FATHER QUEST - A Cartoon Network: Villains Victorious CK2-Style Quest Cross Over

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FATHER QUEST: Turn Marker
FQ: The World of Cruel Network (Lore)
The World at Large
Now, the world is quite different from our own. Heck, it's even more different than that of DVV: Gridlocked. The world is in a tumultuous, dangerous time, where the numerous villains all scramble for power and the secret to destroying their enemies. You'll learn about some of these powers in the upcoming categories.

Supers
Within America, although found-elsewhere, there are numerous Superheroes, and even more Super-villains. These people have the ability to go even further beyond the normal limits of humanity, whether it be from dastardly schemes, to simply picking up banks and flying away. All in all, they are a force to be reckoned with. With the overall collapse of most of the world, and subsequent rise of villainy, Supervilliains have quickly risen to prominence as especially wanted minions and lieutenants among the villains who can afford them. While there are few Superheros, or villains, capable of destroying massive swathes of land, their myriad abilities and skills make them very desirable.

Oftentimes, these villains have rather impressive followings, both in person and online. Many also fall under the power of the Guild of Calamitous Intent, and obey its membership and ruling, while others may prefer to work free-lance, or are hired by one specific King. There is a growing divide in the US between the older generations of Villains, who practice a more refined form of adversarialism called "Arching", while the newer generation pays them little respect, and prefers to do as they please, when they please. Finally, there are the Adult Supervillians; this is a group that is on the decline at the moment, as with the destruction of the KND, their main adversary has been removed.

The Internet
Just like in the real world, The Internet is NOT a safe place. While it may be possible to run a smaller, closed circuit of computers within one's territory that is completely safe, accessing the online world-wide web entails a certain level of danger. If the current web in the real world is untrustworthy, then times it by ten, and include sentient programs that hate your guts, both metaphorically and physically. And that's not including the ever looming menace of Hyper-advanced AI's that prowl the web; While local AI's have given some measure of resistance, XANA is an ever-looming threat, as well as other AI that have escaped their confines. If you use the internet, do so with extreme caution, and a fire-wall or forty.

The Scam
In a world as deranged and twisted as Cruel Network is, it's nearly impossible to completely hide the truth from the people at large, making a Masquerade is beyond possibility, even by the most tech-savvy of kings. That's not even mentioning the fact that many countries have been completely conquered by certain kings, who rule with an iron fist.

However, while they may not be able to hide it, they can certainly muddy the waters even further. Many kings, especially those in the US, choose to purposefully discredit, misinform, and misdirect the public, gaslighting them into not being certain of anything outside their world, with the first to do so, Eddy, coining the term "The Scam". Designed as a way to keep the people under them more easily controllable, many Kings have made a fragile agreement to lie to the public about the world around them, in order to better manipulate the population. These scary, and often absurd, threats and facts often lead to the general people growing frightened of the world beyond their borders; when coupled with the occasional robot or monster attack, these false truths seem all the more real and send people deeper into their delusion. And from the few who do know and do not act, they simply figure it as not their problem.

For the most part, information is vague and scattered, and oftentimes completely incorrect.

Underworld
Unlike much of the world, Demons and other assorted gribbly monsters are not totally out of place in America; ever since a permanent rift to the underworld was established within Endsville, TX, demons have become an increasingly common sight in the continental U.S. For the most part, while grotesque or monstrous, these creatures are typically harmless and are looking to improve their unlives in a place that isn't quintessentially hell. They come in all shapes and sizes, as well as temperaments. Mandy, the incredibly young CEO of Endsville Energy Solutions, was the one who first discovered the underworld of Bethalosos, or the courts of the damned, and later, pioneered the exploration of the numerous other underworlds. She would also later push for, and be the main force behind the Underworld Resident Legalization act, making the act of immigration legal for most circles of hell into the U.S.

The Underworld is quite vast and, for the most part, not of this world. Rather, it is a parallel dimension that seems to lurk somewhere in the strata of the earth, and consists of a honeycomb of different sub-worlds within them. From the Dead Worlds to the Courts of the Damned, to the Unknown, to the Land of the Dead, these numerous worlds are hard to reach, separated by perilous hazards and unfathomable depths. To navigate this byzantine dimension of monsters would require a master of Death, and most people have no clue as to what lies deeper within. Some say you might find the lost souls of the dead here, but no creature that has left there has ever truly been found.

Imaginary Friends
Across the globe, the ongoing phenomenon known as Imaginary Friends continue; these creatures are sprung into existence from the very thoughts of children and are given form by inner fancies. They can range from just about everything and anything physically, but seem to take on a mind of their own once created. There is little to no rhyme or reason to these creatures and their existence, and most children have no control over when they spawn, or what they look like..

Robots and Artificial Intelligence
While these things aren't exactly foreign to you (Afterall, Adult Co. does offer a line of robotic guards and your own house is protected by an army of automaton knight-bots), the whole idea of "sentient robots" and "AI" are exotic. Essentially, in the world of Cruel Network, there are numerous artificial lifeforms that either serve or work against the rulers of this war-torn world. While some are locked into one particular form, others can network themselves. While their power is somewhat limited due to the broken state of computer systems worldwide, they aren't exactly rare. Most people are familiar with robots and have at least heard or seen an AI once or twice, but they are relatively expensive.

The Moltar Array
Now, one may ask: How come there's a bunch of lights on the moon when I look up to it at night? And why is there so much scrap in orbit? And if aliens exist, why haven't they invaded? And if everything sucks here, why haven't we all left? All these questions, and more, are easily explained by the mad scientist known as Moltar, and his shadowy cabal. They are easily explained mostly because Moltar won't shut up about it on his talk show.

Early, during the initial rise of many kings, Moltar had freshly defeated the semi-heroic Space Ghost by trapping him in an AV closet when he called up- to the Moon- the greatest minds of the world to take over the earth. What he got was mostly a rabble of insane mad scientists and displaced peoples who he accepted with minimal explanation needed. Once staffed by his new legion of honorary Mooninites, he and Dr. Weird spearheaded a massive orbital array, designed to conquer the earth! It was only when it was finished, however, that they realized by building it on the dark side of the moon, it had effectively been built facing the wrong way. So, Moltar vented his frustration out upon the ceaseless legions of invading aliens that had begun combat over the planet Earth. This resulted in the rapid destruction of many of these fleets, sending their remains crashing down to Earth.

Nowadays, Moltar mostly uses it to blow up any aliens dumb enough to come close to Earth, technically ruling it over as the Overlord of the moon, as well as broadcasting his local (as in, the Local Arm) talk show.

Magic
Magic is odd. There are a great many types of it and a great many practitioners. Of those you know, there seem to be three distinct "schools" of magic: Weird, Wild and Worldly. Weird magic, for all intents and purposes, seems to have nothing in common with one another and can range from magic-dodgeball throwing to turning people inside out. What is known, however, is that it typically drives the user absolutely insane. The greater the power, the more deranged the individual.

Wild seems to draw life out of the universe itself, or in some cases, other people. Here is where the more mystic and seemingly unknowable powers are born, from imbuing the mighty Shen Gong Wu with power, call upon the incantations of Dr. Orpheus or perhaps even that of Aku. It is intrinsic, and it can take years of meditation to fully comprehend it.

Finally, Worldly draws power from the life force of the world and people around you. Called Mana by many, it can enhance and invigorate the powers of the other two, although it is much harder to channel and create. Worldly magic can draw power from not just earth, however, as many forms of underworld magic draw upon its accursed plains, while the mystic Anodites and Charmcaster draw upon the energy of the nearly limitless dimension of Ledgerdomain.

Basically, Weird magic is easy but leads to Madness and Sadness, Wild magic is hard and takes time to master, and Worldly can make either of the others a lot easier by using Mana as a shortcut.

Nanites
You don't know much about them; but from what you can tell, just about everyone's got some in them. They're tiny machines that mess around with DNA, and do all sorts of awful things when activated.

Aliens
They exist, evidently. During your… personal time off, evidently a large menagerie of aliens tried to invade the earth, only to run into the classic three-stooges problem. Too many warlords, not enough planet Earth. However, due to the Moltar Array's sudden activation, nearly all of these wannabe invaders either left town or went down with their ship, literally. Many of them are hiding out still, and are either planning for another go at invading, building up alliances with their forces, or just trying to survive. Or they're dead. In either case, you know for certain that the Government is at war with those weird crystal people up north, and that they're constantly reminding everyone to be vigilant. They've made some special forces entirely dedicated to fighting the threat, and other notable groups around the world want either the Alien's tech or the Aliens themselves for numerous different reasons.

The Government
It exists, still. But to what capacity, you aren't certain. Well, at least the United States Government is still around. Who else would be fighting all the aliens or the occasional invasion from Hector Con Carne? As for the rest of the world, you're not quite certain. Only time will tell if they're still standing.

Paradoxes
With all the time travel episodes that happened in Cartoon Network history, are you really gonna complain about paradoxes? Sure they exist, but it's typically better not to engage. After all, you don't wanna be written out of history, do you?
 
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Character Sheet (FQ)
HERO STAT PAGE

8/20



FATHER

Martial: 37 You are one of the toughest people you know, and your powers can almost feel sorta-made up. Flight, pyrokinesis, cloning, shapeshifting, sword fighting, teleportation, heck, you're pretty sure you can even do other crazy stuff. If it's in your reach, it's probably in for a bad time.

Diplomacy : 21 You have a sort of fatherly charisma and authoritative attitude that can really draw people in.

Stewardship: 20 You own your own company! Although, your slogan is Don't spare the Rod AND spoil the child, so maybe your business sense could use some work.

Intrigue: 27 You consider yourself a crafty man. However, the fact that most of your experience is fighting children might make you a little biased.

Learning: 19 Book smart, you're not exactly. Growing up, you were mostly homeschooled on a combination of rambling evil monologues and crash courses in giant robot construction. Not a bad cook though!

Occult: 15 Frankly, you know something isn't precisely… normal about you and your family. But you've also never really thought about how it works. There's probably some potential in there, but for now it remains raw and untapped like unbrewed coffee grounds.

TRAITS

- I am MOST dissatisfied: Father doesn't tolerate failure, and he always comes back. After a crit fail, Father gains +10 to whatever stat the crit fail was in. This lasts the subsequent turn after the failure before ending.

- Fiery Temper: +5 to Diplomacy Rolls against targets that have also been the target of successful Martial Actions the turn prior.

- Feel the Heat: +5 to Martial actions when personally fighting; -5 to Martial actions instead when fighting enemies utilizing cryo or cold weaponry.

Rage Mechanic:

Father has a rage meter that is increased by certain actions. Based on his level, he may gain bonuses, unlock special actions or quest missions. Father's Rage Meter changes level as he gains and loses Rage Points. Rage Points are gained through different actions and events.

0- 10 = Cold Shoulder: Gain -15 to Martial, but +10 to Intrigue and Learning. Father is in his most calculating and vindictive mood, as he grows almost icy.

11 - 30 = Room Temperature: No effects. Father considers this his baseline when not angry about anything.

31 - 40 = Warm and Fuzzy: +5 to Diplomacy, -5 Intrigue. Father is in his most friendly state and is willing to work with people.

41 - 50 = Smoldering Coals: +5 to Stewardship, -5 Diplomacy. Father in his most industrious and productive state, and seeks to complete his goals.

51 - 60 = Blistering Anger: -5 Diplomacy, +5 Martial. Father is in a war state, and will try to bring his fight right to the enemy.

61 - 70 = Burning Rage: -10 to Diplomacy and Intrigue, +15 to Martial. Father is practically ready to explode. He's had it up to here with this cockamamy chicanery, and it better stop RIGHT NOW.

70+ = Incandescent Inferno: -10 to Stewardship, -10 to Diplomacy, -10 Learning, -10 to Intrigue, +30 to Martial. He's had it UP TO HERE with all of you! Father is an uncontrollable, nearly inconsolable rage, but can go toe to toe with practically anyone within the continent. He may be a danger to everything around him at this point.



HANK HILL

Martial: 14 He's gonna kick your ass! Hank played football through highschool, and he coulda gone pro if it wasn't for his something or other. He is still just a regular guy though.

Diplomacy: 23 While not precisely diplomatic, Hank has a charisma that helps him find solutions in his own unique way.

Stewardship: 22 Under his care, Hank made Strickland Propane the most successful propane store in West Texas.

Intrigue: 10 Hank may not be the most adaptable fellow, but he has a way of getting to the bottom of things.

Learning: 19 Hank actually has his high school degree, which automatically ranks him among your most educated employees.

Occult: 0 Besides the odd ghost or angel, Hank has no experience with the paranormal.

TRAITS

- Well, Howdy There!: A little Texan hospitality goes a long way. +5 to Diplomacy rolls when interacting with someone for the first time

- Propane and Propane Accessories: +10 to any rolls involving propane or propane accessories

- Adult to Adult: Hank still believes you're a good man, even if it'll take some work to understand you. Hank will not lose loyalty from being assigned to supervillainous actions, provided they do not harm ordinary people. He's willing to step outside his comfort zone, but not compromise his morals.

In addition, you may now assign Hank using a Personal Action to "Shadow" Father on one of his own Personals, including Arch actions, adding twice his loyalty bonus from a QM chosen relevant stat to all involved rolls. Doing this will cause this trait to evolve with new bonuses over time.

LOYALTY: 50%

- Base 20%

- Made Me CEO! + 30%

- Damn Good Barbecue +3%

- Hates Kids -3%




DAPHNE BLAKE


Martial: 16 On top of piano, dancing, charm school, and solving mysteries, Daph managed to squeeze in a few karate lessons in between.

Diplomacy: 27 As the debutante daughter of the wealthiest family in Crystal Cove, Daphne's mastered the art of pretending to like people at fancy social gatherings.

Stewardship: 17 Her best subject in school was Civics. Shockingly useful for keeping a bunch of easily distracted teenagers on task. Daddy always wanted her to inherit the family business.

Intrigue: 17 Mysteries don't solve themselves. And she does it all in heels too.

Learning: 14 Velma was always the brainy one, but Daph's a pretty smart cookie.

Occult: 0 Miner 49er, Spooky Space Kook, Captain Cutler's Ghost, it's all the same. Just another guy in a mask.

TRAITS:


- Jeepers!:
Daphne does her best work as part of a gang. She gains a +1 bonus to both Intrigue and Diplomacy per friendly unit accompanying her.

- Danger Prone: There's no better way of finding clues than literally stumbling into them. When Daphne fails an intrigue roll, she still clumsily uncovers an important piece of information that reduces the DC by 5 for every 10 points under the target DC she rolled (maximum 25).

- Let's see who's really behind all this: Daphne is a seasoned sleuth, but you can only unmask so many monsters before you start getting cynical of the supernatural. Daphne has +15 Intrigue bonus when supernatural entities are apparently involved, but suffers a flat -25 to her Occult rolls in all circumstances. This malus may be reduced with time.

- Media Czar: This hero unit currently holds the Media Czar position. This unit does not take National Actions normally. Every turn, AdultCo may take a second Diplomacy National Action using their score in place of Father's plus the assigned hero unit's. Due to the responsibilities of the position, this unit may only take a Personal Action on even numbered turns.

- [Media Czar] Investigative Reporting: Daphne may choose to take an appropriate Intrigue national action instead of a Diplomacy one. As a rule of thumb, any Intrigue national that includes the word "Investigate" is fair game.

LOYALTY: 17%

-
Base 20%

- Made Me Media Czar! +10%

- Hates Kids -5%

- Another Creepy Guy In A Mask -8%



TOILETNATOR

Martial: 14 (29) Despite being a complete failure, Tolienator has managed to defeat much more capable opponents through some combination of scrappiness and sheer dumb luck.

Diplomacy: 8 (23) For those that don't know him, Tolienator is… tolerable.

Stewardship: 10 (25) Despite what it seems, Tolienator did once run a fairly successful business. Once.

Intrigue: 6 (21) He can sneak through wipes, I guess.

Learning: 6 (21) He can be taught! Maybe!

Occult: 6 (21) Tolienator, despite his sucky appearance, has received the boon of an ancient god. An ancient god of toilets, but still, a god's a god!

Traits

- Porcelain Paladin: The Toiletnator has sworn a solemn oath to uphold the dignity and privacy of all people in the most, ahem, "vulnerable" moments of their lives. When acting in direct defense of bathrooms, the Almighty Protector of Potty's patron boon increases all of Toiletnator's base stats by 15 points.
- I Was ALWAYS Loyal: Toiletnator will take a functionally infinite amount of abuse from you. Unless you actually seriously betray him. Then he might be a little upset if he actually realises it's happened. Toiletnator's base Loyalty is always at 100%

- Down The Drain: 1% reduced chance of Critical Success OR Failure.

-Triskaidekaphobia: Ever since he has sworn Numbuh 13 as his enemy, Tolienator has made it his mission to defeat this great agent of the KND! If Tolienator rolls a 13 or a number divisible by 13 on a personal action, he must immediately switch that action to waging a personal attack on his sworn enemy.

LOYALTY: 100%

- Base 100%



IZZY EXPLOSIVO CATASTROPHE KALEIDOSCOPE

Martial: 25 As Canada's former eighth most wanted woman, Izzy has tango'd with the RCMP's finest, Chris McLean's worst, and just about every deadly critter known to man.. As such, she's a formidable one-woman force.

Diplomacy: 20 Izzy might be crazy, but it's the charismatic, cult-leader kind of crazy.

Stewardship: 12 The closest thing Izzy's had to a managerial experience was corraling a team of teenage reality TV stars. Actually a pretty impressive feat.

Intrigue: 29 If there's one thing Izzy loves, it's planning and manipulating.

Learning: 10 She never finished high school; but then again, she did get her GED

Occult: 2 Total Drama Productions, strangely, has had very little occult activity. Lucky for them, you suppose.

TRAITS::

- Ha Ha, I'm Psychotic!: +3 Intrigue against those who believe Izzy is crazy or utterly deranged. In order to trigger this effect, the target must know she is crazy.

- I Wanna Be Famous: Izzy's breaking out from Total Drama fame and starting to make a name for herself. Izzy gains +10 Diplomacy against her fans, or against leaders whose underlings are Izzy fanatics.

- Dethklok

LOYALTY: 20%

-
Base 20%



HEX

Martial: 27 Fighting a war against an evil magic turtle, and then surviving in another dimension has made Hex a proficient fighter in his pursuit of power.

Diplomacy: 10 At his best, Hex can manage social relationships and even come off as charming. He does come off as cold or aloof to most though.

Stewardship: 15 As a former noble, Hex has some idea of how to properly lead and manage groups of people..

Intrigue: 24 In his long search for magical artifacts that would help restore his power, he has learned how to conceal his presence and spy from afar.

Learning: 28 Having spent long years in exile, from both his dimension and his niece, Hex has learned a great many fonts. He also has a doctorate.

Occult: 28 A master of the arcane, Hex is a full on wizard. While not the most powerful on Earth, he is more than respectable.

TRAITS:

- Seeker of Lost Knowledge: +4 to Occult rolls when searching for hidden or lost magical artifacts

- Scholar of the Arcane: +3 to Stewardship rolls when teaching or leading lesser wizards.

- Noble in Exile: Legerdomain does not release its grip so easily. Hex may receive visits and messages from Charmcaster.

- Strangers To Time: Hex has hit it off with his fellow immortal Skips. Though he still has much to learn about getting down to earth.

LOYALTY: 40%

-
Base 20%

- Retired Supervillain +20%



PROFESSOR XXXL

Martial: 13 Though he never means harm to anyone, past experiences have taught him to keep a few mechanised war-machines handy.

Diplomacy: 7 Not his strong suit, but ice cream has a way of bringing people together.

Stewardship: 12 He's mostly focussed on the R&D side of things, but he can manage a warehouse or two.

Intrigue: 16 Surprisingly cunning. In a "throwing a surprise party" kind of way.

Learning: 31 Professor XXXL has more degrees than he can keep track of. He's only really proud of his Doctorate in Culinary Science though.

Occult: 0 The Professor is a man of science. He doesn't have time for dubious myths. Unless it concerns the legendary Fourth Flavour.

TRAITS:

- Ominously Benign: +20 to intrigue on actions which are actively beneficial for the target or unambiguously good; however all attempts to convince the target you are acting in their best interest if discovered are automatically failures.

- (Not So) Mad Food Scientist: +10 to Learning when studying Ice Cream, Snow Cones, or Ice Cream Cake.

LOYALTY: 20%

- Base: 20%



SKIPS

Martial: 20 Skips knows his way around a fight. Those burly forearms aren't for show.

Diplomacy: 15 Skips has an air of quiet authority about him. He's a man of few words, but when he speaks, people who know him tend to listen.

Stewardship: 15 Skips is a career handyman who can fix just about anything. Just don't ask him to touch a computer though.

Intrigue: 15 Skips is well-practised at keeping secrets. He's got a few of them he still hasn't shared.

Learning: 10 Skips never finished high school, but he's got a degree from the school of hard knocks.

Occult: 15 Skips's knowledge of magic consists largely of folk wisdom. He's rarely ever wrong though.

TRAITS:

- I've Seen This All Before: Skips is worldly and well-travelled. he knows a little bit of everything. That said, he isn't a researcher. +15 to Occult or Learning rolls that don't involve actual spellcasting or laboratory testing. (This applies to most tech-tree openers)

- Handyman: Skips's main trade. +10 to Stewardship rolls that involve maintenance, repairs, or mundane construction work.

- Strangers To Time: Skips has hit it off with his fellow immortal Hex. He's still a little wary of the wizard, but he's warming up to him.

LOYALTY: 30%

-
Base 20%

- Don't ask what I do in the woods. +10%



ALEXIS WARRINGTON


Martial: 17 Alexis chalks her burly physique up to a childhood wrestling with her older sisters. Mental note: if you ever meet them, decline a handshake. One broken wrist is enough. 🔒

Diplomacy: 25 Say what you will about her methods. If she wants a quote from you, she gets a quote from you.

Stewardship: 18 Her leadership style can be… curt. But you can't argue with results. She could whip a gaggle of no-nothings into a well oiled news aggregating machine with military discipline.

Intrigue: 16 She prefers the direct approach, but sometimes it pays to be a little underhanded when you're digging up politicians' dirty laundry.

Learning: 15 A journalism degree doesn't quite explain how much Alexis knows about law, history, and miscellaneous antiquities. Maybe she took a few minors.

Occult: 🔒 Greek heritage or not, if you ask her about gods and monsters she'll pretend she didn't hear you.

TRAITS:

- Alter Ego: This unit has abilities which are locked behind a secret alter ego. Abilities and traits marked with a 🔒 are diminished while using this persona, and they will not roll using the full version unless they or somebody they care about is in immediate critical danger. Note that certain traits may be entirely invisible.

- Amazonian Physique: She regularly rearranges all the filing cabinets in her office. One handed. +3 Martial while performing feats of personal strength. 🔒

- Aletheian Lariat: As a crusading journalist, Alexis serves the ideal of truth above all else. Alexis gains +5 to Diplomacy rolls when interviewing, interrogating, or intimidating somebody to reveal their secrets. 🔒

- Lampedo's Scar: Alexis gains a +5 Martial bonus while using a bowstrung or javelin style ranged weapon.

- I Heed Not Your Bro Code:
Alexis gains a flat +3 to rolls while working with women or subservient men. She gains a flat -3 while working with macho men or under any man's authority. Trait is assigned by majority in groups.

LOYALTY: 15%

-
Base 20%

- Matriarchal Sensibilities -5%



MR. BLACK & MR. WHITE


Martial: 14 Despite regularly volunteering for supersoldier experiments at Area 51.1, all they have to show for it are those stupid rope implants.

Diplomacy: 17 Mr. White speaks seven languages! And Mr. Black speaks another six. It used to be seven, but nobody speaks Malaccan Creole anymore after the incident.

Stewardship: 8 These two are incurable slackers. They've lost track of multiple crashed spaceships on their lunch breaks.

Intrigue: 24 The government's men in black are trained experts in cloak & dagger operations. Which for these two mostly means tiptoeing around and wearing funny disguises.

Learning: 9 Rank and file government agents are expected to dress smart, not BE smart.

Occult: 0 Oh, no you want the other agency. We just deal with UFOs. I mean weather balloons.

TRAITS:

- I Blew Up Malaysia: When subtlety fails, Black & White escalate to ludicrous force. When Mr. Black & Mr. White critfail on an Intrigue action, they instead reroll using their Martial for the same target DC. Any degree of success results in a Critical Success as they finish the mission in the most bombastic, loud, and cover-blowing manner possible.

- We're With The Government:
+3 bonus to Diplomacy rolls when interacting with law-abiding American citizens.

LOYALTY: 25%

-
Base 20%

- Government Sanctioned +5%
 
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HERO CARDS
P . O . W - CARD COLLECTION
Gotta collect 'em all!

This is your P.O.W Card collection! Somehow, someway, through the miracle of modern children's trading card technology, these cards are auto-generated upon meeting important people! And no, you can't sue them for using your likeness! You're not sure how they do it, but it's a neat way to track your allies, enemies and other weirdos you come across. While you still judge Tolienator for the fact that he blows half his paycheck on these things, it is a nice way to get ahold of the darn things.

Everytime you meet a new character, you can check out some stats, a little blurb and more!


My P.O.W. Card Collection!
 
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The Rules (FQ)
RULES

Turn Mechanics
Each turn will be the efforts and work of you and your allies and enemies done over about two months in-game. Obviously, this makes each six turns a year, and certain actions may be time-sensitive in being unlocked or taken.

National actions are actions (duh) that bring you closer to your goals and ups your standing in the world overall. They range from spying on your neighbor, conducting schemes, building robots (or sewer systems) or inventing new and incredible technologies. These fall into six categories: Martial, Diplomacy, Stewardship, Intrigue, Learning or Occult. Actions start off limited but may be raised in the future. As shown below, these stats show how good somebody is at their respective stat.

The base roll for a national action goes as follows, rolling against a certain DC:

1d100+The relevant stat of Father + Relevant stat of Assigned hero + Any traits of the hero or Father + Loyalty Bonus + Omake

The base benefits and costs of a national action are listed in the action itself, but the narrative effects may or may not be tweaked depending on who you assigned to a task. For example, putting Hank on a Martial roll would leave Father to do much of the heavy lifting, as Hank is a regular guy. However, he would get a first hand experience in combat, and might learn how to kick an ass or two better, with possible results!

Through special actions, OPERATIONS, or time, the stats of Father and his Heros can increase!


Critical Rolls

Particularly successful or unsuccessful rolls are considered Critical Successes or Critical Failures. Your chance of critical success is defined as 1/10th of your chance of success, rounded to the nearest percent. Your chance of critical failure is now defined as 1/10 of the chance to fail, rounded to the nearest percent. To illustrate:

If you have a 20% chance of success: 8% chance crit fail, 2% chance crit success
If you have a 50% chance of success: 5% crit fail, 5% crit success
If you have 80%: 2% crit fail, 8% crit success

No matter what else might affect your crits, you cannot Critically Fail at a greater percentage than you could normally fail. If you have a CoS of 3%, your Crit Success chance cannot be more than 3% as well.

A critical success represents an action going as well as it could have, and grants extra benefits. A critical failure represents an action going as badly as it could have, and leads to some additional penalty beyond simply failing an action.

As always, what character you place on a roll can affect how it plays out and cause knock-on effects. An AI critting on a Internet roll for example is likely to provide a much more impressive breakthrough than a spy assigned to the same action, and indeed a spy's crit success bonus might have more to do with hiding your Internet activity than expanding it.

As Learning actions tend to have very specialized categories without easily-transferable skills, learning actions by default have a 5% increased crit failure chance if the unit assigned is not a specialist in that area. This applies to both councilors and heroes.



Bare Failures

Bare failures occur when you miss a roll by 10 or less. Narratively, you nearly succeeded but were stymied in some small but critical way. On a bare failure, the DC of the action is halved, and you may attempt it again next turn.

If an action is neither a success, a crit success, a bare failure, nor a critical failure, it is a normal Failure. Generally speaking, nothing happens.

(Punch Time) Explosions

If you roll a crit success, you roll another d100 as an explosion, with the same crit success threshold. On another crit success, it becomes a double crit. A theoretical triple crit is again possible, and so on. Each successive crit threshold causes increasingly ludicrous degrees of success.

There are no crit failure explosions.

Personal Actions

Personal actions are actions that each individual hero unit can attempt per turn. Normally, these are simple things that range from talking to people, social networking, meeting up, and trying to improve relationships, or even something as mundane as seeing a movie. These actions may potentially unlock new research options or hero units, as well as increase your (minion's) employees' loyalty.

A Hero unit may be assigned to a single national action and hero action per turn. This will add their relevant stat value to the roll.

As Father, you will have a total of four personal actions per turn. They may be spent as you wish, but if you so choose you can burn three of your personal actions on giving a project your "special attention". This means that we will roll for the action twice, with relevant modifiers included, and take the better of the two rolls.

For most normal personal actions, a flat 1d100 will be rolled, with higher numbers indicating a greater degree of success. While 'critical failure' and 'critical success' are not specifically defined, rolling extremely high or extremely low will still cause the action to go as well or as poorly as it possibly could have. Particularly dangerous or chaotic personals will be signposted.

HERO Units!
Whether or not they are heroes is non-applicable; they all tend to serve under you, and will carry out your bidding as commanded. Sure, you have all the ice-cream men, office workers and minions to keep the money coming in, Heroes are the cool and awesome (and recognizasble) people that get things done!

You'll start off the quest with two Heroes; The reliable Hank Hill and the absolutely unreliable Tolienator (He was camping on your yard.) But over time, you'll be able to get some others to your cause, sometimes through straightforward actions such as Diplomacy, and other times you'll need to do some Questing or send some off to Operations. Hey, maybe even some can be gotten in your personal actions! Maybe!

However, the heroes under your employ are NOT static, and will respond to your actions as they happen, and may act differently under your rage states. Being an absolutely unending rage-monger who kicks puppies and enslaves the children will probably not be seen as very positive by most. Some like that sorta stuff, I guess. But most if treated poorly will just straight up leave, if not outright betray you! Some heroes if treated nicely, however, will increase their loyalty, and perhaps unlock some new perks or traits. Snazzy, right? Some people might just be too crazy to please, but may bring other benefits. That candy pirate might be rather stringy about "not being so oppressive" but he does bring an acute business acumen.

Some Heroes also have preferences that emerge over time; putting them on actions that they enjoy is likely to boost their opinion, while the opposite will do the opposite, obviously. If they really hate an action, their preference might not let them do it outright!

OPINION

All of your hero units will have an opinion value assigned to them that reflects how well they look upon you and how willing they are to do as you ask. For most units, this starts at 0 and can range from -100 to 100. A value of 0 to -25 indicates that the unit mildly dislikes you- nothing too serious for now, and it won't cause any harmful actions against you, but you might want to watch out to make sure it doesn't get worse. At -25 and beyond they will actively start hating you, and may make moves to pack up and leave at the earliest possible opportunity. Values of -75 or worse are when they will probably start to contemplate murder- at this point they deeply despise you and will actively attempt to work against you. Conversely, values above 25 will have them consider you a mild acquaintance, above 50 as a friend, and above 75 will reach the sort of trust it takes years of camaraderie to earn.

Even an opinion of 100 might not be enough to convince your units to do certain things- if your own mother came to you and asked you to pick up a gun and invade Spain single handedly, for example, you'd probably still say no even if you did like her. Character preferences can be mitigated by high opinion, but they will still have their own minds and can still say no to things that deeply violate their beliefs, common sense, or well-being.

Various modifiers can act upon this. An intern you hire on may have a +15 modifier for giving them a job they really need, while a government employee could have a -20 modifier for you flouting the government's authority. Modifiers like these are permanent until some event removes or alters them- the government employee won't change too much just because you invite him to a few cocktail parties, for instance, but if you prove to him that his loyalty is genuinely deserved he might lose the malus.

Pay attention to your heroes' Preferences! Forcing someone to work on a job they despise will give them a mild malus that will decay in a few months… unless you actively force them to keep working on that, in which case the modifiers stack, and the time it takes to remove will increase. Hiring a botanist and forcing them to work on organic chemistry will not go over well!

There's an advantage to keeping your heroes as loyal to you as possible. When making a roll, their loyalty will be reflected in a bonus modifier. A rating of -25 to 0 or 0 to 25 gives you an additional 10% of their relevant stat for that roll either subtracted or added, respectively. 25-49 will give you 15% added, 50-74 20%, and 75-100 25%. Numbers will be rounded down to the nearest whole.

If you have a hero with an Intrigue of 32 and a Loyalty of 15, they will gain a 32*0.1 rounded down bonus, or 3. The total roll will be:


1d100 + Father's Intrigue + 32 + (32*.1=3.2, rounded down to 3) + any other relevant modifiers


Free Agents:
Free agents are a lot like Heroes, but are a bit more… Transient. Occasionally, through your actions, or the actions of others, or sometimes entirely at random, Free Agents will wander through your territory. While there, they may be friendly or hostile. In either case, they will provide a bonus or malus to your actions. In addition, they will take actions as well. Sometimes, you may be able to direct them to some degree, while others, they might take actions against you. You may take martial actions to try and remove them, or diplomatic actions to convince them to do things for you.

$$$$FUNDS$$$$
You're rich! Well, rich enough. Grandfather left an inheritance, and you're a right businessman yourself. For now, don't worry too much about funds. However, Money might not go as far as it used to, and may or may not even be accepted in some areas! Heck, it might not even be money proper! Maybe it's candy!

MY STUFF: FQ: My Stuff!

Your stuff! You like stuff, most people do. Some items will be one use, while others will be given to different characters for bonuses. When you get some stuff, you'll get a snazzy Google doc page!

Fanart and Omakes

OMAKES/Fanart:


Omakes written will provide XP, which will be awarded depending on relevancy and overall quality of the Omake or art. In exchange for a 1000 XP, you may ask a direct question to Father which he would know in the universe. For example, you could ask what happened to The Interesting Twins from Underneath the Mountain, or things of that nature. Note, in asking that question, would only be within Father's ability to remember or know.

In addition, for particularly good Omakes, we may directly reward bonuses that can be used for plans in the future. We will be keeping track of them in a side document.

If you write an omake that is good, entertaining, and doesn't conflict with the quest, we may put it into the Canon Threadmarks! 'Canon' omakes would be stories that could actually take place in the quest's universe, and more importantly, can provide rumors that you could potentially act on. Got a favorite minor character that you really want to show up? Write an omake about them! With a little bit of tweaking to ensure it's canonical, your character may very well be available as a hero unit in the future! Of course, certain characters will be held in reserve, so writing an omake will not guarantee their fate- some characters are off doing their own thing, and some of them are dead.

Non-canon omakes would be just for fun. Have you got an amusing story idea, or wondered what would happen if the quest was taken in a different way? Write something up and you can earn some XP! This will be completely separate from the quest though, and have absolutely no bearing on any future events.

Fanart will also earn you a bonus, but it's got to be at least mostly relevant to the quest. Your picture of Thanos fighting Goku might be awesome, but it won't be awarded any XP (But a picture of Uncle Grandpa fighting Black Hat might). High-quality non-content will be given some XP, though not as much as fanart or omakes, and we reserve the right to stop this if it looks like things are getting spammy.

POSITIONS

In a new mechanic unique to Fatherquest, players can unlock additional national actions by selecting Hero units to fill key Positions. Positions work by placing a hero into a position (Media Czar, Head of Magical Affairs, Etc). Once a unit is selected to fill a Position, you may then take any actions marked with their specific positions tag. Actions taken by Position heroes do not roll with Father's National bonus, but rather, add the relevant stat of Position hero to that of the hero assigned to the action. In addition, Heroes in Positions may not be assigned to any actions as a hero normally would and may not take personal a personal action every other turn.

Heroes may be assigned to positions by a personal action by Father, or taken away via personal action by Father. Position Actions may still have other heroes assigned to them as per normal hero assignment rules. Once a unit is selected to fill a Position, you may then take any actions marked with their specific positions tag.

"Arching" Actions

Through your actions, you have acquired your first arch-enemy! These are certain individuals who either have it out for you or one of your hero units in particular, and will sometimes take actions to make your lives more miserable. Fortunately, you have ways to fight back! ARCHING ACTIONS are special rolls you can take during a turn to try and strike back at the miserable miscreants who are making your life harder! They can either enact personal schemes of their own, or take actions to make your National Actions more difficult!

You may take one in place of a national action that turn to gain the benefit of both Father's roll and your relevant hero's stat, or as a personal action to only add your relevant hero's stats to a 1d100 roll. The arch will contest this with a roll of their own!

Arch-enemies are recurring foes that will continually try to face your Hero Units in some form of combat. They will occasionally interfere with actions you send their foes on, giving a penalty to the National Action heroes are performing, beginning their own assault, or inserting themselves into a quest their foe is on.

It's far from all bad however! Facing an Arch-enemy is the surest way to continue a character's own development, improving stats, unlocking traits, and helping them to grow as a person. A potentially evil person.

In addition to dealing with them as they make their moves, you can also send the relevant Hero on a Nemesis action- to track down, fight, or otherwise face their arch-enemy, progressing their own story, preventing their arch-enemy from bothering them for some time, or even unlocking new Quests and other rewards!


Credit for the system goes to my friends on the Doofquest Team! Most of this is their ruleset, and ok'd for my use by them! Massive kudos!
 
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Omakes
ON OMAKES...

So, after a discussion with my team and friends, and a little bit of thinking it over myself, I found that I did not like how 'gamified' the way the current omake system operates. So, we've made some changes.


OMAKES/Fanart:

Omakes written will provide XP, which will be awarded depending on relevancy and overall quality of the Omake or art. In exchange for a 1000 XP, you may ask a direct question to Father which he would know in the universe. For example, you could ask what happened to The Interesting Twins from Underneath the Mountain, or things of that nature. Note, in asking that question, would only be within Father's ability to remember or know.

In addition, for particularly good Omakes, we may directly reward bonuses that can be used for plans in the future. We will be keeping track of them in a side document.
 
COMPANY RUN DOWNS
Sitting in your office, you stirred your hot chocolate as you poured over the reports. Hank had taken the liberty to compile all of the information gathered upon you into a neat and efficient dossier, and now, after a small break following your return from the frontlines, you had a moment to sit down and read it.

BLACK HAT ORGANIZATION
"In Evil We Trust."
That bozo with the Black Hat. You didn't like him, though you did buy from him. Just being near the owner of the group gave you the heebie-jeebies. From what you could recall from your dealings with him, he had never been a liar, nor had he ever blinked. And from what you've been able to gain officially and unofficially, both of those little factoids made sense. As an organization, Black Hat sells to a select clientele almost entirely composed of super villains and trades in practically everything. Well, everything besides trash. Almost every product they make is of high quality, and exceptionally well-made. From death lasers and robotic minions, to evil birthday cakes and airships, Black Hat Organization has everything a super villain could want or need. The only problem? The cost. Black Hat is ever-hungry for souls, which he gathers through having clients sign contracts or purchasing contracts signed by others. While there seems to be no information on what he does with these contracts, you can't imagine it's anything good, and to be frank, you weren't even aware of a soul economy. The only exception to this is that Black Hat's only form of charity is to that of new Super Villains or those fighting so called "Heroes". In that case, Black Hat is more than happy to give them free samples, financing and other benefits. Black Hat, for what it's worth, is also the only company to freely call themselves Evil


Endsville Energy Solutions
"The Future is Beneath Us."
Mandy. Eugh. If Black Hat gave you the heebie-jeebies, then Mandy made you feel deeply, deeply disturbed. You had fought kids before, punks and brats of all shapes and sizes. But when you looked into her eyes, you saw a darkness that you just couldn't place. It was cruel, cold and calculating. You were well aware of her before as well, as you recalled her single handedly conquering the KND in a matter of days. She used that same ruthless ability to climb the ladder for her own business, Endsville Energy Solutions. Where once Endsville was known for its nuclear reactors, it has now been turned into the greatest concentration of portals to the Underworld in the world. Primarily upfront about its goal of providing energy, it has nonetheless been turned into an economic cudgel that Mandy uses to beat her will into reality. While the actual designs and technology used to keep the portals open is top secret, the basic idea is that the portals open up to certain underworlds filled with immense amounts of geo-thermal heat, or other forms of energy, which Mandy uses to not only leach power to fuel her portals, but then sell to the public. While not particularly friendly, Endsville Energy Solutions has been aggressively arguing for general acceptance of demons and underworld beings into society, and has made it so that most are able to gain citizenship in a reasonable amount of time, and has made it clear that it doesn't have time for "stupidity", as Mandy put it.


Mandar Co.
"Impossibilities Lie Behind our Vaulted Doors."
The world's leading innovator of robotics, molecular studies, space travel, computer programing, chemical producing, and a thousand other things, Mandar Co. is a cutting edge giant. Formed from older, less enlightened companies, Mandar Co. has taken the old and turned it into the new, with almost all divisions of his company firing on all cylinders. While Mandark, the boy genius himself, is often too busy to do any interviews, the rare glimpses you have seen from the him reveal an aloof boy who speaks in a precise, analytical and annoying nasally tone, with an obvious affixation on being the most superior person in the room. But you get the feeling that he goes beyond that. If that rumor with the Think Tank is true, you get the feeling that maybe, just maybe, he's still burnt up about something. Maybe he's trying to prove a point? Maybe he just wants to . Who knows whatever that is, though. All you know for certain is that Mandark is all about the new, the now, and the next big thing.


Boxmore Inc.
"Minions by the Box More!"
A massive manufacturer of boxes and robots, Boxmore Inc, led by its namesake and founder, Lord Boxman. Patenting his formidable teleportation technology, Boxmore is able to teleport vast bulk quantities in an instant across the continental US, whether it be paperwork, packing supplies, or hordes of his robotic children. While nominally keen to the idea of robotic hordes, you have to admit, Hank's report on them seemed a little… weird. Evidently, each of his lines of robots are in actuality all controlled by one central intelligence spread out and interconnected across each body. Tell one Darrel brand robot something, and boom, every Darrel knows. Creepy. Even worse, while they will be shipped off in the thousands to die, the robots do so willingly, eager to receive the praise of their creator. While the basic robot packages aren't precisely great, Boxmore does offer a large selection of more advanced robots. Perhaps more interesting is Boxman's connection to the Board of Evil Investors, and his circle of evil associates. It is even rumored that the executive has some sort of ties to the renowned scientist, Professor Venomous, and has reached some sort of mutually beneficial deal with the Guild.


Puma-Dyne Weapon Systems
"The Weapons that Killed the Cat"
Not much is known about the mysterious Megakat City based Puma-Dyne Weapon Systems, outside of the fact that they produce weapons. LOTS of weapons. While they specialize in missiles, jet planes and heavy weaponry, they also produced incredibly advanced robotics and cybernetics as well. A dark cloud hangs over the business however, as many claim that it hides many dark dealings, and supports numerous terrorist activities. Rumors also persist of horrific bio-weapons being produced, but no tangible evidence has yet to be presented.


Nowhere Inc.
"For Everything Else, Look Nowhere."
This was a weird one. What started as a series of hotel chains and cruise ships under the brand "Katz Ventures'' has begun to grow into… well, the closest thing to a megacorp in the midwest. Now they dabble in everything, from transportation to food to communication to advertising. While all of it just feels… off, you've been able to learn that Katz prefers to work in person if he can, and is almost practically omnipresent within his work places. Those working under Katz are often said to be utterly, entirely terrified, kept in line by Katz' oppressive presence, or utterly ruthless monsters- either metaphorically or literally. Recently, Nowhere Inc. has been taking a heavy handed approach to purchase tons of outdated military hardware, as well as buying up farmland across the midwest. While not the biggest mega-corp, in fact it's the most sparsely populated, its inner machinations are enigmatic at best. Food produced by the company does seem to be edible, and it's vacation packages are affordable with rock bottom prices. Although, the surprisingly high death rate on them does turn off a few. But there seems to always be much more going on with the company than it lets on. You'll have to look into this at some point.


Destroido Co
"Conglomeration is our Mission."
Recently popping up on your radar, Destroido Corp is a laughably evil company, even by your standards. It eats up smaller businesses, rips out everything of value, and then proceeds to squeeze every last drop of profit out of the product or service, all the while polluting the environment and just barely toeing the line of product safety. They have been on a spending spree, buying up as much as they can, but with no real clear goal. Not to mention, its owner is practically a non-entity, and has made no public appearances, no letters to the public, nothing. What a mystery.


Sumdac Systems
"Sparking Transformation"
The saviors of the rust belt, champion of Motor City, Sumdac Industries is a massive producer and manufacturer of robots and vehicles. Boasting a long history of outstanding mechanical performance, customer satisfaction and years ahead of the curve in regards to its technology, Sumdac Industries went from small time business to nationwide success. There have been numerous attempts to purchase the company outright by Mandark, but it so far has remained financially independent, as undisclosed investors continue to pour money into it. Its owner, Isaac Sumdac, is a beloved figure in Detroit, and is well known for his bumbling professor persona and soft spoken kindness.


Polyneux Calculations
"Crunching the Numbers"
A relatively quiet internet provider and analytics compiling company, Polyneux Calculations has grown in the background, taking on whichever jobs come its way. Very little is known about its staff or leaders, as it is more than content in its role as a numbers first kind of company. It's data gathering is also quite formidable, and for the right price, certain transactions can be made that might reveal the truth. Shame they mostly operate via dial-up.


Ventech Ind.
"Go Team Venture!"
A leading producer in consumer electronics, the JPod and VPad took the world by storm when they launched. VenTech is a company with old roots, as it was founded out of the older, and now privately owned, Venture Industries, which was created by the world-renowned hero, philanthropist, swashbuckler, adventurer, and super scientist, Jonas Venture. After a division of assets between Jonas Jr Venture and Thaddeus Venture, VenTech was born. While still nominally in the pursuit of super science, VenTech understands the financial necessity of such endeavors, and has mostly leaned on consumer products to help fund its more pie-in-the-sky projects. Headed by the optimistic and future-minded JJ Venture, he is working hard to live up to the legacy created by his late father. VenTech is based out of the old Impossible industries building in New York, which in turn was based out of the old Venture Industries building, and isn't shy about it's feelings towards super villainy and super heroes in general; despite a long standing tradition in the family, JJ has actively refused to participate.


Scam Co.
"Buy Something or Get Lost."
Scam Co. sells scams. Profitable scams, but scams nonetheless. Out of all the companies compiled before you, Scam Co's rise has been the most meteoric, ascending practically out of nowhere (metaphorically). The owner and CEO, Eddy, is as blunt, in your face, and sleazy as salesmen can be, but has made short work to introduce himself in as many places as he possibly can. Selling fast rather than selling good is Eddy's motto, and even as his older projects collapse inwards, Eddy is already moving on to several new ones. One day, you're certain, it's all going to catch up with him, as he blatantly lies, steals patents, sells inferior products, and just in general commits every business crime or fraud you could possibly imagine. But yet, he continues to exist, growing faster and faster, and falling apart right behind him. Legend has it that even his main offices, Eddy Towers, is partially made of absolute trash, and that if you peeled back the concrete, you'd find an inner skeleton of cardboard. As to what the company actually makes, the answer is literally everything. From food products to cars to robots to home electronics to elevators to toys to potato salad, you name it, Scam Co. makes it, and you can bet your bottom dollar that it all sucks and is destined to fall apart in catastrophic conditions. But boy, it sure is cheap.


Total Drama Productions
"Lights. Camera. ACTION!"
The Number One rated producer of television around the world, Total Drama Productions is run under the former B-List celebrity, Chris McLean, famous around the world for his movies like "Goodmitten". One of the few remaining, functional parts of Canada outside of Toronto spared by the Gem Invasion, the massive studio lots are almost more akin to a small micro-nation or city state. Removed from government supervision, Chris has been free to run his shows exactly as he likes, with his former producers mostly incarcerated or dead. Known originally for Total Drama Island, the studios went on to create several new shows in the same vein, such as Total Drama Action, Total Drama Canadian Excursion, Total Drama Weird World, and Total Drama Nowhere. Beyond Total Drama, the studios have also produced several hundred movies, and has an extensive library of television shows. One of the biggest controversies as of late has to be the current construction of the "Total Drama Dome", a massive super structure with the goal of entirely containing the studios. Once completed, it will be visible from space, and be "utterly invincible", so he claims.


Space Ghost Studios
"From Coast to Coast, Straight from the Moon"
Located on the Moon, Space Ghost Studios is the new studio and production company under the employ of Moltar, Master of the Moon. You could hardly call it a company in the normal sense, and instead, is much more apt to a nation that just so happens to also make television as one of its prime tenants. Capable of broadcasting the world over, Moltar broadcasts across the entirety of the world, in as many languages as he can get translated into. The telly-vision produced by Moltar is… Well, to put it plainly, is weird. It's definitely not the trash that Scam Co. produces, or the mindless schlock of Chris, but it seems almost as if it was thrown together to fill airspace between showings of Moltar: Coast to Coast, the network's most popular and well produced show. There are also whispers of Moltar producing some sort of "Cartoon" Network by plundering the KND vault of Cartoons, and releasing them all upon their own company.


Soul Stack Records
"The Price of Fame is Not Cheap"
Home of the world's most popular solo-performer, Julie Hi-Hi, Soul Stack Records is renowned for its ability to turn almost any musically talented performer into mega-star hits. While hard to pin down exactly, it's a massive influence on the musical world, and is known to constantly be chasing the coat-tails of the world-ending sensation Dethklok. But for the most part, that seems to mostly be inducing rage in Julie alone, who is utterly obsessed with being loved by all. While the shadowy producers couldn't care less so long as they profit, Julie has been ever more active, blasting out jams on her key-guitar thing, making fans left and right.


Weird World
"Greetings and Bienvenue"
Owned solely by the crypt-keeper-esque V.V. Argost, Weird World is a production and studio company dedicated to the titular "Weird World", which takes viewers across the world to delve into the secrets of the strange and obscure. Once originally dedicated to the pursuit of mythical creatures known as Cryptids, Argost now explores all sorts of mystical legends. While nominally fictitious, the charmingly creepy Argost never hesitates to nod to the reality of the world and the magic within it. Just last week, for example, he announced his intentions to put together a documentary around the "legend" of the Shen Gong Wu. Ha, if only he knew that they were real!


Dethklok
"Brutal."
The world's biggest band, Dethklok is not simply a maker of music. It's a lifestyle. It's a religion. It's a world view. And it is BRUTAL. Ever since buying Florida outright from the American government in order to acquire Disney World, Dethklok has moved its base of operations to the sunshine state, and their people have flocked to it. Ruling from their flying air base Mordehaus, Dethklok has turned Florida into… Well, Florida, but also populated with the most metal metal-heads to have ever metalled ever. Gothic fortresses stretch to the skies right next to Walmarts, and tanks featuring more guns than rivets drive down the freeway along minivans and electric scooters. The eponymous "Dethklokateers" are omnipresent, having subsumed the role of public officials, allowing the state to run as it had while managing the globe influencing financials of the corporation. It is not inaccurate to say that Florida alone is now the 7th biggest economy in the entire world. After listening to the music, you just don't get it. Might be kinda neat to play in the background of a fight or something.
 
Official U.S. Report on Gem Species
KNOW YOUR ENEMY - THE GEMS!
CLASSIFIED - FOR GOVERNMENT EYES ONLY

INTRODUCTION
The alien invaders known colloquially as "The Gems" are the greatest threat to the safety and stability of the United States of America.¹ In a matter of months, Canada had fallen to the alien invaders with what few warships they were able to build planetside or sneak past Moltar's defense grid. Over time, the Gems have converted human cities into fortified facilities for defending their assets and kidnapped countless Canadian citizens for purposes unknown. Until we can confirm that their human captives are being treated humanely, we fear the worst for them. Perhaps a fate worse than Total Drama.

It goes without saying that the Gems and their expansionist empire must be stopped before they cross the border into US soil. This following intelligence has been obtained from Gem P.O.W.s in holding at Area 5▇.

OVERVIEW
  • Gems are silicon-based lifeforms from an unknown sector of space. As they appear to possess the capacity for FTL travel, they may hail from another galaxy entirely.
  • Your average Gem is stronger, faster, and tougher than a human being. They don't need to eat, sleep, or breathe, meaning they can act 24/7 without rest or supplies.
  • The Gems' bodies are made of solid light projected from the namesake gems. Damage to a Gem's light form results in their bodies dispersing until they recover. Damage to the gemstone can result in permanent, debilitating injuries.
  • Gems have a strict hierarchy based on their caste of origin, which determines their role in Gem society. Gems do not deviate from the duties of their caste.
  • Multiple Gems (particularly Rubies) have been observed combining with Gems of similar castes , increasing their overall size and strength.
  • The Gem war effort on Earth has been spearheaded by COMMANDER JASPER and COMMANDER PERIDOT. Intel on their activities and weaknesses is a high priority.

KNOWN GEM TYPES
These are categories of gems that have been seen in action or were captured and are actively being interrogated for further information.
  • RUBY: Rank-and-file cannon fodder of the Gem forces. They have enhanced strength, weapons, and pyrokinesis. While not particularly intelligent, Rubies fight in tightly-coordinated units of no less than three to five.
  • QUARTZ: Elite Gem soldiers with combat attributes superior to that of Rubies, without the pyrokinesis. When not acting as shock units, Quartzes serve as field leaders for the Rubies. COMMANDER JASPER is a Quartz.
  • BISMUTH: Builders and laborers. Bismuths can resist extreme conditions and reshape their limbs into tools for constructing fortifications.
  • PERIDOT: Exact role unknown. They are presumably of a very high rank, given that COMMANDER PERIDOT is one.
  • NEPHRITE: Starship operators and pilots.
  • EMERALD: Fleet commander of indeterminate status. On ▇▇/▇▇/▇▇▇▇, an Emerald threatened to attack the Earth with her ships while the Moltar Array was down for maintenance. Her efforts were foiled by the daring deployment of a covert nuclear missile strike from President Sebben wiping out her flagship.

SPECULATORY GEM TYPES
An independent journalist with first-hand experience documenting Gem activity prior to their invasion, ▇▇▇▇▇▇▇ ▇▇▇▇▇▇, has volunteered essential intelligence to inform our soldiers of what they're up against. He has been a critical asset in this conflict.
  • DIAMOND: The absolute rulers of Gem society and, should the propaganda spouted by the Gems on Earth hold weight, the most powerful of their kind.
  • CHALK: Philosophers and scientists. They use their heads to compose complex strings of poetry and elaborate theorems.
  • SLATE, GRANITE: Builders of an unknown capacity in relation to Bismuths.
  • ROCK CANDY: Sugar harvesters and candy economists.
  • SALT: Biological warfare specialists.
  • CLODS: Untouchable caste. Their name is used as a derogatory term used by COMMANDER PERIDOT to insult people, places, and things she dislikes.

CONCLUSION
The Gems are a threat to the nation, and we should plan to fight against them accordingly. Halt their advance. Don't give the Gems an inch. If we could study and reverse-engineer more Gem technology, we could gain further insights into what makes their gems stick.

Unfortunately, the P.O.W.s we've captured have been less than helpful. Not due to strong resistance from them. The morale of the enemy, while hardened on the surface, can crack. The difficulties have come from trying to secure a Gem of a higher rank (such as an Emerald or even a Peridot) that knows anything we can use. Press these elites for knowledge, and any secret weaknesses the Gems have will become ours to exploit.


1. Not including Vilgax.²
2. Or the Glorft.³
3. Or rampant EVOs.⁴
4. Or the kaiju army beneath the planet.⁵
5. Or Dethklok.⁶
6. Or the resurgent Soviet Union that cropped up last week.⁷
7. Or a demonic invasion.⁸
8. Or Dethklok breaking up.⁹
9. Or any other threats we may not yet be aware of.
 
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