I say Moltar. Dude emphasized with us at a surprisingly deep level. Sure, he may have then forcibly hurled us to Earth from orbit, but that's just good showmanship really.
If we want that, then we need to deal with the person that owns Moltar image and that isn't him. Hint it Eddy. Besides we knock down Mandark and get DoubleD we can get a big in.
If we want that, then we need to deal with the person that owns Moltar image and that isn't him. Hint it Eddy. Besides we knock down Mandark and get DoubleD we can get a big in.
it's true that eddy is not trustworthy however he is so gosh darn enjoyable to read that I want him to have more screen time. On a semi-unrelated note eddy's lawsuit reminded me that there is patriarch comics and merchandise being sold without us getting a cut of it. We should work on fixing that so we can have a new source of passive revenue.
it's true that eddy is not trustworthy however he is so gosh darn enjoyable to read that I want him to have more screen time. On a semi-unrelated note eddy's lawsuit reminded me that there is patriarch comics and merchandise being sold without us getting a cut of it. We should work on fixing that so we can have a new source of passive revenue.
[ ] Commission Propaganda Success
"This time, on the daring adventures of… THE PATRIARCH! THE CANADIAN AVENGER! The silhouetted problem-solver, and his impeccable assistant Kaleidoscope, have found themselves deep within the dangers of the wide, open north, fighting the evil forces of Dr. Japser and her legion of Techni-colored Alien Invaders! In their latest escapade, the duo recently saved General Nonspecific from-"
You turned the TV off before you could become any more embarrassed.
It seems that your escapades in the North have made you a notable figure. After Black Hat's advertisements, you're pretty ambivalent on this reveal. At the very least you're getting some royalties for your image, which is nice of them considering they aren't using your direct likeness and aren't obligated to do so.
@HellaCooltricks@Tadpoleon I made an Omake in Doofquest that I was told would have fit better here (Flappy Bob Rock Bottom Negaquest) do you guys want me to post it here or nah?
@HellaCooltricks@Tadpoleon I made an Omake in Doofquest that I was told would have fit better here (Flappy Bob Rock Bottom Negaquest) do you guys want me to post it here or nah?
So... yeah turns out your working with Crocker now. While it certainly isn't safe at all; at least the Pixies are having you do things outside of Slavesdale for the moment. Especially good since the Anti-Fairies, LOSE and the Mysterious Trouble maker all upped the stakes in their wars, as Supervillains run Rampant with Crocker refusing to do anything. Then there that Rotten Message, the fact you may have caused another persons death, and Rancid CEO ruining your mood. Maybe if you just think of Safe Fun for a bit, all these horrible things will go away.
The Pixies ARE Requisitioning your Services on an Action.
[ ] Assault DOOM's vaults.
DC 80/100/125
Verminous Rattrap has been hording large sums of wealth, and your desperately in need of some Cashflow, no matter the source. Sending a deniable asset to acquire some dispossable funds from them is the best chance you have of getting out of the red.
Rewards: Funds Varying on Success level, potentially useful items.
[ ] Improve Security Force
DC 105
While you hate this, the safe fun you try to encourage desperately needs a protector; and supervillains aren't cutting it anymore. A Dedicated Security Force to keep people safe is needed.
Rewards: Second Martial Action, +10 to Martial Rolls
[ ] Capture Escaped Comicbook Characters.
DC 130
The Bronze Kneecap. The Titanium Toenail. H2Olga. Mike the Living Evil Building. Many villains from the Crimson Chin Comics have escaped into real world for a yet as of unknown reason. While you have no idea how to fix this just yet, you can't just let them rampage through your part of Dimmsdale!
Rewards: -5 Fappy Bob Loyalty; Stop the Rampaging Villains. Small Chance to Capture who is responsible.
[ ] Destroy the Canadian Invaders!
DC 170
The League of Super Evil has messed with the wrong Clown! Tampering with the air conditioning is one thing, as is tossing feral raccoons into your office. But using an experimental laser cannon to punch a hole in the company break room for the express purpose of stealing Snackfood? You should have taken Genes warnings more seriously; now you will send someone to remove the Leagues main agent from California.
Just who is Skullossus anyway?
Reward: LOSE Presence removed from Dimmsdale; potential to capture enemy hero.
[ ] Call Out Rancid Rabbit
DC 20
This green devil has scammed far to many people. By Alerting the Public to his misdemeanors; you will hopefully be able to put a stop to him. And you have irrefutable Proof of his wrongdoing
Reward: People know about Rancid Rabbits crooked dealings
Hire a New Buddy:
DC 85
Time to get a new Employee!
Reward: Selected Hero is added to your hero roster
[ ] Perform a Collab with Conglom-O
DC 85
Well, it wouldn't hurt to ask for help some times, would it?
Reward: Collab with Conglom-O on an issue
[ ] Reach out to Shredder
DC 100
You know very little about the man ruling the remains of New York City, other then the fact he seems to have an evil ninja clan? Whatever, you need allies, and fast.
Reward: Contact with the Foot Clan established.
[ ] Work a Deal out with Crocker
DC 120
Crocker technically rules "Slavesdale" with an Iron Fist. While you arrangement with the Pixies can keep you steady, if they ever have a falling out you'd like a fallback. Hopefully, Crocker will be reasonable here.
Reward: Ability to leave the Pixies Safely once your loyalty falls low enough unlocked. Crocker will be willing to do Collabs with you.
[ ]
[X] Pixie Action: Grant Counseling to the Irken Empire
DC 85
So, an alien invader named Tak apparently got in contact with HP for Occult and Legal Counseling last month, and Henderson told you your the best man for the job; and to be in Mississipi by the end of the week. She is having an issue with another Alien Invader from the Irken Empire named Zim; and wants you to go over some contracts to, if not get rid of him, at least get him distracted.
Rewards: Contact Made with the Irken Empite. Better relations with the Irken Empire; +15 Approval. Worse relations with ZIM'S FORCES OF DOOM! -5 Flappy Bob Loyalty.
[ ] Requisition the Pixies:
DC 95 (Changes based off Current Approval)
Your adopted parents are very, very busy, but will always try to make time for you.
Reward: Next turn, get HP & Henderson as a hero unit with Loyalty Equal to their current Approval. -5 Approval.
[ ] Buy Up Retroville
DC 100
With the dictator dead, Retroville Texas is open ground for expansion. A New Company Headquarters there can help you have a fallback if you ever need to escape Dimmsdale.
Reward: You now own most Retroville. -3 Funds.
[ ] Sue Robbie Rotten:
DC 115
This man. This MAN! He thinks he can just send PSA's about not exercising? Sure you run the risk of bruises and bumps; but thats what protective equipments for! It is incredibly unhealthy to never excercise! You must put a stop to this; and get this horrific misinformation campaign under control.
Reward: Get Robbie Rotten to stop his broadcast. -1 Fund for lawsuit; people become moderately more active again.
[ ] Remake OSHA:
DC 125
After the fall of the US Federal Government; many crucial agencies collapsed. The most crucial of these Alphabet Orgs to bring back is the Occopational Safety and Health Administration! With it, you can at least make it so the dictators running the nation treat their factory workers alright.
Reward: OSHA is remade under your direct control.
[ ] Investigate Alien Invaders
DC 40
The Irken Empire, the Goobots, the Cluster. A lot of Aliens have begun warring for Earth, might as well find out more about em!
Reward: More information on Aliens unlocked.
[ ] Find the Troublemaker
DC 85
Someones been running around messing with you; other then LOSE. It's way to well thought out to be them. You need to find them; and fast.
Reward: Mysterious Assailant revealed.
[ ] Rescue Charlotte
DC 100
You have heard of a little girl being hunted by terrifying monsters. You know where she is right now; but also know a variety of terrifying creatures have her hostage. She doesn't seem to be... in immediate danger, even befriending a lot of them but its only a manner of time before one tries to eat her.
Rewards: Potential Hero, possibly learn who is making these fiends
[ ]Steal the Krabby Patty Secret Formula
200
Ok, now you know somethings up with those "Chum Buckets" that keep popping up along the coast. They seem to be using some extremely addictive, seafood based Burgers called Krabby Patty's. You need to know whats in them if your to make a good countermeasure to stop this.
Reward: Learn more about the Chum-Pire, aquire Krabby Patty Secrey Formula.
[ ] Make Safe Fun, Fun
DC 10
The kids aren't... very happy with you right now. Apparently your Safe Fun is... just not fun for kids. You suppose you can let the Arcades stay open longer, or allow some Bounceyness in the Trampolines... maybe you can even get some money from this.
Reward: Mild Public Opinion Improvement, +3 Income, -5 Flappy Bob Loyalty, -10 Approval.
[ ] Finish Calmitous' Technology
DC 60/100/140/180/220
After the succesful expadition to retroville; you have a ton of half made machines and deranged ramblings from the professor Miss Aves so unfortunately sent plummeting to his apparent doom. Maybe, if you finish these machines; you will have a weapon to keep your people safe?
Rewards: Finish one of Calamitous' Machines. This action can be taken Multiple Times, each getting a new machine.
[ ] Research the Slime
DC 75
Gagging Globs of Green Gack have been Gooping along the Grating of Dimmsdale. Finding out what unique properties they have will been needed to know how you can use it for Safe Fun!
Reward: Nickelodeon Slime Research Tree unlocked
[ ] Repair the Giant, Alien Robot
TN 140
Apparantly the USA had sicked a bunch of monsters to destroy an Alien robot a while back; and its remains have finally made it to Dimmsdale. Making it into a defender of Safe Fun everywhere is of vital importance!
Reward: +5 Martial to actions in Dimmsdale, Enemy Assault TNs targeting Dimmsdale have +10 added to their TN.
[ ] Find the Loophole
DC 35, can only be taken at Negative Loyalty
Rewards: Your free from the Pixie's controlling hand. Now What?
[ ] Learn what "Bending" is
DC 75
Apparantly, some people is Asia have the unique Ability to manipulate the Elements. This is both very unsafe but kinda... cool? While you doubt you could learn it; doesn't hurt to figure out what Bending even is.
Reward: Learn about Bending. Further Stewardship and Diplomacy Actions unlocked
[ ] Learn about WINX "Fairies"
DC 80
Your brief encounter with Techna has had you get excited. A Completely knew type of Fairy? How Interesting.
Reward: Learn about the WINX type of Fairy.
[ ] Make Magic Cellphones
DC 100
While you don't have the wand tech the Fairies and Pixies have, that doesn't mean you can't take inspiration! A Mystical Cellphone is easy to hide and far more useful then most people would think, even if its spells are all just premade and theres only like... 5.
Reward: Magic Cellphone tech unlocked, Approval -5
[ ] Trap Anti-Cosmo
DC 130
The Leader of the Anti-Fairies has been appearing more and more in California as of late, spreading bad luck and causing mayhem. You must stop him!
Rewards: Temporarily stop Anti-Fairy attacks; Have Anti-Cosmo as a prisoner, ??? Approval.
Quest Actions:
[ ] The City of Gold
Dora has apparantly discovered the location of a lost Incan city; said to house many of the valuable treasures from the peak of their empire there. While normally tomb raiding goes against all your principles, you really need a cash right now.
Personal Actions:
[ ] Wear Nose and Shoes
Sometimes, it just feels right
[ ] Learn how to use your emergency phone
Shortly after the world went to hell, HP gave you this. Said it will keep you safe... maybe it does more then just have the Pixies on Speed Dial
[ ] Conduct an Employee Review
-[ ] Which One?
[ ] Watch your coworkers have Safe Fun!
You do have to make sure they aren't trying anything!
[ ] Work for Flappy Bob
-[ ]
[ ] Contact Diego
You haven't talked to your cousin for a while. Might as well see if his Animal Rescue Service is still running!
[ ] Explore!
Wander the country and see what you find
[ ] Work for your Boss
-[ ]
[ ] Improve Your Mechanical Form
Fools, they may be ready for Technus 2.0, but what will they do against Technus 3.0
[ ] Invade the Internet
Last time it went... Poorly, but this time. Oh yes, This Time. It will go perfectly
[ ] Work for the Simpleton
-[ ]
[ ] Hunt Down SwaySway and Buhdeuce
They're out there somewhere, disturbing the peace, you know it
[ ] Go on Patrol
The Law waits for no Toad!
[ ] Work for the Legal Expert
-[ ]
[ ] Destroy El Tigre Vendetta
[ ] Commit Supervillainy
Your boss doesn't approve, but pssssh, what does he even know?
[ ] Work for the Clown
-[ ]
[ ] Investigate Agents
After that.. affair with Jack Rabbit probably best to be more proactive.
[ ] Study Espianage
Maybe your mismanagement of TUFF played a role in its dissolution. Time to make sure New TUFF will not go down the same path.
[ ] Work for the Chief's Chief
[ ] Personalize your Uniform
The Pixie's bland, grey uniforms are not good for a Fairy. Luckilly as a field agent under a subsudiary, the Dresscode is a lot less formal.
[ ] Gather Teeth
It is why you were assigned here in the first place.
[ ] Work for the Pawn
-[ ]
[ ] Battle the forces of Evil
LOSE may have lost you your job. And your following Job. And the one after that. But this time, you have a Boss who sees what dastarfly devils they are!
[ ] Go on Patrol
Justice Waits for No Man... you hope you don't run into Aves or Technus again...
[ ] Work as a champion of Justice
-[ ]
[ ] MOVE IT MOVE IT
You like to? MOVE IT!
[ ] Look into Mort
Maurice keeps bugging you to see why Mort devoured Beautiful Gorgeous' Soul. You don't personally see what the big deal is, but Maurice is being extra annoying about it this time.
[ ] Have Maurice work for Bob
-[ ]
[ ] Check in on Carley
Your little sister hasn't been posting her web videos recently, whats up with that?
[ ] Make a Scultpure
They will recognize your art for the genius it is!
[ ] Work for the Law Clown
-[ ]
[ ] Hunt the Remnants of G.H.O.S.T.
You will get one to reveal where Nova Storm is being kept
[ ] Fix your T-Cog
None of the Humans know how to do this yet; so you gotta operate on yourself if you wanna fly again
[ ] Work for the Human
-[ ]
[ ] GAME!
MeKO's gonna get the highscore in life
[ ] Do Your Job
Destroying Escaped Sprites and Digital Constructs is so much fun
[ ] Do Your NEW Job
-[ ]
[ ] Study your Spellbook
Now that you are free from the constant distractions of Fanboy and Chum Chum, and also not being forced to work for Calimtous; you finally can catch up on your studies.
[ ] Summon Scrivener Elf
Where did he ever wander off two? Luckilly you can recall him with the right ritual.
[ ] Use you Mystical Arts for... Flabby Bob...
-[ ]
And here the second post of just me making a hero sheet
Flappy Bob Quest Character Sheet
(Yes I am beating this joke to death. Just like the setting)
Source: Fairly Oddparents
Your adoptive Parents and current rulers of Fairy World, the Pixies beliebe Magic should work like a Business, and expect you to carry out their agenda on Earth. HP and Henderson in particular take an interest in you.
Stats
Martial: 41 (The Fairies have rules against using Magic for Violence. The Pixies just need the proper paperwork filled out first)
Diplomacy: 15 (Dull Monotones and Corperate Drawl means the Pixies aren't the best at talking to people)
Stewardship: 72 (They are the living embodiment of Bureaucracy after All!)
Intrigue: 32 (The Pixies are far, far craftier then most people give them Credit For)
Learning: 20 (They can be pretty Smart, but most of those smarts go to...)
Occult: 60 (They now have almost complete control of the Wish Market; having the Magic of both Pixie World and Fairy World at their beck and call)
Traits
37 and a Half Year Plan: The Pixies raised you for your entire life; and as such your loyal to them first and foremost. On their end, they will give their approval or disapproval for your actions. They also need you to stay loyal, since at any moment you can, in theory, unwish their rule away.
We are requisitioning your services: PixieCo is a brutal bueracracy, and while they are willing to let you do whatever for the most part, you still have duties. Every turn, they roll a D100, and if it equals or beats their current approval, they will requisition one of your national actions for one of their own with you as a hero unit.
Sign Here for your Wish to be Granted: They are the premier wishgranters, and your the main Wishee! If you succesfully pass a Stewardship Action Equal to 100-Their Current Approval, you can get the Pixies as a Hero Unit for one turn with their Current Approval being their total loyalty.
Approval: 55
Source: Fairly Odd-Parents
Stats
Martial: 11 (Despite your terrible form and difficulty keeping balance, the Capoeira training has been helping a bit)
Diplomacy: 26 (You've been to law school, and entertainment is in your blood. Pity Kids hate you though.
Stewardship: 41 (You have run a successful legal firm, daycare enterprise, and were raised by the embodiment of Bureaucracy. It's Natural to you by now)
Intrigue: 21 (You are a lawyer, though skullduggery isn't natural to you. Some say your even manipulable!)
Learning: 12 (You have a Law Degree, but never got into the hard sciences.)
Occult: 19 (Despite never being taught magic; you do know a few things from osmosis by just being near HP and Henderson for so long)
Traits
Can't You See What They've Done: You are technically a hero to his adoptive father, Head Pixie. Flappy Bob has a loyalty meter to HP; and will live in denial of what his choices have caused until it. On there end, the Pixies will try to keep Flappy Bob loyal to them as long as possible.
Unfundementals: You have a very protective way of viewing the World, and while it makes people unhappy; it does keep them safe in a world gone mad. Flappy Bob has a +5 Diplomacy to anyone who value safety and order above all else, while a -5 is given to those who want to live a more free lifestyle.
A Pad on Every Knee: +10 Martial when avoiding being hurt.
Would Mom and Dad be Proud: As long as Flappy Bob's loyalty is above 50%, he will be to scared to go on Quest. Once it equals or falls below 50%, Flappy Bob will be willing to try quest, and also gets an increased Crit Range of +5% do to him embracing hsi clownery..
Loyalty: 45%
Base Loyalty: +70
World gone Mad: +10
Denied Me Magic: -15
Unobtrusive Dress Code: +5
Lack of Anti-Fairy Response: -5
Is Safe Fun... Fun?: -5
Tooth Fairy Talk: -5
Allied with Crocker: -10
Source: The Fairly Oddparent
These two, your loyal employees, Gary and Betty share your ideals of keeping kids safe, no matter the cost! They can be kinda creepy though; and your starting to think they may be more obsessed with "Safe Fun" then even you are.
Stats
Martial: 9 (Gary and Betty struggle with keeping up with rowdy children
Diplomacy: 11 (For those who don't find em creepy, they are decently likable)
Stewardship: 10 (They do what you ask, nothing more, nothing less)
Intrigue: 4 (They can get tricked by a kid with a paper bag on his head.)
Learning: 8 (They're not... dumb... you guess)
Occult: 3 (They at least know of the Pixies, but basically nothing else)
Traits
Safe Fun: As long as you keep promoting the safety of Children above all else, Gary and Betty always have Maximum Loyalty
Loyalty: 100%
Source: Dora the Explorer Franchise
Dora Marquez is a nice girl, but one who lives a dangerously active lifestyle. Apparantly a very Free Range Child when she was younger, she spent her formative years wandering around the countryside; frequently going to far off places for the thrill of just... exploring. Still, despite the incredibly unsafe nature of her childhood, the amount of places she has been since she was 6 and the amount she has survived to get to this point is incredible. At least you can always expect her to find her way to wherever you send her.
Stats
Martial: 26 (Dora may not enjoy violence, but she has survived in wild enough enviroments and developed killer yo-yo techniques to help her)
Diplomacy: 25 (Dora is Bilingual and a very friendly to most people)
Stewardship: 9 (Dora can read a map.)
Intrigue: 21 (Dora has dealt with thieves her entire life. Normally she politely ask them to leave 3 times)
Learning: 14 (Dora still hasn't finished High School; but she does know a decent bit about Zoology and Botany from her time in the wild. Her time in Retroville has helped her a lot)
Occult: 13 (Dora has encountered a few magical items and beings on her travels, but never pushed to hard into how they worked)
Traits
Come On, Vamanos: Dora is born to explore. She loves it; its the main way she bonds with people; and the wilderness is where a lot of her best friends are. When Dora is on a quest, her expertise grants a +3 bonus, no matter the roll.
Boots: Dora's best friend is a Monkey named Boots. Most people tend to ignore him, but he can grant her a +5 bonus when on quest and in an area a monkey would be useful in.
The Explorer: Dora will always get at least +1 in a stat when she goes on a quest, but every turn after 3 turns where she hasn't been on a quest or taken her Explore personal give a stacking loyalty penalty
Loyalty: 40
Base 25
-10 Safe Fun
+5 Found Boots
+5 Constant Exploration
+10 Saved Retroville
+5 Lax Dress code
Source: Danny Phantom
A Technopathic Spirit from beyond the grave, Technus is hellbent on upgrading his form and its power to perform greater acts of Supervillainy. While it isn't very...
Stats
Martial: 27 (After Upgrading back to Technus 2.0, Technus's Technopathy and general competence have both improves greatly)
Diplomacy: 2 (Technus is hammy, but also borderline insane and absurdly arrogant)
Stewardship: 12 (Technus has some lab experiances from when he was alive, but post-mortem he has fallen off.)
Intrigue: 17 (Technus can be sneaky if he wants, especially post upgrade)
Learning: 31 (Technus has a natural affinity for technology, even without his Technopathy)
Occult: 8 (Technus has basic knowledge of the occult do to being a ghost; but nothing else)
Traits
Upgraded Form: Technus will never gain stat boost in Piecemeal. Instead, whenever Technus finds a new font of advanced technology, he can absorb it to gain a massive power boost.
Technopathy: +3 Martial against robots and those who rely of advanced technology.
Master of all Technology: +3 Learning when reverse engineering
Source: Breadwinners
An short, authoritarian, jetpack wearing, amphibous officer of the Law, Rambamboo is obsessive with her duty as officer and bringing in any criminals, no matter the infranction.
Stats
Martial: 29 (Rambamboo is an Officer of the law, and will stop at nothing to bring people in)
Diplomacy: 13 (Rambamboo has a short temper and rather aggressive; and authority only gets you so far)
Stewardship: 11 (Rambamboo is a police officer at the end of the day, and outside the reports lacks a lot of experiance in that department)
Intrigue: 20(Her's job require a decent amount of vigilance)
Learning: 9 (She isn't the smartest Toad in the pond)
Occult: 1 (Magic Bread counts as Magic right?)
Traits
I'm going to have to write you up for that: +10 Diplomacy against people who fear the Law.
Well, if it isn't___: +5 Martial on a repeated encounter.
Loyalty: 45
Base: 25
Follower of the Law: +10
Personalized Dress Code: +5
Knows how to Fly: +5
Source: El Tigre
A Supervillain from a long line of Supervillains, hell hath no fury like a Teenager Scorned. Zoe Ave's is on a mission, to both get revenge on El Tigre and also prove her superioty as a super villain to Sartana after she drove the other supervillains from Miracle City.
Stats
Martial: 32 (Aves if a fierce combatant, and takes active offense to anyone who implies she is weak)
Diplomacy: 4 (Aves is fairly anti-social person who has a very difficult time even showing affection)
Stewardship: 7 (Supervillains dont usually even pay taxes, and the Flock of Fury doesn't usually use minions)
Intrigue: 27 (Aves is a career criminal raised from a young age to be a great thief and supervillain)
Learning: 10 (Aves isn't dumb, but also isn't a genous)
Occult: 7 (Aves knows of Magic, but not really the details)
Traits
Vendetta: +5 Martial against people who have become personal enemies to Black Cuervo
Into the Night: +4 to all rolls for stealth in the dark
Source: Tuff Puppy
Herbert Dumbrowski was the chief of the spy organization known simply as T.U.F.F., before it unfortunately collapsed do to as of yet unseen circumstances. Thanks to your generosity, you have allowed him to start rebuilding it under your direct supervision.
Stats
Martial: 24 (The Chief was an amazing field agent in his day, and despite both his age and diminutive size still knows how to throw down )
Diplomacy: 17 (The Chief can come off as abbresive, but still earned the respect of all his employees)
Stewardship: 19 (Despite his Gross Mismanagement; he still was able to successfully run a spy organization for a decade.)
Intrigue: 34 (Herbert was one of the best TUFF had to offer in his haydey, and fieldwork is slowly coming back to him.)
Learning: 14 (The Chief knows how to use gadgets, but he does not make them)
Occult: N/A
Traits
T.U.F.F.: +4 Stewardship when leading a Spy Organization
Magnifying Station: +3 Diplomacy when leading a Spy Organization
Source: Fairly Odd-Parents
One of the most famous Fairies of all time; the Tooth Fairy has been requisitioned to help fill your occult needs for the time being, along with gathering teeth which you now got a quota for... some reason? She seems to not like you
Stats
Martial: 14 (She is a fairy with intense mystical power, but Da Rulez mess with their ability to fight)
Diplomacy: 24 (The Tooth Fairy is sort of a celebrity in Fairy World, and she knows what to say in the spotlight)
Stewardship: 21 (She does have her own Tooth for Cash Business Empire)
Intrigue: 20 (She can sneak around at night and steal teeth very easily)
Learning: 17 (She is a pretty smart Cookie, but not a supergenius)
Occult: 28 (The Tooth Fairy is one of the most prolific fairies in existance, while she isn't the most powerful, she still knows a lot.)
Traits
Teeth: She has an obsession with teeth, its kinda creepy. +5 to any rolls involving Teeth.
Fairy, not Pixie: The Tooth Fairy is well, a Fairy. A Being of Whimsey and Joy, and as such she takes a -3 to Occult whenever she does a boring, dull, or mundane Occult task.
Loyalty -5
Base 20
Pawn of the Pixies -30
Personalized Dress Code ++5
Source: League of Super Evil
Self Proclaimed Arch Enemy of the League of Super Evil, Gene is an incompetant hero who always seems to get fired from wherever he works. While this... isn't a good sign, he knows more about your apparant new Arch Enemy Voltar then anyone else so you tolerate him for the time being.
Stats
Martial: 10 (Gene is moderately athletic for a man of his age)
Diplomacy: -3 (You have never met a man more pathetically annoying then Gene)
Stewardship: 9 (He seems... decent at doing paperwork)
Intrigue: -2 (This is a man who will fall for the dumbest diguises you've seen)
Learning: 6 (He is so, painfully dumb)
Occult: 0 (He knows of a place in Vancouver that has a great marinara sauce that must be magic)
Traits
Arch Enemy of the League of Super Evil: Gene is almost completely useless, however he does give you a decent idea what your up against. As long as Gene is in your hero roster; he gives a +5 to all rolls against LOSE.
Crying Like a Baby: Gene has a nasty tendency to get in far over his head and break down crying when things dont go his way.
Loyalty 60
Base: 25
Personalized Dress Code +5
Gave him a Job +10
Oppose the League of Super Evil +20
Source: Madagascar Franchise
This King of the Lemurs is a party animal, wanting nothing more then to live a carefree, hedonistic lifestyle. He is accompanied by his Advisor Maurice and some foot loving Mouse Lemur named Mort.
Stats
Martial: 11 (They are, in fact, just Lemurs.)
Diplomacy: 30 (Between Julien's enthusiasm and self confidence and Maurices constant damage control, the Lemurs are pretty good at talking to folks)
Stewardship: 28 (King Julien could care less about ruling, thats why Maurice is here!)
Intrigue: 11 (They apparantly knew some spies a while back; but Julien never bothered to learn more about them besides how to continue a feud)
Learning: 7 (None of the Lemurs really have any technical skill(
Occult: 3 (Mort is apparantly able to eat souls? And Julien had some mystical advisors a while back)
Traits
I Like To Move It Move It: Julien really doesn't care about any of his responsibilities; and perfers to simply hang back and party. Every Turn he takes an action that isn't "Fun" he gets a stacking -1 loyalty penalty until he can do his Move It Move It personal.
Ugh, Maurice your so annoying: Maurice is a worrywort, and tries to minimize the damaged the King's rampant partying can bring. -2 Crit fail Chance on any action they are assigned to.
Mort, Destroyer of Worlds: Mort is... weird. Every time King Julien makes a roll, Mort has a 50/50 chance to give a +5 or -5 to said roll. this can be improved over time.
Loyalty 24
Base 15
Personalized Dress Code +5
Made me work -1
Vacation to Retroville +5
Source: iCarley
This Avant Guard Sculptor is a bit strange, but seems to be doing his best to provide for his little sister as their father is away. The fact they recently moved apparantly has not been great for her video series.
Stats
Martial: 8 (Spencer is, for the most part, a normal guy)
Diplomacy: 21 (Spencer is a pretty weird guy, but thats what make endearing)
Stewardship: 28 (Spencer has knowledge of working with the oddest materials for his sculptures)
Intrigue: 10 (Spencer aint the sharpest tool in the Shef)
Learning: 14 (Spencer has a basic education in the arts)
Occult: N/A
Traits
Made from the Oddest Things: Spencers Art is made of recycled materials, large blocks of butter, and stolen fire hydrants. He gets a +10 when working with odd materials
A Smoothie: Spencer gets +20 to hiding information, less because he knows what he is doing, and more because he just... doesn't even realise what is being asked. Loyalty 30
Base 25
Personalized Dress Code +5
Source: Transformers Earthspark
A Teleporting Alien Invader turned Mercenary, Skywarp got injured fighting the remnants of G.H.O.S.T. and looking for her sister Nova Storm. Doesn't seem to fond of Humans.
Stats
Martial: 36 (Hundreds Year Old Alien Mercenary who can teleport? Yep, she's that)
Diplomacy: 8 (Knows she aint a talker)
Stewardship: 10 (She always had a commaning officer to do this for her)
Intrigue: 20 (Smart enough to know when to lay low)
Learning: 10 (Aint dumb, but aint a thinker either)
Occult: N/A
Traits
Damaged T-Cog: Apparantly Skywarp can normally transform into a Jet Plane, but a firefight with G.H.O.S.T. lead to her T-Cog getting damaged; meaning she can't fly for the time being.
Teleports Behind You: Skywarp can teleport herself or items she is holding anywhere she feels like, and gets +5 to all rolls that would benefit from teleporting.
Loyalty 30
Base 20
Working for a Human -5
Opposes G.H.O.S.T. +5
Personalized Dress Code: +5
Battled Calamitous: +5
Source: Glitch Techs
This Gamer Girl was apparantly part of a crack team of special forces operative; who after came here to work for you, mostly out of mistaking the escaped comic book characters for video game ones.
Stats
Martial: 31 (Miko apparantly has spec ops training, related to... video games. Huh)
Diplomacy: 17 (Miko is apparantly some minor celebrity on the internet, but her social group is basically just her coworkers. Something about a bear?)
Stewardship: 4 (She spent the entirety of Orientation complaining about Tutorials and said she didn't need an Employee Manual)
Intrigue: 15 (Despite the covert nature of her Job she is the opposite of subtle)
Learning: 9 (Kubota was not the thinker of her group)
Occult: 3 (Yeah she totally knows magic, wheres her Mana Bar?)
Traits
MeKO: Miko is an ace at Video Games, and gets a +10 to any rolls that theoretically involve gaming.
The Chosen One?: Miko is apparently completely immune to mind wiping; she doesn't know how but her memory is unalterable.
Loyalty 20
Base 25
The Arcades all Close At 3 -10
Personalized Dress Code +5
Source: Fanboy and Chum Chum
A Young Warlock, Kyle Bloodworth-Thomson is a dour, cyncical fellow who tended to get annoyed at his friends. After getting kidnapped and forced to serve Professor Calamitous, you broke him out and now he works for you as your first mortal Occultist. Stats
Martial: 15 (Kyle knows some offensive magics, but his ineptness means he somewhat struggles to use it properly)
Diplomacy: 8 (Kyle is easilly annoyed and struggles to admit when he actually likes a person)
Stewardship: 19 (Kyle is fully willing to toss himself at the books if needed)
Intrigue: 14 (Kyle can be Crafty, at times)
Learning: 16 (Kyle is a studious kid, and despite preferring Magic can work with some Academics)
Occult: 24 (Despite his poor practical mystical effects, Kyle still knows a lot about Magic)
Traits
Milkweed Drop Out: Kyle studies relentless to get readmitted to the Milkweed Wizardy Acadamy. He gts +5 Occult to all Occult Research Task
Things Man was not Meant to Know: Kyle somehow is able to use the Necronomicon without going insane, and automatically passes any checks made against his sanity by Eldritch Horrors.
Loyalty 25
Base 20
Working for a Clown -5
Rescued Me from Calamitous +5
Personalised Dress Code +5
So... yeah turns out your working with Crocker now. While it certainly isn't safe at all; at least the Pixies are having you do things outside of Slavesdale for the moment. Especially good since the Anti-Fairies, LOSE and the Mysterious Trouble maker all upped the stakes in their wars, as Supervillains run Rampant with Crocker refusing to do anything. Then there that Rotten Message, the fact you may have caused another persons death, and Rancid CEO ruining your mood. Maybe if you just think of Safe Fun for a bit, all these horrible things will go away.
The Pixies ARE Requisitioning your Services on an Action.
[ ] Assault DOOM's vaults.
DC 80/100/125
Verminous Rattrap has been hording large sums of wealth, and your desperately in need of some Cashflow, no matter the source. Sending a deniable asset to acquire some dispossable funds from them is the best chance you have of getting out of the red.
Rewards: Funds Varying on Success level, potentially useful items.
[ ] Improve Security Force
DC 105
While you hate this, the safe fun you try to encourage desperately needs a protector; and supervillains aren't cutting it anymore. A Dedicated Security Force to keep people safe is needed.
Rewards: Second Martial Action, +10 to Martial Rolls
[ ] Capture Escaped Comicbook Characters.
DC 130
The Bronze Kneecap. The Titanium Toenail. H2Olga. Mike the Living Evil Building. Many villains from the Crimson Chin Comics have escaped into real world for a yet as of unknown reason. While you have no idea how to fix this just yet, you can't just let them rampage through your part of Dimmsdale!
Rewards: -5 Fappy Bob Loyalty; Stop the Rampaging Villains. Small Chance to Capture who is responsible.
[ ] Destroy the Canadian Invaders!
DC 170
The League of Super Evil has messed with the wrong Clown! Tampering with the air conditioning is one thing, as is tossing feral raccoons into your office. But using an experimental laser cannon to punch a hole in the company break room for the express purpose of stealing Snackfood? You should have taken Genes warnings more seriously; now you will send someone to remove the Leagues main agent from California.
Just who is Skullossus anyway?
Reward: LOSE Presence removed from Dimmsdale; potential to capture enemy hero.
[ ] Call Out Rancid Rabbit
DC 20
This green devil has scammed far to many people. By Alerting the Public to his misdemeanors; you will hopefully be able to put a stop to him. And you have irrefutable Proof of his wrongdoing
Reward: People know about Rancid Rabbits crooked dealings
Hire a New Buddy:
DC 85
Time to get a new Employee!
Reward: Selected Hero is added to your hero roster
[ ] Perform a Collab with Conglom-O
DC 85
Well, it wouldn't hurt to ask for help some times, would it?
Reward: Collab with Conglom-O on an issue
[ ] Reach out to Shredder
DC 100
You know very little about the man ruling the remains of New York City, other then the fact he seems to have an evil ninja clan? Whatever, you need allies, and fast.
Reward: Contact with the Foot Clan established.
[ ] Work a Deal out with Crocker
DC 120
Crocker technically rules "Slavesdale" with an Iron Fist. While you arrangement with the Pixies can keep you steady, if they ever have a falling out you'd like a fallback. Hopefully, Crocker will be reasonable here.
Reward: Ability to leave the Pixies Safely once your loyalty falls low enough unlocked. Crocker will be willing to do Collabs with you.
[ ]
[X] Pixie Action: Grant Counseling to the Irken Empire
DC 85
So, an alien invader named Tak apparently got in contact with HP for Occult and Legal Counseling last month, and Henderson told you your the best man for the job; and to be in Mississipi by the end of the week. She is having an issue with another Alien Invader from the Irken Empire named Zim; and wants you to go over some contracts to, if not get rid of him, at least get him distracted.
Rewards: Contact Made with the Irken Empite. Better relations with the Irken Empire; +15 Approval. Worse relations with ZIM'S FORCES OF DOOM! -5 Flappy Bob Loyalty.
[ ] Requisition the Pixies:
DC 95 (Changes based off Current Approval)
Your adopted parents are very, very busy, but will always try to make time for you.
Reward: Next turn, get HP & Henderson as a hero unit with Loyalty Equal to their current Approval. -5 Approval.
[ ] Buy Up Retroville
DC 100
With the dictator dead, Retroville Texas is open ground for expansion. A New Company Headquarters there can help you have a fallback if you ever need to escape Dimmsdale.
Reward: You now own most Retroville. -3 Funds.
[ ] Sue Robbie Rotten:
DC 115
This man. This MAN! He thinks he can just send PSA's about not exercising? Sure you run the risk of bruises and bumps; but thats what protective equipments for! It is incredibly unhealthy to never excercise! You must put a stop to this; and get this horrific misinformation campaign under control.
Reward: Get Robbie Rotten to stop his broadcast. -1 Fund for lawsuit; people become moderately more active again.
[ ] Remake OSHA:
DC 125
After the fall of the US Federal Government; many crucial agencies collapsed. The most crucial of these Alphabet Orgs to bring back is the Occopational Safety and Health Administration! With it, you can at least make it so the dictators running the nation treat their factory workers alright.
Reward: OSHA is remade under your direct control.
[ ] Investigate Alien Invaders
DC 40
The Irken Empire, the Goobots, the Cluster. A lot of Aliens have begun warring for Earth, might as well find out more about em!
Reward: More information on Aliens unlocked.
[ ] Find the Troublemaker
DC 85
Someones been running around messing with you; other then LOSE. It's way to well thought out to be them. You need to find them; and fast.
Reward: Mysterious Assailant revealed.
[ ] Rescue Charlotte
DC 100
You have heard of a little girl being hunted by terrifying monsters. You know where she is right now; but also know a variety of terrifying creatures have her hostage. She doesn't seem to be... in immediate danger, even befriending a lot of them but its only a manner of time before one tries to eat her.
Rewards: Potential Hero, possibly learn who is making these fiends
[ ]Steal the Krabby Patty Secret Formula
200
Ok, now you know somethings up with those "Chum Buckets" that keep popping up along the coast. They seem to be using some extremely addictive, seafood based Burgers called Krabby Patty's. You need to know whats in them if your to make a good countermeasure to stop this.
Reward: Learn more about the Chum-Pire, aquire Krabby Patty Secrey Formula.
[ ] Make Safe Fun, Fun
DC 10
The kids aren't... very happy with you right now. Apparently your Safe Fun is... just not fun for kids. You suppose you can let the Arcades stay open longer, or allow some Bounceyness in the Trampolines... maybe you can even get some money from this.
Reward: Mild Public Opinion Improvement, +3 Income, -5 Flappy Bob Loyalty, -10 Approval.
[ ] Finish Calmitous' Technology
DC 60/100/140/180/220
After the succesful expadition to retroville; you have a ton of half made machines and deranged ramblings from the professor Miss Aves so unfortunately sent plummeting to his apparent doom. Maybe, if you finish these machines; you will have a weapon to keep your people safe?
Rewards: Finish one of Calamitous' Machines. This action can be taken Multiple Times, each getting a new machine.
[ ] Research the Slime
DC 75
Gagging Globs of Green Gack have been Gooping along the Grating of Dimmsdale. Finding out what unique properties they have will been needed to know how you can use it for Safe Fun!
Reward: Nickelodeon Slime Research Tree unlocked
[ ] Repair the Giant, Alien Robot
TN 140
Apparantly the USA had sicked a bunch of monsters to destroy an Alien robot a while back; and its remains have finally made it to Dimmsdale. Making it into a defender of Safe Fun everywhere is of vital importance!
Reward: +5 Martial to actions in Dimmsdale, Enemy Assault TNs targeting Dimmsdale have +10 added to their TN.
[ ] Find the Loophole
DC 35, can only be taken at Negative Loyalty
Rewards: Your free from the Pixie's controlling hand. Now What?
[ ] Learn what "Bending" is
DC 75
Apparantly, some people is Asia have the unique Ability to manipulate the Elements. This is both very unsafe but kinda... cool? While you doubt you could learn it; doesn't hurt to figure out what Bending even is.
Reward: Learn about Bending. Further Stewardship and Diplomacy Actions unlocked
[ ] Learn about WINX "Fairies"
DC 80
Your brief encounter with Techna has had you get excited. A Completely knew type of Fairy? How Interesting.
Reward: Learn about the WINX type of Fairy.
[ ] Make Magic Cellphones
DC 100
While you don't have the wand tech the Fairies and Pixies have, that doesn't mean you can't take inspiration! A Mystical Cellphone is easy to hide and far more useful then most people would think, even if its spells are all just premade and theres only like... 5.
Reward: Magic Cellphone tech unlocked, Approval -5
[ ] Trap Anti-Cosmo
DC 130
The Leader of the Anti-Fairies has been appearing more and more in California as of late, spreading bad luck and causing mayhem. You must stop him!
Rewards: Temporarily stop Anti-Fairy attacks; Have Anti-Cosmo as a prisoner, ??? Approval.
Quest Actions:
[ ] The City of Gold
Dora has apparantly discovered the location of a lost Incan city; said to house many of the valuable treasures from the peak of their empire there. While normally tomb raiding goes against all your principles, you really need a cash right now.
Personal Actions:
[ ] Wear Nose and Shoes
Sometimes, it just feels right
[ ] Learn how to use your emergency phone
Shortly after the world went to hell, HP gave you this. Said it will keep you safe... maybe it does more then just have the Pixies on Speed Dial
[ ] Conduct an Employee Review
-[ ] Which One?
[ ] Watch your coworkers have Safe Fun!
You do have to make sure they aren't trying anything!
[ ] Work for Flappy Bob
-[ ]
[ ] Contact Diego
You haven't talked to your cousin for a while. Might as well see if his Animal Rescue Service is still running!
[ ] Explore!
Wander the country and see what you find
[ ] Work for your Boss
-[ ]
[ ] Improve Your Mechanical Form
Fools, they may be ready for Technus 2.0, but what will they do against Technus 3.0
[ ] Invade the Internet
Last time it went... Poorly, but this time. Oh yes, This Time. It will go perfectly
[ ] Work for the Simpleton
-[ ]
[ ] Hunt Down SwaySway and Buhdeuce
They're out there somewhere, disturbing the peace, you know it
[ ] Go on Patrol
The Law waits for no Toad!
[ ] Work for the Legal Expert
-[ ]
[ ] Destroy El Tigre Vendetta
[ ] Commit Supervillainy
Your boss doesn't approve, but pssssh, what does he even know?
[ ] Work for the Clown
-[ ]
[ ] Investigate Agents
After that.. affair with Jack Rabbit probably best to be more proactive.
[ ] Study Espianage
Maybe your mismanagement of TUFF played a role in its dissolution. Time to make sure New TUFF will not go down the same path.
[ ] Work for the Chief's Chief
[ ] Personalize your Uniform
The Pixie's bland, grey uniforms are not good for a Fairy. Luckilly as a field agent under a subsudiary, the Dresscode is a lot less formal.
[ ] Gather Teeth
It is why you were assigned here in the first place.
[ ] Work for the Pawn
-[ ]
[ ] Battle the forces of Evil
LOSE may have lost you your job. And your following Job. And the one after that. But this time, you have a Boss who sees what dastarfly devils they are!
[ ] Go on Patrol
Justice Waits for No Man... you hope you don't run into Aves or Technus again...
[ ] Work as a champion of Justice
-[ ]
[ ] MOVE IT MOVE IT
You like to? MOVE IT!
[ ] Look into Mort
Maurice keeps bugging you to see why Mort devoured Beautiful Gorgeous' Soul. You don't personally see what the big deal is, but Maurice is being extra annoying about it this time.
[ ] Have Maurice work for Bob
-[ ]
[ ] Check in on Carley
Your little sister hasn't been posting her web videos recently, whats up with that?
[ ] Make a Scultpure
They will recognize your art for the genius it is!
[ ] Work for the Law Clown
-[ ]
[ ] Hunt the Remnants of G.H.O.S.T.
You will get one to reveal where Nova Storm is being kept
[ ] Fix your T-Cog
None of the Humans know how to do this yet; so you gotta operate on yourself if you wanna fly again
[ ] Work for the Human
-[ ]
[ ] GAME!
MeKO's gonna get the highscore in life
[ ] Do Your Job
Destroying Escaped Sprites and Digital Constructs is so much fun
[ ] Do Your NEW Job
-[ ]
[ ] Study your Spellbook
Now that you are free from the constant distractions of Fanboy and Chum Chum, and also not being forced to work for Calimtous; you finally can catch up on your studies.
[ ] Summon Scrivener Elf
Where did he ever wander off two? Luckilly you can recall him with the right ritual.
[ ] Use you Mystical Arts for... Flabby Bob...
-[ ]
And here the second post of just me making a hero sheet
Flappy Bob Quest Character Sheet
(Yes I am beating this joke to death. Just like the setting)
Source: Fairly Oddparents
Your adoptive Parents and current rulers of Fairy World, the Pixies beliebe Magic should work like a Business, and expect you to carry out their agenda on Earth. HP and Henderson in particular take an interest in you.
Stats
Martial: 41 (The Fairies have rules against using Magic for Violence. The Pixies just need the proper paperwork filled out first)
Diplomacy: 15 (Dull Monotones and Corperate Drawl means the Pixies aren't the best at talking to people)
Stewardship: 72 (They are the living embodiment of Bureaucracy after All!)
Intrigue: 32 (The Pixies are far, far craftier then most people give them Credit For)
Learning: 20 (They can be pretty Smart, but most of those smarts go to...)
Occult: 60 (They now have almost complete control of the Wish Market; having the Magic of both Pixie World and Fairy World at their beck and call)
Traits
37 and a Half Year Plan: The Pixies raised you for your entire life; and as such your loyal to them first and foremost. On their end, they will give their approval or disapproval for your actions. They also need you to stay loyal, since at any moment you can, in theory, unwish their rule away.
We are requisitioning your services: PixieCo is a brutal bueracracy, and while they are willing to let you do whatever for the most part, you still have duties. Every turn, they roll a D100, and if it equals or beats their current approval, they will requisition one of your national actions for one of their own with you as a hero unit.
Sign Here for your Wish to be Granted: They are the premier wishgranters, and your the main Wishee! If you succesfully pass a Stewardship Action Equal to 100-Their Current Approval, you can get the Pixies as a Hero Unit for one turn with their Current Approval being their total loyalty.
Approval: 55
Source: Fairly Odd-Parents
Stats
Martial: 11 (Despite your terrible form and difficulty keeping balance, the Capoeira training has been helping a bit)
Diplomacy: 26 (You've been to law school, and entertainment is in your blood. Pity Kids hate you though.
Stewardship: 41 (You have run a successful legal firm, daycare enterprise, and were raised by the embodiment of Bureaucracy. It's Natural to you by now)
Intrigue: 21 (You are a lawyer, though skullduggery isn't natural to you. Some say your even manipulable!)
Learning: 12 (You have a Law Degree, but never got into the hard sciences.)
Occult: 19 (Despite never being taught magic; you do know a few things from osmosis by just being near HP and Henderson for so long)
Traits
Can't You See What They've Done: You are technically a hero to his adoptive father, Head Pixie. Flappy Bob has a loyalty meter to HP; and will live in denial of what his choices have caused until it. On there end, the Pixies will try to keep Flappy Bob loyal to them as long as possible.
Unfundementals: You have a very protective way of viewing the World, and while it makes people unhappy; it does keep them safe in a world gone mad. Flappy Bob has a +5 Diplomacy to anyone who value safety and order above all else, while a -5 is given to those who want to live a more free lifestyle.
A Pad on Every Knee: +10 Martial when avoiding being hurt.
Would Mom and Dad be Proud: As long as Flappy Bob's loyalty is above 50%, he will be to scared to go on Quest. Once it equals or falls below 50%, Flappy Bob will be willing to try quest, and also gets an increased Crit Range of +5% do to him embracing hsi clownery..
Loyalty: 45%
Base Loyalty: +70
World gone Mad: +10
Denied Me Magic: -15
Unobtrusive Dress Code: +5
Lack of Anti-Fairy Response: -5
Is Safe Fun... Fun?: -5
Tooth Fairy Talk: -5
Allied with Crocker: -10
Source: The Fairly Oddparent
These two, your loyal employees, Gary and Betty share your ideals of keeping kids safe, no matter the cost! They can be kinda creepy though; and your starting to think they may be more obsessed with "Safe Fun" then even you are.
Stats
Martial: 9 (Gary and Betty struggle with keeping up with rowdy children
Diplomacy: 11 (For those who don't find em creepy, they are decently likable)
Stewardship: 10 (They do what you ask, nothing more, nothing less)
Intrigue: 4 (They can get tricked by a kid with a paper bag on his head.)
Learning: 8 (They're not... dumb... you guess)
Occult: 3 (They at least know of the Pixies, but basically nothing else)
Traits
Safe Fun: As long as you keep promoting the safety of Children above all else, Gary and Betty always have Maximum Loyalty
Loyalty: 100%
Source: Dora the Explorer Franchise
Dora Marquez is a nice girl, but one who lives a dangerously active lifestyle. Apparantly a very Free Range Child when she was younger, she spent her formative years wandering around the countryside; frequently going to far off places for the thrill of just... exploring. Still, despite the incredibly unsafe nature of her childhood, the amount of places she has been since she was 6 and the amount she has survived to get to this point is incredible. At least you can always expect her to find her way to wherever you send her.
Stats
Martial: 26 (Dora may not enjoy violence, but she has survived in wild enough enviroments and developed killer yo-yo techniques to help her)
Diplomacy: 25 (Dora is Bilingual and a very friendly to most people)
Stewardship: 9 (Dora can read a map.)
Intrigue: 21 (Dora has dealt with thieves her entire life. Normally she politely ask them to leave 3 times)
Learning: 14 (Dora still hasn't finished High School; but she does know a decent bit about Zoology and Botany from her time in the wild. Her time in Retroville has helped her a lot)
Occult: 13 (Dora has encountered a few magical items and beings on her travels, but never pushed to hard into how they worked)
Traits
Come On, Vamanos: Dora is born to explore. She loves it; its the main way she bonds with people; and the wilderness is where a lot of her best friends are. When Dora is on a quest, her expertise grants a +3 bonus, no matter the roll.
Boots: Dora's best friend is a Monkey named Boots. Most people tend to ignore him, but he can grant her a +5 bonus when on quest and in an area a monkey would be useful in.
The Explorer: Dora will always get at least +1 in a stat when she goes on a quest, but every turn after 3 turns where she hasn't been on a quest or taken her Explore personal give a stacking loyalty penalty
Loyalty: 40
Base 25
-10 Safe Fun
+5 Found Boots
+5 Constant Exploration
+10 Saved Retroville
+5 Lax Dress code
Source: Danny Phantom
A Technopathic Spirit from beyond the grave, Technus is hellbent on upgrading his form and its power to perform greater acts of Supervillainy. While it isn't very...
Stats
Martial: 27 (After Upgrading back to Technus 2.0, Technus's Technopathy and general competence have both improves greatly)
Diplomacy: 2 (Technus is hammy, but also borderline insane and absurdly arrogant)
Stewardship: 12 (Technus has some lab experiances from when he was alive, but post-mortem he has fallen off.)
Intrigue: 17 (Technus can be sneaky if he wants, especially post upgrade)
Learning: 31 (Technus has a natural affinity for technology, even without his Technopathy)
Occult: 8 (Technus has basic knowledge of the occult do to being a ghost; but nothing else)
Traits
Upgraded Form: Technus will never gain stat boost in Piecemeal. Instead, whenever Technus finds a new font of advanced technology, he can absorb it to gain a massive power boost.
Technopathy: +3 Martial against robots and those who rely of advanced technology.
Master of all Technology: +3 Learning when reverse engineering
Source: Breadwinners
An short, authoritarian, jetpack wearing, amphibous officer of the Law, Rambamboo is obsessive with her duty as officer and bringing in any criminals, no matter the infranction.
Stats
Martial: 29 (Rambamboo is an Officer of the law, and will stop at nothing to bring people in)
Diplomacy: 13 (Rambamboo has a short temper and rather aggressive; and authority only gets you so far)
Stewardship: 11 (Rambamboo is a police officer at the end of the day, and outside the reports lacks a lot of experiance in that department)
Intrigue: 20(Her's job require a decent amount of vigilance)
Learning: 9 (She isn't the smartest Toad in the pond)
Occult: 1 (Magic Bread counts as Magic right?)
Traits
I'm going to have to write you up for that: +10 Diplomacy against people who fear the Law.
Well, if it isn't___: +5 Martial on a repeated encounter.
Loyalty: 45
Base: 25
Follower of the Law: +10
Personalized Dress Code: +5
Knows how to Fly: +5
Source: El Tigre
A Supervillain from a long line of Supervillains, hell hath no fury like a Teenager Scorned. Zoe Ave's is on a mission, to both get revenge on El Tigre and also prove her superioty as a super villain to Sartana after she drove the other supervillains from Miracle City.
Stats
Martial: 32 (Aves if a fierce combatant, and takes active offense to anyone who implies she is weak)
Diplomacy: 4 (Aves is fairly anti-social person who has a very difficult time even showing affection)
Stewardship: 7 (Supervillains dont usually even pay taxes, and the Flock of Fury doesn't usually use minions)
Intrigue: 27 (Aves is a career criminal raised from a young age to be a great thief and supervillain)
Learning: 10 (Aves isn't dumb, but also isn't a genous)
Occult: 7 (Aves knows of Magic, but not really the details)
Traits
Vendetta: +5 Martial against people who have become personal enemies to Black Cuervo
Into the Night: +4 to all rolls for stealth in the dark
Source: Tuff Puppy
Herbert Dumbrowski was the chief of the spy organization known simply as T.U.F.F., before it unfortunately collapsed do to as of yet unseen circumstances. Thanks to your generosity, you have allowed him to start rebuilding it under your direct supervision.
Stats
Martial: 24 (The Chief was an amazing field agent in his day, and despite both his age and diminutive size still knows how to throw down )
Diplomacy: 17 (The Chief can come off as abbresive, but still earned the respect of all his employees)
Stewardship: 19 (Despite his Gross Mismanagement; he still was able to successfully run a spy organization for a decade.)
Intrigue: 34 (Herbert was one of the best TUFF had to offer in his haydey, and fieldwork is slowly coming back to him.)
Learning: 14 (The Chief knows how to use gadgets, but he does not make them)
Occult: N/A
Traits
T.U.F.F.: +4 Stewardship when leading a Spy Organization
Magnifying Station: +3 Diplomacy when leading a Spy Organization
Source: Fairly Odd-Parents
One of the most famous Fairies of all time; the Tooth Fairy has been requisitioned to help fill your occult needs for the time being, along with gathering teeth which you now got a quota for... some reason? She seems to not like you
Stats
Martial: 14 (She is a fairy with intense mystical power, but Da Rulez mess with their ability to fight)
Diplomacy: 24 (The Tooth Fairy is sort of a celebrity in Fairy World, and she knows what to say in the spotlight)
Stewardship: 21 (She does have her own Tooth for Cash Business Empire)
Intrigue: 20 (She can sneak around at night and steal teeth very easily)
Learning: 17 (She is a pretty smart Cookie, but not a supergenius)
Occult: 28 (The Tooth Fairy is one of the most prolific fairies in existance, while she isn't the most powerful, she still knows a lot.)
Traits
Teeth: She has an obsession with teeth, its kinda creepy. +5 to any rolls involving Teeth.
Fairy, not Pixie: The Tooth Fairy is well, a Fairy. A Being of Whimsey and Joy, and as such she takes a -3 to Occult whenever she does a boring, dull, or mundane Occult task.
Loyalty -5
Base 20
Pawn of the Pixies -30
Personalized Dress Code ++5
Source: League of Super Evil
Self Proclaimed Arch Enemy of the League of Super Evil, Gene is an incompetant hero who always seems to get fired from wherever he works. While this... isn't a good sign, he knows more about your apparant new Arch Enemy Voltar then anyone else so you tolerate him for the time being.
Stats
Martial: 10 (Gene is moderately athletic for a man of his age)
Diplomacy: -3 (You have never met a man more pathetically annoying then Gene)
Stewardship: 9 (He seems... decent at doing paperwork)
Intrigue: -2 (This is a man who will fall for the dumbest diguises you've seen)
Learning: 6 (He is so, painfully dumb)
Occult: 0 (He knows of a place in Vancouver that has a great marinara sauce that must be magic)
Traits
Arch Enemy of the League of Super Evil: Gene is almost completely useless, however he does give you a decent idea what your up against. As long as Gene is in your hero roster; he gives a +5 to all rolls against LOSE.
Crying Like a Baby: Gene has a nasty tendency to get in far over his head and break down crying when things dont go his way.
Loyalty 60
Base: 25
Personalized Dress Code +5
Gave him a Job +10
Oppose the League of Super Evil +20
Source: Madagascar Franchise
This King of the Lemurs is a party animal, wanting nothing more then to live a carefree, hedonistic lifestyle. He is accompanied by his Advisor Maurice and some foot loving Mouse Lemur named Mort.
Stats
Martial: 11 (They are, in fact, just Lemurs.)
Diplomacy: 30 (Between Julien's enthusiasm and self confidence and Maurices constant damage control, the Lemurs are pretty good at talking to folks)
Stewardship: 28 (King Julien could care less about ruling, thats why Maurice is here!)
Intrigue: 11 (They apparantly knew some spies a while back; but Julien never bothered to learn more about them besides how to continue a feud)
Learning: 7 (None of the Lemurs really have any technical skill(
Occult: 3 (Mort is apparantly able to eat souls? And Julien had some mystical advisors a while back)
Traits
I Like To Move It Move It: Julien really doesn't care about any of his responsibilities; and perfers to simply hang back and party. Every Turn he takes an action that isn't "Fun" he gets a stacking -1 loyalty penalty until he can do his Move It Move It personal.
Ugh, Maurice your so annoying: Maurice is a worrywort, and tries to minimize the damaged the King's rampant partying can bring. -2 Crit fail Chance on any action they are assigned to.
Mort, Destroyer of Worlds: Mort is... weird. Every time King Julien makes a roll, Mort has a 50/50 chance to give a +5 or -5 to said roll. this can be improved over time.
Loyalty 24
Base 15
Personalized Dress Code +5
Made me work -1
Vacation to Retroville +5
Source: iCarley
This Avant Guard Sculptor is a bit strange, but seems to be doing his best to provide for his little sister as their father is away. The fact they recently moved apparantly has not been great for her video series.
Stats
Martial: 8 (Spencer is, for the most part, a normal guy)
Diplomacy: 21 (Spencer is a pretty weird guy, but thats what make endearing)
Stewardship: 28 (Spencer has knowledge of working with the oddest materials for his sculptures)
Intrigue: 10 (Spencer aint the sharpest tool in the Shef)
Learning: 14 (Spencer has a basic education in the arts)
Occult: N/A
Traits
Made from the Oddest Things: Spencers Art is made of recycled materials, large blocks of butter, and stolen fire hydrants. He gets a +10 when working with odd materials
A Smoothie: Spencer gets +20 to hiding information, less because he knows what he is doing, and more because he just... doesn't even realise what is being asked. Loyalty 30
Base 25
Personalized Dress Code +5
Source: Transformers Earthspark
A Teleporting Alien Invader turned Mercenary, Skywarp got injured fighting the remnants of G.H.O.S.T. and looking for her sister Nova Storm. Doesn't seem to fond of Humans.
Stats
Martial: 36 (Hundreds Year Old Alien Mercenary who can teleport? Yep, she's that)
Diplomacy: 8 (Knows she aint a talker)
Stewardship: 10 (She always had a commaning officer to do this for her)
Intrigue: 20 (Smart enough to know when to lay low)
Learning: 10 (Aint dumb, but aint a thinker either)
Occult: N/A
Traits
Damaged T-Cog: Apparantly Skywarp can normally transform into a Jet Plane, but a firefight with G.H.O.S.T. lead to her T-Cog getting damaged; meaning she can't fly for the time being.
Teleports Behind You: Skywarp can teleport herself or items she is holding anywhere she feels like, and gets +5 to all rolls that would benefit from teleporting.
Loyalty 30
Base 20
Working for a Human -5
Opposes G.H.O.S.T. +5
Personalized Dress Code: +5
Battled Calamitous: +5
Source: Glitch Techs
This Gamer Girl was apparantly part of a crack team of special forces operative; who after came here to work for you, mostly out of mistaking the escaped comic book characters for video game ones.
Stats
Martial: 31 (Miko apparantly has spec ops training, related to... video games. Huh)
Diplomacy: 17 (Miko is apparantly some minor celebrity on the internet, but her social group is basically just her coworkers. Something about a bear?)
Stewardship: 4 (She spent the entirety of Orientation complaining about Tutorials and said she didn't need an Employee Manual)
Intrigue: 15 (Despite the covert nature of her Job she is the opposite of subtle)
Learning: 9 (Kubota was not the thinker of her group)
Occult: 3 (Yeah she totally knows magic, wheres her Mana Bar?)
Traits
MeKO: Miko is an ace at Video Games, and gets a +10 to any rolls that theoretically involve gaming.
The Chosen One?: Miko is apparently completely immune to mind wiping; she doesn't know how but her memory is unalterable.
Loyalty 20
Base 25
The Arcades all Close At 3 -10
Personalized Dress Code +5
Source: Fanboy and Chum Chum
A Young Warlock, Kyle Bloodworth-Thomson is a dour, cyncical fellow who tended to get annoyed at his friends. After getting kidnapped and forced to serve Professor Calamitous, you broke him out and now he works for you as your first mortal Occultist. Stats
Martial: 15 (Kyle knows some offensive magics, but his ineptness means he somewhat struggles to use it properly)
Diplomacy: 8 (Kyle is easilly annoyed and struggles to admit when he actually likes a person)
Stewardship: 19 (Kyle is fully willing to toss himself at the books if needed)
Intrigue: 14 (Kyle can be Crafty, at times)
Learning: 16 (Kyle is a studious kid, and despite preferring Magic can work with some Academics)
Occult: 24 (Despite his poor practical mystical effects, Kyle still knows a lot about Magic)
Traits
Milkweed Drop Out: Kyle studies relentless to get readmitted to the Milkweed Wizardy Acadamy. He gts +5 Occult to all Occult Research Task
Things Man was not Meant to Know: Kyle somehow is able to use the Necronomicon without going insane, and automatically passes any checks made against his sanity by Eldritch Horrors.
Loyalty 25
Base 20
Working for a Clown -5
Rescued Me from Calamitous +5
Personalised Dress Code +5
I am kinda wondering what the hypothetical benefit of finding the loophole would be, because it'd have to be quite a lot to counteract the usefulness of being able to call on the Pixies absurd statline.
I am kinda wondering what the hypothetical benefit of finding the loophole would be, because it'd have to be quite a lot to counteract the usefulness of being able to call on the Pixies absurd statline.
Blue Diamond's main weapon is her ability to project waves of despair, which we might be able to slice through if we're sufficiently fired up by the time the fight starts.
White is something of a tossup, given that her mind control was only shown to work on Gems - against a lifeform from outside the Authority, she might well have to resort to fisticuffs, which seems like it would favor us.
Especially since diamonds burn at ~850°C, which I'm pretty sure Father could put out in his sleep. Father's power is, to some degree, their Kryptonite.
That said, I would definitely consider Yellow a serious threat; she's the only one of the four who seems to actually take her duties as an imperialistic space Nazi seriously and has a degree of basic competence that the others lack. I'd expect her to prepare some kind of thermal protection if she was expecting to fight us, for example, unlike Blue or White.
A dangerous foe, and one best not faced without preparation of our own, preferably including backup and a contingency or two.
Blue Diamond's main weapon is her ability to project waves of despair, which we might be able to slice through if we're sufficiently fired up by the time the fight starts.
White is something of a tossup, given that her mind control was only shown to work on Gems - against a lifeform from outside the Authority, she might well have to resort to fisticuffs, which seems like it would favor us.
Especially since diamonds burn at ~850°C, which I'm pretty sure Father could put out in his sleep. Father's power is, to some degree, their Kryptonite.
That said, I would definitely consider Yellow a serious threat; she's the only one of the four who seems to actually take her duties as an imperialistic space Nazi seriously and has a degree of basic competence that the others lack. I'd expect her to prepare some kind of thermal protection if she was expecting to fight us, for example, unlike Blue or White.
A dangerous foe, and one best not faced without preparation of our own, preferably including backup and a contingency or two.
I feel like they're made of our Kryptonite far more then we're made of theirs. A despair bomb against someone whose powers rely on being filled with anger is...Ya know. But not to mention, the Diamonds are beasts. Blue almost beat the entirety of the Crystal Gems, was able to snap Rose's sword like a toothpick, and seems to have firepower beyond Gem warships. Yellow, meanwhile, tears her way out of her own crashed ship and then closes the distance between her and Steven in like a second before slamming him into the ground THROUGH HIS FORCEFIELD, which, ya know, that thing is no joke. Even Pink, whose powers seem to have been mainly defensive in nature (Pink Steven is tough enough to take a beating from all three of the others without flinching), is still, as shown by Steven in his Pink State, able to cause some enviromental damage by just YELLING. Frankly, Jasper is someone we're usually on a level playing field with. The Diamonds...At full rage, we could probably stand a pretty good chance, anything else, no. And, again, one of them has a power that's basically designed to inhibit that.