 rolls back to back with 2 100s and nothing below 90 iirc.
What was it about, specifically, though?

of course that luck Would run out and we would enter.... That Sigmar forsaken Mountain!!!! Screw it! Screw that mountain!
...All's well that ends well?
 
Interlude: Rotate In With the Board of Selectmen
"...so as you can see here, if we redistrict the east side while boosting affordable housing, we can practically eliminate housing instability citywide!" Phineas Flynn explained as his brother tapped on the chart, waiting for the city council to share their reactions.


Their response was a smattering of polite applause. Ever since the summer had started, they made sure to take a couple hours out of their week to sit in on the board of selectmen and make some meaningful contributions to the city. Spending every day dreaming up new and fantastic ways to have fun would never get old, but this last school year had proven that they should really start thinking about their futures.


Also, it always helped to have a cooperative zoning committee.


Phineas was never one for dwelling on things, preferring to move from one big idea to the next, but something his teachers had said stuck with him. He and his brother had applied their enthusiasm to their schoolwork with the same fervor they had given building giant gelatin palaces or sit-in movie theatres for all of their friends, and that had paid dividends in jumping a couple grade levels.


He was a little sad to say that their friends didn't exactly share the same enthusiasm. Isabella had spent the entire school year trying to get him to do weird things, like sitting at the back of the room next to her even though he couldn't see the chalkboard as well. Lately she'd taken to dressing up in a weird kimono and dying her hair, something which he just didn't understand. What was wrong with her usual clothes?


Candace was… well, she wasn't happy after that last summer she spent trying to 'bust' them. From what he had heard over the dinner table, Jeremy had broken up with her over that and she had not been happy. He didn't want to be gossipy- and honestly, he didn't care about romance very much anyway- but apparently it had something to do with leaving him on several of their dates in an ill-fated attempt to show their mom what they had been up to. Phineas felt a bit sorry for her, honestly. He'd always wanted to show his mom what they were up to too!


As Ferb rolled up the blueprints for a new 'community library' that may or may not end up containing high detail holographic renditions of every fiction book in the building, he and Phineas returned to their seats. Generally they spent the rest of the meeting spitballing new big ideas.


Today was a little different, from the look of things. This pharmacist-looking fellow came walking down the hallway carrying a laptop with a strangely self-assured expression on his face. Even Phineas could recognize who this was- the eccentric CEO who always talked about himself on TV! For someone who claimed to be 'evil', he sure didn't look like it. He didn't even have a goatee or an eyepatch, for crying out loud!


"Hello everyone!" Dr. Doofensmirtz said, plonking the laptop on the table in front of him.


"Er, hello… sir?" One of the councilmembers asked, clearly unsure how to address the man.


"I imagine you're all wondering why I'm here."


"Yes!" another councilman said gormlessly.


"Well I'll tell you. For too long, I've been leaving you alone, to languish doing... whatever it is one does running a city. I gather it does not involve mints, but other than that I… I'm getting off track. The point is, I decided you all needed some upgrading. So, please welcome to your team, a robot designed to do half your jobs for you!"


<"Greetings, Privy Councilors."> The laptop proclaims. <"I am the Computerized Organization, Finance and Function Expansion Entity and Judicious Administrative Virtual Assistant, but I insist that you call me Princess Coffee Java.">


"Don't ask. But look, it will practically make you obsolete! Isn't it great?!?!"


There is dead silence in the room, as one woman coughs and several members share awkward glances.


"Woah!" Phineas yells, standing up from his seat and rushing forward. "Is this a Funtelligence AI?"


"Nope! This is in house!" Doofenshmirtz proclaims proudly. "Though I did borrow some of the socialization algorithms."


"That's so cool! Hi there Princess CJ! I'm Phineas, and this is my brother Ferb."


<"Hello, Privy Councilors, Phineas and Ferb. I thank you for your contributions to the kingdom.">


"Say, wait a second," Doofenshmirtz said. "Aren't you two a little young to have seats on the city council?"


"Why yes. Yes we are."


"Huh. Weird. How'd you manage it then?"


"We rebuilt the former mayor's swimming pool," Ferb explained.


"Ah, figures. My brother Roger always was a sucker for public wetness makers."


Phineas tilted his head. "You know, I think you're the first person ever to ask the follow up question."


Ferb nodded in agreement.


"Well." Doofenshmirtz clapped his hands together. "I'm always looking for new talent, and it certainly seems like you two have it. Since you're already working for me, apparently, what would you say to a job working on some of my other projects?"


Phineas blinked. "We… we're not even fourteen yet, sir."


"Oh right. Uhhh… how about a summer internship then?"


"Sounds interesting to me! What do you think, Ferb?"


Ferb gave a thumbs up.


"Then it's settled. Phineas and Ferb, welcome to Doofenshmirtz Evil Incorporated!"


"I have a good feeling about this," Phineas said.


As the three of them walked out the door, one of the councilmembers hesitantly raised his voice. "Uh, sir. What about us?"


"Oh, yes. I almost forgot. Now that I have an advanced AI to do most of your work for me…" Doofenshmirtz trailed off.


Another councilmember gulped.


"I'm increasing your vacation days to ten weeks! Plus holidays. Take a couple days to settle into a new normal, then let me know how the Copacabana is this time of year."


The room cheered.


---


Phineas and Ferb have been unlocked as hero units! They are only available for the May/June and July/August turns!


The Resistance has been crushed forever! Public opinion has been marginally increased!
 
Then of course there is the infamous Sage Dice moment where things got utterly derailed as like 6 supposed to fail checks were passed in a row with multiple crits

Edit: Sweet. Can't wait to see P&F's stat's/personal actions.

Edit Edit: And it turns out they are in the next post.
 
Last edited:
Hero Units, Part II

Source: Phineas and Ferb

What needs be said about these youthful geniuses? While Phineas is a fair bit more talkative than Ferb, both boys display an incredible talent for invention and construction, and can make amazing things happen in a summer afternoon with nothing but gumption, effort, and unexpected contacts in the department of city zoning. They've done a hundred and four impossible things without breaking a sweat, and you are watching their progress very carefully! You like these kids. A real shame about their pet platypus. You hope they find him someday.

Phineas and Ferb are still students, and as such spend little time in and have few direct connections with employees of DEI.

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.


Source: Alpha Teens on Machines

Janus Lee was the visionary, if secretive, scientific mind behind Lee Industries, a company which developed cutting-edge vehicles and medical technology. Before being acquired by DEI, Lee Industries undertook contracts for the extreme sports market and the military. Janus Lee was initially satisfied with his work under you, providing that he could continue his personal projects under your nose.

Janus, as it turns out, has a face he hides from the world. One that's frustrated with the way the world was headed, and seeks to use bioengineering to fix it. He's willing to go to desperate measures if it means he can steer the planet away from its runaway death spiral, and you don't know where he'd stop once he gets going. Janus Lee is still working on his "New Men" project as his life goal, though at the moment, he's willing to listen to what few people he sees as his colleagues for direction on where his masterwork should be headed.

Janus Lee works well with Jumba and has something of an understanding with Mirage. He can pretend to like other people, with only a few rare cracks in the facade.

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.


Source: Disney Villains Victorious Original

Kitsune is a centuries old creature of myth and legend, a shapeshifting illusionist of terrifying proficiency, who you're never quite sure she's lying to you even though she apparently only ever tells the truth. She's also someone with very few friends undergoing a mid-life crisis about who she is and what she's supposed to actually do with her life, having only recently come off long-burning cycle of ennui and depression. Or at least, you're pretty sure. The whole "never tell the whole truth" thing she does makes it a bit hard to judge.

As of late, in the sparse moments you've seen her, Kitsune has looked slightly different each time. You guess it's sort of like when Vanessa would go through her phases and all those different clothes? She'll probably settle on something eventually.

In the meantime, she's been taking more of an active interest in the work you've been giving her. It's possible this is the first time in generations she's actively been a part of something.

Stats

Martial: 23 (Kitsune can fight with her true form and bombs, but prefers not to.)

Diplomacy: 30 (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: 10 (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: 22 (Kitsune's shrewd mind and capacity for trickery are her most well-known features.)

Learning: 17 (The "magic" behind Kitsune's fireworks is mundane expertise with pyrotechnics. Actual magic is thrown on top for texture!)

Occult: 25 (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

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.

Blood of the Third Race: This character is not subject to mortal limitations when gaining Occult.

Opinion: 30

Evil Benefits: +5

Pact: +20

People Die When They Are Killed: +5

Known Preferences
Illusionist: Kitsune is a pathologically private person, and can't help but put up smoke and mirrors around herself. She rarely directly lies purposefully, but will often mislead others with leading words or omission, and is rare to trust.

Soul-Searcher: Kitsune is in an uncertain period of her life and has found herself learning new things about herself. She doesn't know how to feel about that.


Source: TRON

Alan Bradley is a secretive man, one who carries burdens others cannot imagine and fights wars others cannot see. He is a genius software designer who has been compiling user-friendly security programs since the Space Paranoids days. After a resignation from ENCOM that apparently still leaves the man paranoid for assassins, Alan has put himself to diligent work on safeguarding your computer systems. His results have been… less than stellar.

Despite clear talent and a strong work ethic, random chance seems to spit upon poor Alan, stymieing his progress on a regular basis. One yearns for the day that lady luck smiles on him, and we can actually do something with his storyline make better use of his talents.

You don't know of any friends Alan has, unless you count the velociraptor.

You shouldn't.

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: 10

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

Right of First Refusal: +10 (Alan appreciates you listening to him.)

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.


Source: Big Hero 6, The Series

Wendy is one of the most brilliant scientists to come out of the San Fransokyo Institute of Technology in decades, but until recently, nobody knew that. Her college thesis, which posited a new form of robotic brain that created true soft AI for the first time, was stolen from her by her classmate Trevor Trengrove and used to found Funtelligence, the Zaibatzu firm that even now dominates artificial intelligence products. Wendy remained in obscurity as a child edutainment personality in the Sokyo area and on Buzztube until she was by chance discovered by DEI; and there, she would earn her accolades all over again as she became the progenitor of another generation of AI; true Hard AI, indistinguishable from a human in every way that matters. Despite his deception, Wendy seems to hold no ill will against Trevor, or indeed much of anyone, remaining upbeat and positive in all cases.

Wendy has a soft spot for Norm, and is very grateful to you for giving her this chance.

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.


Source: Big Hero 6

You should really check what his real name is one of these days. Anyway, Wasabi is an optics specialist, and a darn good one too, given by those hard light cutters he keeps around. Given the clean-room nature of the field it's maybe not surprising that he's also a hypochondriac with more phobias than fingers, especially given that losing fingers is one of his phobias. Wasabi seems to want nothing more than a quiet, peaceful job, which is unfortunate given the madhouse he works in. Still, though, he's adapting, even if he occasionally seems wistful about his hometown of San Fransokyo.

Wasabi is friends and karaoke partners with Juniper.

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: 30 (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: 10

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

Organization Time: +5 (Wasabi appreciated being given two whole months to organize his desk.)

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.


Source: Phineas and Ferb

An ancient sorcerer of incredible power, terrifying visage, and… you can't do this. You just can't. Your ancestor is… well he's you. Frighteningly so. He's got all your quirks, your preferences, your… flaws. And somehow, they all seem amplified, a constant reminder of what you used to be, and maybe still are.

He also really likes potted meat.

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: 5

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

Jealousy: -5 (Malf is very upset at the possibility of being replaced by a cooler, younger, nicer, and generally superior ghost wizard. He takes a -5 Opinion penalty until the end of May/June 2018.)

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.


Source: The Incredibles Comics

The woman who wrote her name down as Mezmerella on the application sheet is a supervillain first, second, and fourth. A natural born hypnotist, Mezmerella has carefully built a public image of herself as a hammy but ultimately mostly harmless supervillain, and has a strong fondness for the craft. Behind the mask, she is is also a deeply paranoid control freak control freak who carries at least one concealed pistol at all times in case someone tries to "get her". Apparently it came with operating as an open Super in Kronos territory back when Syndrome was in charge. Technor has expressed professional concern at, to quote, 'whatever she has done to her own head', though whatever that is does not seem to have slowed down her penchant for snooping around.

Mezmerella has a surprisingly good rapport with Mirage, and is suspicious of Agent Russ and Technor for being a government spook and a therapist respectively.

Stats

Martial: 20 (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.

Never Show Your Hand: Mezmerella hides 1/4 of her true Martial score from external forces.

Do It All The Time: Mezmerella gains a +10 to all rolls involving Supervillainy. Real Supervillainy, not simply criminals who wear masks out of convenience. It can come from her, or someone else, but the capital S Supervillainy must be there.

???

Opinion: 5

Evil Benefits: +5

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


Mr. Moseby has more than two decades worth of experience in the hospitality industry, working with major clients, handling multimillion dollar events, and other things he put on his resume. While a supremely dedicated and studious individual, Moseby's real skill, much to his own chagrin, is his extensive experience dealing with the quirky and chaotic. There are two types of employee at DEI, the second type has taken to saying: the madmen, and the ones who deal. Mr. Moseby certainly sees himself as the latter, though his effulgent outbursts when working off the stress of such unordinary working environments has suggested that he might be a bit more accepting of the madness than he lets on.

Mr. Moseby has not been here long enough to form any real relationships besides a budding rivalry with the lobby ninja.

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.


Source: 101 Dalmatians

Cruella de Vil. Cruella de Vil. If she doesn't scare you, no evil thing will. An English fashion designer with a mysterious past, acid tongue, and love of fur. With an unpredictable and prickly personality, her admittedly impressive skills may make up for this diva's prickly personality. And manipulative tendencies.

Cruella has not been here long enough to form any real relationships.

…NOWCA's been getting some bad vibes.

Cruella has spent time with Kermit the Frog and decided she currently isn't interested in working with felt.

Stats

Martial: 19 (While not a real combatant on her own, Cruella has a killing instinct and two loyal henchmen who know what crowbars are, speaking charitably.)

Diplomacy: 34 (Cruella has enormous force of personality and can convince almost anyone in her wake to give her what she wants, though it is not what you would call a gentle touch.)

Stewardship: 27 (Cruella has managed the De Vil Fashion Company since its inception, and despite being edged out of Europe by stiff competition, still manages to keep on top of the latest trends.)

Intrigue: 24 (Cruella is a vicious and cunning operator who, if rumors are true, held her own in the French underground for some time before a bad move forced her exit.)

Learning: 14 (You have no idea if Cruella ever received a formal degree, but she certainly isn't letting on either way.)

Traits

After Time Has Worn Away the Shock: For those who see through her facade, Cruella is as acidic as she is terrifying. When making opposed Diplomacy checks against those with Intrigue equal to or higher than hers, Cruella takes a -20.

Fashionista: On rolls specifically related to fashion or designing clothes, Cruella receives a +10. This trait will apply if Cruella is a councilor.

Opinion: 0
Evil Benefits: +5

You Live Like This?: -10 (Cruella was not kind when she first entered DEI HQ, and her rants about your office left your ears ringing. It seems like she's not a fan of acid green on purple, who knew?)

Fashion: +5 (Removed July/August 2018)

Known Preferences:
Cruella expects to be a fashion designer a rather large amount of the time, and loathes anything plain or unfashionable.

Cruella has a great fondness for furs.

Cruella seems very opinionated, and will likely react strongly to any preference effects compared to other hero units.


Source: The Muppets

Kermit the Frog is the founder of the Muppets, a long-defunct theater troupe that only a few people still remember with the fondness of past years. Kermit is plucky, friendly, and frequently the only thing standing between the last thread his entire operation is hanging by and the scissors of progress. Kermit is a master of wrangling chaos, getting the best out of people, and building something with them together. His dream of the Muppets acting together died a sad death when they lost the Muppet Theater, and through a lengthy series of confusing events ended up first in a Thembrian Gulag and thence working for the famous Doc Hopper's frog legs. Now, he works for you, and is feeling a bit better about it.

Kermit has been developing an odd kinship with Mr. Moseby. Kermit gave Agent Russ an autograph. Kermit shared an uncomfortable time in the announcer's box with Cruella.

Stats

Martial: 13 (Kermit can be unexpectedly slap-happy when really pushed, but he's not exactly a fighter.)

Diplomacy: 35 (Kermit has spent years headlining shows and hawking frog legs, and at the core of it all, his message… resonates.)

Stewardship: 30 (Kermit has been the only thing standing between the Muppet Show and complete collapse since its inception. The frog has an almost preternatural ability to turn chaos, mixed well with exasperation, into success.)

Intrigue: 9 (Kermit is less credulous than most of the Muppets, but is not a particularly sneaky individual.)

Learning: 12 (Kermit is a simple country frog at heart, and all he's done has not left a lot of time for studying.)

Occult: 2 (Kermit believes that Whoopie Goldberg is an angel.)

Traits
Eye of the Hurricane: When Kermit fails (but not critically) a Stewardship roll of any kind, he gains +25 to his next Stewardship roll.

The Great Gonzo: Gonzo's work is… provocative. The positive and negative effects of Opinion are stronger on actions Kermit is assigned to.

Rizzo the Rat, ltd: Rizzo is an invertebrate businessrat who is always working an angle, frequently at the expense of the point of the exercise. Rizzo has a chance to generate 1 funds on any national action Kermit attempts equal to four times the critical failure chance of that action (4 x crit fail %).

Further Traits are locked behind Kermit's personals.

Opinion: 15
No more leg: +10

Evil Benefits: +5

Known Preferences
Kermit hates Doc Hopper's a lot more than he lets on, and would react very poorly to being personally involved in fast food of any sort.

Kermit enjoys the performing arts.

Quirky Miniboss Squad
Stats

Martial: 40 (Between Technor and Juniper, a perfect circuit has been formed that reinforces and electrifies their mutual abilities.)

Diplomacy: 36 (Juniper's peppy flash is the perfect compliment to Technor's professional psychoanalysis. Gomez is happy to be included.)

Stewardship: 23 (Technor is a good manager, but a lot of that management goes into managing Gomez. He requests a lot of micromanagement.)

Intrigue: 28 (Technor and Juniper are no strangers to subtlety, even if they prefer the blatant bombast.)

Learning: 37 (Technor has a brilliant artificial mind capable of making dozens of decisions a second, and Gomez has a brilliant organic one capable of making none at all. Perfect.)

Occult: 9 (Gomez, Technor and Juniper are still exploring the nature of magic, and how best to poke it with sciency sticks.)

Traits
Odd Jobbers: Your Squad have a disparate background that grants them specializations in the odd and unusual. They gain +10 (and are treated as having a specialization) in actions that center around magitech, mentalism, dimensional travel, or which have no clear category. Or dancing.

Supervillainous: Treat this unit as having a specialization in any research action based on tech created by or primarily utilized by supervillains.

Known Preferences
POSE WITH ME, MINIONS: Your Squad lives for showy, flashy, over the top supervillainy that puts them right in the spotlight.

Opinion: 20
Evil Benefits: +5
EEEEEEEVIIIIIILLLL: +15 (Your Squad approves heavily of your branding and mission.)

===

Contractors



Stats

Martial: 36 (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 +8 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.

Demon Slayer: +15 in combat against Demona

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: 10

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

Subject TK: +10


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.
 
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Doof once again proves to be the best boss.

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: 3 (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.

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

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

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


Loyalty: 25

Eternal Optimists: +25 (Phineas and Ferb believe the best about everyone they meet, and don't care much for details. Their loyalty will not change unless modified by 25 or more at once.)
These two are most definitely worth the wait.
 
Stewardship heroes. I didn't see that one coming. But still, even if it takes a personal action to use inators that turn, Big Ideas has the potential to be incredibly powerful.
 
He was a little sad to say that their friends didn't exactly share the same enthusiasm. Isabella had spent the entire school year trying to get him to do weird things, like sitting at the back of the room next to her even though he couldn't see the chalkboard as well. Lately she'd taken to dressing up in a weird kimono and dying her hair, something which he just didn't understand. What was wrong with her usual clothes?
Oh no Isabelle D:
He didn't want to be gossipy- and honestly, he didn't care about romance very much anyway
OH NO ISABELLE!!!
Then of course there is the infamous Sage Dice moment where things got utterly derailed as like 6 supposed to fail checks were passed in a row with multiple crits
My favorite dice nonsense moment is the psionics roll in Firehawk's Xcom quest, where we max rolled everything on psionics to achieve a level of power that would normally only be avalible to Annette Durand because of hero unit fudging.
 
So, every really big Stewardship project Phineas and Ferb tackle will be a critical success upon success, in exchange for "only" having an effective Stewardship bonus of 18.

Yeah, that's pretty good.
 
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Huh, that is actualy a good statblock. I admit to being very worried about P&F being balanced, either being to strong and unbalanced or watered down and not feeling like them. But this is a very good mix, it feels like them perfectly while not being op.


Also perfect people to start the second hero unit list with but is it possible to make the two hero unit lists one after the other on the informational instead of being seperated?
 
Huh I could have sworn that their Learning would be much higher. I mean they build shit equal to Doof's all the time.

That said it's a certainly interesting trait and we could definitely use more stewardship heroes.
 
Huh, that is actualy a good statblock. I admit to being very worried about P&F being balanced, either being to strong and unbalanced or watered down and not feeling like them. But this is a very good mix, it feels like them perfectly while not being op.


Also perfect people to start the second hero unit list with but is it possible to make the two hero unit lists one after the other on the informational instead of being seperated?
There were apparently some issues with rearranging threadmarks in the past which discouraged Made in Heaven from trying to fo it again.
 
Phineas and Ferb have been unlocked as hero units! They are only available for the May/June and July/August turns!
Yahoo! Bring out the hero card! This is gonna be epic! Though, I do feel a bit bad for Candace. I always thought she and Jeremy were made for each other. Still though, Phineas and Ferb! Squeeeeee!!!

...If we ever find out about their relationship to Perry, we're telling them the truth. No ifs, ands, or buts.

Isabella had spent the entire school year trying to get him to do weird things, like sitting at the back of the room next to her even though he couldn't see the chalkboard as well. Lately she'd taken to dressing up in a weird kimono and dying her hair, something which he just didn't understand. What was wrong with her usual clothes?
.............I've said it once, I've said it twice, I've said it numerous times on numerous websites, I'll say it again; ONLY SHONEN PROTAGONISTS HAVE ANY RIGHT TO BE THAT DENSE!!!!!!!!!!!!!!

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.
When I first saw this stat, I thought, "Oh! They can help with Doofhawk!" Now I'm not so sure. I've seen the effects of the Mysterious Force firsthand, and have no desire to have it interfere with our plans.
 
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