Prepare to Be Jacked Up! (CN Villains Victorious Jack Spicer Quest)

Nice update the Yeti hunt has been a fun read.

[X] "Aku has good taste. PuffAmiYumi is best band."
I loved the Ami Yumi cartoon as a kid and I enjoyed their songs.
 
Alrighty-o, looks like [X] "Aku has good taste. PuffAmiYumi is best band, but I don't mind other bands like the Hex Girls." Is the winning vote, dudes!
 
I had a idea that I think works very well. Jack's got a invention that brings people and things from video games. He also owns a toy company (Wacko's Toys) that he might rebrand to be more generally entertainment focused.

If Jack branched that company out into making video games or buys preexisting studios he'd be increasing the range of stuff he can draw from games and making money by selling the games. He could even draw stuff from the games and then sell it. People pay a lot of money for the limited edition collectables, but now imaging if Jack was selling actual working Pip-Boys with a copy of Fall-out.

Edit: Posted after getting Boohoo the 3rd's permission.
 
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Yeti Hunt Mini Turn 11
"You know," Your long-time friend yawns and stretches out as he slowly wakes up, "the Himalayas have really soured my opinion on snow days. Do you think we convince the boss to send us to Fiji next time? Maybe Hawaii?"

"Dude, have you heard what's going on in Fiji?" You grunt as you slowly push yourself upwards.

"No?" My partner-in-crime mutters, a confused look on his face.

"I heard that K'nuckles pirate guy sent one of his minion, Captain Skunkbeard to raid Fiji, and every other nearby island and country, to..." You prepare yourself for the stupidity about to leave your mouth, "... 'Steal parts to build a time machine to go back in time to before Candied Island was destroyed'."

Not only do your words cause your fellow Henchmen to stare at you blankly, everyone else who's woken up near you are doing the same thing. Finally, after what seems like an eternity, he mutters, "That can't be real."

"Oh trust me, it is." You laugh. "Not as crazy as what's going on in Hawaii. That place is a literal warzone!"

"... I'm afraid to ask..."

......................................................................................................................................................................

John Simms still couldn't believe what was happening. He'd managed to just barely keep his pearl poaching ring from being discovered, only to, in the end, be found out. Now his "abandoned ancient Hawaiian village" was filled by refugees fleeing from threats that, in their opinion, were far more intimidating than a Witch Doctor and a "living" statue. Though he couldn't blame them when some of the threats were a living lava monster, a horde of Nazi robots, and a fire-ball spitting Tiki who commanded an army of smaller Tikis...

... Of course, just to add to the insanity, he had an actual pair of real ghosts hanging around trying to "help" him.

"I still find it stupid you called yourself a 'Witch Doctor'." The spirit of the ancient Hawaiin leader grunted, "You really should have called yourself a Kahuna ʻAnāʻanā, a priest who -"

"You really can stop reminding me, 'King' Manamoa," John grumbled back. "I haven't heard of any legends about you or your queen, but you don't hear me grumbling about your existence. Besides, I didn't choose to call myself the Witch Doctor, I just hopped onto the bandwagon after people started calling me that."

"Perhaps, but -" Before the phantom could finish, a young teenager darted into the room.

"Finally! Mr. Witch Doctor, King Manamoa, I'm from the Ghost Chasers magazine, and I'm here to interview you both!"

Simms and Manamoa stared at the young man with a dumbfounded look, before Manamoa turned his head to the side and yelled, "Mahoney, sweetie, the Ghost Chasers are back!"

......................................................................................................................................................................

After gathering up everything and saying goodbye to the happy couple living in the shack, your expedition started their trek back up the mountain. Your resident, crazy, short French hunter tries his best to butt heads with your actual guide, bickering about which ways they're supposed to go. Thankfully, nothing really eventful happens for the longest time, and the most that happens is a bit of complaining and arguing.

"What I wouldn't give for a LAATIe right now." One of the clones sighs.

"Tell me about it." Dawn sighs. "Ugh, I think my boots are filled up with snow again." She adds, shaking her leg. "You know, we could have asked the Del guy if we could have borrowed his massive snowplow."

"Pip-Piplup!" The tiny, adorable Pokemon she's carrying whines in its strange language that you still can't understand.

"I mean, it's probably that thing can only hold, like, three people at max." Jaune tries to reason. "Plus, I'm pretty sure that's his only safe way up and down the mountain."

"I guess... but, I still wish we had something that could get up there faster. It's times like this I regret not being a Flying-type focused training."

"Piiiiip, Piplup!" Piplup indignantly defended itself.

"I didn't mean you." Dawn chuckles and gently pats her Pokemon's head.

"So, uh," As the rest of the group breaks up into their own separate conversations once again, your old buddy 24 slides up next to you, "Did either of those two guy tell you how much longer we're going to be going almost straight up? Because I don't want to be stuck in Tibet for the next few weeks. We don't exactly have an unlimited amount of food."

You open your mouth to speak-

(??? Occult Roll: ???+???+???=???)

- and nearly crash face-first into the stone flooring when you realize that you're no longer walking on a seemingly endless amount of snow.

"I must extend my apologies, my friend." An elderly, almost frail voice sorrowly says. "But you and your allies were going just a bit too high up to be helpful."

"What just happened?" You mutter, before catching sight of an old man, sitting down on the ground, his eyes closed in contemplation.

"I am not a sorcerer my friend... though, the Warlock your froup slew did carry a few trinkets that I managed to understand." The man answers slowly. "I still must apologize for the quick and sudden arrival. I merely did what was necessary to protect the temple from those who would misuse it, and prevent any from experiencing the beauty of Shambala again."

"... Okay. I knew crazy shit was going to happen when our plane crashed." 24 mutters from right beside you. "But this is getting a bit ridiculous."

(Expedition Navigation Roll: 46+36= 82)

{Who Else Got Dragged Along - Choose Three}

[][Dragged] Who Else Got Brought Along? (You automatically begin with Agent 21 and 24 having been transported to this location)
-[] Write-in three Expedition members, besides Pemba, Van Ghoul, or the Genies (baring Babu), as they're the ones leading the rest of the Expedition towards your location.
 
Ohh how I missed this quest, it's GOOD to have it back!

Also @Boohoo the 3rd Question? What are our options? Honestly it's been a long time and I don't remember who we could choose. I'm pretty sure we have Dawn(Pokemon) Jaune(RWBY), the clones, Dew(Secret Saturday) and her brother, The Doos, but is there any one else? I would choose the Doos, the clones and Dawn honestly, seems solid picks.
 
Expedition Status

(Current Funds: 12)

Main Members
Alphonse LaFleur
Henchmen 21 & 24
- Stats:
-- 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
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. (???)

The Doo Family (Scrappy, Dum)
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.)

Dawn + Piplup
- Stats
- Martial: 46 (Though Dawn is only a decent athlete, Piplup is from a species that absolutely adores fighting)
- Diplomacy: 17 (Dawn is pretty charming at times and Piplup is too stubborn and egotistical to accept a No)
- Stewardship: 15 (Dawn is perfectly average with money)
- Intrigue: 19 (Dawn and Piplup are perfectly capable of using their respective cuteness to get people off guard)
Learning: 15 (Both are of average intellect)
Occult: 5 (Neither are Magically inclined)
-Traits:
--Stubborn Little Creature: Piplup doesn't know when to quit. (+15 to Martial Rolls in situations where the DC is 55 or Higher)
--Pokemon Carer: Dawn loves Pokemon, which extends to the Creatures in this New world. (+20 Diplomacy with Non-humans)
Slick
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)
Jaune Arc

Martial: 27 (He is a decent fighter, but is incredibly clumsy and nervous)

Diplomacy: 19 (He WAS the previous mayor of your town, stressed and manipulated as he was)

Stewardship: 20 (Again, he used to be a mayor. He learned a thing or two about money management)

Intrigue: 30 (If the situation absolutely calls for it, Juane can actually be decently stealthy)

Learning: 16 (Juane is a decent strategist)

Occult: 30 (He has Aura unlocked, which is essentially magic)

Traits:

Forgery Master: He DID get into Beacon by forging stuff, according To Ruby. (+15 to Intrigue when telling big Lies or using forged documents)

Klutz: He's pretty clumsy. (-10 Intrigue if there's a lot of things to trip over or break)

Hired Members:
Pemba Sherpa:
- Stats:
-- Martial: 12
-- Diplomacy: 19
-- Stewardship: 16
-- Intrigue: 23
-- Learning: 18
- Traits:
-- Guide: (+20 to navigation rolls in the Himalayas. +10 when guiding people when in other locations.)
-- ???

Snow Trooper Squad:
- Stats:
-- Martial: 20
-- Diplomacy: 13
-- Stewardship: 7
-- Intrigue: 17
-- Learning: 10
- Traits:
-- Squaddies: (If a member of the squad is wounded, they temporarily gain a debuff. If a squad member is killed, their stats are permanently decreased until they can get a replacement.)
-- Camouflaged (Snow): (Gain a +20 to their Intrigue when they are hiding in the snow. Their presence grants Slick the same trait.)

Max, Neil, and Nikki:
- Stats:
-- Martial: 6
-- Diplomacy: 16
-- Stewardship: 9
-- Intrigue: 16
-- Learning: 20
- Traits:
-- ???

Cold Assault Droids:
- Stats:
-- Martial: 30
-- Diplomacy: 1
-- Stewardship: 1
-- Intrigue: 1
-- Learning: 1
- Traits:
-- Built To Endure: (+10 to martial when fighting something lacking a heavy weapon or a lightsaber.)
-- Smash: (+10 to martial when fighting in melee.)

Lake:
- Stats:
-- Martial: 25
-- Diplomacy: ???
-- Stewardship: ???
-- Intrigue: ???
-- Learning: ???
- Traits:
-- ???

Drew:
- Stats:
-- Martial: 35
-- Diplomacy: 27
-- Stewardship: 20
-- Intrigue: 30
-- Learning: 20
-- Occult: ???
- Traits:
-- Knowledge Of Cryptids: (+20 to any rolls involving Cryptids.)
-- Sword Master: (+10 to Martial when fighting against a fellow sword user.)

Winter:
- Stats:
-- Martial: 41
-- Diplomacy: 23
-- Stewardship: 30
-- Intrigue: 28
-- Learning: 21
-- Occult: 40+???
- Traits:
-- Heir Of Snow: (???)
-- Something Wicked This Way Comes: (???)
-- A Bloody Gift: (???)
-- Aura.
- Semblance:
-- Glyphs (???)

Flim-Flam:
- Stats:
-- Martial: 17
-- Diplomacy: 33
-- Stewardship: 30
-- Intrigue: 33
-- Learning: 24
-- Occult: 29
- Traits:
-- Give Them The Old Flim-Flam: (Flim-Flam can combine his Diplo and Inteigue stat during an adventure if he needs to trick an enemy.)
-- Let's See...: (Whenever he comes across a problem during a adventure, Flim-Flam can roll a D10 to see if he has something that can solve the problem.)

Vincent Van Ghoul:
- Stats:
-- Martial: 15
-- Diplomacy: 32
-- Stewardship: 20
-- Intrigue: 33
-- Learning: 20
-- Occult: 50
- Traits:
-- ???

Threadmark plz.

Refer to this @Kingster

Lake is From Infinity Train and The trio of Max, Neil and Nikki are From Camp Camp, if you wanna look them up.
 
Refer to this @Kingster

Lake is From Infinity Train and The trio of Max, Neil and Nikki are From Camp Camp, if you wanna look them up.

Thanks boohoo! I can't believe I forgot our Mine, he is an essential part of our group.

[X][Dragged] Who Else Got Brought Along? (You automatically begin with Agent 21 and 24 having been transported to this location)
-[X] Le Mime
-[X] The Doo Family (Scrappy, Dum)
-[X] Dawn + Piplup

Obviously we pick Our fav Mine and the Doos, and Dawn seems lick a solid pick
 
[X][Dragged] Who Else Got Brought Along? (You automatically begin with Agent 21 and 24 having been transported to this location)
-[X] Le Mime
-[X] The Doo Family (Scrappy, Dum)
-[X] Dawn + Piplup
 
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