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

Turn 4: RESULTS
TURN 4 - RESULTS

[X] F.E.S.T.I.V.I.T.Y. (Father Expands and Secures Territory Indicating Vast Intellect and Thinning Yard)

-[X] Cut the Lawn (4)
--[X] Toiletnator
-[X] Support I.M. Weasel (73)
--[X] Hank
-[X] Implement Candy Stock Exchange (46)
--[X] Stickybeard
-[X] Attend OSI Christmas Party (90)
--[X] Izzy
-[X] Look for New Energy Sources(79)
-[X] Establish Magical Protection (85)
--[X] Hex
-[X] Go On Talk Show (88)
-[X] Visit Providence (26)
-[X] Recruit Professor XXXL [COMPLETED]
-[X] Recruit Skips [COMPLETED]
-[X] Go to Texas for Christmas (52)
-[X] Defend Toilets! (83)
-[X] Go Big Game Hunting (79)
-[X] Inspect Father's Magic (81)


NATIONAL ACTIONS

-[X] Cut the Lawn (4)
DC 80 (CF 4% CS 6%)
1d100 = 4 + 37 + 14 + 5 + 3 = 63
Failure

It was a mistake to assign Tolienator to this. The moment you saw him turn around and start mowing your lawn, you understood this fact entirely. Even when you exploded at him and tossed him out of your estate, hoping that he'd manage to do SOMETHING productive, you should have known your hope was misplaced. Tolienator does what Tolienator does best, which is to say, actively fails in every POSSIBLE regard. The blithering idiot spends an entire week swinging around, capturing random children and giving them swirlies- or far more often, getting swirled himself. It isn't even halfway through till he finally gets around to telling the Ice Cream men to help (which they mostly ignored at first, since Tolienator is Tolienator), and not even for a moment did he think about asking for help from the government or providence! All the while, reports keep piling in that the threats lurking around your neighborhood and territory are growing! Rumors of KND operatives, monsters, gem infiltrators, heck fire, even something called EXTREME-o-SAURS got thrown around! Not to mention the possibility of other infiltrators!

Cut The Lawn DC Goes Up for Next Turn!

RAGE Meter rises.


New actions unlocked.

-[X] Support I.M. Weasel (73)
DC 60 (CF 2% CS 8%)
1d100 = 73 + 21 - 5 + 23 + 4 = 116
Success!

Meeting with Mr. Weasel was an exceptional experience and one that Hank really excelled at. Well, after he got used to the fact that Mr. Weasel was indeed, a weasel. While that may have been one heck of a hurdle, Hank almost instantly comes around to Weasel's platform and response. While once a stern Republican, Hank is coming around to the idea of joining the so aptly called YES Party thanks to Weasel's well-thought-out plans for the economy, deep understanding of the people's needs, and savvy political maneuvering. As Mr. Weasel begins the final part of his campaign against John F. Kennedy (the clone, not the dead one), he makes sure that when he's in power, he won't forget about all the service Father has done for the United States, and the reliability of Adult Co. Hank was even asked to be a personal advisor, although Hank declined, on part of needing to manage Adult Co.

Reward: Increased Relationship with I.M. Weasel, if he wins, greater reputation with U.S. Government

-[X] Implement Candy Stock Exchange (46)
--[X] Stickybeard
DC 75 (CF 2% CS 8%)
1d100 = 46 + 19 + 20 + 5 + 5 + 5 = 100
Success!

With Stickybeard at the head of the Candy Stock Exchange, things are quickly set up running as smooth as molten chocolate. Before long, people are liquidating licorice, short-selling sherberts, and cutting costs on candy corn. This gives Adult Co. a hand on the pulse of the Candy Market in general, and with it under his control, you will gain a considerable level of power over any brokers or partakers in the sugar-coated stocks.

Reward: Information about Candy Related Groups.

New Stuff:
-Candy Stock Exchange: +5 Intrigue against any groups involved with the Candy Exchange.

-[X] Attend OSI Christmas Party (90)
DC 70 (CF 1% CS 9%)
1d100 = 90 + 27 + 29 + 2 = 148
Critical Success!

Walking into the OSI Christmas Party, you feel incredibly out of place. The surprisingly-empty, well-furnished room was filled with a scattering of secret agents, superheroes, and other shady do-gooders. But to your surprise, none of them seem so angry to see you nor Izzy. In fact, it was none other than Major Glory himself who first greets you, ever intrigued about your exploits in Canada. Before you know it, you are already pulled into all sorts of conversations over eggnog and Christmas punch. It was halfway through the white elephant gift exchange, when you received a novelty singing cactus from Goldheart as the Living Bullet drunkenly thanked you for punting the Gems back from southern Canada, that you get pulled off to a side room with Izzy and Major Glory by angry little man in shades and a baseball cap and a tall… general shaped general.

"Now listen here, you vacant silhouette of a parental figure. Let me be the first to welcome you to the OSI."

To be continued in: "All Quiet on Christmas Eve".

-[X] Look for New Energy Sources (79)
DC 65 (CF 5% CS 5%)
1d100 = 79 + 19 = 98
Success!

While you would like to have some sort of magical doohickey portal to hell to siphon power off of like Mandy, you are not so lucky. Or cursed? Either way, it's off the table. However, as you begin to innovate (Read: Poking the technology you stole from the gems), you begin to get a rudimentary understanding of how they generate their seemingly impossible energy. In a sense, it is solar powered. Or, rather, the machinery compresses light into a solid, energized fuel source that can be manipulated as they see fit via the refracting, bending, and materialization of photons. Now, as to how to do this, you're still a little vague. Most of the Gems just seem to have no idea how they summon magical weapons from thin air.

Reward: Unlocked Path of "Gem Energy Reactors"; new actions for energy generation and gem tech integration.

-[X] Establish Magical Protection (85)
-DC 75 (CF 3% CS 7%)
1d100 = 85 + 15 + 28 = 128
Success!

Utilizing secret reagents and arcane rites of protection, Hex is able to form a powerful, magical barrier capable of blocking mystic attacks or otherworldly intrusions. He remarks how, coincidentally, your mansion just so happens to be located upon a powerful conjuration of ley lines and other magical mumbo jumbo. In any case, it is far stronger than he expected, and will be able to resist those attacks directed towards your domicile. No petty hedge-wizards or would-be seers will be able to penetrate it, and it would take a considerable show of force to breach.

Reward:

Stuff:
The Barrier of Char'Gar'Gothakon: Add Occult to opposed Intrigue rolls when defending from mystic outside intrusions upon your manor.


PERSONAL ACTIONS

FATHER

-[X] Go On Talk Show
(88)

It was, well, pretty weird to not only fly up to the moon but then to also step onto the moonbase and not get shot or attacked or swarmed by packs of rabid children. But here you are! Getting pulled back stage, you check your hair, your pipe and your shadowy aura, and prepare to head out! Show time!

To be continued in "Past Your Bedtime, Up Late With Father"!

-[X] Visit Providence
(26)
In Between visits to the OSI christmas party, the moon and more, visiting Providence was pushed to the back of the list. When you do eventually get around to it, you are greeted with a barebones staff and a very stringent secretary, who arranges a later date for you to come by and meet with her boss.

Reward: Meeting with Black Knight

-[X] Recruit Professor XXXL [COMPLETED]

Professor XXXL was thrilled to be invited to be your "Chief of Frozen-deserts Research", and was welcomed warmly into the cold embrace of your ice-cream factory's invitations department. Sure, you'd hope to use his brilliantly mad mind to make you dunno, some sort of laser or doomsday walker, but would it be that bad if he really did invent the perfect Snow Cone?

Professor XXXL

Martial: 13
Diplomacy: 7
Stewardship: 12
Intrigue: 16
Learning: 31
Occult: 0

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) Scientist: +10 to Learning when studying Ice Cream, Snow Cones, or Ice Cream Cake.

-[X] Recruit Skips [COMPLETED]

When you go to formally recruit Skips into your business, you have to admit, you didn't expect him to carry so light. All he had was a knapsack bundle on a stick. When you ask if he has anything else to take with him, he just shakes his head no.

"All that I care about is in that sack."

With a quiet nod, you and him walk over to the limo- or in his case, Skips. Looking at the expression of his face, he's seen all this before.

Skips

Martial: 25
Diplomacy: 15
Stewardship: 12
Intrigue: 16
Learning: 19
Occult: 30

I've Seen This All Before: +5 to Occult or Learning rolls when utilizing experience from a previous action.

I Know a Guy: +5 to Diplomacy when able to recall the knowledge or powers of a friend or ally.

HANK HILL

-[X] Go to Texas for Christmas
(52)
Hank Hill returns to Texas, his home state (in most accounts). While not an exception or crazy Christmas by any standards, spending time home with his family does improve his mood and make him less stressed.

Reward: +3 Loyalty

TOILETNATOR

-[X] Defend Toilets!
(83)

While Tolienator is absolutely terrible at dealing with the escalating rise of monsters and other ne'er-do-wells in your territory, evidently he is quite good at defending toilets from… whatever it is that threatens toilets. His diligent efforts to keep the seat down do see him get a few fans, and it never hurts that he makes sure that no roll is left untoliet-papered.

Reward: Tolienator's reputation with the local townsfolk goes up!

IZZY

-[X] Go Big Game Hunting
(79)

Where Tolienator falters, Izzy sees opportunity. Taking a cadre of Ice Cream men with her, she goes on a late night hunt through the suburbs and forests, seeking thrilling prey to catch. She finds her prey in a monstrous creature hidden in a junkyard, made of bombs and chains. While no Mother Tie, Izzy is more than happy to haul the still-snapping head of it back to the manor. Chaining it up back in the hedge maze sure does make for a fun surprise when Tolienator heads back to his porta-lean-too. However, as your Ice Cream men install it, Izzy notes that it seemed like she wasn't the only one hunting it. Just some strange feeling she can't shake.

Stuff:
Head of the Extreme-O-Saur: +5 to Martial rolls when defending your Manor.

HEX

-[X] Inspect Father's Magic
(81)

Taking some time to try and understand exactly what was giving you your powers, Hex pours over his books, scrolls, pamphlets and tomes, and then compares them with your dark aura. After days of minor experiments and studies, he doesn't have a clear answer, but he understands that the power that you and your family has is inexplicably linked to your bloodline and the power of your emotions. It will take further study to fully understand.

Reward: Further actions to understand Father's Power
 
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-[X] Cut the Lawn (4)
DC 80 (CF 4% CS 6%)
1d100 = 4 + 37 + 14 + 5 + 3 = 63
Failure

It was a mistake to assign Tolienator to this. The moment you saw him turn around and start mowing your lawn, you understood this fact entirely. Even when you exploded at him and tossed him out of your estate, hoping that he'd manage to do SOMETHING productive, you should have known your hope was misplaced. Tolienator does what Tolienator does best, which is to say, actively fails in every POSSIBLE regard. The blithering idiot spends an entire week swinging around, capturing random children and giving them swirlies- or far more often, getting swirled himself. It isn't even halfway through till he finally gets around to telling the Ice Cream men to help (which they mostly ignored at first, since Tolienator is Tolienator), and not even for a moment did he think about asking for help from the government or providence! All the while, reports keep piling in that the threats lurking around your neighborhood and territory are growing! Rumors of KND operatives, monsters, gem infiltrators, heck fire, even something called EXTREME-o-SAURS got thrown around! Not to mention the possibility of other infiltrators!
Oh, would you look at that. We failed the Martial Action. When we're supposed to be the Martial King. That's funny.

It's also the only thing we failed this turn. That's even funnier.
 
Say guys would it be good as for the long term to take down the Black Hat he's like so evil He may try to start the apocalypse because he can and will for he is Pure evil and Pure evil must never be tolerated it ruins status quo (True villains like Grandfather those ones)
 
Say guys would it be good as for the long term to take down the Black Hat he's like so evil He may try to start the apocalypse because he can and will for he is Pure evil and Pure evil must never be tolerated it ruins status quo (True villains like Grandfather those ones)
Black Hat's desire and the Apocalypse are mutually exclusive. Oh sure, if a client want a doomsday weapon he will Deliver, but his motivation is solely expanding evil and business.
 
That Martial failure sucks, but on the whole we got some very good rolls this turn. And XXXL is honestly better than I expected him to be, his learning is high enough to make him a decent generalist, and he can really knock any ice cream related actions out of the park. Plus his Intrigue trait means he has some niche use there as well, and he even protects our rep as a soopervillain while doing so!
 
-[X] Cut the Lawn (4)
DC 80 (CF 4% CS 6%)
1d100 = 4 + 37 + 14 + 5 + 3 = 63
Failure
Cut The Lawn DC Goes Up for Next Turn!

RAGE Meter rises.


New actions unlocked.
..... fuuuuuuuck! The absolute worst part is that I don't think anyone's Martial was 17 points higher so no one coulda beat it. Oh well, we can try again I suppose.
-[X] Support I.M. Weasel (73)
DC 60 (CF 2% CS 8%)
1d100 = 73 + 21 - 5 + 23 + 4 = 116
Success!
Reward: Increased Relationship with I.M. Weasel, if he wins, greater reputation with U.S. Government
Well well, if that doesn't all look rather nice. Weasel really is great and I'll be glad to see us get our well earned rewards when he comes up.
-[X] Implement Candy Stock Exchange (46)
--[X] Stickybeard
DC 75 (CF 2% CS 8%)
1d100 = 46 + 19 + 20 + 5 + 5 + 5 = 100
Success!
Reward: Information about Candy Related Groups.

New Stuff:
-Candy Stock Exchange: +5 Intrigue against any groups involved with the Candy Exchange.
Not a bad reward I suppose, if not one worth having out off a sea base imo. Oh well, least we got it.
-[X] Attend OSI Christmas Party (90)
DC 70 (CF 1% CS 9%)
1d100 = 90 + 27 + 29 + 2 = 148
Critical Success!
To be continued in: "All Quiet on Christmas Eve".
Hey hey! Now that's rather nice! I'll be glad to see what all this interlude brings. And rather amused by the image of a black silhouette of a man, who happens to be a super villain capable of razing a town in a stressful afternoon, hanging out with a group of superheroes.
-[X] Look for New Energy Sources (79)
DC 65 (CF 5% CS 5%)
1d100 = 79 + 19 = 98
Success!
Reward: Unlocked Path of "Gem Energy Reactors"; new actions for energy generation and gem tech integration.
Huh, was expecting propane but this is likely even better. Photokinetic Energy plants sounds like something we could market if we want to market it. If not, still a handy bit of energy independence.
-[X] Establish Magical Protection (85)
-DC 75 (CF 3% CS 7%)
1d100 = 85 + 15 + 28 = 128
Critical Success!
Reward:

Stuff:
The Barrier of Char'Gar'Gothakon: Add Occult to opposed Intrigue rolls when defending from mystic outside intrusions upon your manor.
Well well! That's a rather nice bonus I'd say! Also a fun little Scooby Doo reference in it as well since I think ol Chary there is from one of their properties.
To be continued in "Past Your Bedtime, Up Late With Father"!
I have a feeling that's gonna be a lot of fun. Helps that we got a solid roll with it too.
Reward: Meeting with Black Knight
Oh yikes, isn't she the mean and maybe crazy one? I think I only saw her portion of the series like once so can't totally remember but either way something to watch out for. She's a decent manipulator iirc?
Professor XXXL

Martial: 13
Diplomacy: 7
Stewardship: 12
Intrigue: 16
Learning: 31
Occult: 0

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) Scientist: +10 to Learning when studying Ice Cream, Snow Cones, or Ice Cream Cake.
Well hello there sir! You'll be rather nice to have around, your Learning shall come in great use. You even work as swing unit for specific Intrigue ventures too, how lovely.
Skips

Martial: 25
Diplomacy: 15
Stewardship: 12
Intrigue: 16
Learning: 19
Occult: 30

I've Seen This All Before: +5 to Occult or Learning rolls when utilizing experience from a previous action.

I Know a Guy: +5 to Diplomacy when able to recall the knowledge or powers of a friend or ally.
Oh me oh my! Hex, oh buddy oh pal. You had your spot for like two turns before losing out to a yeti. Which, in fairness he's a semi-immortal wizard(?) Yeti but still. Sick as all hell and very glad to see that beautiful array of tricks this man has.

We've got a thing for decent all rounders here at Adult Co huh? :p
[X] Go to Texas for Christmas
(52)

Reward: +3 Loyalty
Nice! That brings us up to 58 with Hank iirc. Very glad to see it.
[X] Defend Toilets!
(83)
Reward: Tolienator's reputation with the local townsfolk goes up!
It'd be petty to be angry at you since I don't think anyone could've made it. But man do I not want to congratulate you for this. Whatever, decent job toilet boy.
-[X] Go Big Game Hunting
(79)
Stuff:
Head of the Extreme-O-Saur: +5 to Martial rolls when defending your Manor.
Ah reliable Izzy. Really wanna get her Loyalty up sometime as I'd really like for her to stick around.

Nice to see that assaulting Fathers home is getting ridiculously hard. Sneaking in requires beating Intrigue+Occult (both of which he has decent amounts of (and the former can be High with low Rage)) and then you have to contend with Toasty, the Robot, and now the Extreme-O-Saur head I believe? Can't remember all the bonuses for that but that's on top of whatever Father's martial looks like at the time.

Very fitting honestly. Assaulting the home of a major player should be ridiculously hard.
-[X] Inspect Father's Magic
(81)
Reward: Further actions to understand Father's Power
Hey, that's nice. Not really anything no one hadn't guessed but nice. Least we have confirmation that Father's a bred true sorcerer rather than weird warlock or something.
 
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I for one totally back the OSI affiliation. We terrorize children to be good little adults in training and anything that threatens adults get treated to Firey discipline.

Weasel running the country is also a net good for us.

This world is a scary place the more put together our forces are the better
 
Cut The Lawn DC Goes Up for Next Turn!

RAGE Meter rises.


New actions unlocked.
Alright..Tolitenator definitely needs to go through some training after this..
Reward: Increased Relationship with I.M. Weasel, if he wins, greater reputation with U.S. Government
Hmm, we should see what his opponents are in order to keep an eye on them for Intrigue.
Reward: Information about Candy Related Groups.

New Stuff:
-Candy Stock Exchange: +5 Intrigue against any groups involved with the Candy Exchange.
Well at least we'll know what other groups use candy as money.
To be continued in: "All Quiet on Christmas Eve".
Oh boy, hopefully we prepared well enough..
Is Miss Heed around anywhere or any other heroes from Villainous?
Reward: Unlocked Path of "Gem Energy Reactors"; new actions for energy generation and gem tech integration.
Hmm, I was expecting propane in order to get more loyalty from Hank, but this is fine as well.
Reward:

Stuff:
The Barrier of Char'Gar'Gothakon: Add Occult to opposed Intrigue rolls when defending from mystic outside intrusions upon your manor.
Ha! Our home will be the most dangerous place to either attack or infiltrate on earth!
To be continued in "Past Your Bedtime, Up Late With Father"!
Hmm, hopefully we made a good impression on Moltar.
Reward: Meeting with Black Knight
Oh boy...
Professor XXXL

Martial: 13
Diplomacy: 7
Stewardship: 12
Intrigue: 16
Learning: 31
Occult: 0

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) Scientist: +10 to Learning when studying Ice Cream, Snow Cones, or Ice Cream Cake.
Hmm, now we got the professor any ideas on who to get next?
Skips

Martial: 25
Diplomacy: 15
Stewardship: 12
Intrigue: 16
Learning: 19
Occult: 30

I've Seen This All Before: +5 to Occult or Learning rolls when utilizing experience from a previous action.

I Know a Guy: +5 to Diplomacy when able to recall the knowledge or powers of a friend or ally.
Skips will definitely be helping either in Occult or monster hunting.
Good Hank, learn how to be a proper villain.
Reward: Tolienator's reputation with the local townsfolk goes up!
Well at least Tolitenator is doing well with himself here..
Stuff:
Head of the Extreme-O-Saur: +5 to Martial rolls when defending your Manor.
Izzy, we'll definitely have you do the monster hunting or join us on hunting Mother Tie.
Reward: Further actions to understand Father's Powe
Hmm, hopefully we made a lot of progress though.
 
Always found Hero Ranks helpful in the other quest like this so thought I'd throw it together. I've gone ahead and added a bit for traits. Changed up the formatting when I did, making the heroes names the leftmost rather than their relevant stat. They're still in order but if this causes any issues or looks bad let me know and I'll swap it back.

As the latest edit I've added Loyalty Values as a separate category as a way to reference that and the bonus it gives while checking the list. Could help while choosing between those with very close listed stats but very different loyalty bonus tiers.

Hex-27
Izzy-25
Skips-20
Daphne Blake-16
Hank-14 (+10 with Propane Involvement)
Mr. Black & Mr. White-14
Tolitenator-14 (+15 while defending Bathrooms)
XXXL- 13
Daphne Blake-27 (+1 per friendly unit accompanying)
Hank-23 (+5 on First Meeting, +10 with Propane Involvement)
Izzy-20 (+10 with fans)
Mr. Black & Mr. White- 17 (+3 when interacting with law abiding American citizens)
Skips-15
Hex-10
Tolitenator-8 (+15 while defending Bathrooms)
XXXL-7
Hank-22 (+10 with Propane Involvement)
Daphne Blake-17
Skips-15 (+10 to maintenance, repairs, and mundane construction work)
Hex-15 (+3 to teaching lesser wizards)
Izzy-12
XXL-12
Tolitenator-10 (+15 when defending Bathrooms)
Mr. Black & Mr. White-8
Izzy-29 (+3 when target believes she's crazy)
Hex-24
Mr. Black & Mr. White- 24
Daphne Blake-17 (+15 when supernatural entities are apparently involved)
XXXL-16 (+20 when helping target)
Skips-15
Hank-10 (+10 with Propane Involvement)
Tolitenator-6 (+15 when defending Bathrooms)
XXXL-31(+10 to study Ice Cream, Snow Cones, or Ice Cream Cake)
Hex-28
Hank-19 (+10 with Propane Involvement)
Daphne Blake-14
Skips-10 (+15 to Learning rolls that don't involve Laboratory testing)
Izzy-10
Mr. Black & Mr. White-9
Tolitenator-6 (+15 when defending Bathrooms)
Hex-28 (+4 in search of artifacts)
Skips-15 (+15 for Occult rolls that don't involve spellcasting)
Tolitenator-6 (+15 when defending Bathrooms)
Izzy-2
Hank-0 (+10 with Propane Involvement)
XXXL-0
Mr. Black & Mr. White-0
Daphne Blake-0 (-25 to Occult rolls in all circumstances)
Tolitenator-100% (+25% of stat to rolls)
Hank-50% (+20% of stat to rolls)
Hex-40% (+15% of stat to rolls)
Skips-30% (+15% of that to rolls)
Mr. Black & Mr. White-25% (+10% of stat to rolls)(?)
Izzy-20% (+10% of stat to rolls)
XXXL-17% (+10% of stat to rolls)
Daphne Blake-17%(+10% of stat to rolls)
 
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I for one totally back the OSI affiliation. We terrorize children to be good little adults in training and anything that threatens adults get treated to Firey discipline.

Weasel running the country is also a net good for us.

This world is a scary place the more put together our forces are the better
Eurgh.

Heroism.

Setting aside my performative hatred of all things good and pure, I honestly feel like Father's increasingly close affiliation with the OSI just... doesn't make sense in character.

The guy's proud to be a villain, and hasn't gone through any character development to change that. Yeah, being aligned with the heroes is arguably objectively beneficial to him, but he's not in a state of mind where he actually can recognize that being a productive member of society would be better for him than being a child-hating career criminal.

(And I'm not sure I actually want to see him make that realization, because quests where the protagonist is a somewhat-gray defender of law and order and truth and justice are a dime a dozen.)

It seems to me that the quest voters are puppeteering Father into a position where he's at the end result of a long and difficult path to grow into a better person, but instead of taking that path they jumped straight to the end and skipped all the effort to make it believable.
 
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Yeah we should probably crush some KND remnants after dealing with our monster problem.

And if we need some more villainy we could always do some work in the government.
 
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