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

I don't know a lot of Copyright law, but I don't think we can patent something anyone with access to a hardware store, junkyard, and candy shop can make.
Even if we can't copyright the concept of 2x4 tech, we could probably copyright the innovations most commonly used by the KND, and if we get the components it would really mess up the practicality of using them in buisness, as they have to figure out workarounds or pay us royalties.

Additionally, we're a campy supervillain. Enforcing nonsense copyright laws is the type of thing we could feasibly pull off.
 
...Well, it's not exactly an evil lawyer and I don't really think we can copyright 2x4 tech but I do hope we can somehow snag this guy through whatever nonsensical twist gets thrown our way.

Maybe he's the lawyer that gets hired to rep Spankulot or something if we do decide to spring him from jail, I dunno. But the sheer appeal...

 
So, since we're coming up to the turn where we need to decide; let's try to do a final check up on our 2 mage options.

Dr Orpheus:
From Venture Bros, Orpheus is probably one of the nicest and least awful people in the show. While officially a Necromancer, he doesn't actually specialise in Necromancy; though he can do it. He just chose the name since it sounds cool. Member of the Order of the Triad, he is a hero; though depending on when in the Venture Bros timeline we are their Arch, Torrid, might be dead. He also has a decently good relationship with his daughter, even if he keeps mind wiping her. He's an all round magical powerhouse, who's primary cons are that depending on how evil we act and what actions we take he might lose loyalty. I also question how much he'd approve of joining the Guild, but the lack of an active Arch means we probably won't have any paperwork shenanigans (If this is before Torrid died we might have some issues).

Hex:
From Ben 10, Hex is a refugee from the magical dimension of Legerdemain, with his niece Charmcaster being his accomplish in his earlier career as a supervillain. Abusive to her and very easilly angered, over time Hex's attitude was tempered out, becoming less hot-headed and less abusive to his Niece. Eventually he retired from Supervillainy and became a College Professor, though that hasn't happened yet. He practices Dark Magic, mostly offensive, and has an incredible knowledge when it comes to Artifacts. His biggest weakness is that depending on when in the timeline he is, he could be a complete jerk.

I personally am leaning on Hex, but won't be to to beat up with we do Orpheus.
 
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I'm kind of into Orpheus if just because I want to keep father away from people known for child abuse somewhat. We need to get him out of that habit, and there could be a negative feedback loop between him and hex.

Also, having a good aligned necromancer around for if we ever have to deal with the lich or his domain, or senior citizen zombies again might be advisable.

Quick check in, @Dungeons27, are we getting an xp post soon? Don't rush it if it isn't a priority, just wondering
 
Hex is the subject of an interesting retcon in Ben 10's twisty production history. In the original series, the Charms of Bezel and other "magic" items were meant to be derived from alien technology that had been misconstrued as mystical artifacts as they passed through different hands over the ages.

From Alien Force and onward, this was quietly tossed out in favor of mana and alien races who utilize mystical forces. Which are 100% real. This conveniently lets it sync up with a show they share a universe with, Secret Saturdays, though I doubt that was intentional.
 
I'd be happy with either, so I won't be campaigning for one in particular. However I'll mention a couple of things that people should keep in mind before they make their choice.

When picking Orpheus, the big thing to decide is what Father's attitude towards the Guild will be. We're still not sure about whether or not having Orpheus and joining the guild could cause friction, but let's assume it does.
Now, there seems to be another conundrum in our hands. Apparently, our cooperation with the US was only made possible through us not being Guild members, so unless we got some clarification from Hellatrix, it appears that they're incompatible with each other (officially, at least). In this scenario, partering with the US means there's no cons for choosing Orpheus other than his morality.

For Hex, it's a bit simpler. It's a choice about whether we see him as a potential asset or a hindrance when it comes to establishing diplomacy with Charmcaster, and if this is even a problem to begin with, considering the Americas will seemingly remain relatively disconnected from other continents for the time being, making the point moot since we won't run into Charmcaster to begin with.
 
Hex is the subject of an interesting retcon in Ben 10's twisty production history. In the original series, the Charms of Bezel and other "magic" items were meant to be derived from alien technology that had been misconstrued as mystical artifacts as they passed through different hands over the ages.

From Alien Force and onward, this was quietly tossed out in favor of mana and alien races who utilize mystical forces. Which are 100% real. This conveniently lets it sync up with a show they share a universe with, Secret Saturdays, though I doubt that was intentional.
Thats very interesting! I also forgot that Ben 10 and Secret Saturdays shared a universe. Getting a guy who knows the type of magic we might see Argost use is very useful.
 
Side note, Hex hails from Legerdomain. They did a fun pun with it. His home was hijacked by an evil turtle that looks like Dormammu and his brother, Spellbinder, got whacked by said evil turtle.
 
Also, having a good aligned necromancer around for if we ever have to deal with the lich or his domain, or senior citizen zombies again might be advisable.
I wouldn't really call those relevant personally. For the former...well whatever the fuck the Lich is anymore, it's probably as far away from standard necromancy as a nuke is from a firework. Meanwhile the Senior Citizen Zombies were probably not necromancy as much as Grandfather spreading his corruption aura thing to people the same way he did the landscape.
 
I am personally more leaning towards Orpheus since Hex might result in some uncomfortable Grandfather flashbacks.

That and I do feel like if we want to cooperate more with the US government then having someone anti-Guild will be more beneficial in the long run as others have said.

Trading off sheer firepower for more well rounded versatility would also be a good trade since with Father we have a powerful martial unit already. Orpheus would be better at handling less direct magical threats like curses which considering how much of it exists in media would be worth its weight in gold.

Possibly he might even be able to help out with Ice King's crown even.
 
I have one worry about Orpheus, which is that performing necromancy might not be an in with the Underworld but instead attract their unwanted attention. Aside from that I don't care too much either way so long as we get one of them.
 
I wouldn't really call those relevant personally. For the former...well whatever the fuck the Lich is anymore, it's probably as far away from standard necromancy as a nuke is from a firework. Meanwhile the Senior Citizen Zombies were probably not necromancy as much as Grandfather spreading his corruption aura thing to people the same way he did the landscape.
I don't intend on throwing Orpheus at the lich and hoping it works out. I'm more thinking his followers and, in the worst case scenario, if we have to go on an expedition to his land, well be dealing with undead.
 
Orpheus isn't actually a Necromancer, he's an all purpose spellcaster. Sure that includes some necromancy, but its not his actual focus.

If we get Orpheus, we shouldn't try to have him out necromancer the actual necromancers.

As for Hex's history, I feel it will make him better at actually helping Father move on if that makes sense? Like, saying "Hex is a reformed child abuser so we shouldn't get him" just feels fucking weird in a game about Father?
 
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I'm going with Orpheus for the fact that with some effort he could probably bring Grandfathers ghost or spirit or what have you up for a sort of final goodbye / closure for Dather.
 
I don't intend on throwing Orpheus at the lich and hoping it works out. I'm more thinking his followers and, in the worst case scenario, if we have to go on an expedition to his land, well be dealing with undead.
The Lich doesn't really have any followers to my understanding, undead or not. He's a one...Lich apocalypse on boney feet, here only to spread the word on the inevitability of death and entropy.
I'm going with Orpheus for the fact that with some effort he could probably bring Grandfathers ghost or spirit or what have you up for a sort of final goodbye / closure for Dather.
...you don't really understand Grandfather as a character huh? Bringing him back is never going to go good in any capacity.
 
I'm going with Orpheus for the fact that with some effort he could probably bring Grandfathers ghost or spirit or what have you up for a sort of final goodbye / closure for Dather.
That has so many ways it could backfire its unreal.

Like, regular necromancy with Orpheus is fine, but 1. He isn't a specialist despite calling himself a Necromaner, so trying to get into a Necromancy fight with him is stupid, and 2. WHY WOULD WE RESURRECT GRANDFATHER EVER? Even if for just a scene he likely will decide to just possess whoever is nearby!
 
Orpheus isn't actually a Necromancer, he's an all purpose spellcaster. Sure that includes some necromancy, but its not his actual focus.
Considering his inspiration and his in-setting actual mystical duty, he is kind of the resident sorcerer supreme.

Which reminds me, one last thing to consider about Orpheus. From the description in the recruitment action, he'll be moving in if hired. That means that hiring Orpheus means the permanent risk of opening a closet and running into his opinionated and infuriatingly sarcastic master, in whatever shape he feels like wearing at the time, and seeing how that affects Father's mood.

If that's a good or bad thing I leave it up to you.
 
Considering his inspiration and his in-setting actual mystical duty, he is kind of the resident sorcerer supreme.

Which reminds me, one last thing to consider about Orpheus. From the description in the recruitment action, he'll be moving in if hired. That means that hiring Orpheus means the permanent risk of opening a closet and running into his opinionated and infuriatingly sarcastic master, in whatever shape he feels like wearing at the time, and seeing how that affects Father's mood.

If that's a good or bad thing I leave it up to you.
There is one more thing about him I forgot to include.

Since he is serving a higher power, if said power decides we are a threat He likely will try to sabotage us.
 
Hex might lose loyalty of he hangs around too much actually he's pretty straight laced and prone to anger in his before times and even after character development he's still somewhat strict.
 
Hex might lose loyalty of he hangs around too much actually he's pretty straight laced and prone to anger in his before times and even after character development he's still somewhat strict.
I doubt it, Hank proves to be a good stabilizing force for the straightman character. I also am pretty sure he can turn around and enjoy Izzy's company when he realizes her insanity is a mask to hide her competence.

Toiletnator is an issue but a person would need a divine amount of patience not to hate him. Eitherway its not enough to cause Loyalty issues. Not liking another hero is fine, unless its a pure hatred. Orpheus has the issues potentially occurring moreso because we are an active supervillain and he works for another, mystical being then anything personalitywise as well.
 
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