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

Pretty Cool!!! I was not expecting the mole people (I seriously forgot about them), but with them and the drill that gives me an Idea. Alongside the temple we could build an underground base. Also forgot how crazy Bling Bling Boy inventions can be! He is seriously on par with the Test Sisters
 
Week 5
[X] Prank Le Mime

3 + 11 = 14'

Critical Failure!

Fed up with Le Mime's antics, you decide to give him a taste of his own medicine! You set up some JackBots to throw pies at him.... Only for him to keep himself safe with his mime magic boxes.

"AW C'MON!"

[X] Watch the News

12 + 41 = 53

Critical Success!

You decide you should probably stay informed of the going ons of everything happening in your new home country. So you flip on the news and watch for a few hours.

You learn quite a bit. Aku and Vilgax are currently in a huge power struggle, which Aku seems to be winning, though not without heavy losses and quite a bit of trouble. Your traitorous former allies, the Heylin, are apparently doing pretty well too, gaining tons of valuable artifacts and lucrative deals.

This STRENGTHENS your resolve. TENFOLD!

Gained Valuable Info on Vilgax, Aku and the Heylin Empire!

[X] Reprogram the Hydro Cruiser

12 + 35 = 47

Success!

It took little to no effort for Bling Bling Boy to reprogram his old invention to no longer only go to his old lab.

"Ha, almost too easy! I even made it capable of land travel!" He smirks.

"Wow. Wait, is it really still a Hydro Cruiser then?" You ponder.

"....Huh."

The Hydro Cruiser Will now Take you Anywhere You Want!

[X] Build Defenses

44 + 25 = 69

Critical Success!

You guess the Beetle Drones were More Useful Than you thought, because they really came through. They dug a moat they filled with three waterproof Robot Alligators, set up some small missile launchers and some disorienting sound weapons.

"Wow." You blinked. The Beetle Drones scuttled about happily.


[X] Train with Your Wingsuits

25 + 13 = 39

Success!

21 and 24 decide to actually, y'know, train with their old suits. After a bit (and falling out a window) the two discover they can FLY!

"THIS IS SO RAD!" They shout.

"Don't fly too close to the sun, babes." Scaramouche quipped.

"AH, MY EYES!"

"Dang, they flew too close to the sun." You shake your head.

[X] Practice your Mime Skills

72 + 23 = 95

Critical Success!

Le Mime practices his mime skills for multiple hours, which makes you nervous after your failed prank on him.

Sure enough, he can levitate things and throws multiple pies in your face.

"AW C'MON!" You repeat.

Le Mime can now straight up Levitate things!
 
Well aside from pranking Le Mime, Everything else went pretty good! We can always try next time.

Anyway, what should we focus on for the next turn? I think we need to build defenses and finish repairing the temple, maybe look for a Sheng Wong Wu and try to recruit another hero, maybe Jillian Vegan, she has the highest diplomacy of all available heroes.
 
Jack's Potential Allies Part 2
I've decided to try my hand at making Potential Allies Sheets too so I don't always have to bug @Habstab for them. XD

Komodo Saturday (The Secret Saturdays)

Description: A smarter than average mutant Komodo Dragon with an endless appetite and a bad attitude.

Martial: 40 (Komodo is a pretty good fighter)

Diplomacy: 5 (Komodo can't speak English and has a bad attitude)

Stewardship: 5 (Komodo has never had a need for money)

Intrigue: 46 (Komodo can turn invisible and is sneaky even without that)

Learning: 25 (He's smarter than the average animal)

Occult: 41 (Komodo has seen some stuff)

Traits:

Big Appetite: Komodo is a big eater and can eat a ton. (+15 in Rolls involving restaurants or food; -5 Malus if he isn't allowed to eat something)

Invisibility: Komodo can turn invisible. Neat! (+20 to Intrigue Rolls)

Zorak (Space Ghost: Coast to Coast)

Description: A rather snarky former Supervillain turned musician for a Talk show. Though he seems more than willing to get back into his old gig.

Martial: 51 (The guy literally survived a planet exploding. Plus he can handle a pretty decent battle)

Diplomacy: 7 (Zorak is... Not a pleasant guy)

Stewardship: 35 (He helped maintain the budget of a talk show for several seasons. Plus his Villainous weaponry doesn't come cheap)

Intrigue: 8 (Zorak just isn't very sneaky. I guess being a mantis man will do that to ya)

Learning: 40 (Zorak is a decent inventor and willing to learn new skills)

Occult: 5 (Zorak believes in magic, but has no skill in it really)

Traits:

Coast to Coast Was Successful, Ya Hear?: Zorak is pretty proud of his old talk show. (+15 on Rolls with people who are fans of Coast to Coast)

Upmost Improbable Survival: again, the dude SURVIVED A PLANETARY EXPLOSION! (Zorak will survive most explosions)

Master Frown and Brock (Unikitty!)

Description: A "Doom Lord", beings that exist solely to spread Misery, albeit the lowest ranking one and his best friend/roommate/sidekick.

Martial: 20 (Neither are the greatest of battlers, but they at least can take a lot of punishment)

Diplomacy: 25 (Though Master Frown is kind of a jerk and often hard to take seriously, Brock is a pretty chill dude and people are willing to hear him out)

Stewardship: 20 (Master Frown OFTEN forgets to pay rent and is generally not the best with money, but Brock is decent with it)

Intrigue: 37 (Both are pretty good at disguises)

Learning: 15 (Frown is too stubborn and Brock is too chill to really learn much)

Occult: 20 (Both are aware of magic and will occasionally employ it)

Traits:

Brock the Master of Chill: Brock is pretty capable of de-escalating situations. (Brock adds +15 To Resolving Situations Without Violence)

My Name is LITERALLY Master Frown: Master Frown is a pretty proud guy in regards to his job. (Master Frown Adds +10 to Rolls that Would Greatly Displease Someone)

Raymond and Darrell (OK KO Let's Be Heroes!)

Description: A duo of mass produced, hive mind robots for sale to any Villain. Darrell is a typical teenage other than a great love for cowboys and some goofy tendencies while Raymond loves fashion and sports.

Martial: 26 (Both, though not the greatest, are literally designed to fight heroes)

Diplomacy: 5 (They're REALLY more meant for fighting)

Stewardship: 5 (They're evil robots. They have no need for money)

Intrigue: 27 (If need be, they can and will sneak around rather than fight)

Learning: 28 (Being robots they're much smarter than the average human.... For the most part)

Occult: 5 (They're robots, they have no use for magic and quite frankly are fine with that)

Traits:

Upgradable: They're surprisingly customizable. (Raymond and Darrell are both incredibly easy to upgrade to be more effective in certain areas)

Monstrox (Nexo Knights)

Description: A disgraced Wizard who was trapped in a book. Later became a cloud. Is able to bring life to stone monsters and evil turn people evil. Pretty useful!

Martial: 15 (Although he doesn't normally fight, being a cloud and all, he DOES have lightning powers)

Diplomacy: 20 (Monstrox is actually pretty decent at tricking the weak willed)

Stewardship: 5 (as an evil cloud, he has no real use for money)

Intrigue: 23 (Can occasionally pass as a non living cloud if need be, much as he hates it)

Learning: 15 (Though arrogant, Monstrox is occasionally willing to learn if it will help him)

Occult: 57 (Monstrox is actually a master wizard who was only surpassed by one man in his original world)

Traits:

Master of Evil Magic: Monstrox is a bad, bad magical cloud. (Monstrox can forcibly turn Hero Units evil if he so desires)

IT LIVES!: Monstrox is a proud monster papa! (Monstrox Can bring life to monster statues, though someone else has to make them)

Johnny Bravo (Johnny Bravo)

Description: A wannabe ladies man with horrible luck who often winds up in incredibly wacky situations.

Martial: 25 (Johnny IS trained in Karate.... And can certainly survive a beating)

Diplomacy: 7 (Johnny is a meathead and wannabe womanizer. Not exactly leader material)

Stewardship: 12 (Johnny has lived with his mother well into adulthood and doesn't have a consistent job. Money isn't his strong suit)

Intrigue: 13 (Johnny really isn't stealthy except sometimes on accident)

Learning: 9 (Johnny is a complete idiot who never really learns his lesson)

Occult: 5 (Johnny has seen magic but never bothered to learn it)

Traits:

Wannabe Womanizer: Johnny isn't as much as a hit with the ladies as he thinks. (Johnny gets a -15 Malus when dealing with women)

Wacky Situations: Johnny can't seem to go one day without getting caught up in strange shenanigans. (Johnny will often find random items from off screen and bizarre misadventures)

Phil the Pilferer (Mighty Magiswords)

Description: An arrogant thief from a (.....mostly) medieval kingdom who will steal anything that isn't nailed down.

Martial: 10 (Phil is more of a sneak based attacker than a direct fighter)

Diplomacy: 7 (Phil is…. Pretty annoying, actually. And the whole proud thief thing doesn't help)

Stewardship: 23 (Though Phil doesn't own a business or anything, being a thief has taught him a thing or two about handling other people's money)

Intrigue: 50 (Phil is actually an INCREDIBLY good sneak and Pilferer, usually only getting caught by exceptional people used to him)

Learning: 10 (Again, Phil is from a mostly medieval kingdom and incredibly arrogant, so he hasn't learned a huge amount)

Occult: 13 (Phil has seen dragons and the like, he knows the occult exists. He just, y'know, can't do magic himself)

Traits:

Even When Phil Loses, He Wins!: Phil is a strange mixture of equal parts good and bad luck. (When Phil gets a Critical Failure, his next Critical Failure is reduced)

Anachronism: Phil's kingdom is only MOSTLY medieval. (Phil will get a -4 Malus on using some technology, but not others)

Griffon "Griff" Kato (Rave Master)

Description: A perverted blue… thing that is an expert map maker. Is otherwise pretty useless.

Martial: 15 (Griff can survive quite the beating, but isn't even slightly a fighter)

Diplomacy: 20- 10 = 10 (Griff's perverted nature often pisses off females, but he WAS the Ruler of a small island nation and can lead males decently)

Stewardship: 21 (Griff briefly ran a service for leading travellers places on his wagon drawn by his pet, Tanchimo)

Intrigue: 30 (Griff's small size and expert level peeping skills often help him out)

Learning: 15 (Griff is, again, an expert at map making and occasionally brighter than he lets on, but not by much)

Occult: 35 (Not only is Griff fully aware of the supernatural, he has his own supernatural ability)

Traits:

Expert Map Maker: Think I've made this pretty clear. (Griff gets a +5 Roll on things Involving maps)

Y-You Pervert!: The woes of being a perv. (Griff gets a -10 Diplomacy malus when dealing with women)

Unnatural Survival: Griff has the ability to survive getting cut in half. Huh. (Griff, if cut in half, will temporarily split in two for a few days before rejoining. The second Griff grants a +6 To Griff's Rolls)

Chloe Park (We Bare Bears)

Description: A 10 year old child prodigy who recently graduated College with an animal studies degree. She's a nice girl, but desperate to prove herself, particularly with people like Mandark and Dexter out there.

Martial: 5 (She's, y'know, a Ten year old)

Diplomacy: 15 (Chloe gets a little nervous sometimes, but is otherwise kind and wise enough to be pretty good at leadership)

Stewardship: 5 (She's smart, but still a child after all. They generally aren't good with money)

Intrigue: 21 (Chloe is decent at sneaking around, using her small size and her environment)

Learning: 40 (Chloe DID graduate college before she was a teenager, after all)

Occult: 5 (Chloe doesn't have much issue believing in the occult surprisingly, but she has no practical skill in it)

Traits:

Animal Lover: Chloe's only real friends for a long time were talking Bears. (+10 on Rolls involving animals, +12 if they're bears)

Pre-Teen: She's a highly intelligent 10 year old…. But Is still a 10 year old! (same as BBB And Jillian)

Yamcha and Puar (Dragon Ball)

Description: Former desert bandits turned unlucky world saviors turned successful baseball player and manager. Though they've fallen on hard times Due to Being forced to retire to keep the game interesting (Yamcha is just TOO good) and their bank getting blown up, leaving them penniless.

Martial: 55 (Puar can't fight at all, but Yamcha is one of the strongest pure humans on Earth)

Diplomacy: 17 (Yamcha and Puar are both really nice but they have no real skill in this regard)

Stewardship: 35 (Yamcha and Puar are former bandits and would have made very smart money decisions if their bank hadn't been destroyed)

Intrigue: 50 (Puar can LITERALLY shapeshift, and Yamcha ain't too shabby either)

Learning: 20 (Both are decent strategists)

Occult: 20 (Puar learned to Shapeshift from a magic school specialized in it and Yamcha is fully aware of magic)

Traits:

(Third) Strongest Human: On his original world before the Fusion, Yamcha was the third Strongest Pure Human on Earth, specializing in Martial Arts. (+15 Martial If Yamcha gets to show off his Martial Artist Skills)

Shape Changer: Puar did go to a literal Shapeshifting Academy. (Puar can Shapeshift into anyone and almost anything, except things that can be used up like oil)

Three Strikes You're Out: Yamcha LOVES baseball. (+10 Rolls on Baseball related activities)

Napoleon Bonaparte (Time Squad)

Description: A time displaced Emperor of France. He's gotta get back... Back to the past... Samu- I mean Emperor Ja- I mean Napoleon.

Martial: 45 (Even before leading all of France in it's conquest of Europe, he was a career Soilder)

Diplomacy: 50 (Again, he is a literal Emperor)

Stewardship: 50 (Being an emperor taught him how to handle money well)

Intrigue: 20 (Napoleon's small size and some of his Soilder skills come in handy)

Learning: 30 (Napoleon actually valued education quite a bit, feeling it was helpful for Soilders to stay informed)

Occult: 5 (Napoleon is not a superstition based man, and even being trapped in the future Hasn't changed that since he was brought here through a time machine)

Traits:

Return of the King, Er, Emperor: Napoleon WAS the Emperor of France. (+15 to Rolls Involving France)

Technology? Sacreblu!: Napoleon is from the 1800s... He's not a tech savvy man. (Napoleon has a -10 Malus on Using Modern technology)

Himself Complex: Don't make fun of his height. (Napoleon hates his height being mocked. +5 Martial in situations where this happens)

Spitta (Ninjago)

Description: A rather unlucky venomous Snake man warrior.

Martial: 25 (Though unlucky, Spitta is nontheless a Trained Warrior)

Diplomacy: 5 (Spitta has never really had to hone this skill, being low ranked and a simple fighter)

Stewardship: 5 (Spitta has never had to even USE money)

Intrigue: 20 (Spitta is at least decent at sneaking up on people)

Learning: 10 (Spitta isn't exceedingly bright but isn't a complete moron either)

Occult: 20 (Spitta is perfectly willing to use magic if he gets his hands on it)

Traits:

Bad Luck Shake for a Snake: Spitta isn't very blessed in regards to luck. (Spitta will gain a -5 Malus on Rolls at complete random)

Ninja Fear: Spitta's experiences have left him pretty shaken by Ninjas. (+10 To Rolls on Gaining Information on Ninja Based Characters.... But -15 To Rolls that Involve Actually Fighting Them)

Elmer Fudd (Looney Tunes)

Description: A hapless Hunter who has lost his purpose in his life (alongside feeling guilt) now that his arch-nemesis is gone.

Martial: 25 (Elmer can pretty effectively take a beating and is a decent hunter when not put against a certain rabbit)

Diplomacy: 10 (Elmer is a rather hapless and fairly easily tricked man who isn't very convincing)

Stewardship: 30 (Elmer, though primarily a hunter, has also been an Opera singer, a news reporter and Most strangely a Canadian Mountie. He has plenty of cash to burn)

Intrigue: 30 (Those aforementioned jobs have made Elmer actually pretty good at disguising himself)

Learning: 10 (Elmer... Isn't the brightest)

Occult: 5 (Though having no Occult skills himself, The existence of such things wouldn't surprise him)

Traits:

Wabbit Killah: Elmer is decently effective against animals now that his main foe is gone. (+10 to Rolls involving taking out Animals)

Speech Impediment: Elmer has a pretty bad speech impediment. (-5 Rolls With
people easily annoyed by poor speech or have a hard time understanding people)

Sylvester the Cat (Looney Tunes)

Description: A street cat turned old lady's pet turned street cat again. He hates birds.

Martial: 26 (He can take a ton of damage and is a decent fighter against other cats)

Diplomacy: 10 (Sylvester isn't incapable of being a leader, but he doesn't do it often)

Stewardship: 5 (.....He's only ever been on the streets or the pet of an old lady. Why would he been money?)

Intrigue: 12 (He can be semi-sneaky)

Learning: 11 (Sylvester often does not learn from his errors and can be highly stubborn and oblivious)

Occult: 5 (He wouldn't disbelieve, despite his lack of own occult skill)

Traits:

Word on the Street: Sylvester HAS been a street cat mostly. (+15 to Learning about things in Urban areas)

I. HATE. BIRDS!: Sylvester has a notorious dislike for birds. (-15 Malus on interacting with birds in a non-violent way; +15 to Attacking birds)

Acid Breath, Frightwig and Thumbskull (Ben 10 Reboot)

Description: A trio of youths from an alternate timeline. They are pretty close and deep down Each simply want a positive parental figure, despite the immense trouble they also seem to enjoy causing.

Martial: 30 (against fellow superpowered beings they're kind of jokes, but Regular people would be powerless to stop them)

Diplomacy: 25 (Frightwig is pretty dang manipulative when it comes to those less intelligent than her, which is quite a large amount of people)

Stewardship: 45 (Frightwig is actually scary good at handling money for a 10 year old)

Intrigue: 20 (The trio can be surprisingly sneaky when they want to be)

Learning: 42 (Frightwig is very science minded and intelligent, and she's made sure her friends have at least some of her knowledge... N-Not because she cares, but because that's more useful, S-Shut up!)

Occult: 5 (They have no reason to have disbelief for magic, but they can't do it themselves)

Traits:

An Eye for an Eye: These three don't take abuse lying down. (If someone is particularly nasty or hurtful to the Circus Freak Trio, they gain a +20 in Rolls Against that Person)

Ain't Called Acid Breath for Nothing: Acid Breath can melt any inorganic matter with his breath. (Acid Breath gains a +6 To Destroying Things)

PARTNERS, NOT MINIONS!: bad experiences have left these three jaded to the concept of being Lackies. (-5 Malus If you don't treat the Circus Freak Trio as equals to the best of your ability)

Tsundere: Frightwig says she doesn't care about the other two beyond their usefulness.... But she totally does. (Frightwig will add +15 to Rolls hurting someone who harmed her comrades)

Attea (Ben 10)

Description: Exiled Empress of the Incurscean Empire. She won't admit it, but Earth isn't that bad to her.

Martial: 45 (Attea is a Trained Warrior who can easily hold her own against others)

Diplomacy: 55 (Attea, for all her temper, was literally Empress of a multi planet empire)

Stewardship: 30 (She had to learn to use her money well as Empress)

Intrigue: 20 (Attea is decent at stealth, though she doesn't prefer it)

Learning: 23 (Attea is rather stubborn and arrogant, therefore believing she knows all she needs to)

Occult: 5 (Attea is fully aware magic is out there, even if she can't use it)

Traits:

Talk Froggy to Me: Attea is very frog like, to the point she can understand frogs, apparently. (Attea can understand the speech of frogs)

Jump Good: Attea is essentially a frog, what did you expect? (+10 To Rolls where Jumping to Dodge is Necessary)

Nyancy Chan (Ben 10)

Description: A cat themed thief who can control anything even slightly feline like.

Martial: 25 (She can fight, but she usually relies on her cats)

Diplomacy: 23 (Nyancy is rather whiny and arrogant)

Stewardship: 37 (Being a thief, she's pretty good at handling money)

Intrigue: 32 (She is decently sneaky, as her profession implies)

Learning: 15 (She is decently smart, but only in regards to cat facts)

Occult: 46 (Her control over cats is assumed to be magical in nature)

Traits:

Literal Cat Burglar: Nyancy has a cat mastery. (Nyancy can literally control any feline like being)

Cat Friend: Nyancy loves cats! (+20 to Rolls Befriending felines)

Zombozo (Ben 10)

Description: An incredibly creepy zombie clown who absorbs emotions to gain power.

Martial: 35 (He is a decent fighter, able to keep up with Various dangerous species)

Diplomacy: 45 (He's always the leader of any team ups he's a part of)

Stewardship: 25 (Although it was a front to absorb people's emotions he DID run two legitimate circuses)

Intrigue: 47 (He can be pretty sneaky to go along with his terror)

Learning: 28 (He is pretty conniving)

Occult: 58 (He is a dangerous supernatural entity)

Traits:

Scary Clown, Scary Clown!: Zombozo is pretty horrific. (+25 to Rolls involving scary others)

Who's Scared Now?: Zombozo is... Actually pretty cowardly if you manage to fight back. (-15 Malus when Fighting someone stronger than himself)

Sonny Appleday (And his Toons) (Re-Animated)

Description: An Animator's incompetent mad scientist son. He's finally succeeded in his goal of gaining his late father's brain. To avoid looking nuts (well more nuts), he created a device that allows everyone to see the Living Animations his dad and the person who previously had his brain saw.

Martial: 26 (Sonny has survived some ridiculous damage but doesn't really fight; His Toons as well)

Diplomacy: 17 (Sonny is an idiot and so are most of his Toons; However, Dolly Gopher is pretty understanding and Golly Gopher is pretty manipulative)

Stewardship: 42 (Sonny owns his late father's animation company now and is running it decently well with Golly's help)

Intrigue: 37 (However, Sonny can be surprisingly sneaky; his Toons can also become completely Invisible to the human eye by temporarily turning off the Aforementioned device)

Learning: 41 (Sonny has built some pretty ridiculous devices)

Occult: 6 (Sonny has no magic skills, but would be fine using them if he did)

Traits:

Owner of an Animation Company: Sonny runs a ridiculously lucrative animation company. (+20 to Rolls that Require A Ton of Cash)

Toon Helpers: Sonny is assisted by a slew of living Toons that only he can physically interact with. (+10 to All Rolls except Occult)

Toiletnator (Codename: Kids Next Door)

Description: A lame guy with magic toilet powers.

Martial: 27 (Though overall a weakling, he's survived some serious best downs… and you don't want to see him get serious)

Diplomacy: 5 (Toiletnator is a huge loser and borderline impossible to take seriously)

Stewardship: 15 (He's pretty average here)

Intrigue: 22 (He can actually be semi-sneaky)

Learning: 7 (He's a huge idiot)

Occult: 30 (His powers ARE magical in nature)

Traits:

ENOUGH!: Toiletnator is actually surprisingly effective if you piss him off. (+25 to Martial if Sufficiently angered)

Android 16, Android 17, Android 18 and Krillin (Dragon Ball)

Description: A trio of lax but incredibly dangerous androids and the one man stopping them from murdering all of Russia.

Martial: 58 (All 4 are INCREDIBLY powerful)

Diplomacy: 29 (Krillin is the only one who really bothers with being nice to people)

Stewardship: 25 (Krillin is the one handling all the financials)

Intrigue: 15 (Krillin can be fairly sneaky… the other three really don't care enough to be)

Learning: 28 (The trio of Androids are pretty advanced and Krillin is a pretty good strategist)

Occult: 7 (The Androids are creations of science, but Krillin IS a Buddhist monk)

Traits:

Bored Now: The Androids can be real pricks when bored. (The Androids may randomly cause chaos if bored for long enough)

Original Strongest Human: Where he comes from, Krillin is the strongest pure Human in the world. (+25 to Martial Rolls)

Finn, Chow, Ratso and Hak Foo (Jackie Chan Adventures)

Description: 4 Unlucky, bumbling Henchmen for Hire who constantly seem to get dragged into bad situations.

Martial: 37 (The first three can fight decently, but Hak Foo is a trained martial artist)

Diplomacy: 5 (They're without a doubt natural born followers)

Stewardship: 15 (They're perfectly average at using cash)

Intrigue: 5 (They're clumsy and loud)

Learning: 10 (They're complete morons)

Occult; 42 (They have experience using magical items)

Traits:

Not Again…..: These 4 Smhucks are oddly popular in the goon game. (At random times, these 4 will be kidnapped and forcibly enlisted by a random King; Though they always return after One Turn with a temporary power up)

Insert Body Part of Animal Here: Hak Foo is an arrogant but powerful man. (+15 to Martial Rolls)

Kevin Van Newton, Biskit and the KVN Army (Final Space)

Description: A mad inventor, his equally mad intern and an army of irritating robots.

Martial: 20 (The group aren't really fighters, though the KVN Army is pretty damn durable)

Diplomacy: 5 (They're two insane people and an army of robots so insanely annoying they drive people to madness. Not great leaders)

Stewardship: 35 (Kevin Van Newton's technology must have been pretty expensive to produce)

Intrigue: 18 (Biskit is decently sneaky)

Learning: 52 (Kevin and Biskit's inventing skills are super advanced)

Occult: 5 (They're people of science!)

Traits:

Annoying Little Buggers: The KVN Army has driven people to madness through sheer annoyance. (-15 to Diplomacy Rolls)

Durable as Hell: However, good Luck destroying the stupid things! (+20 to Martial Rolls)

Mad Inventors are Still Inventors: Biskit and Kevin are Straight up geniuses, despite the insanity. (+25 to Research Rolls)
 
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Week 6 Votes
Here be yer week 6 Votes, my friends!


[] Raid Aku's Prisons: Sure, he's a scary demon guy with an army of murderous robots but... hey, maybe some do-gooding idiot got themselves caught by him and would be very happy to work with their rescuer? (DC: 55/85) (Reward: Possibility that you rescue a hero unit that Aku captured.)



[] Raid Vilgax's Prisons: Sure, that creepy alien guy is tough... but, that just means that any of his prisoners, human or alien, are also pretty tough. (DC: 50/80) (Reward: Possibility that you rescue a hero unit that Vilgax captured.)



[] Raid Porkbelly For Its Apple Butter: Porkbelly is famous for its Apple butter. Apparently. So, why not steal what remains of it from the, now mostly post-apocalyptic, city and sell it to someone else? (DC: 30) (Reward: You world-famous of world famous apple butter that you can sell, while also figuring out the recipe.)



[] Raid Porkbelly For It's, Disarmed, Nuclear Missiles: So, it turns out that Russia and Porkbelly (just Porkbelly, not the US) made a bet. And the Russians lost, so now there's a lot of nukes just... lying around in Porkbelly. Uh, sure they may not be armed, but someone may be able to make at least one of them active. (DC: 100) (Reward: You now have a bunch of disarmed nukes. No one else has access to these nukes unless they steal them from you.)



[] Take Over The Nearby Town: All ya need to do is to waltz in and claim you own the place. (DC: 10) (Reward: You gain control of a nearby town. New expansion/Stewardship options available.)



[] Steal Random Artifacts From Museums: You never know where a Shen Gong Wu is going to be stuck in a museum. Send some thugs out to steal whatever they can. (DC: All rolls get you something, though actual Shen Gong Wu require higher rolls.) (Rewards: Possible Shen Gong Wu. Other ancient artifacts you can... hang up on the walls? Sell?)



[] Hunt Revived Species On Bling-Bling Island: Sure, they're technically endangered. Or, they would be, if anyone knew they existed. So, this isn't "really illegal", but... eh. (DC: Variable.) (DC: DNA, hides, and other "trophies" claimed from the many different revived species and artificially created species that live on BBB's island. ???)



[] Attack A Faction: You're going to be the biggest bad guy in the world, so you'll need to teach these other guys just what their place is. (DC: Variable) (Reward: Chosen faction weakened.)



-[] What faction do you attack? You must spy on other factions before you get a guess on how high an assault DC is for them.



[] Attack A Hero/Villain: Some of these small fries could do a decent job, if they worked for you. But some people are just too stubborn, and can become problems later. So, you'll need to rough them up a bit. (DC: Variable) (Reward: Targeted unit may be wounded for a number of turns or captured. Cannot use this on faction leaders. If you assign a certain robotic assassin, the target will be killed instead.)



-[] Choose who to attack. DC is dependent on their combined Martial and Intrigue stats.



[] So, Uh, How Much Is It Going To Cost Me?: You need more muscles and brainpower if you want to take over the world. Thankfully, while there are quite a few giant empires that dominate the Earth, there's also a ton of little heroes and villains that you can snatch up. Now, you just need to approach them and see how much it's going to cost to hire them. (DC: Dependent On Who's Chosen) (Reward: Selected unit hired.)



-[] Fred Fredburger (DC: 30)

-[] Ezekiel (DC: 20)

-[] Argite (DC: 40)

-[] Black Knight (DC: 50)

-[] Baboon King: (DC: 45)

-[] Porkbelly's Founding Zombies (DC: 10)

-[] Brain Freezer (DC: 70)

-[] Mr. Black And Mr. White (DC: 40)

-[] Mr. Mittens + Butler (DC: 70)

-[] Zorak (DC: 50)

-[] Dark Vegan (DC:70-40(Toast)=30)

-[] Jillian Vegan (DC: 55)

-[] Fluffy Bunny (DC:150)

-[] The Beek Keeper (DC: 40)

-[] Boyborgs: (DC: 80)

-[] Write-In: (Ask the DC)



[] Contact Nicole Through "Official Channels": The current US president is obviously a weak idiot who can barely do anything by himself. The real power behind the 'throne" is Nicole Waterson. If you can get in contact with her, you may be able to get her help while also undermining the current president's power. (DC: 60) (Reward: You contact Nicole Waterson. New actions available. Can become friends with Nicole depending on your future actions. People may realize that you're trying to meet her.)



[] The "Ungrounding": Technically, Bling-Bling Boy has been "grounded" from using most of his old inventions after he "horribly embarrassed" his mother. Maybe you can convince her that her son's "turned over a new leaf" and that she should give him a few of his old "toys" back? (DC: 70) (Reward: Meet BBB's mom. Gain a random invention for free.)



[] Enemy Of My Enemy...: So, while you don't like those Xiaolin dorks, they are your best bet if you want to get rid of Chase anytime soon. Of course, you don't actually know where they went after you helped destroy their temple. (DC: 60+30, as you don't know where they are.) (Reward: Temporary alliance with at least one member of the surviving monks.)



[] Meet The "General" Through Official Channels: Bling-Bling has had many run-ins with a certain, hard-ass general who works for the US. While they aren't on good terms, it wouldn't be a bad idea to get in contact with someone so highly ranked in the military. And who has a ton of fire power. (DC: 60) (Reward: Meet with the General. May recruit Mr. B and Mr. W for free. People may notice that you're trying to meet with him.)



[] Meet With Chris Mclain: So, it may not be a smart idea to make a crazy guy like Chris know you exist, but he is, technically, fighting those weird Gem things, so he may be happy to get some help. Maybe. He is crazy. (DC: 80) (Reward: Contact with Chris made.)



[] Meet With The Mole King: Since Scaramouche gave the mole people so much junk food, the Mole King is willing to let you visit him. Maybe you could convince him to join you? His underground tunnels network would certainly make traveling far, far easier. (DC: 60) (Reward: Increased relationship with the Mole People and their king. The Mole King is recruited?)



(Note: You lack the space to build anything big at the moment.)



[] Repair The Temple: So, you still haven't fully fixed the temple yet, so you should really get on that. (DC: 40) (Reward: Temple fully repaired. New actions available.)



[] Build A Basic Lab: So, while you and BBB are smart enough to make things without a lab... it wouldn't hurt to actually build one. (DC: 50) (New research action available.)



[] Rebrand Wacko's Toys: Wacko's Toys is famous for its "classics" like: Left Hook, where the loser gets punched in the fave and out a window; Bag of tacks, exactly what the name implies; And Don't Shock Yourself... Yeah. You're going to need to come up with both a new name for the company and need products if you want to make a profit. (DC: 60) (Reward: Wacko's Toys renamed something else. It now sells less deadly and harmful "games".)

-[] Write-In a new name for your new company.



[] Buy Out ToHo Toys: These guys are the ones who made those weird robot monks. If they can make those, what else can try make. (DC: 70) (Reward: ???)



[] Diggy Diggy Hole: Now that you have a massive drill, why not put it too use? When you can't expand upward, you can always go down. And, who knows, maybe the monks have a few hidden vaults and rooms that you can find. (DC: 30/60/90) (Reward: More room to expand. May find random loot.)



[] Contact Nicole Through "Unofficial Channels": The current US president is obviously a weak idiot who can barely do anything by himself. The real power behind the 'throne" is Nicole Waterson. If you can get in contact with her, you may be able to get her help while also undermining the current president's power. (DC: 70) (Reward: You contact Nicole Waterson. New actions available. Can become friends with Nicole depending on your future actions.)



[] Meet The "General" Through Unofficial Channels: Bling-Bling has had many run-ins with a certain, hard-ass general who works for the US. While they aren't on good terms, it wouldn't be a bad idea to get in contact with someone so highly ranked in the military. And who has a ton of firepower?. (DC: 70) (Reward: Meet with the General. May recruit Mr. B and Mr. W for free.)



[] Search For The Xiaolin Monks: So, after their temple was destroyed, you kinda lost track of the monks. Maybe you should double check to see if they're all dead or not... (DC: ???) (Reward:???)



[] Recover Bling-Bling's Stuff (Redux): So, most of Bling-Bling's things are still stuck in his old volcano lair on his parent's private island. Since his mom won't let him use them, maybe you should send someone there to retrieve them. (DC: 50/80) (Reward: Chance to recover some of BBB's tech.)



[] Search For Shen Gong Wu: Now, where can you find more of them? (DC: 60/70/80) (Reward: Sheng Gong Wu discovered.)



[] Search For More Potential Employees: You need a LOT more help. (DC: Variable.) (Reward: New characters added to the "Potential Allies" threadmark.)



[] Search For Magical People: Really, the only ones that can help you with magic stuff us Scaramouche and Le Mime right now. You should change that. (DC: Variable.) (Rewards: Magical units added to the "Potential Allies" threadmark.)



[] Search For Heroes: Sure, they may be self righteous, but they'll probably be willing to help you fight the big guys around you. (DC: Variable.) (Rewards: Heroic units added to the "Potential Allies" threadmark.)



[] Search For Villains: Right now, it's a pretty good time to be a bad guy. But, there's also quite a few smaller groups and loners out there that keep getting crushed by the guys who currently rule most of the world. Maybe they'll be interested in a partnership? (DC: Variable) (Reward: Villain units added to the "Potential Allies" threadmark.)



[] Set Up A Group To Catalog Cool People: While BBB may know a lot about Porkbelly's villains, you don't really want to hire every bad guy who lives there. So, it's time for you to hire some mooks to look around for anyone who seems even slightly important. (DC: 65) (Reward: Each turn you will learn about at least one new potential ally you can hire. This is determined by a D3 that will be rolled right at the start of each week.)



[] Explore "The Land Of Ooo": Alright, so there's this really weird place up north. Nobody really knows who or what's up there right now... but that just means you'll have first pickings of any hidden Shen Gong Wu that's there. (DC:???) (Reward: Ooo explored. ???)



[] He Is... The Night-Brace!: So, there seems to be some weirdo dentist who's attacking "kids" who eat a lot of candy. Maybe you should see what he's up to, in case you cross paths and have to punch him. (DC: 50) (Reward: Info on Night-Brace gained).



[] What A Big W.H.O.O.P.: So, there used to be some weird spy agency called "Whoopies", or something like that, who tried to protect the world. Yeah... they kinda messed up, and now their base is owned by a random super villain. Still, maybe a few of their agents survived. If you can convince them to actually help you, you'll have a world-class spy at your command that can help out Scaramouche on some of the tougher missions you're planning. (DC:???) (Reward:???)



[] Spy On A Faction: You need to know more about your enemies. (DC: Variable.) (Reward: Info about things happening with other groups and countries.)



-[] US. (DC: 40/90)

-[] Chase Young and his band of jerks. (DC: ???)

-[] Vilgax (DC: 80)

-[] Aku (DC: 130)

-[] Porkbelly (DC: 20/40/60/80)

-[] Endsville (DC: 99)

-[] Chris and his half of Canada. (DC: 70)

-[] Peridot and her half of Canada. (DC: 140)



[] Spy On Someone: I spy with my little eye... (DC: Variable) (Reward:)



-[] Nicole Waterson (DC: 90)

-[] Fred Fredburger (DC: 1)

-[] Ezekiel (DC: 20)

-[] Baboon King (DC: 40)

-[] Write-in (Ask.)



[] Metal Maker: It seems that the "Test Sisters" that Bling-Bling Boy keeps yammering on about made some sort of "Midus Touch" microwave that turned anything that was inside of it into gold. Since BBB keeps raining about how smart he is, why don't you have him build his own version of it. It will, basically, give you infinite gold and metal you can use for your other projects. (DC: 70) (Reward: You can turn non-living objects into metal. You will never run out of metal.)



[] X and Y: Bling-Bling built a few gynoids a while ago, but he's mostly left them to rot. Maybe you can come up with a few upgrades for them so they can keep up with your Jackbots? (DC: 50/80) (Reward: Bling-Bling's human-like robots upgraded. Can choose how you upgraded them.)



[] What Can We Be Destroy For You?: Now that you've created some construction bots, it's time for you to build some destruction bots.. (DC: 45) (Rewards: +10 to Stewardship rolls where you destroy buildings things. +10 to Martial actions where you have to destroy buildings and other robots.)



[] Jackbot MK X: Hey, it's not an actual number, but it does sound cool, (DC: 60) (Reward: New Jackbot model built. Better than what you currently have.)



[] Robo-Monks: So, the ToHo Toy Factory made a bunch of evil robot toys based on those Xiaolin losers. Maybe you can make your own marketable, and still deadly, toy versions of yourself and your minions/partners? (DC: 40/90) (Reward: Marketable robot versions of you and your "hero" units. Expendable toy soldiers you can use against your enemies.)



[] Wacko's Last Toy (Product): So, before he was defeated, tortured by pre-schoolers, and thrown in jail before bribing his way out, Wacko created "Robo-Pal". While the official purpose of this "toy" was to be a prize in a contest, he gave every child in Prkbelky one. While one could write that off as him being "eccentric", all Robo-Pals came with a "special surprise" included. Said surprise had them turn into giant killer robots, with tons of built-in weapons, and who forcibly "grounded" the children who had "won" them. Surprisingly, this is the most marketable thing Wacko has ever made. All you need to do is remove the evil robot mode from it, and then you can literally mass produce the stupid things. (DC: 30) (Reward: You can now sell, disarmed, Robo-Pals.)



[] Wacko's Last Toy (Grunt): Of course, you could revamp the evil robot version of Robo-Pal and turn it into a full-fledged combat robot. Really, all you'd have to do is keep it in "attack mode" permanently. (DC: 30) (Reward: Gain Robo-Pall guards that give a +15 martial to defending your own base and attacking enemy bases/forces.)



[] Magically Search For Shen Gong Wu: Magic should be good for tracking things, right? (DC: Variable. The higher the better.) (Rewards: You magically locate random artifacts, including possible Shen Gong Wu.)



[] Search For More Magical People: You can really only rely on Le Mime and Scaramouche for magical assistance at the moment. That needs to change. (DC: Variable.) (Rewards: People with high Occult stats added to the "Potential Allies" threadmark.)



[] Study Le Mine's Magic (Le Mime must be assigned): You don't actually know how Le Mime's works. (DC: 80?) (Rewards: ???)



[] Teach The Occult (Must assign one hero unit Occult +15 and one with Occult under 15): So, not everyone knows or believes that magic and the like exist. Including some of your minions. That really needs to change. (DC: Variable.) (Reward: The hero with the lower Occult stat has their Occult stat trained/raised.)



You can only assign one hero unit to an action unless they're Jack or a Henchmen unit.



[][Jack] As the boss, you can assign Jack to two actions per turn, and you can assign one additional unit (and an extra henchmen unit) to help him on either action.

-[] Assign Jack.

-[] Assign Jack.



[][BBB] Assign BBB to an action.

-[] Assign BBB



[][Le Mime] Assign Le Mime to an action.

-[] Assign Le Me.



[][Scaramouche] Assign Scarsmouche and his beetle bots to an action.

-[] Assign Scaramouche.



[][Henchmen 21 And 24] Assign 21 and 24 to an action to either preform it by themselves or assist another hero unit.

-[] Assign Henchmen 21 and 24.
 
[x] Plan: Looking for shines and allies

-[X] Raid Porkbelly For Its Apple Butter (DC: 30)
--[x] Assign Jackbots.

-[X] So, Uh, How Much Is It Going To Cost Me?:
--[X] Jillian Vegan (DC: 55)
--[x] Assign Jack.
--[x] Assign Henchmen 21 and 24.

-[X] Repair The Temple (DC: 40)
--[X] Assign Construction Bots (x50)

-[x] Search For Shen Gong Wu (DC: 60/70/80)
--[x] Assign Scaramouche.
--[x] Assign Jackbots.

-[X] Metal Maker (DC: 70)
--[x] Assign Jack.

-[X] Jackbot MK X (DC: 60)
--[x] Assign BBB

-[X] Magically Search For Shen Gong Wu (DC: Variable. The higher the better.)
--[x] Assign Le Mime.
 
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Changing the plan a bit because I found out the jackbots only add to martial actions. Might use them too with Scaramouche just for flavor.
 
[x] Plan: Looking for shines and allies wins!

(If you successfully gain Jillian, I hope you know An Omake where Dark Vegan assumes You're dating his daughter and comes to challenge you Is in order XD)
 
[x] Plan: Looking for shines and allies wins!

(If you successfully gain Jillian, I hope you know An Omake where Dark Vegan assumes You're dating his daughter and comes to challenge you Is in order XD)

Really hope everything goes well this time.

If we recruit Jillian, we obtain a new Hero, and a nemesis which we can sick Le Mime on, we will make our mime direct his annoyness to him until he stops messing with us. Win-Win situation in my book.
 
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