Turn 3: (RESULTS)
TURN 3 - RESULTS
[X] Operation O.P.A.L (Occult Plus Alien Luminosity)
-[X] Continue to Fight Gems
--[X] Izzy
-[X] Reach Out to Corporate Competition
-[X] Buy a News Network
--[X] Toiletnator
-[X] Look into Aliens
-[X] Research Gem Technology
--[X] Hank Hill
-[X] Look into Artifacts
-[X] Call the Moonbase
-[X] Persuade Stickybeard to Stay
-[X] Recruit Dr. Hex
-[X] Go Selling
-[X] Deal with Numbuh 13
-[X] Create Podcast
NATIONAL ACTIONS
-[X] Continue to Fight Gems
DC 95 (CF 2% CS 8%)
1d100 = 63 + 37 + 25 + 5 + 2 = 132
Success!
??? INTERRUPT ACTION!
-[ ] Halt the Human Counterattack!
1d100 = 43 + 34 + 5 + 17 +3 = 102
Failure!
The War Against The GEM INVADERS Goes On!
At least, that's how the media is spelling and spinning it. You return once more to the front lines, and this time, it really is WAR. Working with the US government to an extent, who is increasingly surprised to see you return, you are pointed in a direction and get to work. With your efforts, the cities of Montreal, Ottawa and Quebec City are finally liberated, and the gem forces are being pushed further and further back, until finally quitting the eastern front altogether and pulling back into the remote wilderness. But that's not going to stop YOU! Chasing after the gem forces in route, you come face-to-face with the first real threat they can offer.
To Be Continued in: "Heating Up!"
-[X] Reach Out to Corporate Competition
DC 50 (CF 2% CS 8%)
1d100 = 93 + 26 = 119
Critical Success!
Heading out into the wild world of commerce and capitalism, you show up at a few events to schmooze and rub shoulders with the new corporate elite. You're catching up on recent news, getting a grasp of their preferred specialities and fields of industry. Your reappearance on the scene has been overall well-received, and you received a few token gifts from your contemporaries in the mail. From Mandy, you're given a gemstone made out of the finest cinnamon to celebrate your success against the Gems. Mandark's "gift" are suggestions for improving the blueprints for your giant robot. Swell.
When your invitation to cooperate goes through to the smaller companies, your initial responses are almost overwhelming. A few do jump out at you. One company that sounds vaguely familiar, Venture Techno Industries, is willing to do business with you. Despite the vast harassment from an anonymous source, its CEO and Owner, JJ Venture seems on-board with cooperation. The second is a small auto body repair shop going by the name of Skips' Chop Shop is up for sale. While not big in the slightest, your meeting with its owner, the titular Skips, was fascinating. In the meanwhile, you were able to get a feeler out for just about every major corporation in America, so now you at least know about them.
Reward: Increased relations with all of the corporate factions. A writeup on the major corporate groups (Endsville Energy, Mandark Co, Scam Co, Katz Ventures, and Black Hat) will be presented in a future update. Actions related to VenTech Industries are now available.
NEW HERO FOR RECRUITMENT: Skips!
Skips becomes available for recruitment for FREE next round, not counting towards your normal recruitment limit.
-[X] Buy a News Network
DC 70 (CF 4% CS 6%)
1d100 = 85 + 19 + 10 + 2 = 116
Success!
Some say that television is hard to break into. Well, evidently, no, it's actually not that hard at all. All you really need is a big fat stack of cash, a can-do attitude, and a rampant desire to buy a news network. And it's just your luck too; the market is in a scramble, and you're just on the tail end of a major toss up. You should be able to buy whichever one you like. So which one will it be?
Reward: Your new news network will provide insight into further rival actions. Actions related to television/broadcasting now available!
A vote on which news network you'd like to buy will be posted in a future update. Canon Write-Ins are encouraged!
-[X] Look into Aliens
DC 70 (CF 4% CS 6%)
1d100 = 83 + 27 = 110
Success!
Looking through the reports, and pulling a few strings with your liaisons, you are able to confirm the existence of aliens in an official capacity. And oh boy, it's a friggin doozy. Aliens have become practically commonplace. Most of them are refugees from other planets who were visiting Earth for some reason or another and were stuck here. Others are half-human hybrids descended from aliens. Both of those groups are fairly benign, though they have strange powers and traits relating to their extraterrestrial origins.
The rest are not so friendly. Alien invaders have also become upsettingly common. One of the biggest invading factions, and the one you're currently dealing with, are the Gems. The Gems are silicon aliens who have set up in Canada and are harvesting the planet's resources to increase their numbers. This has long term consequences for the ecosystem, and short term consequences because there's now an army of them trying to conquer the world. They have different classifications that have become common knowledge since they began their warpath.
On the other side of the world, there's a supposed alien warlord known as Vilgax occupying the Philippines and the surrounding area. Rumor has it that he's been fighting off a tyrant that has conquered Australia while also still defending himself from invaders from Asia. Many claim that he has some sort of technology with incredible power at his disposal, but details are vague. Allied to him are two other alien powers stranded on Earth, but the details become ever sketicher.
Rumors also persist about a secret cabal of aliens within America itself. These "Hybrids" are said to be part alien, part human, and entirely a problem. Infiltrating positions, enacting dark schemes, supporting alien enclaves, and more. But that's about all you've heard about this particular group.
Finally, by learning about the aliens, you've also heard word about those that hunt them. The Forever Knights, as they call themselves, are a brotherhood of pro-human warriors, dedicated to purging the alien threat. Whispers say they have heard of your actions, and are most pleased.
Their rivals in the dedicated field of dealing with extraterrestrial threats are the Plumbers. A bit show-boaty, but their recent alliance with the larger organization, Providence, has cemented them as one of the world's premier alien hunting forces. They are widespread, thorough, and always on the hunt for the next threat against humanity.
Most of this was learned via a dealer in alien technology who's set up shop in your territory. They were willing to let some of their know-how go in exchange for some future considerations. Technology from extraterrestrial sources is a hot commodity, or so they say. It's almost always more advanced than what humans have already come up with, meaning there's much that can be learned from research. Or can be used for its intended purpose of causing havoc. You get the impression that if aliens weren't around, they'd be selling plain old guns instead.
There's a booming market for alien tech. Especially weapons. If you ever have any surplus you're willing to part with, you now have someone to sell it to.
Reward: Father is more aware of alien factions on Earth. New actions unlocked.
-[X] Research Gem Technology
DC 75 (CF 3% CS 7%)
1d100 = 98 + 19 + 19 + 2 = 138
Critical Success!
You haul that massive, metal hand the Gems call a warship into the Adult Co. R&D department. After weeks of work, Hank is able to come back with some astonishing results. He almost seems a bit in disbelief himself, really, but his words are brimming with pride as he reads you the reports on the Adult Co. research.
From what Adult Co. scientists could gather, the cornerstone Gem technology is based on light and the gems all of the, uh, Gems have on their bodies. Light passes through focusing crystals and is refracted and focused into solid objects or energy. Light goes in, effect comes out. The in-between process is still fuzzy, and a lot of it goes over your head, but what you do understand is that unless you have a gem, a lot of these unusual devices won't respond at all.
In other words, you have a giant metal hand taking up space in the garage. You're at a loss on how to get over the little speed bump of not having a gem to interface with the warship when Hank taps you on the shoulder.
"Mister Father, sir? With a little retooling, I think I could get that thing to work."
"How do you expect to do that?"
The next month, you see the warship floating in the hangar, in a much better state than the wreck the gems left behind in Canada. Exotic crystal armor that had been lost during "recovery" was replaced with the firm plating of an iron fist. The exotic power source that used to keep the ship up could not be salvaged. Instead, the vessel is being powered by a massive, high-octane autogas engine you'd expect to see on a truck going down the highway. Test runs with the new propane tanks have been an overwhelming and very unexpected success.
You crack open a cold one with Hank to celebrate.
"Yep," he says.
"YEP," you reply.
Reward: Gem technology principles understood. New actions unlocked.
The Gem warship is back online with a propane power source.
-[X] Look into Artifacts
DC Variable
1d100 = 25 + 15 = 40
Success!
It happened at an auction, and it involved a very, very annoying young man, a neat looking helmet and a split moment decision. It all began as you and Hex were walking about, getting to know one another, and you thought what better choice then to touch base then go looking for those gosh darn magic artifacts? If this Hex fella was the real deal, he'd point out all the good ones. So you went boutiquing, a favored pastime of yours. Time passed, and the dynamic duo of yourself, a shadowy figure silhouette, and skull-faced man in robes eventually found a shady, back alley auction! Most of it was junk, like weird talismans or giant bananas, but the moment the helm was brought out, both you and Hex could feel something… off about it.
And so did a spiky-red-haired, weird little clown boy. Screeching like a chimpanzee, he waved a colossal bundle of cash. But he made a certain mistake: He decided he was going to push past you. Wrong choice. Already intrigued, and now actively agitated, you match his bid, and raise it. He turns to face you, ready to insult you to your face, but one ominous glare from you and Hex makes him shut up. He attempts to outbid you, but with little success, and by the end of it, you walk away with the artifact. The boy, however, makes one final mistake. He confronts you after the auction, just as you were messing around with and putting it on your head.
"Listen, geezer! Let me spell it out for you! I'm kinda a big deal, right? Boy genius and all, maybe you heard of me."
"Nope." You look at Hex, and he looks at the boy.
"Certainly not."
That hits the red-head's ego like a nail into a tricycle wheel.
"Well… Whatever! Why do you even want the Helmet of Jong anyways?"
"The Helmet of What?"
"The Helmet of Jong!"
"The Helmet of Jonggghhh! You clutch your head! "WHY CAN I loook BACKWARDS?!?"
Suddenly, your vision had doubled; but not in the way that an ice cream headache would cause. It was almost like you had just grown a set of eyes in the back of your head! The boy erupted into laughter at your plight. Thankfully, Hex took offense on your behalf.
"Stifle your laughter, child."
"Oh yeah, bonehead? Well, why don't we do a little wager? I challenge you to a--"
"Enough."
Before the boy could even draw his staff, Hex had produced his own. With but a simple sweep of the gnarled wood, a gale-force slammed into the impudent little worm, knocking him flat on his behind.
"Hey, you can't just interrupt--"
"I'll interrupt you as much as I like. Your words are as worthless as you are."
Before the punk could scramble to his feet, the winds began to pick up, tossing him around like an emo rag-doll, earning a delightfully terrified and particularly pathetic scream, before carrying him off into the distance. Giving a stiff nod, Hex turned around, before plucking the helm off your head.
"Strange. I wonder whose lap dog that was."
"Gah! WHO EVER it was, they better NOT try it again."
Rising back up to your feet, Hex hands you back the helmet. Weird thing that it was. It's neat, sure, but why on Earth would anybody want to fight over something like this?
Reward: New magic item! It can be equipped to heroes and studied with future actions.
Helmet of Jong (MYTHIC): +3 to opposed Martial rolls when being attacked by a sneaky enemy.
PERSONAL ACTIONS
FATHER
-[X] Call the Moonbase
(79)
Finally. FINALLY. You got somebody else besides that annoying man-cat-moron! You wait… And you wait. And finally… Click.
"Moltar Productions, head of security speaking. State your business."
Numbuh 362. That big brat sitting on the big throne of the KND. And here she was, sounding… Well, more depressed than usual.
"Well, well, well. Numbuh 362. I am most disappointed. Here I thought you were the only brat capable of picking up a phone. But you KND do find new ways to earn my Ire."
"Sir, is there a reason you have called me? All death threats, terrorist invoices, ransom demands, and personal attacks should be directed to Moltar Production's public resources depar-"
"What? NO! I HATE those things! I'm calling to see WHY you and your punks haven't even bothered to attack me since you dropped your crummy MOONbase on ME!"
"Sir, as per studio procedures, I am not… Hold on."
The phone line goes silent. When it picks up next, 362 is gone, and the voice is a deepy, booming voice, as smooth and warm as molten lava.
"Yo, this is Moltar speaking. I was wondering what this phone line was for!"
"Moltar? Who the heckfire is that?"
"Uh, me. And you? Wait, are you like these kids' parents?"
"What? No, I'm their enemy!"
"Ahhh, okay, weird. Your line says Father."
"Yes, that's my NAME."
"Your name is Father?"
"YES."
"Who names their kid Father? Somebody with specific expectations?"
"Well, no, I named myself."
"And you named yourself Father? How does that make it better?"
"It… Well, it sounds intimidating!"
"Maybe to fuckin' children, dude."
What a potty mouth.
"Well, obviously."
"...I don't understand what you mean by that."
"Understand what?"
There is an awkward silence that seems to drag out forever. However, you eventually hear some typing.
"What are you doing over there?"
"Shmoogling."
"What?"
"Forget it. Ah, there we- Oh wow."
"What… AGAIN?"
"You said you were Father, right?"
"Yeah?"
"Like, Father who owns a megacorp?"
"Yes."
"Father who fought a whole army of aliens?"
"Correct."
"...Wanna be on my show?"
Reward: Father has been invited to appear on Moltar Coast to Coast!
-[X] Persuade Stickybeard to Stay
(27)
As Father approaches Sitckybeard, you two take some time on the deck to drink a few root beers. You remember the good ol' days, of chasing treasure and stealin' candy from kids. Good times. Stickybeard agrees.
They were good times, weren't they?
Stickybeard takes a long, deep breath, and looks out towards the sea, the asparagus rippling gently below the surface. You looked at him, trying to pierce the candy coated layer of sugar and glazing. For a moment, he almost looks… Eager. Almost anxious. Like he was just about to jump out and start swimming across the sea. A swimmer late to the race desperate to catch up, to catch the thrill of the victory line.
But he turns back to you. He says he will stay a bit longer. For old time's sake.
Reward: Stickybeard will remain a free agent for one more turn.
-[X] Recruit Hex
When the time came, the decision was rather difficult. But, admittedly, extremely neato. Walking into the waiting room, you watched the two wizards floating mid air, arcane power swirling around the room, lashing out and blasting your parlor room apart. Now, sure, that made you mad. But a wizard battle for the ages was pretty spectacular. Not to mention, seeing them both so eager to get the job really made it hard to choose. When it came down to it though, Hex proved at least to be the more cunning of the two, and was also the lower bid. Carefully channeling your anger, Hex managed to use the surge of power to throw Orpheus off his balance, pinning him to the ground. Glowing chains erupted from your throw rug, binding him to the ground.
"Well put, Necromancer." Hex said, looming over Orpheus.
"And you yourself are a challenging opponent indeed, sorcerer. Tell me, do you already have a nemesis?"
"No… That is an odd question."
"Well, if you ever wish to have a foe to oppose, then I think I could provide a rather excellent rival."
"I… Cannot claim to understand your suggestion."
"Here, my card."
Flicking his head, a small tendril of magic slipped into his coat and produced a card for both you and Hex.
"Well, I Can tell a wizard duel winner when I see one. Hex, you're hired. Mr. Orpheus… Uh, I guess I could talk about renting an apartment for you." You said, shaking Hex's hand.
"Delightful."
Hank
-[X] Go Selling
(85)
Hank does what Hank does best. While it isn't exactly propane, he is more than competent and agreeable enough to sell Adult Co. products and Adult Co. product accessories. While many see the obvious value of giant robots and lasers, not many see the value of paperwork, coffee, and pens. Hank does a wonder to change that perception, and soon, more than a few companies have begun to order paper supplies directly from Adult Co. You are very happy to hear this.
Reward: Adult Co. products go up in sales, and stronger connections to those who buy your product.
Tolienator
-[X] Deal with Numbuh 13
(46)
Tolienator begins another chase with Numbuh 13, and Numbuh 13 causes more trouble. Watching from your office window, you see Tolienator stumble about, shooting toilet paper, throwing toilet cakes, and generally being a disgusting mess. Tolienator eventually does chase out Numbuh 13, but you are certain that's not the last you'll see of him.
Reward: Numbuh 13 is someone else's problem for the time being.
Izzy
-[X] Create Podcast
(56)
"Getting Dizzy with Izzy" hits the air-waves this weekend, a live production crewed by Total Drama's most popular deranged lunatic, Izzy! At least, that's how Izzy is pitching it. She had tried to call it the Izzy Iz-perience, but she changed her mind last minute. Perhaps it had something to do with the guest, who in this case, seemed to be a straight up ghost. For real. Pale white, floating, revolutionary era clothing, had a weird accent and ghost cat and everything. Mudsy or something, like some sort of funky phantom. Either way, Izzy seemed to get a kick out of it, and all it cost her was a trip to some random clock tower.
"So, tell me, Mr Funky Phantom: What's it like being dead?"
"Oh, it's terrible, just terrible! I'm all pale, and ghostly, and intangible even!"
"I can imagine why that would suck."
"Oh, you don't even know the half of it! And the half you do, well, yeah, its really awful, it really is!"
"I see. And the ghost cat? Was he a revolutionary as well?"
"Well, of course, obviously, who else was going to hunt British mice even, hm?"
"Ooh, right, duh! Izzy moment there! So, why not tell us a bit about the whole 'Revolutionary War' thing! Seems interesting enough!"
"Oh, of course! It was a cold, cold, wet and windy night in valley forge, and let me tell you, it was so cold, you could freeze a fire! Now, me and snagglepuss were deep behind enemy lines…
Well, there wasn't too much to be learned, but it was entertaining. Plus, you got to learn ghosts were real! That's…. Mildly disturbing!
Reward: +2 to Izzy Occult.
[X] Operation O.P.A.L (Occult Plus Alien Luminosity)
-[X] Continue to Fight Gems
--[X] Izzy
-[X] Reach Out to Corporate Competition
-[X] Buy a News Network
--[X] Toiletnator
-[X] Look into Aliens
-[X] Research Gem Technology
--[X] Hank Hill
-[X] Look into Artifacts
-[X] Call the Moonbase
-[X] Persuade Stickybeard to Stay
-[X] Recruit Dr. Hex
-[X] Go Selling
-[X] Deal with Numbuh 13
-[X] Create Podcast
NATIONAL ACTIONS
-[X] Continue to Fight Gems
DC 95 (CF 2% CS 8%)
1d100 = 63 + 37 + 25 + 5 + 2 = 132
Success!
??? INTERRUPT ACTION!
-[ ] Halt the Human Counterattack!
1d100 = 43 + 34 + 5 + 17 +3 = 102
Failure!
The War Against The GEM INVADERS Goes On!
At least, that's how the media is spelling and spinning it. You return once more to the front lines, and this time, it really is WAR. Working with the US government to an extent, who is increasingly surprised to see you return, you are pointed in a direction and get to work. With your efforts, the cities of Montreal, Ottawa and Quebec City are finally liberated, and the gem forces are being pushed further and further back, until finally quitting the eastern front altogether and pulling back into the remote wilderness. But that's not going to stop YOU! Chasing after the gem forces in route, you come face-to-face with the first real threat they can offer.
To Be Continued in: "Heating Up!"
-[X] Reach Out to Corporate Competition
DC 50 (CF 2% CS 8%)
1d100 = 93 + 26 = 119
Critical Success!
Heading out into the wild world of commerce and capitalism, you show up at a few events to schmooze and rub shoulders with the new corporate elite. You're catching up on recent news, getting a grasp of their preferred specialities and fields of industry. Your reappearance on the scene has been overall well-received, and you received a few token gifts from your contemporaries in the mail. From Mandy, you're given a gemstone made out of the finest cinnamon to celebrate your success against the Gems. Mandark's "gift" are suggestions for improving the blueprints for your giant robot. Swell.
When your invitation to cooperate goes through to the smaller companies, your initial responses are almost overwhelming. A few do jump out at you. One company that sounds vaguely familiar, Venture Techno Industries, is willing to do business with you. Despite the vast harassment from an anonymous source, its CEO and Owner, JJ Venture seems on-board with cooperation. The second is a small auto body repair shop going by the name of Skips' Chop Shop is up for sale. While not big in the slightest, your meeting with its owner, the titular Skips, was fascinating. In the meanwhile, you were able to get a feeler out for just about every major corporation in America, so now you at least know about them.
Reward: Increased relations with all of the corporate factions. A writeup on the major corporate groups (Endsville Energy, Mandark Co, Scam Co, Katz Ventures, and Black Hat) will be presented in a future update. Actions related to VenTech Industries are now available.
NEW HERO FOR RECRUITMENT: Skips!
Skips becomes available for recruitment for FREE next round, not counting towards your normal recruitment limit.
-[X] Buy a News Network
DC 70 (CF 4% CS 6%)
1d100 = 85 + 19 + 10 + 2 = 116
Success!
Some say that television is hard to break into. Well, evidently, no, it's actually not that hard at all. All you really need is a big fat stack of cash, a can-do attitude, and a rampant desire to buy a news network. And it's just your luck too; the market is in a scramble, and you're just on the tail end of a major toss up. You should be able to buy whichever one you like. So which one will it be?
Reward: Your new news network will provide insight into further rival actions. Actions related to television/broadcasting now available!
A vote on which news network you'd like to buy will be posted in a future update. Canon Write-Ins are encouraged!
-[X] Look into Aliens
DC 70 (CF 4% CS 6%)
1d100 = 83 + 27 = 110
Success!
Looking through the reports, and pulling a few strings with your liaisons, you are able to confirm the existence of aliens in an official capacity. And oh boy, it's a friggin doozy. Aliens have become practically commonplace. Most of them are refugees from other planets who were visiting Earth for some reason or another and were stuck here. Others are half-human hybrids descended from aliens. Both of those groups are fairly benign, though they have strange powers and traits relating to their extraterrestrial origins.
The rest are not so friendly. Alien invaders have also become upsettingly common. One of the biggest invading factions, and the one you're currently dealing with, are the Gems. The Gems are silicon aliens who have set up in Canada and are harvesting the planet's resources to increase their numbers. This has long term consequences for the ecosystem, and short term consequences because there's now an army of them trying to conquer the world. They have different classifications that have become common knowledge since they began their warpath.
On the other side of the world, there's a supposed alien warlord known as Vilgax occupying the Philippines and the surrounding area. Rumor has it that he's been fighting off a tyrant that has conquered Australia while also still defending himself from invaders from Asia. Many claim that he has some sort of technology with incredible power at his disposal, but details are vague. Allied to him are two other alien powers stranded on Earth, but the details become ever sketicher.
Rumors also persist about a secret cabal of aliens within America itself. These "Hybrids" are said to be part alien, part human, and entirely a problem. Infiltrating positions, enacting dark schemes, supporting alien enclaves, and more. But that's about all you've heard about this particular group.
Finally, by learning about the aliens, you've also heard word about those that hunt them. The Forever Knights, as they call themselves, are a brotherhood of pro-human warriors, dedicated to purging the alien threat. Whispers say they have heard of your actions, and are most pleased.
Their rivals in the dedicated field of dealing with extraterrestrial threats are the Plumbers. A bit show-boaty, but their recent alliance with the larger organization, Providence, has cemented them as one of the world's premier alien hunting forces. They are widespread, thorough, and always on the hunt for the next threat against humanity.
Most of this was learned via a dealer in alien technology who's set up shop in your territory. They were willing to let some of their know-how go in exchange for some future considerations. Technology from extraterrestrial sources is a hot commodity, or so they say. It's almost always more advanced than what humans have already come up with, meaning there's much that can be learned from research. Or can be used for its intended purpose of causing havoc. You get the impression that if aliens weren't around, they'd be selling plain old guns instead.
There's a booming market for alien tech. Especially weapons. If you ever have any surplus you're willing to part with, you now have someone to sell it to.
Reward: Father is more aware of alien factions on Earth. New actions unlocked.
-[X] Research Gem Technology
DC 75 (CF 3% CS 7%)
1d100 = 98 + 19 + 19 + 2 = 138
Critical Success!
You haul that massive, metal hand the Gems call a warship into the Adult Co. R&D department. After weeks of work, Hank is able to come back with some astonishing results. He almost seems a bit in disbelief himself, really, but his words are brimming with pride as he reads you the reports on the Adult Co. research.
From what Adult Co. scientists could gather, the cornerstone Gem technology is based on light and the gems all of the, uh, Gems have on their bodies. Light passes through focusing crystals and is refracted and focused into solid objects or energy. Light goes in, effect comes out. The in-between process is still fuzzy, and a lot of it goes over your head, but what you do understand is that unless you have a gem, a lot of these unusual devices won't respond at all.
In other words, you have a giant metal hand taking up space in the garage. You're at a loss on how to get over the little speed bump of not having a gem to interface with the warship when Hank taps you on the shoulder.
"Mister Father, sir? With a little retooling, I think I could get that thing to work."
"How do you expect to do that?"
The next month, you see the warship floating in the hangar, in a much better state than the wreck the gems left behind in Canada. Exotic crystal armor that had been lost during "recovery" was replaced with the firm plating of an iron fist. The exotic power source that used to keep the ship up could not be salvaged. Instead, the vessel is being powered by a massive, high-octane autogas engine you'd expect to see on a truck going down the highway. Test runs with the new propane tanks have been an overwhelming and very unexpected success.
You crack open a cold one with Hank to celebrate.
"Yep," he says.
"YEP," you reply.
Reward: Gem technology principles understood. New actions unlocked.
The Gem warship is back online with a propane power source.
-[X] Look into Artifacts
DC Variable
1d100 = 25 + 15 = 40
Success!
It happened at an auction, and it involved a very, very annoying young man, a neat looking helmet and a split moment decision. It all began as you and Hex were walking about, getting to know one another, and you thought what better choice then to touch base then go looking for those gosh darn magic artifacts? If this Hex fella was the real deal, he'd point out all the good ones. So you went boutiquing, a favored pastime of yours. Time passed, and the dynamic duo of yourself, a shadowy figure silhouette, and skull-faced man in robes eventually found a shady, back alley auction! Most of it was junk, like weird talismans or giant bananas, but the moment the helm was brought out, both you and Hex could feel something… off about it.
And so did a spiky-red-haired, weird little clown boy. Screeching like a chimpanzee, he waved a colossal bundle of cash. But he made a certain mistake: He decided he was going to push past you. Wrong choice. Already intrigued, and now actively agitated, you match his bid, and raise it. He turns to face you, ready to insult you to your face, but one ominous glare from you and Hex makes him shut up. He attempts to outbid you, but with little success, and by the end of it, you walk away with the artifact. The boy, however, makes one final mistake. He confronts you after the auction, just as you were messing around with and putting it on your head.
"Listen, geezer! Let me spell it out for you! I'm kinda a big deal, right? Boy genius and all, maybe you heard of me."
"Nope." You look at Hex, and he looks at the boy.
"Certainly not."
That hits the red-head's ego like a nail into a tricycle wheel.
"Well… Whatever! Why do you even want the Helmet of Jong anyways?"
"The Helmet of What?"
"The Helmet of Jong!"
"The Helmet of Jonggghhh! You clutch your head! "WHY CAN I loook BACKWARDS?!?"
Suddenly, your vision had doubled; but not in the way that an ice cream headache would cause. It was almost like you had just grown a set of eyes in the back of your head! The boy erupted into laughter at your plight. Thankfully, Hex took offense on your behalf.
"Stifle your laughter, child."
"Oh yeah, bonehead? Well, why don't we do a little wager? I challenge you to a--"
"Enough."
Before the boy could even draw his staff, Hex had produced his own. With but a simple sweep of the gnarled wood, a gale-force slammed into the impudent little worm, knocking him flat on his behind.
"Hey, you can't just interrupt--"
"I'll interrupt you as much as I like. Your words are as worthless as you are."
Before the punk could scramble to his feet, the winds began to pick up, tossing him around like an emo rag-doll, earning a delightfully terrified and particularly pathetic scream, before carrying him off into the distance. Giving a stiff nod, Hex turned around, before plucking the helm off your head.
"Strange. I wonder whose lap dog that was."
"Gah! WHO EVER it was, they better NOT try it again."
Rising back up to your feet, Hex hands you back the helmet. Weird thing that it was. It's neat, sure, but why on Earth would anybody want to fight over something like this?
Reward: New magic item! It can be equipped to heroes and studied with future actions.
Helmet of Jong (MYTHIC): +3 to opposed Martial rolls when being attacked by a sneaky enemy.
PERSONAL ACTIONS
FATHER
-[X] Call the Moonbase
(79)
Finally. FINALLY. You got somebody else besides that annoying man-cat-moron! You wait… And you wait. And finally… Click.
"Moltar Productions, head of security speaking. State your business."
Numbuh 362. That big brat sitting on the big throne of the KND. And here she was, sounding… Well, more depressed than usual.
"Well, well, well. Numbuh 362. I am most disappointed. Here I thought you were the only brat capable of picking up a phone. But you KND do find new ways to earn my Ire."
"Sir, is there a reason you have called me? All death threats, terrorist invoices, ransom demands, and personal attacks should be directed to Moltar Production's public resources depar-"
"What? NO! I HATE those things! I'm calling to see WHY you and your punks haven't even bothered to attack me since you dropped your crummy MOONbase on ME!"
"Sir, as per studio procedures, I am not… Hold on."
The phone line goes silent. When it picks up next, 362 is gone, and the voice is a deepy, booming voice, as smooth and warm as molten lava.
"Yo, this is Moltar speaking. I was wondering what this phone line was for!"
"Moltar? Who the heckfire is that?"
"Uh, me. And you? Wait, are you like these kids' parents?"
"What? No, I'm their enemy!"
"Ahhh, okay, weird. Your line says Father."
"Yes, that's my NAME."
"Your name is Father?"
"YES."
"Who names their kid Father? Somebody with specific expectations?"
"Well, no, I named myself."
"And you named yourself Father? How does that make it better?"
"It… Well, it sounds intimidating!"
"Maybe to fuckin' children, dude."
What a potty mouth.
"Well, obviously."
"...I don't understand what you mean by that."
"Understand what?"
There is an awkward silence that seems to drag out forever. However, you eventually hear some typing.
"What are you doing over there?"
"Shmoogling."
"What?"
"Forget it. Ah, there we- Oh wow."
"What… AGAIN?"
"You said you were Father, right?"
"Yeah?"
"Like, Father who owns a megacorp?"
"Yes."
"Father who fought a whole army of aliens?"
"Correct."
"...Wanna be on my show?"
Reward: Father has been invited to appear on Moltar Coast to Coast!
-[X] Persuade Stickybeard to Stay
(27)
As Father approaches Sitckybeard, you two take some time on the deck to drink a few root beers. You remember the good ol' days, of chasing treasure and stealin' candy from kids. Good times. Stickybeard agrees.
They were good times, weren't they?
Stickybeard takes a long, deep breath, and looks out towards the sea, the asparagus rippling gently below the surface. You looked at him, trying to pierce the candy coated layer of sugar and glazing. For a moment, he almost looks… Eager. Almost anxious. Like he was just about to jump out and start swimming across the sea. A swimmer late to the race desperate to catch up, to catch the thrill of the victory line.
But he turns back to you. He says he will stay a bit longer. For old time's sake.
Reward: Stickybeard will remain a free agent for one more turn.
-[X] Recruit Hex
When the time came, the decision was rather difficult. But, admittedly, extremely neato. Walking into the waiting room, you watched the two wizards floating mid air, arcane power swirling around the room, lashing out and blasting your parlor room apart. Now, sure, that made you mad. But a wizard battle for the ages was pretty spectacular. Not to mention, seeing them both so eager to get the job really made it hard to choose. When it came down to it though, Hex proved at least to be the more cunning of the two, and was also the lower bid. Carefully channeling your anger, Hex managed to use the surge of power to throw Orpheus off his balance, pinning him to the ground. Glowing chains erupted from your throw rug, binding him to the ground.
"Well put, Necromancer." Hex said, looming over Orpheus.
"And you yourself are a challenging opponent indeed, sorcerer. Tell me, do you already have a nemesis?"
"No… That is an odd question."
"Well, if you ever wish to have a foe to oppose, then I think I could provide a rather excellent rival."
"I… Cannot claim to understand your suggestion."
"Here, my card."
Flicking his head, a small tendril of magic slipped into his coat and produced a card for both you and Hex.
"Well, I Can tell a wizard duel winner when I see one. Hex, you're hired. Mr. Orpheus… Uh, I guess I could talk about renting an apartment for you." You said, shaking Hex's hand.
"Delightful."
Hank
-[X] Go Selling
(85)
Hank does what Hank does best. While it isn't exactly propane, he is more than competent and agreeable enough to sell Adult Co. products and Adult Co. product accessories. While many see the obvious value of giant robots and lasers, not many see the value of paperwork, coffee, and pens. Hank does a wonder to change that perception, and soon, more than a few companies have begun to order paper supplies directly from Adult Co. You are very happy to hear this.
Reward: Adult Co. products go up in sales, and stronger connections to those who buy your product.
Tolienator
-[X] Deal with Numbuh 13
(46)
Tolienator begins another chase with Numbuh 13, and Numbuh 13 causes more trouble. Watching from your office window, you see Tolienator stumble about, shooting toilet paper, throwing toilet cakes, and generally being a disgusting mess. Tolienator eventually does chase out Numbuh 13, but you are certain that's not the last you'll see of him.
Reward: Numbuh 13 is someone else's problem for the time being.
Izzy
-[X] Create Podcast
(56)
"Getting Dizzy with Izzy" hits the air-waves this weekend, a live production crewed by Total Drama's most popular deranged lunatic, Izzy! At least, that's how Izzy is pitching it. She had tried to call it the Izzy Iz-perience, but she changed her mind last minute. Perhaps it had something to do with the guest, who in this case, seemed to be a straight up ghost. For real. Pale white, floating, revolutionary era clothing, had a weird accent and ghost cat and everything. Mudsy or something, like some sort of funky phantom. Either way, Izzy seemed to get a kick out of it, and all it cost her was a trip to some random clock tower.
"So, tell me, Mr Funky Phantom: What's it like being dead?"
"Oh, it's terrible, just terrible! I'm all pale, and ghostly, and intangible even!"
"I can imagine why that would suck."
"Oh, you don't even know the half of it! And the half you do, well, yeah, its really awful, it really is!"
"I see. And the ghost cat? Was he a revolutionary as well?"
"Well, of course, obviously, who else was going to hunt British mice even, hm?"
"Ooh, right, duh! Izzy moment there! So, why not tell us a bit about the whole 'Revolutionary War' thing! Seems interesting enough!"
"Oh, of course! It was a cold, cold, wet and windy night in valley forge, and let me tell you, it was so cold, you could freeze a fire! Now, me and snagglepuss were deep behind enemy lines…
Well, there wasn't too much to be learned, but it was entertaining. Plus, you got to learn ghosts were real! That's…. Mildly disturbing!
Reward: +2 to Izzy Occult.