The pitch: CN setting. Jack Spicer has been cast out of the Heylin Empire or was never invited in the first place. Feeling rejected (because he was), Jack Spicer decies to form his own evil empire from practically square one. Or square zero, since he isn't that great a villain.
Jack Spicer was a man of many talents. Ok, well, mostly just related to building and robotics, but that was pretty impressive!
Anyways, he'd been on the top of the world a mere three days ago. He was in the Heylin Empire, and they'd finally squashed those Xiaolin Losers and were in charge!
Jack was ecstatic! ….Until Chase Young decided to direct him directly.
"I'll give you this one chance, Spicer. Begone." The man had stated. Jack was stunned. After everything he'd done for this team, they were just going to kick him to the curb?!
"Fine, you big jerk! Come on guys, let's go!" He had huffed to Katnappe, Tubbimura and Cyclops. The three stayed rooted.
"....Guys?"
"You heard the man," was all a bored looking Katnappe said.
Jack TOTALLY didn't run off crying his eyes out after that. Nope, not at all.
But no matter! Revenge would be his, or his name wasn't Jack Spicer!
Voting Time:
Starting Location (Pick One):
[] Parents' mansion (west coast USA, high resources but some restrictions)
[] Xiaolin temple ruins (somewhere in China, no industry but good starting point for magic)
[] Industrial factory (east coast USA, good resources but a lot of competition
Starting Heroes (Pick Three):
[] Raymond and Darrell (OK KO)
[] Some criminal aliens like Liam, Argit, or Thunderpig (Ben 10)
[] Circus Freak Trio (Ben 10)
[] Henchmen 21 and 24 (Venture Bros)
[] Baboon King (Hero 108)
[] Le Mime (Xiaolin Showdown)
[] Ezekiel (Total Drama)
[] Bling Bling Boy (Johnny Test)
[] Scaramouche and Beetle Drones (Samurai Jack)
[] Master Frown and Brock (Unikitty!)
[] Spitta (Ninjago)
[] Zorak (Space Ghost: Coast to Coast)
[] Monstrox (Nexo Knights)
[] Fred Fredburger (The Grim Adventures of Billy & Mandy)
You, Jack Spicer, EVIL BOY GENIUS, were feeling pretty nostalgic as you explored the ruins of your old foes' home.
"Man, so many memories...." You sigh contently, rummaging around to see if any of the Shen Gong Wu hadn't been seen and taken by the Heylin Empire. You don't really find anything, so you guess it's just the Monkey Staff for now.
"This place is kind of a dump, babe. People used to live here?" Scaramouche mused, having some Beetle Drones shoo away cockroaches.
"Well, yeah. We trashed the place pretty good in our conquest, if I do say so myself." You cackle.
"Well, I've certainly lived in crummier places." Henchman 24 shrugged as he and 21 read some comic books nearby. Meanwhile, Bling Bling Boy looked annoyed as he was trapped in an invisible box.
"Why is this mime guy here?" The chubby youth complained.
".....I don't actually know, I didn't hire him." You admit, feeling a bit concerned. Le Mime simply gave a grin that made you shiver.
And so you decide to first:
[] Do Some Repairs
[] Build JackBots as defense
[] Do some Team building excercise
[] Go Hunting in the Basement for Shen Gong Wu, just to be extra sure
Martial: 5 (Jack has no real physical training, unless you count ice skating, and is overall kind of a weakling)
Diplomacy: 10 (Though they usually end up betraying him because he's such a loser, Jack IS fairly Capable in forming alliances)
Stewardship: 12 (Jack's family is implied to be rich, and his inventions' parts can't come cheap, implying he may have picked up some of their know how)
Intrigue: 11 (Jack has no issue lying and stealing, although he is also pretty easy to browbeat and frighten into revealing things)
Learning: 41 (Jack is, for as much as a bumbler as he is, HIGHLY tech savvy, able to build Advanced robots with limited resources in his basement)
Occult: 26 (The usage of Shen Gong Wu make Jack a magical force to be reckoned with)
Traits:
"I Can't Believe He Can Ice Skate!", Jack is highly trained in the art of ice skating, to the point that the moment you put him on ice he is practically untouchable. When Put in icey environments, Jack is physically much more effective.
"EVIL BOY GENIUS!", Jack is a proud, self-proclaimed evil genius. He is more effective when put on robotics based missions.
"*Incoherent Screaming*", Jack is, to put it bluntly, a humongous coward. When doing something scary, he becomes a little less effective.
Martial: 10 (Bling-Bling himself isn't that good of a fighter, but he can take a beating. And, if he has access to his tech, not only can he create a vast armoury of different weapons, he can also give himself mutant powers.)
Diplomacy: 15-14(BLING-BLING BOY!)=1 (While he can be quite persuasive when he wants to be, Bling-Bling's temper, especially when you call him by his birth name, can turn turn any discussion into a shouting match. Of course, if someone doesn't know his real name, or is okay with calling him Bling-Bling Boy, then nothing bad should happen.)
Stewardship: 17 (Even it he isn't as good at keeping his finances in check as his parents are, Bling-Bling knows how to stretch is, admittedly, very large allowance to find a small army of minions, a volcano lair, helicopters, and his countless schemes.)
Intrigue: 17 (While Bling-Bling isn't that good at sneaking around, he has a knack for building and placing spy cameras in places he really shouldn't be able to. Oh, he also has two twin, red head gynoid infiltrators he can send out, if he doesn't want to risk his own neck.)
Learning: 35 (In truth, even though he's already incredibly smart, Bling-Bling Boy hasn't actually completed his schooling. See, his thesis actually ate his professor's/headmaster's hand, which got him kicked out of that university.)
Occult: 1 (Sure, odd things happen in Porkbelly daily, but they can all be explained by science. Toys coming to life? Science. A sentient Monster Truck? Science. A talking cat that wants to transform everyone into cats? Science.)
Traits:
Master Of Genetics: While you may not think it at first, Bling-Bling Boy is actually quite good when it comes to gene-splicing. He did create a completely new species, after all. And he did give himself mutant powers too. (All genetics research rolls BB is assigned to gain an extra +20 to their rolls.)
Isn't A Monster Truck... Supposed To Be A Monster?: Bling-Bling Boy... has a very literal view on the world. It's why he thought that creating a Monster-Truck eating Monster-Truck was a completely normal thing to do. (Whenever Bling-Bling creates something, there's a chance that it's alive/evil. If it was already meant to be alive, then there will just be a chance that it's evil. Like... a ten percent for each.)
BLING-BLING BOY!: Bling-Bling hates it when someone calls him "Eugene". In fact, he screams out "BLING-BLING BOY! IT'S BLING BLING BOY!" whenever someone even mentions his birth name. Obviously, this doesn't endear him to the people he does this to. (Whenever he is called Eugene, BB's next Diplomacy roll is decreased to 1.)
Pre-Teen: Bling-Bling is still just a twelve-year-old kid. While his intelligence may or may not have hit it's peak, he can still learn more about life. (Each action, besides Research, has a chance of increasing BB's base stats.)
Scaramouche + Beetle Drones (Samurai Jack)
Martial: 25 (While Scaramouche is meant to be an assassin, when stealth fails he can easily slaughter his way through canon fodder. And that's before the Beetle Drones arrive to back him up.)
Diplomacy: 14 (While Scaramouche may be a remorseless killer-robit, he's a funny remorseless killer-robot.)
Stewardship: 7 (Our friend here is meant to be an assassin, not an accountant.)
Intrigue: 27 (There's a reason Scaramouche was once Aku's best assassin, and even being beaten just dropped him down to Aku's third best.)
Learning: 10 (As he is a robot, Scaramouche can process a large amount of info at one time... he's just more valuable as an assassin, and not a researcher.)
Occult: 17 (When you work for Aku, you're going to get used to all the odd and occult stuff the world has to offer.)
Traits:
- Magical Flute: Is it really magical, or just a very advanced piece of tech? (Scaramouche can combine his Martial and Occult together when fight an enemy, allowing him to both lift them up into the air as well as any nearby object.)
- Avdanced Robotic Body: Unlike most meatbags, Scaramouche can survive having most of his body being ripped to shreds. (Scaramouche will survive even if he's reduced to just a head. Nat 1's will, at most, destroy his body and annoy him. Unless the Nat 1 involves any gigantic explosions, of course.)
- No Job's To Dirty: While he may seems cheery and fun to hang out with, Scaramouche is a cold, hard killer. (You can send Scaramouche on any mission, not matter how immoral, murderous, and insane it is. If you want him to randomly murder someone, he'll randomly murder someone. As long he gets to stay you're number one assassin, of course.)
Henchmen 21/Gary Fischer and Henchmen 24 (Venture Bros)
Martial: 16 (While 24 is mostly useless in a fight, 21 can actually hold his own. For a bit. Though, this is far from his peak. If only there was some way to get him to reach his full potential...)
Diplomacy: 14 (While 21 and 24 can be funny, and pleasant to speak to, they're not diplomats.)
Stewardship: 15 (While paper work is boring, 21 and 24 could probably do a passable job if your order them to. You are their boss, after all, and they're willing to do most things you order them to do.)
Intrigue: 14 (21 and 24 can be sneaky. But, right now, that's pretty much it.)
Learning: 13 (While they're both smart, these henchmen are far from geniuses.)
Occult: 5 (This world is filled with strange and spooky thing. But, besides that little tidbit, 21 and 24 aren't that well versed in the occult.)
Traits:
- Dark Possibilities: 24 is 21's closest friend. If anything were to ever happen to him, well, it wouldn't be pretty. (If Henchman 24 is killed or severely wounded, ??? will happen.)
- Henchmen: Henchmen 21 and 24 are, obviously, henchmen. (Unlike normal hero/villain units, you can assign 21 and 24 to work under another units, essentially combing their stats for that turn.)
- Henching Careermen: Henching, especially now of all times, is a pretty good job. If you don't mind getting smacked around by heroes and villains, that is. (When assigned to recruit additional henchmen/minions, as well hero/villain units who have experience working directly under someone else, 21 and 24 gain an extra +10 to their roll.)
Le Mime (Xiaolin Showdown)
Martial: 13 (Le Mime can put up a fight without using his magic. But, that's about it.)
Diplomacy: No/0 (Le Mime is an obviously evil mime. And, even if someone was foolish enough to not realize that, he also can't speak. Or, at the least, he just chooses not to. Because... He's a mime.)
Stewardship: 7 (You don't actually know if Le Mime is good at the kind of thing.)
Intrigue: 17 (Nobody expects that it's the mime that's going to knock them out!)
Learning: ??? (You're pretty sure that Le Mime isn't an idiot, but, thanks to his whole "mime routine", you're not sure what would happen if you actually ordered him to research something.)
Occult: 23 (Le Mime is a magical mime. What else were you expecting?)
Traits:
- Mine Magic: Le Mime is a magic mime. So, yeah. (Le Mime can create magical constructs to trap enemies in. If they fail an Occult roll, they'll be trapped until Le Mime is beaten.)
- Copycat: Just don't let him punch himself in the face again. (Using his Occult stat, Le Mime can copy the Martial stat of one enemy essentially becoming their equal in battle. As long as their Martial stat is 23 or below. This limit can be raised if Le Mime's Occult skill is increased.)
- Silent History: You... Don't actually know much about Le Mime. Well, besides the obvious fact that he's a magical mime. (???)
Jillian Vegan (Johnny Test)
Description: Dark Vegan's not-evil daughter.
Martial: 11 (Jillain is still just a teenage girl. While she may be able to go beyond the limits her father has hit, without destroying any planets, that's still a while away.)
Diplomacy: 27 (While she is still "just a kid", Jillain is a far more persuasive than her dad.)
Stewardship: 12 (Like most people her age, Jillian probably dislikes doing paperwork.)
Intrigue: 21 (Jillian has spent quite a bit of effort to undermine her father's plans.)
Learning: 15 (Jillian isn't as obsessed about toast as her dad is.)
Occult: ??? (Youre going to have to hire him to figure this out.)
Traits:
- Pre-Teen/Teen: Jillian still has much to learn about the world. (Same as BBB's Pre-Teen trait.)
- ???
Dojo (Xiaolin Showdown)
Description: The former ride, friend and Shen Gong Wu tracker of your greatest enemies. Now that he has amnesia, you suppose you could use that to your advantage!
Martial: 20 (Dojo isn't really a fighter, but he is still a dragon and all; if push comes to shove, he probably wouldn't be USELESS)
Diplomacy: 10 (Dojo is a neurotic amnesiac. He wouldn't make the greatest diplomat)
Stewardship: 10 (I mean, Dragons don't have much need for cash)
Intrigue: 20 (Dojo can use his small size to sneak around pretty decently)
Learning: 10 (Even before gaining Amnesia, Dojo... Wasn't all there)
Occult: 52 (Dojo is a highly magically attuned dragon)
Traits:
Shen Gong Wu Tracker: Dojo can magically sense Shen Gong Wu, conviently. (+10 to rolls involving the Shen Gong Wu)
Bad Memory: Dojo had a bad memory even BEFORE he got amnesia (-7 Malus to Memory Based Rolls)
The Mole King (Johnny Test)
Description: A junk food loving mole person and the leader of the mole people. Loves fiestas.
Martial: 7+10(Mole Minions)=17 (While the Mole King isn't a fighter, he has a nigh unlimited amount of minions to throw at a problem.)
Diplomacy: 4 (The Mole King spent an insane amount of time trying to invade the world so he and his people could steal stuff like Red Gush.)
Stewardship: 19 (The Mole King's "kingdom" seems to actually function... somehow.)
Intrigue: 15+10(Diggy Diggy Hole)=25(Thanks to his small stature the Mole King can be hard to spot, but his real strength it, quite literally, sneaking under the enemy.)
Learning: 4 (See Diplomacy)
Occult: 4 (He just doesn't have many magic based options)
Traits:
- Mole Minions: He always seems to have more biker moles than he knows what to use them for. (+10 to martial rolls. If your base if attacked, and The Mole King is defending it, you can summon three new Biker Mole units per battle turn until he is knocked out, each of whom have +10 Martial.)
- Diggy Diggy Hole: Moles are natural diggers, dontcha know? (By burrowing underground, the Mole King and his minions bypass most guards... as long as there isn't something blocking their holes. Only works when the Mole King is infiltrating places that aren't made of material that he's incapable of breaking, and, on missions, if he's standing on concrete as he needs to be able to dig.)
- Center Of The Earth: His people do live there. (Any faction that has friendly relations with the Mole People or who have recruited there king can use the many tunnels they've built to travel anywhere in the world.)
Martial: 26 (Though not really fighters, both have survived some pretty wacky situations)
Diplomacy: 17 (Johnny is pretty irritating but Dukey can be decently convincing)
Stewardship: 5 (Neither are the best with money)
Intrigue: 20 (Johnny can be surprisingly sneaky when he wants something and Dukey can pretend to be a regular dog)
Learning: 15 (Johnny is quite dumb but Dukey is decently smart)
Occult: 3 (Johnny's antics are usually caused by science)
Traits:
Animal Speak: Dukey can communicate with all animals, apparently. (+15 to Recruiting non-speaking Animal Hero Units)
Dang It Johnny: Johnny is kind of a reckless idiot. (-15 to Research Rolls)
Susan Test and Mary Test (Johnny Test)
Martial: 15 (They've survived some wacky stuff, but are not fighters)
Diplomacy: 20 (Susan and Mary have experience pursading people to do things they don't want to, thanks to Johnny)
Stewardship: 26 (They have to budget for their inventions)
Intrigue: 45 (The duo are creepily good at spying on people with cameras)
Testing Things Out: They're very intelligent. (+25 to Research Rolls)
Martial: 14 (They've survived some wacky stuff, but aren't fighters)
Diplomacy: 17 (They often have to smooth things over when their kids cause chaos)
Stewardship: 36 (Lila is a successful businesswoman, and Hugh is good at using money to repair things on a budget)
Intrigue: 15 (They are perfectly average at this)
Learning: 15 (Are of average intelligence)
Occult: 3 (They are a very science believing household)
Traits:
Sorry about the Kids!: Their kids Cause ALOT of trouble. (+10 Diplomacy to Calm Someone down; +25 if Johnny, Susan or Mary is the reason the person is angry)
Googie (Scooby Doo)
Description: A peppy young woman who's the (ex?) girlfriend of one Norville "Shaggy" Roggers.
Martial: 9 (Googie may be in shape, as she is a cheerleader, but she's not a really fighter.)
Diplomacy: 22 (Googie is decently good at charming people into doing what she not. That that she'd manipulate them, of course.)
Stewardship: 18 (Googie can hold her own when it comes to paperwork and organizing things.)
Intrigue: 19 (Googies had to adapt to this crazy life, running from monsters and ghosts.)
Learning: 13 (Googie is quite clever.)
Occult: 19 (Googie has gotten very used to the mystical side of the world.)
Traits:
- And The Race!: Googie's a cheerleader. For race car driving. You didn't even know that was a thing. (On Adventure, if Googie is told cheer someone on, the person she cheers on will gain a +5 to their roll.)
- Race Car Driver: While she may not be famous like Shaggy, she can still be a good racer. (+10 to all rolls involving cars.)
The Doo Family (Scooby Doo)
- Scrappy Doo
- Scooby Dum
Description:
Martial: 20 (Scrappy is surprisingly strong, and could probably pick up and toss someone around if he wanted, while Dum is... quite oblivious to pain.)
Diplomacy: 14 (Scrappy can be a bit obnoxious and Scooby Dum is, again... uh...)
Stewardship: 1 (Don't. Please.)
Intrigue: 24 (While Dum isn't actually that good of a detective, Scrappy is.)
Learning: 13 (While Dum isn't dumb, he's far too focused on finding "clues" than anything else, and Scrappy's still a young pup.)
Occult: 24+10(The Chest Of Demons)=34 (Things have gotten crazy, haven't they?)
Traits:
- The Chest Of Demons: "Whoever opens this chest..." (+10 to Occult. Mortals are the only ones who can open the chest. Can capture ghosts and demons. If the chest is opened when all "thirteen ghosts" are captured, then all of the creatures captured in the chest will be freed.)
- Dragon-Friend: Whatever happened to Matches, anyway? (+10 to all diplo rolls involving dragons.)
- Puppy Power!: Please, Scrappy, don't do that! (Scrappy may decided to go off on his own when on an Adventure.)
Here are your Hero Units, courtesy of @Habstab . THANKS again dude, I really appreciate it!
It had been a week since you and your new minions moved into the Xiaolin Temple Ruins. Surprisingly, things had gone pretty well in terms of repairs. Like, you had managed to repair pretty much everything except a few minor things.
Now, you all had various tasks to get to.
[] Look for Shen Gong Wu
[] Train with The Monkey Staff
[] Build JackBots
[] Start Learning to Cook
[] Build General Defenses
[] Try to Woo Susan Test
[] Build a Destructive Weapon
[] Create a Hybrid Animal
[] Hang out With your Loyal Scientists
[] Help your Boss make JackBots
[] Train with your Weapons
[] Murder some Random Townies
[] Play Music
[] Steal Some Weaponry from Townies
[] Make Fun of the Terminator Franchise
[] Have a Nerdy Debate
[] Excercise
[] Make Ramen for Everyone
[] Go into Town to Buy Comics
[] Go into Town to Buy Weapons Based off of Famous Media
Description: A rodent alien species who sells black-market alien stuff.
Martial: 16 (While Argit isn't crazy enough to start a fight, he still has quite a few tricks, both natural to his species and tech based, to protect his hide.)
Diplomacy: 15 (Argit is a conman, through and through.)
Stewardship: 23 (While he doesn't own an actual business, Argit has managed to keep himself afloat in a very dangerous profession)
Intrigue: 25 (He's an alien that runs an alien black market operation on a planet that was protected by the Plumbers. You have to get good at hiding to survive and not get thrown in jail.)
Learning: 18 (Argit knows some things about the high tech stuff he sells.)
Occult: ??? (Youre going to have to hire him to figure this out.)
Traits:
- I've just got some new stock: You can't keep selling the same things forever. (Each turn Argit will grant you access to D3 advanced tech options that, if not chosen, will be replaced next turn. If you attempt them and fail, they'll stick around as it will be assumed that you bought whatever he was selling.)
- Some Protection: Argit doesn't exactly... like leaving his neck out in the open. (You can assign another hero unit to whatever action Argit preforms, though, unless they're a henchmen unit, they'll only apply half of their stat bonus to that action. They're too busy protecting Argit, after all.)
Ezekiel (Total Drama)
Description: A former reality tv "star" and musician. Now he's an insane mutant. Them's the break. I guess.
Martial: 26 (Ezekiel refuses to die. Even though he long since should have.)
Diplomacy: -5 (Zeke isn't exactly all there anymore.)
Stewardship: -5 (Does growling at paperwork count?)
Intrigue: 19 (While he is mostly feral at this point, Ezekiel can be quite sneaky.)
Learning: -5 (... Hahaha, no.)
Occult: ??? (Uhm... yeah. You aren't getting any answers out of him.)
Traits:
- Feral Mutant: ... Welp. (If you profess the genetics path, you can eventually return Ezekiel's intelligence to him.
- Sneaky Sneak: Chris always has a hard time getting rid of this... thing? (+10 to all Intrigue actions performed in the parts of Canada controlled by Chris.)
Baboon King (Hero 108)
Description: A spinning top loving Baboon, this also the king of Baboons. Pretty nice guy. Er, monkey.
Martial: 17 (While he isn't a frontline fighter, Baboon King can still be an annoying opponent to fight, especially with his top.)
Diplomacy: 8+10(Animal King)=18 (Baboon King is a pretty friendly guy. Of course, most humans can't really understand him.)
Stewardship: 20 (Baboon King is... a king. He shod have some experience ruling his subjects.)
Intrigue: 20 (Most people don't expect the randomly placed baboon to be a spy.)
Learning: ? (He's a Baboon. You don't actually have a way to translate his language into English, Mandarin, or any other human language.
Occult: 5? (Again, you can't actually understand him.)
Traits:
- Monkey Speak: You. Can't. Understand. Him. (True Learning and Occult stat are hidden until you can translate his baboon language.)
- Animal King: Hail to the king. (Baboon King gains an extra +10 Diplomacy when speaking to animals.)
Freed Fredburger
Martial: 25 (While he doesn't like fighting, and hated pain, Fred can literally eat canon balls. While he'll be unable to actually beat most people, he can at least outlast a normal person in combat.)
Diplomacy: "Yes" (Fred has a...weird way of speaking.)
Stewardship: 15 (Fred can do decent job when it comes to hard labor, but he's barely literate. So, don't ask him to do paper work, and instead, use him as a pack mule.)
Intrigue: 14 (Fred has a way weird or ending up in places he shouldn't.)
Learning: 1 (His mama has taught him many... strange things.)
Occult: 20 (While Fred is... Fred Fredburger, he's still a demon.)
Traits:
- "Yes": When talking to someone, Fred usually ends up annoying them. Though, he does seem to get lucky and accidentally says something that can get him out of trouble. (Fred Fredburger does not have a Diplomacy stat. Instead, he rolls a D10. If he rolls a 4 or less, he fails. On a five or above he succeeds. For this, ones count as crit fails and tens count as crit successes.)
Un/Lucky Annoyance: B-But... why? (Instead of assigning Fred to an action as a hero, you can instead assign him as an "annoyance". This will decrease the action's DC by five, as everybody involved is distracted by Fred's antics. This decrease is upped to ten if he's assigned as an annoyance to a Intrigue action.)
Underfist Member!: Well, they may or may not have formed in this timeline, but the Underfist team is... moderately at their job. (+5 to Occult rolls involving supernatural monsters. Allows you to recruit other characters with this trait, and decreases the DC required to recruit them. Once all members of Underfist have been recruited, they can be combined into one unit, creating one "super unit" that has higher stats.)
Mr. Black and Mr. White.
Martial: 20 (Mr. Black and Mr. White can actually a decent chuck of pain before giving to fall back. Plus, they also have access to quite a bit of experimental tech that the US has made.
Diplomacy: 14 (They can convince people to help them. Usually by convincing them that the entire fate of the US depends on what they, the person they're talking to, does next.)
Stewardship: 20 (While they don't like paper work, both Mr. B and Mr. W are far more competent at doing things besides spying on people.)
Intrigue: 15 (Mr. Black and Mr. White can spy on people... they just usually go overboard with things.)
Learning: 11 (While neither of them are truly stupid... they did blow up Malaysia on accident.)
Occult: 10? (That's still classified, buddy.)
Traits:
- It's A Matter Of National Security: You need to help us, the government, right here and right now. (Mr. Black and Mr. White gain a +10 to their Diplomacy rolls when trying to convince a heroic character to assist them against a villain or a world ending threat.)
- That's Classified: Being government spooks opens up quite a few more doors. (When trying to gain info from heroes or from the US government itself, Mr. B and Mr. W gain +10 to their Intrigue rolls. But, if they try to do the same to a villain or foreign government, they instead gain a -10 to their roll.)
- Government Spooks: While both if these agents can work alone, the last time they didn't have government oversight... "I blew up Malaysia." (Basically lets them be partnered up with other units similar to Henchmen 21 and 24.)
- Mutant Powers (Ropes) Oh, they can also shoot ropes out of their wrists. Taxes well spent, I say! (Mr. Black and Mr. White can shoot ropes out of their wrists. This means that they have a semi-unlimited amount of ropes. Yay?)
- " I Blew Up Malaysia": Yes, yes you most certainly did. (Mr. Black and Mr. White gain -30 to all rolls that take place in Malaysia, that involve people from Malaysia, and where they have to admit that one of them blew up Malaysia. Also, yes, this means that they gain a -40 on Malaysia-based Intrigue rolls.)
The Brain Freezer (Johnny Test)
Martial: 40 (Brain Freezer can freeze cities and turn their entire population into ice sculptures. Add on the fact that he can fly/hover around, he's a pretty hard opponent to beat.)
Diplomacy: 1 (HE IS, THE BRAIN FREEZER!)
Stewardship: 25 (He ran his own coffee stand and was going pretty good for himself before becoming the Brain Freezer.)
Intrigue: 5 (Not only is it easy to see the Brain Freezer, thanks to his... "unique" costume, he also likes to shout. A lot.)
Learning: 20 (Even if he mostly sold coffee to people at Porkbelly Uni and wasn't a student, Brain Freezer still made his own coffee machine and figured out how to combine it with someone else's invention to make his infamous freeze ray.)
Occult: 0 (... I think you're pulling my leg. Magic doesn't exist! Unless you're telling me it's ice magic, then I totally want to learn it!)
Traits:
- And Why Don't You "Chill Out"?: I think you should "cool it", for good! (Brain Freezer can freeze opponents solid if they fail a opposing Martial roll or he sneaks attacks them. They an only be freeded if they can natural melt ice, have something in hand that can melt ice, or someone rescues them.)
- Wanna Buy Some Coffee?: Before he was a supervillain, Brain Freezer was a simple coffee seller. (On missions Brain Freezer can revert back to his non-villainous appearance, giving him a +10 to his Diplomacy and Intrigue rolls, but a -30 to his Martial rolls, as he no longer has his freeze ray on hand. Though, he can immediately turn himself back into the Brain Freezer by blasting himself with his freeze ray.)
- Brain Freezer, Away!: Alongside his freeze ray, Brain Freeze also has a jetpack. (If Brain Freezer is too heavily injured to keep fighting, or needs to get somewhere fast, he can activate his jetpack and go soaring through the skies.)
"Zombiefied Porkbelly Founders" (Johnny Test)
Description: Three, friendly and dimwitted, zombies. They actually founded the town of Porkbelly.
Martial: 10+5(Zombiefied)=15 (While these three were never fighters during their lives, their undeath makes them harder to put down. How exactly do you kill someone that's already dead?)
Diplomacy: 20-20(Zombiefied)=0 (While they may or may not have been charismatic when they were alice, their current forms scare off almost everyone. Almost everyone...)
Stewardship: 25-10(Zombiefied)=15 (While they may have been decent statesmen when they were alive, their minds aren't exactly... there anymore.)
Intrigue: 15-10(Zombiefied)=5 (While these three could have been decently observant, they barely seem to be able to notice anything that isn't shiny right now.)
Learning: 15-10(Zombiefied)=5 (They may have been scholarly men when they lived, but their brains are now just rotting piles of meat.)
Occult: 15-10(Zombified)=5 (They probably know more about the occult than the average modern person.)
Traits:
- Zombified: ... Blame the Test boy for this. (The founders gain major debuffs to all of their stats besides Martial. Their diplomacy malice may not apply if they meet someone who doesn't care about zombies. May be able to fully resurrect them?)
- ??? (You really don't know anything about Porkbelly or the zombies.)
The Black Knight (Johnny Test)
Description: A knight wearing black/"dark" armor who was brought forward in time by Johnny Test to serve on his city's hockey team. After the arena was destroyed, he doesn't really know what to do, besides set up his own fiefdom.
Martial: 23 (Medieval knights were good enough warriors on their own, and this once was a cut above the rest.)
Diplomacy: 5 (He doesn't talk, and is quite scary.)
Stewardship: ??? (You lack info on how good of a steward he is.)
Intrigue: ??? (You have little info on this guy.)
Learning: ??? (How smart was the average knight again?)
Occult: ??? (You have no idea.)
Traits:
- Displaced: Since he literally was brought to this period by someone younger than you, you don't actually have much available info on this guy. (The Black Knight is mostly an unknown factor in this time. ???)
Mr. Mittens + His Butler (Johnny Test)
Description: A talking cat and his loyal butler. He wants to turn everyone into cat people.
Martial: 20 (Mr. Mittens can, if he wanted to, claw off someone's face. Oh, his butler also carried a big gun, just in case...)
Diplomacy: 5+10(Cat Mania)=15 (While Mr. Mittens can be persuasive, he talks to most non-cats with open disdain.)
Stewardship: 30 (While Mr. Mittens is next to helpless in this regards, his butler always has his back.)
Intrigue: 15 (If he has to, Mr. Mittens can pretend to be a regular house cat. And he'll hate every moment of it.)
Learning: 29 (Mr. Mittens is meant to be a genius, and can create his own ray guns that can turn other people into cats.)
Occult: ??? (You doubt he knows more than BBB does.)
Traits:
- Car Mania: Mr. Mittens wants everyone to be a cat. (While Mr. Mittens will gain a +10 to his Diplomacy when speaking with cats, he will always try to make humans into cats. Unless you can somehow "change" his mind. Or just alter his mind so he stops trying to do something so freaking stupid.)
- Animal-Speak: Mr. Mittens can talk to animals that can't speak English. Somehow. (Mr. Mittens can act as a translator for animal hero units that can speak English or any other human language.)
Doc Beebels/The Beekeeper (Johnny Test)
Description: A bee and honey obsessed business owner. He just wants kids to eat his, actually quite tasty, honey bars so they don't rot out their teeth. So he dressed up as The Beekeeper, trained thousands of bees to destroy all the candy in Porkbelly, and made horrible bee puns.
Martial: 15 (While the Beekeeper is just an old man, his swarms of bees can sting a person to, if not to the point that they want to die, the point of wanting to flee as far away as the can.)
Diplomacy: 20 (Doc Beebles is, underneath his suit and puns, a nice guy that just wants to help people eat better and not have hundreds of cavities. And, unlike a certain someone with a similar goal, he doesn't ambush kids in the dark of night to forcefully brush their teeth.)
Stewardship: 21 (While Beebles has had trouble selling his Honey Bars to kids, he still gets enough costumers to keep his business afloat and keep a massive swarm of bees alive.)
Intrigue: 23 (Before his identity was revealed, the S.S.G.A., also known as the Super Secret Goverment Agents, had no idea who he was. Then again... that isn't too much of a challenge.)
Learning: 22 (Doc Beebels managed to make a very tasty and healthy candy by himself and managed to train an insane amount of bees into following his orders.)
Occult: ??? (Probably the same as BBB.)
Traits:
- I SAID BEE! MWUAHAHAHA, BEE!: Bee puns. That is all. (The Beekeeper gains a +10 to all rolls involving bees.)
- You Should BEE Carful About What You Eat: The Beekeeper just wants people to eat healthy. Is that so wrong? (The Beekeeper will constantly try to get people to eat his Honey Bars.)
Fluffy Bunny (Johnny Test)
Description: The bunny version of Mr. Mittens.
Martial: 20 (Fluffy Bunny can break down concrete walls. He's a scary pile of fur.)
Diplomacy: 1 ("I AM FLUFFY BUNNY! AND I WILL MAKE YOU ALL, FLUFFY! HAHAHA!)
Stewardship: 5 (While Fluffy Bunny is smart, he's not good at managing things.)
Intrigue: 5 (He's not subtle. At all.)
Learning: 25 (Made his own ray gun that turns people into rabbits.)
Occult: ??? (???)
Traits:
- Basically Mr. Mittens: Yep. (Fluffy Bunny has all of Mr. Mittens traits. If they are both recruited and convinced to give up with their obsession to turn people animals, they will be combined into a hero ball.)
Dark Vegan (Johnny Test)
Description: The ex-leader of a group of space vegans that conquer/destroy planets so he could plunder them of their resources. Addicted to toast. Mmmm, toast.
Martial: 28 (Before his defeat, Dark Vegan would regularly attack any new planets he discovered so he could steal their resources.)
Diplomacy: 11 (Dark Vegan is a toast obsessed former dictator. While he can act charming, he's mostly too obsessed with conquering Earth or trying to prevent his daughter from having out with Johnny Test.)
Stewardship: 27 (Dark Vegan once ruled an entire civilization. Sure, they only had one planet, but that's still one planet more than most people rule.)
Intrigue: 23 (Dark Vegan had a habit of tricking any new species he met into believing that he and his people were harmless, all while preparing his armada.)
Learning: 10 ("Mmmm... Toast. Wait, you're telling me my own people haven't invented toast! Well, instead of teaching them how to, I'm just going to go back to Earth so I can feed my bread addiction!" - Dark Vegan, probably.)
Occult: ???
Traits:
- Toast Obsessed: "Tooooaaaassssssttttttt!" (???)
- ???
Jillian Vegan (Johnny Test)
Description: Dark Vegan's not-evil daughter.
Martial: 11 (Jillain is still just a teenage girl. While she may be able to go beyond the limits her father has hit, without destroying any planets, that's still a while away.)
Diplomacy: 27 (While she is still "just a kid", Jillain is a far more persuasive than her dad.)
Stewardship: 12 (Like most people her age, Jillian probably dislikes doing paperwork.)
Intrigue: 21 (Jillian has spent quite a bit of effort to undermine her father's plans.)
Learning: 15 (Jillian isn't as obsessed about toast as her dad is.)
Occult: ??? (Youre going to have to hire him to figure this out.)
Traits:
- Pre-Teen/Teen: Jillian still has much to learn about the world. (Same as BBB's Pre-Teen trait.)
- ???
The Boyborgs (Johnny Test)
Description: A group of three androids equipped with water blasters that can rip through solid concrete and metal.
Martial: 30 (A lone Boyborg can destroy an entire van with a single shot.)
Diplomacy: 1 (The boyborgs were not program to be talkers. This may be fixed with a bit of reprogramming.)
Stewardship: 1 (Same problem.)
Intrigue: 10 (While they can be thick headed, the Boyborgs can adapt to almost any situation, and that includes tricking people.)
Learning: 13 (They're basically super smart walking computers.)
Occult: 0 (Susan and Mary probably didn't program them with any knowledge about this stuff.)
Traits:
- Super Adaptive: The Boyborgs can adapt to any situation. (Whenever assigned to an action or mission, there is a chance that the Boyborgs will gain a stat increase or a new trait.)
"Devil Hollywood Agent"
Description: A literal devil that's a Hollywood agent.
Martial: 15 (He had a nasty pitchfork.)
Diplomacy: 17 (He needs to have a decent silver tongue to convince people to sign his contracts.)
Stewardship: 19 (He's a Hollywood manager. He probably knows how to handle his finances.)
Intrigue: 18 (Tricky demons...)
Learning: ???
Occult: 30 (He's a literal demon.)
Traits:
- ???
The Mole King (Johnny Test)
Description: A junk food loving mole person and the leader of the mole people. Loves fiestas.
Martial: 7+10(Mole Minions)=17 (While the Mole King isn't a fighter, he has a nigh unlimited amount of minions to throw at a problem.)
Diplomacy: 4 (The Mole King spent an insane amount of time trying to invade the world so he and his people could steal stuff like Red Gush.)
Stewardship: 19 (The Mole King's "kingdom" seems to actually function... somehow.)
Intrigue: 15+10(Diggy Diggy Hole)=25(Thanks to his small stature the Mole King can be hard to spot, but his real strength it, quite literally, sneaking under the enemy.)
Learning: 4 (See Diplomacy)
Occult: ???
Traits:
- Mole Minions: He always seems to have more biker moles than he knows what to use them for. (+10 to martial rolls. If your base if attacked, and The Mole King is defending it, you can summon three new Biker Mole units per battle turn until he is knocked out, each of whom have +10 Martial.)
- Diggy Diggy Hole: Moles are natural diggers, dontcha know? (By burrowing underground, the Mole King and his minions bypass most guards... as long as there isn't something blocking their holes. Only works when the Mole King is infiltrating places that aren't made of material that he's incapable of breaking, and, on missions, if he's standing on concrete as he needs to be able to dig.)
- Center Of The Earth: His people do live there. (Any faction that has friendly relations with the Mole People or who have recruited there king can use the many tunnels they've built to travel anywhere in the world.)
Princess Willow (Scooby Doo)
Description: The rebellion daughter of the Goblin King and the princess of the fairies. It, at least, the princess of the fairies that live in the Goblin King's realm. Though, unfortunately for her, her father's throne and powers have been usurped by a human sorcerer, who's begun to twist the land she calls home into a mockery of what it once was.
Martial: 5/25(Tiny) (While she can put up a fight against people who are a similar size to her, if a normal human is fast enough there's nothing she can do to prevent them from catching her.)
Diplomacy: 25+20(Magical Royal)=45 (While she can be quite persuasive on her own, her bloodlines makes many other magical creatures that recognize it try their best to please her.)
Stewardship: 12 (While she is a princess... well, Willow prefers to sneak off to the human world than actually rule her fellow fairies.)
Intrigue: 10+25(Tiny)=35 (Thanks to her incredibly small stature, it's hard to actually even see Willow if she's trying to hide.)
Learning: 12 (While Willow isn't dumb, she tends to make... poor decisions.)
Occult: 30 (She is both a fairy and the daughter of the very powerful Goblin King. So, being mystical strong comes with the territory.)
Traits:
- Tiny: Willow is much, much smaller than even a child. Which comes with both advantages and disadvantages. (When fighting human or larger enemies Willow's Martial is set to five. When fighting against enemies that are similar in size to her, her martial score is 25. Mostly thanks to her Occult skill. Her Intrigue is also increased by 25 when she is spying on people larger than her.)
- Magical Royal: Even if her father is currently a prisoner and the lands her family ruled currently under the control of a made stage magician, she's still the daughter of the Goblin King. (When interacting with magical creatures that recognize her birthright, Willow gains an extra +20 to her Diplomacy rolls. Though, not all mystical beings will care.)
- To Another World: Willow can use her magic to transport someone to the realm of Halloween... if she has the proper regents so she can get rid of that pesky time limit. (New actions unlocked for the group the recruits her.)
- Room To Grow: After everything that's happened, Willow is willing to take things a lot more serious. (In an attempt to grow and be a better princess/future queen, there is a chance that Willow may gain small stat bonuses when assigned to an action.)
Vanna Pira (Scooby Doo)
Description: A ditzy vampire who was once Dracula's assistant. After he disappeared to visit his different children, Vanna got bored of Transylvania and wandered off. Now she's looking for that "groovy guy" Drac's daughter, Sibella, met. Very naive.
Martial: 14 (Vanna is a vampire. But she doesn't really "do" fights.)
Diplomacy: 27 (While she may not be the brightest bulb, Vanna is certainly an attractive and plucky one. Even if she goes off on tangents about something, most people seem to find that endearing. For some reason.)
Stewardship: 18 (While she can be scatterbrained, she does have tons of experience helping Drac organize things.)
Intrigue: 7 (Vanna would be hard-pressed to realize that someone had insulted her right to her face.)
Learning: 9 (She's a bit of an airhead.)
Occult: 23+10(The Book)=33 (While she has plenty of experience with supernatural occurrences, she also has a massive book that has a lot of records on different creatures, curses, spells, you name it.)
Traits:
- Genki Vampire: Vanna certainly isn't one of those creepy vampires folklore spoke about. (Vanna gains an extra +10 to her Diplomacy when she's talking to other vampires.)
- The Book: Vanna has a book that's filled with a ton of magical lore, stuff that even Drac's forgotten. (Vanna gains a +10 to her Occult. New actions available for the group that recruits her.)
Oh, by the way, in regards to America, all I'm going to say for now is that it's barely recovering from the Fusion of Worlds and that it's current president is.... Kinda unqualified and only kept Afloat by his VP. XD
You were Jamie Mahoney and, to put it bluntly, you have no clue how you got stuck in this mess.
First your best (and only) friend Coop was captured by His evil future counterpart ages ago, then that Kiva chick vanished trying to save him, then all of New Jersey was turned into Evil Coop's personal playground. And THEN you got confused and accidentally left yourself as a candidate for the friggin' US Presidential Election. Apparently your fellow potential Presidents were either so extreme or so incompetent you were the best choice. So you get to inherit a country that is barely staying afloat after the literal merging of worlds and several villains taking over key parts of it.
.....What did you DO to DESERVE this?!
"Sir, we have more demands from Professor Venomous to pay him loads of Money or he'll use his doomsday laser on us. Do we give in?" Nicole Watterson deadpanned to you, mostly because she already knew the answer.
After a bit of panicking and screaming on your part, you calm down enough to say "Do what he wants!"
"Sir.... He's asking for 6 billion dollars. We would have to take at least 4 billion dollars of that from relief funds. Are you SURE you don't want to at least ATTEMPT to fight?" Nicole sighed.
"Uh, yeah, I'm good! I wanna live!" You gulp.
"Why am I not surprised?" Nicole muttered on her way out.
"Hey! I heard that!" You complain.
"I don't care." She bluntly stated, soon being gone.
"The nerve of some people...." You muttered. And then a ceiling tile fell on your head.
"I, JACK SPICER, EVIL BOY GENIUS, HAVE DONE IT! The JackBot Army returns! Rise, my wonderful minions, RISE!" You roar in a way SOME would call overdramatic.
The dozens of JackBots whir to life and bow to you.
"Yes!" You grin… before falling asleep sucking your thumb, having worked all night.
Gained 4 Dozen JackBots that Add +3 to Martial when Used; However, Jack is Now SUPER Tired and Will Have -2 Malus on Martial and Intrigue Actions for 1 Turn
[X] Hang Out with Your Loyal Scientists
27
Bare Success
BBB tried hanging out with his scientists instead of just barking orders for once. It…. Went pretty mediocre. Things were slightly awkward, though they had the occasional good laugh. Overall, they wouldn't be opposed to doing it again, but not anytime soon.
BBB Gained Slightly Higher Bonds with his Scientists
[X] Train with Your Weapons
46
Decent Success!
Scaramouche and the Beetle Drones decided to (after you told them to not just mindlessly slaughter the nearby town) train with their respective weaponry. They actually got a lot of work in. You're proud of them!
"Hey babe, what if we mindfully slaughter the nearby townies?"
….. Nevermind.
Scaramouche and the Beetle Drones gain +3 Martial and Can More Effectively Use their Weapons
[X] Cook Ramen for Everyone
39
Success
In classic nerd fashion, 21 and 24 seem to know a thing or two about ramen. They cook some up for you. It's decent, certainly not bad. Though you hadn't eaten in a while….
Henchmen 21 and 24 Are Now the Official Team Chefs Until you Gain A Unit Better Equipped
[X] Annoy Your Allies
82
Huge Success!
Le Mime, as If taking advantage of the fact you didn't technically hire him, causes chaos around the Temple by trapping important items (such as the bathroom door) in his Invisible boxes and Moonwalking away when called out. Seriously, what a prick.
Everyone Hates Le Mime now; Le Mime Teaming up with Someone will Cause a -2 Malus to his Teammate