For the sake of finally getting back to the CK2 Action, closing the Vote:
Winning Vote:
[X] Give the whip to someone
-[X] Jack
[X] Test out the whip.
-[X] Summon someone
--[X] Ruby Rose?
--[X] Summer Rose?
[X] Check out that moving cotton candy before you leave.
[X] Check up on Jaune.
[X] Meet the actual owner of the circus.
[X] Check up on Mr. Can Dkye.
[X] Ask Scrappy and Googie if they want to stay at the temple until they can find a way home
Johnny and Mary are probably standing around holding something that they planned to use to help and thinking "Well that was quick".
Usually they have to come up with a plan or invention to defeat a enemy but now they are working with people who can handle the various strange trouble that appear.
I just realized if Dukey saw Johnny hanging out with Scrappy he will probably have a little freak-out and think he was replaced.
Johnny and Mary are probably standing around holding something that they planned to use to help and thinking "Well that was quick".
Usually they have to come up with a plan or invention to defeat a enemy but now they are working with people who can handle the various strange trouble that appear.
I just realized if Dukey saw Johnny hanging out with Scrappy he will probably have a little freak-out and think he was replaced.
Exactly my thought! I am a little sad that we didn't get to see what Johhny and Mary planned, it would have been either awesome or hilarious. Also random though, should we give Kimiko the Mantis coin like a sign of goodwill?
Though I like the thought of doing actions that could generate some goodwill between Jack and Kimiko we do not have enough Wu to give any away.
Though if we reveal that we have saved Dojo it may make it easier to convince her to join up, though she may be a little upset that she was not told earlier the fact that Jack saved his life could generate a little goodwill and keep her from being too angry.
Discord is great for playing games and chilling with friends, or even building a worldwide community. Customize your own space to talk, play, and hang out.
The last Potential Ally list was getting kind of stuffed, so time for Part 3!
Spinel (Steven Universe)
Description: An abandoned and miserable Gem who tried to destroy Maryland... She got her ass kicked and is wandering the place since then. Deep down, she just wants a friend who will like her.
Martial: 45 (For a Gem designed for amusement, she's a pretty effective fighter)
Diplomacy: 5 (She's become pretty jaded and angry towards others)
Stewardship: 5 (Gems have no need for currency)
Intrigue: 15 (She can be somewhat deceptive)
Learning: 37 (She DID presumably build a weapon capable of destroying the planet)
Occult: 5 (She's a space rock, not a magician)
Traits:
Gee It's Swell to Finally BEAT her Other Friends: Spinel has had a rough time regarding friendship. (Spinel gains a +20 on Rolls against people she dislikes and a +25 against she feels personally betrayed by)
Maryland, Had to be Maryland: Being stuck there for so long really hasn't endeared Spinel to the place. (Spinel gains a -15 Malus on Rolls involving Maryland or it's citizens)
Clown: Spinel deep down still likes to entertain. (Spinel gains a +15 to Rolls that cheer people up or entertain them)
Doctor Barber (The Marvelous Misadventures of Flapjack)
Description: A creepy man who is... Well, a doctor and a barber.
Martial: 20 (Doctor Barber has survived some crazy things, but isn't really a fighter)
Diplomacy: 6 (Doctor Barber is nice once you get to know him, but incredibly creepy)
Stewardship: 25 (He ran his own Business, after all)
Intrigue: 38 (He can be creepily sneaky)
Learning: 35 (He is a trained professional in two fields after all)
Occult: 5 (He is a man of Medicine, and medicine doesn't need magic)
Traits:
Creep: He's a creepy dude. (-15 to Diplomacy)
Hmmmm... Need a Haircut? How about Surgery?: His name is pretty literal. (+20 on Rolls involving haircuts or medical skills)
Major Dr. Ghastly, General Skarr and Boskov (Evil Con Carne)
Description: A trio of Minions for famous Supervillain Hector Con Carne. Unfortunately, Hector just couldn't cut it in this new world and the trio are looking for new work.
Martial: 30 (Skarr and Boskov are... Well, a general and a bear. They're decent fighters)
Diplomacy: 15 (Ghastly can be pretty polite for a mad scientist)
Stewardship: 38 (Ghastly's inventions Don't come cheap and Skarr did briefly have to learn how to handle money while living in suburbia)
Intrigue: 39 (Working for a famed supervillain taught them a thing or two)
Learning: 49 (Ghastly is a super genius in terms of inventing and Skarr is an expert schemer)
Occult: 5 (They have no real magic skill)
Traits:
This Invention is Going to be GHASTLY!: Ghastly loves her work as a mad scientist. (+25 to Research Rolls)
Bear Strength: Boskov, idiotic as he is, is still a bear! (+15 to Martial Rolls)
Fin Fang Foom (The Super Hero Squad Show)
Description: A Giant Monster who really doesn't like his pants being taken.
Martial: 55 (He's a multiple stories tall monster!)
Diplomacy: 5 (The guy can only growl and grunt)
Stewardship: 1 (Why would a giant monster need money?)
Intrigue: 1 (Being massive has it's disadvantages)
Learning: 2 (He's none too bright)
Occult: 7 (He's somewhat familiar with magic)
Traits:
Giant Monster: He's a huge, dragon like creature! (+25 to Martial)
*Emberassed Blushing*: Just don't take his pants. (-20 Malus if FFF loses his pants)
Jon Arbuckle, Garfield and Odie (The Garfield Show)
Description: A lame Cartoonist, his gluttonous and Snarky cat and his dumb dog.
Martial: 10 (They're an average guy and two animals)
Diplomacy: 6 (Jon Is kind of pathetic and Garfield and Odie aren't really able to be understood)
Stewardship: 15 (Jon is perfectly average at money spending)
Intrigue: 17 (Garfield and Odie can be decently sneaky)
Learning: 18 (Though Jon is average and Odie is dumb, Garfield is pretty clever)
Occult: 7 (They've encountered a ton of occult stuff, just never bothered to learn it)
Traits:
Lazy Cat: Garfield is incredibly lazy! (-15 to Martial Rolls)
Just Animals: Odie and Garfield are often ignored due to being animals. (+15 To Intrigue)
"Guess I'm In Charge Now" Battle Droid (Star Wars: The Clone Wars)
Description: A rather oblivious Battle Droid that has a tendency to believe it's in charge.
Martial: 35 (It was literally built for combat, and is effective against non powered beings)
Diplomacy: 8 (It's not really designed to be a leader, but is convinced it is one, so it tries it's best)
Stewardship: 5 (It has no real use for money)
Intrigue: 5 (It's not a stealthy 'Bot)
Learning: 10 (It can be easily programmed with new information; that's about it)
Occult: 1 (It's a robot, magic isn't it's area)
Traits:
Guess I'm In Charge Now: Yes, I guess you are. (+5 To Rolls Where it is in a leadership position)
Snipe (Storm Hawks)
Description: A dumb brute with decent piloting skills.
Martial: 45 (Is pretty powerful)
Diplomacy: 10 (He had some subjects, but isn't really competent in this regard)
Stewardship: 20 (He likes gaining wealth)
Intrigue: 5 (He's dumb and loud)
Learning: 5 (He's a complete idiot)
Occult: 10 (He has access to the occasional magic item)
Traits:
Brute: He's dumb, but mighty strong. (+20 to Martial Rolls)
Pilot: He is a decent pilot. (+15 to Vehicular Flying based Rolls)
Mumbo Jumbo (Teen Titans)
Description: a goofy but incredibly powerful magician. He likes to mess around with his foes.
Martial: 20 (He can fight decently well, but it's not really his thing)
Diplomacy: 5 (He's kind of too goofy to be an effective leader)
Stewardship: 27 (He mostly used his magic to steal money; he's pretty good with the stuff)
Intrigue: 5 (He's a bit too loud and in your face to effectively sneak around)
Learning: 15 (Mumbo can occasionally learn from his mistakes)
Occult: 54 (He's a highly advanced magic user)
Traits:
Mumbo's World: Apparently Mumbo's hat contains a pocket dimension. (If a foe Fails a Martial Roll against Mumbo, he may suck them into his hat)
Master Magician: Goofy as he is, his magic is pretty advanced. (+20 to Occult Rolls)
Mumm-Ra (Thundercats Roar)
Description: An angry, goofy immortal with advanced magical powers and a penchant for evil.
Martial: 40 (He can survive and give some pretty epic beat downs)
Diplomacy: 7 (He WAS the Ruler of his world, but really didn't do much and is kind of a grouchy goofball)
Stewardship: 20 (He's hoarded some valuable treasures)
Intrigue: 5 (He's big and loud)
Learning: 15 (He's decently intelligent despite his anger and goofiness)
Occult: 50 (He has plenty of magic within him)
Traits:
I AM MUMM-RA... THE EVERLIVING!: He's immortal. (Mumm-Ra is literally impossible to kill)
Master of Dark Magic: He's a pretty great dark mage. (+20 to Occult Rolls)
Fortuneteller Baba (Dragon Ball)
Description: An 800 Year Old Master of the Occult. She's a bit grumpy but more than willing to assist as long as you show her the proper Respect.
Martial: 5 (She's... Not a fighter)
Diplomacy: 10 (She leads a group of Fighters pretty decently, but is very cantankerous)
Stewardship: 38 (She ran a very successful Fortuneteller's business)
Intrigue: 18 (She's decently sneaky and can use being an old lady to her advantage)
Learning: 17 (She's decently intelligent)
Occult: 59 (When it comes to the Supernatural, she is a straight up master)
Traits:
Future Sight: She IS a Fortuneteller. (Baba can increase +15 to Learning, Intrigue or Martial by looking into the future)
Master Of The Supernatural: She's Damn good at her job. (+25 to Occult Rolls)
The Dead Walk the Earth: She can temporarily allow the dead to walk the Earth. (Baba can allow the deceased to come to Earth for 24 Hours)
Yoko Littner (Gurren Lagann)
Martial: 50 (she has a Gunman giant robot and can hit a target with her rail gun sniper from anywhere she can see)
Diplomacy: 25 (she was a kindergarten teacher, compare to getting 5 year olds to listen, anything else is easy)
Stewardship: 10 (she can keep her gun supplied)
Intrigue: 10 (she hid her past from her students, but they were 5 year olds)
Learning: 15 (She went from living in a hole to maintaining a super advanced rail gun and piloting gunman robots, and was a teacher. She's smart but no genius)
Occult: 20 (She's capable of using a magical Force Called Spiral Power)
Traits:
Sniper: She fought tyrants that kept the whole universe under their thumbs judging the sniper, you know she is good with it. She get +20 from using any sniper rifle.
Black Widow: Anyone she cares for and kisses, dies soon after.
Teacher: Kids recognize a teacher instinctively. +10 to dealing with children.
Thread the Needle: when saving a Hostage, get +15 martial
Gendo Ikari (Neon Genesis Evangelion)
Martial: 10 (He's a middle aged man, he knows how to use a gun but prefers to work behind the scenes)
Diplomacy: 25 (He knows how to make people work together even if they hate his guts)
Stewardship: 33 (He ran a major organization that had budgets bigger than most country's total net incomes)
Intrigue: 60 (He ran a secret government organization, where his bosses were planning the end of humanity in its current form. He then came up with his own version of the plan under his bosses noses and spies from the UN. No one knows what he is planning until it's too late)
Learning: 15 (He is smart enough to to run an organization with the smartest people in the world trying to save humanity, but he isn't a genius, his wife was)
Occult: 5 (He is a man of SCIENCE!)
Traits:
The Bastard: He comes off as an asshole-/+10 Diplomacy depending if you fear him or not and he is very scary
All According to Plan: His plans are years in the making, and you are just dancing to his tune. +10 to intrigue when trying to go against his plans
Head of Nerv: Gendo runs the Nerv. As long as the 3rd impact hasn't happened, he get +30 martial to defense(giant robots and fortress city) and +10 to anything if he request aid from the UN or his bosses(once per 2 turns)
The Mime (Animaniacs)
Description: A super unlucky but highly durable mime. He's a pretty nice people inexplicably tend to hate.
Martial: 36 (Though not a fighter, he has survived some truly outrageous things)
Diplomacy: 4 (He has a tendency to be inexplicably hated)
Stewardship: 15 (Being a mime, he occasionally performs for money)
Intrigue: 22 (Being a mime, he is pretty good at being quiet)
Learning: 15 (He's of average intelligence)
Occult: 26 (He can accidentally mime things to life)
Traits:
I Love You All!.... Except That Mime: Seriously, why do people hate this guy? (-20 to Diplomacy)
Survival of the Quietest: He's survived some serious bad luck. (+15 to Martial Rolls)
Mime to Life: He can apparently accidentally bring life to the stuff he mimes. (The Mime can accidentally bring stuff he mimes to life, adding a Random effect)
Breach (Generator Rex)
Martial: 10 (Breach is a normal girl except she has 4 arms and can easily be subdued if you get the jump on her.)
Diplomacy: 3 (Breach is a quiet girl with serious mental problems.)
Stewardship: 1 (Breach takes what she wants, and her portals let her get away with it. She has no need for budgets.)
Intrigue: 10 (She is a really quiet girl most of the time and knows how to sneak around)
Learning: 5 (She acts like a child with kleptomania, and hasn't had proper education in years.)
Occult: 0 (Has no real magic knowledge or power)
Traits:
Now your Thinking with Portals: Breach's portal go anywhere, including her own private dimension. +25 martial for either bringing monsters or troops to fight or sending enemies into dangerous situations.
+50 Intrigue. She can go anywhere and if she leaves through a portal it's impossible to find her. She has broken into the most secure places in the world and even stolen an entire city without a trace.
Secret Realm: Her portals can take her to a personal dimension with no know limit on space. Basically she is a bag of holding
Do the Time Warp: With the right equipment she can travel through time. Time Travel is OP please nerf.
Bulma (Dragon Ball)
Description: A Women of many talents, CEO of Capsule Corp, One of the Brightest Minds of her Earth
Martial: 8 (She has seen a lot of fights in her life, but she's never tried to apply herself to that, not really interesting to her.)
Diplomacy: 20 +15 (Charmer) (She has a good way with words, but sometimes she can really put her foot in her mouth.)
Stewardship: 35 +5 (Capsule CEO) (She can run a world wide Business and still have time to tinker with all sorts of things.)
Intrigue: 22 +15 (Charmer) (Bulma can pull off being manipulative real well, but sometimes she has a terrible poker face.)
Learning: 53 +10 (Tech Wizard) ( A true once in a lifetime genius with the added bonus of being raised by another genius.)
Occult: 10 (She's seen a lot of magical things if her life, but she is a Women of Science)
Traits:
Capsule CEO: Despite the hard Times, Capsule Corp is going strong and still running a profitable business (+5 to Rolls involving Running a Business, Owns Capsule Corp)
Charmer: Bulma is a bit of a Flirt and Charmer, and not afraid to use that skill to her advantage (When dealing with a Man who… let's call it, falls for a Pretty face, she adds 15 to her Diplomacy/Intrigue)
Dragon Radar: A Scientific device able to locate powerful mystical objects… man that would have been nice. (Has a device able to locate Dragon Balls, can be Sent with a team on a adventure to find one, Bonus to rolls)
Tech Wizard: Bulma has an almost supernatural gift when it comes to inventing and figuring out technology ( When dealing with a kind of technology which may seem impossible to do with normal science, she adds a 10 to the her Learning stat)
Benson (Regular Show)
Martial: 25 (Having spent a long time trying to keep the park safe from all sorts of freaks and weirdos, Benson has gotten pretty good at fighting.)
Diplomacy: 30 (Benson when not mad is actually quite amabical and a decent fellow to talk with)
Stewardship: 35 (Benson had managed to run a pretty tight ship in the park, despite it's eccentric irregularities...well until Anti-Pops)
Intrigue: 15 (Due to Movie Night, Benson has seen many, MANY Heist Movies and other Spy Flicks, often to his dismay, he's picked up on a few things.)
Learning: 15 (He's a Smart guy, but he's no scientist)
Occult: 10 (Aside from some bad experiences with Unicorns and other Magical nonsense, Benson is pretty normal for a sentient Gumball Machine)
Traits:
ANGER: Benson is notorious for his bursts of Rage (If something annoys him enough then he lets his Anger loose, which could have a disastrous effect if built up enough. If Benson is ANGRY then his Diplomacy goes down by an amount equal to how angry he is, and conversely his Martial goes up by the amount)
Park Manager: Benson has had ample experience managing people (+ 5 to rolls about Managing people, +15 to rolls involving Park Management)
Slick (Star Wars: The Clone Wars)
Description: A gruff but ultimately caring in his own way Clone War veteran.
Martial: 45 (He is a genetically engineered Soilder)
Diplomacy: 20 (Though gruff, he didn't become a Sargeant for nothing)
Stewardship: 18 (Can presumably handle paperwork and money well due to being a Sargeant, even if he doesn't enjoy it)
Intrigue: 28 (Can be pretty good at stealth)
Learning: 16 (Is slightly above average)
Occult: 6 (Other than knowing Space Wizards, he has nothing in this regard)
Traits:
My Brothers: He DOES Care for his fellow Clones, in his own way. (+15 to Diplomacy Rolls with Cloned Individuals)
I Hate Clankers: He's.... Not a fan of robots. (-20 Diplomacy with Robot Characters; +20 Martial to Destroying Robots)
Dick Simmons (Red vs Blue)
Description: A levelheaded, decent Soilder guy who is also a huge suck-up.
Martial: 44 (Is a decent Soilder)
Diplomacy: 36 (Is an expert at telling people what they want to hear)
Stewardship: 25 (Is pretty good at managing things)
Intrigue: 17 (Is fairly nervous but can be stealthy if absolutely necessary)
Learning: 26 (Is a decently smart individual)
Occult: 1 (He has not really ever encountered magic)
Traits:
Grade A Butt kisser: Simmons is a ridiculously huge suck-up. (When partnered with Someone, Simmons will either annoy someone or encourage someone with his ass-kissing, resulting in a -15 or a +15 to all Stats respectively)
Gwendolyn (The Fearless Four) and Mewsette (Gay Puree)
Description: A duo of performing cats who have taken a liking to Le Mime.
Martial: 7 (....They can survive the occasional bits of slapstick, but... They're still cats)
Diplomacy: 12 (They are decent performers, and this can sometimes translate into convincing people of things)
Stewardship: 5 (.... They're cats, they have no need for money)
Intrigue: 47 (Being mostly regular cats has it's advantages....)
Learning: 15 (They are of average intelligence)
Occult: 5 (Other than the magic of performative arts, they got nothing)
Traits:
Just Cats, Nothing to Worry About: They can pretend to be average cats. (+20 to Intrigue)
I Love to Sing-A: They LOVE to sing and Perform. (+25 Intrigue to Rolls involving Acting or Singing)
Mako Mankanshoku (Kill la Kill)
Description: A highly energetic but highly eccentric high school dropout. Likes to give weird and occasionally motivating speeches.
Martial: 28 (She's survived some serious nonsense and has a TON of potential... Yes really)
Diplomacy: 27 (She can be occasionally pretty inspiring when not being a nutcase)
Stewardship: 5 (Paperwork is seen as an extension to schoolwork to her, so it'll near immediately put her to sleep)
Intrigue: 30 (People tend to ignore and underestimate her)
Learning: 6 (She's... Pretty dumb and SUPER weird)
Occult: 7 (She has absolutely no trouble believing in the supernatural, but can't perform magic herself)
Traits:
Speechify: Mako loves her speeches. (Mako will constantly give speeches that will Either add +15 to Martial due to Motivation or -15 to Martial due to confusion)
My Papa Was a Doctor!: ....Well, he was a back alley doctor... (Mako will either gain a +10 to Healing people or a -10 to Healing people)
Potential: Mako has been stated to have great potential.... Yes really. (Mako has the most potential for growth out of ANY Hero Unit; when she gains An increase in stats, she gains another +10 to that Stat)
Kabuto Yakushi (Naruto) (Alongside Tsunade from Naruto, Starro from Superman: The Animated Series, Baby Doll from Batman: The Animated Series and Blair from Soul Eater)
Description: A rather bitter but determined Ninja with the ability to turn his killed foes into Zombies who act like they always did in life, but can't disobey his orders.
Martial: 49 (Though more of a spy, he can certainly hold his own in a fight. Oh, and his Zombies are immortal, regenerating and can only be desummoned if Kabuto wills it)
Diplomacy: 27 (For a bitter, murderous spy, Kabuto is shockingly polite and articulate)
Stewardship: 35 (Had to learn to be good at this as part of his spy training)
Intrigue: 56 (Not only is Kabuto one of his original world's top ninja spies, his Zombies are another top ninja, a small starfish like creature, a woman who looks like a toddler and a magic cat, so they're either underestimated or good at stealth themselves)
Learning: 40 (Kabuto is very intelligent)
Occult: 46 (Kabuto has plenty of magic Chakra abilities)
Traits:
Spy Master: Kabuto is a great spy. (+25 to Intrigue)
Impure World Reincarnation: Kabuto's most fearsome technique.... (Using two corpses, the original person and a random Smhuck, Kabuto can make Zombies that act exactly as they did in life, but they have to be 100% loyal to him)
Kevin E Levin(Ben 10 omniverse)
Martial: 25 (He can absorb any material give himself an others a coat of armor, and can make weapons like hammers, spiked maces, and swords with his arms. He was also part of the Plumbers organization and had some training.)
Diplomacy: 5 (He grew up stealing and tends to be a bit rude. He prefers to solve his problems by punching them.)
Stewardship: 38 (He's pretty good at managing money due to his life experiences)
Intrigue: 30 (He grew up on the streets stealing, and was good enough to have contacts in the black market to fence his good.)
Learning: 20 +Kevin's formal education ended in elementary school, everything else he learned on the streets. He still learned enough to build his own car and spaceship)
Occult: 7 (He has no magic powers on his own, but he knows a thing or two from the streets and dating Gwen.)
Traits:
Street Smart- Kevin ran away from home as a kid and learned many lessons on the streets. +10 to Diplomacy and learning when dealing with the streets or criminals, -10 to diplomacy when dealing with 'high society' or law officers
Mechanic-Kevin built his own car and space ship several times. He has even made adjustments to the Omnitrix, one of the Most powerful objects ever made. +10 to Learning when building something or dealing with alien tech.
Friends in Dark Places- He has contacts in the Alien black markets on Earth. -Access to Alien Black Markets, occasionally finds interesting things from questionable sources(all items have 10% chance of being fake)
Black John Licorice (Codename: Kids Next Door)
Martial:25+20(the Root Canal)=45Black John didn't become a infamous candy pirate by being a wimp in a fight though his at his true strength when at the wheel of the Root Canal few can match him on the waves or the streets of the suburbs
Diplomacy:5 (he did manage to gather together a crew and stop them from having a mutiny though considering what even other candy pirates thought about him even being human again wouldn't help him at being diplomatic )
Stewardship: 16 (running a ship aren't easy you know making sure you have enough ammo and supplies for repairs and other needs though he usually he got his quartermaster to do those things John always counted the food supplies himself to make sure no one was hoarding candy from him not that he needs to eat anymore or is able to)
Intrigue: 17 (he did manage to find the KND Arctic Prison something governments and most villains wouldn't be able to do)
Learning:12 (he can get clever and cruel ideas and knows things about ships but that's about it )
Occult: 16 (searching for ways to undo his and his crew curse has made John learn some interesting things about magic and being a walking skeleton made of black licorice probably made him look for things he would not usually look for)
Traits:
Licorice, licorice, sweet, juicy and red: the sweet taste of candy is enough is to this pirate that they are willing to do nearly anything to get it (+10 to anything that has to do with candy)
Licorice, licorice turned rancid and black: the taste of any food and drink that they hold turns horrible to John and his crew. (-10 to anything to with candy till John is cured)
Cursed to be skeletons alive only at night! :when came morning's first light black John and his crew will collapse into piles of bones but the curse does have some advantages(John can only go on adventures if they happen at night. John is incredibly hard to actually kill thanks to the curse with the easiest way to kill him being making him human, John will get a massive loyalty buff and will like you much more if you manage to cure him)
The Root Canal: the ship that strikes fear into the hearts of people across the globe much like her captain(John gains+20 to martial when sailing her but will lose it when he departs, can be used to transport many people to do its size across sea and land somehow? May also cause running and screaming in certain people)
Kevin E Levin Breach, Yoko and Gendo were made by @LordEdric
As everyone else slowly begins to leave the tent, probably wanting to leave, you slide up to Scaramouche. "Hey, can I have that magic whip?"
"Heh, you're the boss, babe." The android chuckles as he tosses you the whips.
Alright, so... how should you test this thing out? Phantasmo summoned that ghost guy, so many you can summon someone too? You're not entirely sure who you want to try and summon, though. You could try one of the other monks if they're not really dead... but you don't want Kimiko to punch you if you end up summoning their corpses or ghosts. So, who -
You stop as you remember those two plushies you won. You're still not sure who Summer and Ruby really are, but they may be good choices. With a smirk, you flick your the whip and -
96+69=165
- two women, literally, pop into the air and quickly fall down to the ground with two small oofs.
Getting a chance to actually see the two in flesh, you come to a realization. They're not sisters, like you though, as one of them is obviously much older than the other one. Huh. Well, you blame that on how similar the pushies looked.
The young of the two, Ruby based on her red cloak, slowly turns towards Summer and... squees and chokes at the same time. "M-Mom!?"
"W-Wait..." Summer mutters as she -
71+46=117
- and her daughter are covered in cotton candy as Johnny bursts into the tent, a strange-looking weapon in his hand. "Alright, evil demon ringmaster man, it's time for you to, wait, is the fight already over! Aw, man!"
"Wait it is?" Jaune asks as he rushes in behind Johnny. "Huh."
"Jaune!" Ruby shouts, her head whipping towards the blonde swordsman. "What's going on?"
"... Uh, hi? Do I know you?" Jaune asks, looking... a bit flustered. "Because, if I do -"
"Ruby!" Summer suddenly speaks up, hugging her daughter.
"Okay, now I regret charging in here. It's really confusing." Johnny mutters. "Hey, monkey guy, do you mind if I just leave."
"Go right ahead." You answer, too focused on trying to understand what's going on.
(Reward: Summoned Summer and Ruby Rose. While they are not hero units yet, they will be staying in your temple and will help defend it in case anyone attacks it. While you, IC, have not realized it yet, thanks to your high Occult roll you, OOC, now know that failing a "Whip Roll" will produce a random effect that can be helpful or troublesome. Mary Test has created the "Cotton Candy Blinder/Restrainer", which gives +5 Martial to whoever has it equipped and a -5 to all enemy rolls if an enemy is hit by it. Currently equipped to the Test Family.)
. . . . . . . . . .
As you finally leave the tent, your two new "friends", Summer and Ruby, start bombarding you and Jaune with a hundred different questions. So, to get away with that, you quickly turn a corner and -
"Stop eating me you stupid dog!" Screams... a moving glov of cotton candy. "I don't want to be eaten!"
... Okay, maybe this circus was weird before Phantasmo got his claws into it. Because, even though you've seen a lot of crazy things, living cotton candy is a new thing.
"You!" The thing shouts, pointing at you. "Can you please get rid of this stupid dog? It won't stop eating me from the inside out!"
... While you've just beaten an evil demon, well Scaramouche and Le Mime did, you're not willing to argue with a random candy monster. Especially since he quickly pulls out a dog-shaped glob of cotton candy and tosses it at you. Then, a giant tongue emerges from the sugar-covered dog, licking off all of the cotton candy off it's face -
"Uncle Scooby Dum!" Scrappy yelps. "What are you doing here!"
"Looking for cluuuuueeeeeesssss!" The grey dog declares as he gets up on his hind legs, pulls out a magnifying glass, and begins examining your Monkey Staff. "Oooooooo! A cluuueeeee!"
"Hey, stop that!" You growl as you pull the staff away, right as Dum was about to grab.
"So, this is your other uncle, Scrappy?" Googie asks skeptically.
"Dum Dum Dum Dum." Scooby Dum exclaims, as if that explains everything.
(Reward: Thanks to your final choice in this mini-turn, Scooby Dum will join you as a... less than competent hero. Discovered the Cotton Candy Glob.
. . . . . . . . . . .
"Huh, I was actually planning on going to Beacon." Jaune mutters, a small flash of worry appearing on his face. "So... I guess you might be from the future?"
Ruby simply facepalms as she notices something. "I just realized this. Jaune, where's your Aura?"
Jaune, thankfully, asks the same question you do. "What's an aura?"
Ruby sighs, with her mother giving Jaune a concerned look, before she goes on to explains the basic mechanics of Aura. You don't really understand what seem means by "the Grimm", but you think you get what's she's trying to say. At least, you hope so.
"So, do you understand what Aura is now?"
"... I guess." Jaune shrugs. "So, how do you unlock your Aura anyway?"
Ruby groans, puts a hand on Jaune's shoulder and begins to mutter something. Soon enough, a slight glow begins to envelop Jaune. "There."
... Huh. Maybe you should ask her to unlock your "Aura" next.
(Reward: Learned more about Jaune. Jaune has his "Aura" unlocked. Jaune may also have a crush on Ruby Rose?)
. . . . . . . . . . .
"And this is Marius Brancusi." Doubleday introduces the younger man. "He inherited this place from his old man."
"Thanks, Whitney." Marius mutters as tries to stay awake. "So, I'm still not sure what happened. Uh, why are we in China?"
After explaining what Phantasom really was to yet another person, Marius seems to partially believe what you say. "I don't really believe in spooky stuff like that, but I don't really have a better explanation. Though, that does make me wonder, whatever happened to those werewolves?"
"Oh, I'm sure they were just more of his minions." Doubleday quickly says before anyone else can speak up anything.
"Hmm, that also makes sense. But now I'm wondering where all of those precious jewels they stole are."
"Archambault," A new, deep voice adds. A man that's taller than even your largest Jack Bot stands before you, with bulging muscles that make it clear that he could knock you out in one punch if give the chance, "is a bit sad he does not get to punch scary demon ringmaster. Archambault would have shown him why he should not mess with strongman!"
"Heh, now that would have been fun to see." Scaramouche snickers.
"Anyway, uh, Mr. Spider -" Marius starts, before you correct him.
"Spicer."
"- Spicer, since we're in China, we can't exactly finish our route. In fact, I think it's pretty much too late to go to one of the cities we were planning on visiting. Do you know if there's anyone who could help us get back to the U.S.?"
[] Tell him you can use the magic whip to send him and his circus back to the US. After you let everyone have some actual fun, of course. (Occult DC: 80)
(Reward: Met Marius Brancusi and Archambault that strongman.)
. . . . . . . . . . .
"Hey kiddos," Vick Van Dyke greets you as he picks up a suitcase. "nice to see you again.*
"Planning on leaving?"
"Eh, not exactly." The older man chuckles. "I'm still not going back to the states until things settle down and go back to normal. Or, well, as normal as they can be. So, until then, I'm going to try and convince the rest of my family to move to that cozy little town nearby."
Well, at least he'll be close by in case you want to chat with. And, who knows, it might be useful, having a famous celebrity living so close to you. It certainly would make it easier to sneak into Hollywood.
(Reward: Vick Van Dyke will be staying in your town until someone the US fixes itself. He will attempt to move his family members to the town over the next few weeks.)
. . . . . . . . . . .
"Hmm," You mull over how to best phrase your question, "hey, do you guys want to stay at my temple? We've got room for some more people."
"... Um, okay?" Googie shrugs. "I wasn't exactly planning on heading back to Coolsville just yet anyway. I need to find Shaggy and Scooby first, and I think Scrappy wants to do the same."
"I also need to find Daphne and Flim-Flam." The tiny pup adds. "And I need to get in contact with Mr. Van Ghoul to see if he's alright."
"Can I look for cllluuuuuuueeeeessssss?" Dum suddenly, and inexplicably, appears right above you. I-Is he standing on your head?
"... I-I guess?" You sputter, trying to figure out how he managed to do this.
"Ooooo!" He smiles, before jumping off of your head to wander around the circus.
"... I like Uncle Dum, but, sometimes, I wonder just what's going on inside his head." Scrappy mutters under his breath.
(Reward: Scrappy, Googie and Scooby Dum will now be staying in your temple. While they will be too busy to perform personal actions, you can still ask them to help you out In CK weeks. For now, Scrappy and Scooby Dum will count as a hero ball, but this may change in the future?)
. . . . . . . . . . .
With everything you need to do finished, your group breaks off to do whatever they want. Well, everyone but you and Kimiko. You two are left alone as you don't really know what else to.
"... So, hi?" You mumble nervously.
"Hey." Kimiko shrugs, not wanting to continue whatever awkward attempt to come up with small talk you planning.
As you sit in silence for a few more moments, you come to an epiphany. Kimiko did help you quite a bit, and she did try her best to fight off that ghost guy. While you doubt she'll be willing to follow your orders, you could invite her to the temple. Of course, you won't know if she'll be angered that you took over the Xiaolin temple or happy that you rebuilt it.
why not let her stay she know the temple better than us also have a warrior of fire is nice we need more firepower (eh eh see what I did there) also she will be really good with any future diplomacy with any other good guys from the show
Also want to know is the cotton candy glob going to join us to or is it staying with the circus
[x] Tell him you can use the magic whip to send him and his circus back to the US. After you let everyone have some actual fun, of course. (Occult DC: 80)
[X] Let Kimiko come live at the temple. (???)
Very good update!!! Seems the temple is quickly filling again, wonder how many people can we house in it.