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Just noticed this in the new informational:



I think we ought to lay low for a while, focus on training and civillian life, plus put more work into NEMESIS, so that we aren't alone when the feds come knocking.
Well as said earlier in chat think we should take chance to give Johanna civilian life more spotlight and attention.

Take the chance to meet more fellow adventure bay citizens, give her spotlight paw patrol show wise for the viewes, stuff lie that, etc. Plus got a +10 for any positive interaction with Ryder next turn thanks to the love triangle omake ~
 
Just wanted to say that I added another prompt to the Bounty Board, as I'd really like to see it. :)

Also, next update should be up soon.
 
Just wanted to say that I added another prompt to the Bounty Board, as I'd really like to see it. :)

Also, next update should be up soon.
Good to know on both counts and agree a press conference sounds like fun omake that wouldn't mind seeing myself ~

Also it's kinda funny and bit embarrassing that I tried to nab a specific omake bounty.

Chase and Skye having a talk about how Chase is doing and the state of the city.

But instead accidentally nabbed the bounty for a complete different omake. 😆

Chase and Skye sharing a quiet moment together. Claimed by @nightmaster

Hehe kinda funny...but eh it happens, or did accidentally make a omake that could work for either? Eh (shrugs) either way I'm still happy at how pup talk and the moment between Chase and Skye turned out.

But all that aside pumped for next update/round just hope supper in hour or so doesn't cause me to miss voting if updated around than. ~
 
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Turn 8 (August 2015)
August 2, 2015: Foggy Bottom, California

"These are the new recruits you told me about?" You asked Mayor Humdinger as you stared at Brian "Butch" Park and Ruben Lenfield, the mayor's new bodyguards. You couldn't help but be a little disappointed by their nervous demeanors.

Judging by the sweat on their brows, nervous eye flicks, and frantic fidgeting, it was obvious that they wanted to be anywhere but in front of you right now. While you could understand their trepidation at meeting the Puppeteer, since you had shown up on Iskander from the dark fog, you couldn't help but feel that bodyguards should be a little less... obviously fearful, for lack of better words.

"Not for the big project, no," Humdinger admitted, "but I felt that I needed some more legal muscle to complement my kitties. Butch and Ruben's resumes had been rather impressive, besides their last job at Talbot Trucking Inc."

"That wasn't our fault!" Butch interrupted before Ruben elbowed him and angrily whispered what you were pretty sure was, "Shut up!"

"And why wasn't it your fault?"

Butch and Ruben froze at your question, and you did your best to stifle either a giggle or a sigh from leaving your lips.

"Don't worry, I'm not upset with you." You assured them, holding your hand out in a placating manner. "I just want to give you the opportunity to defend yourselves. So defend yourselves."

The two shared nervous glances with each other, before Ruben took in a deep breath and stepped forward.

"Miss P-puppeteer," He hesitantly began, rubbing his neck and pulling on his shirt collar, "We were doing a good job as truck drivers, delivering goods here and there. It wasn't that fancy a job, but we doing well. Up until that pyromaniac-what did he call himself, Butch?"

"Firestarter, I think."

"Yeah, that's the name! That crazed, stupid pyromaniac Firestarter's the reason we were fired from our last gig."

Oh?

"Come again, Mr. Lenfield?" You asked as you suddenly stood straighter, a curious glint shining in your eyes at the mention of this... "Firestarter".

"Pardon, Miss Puppeteer." He gulped.

"Tell me more about this Firestarter character you came across. They seem... worthwhile to discuss, let's say."

Monthly Pay: 20D100 = $799

|--------------------------------------------|

Living Situation:

You live in a rented house that you could potentially buy for yourself in the future.

You also have a hideout in a relatively nearby cavern and could possibly move in there permanently, but that would raise a lot of questions, and none of them would be good.

You currently have $261,810 in cold, hard currency, with some more in illiquid assets. You'll have to pay $3,000 in rent and expenses every month. You have a job now, though, so that helps.

|--------------------------------------------|

You have 5 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

[] Carjacking: The last time you'd stolen a car, or cars rather, it had gone... off the rails. Clearly, the answer was to double down! DC: 40/60

[] 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

[] 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

[] 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

[] Information Gathering: Before you can plan your schemes, you must first know where your schemes are going to be carried out. DC: 20/40/60
-[]Write-In what city you want to learn about.

[] (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: Pups Go Karting.)

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

[] We Didn't Start The Fire: Through Butch and Reuben, you've learned about a fiery thief located around Adventure City. You'd like to meet with him, see if he has anything to bring to the table. DC: 50

[] Butch and Ruben: You think you came off a little too strongly on Humdinger's henchmen. You should probably do something to assuage their fears and such. DC: 30

[] Talent Scouting: Though a little premature, it wouldn't hurt to find some recruits for your dastardly league. DC: 25/50/75

[] 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

[] Write-In

|--------------------------------------------|

You have 5 Personal Actions available.


[] 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

[] 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

[] Looking Around the Lookout: Given the mess that you (didn't)make in the Lookout, it'd probably be best if you tried to help the Paw Patrol out with cleaning things up. DC: 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 limuted to only two people.)

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

[] Summoning a Familiar: Given the literal treasure that has metaphorically fallen into your lap, it would be a waste to to not use it, right? You'll grab Presto and your minions, set up a nice area for the summoning, and then hopefully summon a familiar. DC: 40/60/80

[] Artifact Enchantment: While you could search for or steal your magical artifacts, you could also make them yourself. DC: 20/40/60

[] 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: 25/50/75

[] 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

[] 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: 20/40/60

[] 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

[] 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

[] Master a Spell: Write-In below what existing spell you have that you want to master.
-[] Write-In

[] Write-In

|--------------------------------------------|

A/N:


For some clarifications, some traits you will need to train every six months to keep them around. Stuff like Well-Conditioned Athelete and Acolyte.

Also, as a quick reminder, Humdinger plans for N.E.M.E.S.I.S. to launch sometime around December of 2015 or January of 2016.

Also, @nightmaster, bounties for previous bounty boards don't count. Only bounties on the current bounty board are counted. Just wished to clear things up on that front. :)

One hour moratorium to discuss plans and such.

Enjoy, and sincere regards,
Duke William of
 
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i feel like if we start to have more villain there will be more hero that will appear paw patroll will have superheroes spin off i can feel it
 
[] 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

[] 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
Didn't we already do these two last turn.

Also here my idea for a plan.

[] Plan: getting evil.
-[] Hiring Henchmen:
-[] We Didn't Start The Fire:
-[] Butch and Ruben:
-[] Talent Scouting:
-[] N.E.M.E.S.I.S. Business:
-[] Looking Around the Lookout:
-[] Making Friends:
-[] Summoning a Familiar:
-[] Workout:
-[] Puppet and Woman:
 
+10 to the next artifact enchantment roll if it involves puppets.
N.E.M.E.S.I.S. actions next turn gain a +10 bonus to their rolls.
+5 to the Familiar action if chosen next turn.
+10 to all Villain Actions next turn.
+5 to the N.E.M.E.S.I.S. Business Action.
+5 to the Little Friends Action.
+10 bonus to any action of your choice next Turn.
+10 to all positive interactions with Ryder next turn.
+5 to the Transformative Truths action when it's taken.
Here's all the bonuses we have just in case anyone forgotten
 
[] 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
[] Information Gathering: Before you can plan your schemes, you must first know where your schemes are going to be carried out. DC: 20/40/60
-[]Write-In Adventure City
[] Planning Your Supervillain Scheme: Failing to plan is planning to fail. And you plan to only win. DC: 0/25/50/75
-[] The World's your Racetrack.
[] We Didn't Start The Fire: Through Butch and Reuben, you've learned about a fiery thief located around Adventure City. You'd like to meet with him, see if he has anything to bring to the table. DC: 50
[] 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

These actions. Let the Paw Patrol have a bit of relaxation, (and paranoia.) Warding bonus is good to help protect our base. And the true evil business of paperwork.

As for personals, leaning towards social-fu.
 
We probably want to use our villain actions making nemesis a thing, while a least one personal action to give presto legs.
 
[] Planning Your Supervillain Scheme: Failing to plan is planning to fail. And you plan to only win. DC: 0/25/50/75
-[] The World's your Racetrack.
I was thinking to do this at another time, and I also not really feeling to go for it.
Maybe when we got more members for our club.
Also @Duke William of. How may time can we pick ([] Home Security)? Because there muct be a limt, how much she can do it on her own. Same for some of the other options.
 
I was thinking to do this at another time, and I also not really feeling to go for it.
Maybe when we got more members for our club.
Also @Duke William of. How may time can we pick ([] Home Security)? Because there muct be a limt, how much she can do it on her own. Same for some of the other options.
That's a fair point. I'll go ahead and get rid of them since you've all finished them already.
 
[]Plan: Magic items,Familiars, puppets
-[] Hideout 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
-[] 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
-[] 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
-[] 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
-[] Summoning a Familiar: Given the literal treasure that has metaphorically fallen into your lap, it would be a waste to to not use it, right? You'll grab Presto and your minions, set up a nice area for the summoning, and then hopefully summon a familiar. DC: 40/60/80
-[] Artifact Enchantment: While you could search for or steal your magical artifacts, you could also make them yourself. DC: 20/40/60
- A wooden cat puppet that has this outfit https://i.redd.it/t4d2fof56ck71.png which specializes in stealing and stealth and could move on its own
-[]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: 25/50/75
-[] Learn a Skill: Write-In below what skill you want to learn.
-[] stealth

@MrRobot had a good idea for a puppet it sounds really helpful
 
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Okay here's first vote on this site hope did it right. Oh and believe there's a bonus if we do familiar summoning again this turn right?

Anyway here's my votes please let me know if did anything wrong.

How this

[X] Plan give Johanna Kairi spotlight
[X] Fencing Off
[X] Butch and Ruben
[X] We Didn't Start The Fire
[X] Talent Scouting
[X] Expanding the Evil Lair
[X] Making Friends
[X] Hanging Out
[X] Looking around the Lookout
[X] Puppet and Woman
[X] Summoning a Familiar

Know can't vote yet but almost supper on my end and want to make sure do this right and get input in.
 
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Follow Simon's way of formatting a plan and you're good. :)

Although, there is still a moratorium in effect, so I kindly ask that you wait to vote until a little later.
 
[] Plan: Preparing NEMESIS.
-[] Information Gathering: Before you can plan your schemes, you must first know where your schemes are going to be carried out. DC: 20/40/60
--[] Adventure City.
-[] We Didn't Start The Fire: Through Butch and Reuben, you've learned about a fiery thief located around Adventure City. You'd like to meet with him, see if he has anything to bring to the table. DC: 50
-[] Butch and Ruben: You think you came off a little too strongly on Humdinger's henchmen. You should probably do something to assuage their fears and such. DC: 30
-[] Talent Scouting: Though a little premature, it wouldn't hurt to find some recruits for your dastardly league. DC: 25/50/75
-[] 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

-[] Looking Around the Lookout: Given the mess that you (didn't)make in the Lookout, it'd probably be best if you tried to help the Paw Patrol out with cleaning things up. DC: 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
-[] Artifact Enchantment: While you could search for or steal your magical artifacts, you could also make them yourself. DC: 20/40/60
--[] The magnificent mystical marching device: Also know as an pair o puppet legs on a fake hand made for presto's use, it allow the puppet to walk around and cast all the spells know by their master (basically presto becomes ambulatory and can cast spell without Johanna's bonuses)
-[] 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: 25/50/75
-[] 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
 
Follow Simon's way of formatting a plan and you're good. :)

Although, there is still a moratorium in effect, so I kindly ask that you wait to vote until a little later.
Ah okay how's he usually format? Also sorry like edit in message almost supper on my end so probably be little bit till can get back on when leave

So wanted to make sure did thing right and got input in.
 
Ah okay how's he usually format? Also sorry like edit in message almost supper on my end so probably be little bit till can get back on when leave

So wanted to make sure did thing right and got input in.
[] Plan: Preparing NEMESIS.
-[] Information Gathering: Before you can plan your schemes, you must first know where your schemes are going to be carried out. DC: 20/40/60
--[] Adventure City.
-[] We Didn't Start The Fire: Through Butch and Reuben, you've learned about a fiery thief located around Adventure City. You'd like to meet with him, see if he has anything to bring to the table. DC: 50
-[] Butch and Ruben: You think you came off a little too strongly on Humdinger's henchmen. You should probably do something to assuage their fears and such. DC: 30
-[] Talent Scouting: Though a little premature, it wouldn't hurt to find some recruits for your dastardly league. DC: 25/50/75
-[] 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

Something like this. :)
 
No specific plan yet, but I'd advocate that we avoid the supervillain scheme this turn and focus villain actions on more background stuff, instead letting our civilian actions take the forefront. We've just established ourself as a serious threat and it'd be good pacing to let the paw patrol focus on rising up to meet that challenge. After all, the best supervillain ought to have the best heroes as her rivals. With that in mind I'd advocate for aa mix of building up our resources and building villain contacts for our villain actions(and maybe some minor chaos) and a mix of training magic and helping the paw patrol for our personal actions. Maybe we could offer to teach Ryder how to fight or set him up with Yumi sensei?
 
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