Status
Not open for further replies.
My additions based on @Alikard310 work.

Result of the preparation of the last move.
1. The Paw Patrol have once again been distracted and tired out by your minions' shenanigans.
The Paw Patrol suffer a -10 malus during the Rumor Mill as well as during the next SUPERVILLAIN Scheme if done next Turn.

2. +20 to all Rolls during the next Supervillain Scheme if done next Turn. SHOULD YOU ACTUALLY STICK TO THE PLAN THIS TIME.

3. +5 to all Personal Rolls next Turn.
Johanna's mood has improved.

Supervillain scheme
Media The Performance of The Puppeteer: Digital2+10 to Presentation Rolls next SUPERVILLAIN scheme.
Media I've Had Enough of You: Rise Shine+5 to Combat Rolls against the Paw Patrol next SUPERVILLIAN SCHEME
Media Puppeteer Theme Song: Xsplora+5 to Performance Rolls during the next SUPERVILLAIN Scheme.
Media Let Me Make You Proud: Redeyesinferno+5 to Performance Rolls during the next SUPERVILLAIN Scheme.
Media Ready As I'll Ever Be: Silversun17+5 to Performance Rolls during the next SUPERVILLAIN Scheme
Media Nothing Left To Lose: Silversun17+5 to Performance Rolls during the next SUPERVILLAIN Scheme.
Media The Other Side: Silversun17+5 to Performance Rolls during the next SUPERVILLAIN Scheme.
Media Leaked Song: Greatgodofallpot+5 to Performance Rolls during the next SUPERVILLAIN Scheme.
Media Crossing The Line: Silversun17+5 to Performance Rolls next SUPERVILLAIN Scheme.
Media Master of Puppets: Digital2+5 to Performance Rolls during the next SUPERVILLAIN Scheme.
(Non-Canon Hilariously) Muscle Wizard: Ironconsulate+10 to Physical Fighting Rolls against the Paw Patrol during the next SUPERVILLAIN Scheme.
(Canon) Smile: Alikard310+10 to Performance Rolls during the next Supervillain Scheme.
In summary +10 to presentation, +50 to performance,+5 to Combat and +10 to physical fighting. +10 involving Vex and allay
From last turn +20 to all rolls, Paw patrol -10 if used this turn
(Non-Canon) Negaverse - Merchandise Quest Puppeteer Reaction: ThemarineguyYou'll get an exclusive action next turn related to this, but it can only be taken that turn or all will be lost.
(Non-Canon) Negaverse - Paw Patrol Merchandising Quest: ThemarineguyYou'll get an exclusive action next turn related to this, but it can only be taken that turn or all will be lost.
Media Merlin: Xsplora
+10 to all Magic-involved Rolls next Turn
(Canon) New Levels: Alikard310Animagu-Wait, Wrong Franchise: Gain access to some new... magical ideas next turn.
(Canon) Puppet For Puppeteer: Alikard310Gain acess to a New action Next turn
(Canon) Scent Talisman: Ancient One+20 to Artifact Enchantment.
(Non-Canon) Cracked Cards: Alikard310+15 to the next Artifact Enchantment Roll if taken next Turn.
Media After First Supervillain Scheme: Xsplora+10 to Hideout Actions next Turn.
Media Vexes and Allys: Xsplora+10 to all Actions next Turn that involve Allays and Vexes.
(Canon) Passive Aggressive: PanoryNon-Hostile Actions towards the Paw Patrol next Turn gain a +15 bonus.
(Canon) Lair of Evil: Alikard310+10 to Lair Actions next Turn.
(Non-Canon) New Villain Resumes Summarized: Themarineguy+5 to actions pertaining to N.E.M.E.S.I.S. League next turn.


+10 to magic rolls +35 to artifact enchancment, +10 to vex involved +10 hideout +10 Lair (are they the same thing ?) +15 to non hostile towards paw patrol +5 Nemesis

4 Villainous Actions available. SUPERVILLAIN Schemes cost two 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: 5/15/35/55/75

[] 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. DC: 30/45/60

[] Burglary for Beginners: Now that you have some experience in the art of burglary, the idea of robbing a house when its occupants might still be in it is less daunting than it was previously. DC: 25/45/65

[] Purloining From the Paw Patrol: This is... less audacious than it had seemed a few months ago. You'd stolen from the Paw Patrol and gotten away once, you might as well try again. DC: 75
[] Hidout and A Second Home: Seeing as how you've got an evil lair but don't actually have anything in said lair, maybe you should make it a little bit more liveable? DC: 25/50

[] Home Security: You should probably put in some effort to keep your hideout hidden from outsiders. Wouldn't want anyone accidentally stumbling across the cave like you did. DC: 25/50/75

[] Expanding the Evil Lair: Your cavern is spacious enough, but with Iskander around, you could probably do with a bit more space. DC: 50/80
[] Search for Magical Items, Books, or Reagents to Steal: You want to be the greatest magician ever, right? So what better way than to steal more magic? That was, if anyone else had any magical items to take... DC: 40/60/80
[] N.E.M.E.S.I.S. Business: Humdinger politely wants your help in making sure that all the paperwork and stuff for your League is properly addressed and stuff. DC: 0/30/60

[] Talent Scouting: Though a little premature, it wouldn't hurt to find some recruits for your dastardly league. DC: 25/50/75
[] An Odd Opportunity: Looking at the card, you couldn't help but think, "...What the heck?" DC: 20/40
[] Fencing Off: You should probably get rid of the non-money items you'd stolen, find a fence to hand them off to or something. DC: 20/40/60

[] Hiring Henchmen: While you have many magical minions, perhaps it would be prudent at one point to hire some mooks that won't be immediately recognized out of costume. DC: 30/50/70
[] (SUPERVILLAIN Scheme) Master of Puppets: Now that you have the ability to turn people into puppets... what say you have some fun? (Triggers Mini-Arc: Puppets Save the Puppets.)

[] (SUPERVILLAIN Scheme) The World's Your Racetrack: This is an objectively horrible idea given your nonexistent skill at driving. It's also an objectively fun idea, so that cancels things out. Maybe. (Triggers Mini-Arc: Puppets Go Karting.) Already planned for a different Supervillain Scheme.

[] Planning Your Supervillain Scheme: Failing to plan is planning to fail. And you plan to only win. DC: 0/25/50/75

Personal +5 (Good Mood) 5 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: 5/15/35/55/75

[] Little Friends, Little Outfits: You'd gotten this idea to make your Allays and Vexes even cuter by giving them little hand puppets to wear. DC: 20/35/50
[] 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

[] Making Friends: Adventure Bay was rather small for a city, so it wasn't a surprise most people here knew each other pretty well. You might as well get to know them as well. DC: 15

[] Hanging Out: While Presto, Iskander, and the others are wonderful buddies, you can't help but feel that maybe you shouldn't hang out with only them. They're not your only friends, after all. DC: 15
-[] Write-In (Must be people who you have already met and have a decent relationship with, and it is limited to only two people.)

[] A Nice Walk: Just taking a nice walk with no strings attached should be good for you. DC: 10

[] Getting to Know Iskander: Talking with Iskander is nice, and his stories about Alexander the Average(in his eyes) never failed to make you laugh. DC: 20

[] Puppet and Woman: You don't really talk that much with Presto, do you? You should probably remedt that. DC: 20

[] Sensei Yumi: Your friend Yumi Pearson has offered to give you some lessons in martial arts any time you wish. While you do know how to fight now, it wouldn't hurt to learn how to fight better as well as spend more time with Yumi. DC: 30/50

[] Workout: You've got muscles now, girl, and it shows. Keeping yourself in physical shape is a sweaty effort, but so very worth it. DC: 10/30/50

[] 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
[] You're All Good Pups: Once again, you find yourself listening to the pups moan about the lousy month they've had. The new pups are here as well, though Jaeger is fortunately not with them. DC: 10

[] Confronting Jaeger: You know Jaeger is here for a reason, you just need to figure out why. You'll directly confront him about this and pray to whatever deities/deity existed that this worked out for you. DC: 30
[] Train Magic: You are talented in the esoteric arts, and you know it. Training yourself further to gain even more power is always a good thing. DC: 10/30/50

[] Search for Magical Items, Books, or Reagents to Find, Craft, or Buy: You want to be the greatest magician ever, right? So what better way than to get more magic? 25/50/75

[] Transformative Truths: You don't know why or how you thought of magically transforming into a pony, but the thought is stuck in your head now. DC: 90

[] Master a Spell: Write-In below what existing spell you have that you want to master.
-[] Write-In
[] Artifact Enchantment: While you could search for or steal your magical artifacts, you could also make them yourself. DC: 20/40/60

This is my understanding of the omake bonuses we have.

In short we have so many bonuses that we cannot use them all.

Be aware that these are only good this turn.

Based on that. Prep does not age out and distracting the paw patrol can be done again. I don't think it is worth starting the scheme this turn. Yes we get the +10 bonus to Alay and Vexes but we miss out on some options.

So with that in mind highest priority practically and narritivly?

Personal security The secret identity Artifact. Current turn bonus +45. +50 if good mood carries
Followed by the odd opportunity mystery box and Building up the Lair.

then there is the Almost guaranteed pass social with the pups.

based on that we should wait till next turn to trigger the supervillain scheme.

[X] Plan: Writing the future
-Villain 5
-[X] An Odd Opportunity:
-[X] N.E.M.E.S.I.S. Business: (DC: 0/30/60, +5)
-[X] Hideout and A Second Home (DC: 25/50, +20)
-[X] Home Security (DC: 25/50/75, +20)
-[X]Expanding the Evil Lair( DC: 50/80 +20)

-Personal 5 (6 minus 1 for job)
-[X] You're All Good Pups: (DC: 10, +15 +5)
-[X] Little Friends, Little Outfits: (DC: 20/35/50, +10 +5)
-[X] Train Magic (DC: 10/30/50, +10 +5)
-[X] Search for Magical Items, Books, or Reagents to Find, Craft, or Buy: (DC 25/50/75, +10 +5)
-[X] Artifact Enchantment: (DC: 20/40/60, +10 +35 +5)
--[X] A scent talisman. To hide your civ id from your villain id.

Edit - 5 Villain actions instead of 4, removed expanding the evil lair as it had the highest chance of failure even with bonuses
Edit 2- Added expanding evil lair again
 
Last edited:
We need a staff that can transform into a small magic wand and other weapons like a scythe or a spear.

Here it is:











I think when we create artifacts we can worry about strengthening our weapons and transforming them from one form to another?

And yes, the fact that we can invent magic that will transform us into ponies says that we will automatically learn telekinesis. After all, ponies have "paws" and holding things with their teeth... not cool.

All in all, I hope that this form will be some sort of epic form that we'll transform into if we have to fight more seriously.

...and I also hope that we'll be able to make this uniform permanent, not a spell. In the sense that we can perform a ritual and change from one form to another.
 
Honestly I don't see the value in going pony beyond something that has occasional use. I'm only picking the action to see what else we get out of it.


Edit: I mean sure it could be useful for a scheme or two but it's a gimmick one we replicate it's benfits to Johanna's true form.
 
Last edited:
Honestly I don't see the value in going pony beyond something that has occasional use. I'm only picking the action to see what else we get out of it.


Edit: I mean sure it could be useful for a scheme or two but it's a gimmick one we replicate it's benfits to Johanna's true form.

It's epic and fitting for this world. In addition, this character fits the description of a "showman-antagonist".

And in theory, it should confuse everyone around and make them look for something that is not really there(?). In the sense that if they think this is her basic and more powerful form, then it makes no sense to look for her among ordinary people... and it also explains where she got the dragon from.

So she'll start looking for a portal to another world... and maybe even find it! Hahahaha!
 
Duke William of, you forgot to add the +5 spear skill to the character sheet.
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.)

I think you have a very warped idea of epic.
Just imagine their stretched out faces at that moment and you'll think otherwise. Because you can't call what's going to happen in that case anything other than trash and hilarity... Yes! Let's have more chaos! Whahaha!
 
Last edited:
I'm just going to point out that you all were planning a Supervillain Scheme this Turn.

Also, voting ends today at 5:00 P.M. EST.
 
I'm just going to point out that you all were planning a Supervillain Scheme this Turn.

Also, voting ends today at 5:00 P.M. EST.

Now the plan that does not provide this scheme wins, but I think the level of bonus will decrease, but will not disappear completely? It just so happens that on the next turn we will have to refine and change the existing plan, rather than completely create a new one, right?

In this case, and the bonus should come out better and allow us to do what we have planned.

It just makes sense.
 
Last edited:
Hey @Xsplora. What should I do to convice you to vote for my plan. I'm not gonna drop the Scheme option, because we spent so much time and energy planning for it, but I can change something else

I'm just going to point out that you all were planning a Supervillain Scheme this Turn.

Also, voting ends today at 5:00 P.M. EST.
It because people don't feel any consequences from not doing it this turn. Well I think there should be consequences for it, like lose all our bonuse, never do that scheme again, or lose most of our VP rap.
 
Hey @Xsplora. What should I do to convice you to vote for my plan. I'm not gonna drop the Scheme option, because we spent so much time and energy planning for it, but I can change something else


It because people don't feel any consequences from not doing it this turn. Well I think there should be consequences for it, like lose all our bonuse, never do that scheme again, or lose most of our VP rap.

So why should we lose this scheme? This is essentially a plan that we created but didn't implement. No more than that. If it were a one-time event, it would make sense, but why bother? We will have time to implement this scheme yet, there is no point in rushing so far.

Reduce the bonus? Normal, but why suddenly cancel completely, given that it was essentially a draft plan is not translated into execution? I would still understand if there were some significant changes, but no all is quiet.

So even if completely canceled this plan for a few months he would be relevant at least +10 to this scheme. simply because everything if something did not happen something super unusual with the location of this scheme, and the plan would be partially relevant.

Half ineffective? Perhaps, but as a draft of a new plan it is quite appropriate. It is not necessary to create difficulties where logically there should not be any.
 
Hey @Xsplora. What should I do to convice you to vote for my plan. I'm not gonna drop the Scheme option, because we spent so much time and energy planning for it, but I can change something else


It because people don't feel any consequences from not doing it this turn. Well I think there should be consequences for it, like lose all our bonuse, never do that scheme again, or lose most of our VP rap.

Mechanically and potentially narratively your Plan IS better than mine.

The competitive advantage of pulling the scheme off this turn is actually very high.

There is the Plus +10 to Allay and Vexes +10 to all magic and the +20 to scheme and minus -10 to Paw patrol we lose at the end of this turn.

We already have a very well defended Base complete with the running joke that we cannot furnish it. Likewise the decision to confront Jaeger would still have a + 15 bonus and given her new found confidence (recklessness?) may be more in line with her character development. Its flaw she has found and she is going to confront it. In my plan Paw Patrol Socalisation was chosen because it had the higher level of success and allows Johanna to come at the issue obliquely, which given her distress at the situation seems to be more in character for her.

Narratively pulling a huge scheme that is almost guaranteed to be excessively showy is an Excellent way to Start NEMESIS

The only thing that feels out of place in your plan is finding new friends instead of doubling down on magic practice or something before the Scheme.

The reason my plan was put together like it was is simply to use as many omake Bonuses as possible and honor the creativity of the people contributing. Is it optimal? No. It does carry as many of the bonuses I could fit in.

Dice rolls willing it will result in a feeling that the creative gets of accomplishment when they see a permanent mark on the quest that their creativity contributed to when an artifact is mentioned, a description of a vex costume comes up or the Lair finally gains some furniture in future turns.

So No I am not changing my vote but not because you put together a bad Plan at all.
 
Last edited:
959 more messages…
Status
Not open for further replies.
Back
Top