Join Johanna Kairi, a.k.a. The Puppeteer, as she plans to be a SUPERVILLAIN!!! Join her in her pursuit for power, wealth, fame, and whatever she seeks, all the while dodging do-gooder pups and their allies.
You also have to navigate her civilian life as she tries not to out herself in a town occupied by dogs with very good sniffers, so good luck with that.
Ever since you were a child, crammed in your room reading the weekly comics, you had always dreamed of becoming not a paragon of virtue, but a SUPERVILLAIN!!! (CRACKATHOOM!!)
Why? You don't really know, but those fine details don't really matter in the long run, so you can ignore those for now. What does matter, though, is how you're going to become that supervillain, the one to topple all the other ne'er-do-wells! NYAHAHA-*ACK*ACK*
Ahem... Back to the question, it actually is an important one to anwser. After all, presentation and power are key to being a supervillain. Evil schemes, kidnapping, causing mayhem, sticking heroes in elaborate-but-inconvenient traps that they can easily escape from, it's all necessary.
Now, let's see that checklist of yours and make sure you didn't miss any of the important bits.
What is your power? (You'll be able to gain more powers and expand upon previous powers later on, but rarely. Also, yes, I am basing these powers on Minecraft mobs. Plz don't judge. )
[] Blaze: You can shoot fire and lave out of your hands, and you have a masterful grasp of controlling fire, lava, and anything that is related to flames. You do have a major weakness to water, though, so it's best to stay away from anywhere too wet.
[] Glow: You are able to cast light which can confused and blind your foes, as well as a special light which allows you to bend your opponents' wills to your own. Using your power, however, tends to sap some of your stamina and strength, so it's best to use it sparingly. (Can only control two opponents at the same time at the start.)
[] Vexes and Allays: You are able to summon fae-like minions to do your bidding, of which there are two kinds. Vexes which attack(more like annoy, actually) and keep your foes busy, and Allays that help you carry and steal stuff. (Can summon up to five of both types of minions maximum at the start.)
What is your Supervillain Name?
[] Mastermind
[] Tyrant
[] Mad Lad
[] Write-In
Are you a boy or a girl, how old are you, what is your actual name, and what do you look like?
(Jeez, that's a lot of words.)
[] Boy
[] Girl
[] Write-In
[] Write-In
[] Insert Picture
Finally, where do you begin your supervillain shenanigans?
[] Barkingburg: Located off the coast of England, the most regal and beautiful of all City-States is a must-visit for any self-proclaimed world traveller with its romantic scenery, Big Benji, and of course, the Royal Castle. With the lack of the Paw Patrol being nearby, it'll be the perfect place for a supervillain to make their name here! Although, fame is a double-edged sword, and due to the advanced security measures in most Barkingburg buildings, it is harder to rob stores and stuff.
[] Adventure Bay: The home of the Paw Patrol Lookout, this beautiful town has so many amazing landmarks and sights to see. And, by extension, many beautiful places to steal from and cause havoc in! It's such a shame that the Paw Patrol are mainly located here, though, it makes crimes so much harder to commit without getting the authorities on you butt.
There we go! All done. Now... time to plan for your inevitable ascendance to unlimited power!!!
Hey, guys! I've come up with a new quest and I don't know what the heck I'm doing!
This quest will follow the spirit of Paw Patrol as a kid's show, so there will be no swearing, graphic violence, and etc. This is not an excuse for poor writing, though.
Also, I have some special mechanics for y'all.
Notoriety: This is basically how widely-known your villain persona is, and more of it allows you to perform more Villainous Actions, which would include things like pickpocketing, robbing cars, etc.
Fame: This is how popular your character is in the context of how popular he would be if he was a character in the actual show. Basically, it's a scale from Jar Jar Binks to David Xanatos. Fame gives bonuses for dice rolls, since people are more likely to root for your character to succeed.
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Civilian Name: Johanna Kairi
Date of Birth/Age: October 11, 1999/15 Yrs. Old
Residence: Adventure Bay, California
Savings: $261,011
Expenses: $3,000 per Turn
Iskander: A colossal bronze wyvern named after Alexander the Great, he seems to be rather uncaring to anything else. He is, however, loyal to you. He's also a dragon, nothing needs to be said.
-Great Balls of Fire: Iskander is able to breathe giant balls of fire at his foes. (+20 to Iskander's Ranged Rolls)
-A Whip for a Tail: Iskander has a massive tail which he can use to bat opponents away like balls. (+20 to Iskander's Melee Rolls.)
-Scales Like Bronze: Iskander laughs in the face of his enemies' arrows and bolts! (+20 to Iskander's Defense Rolls.)
-Giant Wings: Iskander can fly. (Can use Iskander to fly away if need be. Iskander gains +20 to rolls related to all Combat Rolls when he is flying. Johanna receives a +10 to all Combat Rolls if on Iskander when he is flying..)
-Stealthy For A Dragon: Given how literally nobody noticed that a dragon had just swooped in and stolen a giant chicken statue until it was too late, you could safely say that Iskander was pretty stealthy. For a dragon, at least. (-10 to Stealth rolls.)
-The Wisest Of All: Iskander has lived for millenia, having seen empires rise and fall, great men torn down by folly and foolishness. And he refuses to let you fall as well. (Johanna gains a +20 bonis to Rolls when Learning or Training specific Traits, as well as a +7.5 bonus when learning or mastering spells.)
Powers:
Vexes and Allays: You are able to summon fae-like minions to do your bidding, of which there are two kinds. Vexes which attack(more like annoy, actually) and keep your foes busy, and Allays that help you carry and steal stuff. (Each singular Vex provides +1 to rolls Physical Fighting and -1 to Enemy Rolls, while Allays provide +1 to rolls for Villainous Actions not involving Violence.)
-Practical Autonomy: Your Allays and Vexes have managed to stretch their reach so much that even you are surprised. Now, your little minions are able to reach almost anywhere and everywhere you want them to within Adventure Bay and some of the surrounding area. (Vexes and Allays' field of reach is practically infinite for Johanna now. DC's for certain Actions have been lowered. Singular Vexes and Allays each now provide +2 to Rolls instead of +1.)
-Little Costumes: Your Allays and Vexes now wear the cutest of uniforms hand-sewn by yours truly. With dresses for the Allays and tuxedos for the Vexes, you have not stopped cooing over how cute your little minions are now. (If they are visible, each singular Vex and Allay provide +1 to Performance Rolls.)
Spells:
Micare: A spell that causes a small flashbang which disorients nearby opponents for about ten seconds. (-10 to Enemy Rolls if successfully cast. DC: 15 to successfully cast.)
Repellendi: A spell that launches a single target backwards by about two yards. (+20 to Attack Rolls if successfully cast. DC: 25 to successfully cast.)
Scutum: A basic spell that casts a purple shield that can deflect most physical attacks. (+15 to Defense Rolls if successfully cast. DC: 20 to successfully cast.)
Imbrem Acus: A more advanced spell that shoots a shower of about twenty needle-like projections at your foes. (+15 to Attack Rolls and -15 to Enemy Rolls if successfully cast. DC: 30 to successfully cast.)
Abra Kadabra! Alakazam!: An advanced spell that turns a nearby target into a hand puppet. The effect reverses naturally after a few hours, though the effect can be manually reversed by saying the spell backwards. (Can only be cast if Presto is present. DC: 50 to successfully cast.)
Confractus: An advanced spell that breaks its target and renders it unusable and unfixable for a few hours. (Only works on non-living objects. DC: 45 to successfully cast.)
Ignis Amnis: An advanced spell that unleashes a steady stream of fire towards the target. (+10 to Attack Rolls if successfully cast. DC: 35 to cast.)
Motivation: Fame. You've always dreamed of being under the spotlight, with your name known worldwide. While there were many other, far more legal methods of doing so, you figured that becoming a supervillain would be the best way to get that spotlight.
Dark Arts Acolyte: You've become quite talented in the finer arts of magic. (+15 to rolls related to Magic.) Last trained Turn 7, must train again by Turn 13.
Self-Improvement!: Though it's a bitter pill to swallow, you know that you aren't invincible and that you will always have the chance of being defeated. Which will make rising back up and getting back at your foes even sweeter! (Each time you are defeated but manage to escape, pick a Trait to add a +5 Bonus to. +5 to rolls related to learning new Skills, Hobbies, training existing Traits, and gaining new Traits.)
Well-Conditioned Athlete: Your karate lessons with Yumi and your new workout routine have paid off immensely well. You're now in incredible shape and can easily keep up with stronger opponents in a fight. (+30 to rolls related to Physical Fighting and +15 to rolls related to other Physical Activities.) Last trained Turn 6, must train again by Turn 12.
Bad Driver: You had never been the best at driving, even with the effort you'd put in trying to learn how to. (-10 to rolls related to Driving.)
Scaring With A Smile: You've discovered that you're rather talented at intimidating people. (+10 to Intimidation Rolls.)
Spear Wielder: You're not the best at using a spear, but you didn't need to be the best. You just needed to be good, which you were. (+15 to Physical Fight Rolls when using a Spear, reduced to +10 when using a different polearm.) Last trained Turn 6, must train again by Turn 12.
Someone Who Understands: You know what makes villains tick: their motivations, powers, personalities, etc.(+10 Bonus to rolls whenever Johanna has a positive interaction with a fellow villain.)
Singing Prodigy: You've suddenly discovered that you have a talent for singing, and you don't know how to feel about that. (+15 to Rolls related to Singing.) Last trained Turn 7, must train again by Turn 13.
Presto the Great! A sentient dog puppet wearing a stage magician's top hat and suit. (+10 to rolls related to Charisma and Magic. When Presto is equipped, gain +1 reroll to one failed Magic action per turn.)
A Comprehensive Guide on the Care and Eccentricities of Magical Fauna and Flora: A powerful grimoire that also counts as an encyclopedia for magical creatures and plants. (Opens up options to summon Magical Familiars and Minions. +10 to rolls for summoning Familiars and Minions, and a +10 to rolls when trying to identify Magical Fauna and Flora.)
Bottomless Bag: A magical nanny bag that allows you to store anything and everything you need inside it. (+30 to rolls related to Thievery. Can carry anything that can fit inside its opening.)
Wards and Enchantments: A small collection of books that explain basic wards and other enchantments, though they focus more on wards.. (+10 to rolls related to Wards and +10 to rolls related to Enchantments.)
Presto's Wand of Puppetification: Presto's mainstay wand, now endowed with a sinister gleam. When the magic words are chanted ("Abra Kadabra! Alakazam!"), a beam of purple sparks jets out to transform his victim into a humble hand puppet. The magic gives out after a few hours, but can be reversed earlier by chanting the magic words in reverse ("Alakazam! Kadabra Abra!"). (Can only be used if Presto is present.)
Touch of Gaiety: A bright red fabric glove that, when it touches the skin of someone who isn't wearing it, induces a state of artificial euphoria and laughter in said person, rendering them unable to fight back. This effect lasts for five hours. (Can only be used three times a day before it acts like a normal glove for a week, after which its effect returns. A temporary +20 to Physical Fighting before the glove's effect is expended for the time.)
Scent of Time: A golden pocketwatch that also serves as a scent talisman, masking your scent so that you can't be tracked with it. It also has a special feature that allows it to unleash a large cloud of whatever scent the wearer has in mind, with the effect lasting one minute. (Can only be used once during every battleturn. +15 to Escape Rolls. Once the Smell Bomb effect is used, all enemies within range suffer a -10 malus due to being stunned.)
While it's been some time since you first showed yourself in Adventure Bay, you and your debut still cast a shadow over Adventure Bay.
And now, after your puppetification scheme, word is beginning to spread yet again. People are once again anxious and terrified to think what you will do next, and the government is beginning to get antsy about your antics.
Rewards:
+2 Villainous Actions
+10 to Actions when interacting with other villains in a positive or negative manner.
Villain Persona Popularity: 4,105
Hoo, boy... There's not much else to say other than that you are a star right now.
You've quickly risen to the top of Paw Patrol's favorite characters, with your magically charming personality, well-executed and creative schemes, and your impact on the show as a whole.
And the shippers... let's stay out of that radioactive wasteland, alright?
Lots of children also now have a type, so yeah.
People outside the Paw Patrol fandom are beginning to notice you as well, especially due to your Come A Little Bit Closer fight scene. People who don't even like Paw Patrol can appreciate your merits, with some critics praising how well-written your character is.
There are some people out there, though, that don't really like you. They consider you a corrupting influence on children, as well as being too intense a villain for a children's show.
Rewards:
+2 Personal Actions
+10 to Actions when interacting with other villains in a positive or negative manmer.
+1 Reroll for any Critically Failed roll during a Supervillain Scheme.
Civilian Persona Popularity: 1,375
You're quickly rising the ranks of favorite Paw Patrol sidecharacters due to your extremely wholesome interactions with Ryder and the Paw Patrol, as well as the implied possible romance between you and Ryder.
People are beginning to suspect, though, that you're hiding something.
Rewards:
+7.5 to all Social Actions.
Narrative Points Bank:
SillyLittleCoffe: 1
Nightmaster: 1
|--------------------------------------------|
Villain Relationships
Iskander:
He's getting closer to you, although he can still a bit distant at times. Still, he's pretty much adopted you and will do everything to protect and guide you like he did Alexander the Great.
Presto the Great:
You're his bestest buddy ever, and he's glad to be your partner! You're just so eager to hand power over to him, it's hilarious to watch!
Allays and Vexes:
You're family to them, and they love you so very much. They will do anything that you reasonably ask them to do.
Mayor Vernon Humdinger:
He views you as a so-far reliable ally-in-crime, though he still holds a healthy fear of you due to the fact that you have Iskander as a familiar.
Brian "Butch" Park and Ruben Lenfield:
Though initially intimidated by your glorious self, they'd quickly warmed up to you as their other boss. In fact, you're actually one of the best bosses they've had so far.
Firestarter:
Prometheus is best friends with Iskander, so that probably means you're a great gal yourself.
Civilian Relationships
Yumi Pearson:
She views you as a very talented and dedicated student, although she does tease you about your tendency to call her an "evil monster" at times.
Albert "Al" Pearson:
He sees you as a funny and feisty, but shy, kid. Since Yumi's fond of you, he's also fond of you, albeit less so than Yumi.
Leonard Porter:
He views you as a dependable employee.
Katie Marston:
Though she thinks you're an okay friend of Ryder, she's also pretty jealous of the attention he's giving you.
Paw Patrol:
All the pups of the Paw Patrol have come to view you as a trusted friend at this point, with Rocky and Jager being the closest to you at this point. Rubble is a close second as well.
Rocky:
He views you as a close and reliable friend, since he trusted you to help him at Junkyard Island. He trusts you and likes to get your opinions on things.
Jaeger:
He deeply cares for you as he does your parents, and though he's a little conflicted about your situation, he has promised to keep your whereabouts secret for now.
Ryder Collins:
He has a crush on you, but the hormonal fool wouldn't realize it unless you said it clearly and to his face. Besides that, though, he also sees you as very thoughtful and kind girl, if a bit reserved.
might be a little dark for how kids shows are normally written but honestly the best kid shows are the ones that don't baby the kids too much and include some stuff in the show both to challenge the kids a bit and to give the parents something to enjoy. Alexandra Astra didn't always want to be a supervillain; that was her older (only by 3 minutes!) twin sister's Siren's dream, whenever they played heroes and villains with their little brother Sam. Siren would always be villain, Sam would be the hero and Alexandra was always the damsel in distress or Siren's henchwoman. Their parents doted on the three of them even when their father, Steven Astra, was busy with his campaigning to replace Mayor Goodfellow during election years. But like all things this didn't last forever.
One day after losing his latest bid to become Mayor Steven and his wife Mary learned that the gazebo where Steven had proposed to Mary was to be demolished and replaced with a statue of Chickaletta. Naturally he picked up his campaign tools, redid them for protesting against the removal of such a treasured location and set out with his wife, elder daughter and son to stop the travesty while Alexandra stayed home with the chicken pox to be looked after by the family butler. They never made it to the park. Along the way a truck from Foggy Bottom ran a red light and hit the family's car in a T-bone collision. Her parents and Sam didn't suffer but Siren was never found in the aftermath of the crash.
Mayor Goodfellow was horrified upon learning why the family was out driving that day and not only canceled the plans to demolish the Gazebo but restored it to an even grander state in honor of the Astra family but the damage was done. Still sick from the chicken pox Alexandra watched funeral from the parlor window and wept as the caskets were lowered one by one ending in Siren's empty coffin. Out of Love for her Twin Alexandra pledged to take her sister's dream as her own and become the greatest Supervilllian the city would ever see. This was five years ago...
These days Alexandra Astra is a honor student at Adventure Bay Academy, a private school serving the elite of Adventure bay and the surrounding towns, and captains the school fencing team. She is renowned among the student body for her friendly nature, how she wears her heart on her sleeve and a willingness to help anyone who asks. But this is just the face she shows to the world.
When she is away from the public eye she lets her hair free of her ever present braids and dons the contact lenses made to perfectly match her sister's golden eyes. Then she dawns the costume based on the one her sister sketched out all those years ago to become the Dread villainess Siren. She's still not sure how anyone has failed to put together who she is, she even stopped bothering with a mask and they still don't catch on!
Two parter episode plot idea: Ryder and the paw patrol see Alexandra on an errand for a teacher at her school and follow her thinking that Siren is in disguise for an evil scheme. They spend the day trying to figure out who she is when another villian attacks and when they have the paw patrol on the ropes Alexandra jumps into the frey enraged at someone attacking a boy the same age as her dearly departed brother and putting her fencing skills to use to stop the evil machine endangering the city but getting hurt in the process. *end of frist episode*. the sceond episode explores Alexandra's backstory leading Ryder and the patrol to think her twin sister is alive and active as a villian. They share their theory with the still injured Alexandra (her arm is in a sling) only for her to start crying and saying she can't belive them because that would mean her sister left her. When Ryder leaves she watches from a second story window with an evil smile on her face, her only visable eye shining gold and no visible injury leaving the viewer wondering if Ryder was right or not.
Last edited:
Vote Ended and Information on Vexes and Allays Power.
Adhoc vote count started by Duke William of on Mar 14, 2023 at 11:04 AM, finished with 21 posts and 10 votes.
[x] plan: we can't have Jeri we already have Jeri at home, Jeri at home:
-[X] Vexes and Allays: You are able to summon fae-like minions to do your bidding, of which there are two kinds. Vexes which attack(more like annoy, actually) and keep your foes busy, and Allays that help you carry and steal stuff. (Can summon up to five of both types of minions maximum at the start.)
-[X] The Puppeteer
-[X] Girl
-[X] 12
-[X] Johana Kaito
-[X] Jeri // Digimon Tamers | Digimon, Digimon tamers, Anime
-[x] Adventure Bay: The home of the Paw Patrol Lookout, this beautiful town has so many amazing landmarks and sights to see. And, by extension, many beautiful places to steal from and cause havoc in! It's such a shame that the Paw Patrol are mainly located here, though, it makes crimes so much harder to commit without getting the authorities on you butt.
[x] plan why is the villianess of a kids show so imposing
-[X] Vexes and Allays: You are able to summon fae-like minions to do your bidding, of which there are two kinds. Vexes which attack(more like annoy, actually) and keep your foes busy, and Allays that help you carry and steal stuff. (Can summon up to five of both types of minions maximum at the start.)
-[X] Siren
-[X] Girl
-[x] 17
-[X] Alexandria Astra
-[X] https://static.wikia.nocookie.net/honkaiimpact3_gamepedia_en/images/1/15/Herrscher_of_the_Void_(Thumbnail).png
-[x] Adventure Bay: The home of the Paw Patrol Lookout, this beautiful town has so many amazing landmarks and sights to see. And, by extension, many beautiful places to steal from and cause havoc in! It's such a shame that the Paw Patrol are mainly located here, though, it makes crimes so much harder to commit without getting the authorities on you butt.
[x] plan Pretty Lights
-[X] Glow: You are able to cast light which can confused and blind your foes, as well as a special light which allows you to bend your opponents' wills to your own. Using your power, however, tends to sap some of your stamina and strength, so it's best to use it sparingly. (Can only control two opponents at the same time at the start.)
-[X] The Puppeteer
-[X] Male
-[x] 15
-[X] Jason Auroa
-[X] picture
-[x] Adventure Bay: The home of the Paw Patrol Lookout, this beautiful town has so many amazing landmarks and sights to see. And, by extension, many beautiful places to steal from and cause havoc in! It's such a shame that the Paw Patrol are mainly located here, though, it makes crimes so much harder to commit without getting the authorities on you butt.
Alright gonna call the vote now, with the Jeri plan winning! As such, I'll take the time to explain how your power works.
Right now, you have the ability to summon five Vexes and five Allays all at once, which add up to you having up to ten minions at once. This amount can be upgraded later down the line.
Each singular Vex provides +1 to attack rolls and disrupting enemy rolls, as they don't really do much but annoy your opponents for now. For example, an attack roll made by your character gets a +7 bonus if you have seven vexes.
Each singular Allay provides +1 to rolls related to general crime rolls not related to violence. For example, you get a +7 bonus to pickpocketing if you have seven allays.
Basically, your Vexes are your attack dogs, while your Allays are your helper elves.
Also @Silversun17, due to your omake, even though it's non-canon now, I'll give a +10 to all Villainous Activity Rolls in the first turn as a reward.
@Rossum and @greatgodofallpot, your idea will give you something I'll elaborate on in the next update.
[x] plan: we can't have Jeri we already have Jeri at home, Jeri at home:
-[X] Vexes and Allays: You are able to summon fae-like minions to do your bidding, of which there are two kinds. Vexes which attack(more like annoy, actually) and keep your foes busy, and Allays that help you carry and steal stuff. (Can summon up to five of both types of minions maximum at the start.)
-[X] The Puppeteer
-[X] Girl
-[X] 12
-[X] Johana Kaito
-[X] Jeri // Digimon Tamers | Digimon, Digimon tamers, Anime
-[X] Adventure Bay: The home of the Paw Patrol Lookout, this beautiful town has so many amazing landmarks and sights to see. And, by extension, many beautiful places to steal from and cause havoc in! It's such a shame that the Paw Patrol are mainly located here, though, it makes crimes so much harder to commit without getting the authorities on you butt.
Right, that's the front page done, now let's see what's on the back of it.
You flip the page over before immediately groaning at the first question. Didn't you already say this stuff didn't matter? Who wrote this stupid paper?!?!
...Oh, right. You wrote this. Never mind, then, you'll just quickly finish the question and then move on as if it didn't happen. You grumble to yourself about your past self's idiocy as you stare at the next question.
Why do you commit your acts of villainy?
[] Greed: You love money, plain and simple. You want every shiny you can get your hands on, every last cent from behind the sock drawer, anything, everything! It's all yours for the taking!
[] Fame: You've always dreamed of being under the spotlight, with your name known worldwide. While there were many other, far more legal methods of doing so, you figured that becoming a supervillain would be the best way to get that spotlight.
[] Boredom: Really... it's just because you have nothing better to do. The option of becoming a supervillain is right there, so you might as well do it. Normal hobbies are boring and for boring girls, and you're anything but that!
Now that that's over with, let's get to the fun bits of this thing!
How do you present your Villain Persona?
(Acting out of character as a villain will give you a minor malus to rolls.)
[] Self-Improvement!: Though it's a bitter pill to swallow, you know that you aren't invincible and that you will always have the chance of being defeated. Which will make rising back up and getting back at your foes even sweeter! (Each time you are defeated but manage to escape, pick a Trait to add a +5 Bonus to. +5 to rolls related to learning new Skills, Hobbies, and gaining new Traits.)
[] Evil Schemes!: You know that failing to plan is planning to fail, so you make sure to plan to never fail! That makes sense, right? (+5 to rolls related to Scouting, Planning, and General Scheming.)
[] Dark Arts!: You're not an expert in sorcery, but you do know what hexes, jinxes, and charms are. You have a lot to learn, but it'll be worth it. (+5 to rolls related to Magic.)
[] Fund Filching!: You've learned how to sneak into purses, parlors, and protected places, purloin the properties, and properly part from there. Hoo boy, That alliteration has made you exhausted. (+5 to rolls related to Stealing Things, Stealth, and Escaping.)
[] Glorious Combat!: You love being in the thick of a brawl and how satisfying it feels to land a good hit on somebody. As such, you've learned how to fight and defend yourself, even if it doesn't make you an expert at fighting. (+5 to rolls related to Combat.)
[] Super Science!: You consider yourself a dapper hand at all things nerdy. Biology, robotics, physics: you know these subjects and more like the back of your hand. You even built a fully-functional robot back in 4th grade! (+5 to rolls related to Science, Gadget Creation, and Research.)
[] Presentation!: You know how a villain walks, talks, acts, and eats down to the finest of details. As such, you know how to present yourself before others, whether that be as a badass villain or as the unassuming shy girl you definitely aren't which no one can prove otherwise. (+5 to rolls related to Intimidation, Persuasion, and Charisma.)
You finally reached the end of the questions, which rankled you somewhat. Under the last question was a big, blank piece of nothing, and that just didn't sit right with you. Looking around, you spotted the pile of homemade hand puppets next to your bed, the pile you'd always intended to shove into the closet but never did get to do so due to other issues(*cough* procrastination *cough*). And you were inspired. You hastily scribble one more question at the end of the paper, its sloppiness and mistakes contrasting with the rigid perfection of the other printed questions.
Which Puppet will you use for your Villainous Persona, and will you name it?
[] Your eyepatched wolf pirate puppet. (+5 to Intimidation Rolls.)
[] Your pink princess puppet with her scepter in hand. (+5 to Persuasion Rolls.)
[] Your red dragon puppet that breathes paper flames. (+5 to Attack Rolls.)
[] Your wise old tortoise puppet. (+5 to Defense Rolls.)
[] Write-In (Subject to QM Veto)
[]Yes
-[] Write-In
[] No
|--------------------------------------------|
A/N:
I have a fondness for Paw Patrol despite its obvious flaws. It was one of my favorite shows as a kid, and it's nice popcorn entertainment. It was also the gateway for my entry into fan-made works and the like, so it's partially responsible for my being in the forums in the first place, so it has that going for it.
Gonna close the voting now since it's obvious Rossum's plan is gonna take it by a landslide.
@Rossum, I've some bonuses for you to pick from due to the great backstory you've added. I'll also assume that Johana already has a costume ready since she has been preparing for this supervillain thing for a awhile.
[] An Old Heirloom: Johana receives a magical artifact. 1d100 is rolled to figure out the quality of said artifact.
[] Getting Better is What I Do Best: +40 Bonus to the Train Magic Roll if it is done the first turn.
[] The Greatest Show: If the Puppet Johana is using is Presto, then receive a reroll to any Magical Action taken once per turn.
Scheduled vote count started by Duke William of on Mar 14, 2023 at 12:48 PM, finished with 19 posts and 10 votes.
[X] Plan Puppy Puppet Master of Magic
-[X] Fame: You've always dreamed of being under the spotlight, with your name known worldwide. While there were many other, far more legal methods of doing so, you figured that becoming a supervillain would be the best way to get that spotlight.
-[X] Card-Carrying Showman
-[X] Dark Arts!: You're not an expert in sorcery, but you do know what hexes, jinxes, and charms are. You have a lot to learn, but it'll be worth it. (+5 to rolls related to Magic.)
-[X] Self-Improvement!: Though it's a bitter pill to swallow, you know that you aren't invincible and that you will always have the chance of being defeated. Which will make rising back up and getting back at your foes even sweeter! (Each time you are defeated but manage to escape, pick a Trait to add a +5 Bonus to. +5 to rolls related to learning new Skills, Hobbies, and gaining new Traits.)
-[X] Write-In: Presto the Great! A dog puppet wearing a stage magician's top hat and suit. (Not sure what the bonus would be, probably showmanship or magic)
It's been two years since you'd last seen the place, and it still looked like the same small, idyllic town when you'd been a child, only more so with the new landmarks, people, and other developments.
Case in point, the humongous statue of a golden chicken that was standing in front of the town hall. When you, understandably befuddled, asked a passing man what the heck the statue was about, he told you that the mayor had decided to create a statue honoring her pet chicken, Chickaletta.
...You immediately came to the conclusion that Mayor Goodway was the most devious and ingenious political schemer since Machiavelli. How else could you explain the fact that someone like her got into power? By means which do not include voter fraud, blackmail, or any other crime? Preposterous!
These absolutely important thought consumed you as you tossed and turned in your bed trying to solve them. Instead of, you know, doing something productive.
Rolling off of your bed, you let out a big old sigh as you grab Presto, the favorite of your hand puppets, and think about what your future in Adventure Bay holds. Being a supervillain is part of that, obviously, but living in an old, rented house while having to worry about getting your payment to the landlord on time for the rest of your life... it's not part of that.
Actually, when you think about it, besides being a supervillain... you don't know what to do with your life. You don't have any friends here, your parents are on the other side of the ocean, you'll run out of money to pay rent with in ten months, you're life is a complete and utter mess.
This won't stand. "I am going to make this work," You quietly promise to yourself as you lovingly stroke Presto's felt ears, the amateur sewing holding even after seven years. "I swear it, Presto, and you'll be right there with me."
"Of course, my dear friend," He finally speaks up, his cocky, showman accent breaking all solemnity in the room. "After all, what kind of good friend doesn't take care of his partners?"
You smile fondly.
"One that isn't you, Presto."
Living Situation:
You live in a rented house that you could potentially buy for yourself in the future.
You currently have $20,000 in cold, hard currency, with some more in illiquid assets. You'll have to pay $2,000 in rent every month, so you'll need to get some sustainable income by the fifth turn at the very least.
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You have 2 Villainous Actions.
[] Picking Pockets: You're not too short on funds right now, but it'd be useful to get some extra money just-in-case. You and your Allays could probably pick enough pockets that you'd have enough money to pay the bills and stuff. DC: 10/30/50/70/90
[] Causing Chaos for Chuckles(Secretly): Honestly... you don't have much to do, so why not let your Vexes and Allays loose? They can keep the Paw Patrol busy with mundane and stupid issues, making them less likely to stumble upon or catch you should you be committing crimes soon. Heck, maybe they'll even exhaust the Paw Patrol. DC: 45/60/75
[] Make Your Public Villainous Debut: There's no time like the present to let the world know of your supervillain awesomeness! Grab your costume, clean up Presto, and show the world to tremble before Presto and his magnificent assistant The Puppeteer!! (Begins Mini-Arc: Pups Fight a Supervillain.)
[] Carjacking: You've never stolen a car before, but you're sure it can't be that hard, right? It's like breaking into a store, except it's a car instead. DC: 40/60
[] Burglary for Beginners: You've shoplifted a few times here and there when needed, but you've never really burglarized a building before. DC: 30/50/70
[] Purloining From the Paw Patrol: This is... audacious, to say the least. It'd absolutely be worth trying to snatch something from the Lookout, but on the other hand... It is also an incredibly foolish plan that could see you ignomiously captured. DC: 80
[] Write-In
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You have 4 Personal Actions.
[] Baubles and Bits: You're not too short on funds right now, but it'd be useful to get some extra money just-in-case. You could use your Allays to legally pick up random stuff they find. It won't get you in trouble, and maybe you'll find something useful along the way. DC: 10/30/50/70/90
[] Errands Here and There: You're not too short on funds right now, but it'd be useful to get some extra money just-in-case. Doing a few errands around the town should net you some nice pay, plus it'll allow you to learn some juicy gossip that could be useful. DC: 10/20/40
[] An Actual Job: You're not too short on funds right now, but it'd be useful to get some extra money just-in-case. Getting a permanent job that can get you some good bucks would only be a positive. Though, it may eat into your time to do other things... DC: 30/50
[] Internet's Your Friend: It's been two years since you left Adventure Bay, and lots of things have changed. Yes, that does also include the giant golden statue of the mayor's pet chicken. You might want to check what's gone on since you've been gone, just so that you don't run into any... unforeseen circumstances. DC: 0
[] Meet Your New Neighbors: You should probably take the time to meet the people you're going to be living with , make sure nothing stupid causes conflict between you and them. Though, it does involve... socializing. Brrrr. DC: 15
[] A Nice Walk: Just taking a nice walk with no strings attached should be good for you. DC: 10
[] Train Magic: You have some skill in magic, but it's not really that impressive compared to some other magicians. It wouldn't hurt to train in it a little more. DC: 10/30/50
[] Workout: You're by far not the strongest gal out there, and you want to change that. Setting up a regular workout routing could be beneficial for you. DC: 10/30/50
[] Train Your Fighting Skills: You're not the best fighter, and since you want to be a supervillain, it should be left unsaid that you will need to fix this problem soon. You could improvise by watching people fight and try to imitate them, or you could find a good martial arts instructor to teach you instead. DC: 25/40
[] Learn a Skill: Write-In below what skill you want to learn.
-[] Write-In
[] Train a Skill: Write-In below what existing skill you have that you want to improve.
-[] Write-In
[] Write-In
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A/N:
When your character makes her public debut in-universe, it'll mark the first appearance in the show as a villain, and as such, is a chance for you to gain loads of Popularity and Notoriety all at once. It's always the first impressions that stick with the viewer, so if you manage to ecape and actually succeed in your plan... fans will do the rest for you. A children's show villain actually succeeding in their evil plan?! It's unfathomable!
Also, forgot to mention this, but every turn takes about a month in-quest universe.
Also, if you all have any suggestions for any options I can add next time, feel free to give them.
Vote's closed. Just did the rolls and my goodness are they low and mediocre. No fails, just... they're so mediocre.
Scheduled vote count started by Duke William of on Mar 14, 2023 at 8:59 PM, finished with 11 posts and 10 votes.
[X] Plan Picking Pockets and Meeting Neighbors
-[X] Picking Pockets: You're not too short on funds right now, but it'd be useful to get some extra money just-in-case. You and your Allays could probably pick enough pockets that you'd have enough money to pay the bills and stuff. DC: 10/30/50/70/90
-[X] Burglary for Beginners: You've shoplifted a few times here and there when needed, but you've never really burglarized a building before. DC: 30/50/70
-[X] Internet's Your Friend: It's been two years since you left Adventure Bay, and lots of things have changed. Yes, that does also include the giant golden statue of the mayor's pet chicken. You might want to check what's gone on since you've been gone, just so that you don't run into any... unforeseen circumstances. DC: 0
-[X] Meet Your New Neighbors: You should probably take the time to meet the people you're going to be living with , make sure nothing stupid causes conflict between you and them. Though, it does involve... socializing. Brrrr. DC: 15
-[X] Train Magic: You have some skill in magic, but it's not really that impressive compared to some other magicians. It wouldn't hurt to train in it a little more. DC: 10/30/50
-[X] Baubles and Bits: You're not too short on funds right now, but it'd be useful to get some extra money just-in-case. You could use your Allays to legally pick up random stuff they find. It won't get you in trouble, and maybe you'll find something useful along the way. DC: 10/30/50/70/90
[X] Picking Pockets: You're not too short on funds right now, but it'd be useful to get some extra money just-in-case. You and your Allays could probably pick enough pockets that you'd have enough money to pay the bills and stuff. DC: 10/30/50/70/90
[X] Causing Chaos for Chuckles(Secretly): Honestly... you don't have much to do, so why not let your Vexes and Allays loose? They can keep the Paw Patrol busy with mundane and stupid issues, making them less likely to stumble upon or catch you should you be committing crimes soon. Heck, maybe they'll even exhaust the Paw Patrol. DC: 45/60/75
[X] Baubles and Bits: You're not too short on funds right now, but it'd be useful to get some extra money just-in-case. You could use your Allays to legally pick up random stuff they find. It won't get you in trouble, and maybe you'll find something useful along the way. DC: 10/30/50/70/90
[X] Train Magic: You have some skill in magic, but it's not really that impressive compared to some other magicians. It wouldn't hurt to train in it a little more. DC: 10/30/50
[X] Internet's Your Friend: It's been two years since you left Adventure Bay, and lots of things have changed. Yes, that does also include the giant golden statue of the mayor's pet chicken. You might want to check what's gone on since you've been gone, just so that you don't run into any... unforeseen circumstances. DC: 0
[X] Plan Ears to the Ground
-[X] Picking Pockets: You're not too short on funds right now, but it'd be useful to get some extra money just-in-case. You and your Allays could probably pick enough pockets that you'd have enough money to pay the bills and stuff. DC: 10/30/50/70/90
-[X] Write-In: Timing! Have your Vexes and Allays cause a few accidents around town secretly. Time how long it take for the Paw Patrol to get there.
-[X] Internet's Your Friend: It's been two years since you left Adventure Bay, and lots of things have changed. Yes, that does also include the giant golden statue of the mayor's pet chicken. You might want to check what's gone on since you've been gone, just so that you don't run into any... unforeseen circumstances. DC: 0
-[X] Baubles and Bits: You're not too short on funds right now, but it'd be useful to get some extra money just-in-case. You could use your Allays to legally pick up random stuff they find. It won't get you in trouble, and maybe you'll find something useful along the way. DC: 10/30/50/70/90
-[X] Errands Here and There: You're not too short on funds right now, but it'd be useful to get some extra money just-in-case. Doing a few errands around the town should net you some nice pay, plus it'll allow you to learn some juicy gossip that could be useful. DC: 10/20/40
-[X] Meet Your New Neighbours: You should probably take the time to meet the people you're going to be living with , make sure nothing stupid causes conflict between you and them. Though, it does involve... socializing. Brrrr. DC: 15
-[X] Picking Pockets: You're not too short on funds right now, but it'd be useful to get some extra money just-in-case. You and your Allays could probably pick enough pockets that you'd have enough money to pay the bills and stuff. DC: 10/30/50/70/90
-[X] Burglary for Beginners: You've shoplifted a few times here and there when needed, but you've never really burglarized a building before. DC: 30/50/70
-[X] Internet's Your Friend: It's been two years since you left Adventure Bay, and lots of things have changed. Yes, that does also include the giant golden statue of the mayor's pet chicken. You might want to check what's gone on since you've been gone, just so that you don't run into any... unforeseen circumstances. DC: 0
-[X] Meet Your New Neighbors: You should probably take the time to meet the people you're going to be living with , make sure nothing stupid causes conflict between you and them. Though, it does involve... socializing. Brrrr. DC: 15
-[X] Train Magic: You have some skill in magic, but it's not really that impressive compared to some other magicians. It wouldn't hurt to train in it a little more. DC: 10/30/50
-[X] Baubles and Bits: You're not too short on funds right now, but it'd be useful to get some extra money just-in-case. You could use your Allays to legally pick up random stuff they find. It won't get you in trouble, and maybe you'll find something useful along the way. DC: 10/30/50/70/90
January 1, 2015, Adventure Bay.
It's been two years since you'd last seen the place, and it still looked like the same small, idyllic town when you'd been a child, only more so with the new landmarks, people, and other developments.
Case in point, the humongous statue of a golden chicken that was standing in front of the town hall. When you, understandably befuddled, asked a passing man what the heck the statue was about, he told you that the mayor had decided to create a statue honoring her pet chicken, Chickaletta.
...You immediately came to the conclusion that Mayor Goodway was the most devious and ingenious political schemer since Machiavelli. How else could you explain the fact that someone like her got into power? By means which do not include voter fraud, blackmail, or any other crime? Preposterous!
These absolutely important thought consumed you as you tossed and turned in your bed trying to solve them. Instead of, you know, doing something productive.
Rolling off of your bed, you let out a big old sigh as you grab Presto, the favorite of your hand puppets, and think about what your future in Adventure Bay holds. Being a supervillain is part of that, obviously, but living in an old, rented house while having to worry about getting your payment to the landlord on time for the rest of your life... it's not part of that.
Actually, when you think about it, besides being a supervillain... you don't know what to do with your life. You don't have any friends here, your parents are on the other side of the ocean, you'll run out of money to pay rent with in ten months, you're life is a complete and utter mess.
This won't stand. "I am going to make this work," You quietly promise to yourself as you lovingly stroke Presto's felt ears, the amateur sewing holding even after seven years. "I swear it, Presto, and you'll be right there with me."
"Of course, my assistant," He finally speaks up, his cocky, showman accent breaking all solemnity in the room. "After all, what kind of good boss doesn't take care of his employees?"
You smile fondly.
"One that isn't you, Presto."
Living Situation:
You live in a rented house that you could potentially buy for yourself in the future.
You currently have $20,000 in cold, hard currency, with some more in illiquid assets. You'll have to pay $2,000 in rent every month, so you'll need to get some sustainable income by the fifth turn at the very least.
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-[X] Picking Pockets: You're not too short on funds right now, but it'd be useful to get some extra money just-in-case. You and your Allays could probably pick enough pockets that you'd have enough money to pay the bills and stuff. DC: 10/30/50/70/90
1D100+10+5 = 29+10+5 = 44
You and your Allay's had done a decent job this month purloining purses, pinching pennies, swiping souvernirs, and etcetera. It helped that your very sneaky Allays could distract your victims, giving you an opening to swipe their stuff, before the both of you sneaked away without anyone noticing.
At the end of the month, you gathered all of the illegal gains and goodies you and your Allays had collected in order to determine how effective your pickpocketing exploits had been. It wasn't enough money to pay the rent, but it's enough to warrant a cookie for all your Allays. They need it to, after the failure that was finding things legally.
Rewards:
+$1,000
+10 Notoriety. People have noticed that their pockets and bags have suddenly lost weight and, upon furhter inspection, their valuables. It's not enough to draw the full attention of the Paw Patrol, but it is something they'll note for the future.
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-[X] Burglary for Beginners: You've shoplifted a few times here and there when needed, but you've never really burglarized a building before. DC: 30/50/70
1D100+10+5 = 44+10+5 = 59
You'd found it surprisingly easy to break into a building without being noticed. While your Allays would go in to disable the alarms, you would be hidden outside looking back over your notebook, rereading the list of what you planned to steal and the order in which you would steal them for maxmium efficiency. Then, as soon as the Allays gave the signal, you pulled your ski mask over your face and rushed into the building, swiped everything you'd written down, then hurried out as fast as you had rushed in without anyone being the wiser.
This month, you'd chosen to break into only two buildings, a quaint little apartment and an antique store, so as to keep from attracting too much attention from the Paw Patrol. You'd gotten a buttload of money, which you were really happy about, as well as a few stolen goods you pawned off to an ot-of-town fence. But you'd also grabbed something from the antique store you hadn't planned on stealing. But it had attracted your attention, and for some reason, you had decided that was enough reason to go off schedule and snatch it.
You sighed and admonished yourself for your impulsiveness before deciding to just give the item a lookover and see if it had any value to it. Might as well, right? If it wasn't, you could probably scam some tourist into paying you five bucks for it.
1D100+10 = 90+10 = Art!100 (...The FRI-)
Critical Roll I: 31+10 = 41
You could do nothing but stare at the book in your hand, your jaw slack with overwhelming shock. You pinched youself twice to confirm this wasn't a dream; then, you started hyperventilating.
In your hands was a completely intact grimoire that comprehensively categorized multiple types of magical animals and plants and thoroughly explained the process of how to summon these beasts as minions and familiars. There were pages that went on about griffons
"Bee-BRah-HuH?!?!"
Only gibberish came out of your mouth as you struggled to comprehend the situation. What the hell was something this powerful and rare doing in a frickin' antique shop that was older than dust and ugleir than sin?!
...Now that you think about it, it's actually pretty cliche for a powerful magical artifact to end up in a character's hands after they sneak into a run-down shop run by a kindly old man who had a secret and dark past.
The last part wasn't too accurate as the store was actually run by a middle-aged woman with two kids, but details schmetails. Now, how to take advantage of this sudden windfall...
Rewards:
+$2,500
A Comprehensive Guide on the Care and Eccentricities of Magical Fauna and Flora: A powerful grimoire that also counts as an encyclopedia for magical creatures and plants. Opens up options to summon Magical Familiars and Minions. +10 to rolls for summoning Familiars and Minions, and a +10 to rolls when trying to identify Magical Fauna and Flora.
+30 Notoriety. Adventure Bay now knows there's a burglar loose, and that said burglar has just broken into two buildings over a single month. The Paw Patrol are on the case, but they aren't able to make any progress due to a lack of evidence.
+5 Popularity. Watchers of the show now know there's a burglar loose in Adventure Bay, but until you show yourself as your Villain Persona, it's gonna be relegated to minor fan theories and such. Some even think that this'll just be a one-off hook in one episode, never to be heard from again.
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-[X] Internet's Your Friend: It's been two years since you left Adventure Bay, and lots of things have changed. Yes, that does also include the giant golden statue of the mayor's pet chicken. You might want to check what's gone on since you've been gone, just so that you don't run into any... unforeseen circumstances. DC: 0
1D100 = 44
Your searching on the internet has netted you some pretty good information. Not as much has changed in the Adventure Bay as you'd previously thought, but there have definitely been some major changes here and there.
Besides the golden chicken statue, there had been some new residences built on the nearby hills, there have been some new laws passed regarding taxes and other stuff, and Captain Horatio Turbot had a newly-discovered bug named after him. Huh, so he did have
Looking up the Paw Patrol specifically, you were surprised to learn that they had gained some new official members. Everest, who lived at Jake's Cabin up at the ski mountain, who specialized in snow rescue; and Tracker, who lived in the Amazon with semi-famous explorer Carlos Romero, who specialized in scouting and jungle rescue.
Searching more, you found that the Paw Patrol had now obtained an 18-wheeler truck, called the Paw Patroller, that served as a mobile Lookout when the Paw Patrol were operating outside of Adventure Bay. Looking at the pictures depicting the Paw Patroller, you had to admit that it was pretty cool. You also found something about Air Patrol and-
Wait... They can fly now?!?!
Rewards:
You gain some new information on what's been happening in Adventure Bay while you were gone, as well as some helpful info on the Paw Patrol, including the fact that they can fly.
You are not amused by this fact.
Gain access to a Rumor Mill every two turns.
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-[X] Meet Your New Neighbors: You should probably take the time to meet the people you're going to be living with , make sure nothing stupid causes conflict between you and them. Though, it does involve... socializing. Brrrr. DC: 15
1D100 = 40
You were not that good at talking to strangers, and you knew that far too well. The many times you had hid behind your mother's legs when she would introduce you to strangers had taught you that much.
So, when the time came to meet your new neighbors, you resolved to be polite but use as few words as possible, in order to keep you from embarrassing yourself. As such, it came as a major shock to you when you didn't bumble and frumble when meeting your new neighbors. Heck, it seemed like some people actually enjoyed talking with you. The idea makes you feel fuzzy inside
One such person was Yumi Pearson, a local farmer you'd met while she was dropping off her produce at Mr. Porter's Restaurant. You had hesitantly tried to strike up a conversation about how delicious her fruits and veggies liked and had been ecstatic when she'd began to enthusiastically talk in return of how she used special fertilizer.
From there, the two of you had happily talked about farming and gardening before the conversation drifted towards your personal lives. While you weren't too forthcoming about yourself, you had mentioned that you had somewhat of an interest in martial arts but couldn't find a decent instructor. You also hadn't mentioned just why you needed to be able to fight. "I'm a supervillain and I need to be able to beat up the Paw Patrol" isn't exactly the best thing to bring up in a conversation, after all.
Back to the conversation, Yumi's smile had brightened when she'd heard that, and she eagerly explained to you that she knew some Kung Fu and other Martial Arts. When you asked her if she could teach you, she gave you her number and told you to visit any time you wanted.
As you walked back home with Yumi's number in your hand, you realized that you might actually have a friend now, other than your puppets and minions of course.
It felt... nice.
Rewards:
You've made a decent impression on your neighbors and have avoided making a social fool out of yourself.
You've also met Farmer Yumi Pearson, a local farmer who also knows some martial arts. Next turn, you can visit her for some private martial arts lessons.
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-[X] Train Magic: You have some skill in magic, but it's not really that impressive compared to some other magicians. It wouldn't hurt to train in it a little more. DC: 10/30/50
1D100+5+5+5 = 10+5+5+5 = 25
Reroll = 22+5+5+5 = 37
For the first half of the month, you'd been training yourself here and there in improving your magic. You hadn't really focused on it, though, and as a result, you hadn't improved as much as you could have. As somewhat of a perfectionist, this didn't sit well with you at all.
So, you doubled down on your magical efforts the latter half of the month and were rewarded for it well. Not only did you have a better understanding of the darks arts, you now have an actual magical spell you can use!
Micare, the Latin word for flash. It was a simple spell that allowed you to cast a miniature flashbang which stunned your opponents. Experimentation using your Allays and Vexes(Consensually, of course, you did not abuse your cute minions.), you discovered that the effect lasted for ten seconds and that it would affect everyone within about a yard. It was a fun spell.
It was also a spell you very much weren't spamming endlessly once you'd mastered it as you ran around your room screeching in utter glee, nuh-uh, there's no evidence to prove otherwise. No one can prove you did, and whoever says you did is a lying liar.
Rewards:
Darks Arts Trait now gives a +7 Bonus instead of a +5 Bonus to Magic Rolls.
Micare: A spell that causes a small flashbang which disorients nearby opponents for about ten seconds. -10 to Enemy Rolls after a Micare is successfully cast.
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-[X] Baubles and Bits: You're not too short on funds right now, but it'd be useful to get some extra money just-in-case. You could use your Allays to legally pick up random stuff they find. It won't get you in trouble, and maybe you'll find something useful along the way. DC: 10/30/50/70/90
1D100+5 = 19+5 = 24
This wasn't the best showing of your Allays. All they had to show from this was some lost money, a few pieces of scrap that might prove useful later, and some baubles and trinkets that were worth half a dollar at best.
You couldn't blame them, though. The Paw Patrol's recycling pup, Rocky, took to cleaning up the streets of Adventure Bay with a zealous attitude. He had cleaned up the town so effectively this month that the fact your Allays had gotten as much as they had was a straight-up miracle.
Still, it was a shame, and it made you sad seeing your Allays so disappointed in themselves. You needed to do something to cheer them up. Maybe get them a cookie or two each. Everyone loves cookies.
Rewards:
$100, a few pieces of scrap, and some baubles and trinkets.