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

We should turn the tree into lumber, and then use that lumber to build the drabbest, most functional office buildings imaginable. Keeping it as a trophy is tempting, but what better way to show our victory over the KND than by turning their symbol of resistance into a perfectly functional example of adulthood?

Edit: I was thinking the treehouse was much smaller than it actually was. This is thinking too small, I need to reconsider things.
Nah. I do want to negoiate with our nephew.
 
Hero unit page updated! Daphne is here!
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, Kooky 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,

- [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%
Review:
+Best Diplomacy in our group, with her base (27) being only 1 point below our previous best, Hank meeting someone for the first time (28).
+Boosts to diplo and intrigue the more people are with her in a group.
+Intrigue failures done by her permanently lowers its DC
+Potential extra intrigue action
+/-A BIG boost to intrigue when anything supernatural is involved, making her our best intrigue hero in that situation (not including XXXL) at 32. But also a HUGE malus to Occult because of cynicism (-25)
Average martial and stewardship, intrigue is only average outside of the supernatural.
-No Occult (0)
-Low loyalty because of personality issues, and the fact we wear a mask.

Edit: POW cards updated too!
 
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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, Kooky 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,

- [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%
Very good Diplomacy, very good. Depending how quest work (And when we unlock them) I'd love Daphne to go with Skips or Hex, mostly because I think it's be funny and a good way for her to work on her Malus.

Also the fact this is Mystery Inc Daphne, the Scooby Show with the most actual Supernatural Shenanigans is so funny to me.
 
Very good Diplomacy, very good. Depending how quest work (And when we unlock them) I'd love Daphne to go with Skips or Hex, mostly because I think it's be funny and a good way for her to work on her Malus.

Also the fact this is Mystery Inc Daphne, the Scooby Show with the most actual Supernatural Shenanigans is so funny to me.
Daphne, Hex, Skips, and a third, on a supernatural mission. To get Daphne up to 30 Diplo and 35 Intrigue for the quest, the rest to counterbalance her horrid Occult score. Maximum fun.
 
Hmm, seems like we have a mystery on our hands, Gang! Let's find out who "Daphne Blake" really is!
 
We should turn the tree into lumber, and then use that lumber to build the drabbest, most functional office buildings imaginable. Keeping it as a trophy is tempting, but what better way to show our victory over the KND than by turning their symbol of resistance into a perfectly functional example of adulthood?

Edit: I was thinking the treehouse was much smaller than it actually was. This is thinking too small, I need to reconsider things.
Nah see gotta get the true adult hood not the little kid imagining of it

By which I mean enjoying Childish things
 
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You know i got to ask, why did the goverment, never you know deal with or at least subvert the knd, im pretty sure half the stuff before the events of cruel network gurantee that they at least be put on a terrorist lite watchlist. And the the stuff the had 2x4 tech and the various commandos and child genius could have been used to stregthen the goverment.

Was it because it was a lower priority or were they actually that harmless to the goverment. What was the reason why the various goverments around the world did not act to remove or at least used the various local knd cells in their countries as talent searching?
 
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You know i got to ask, why did the goverment, never you know deal with or at least subvert the knd, im pretty sure half the stuff before the events of cruel network gurantee that they at least be put on a terrorist lite watchlist. And the the stuff the had 2x4 tech and the various commandos and child genius could have been used to stregthen the goverment.

Was it because it was a lower priority or were they actually that harmless to the goverment. What was the reason why the various goverments around the world did not act to remove or at least used the various local knd cells in their countries as talent searching?
Normal adults in KND exist in the categories of either not being aware of what the kids are doing or being not equipped to deal with them. Father and the various soopervillains were the exceptions.
 
Plus the government could wipe out the KND so easy it wouldn't even be funny. Because they use real life guns and experimental Sci fi BS-
 
We should turn the tree into lumber, and then use that lumber to build the drabbest, most functional office buildings imaginable. Keeping it as a trophy is tempting, but what better way to show our victory over the KND than by turning their symbol of resistance into a perfectly functional example of adulthood?

Edit: I was thinking the treehouse was much smaller than it actually was. This is thinking too small, I need to reconsider things.
Speaking personally, an option I favor is using wood from the tree to craft scores of some of the most diabolical anti-child equipment we have access to: musical instruments. Run some propaganda about the 'benefits' (It looks good on a college application! It helps brain development and hand eye coordination!), offer deals on some beautiful wood-carved flutes or cellos or pianos or whatever other instruments we think to make, and just like that you've got parents paying us for the privilege of forcing their children to spend hours upon hours upon hours practicing music.

After all, would it not be the most fitting end to Sector V's treehouse to turn it into legions of what the KND consider torture devices?
 
Keep it around for the time being. This was the headquarters of our greatest enemies. There has to be all sorts of secrets hiding in there. Although...Maybe have Izzy give it a good once-over for traps before we see what we won.
 
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Government can't do squat to the KND in its entirety because they have a world wide network in many countries not America as well.

Also the government in cartoons and especially Cartoon Network exists to job horribly without help from eccentrics and vigilantes. Guns and sci-fi aren't doing all that well right now even so I don't know where you're getting that line of thinking from.
 
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Keep it around for the time being. This was the headquarters of our greatest enemies. There has to be all sorts of secrets hiding in there. Although...Maybe have Izzy give it a good once-over for traps before we see what we won.
I Know We Should turn It Into A Shopping Mall! we'll need to build an entrance because the front is blocked by Numba One's Mom.
 
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