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Disney Villains Victorious Kings and Villains
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== Archidocesis Pontificis Immortalis == '''King'''<br/> Name: Pontifex Immortalis Frollo of the Grand Archdiocese<br/> Role: Charming/Intelligent<br/> Class: Demagogue<br/> Country of Origin: France<br/> Size: Medium<br/> Species: Human (or at least formerly human)<br/> ---Attributes---<br/> Robustness: 12/16<br/> Agility: 12/16<br/> Intelligence: 14/16<br/> Sensibility: 10/16<br/> Charm: 18/18<br/> Will: 5/5<br/> Strikes: 8+3X<br/> ---Skills---<br/> Melee: 10 (16)<br/> Ranged: 8 (12)<br/> Prevent Harm: 10 (14)<br/> Endure: 14<br/> Deceit: 10<br/> Persuasion: 10<br/> Intimidate: 10 (12)<br/> Academics: 6<br/> Occult: 12<br/> Insight: 10<br/> Music: 6<br/> ---Equipment---<br/> Holy Fire: All ranged attacks are doused in it, and he can pour it onto the field. Burning and +3 if resisted with Robustness.<br/> Papal Staff: +6 Melee, due to the focused faith of the Church held within it, and it can be used to regain a will point if its power is drawn on for 3 actions.<br/> Ornate Crossbow: +4 Ranged.<br/> Robes of the Pontifex: +2 Persuade, +2 Intimidate, +4 Prevent Harm, Defense against Holy Fire.<br/> ---Traits---<br/> Devout: +10 to resist social attacks unless the person in question knows his specific doubts. To do this, they need to have obtained them from him, via something like hearing him in confessional or reading his diary (or hearing his shame-singing)<br/> Master of an Army: Can call in any Villains that haven’t been defeated.<br/> KING: This unit is a KING, with all the benefits that entails.<br/> Echo Chamber: Frollo gets a bonus against social attacks based on how many Villains, Sycophants, or Inner Circle members are nearby. +5 per Villain, +2 per Inner Circle or sycophant.<br/> Unwavering Will: 2 Extra Will Points.<br/> Sycophants: He is followed constantly by an entourage of 12 sycophant Lackeys.<br/> ---Powers---<br/> Burning Judgement: For one will point, Frollo can heat up all magic items held or worn by the players to the point of scalding flesh. This effect lasts for 2 turns, and forces all players wearing or holding magic items to make a TN 30 Endure check to hold onto their items. If they fail, they must either drop the item in question, losing all bonuses associated with it until they take an action to pick it up, or take 1 physical strike. Armor cannot be dropped, although you could take it off with an action.<br/> Call to Arms: Can call 3X Mooks at the cost of 1 Will Point.<br/> Hellfire: For a Will Point, Frollo can start huge fires in his general vicinity. The heat and smoke from these fires causes everyone to make a TN 30 Endure roll when it is there turn, and if they fail, they get to choose between taking a physical Strike or losing two actions to try to recover from the smoke. The players can all adjust to this after a single turn, and are only affected by it once for every time Frollo uses it.<br/> Dark Fire: For a single Will point, Frollo can shape fire into a manifestation of his own will. These shapes count as having 16 Agility and 18 Melee, he summons 1 per Will point spent, and they cannot be harmed. Instead, they dissipate after 2 turns. They make 2 attacks per turn.<br/> '''Villains'''<br/> *1. Name: La Mère Pardonne (Mother Teresa for this one)<br/> Role: Villain/Charming Guy<br/> Class: Ranger Rose<br/> Size: Medium<br/> Species: Human<br/> ---Attributes---<br/> Robustness: 10/14 <br/> Agility: 11/14<br/> Intelligence: 12/14<br/> Sensibility: 9/14<br/> Charm: 13/14<br/> Will: 5/5<br/> Strikes: 7+X2, where X is the number of party members.<br/> ---Skills---<br/> Occult: 7 + 2 from Weapon.<br/> Music: 7 + 1 from Microphone.<br/> Persuasion: 7 + 2 from PG-13 Seductress trait.<br/> Range: 7 + 2 from Weapon.<br/> Melee: 5 + 1 from Weapon.<br/> Prevent Harm: 6 + 2 from Villain trait.<br/> Endure: 6 + 2 from Villain trait.<br/> ---Traits---<br/> -Villain<br/> This unit is a Villain. It gets +2 to Prevent Harm and Endurance.<br/> -Brothers in Arms<br/> +1 bonus to combat rolls for every character in the party that uses the same type of weapon or comes from the same homeland. (Choose one)<br/> -PG-13 Seductress<br/> Grants +2 to Persuasion when in a COMPLETELY CHILD-SAFE AND PG-13 seductive situation.<br/> ---Powers---<br/> -Nun of Menoza (Unique)<br\> Spend 1 Will point. Grants +7 to Persuasion for a turn. Lose all powers below besides Disney Princess for 1 turn.<br/> -Bringing Down da' Hammer (Of God)<br/> Smite some fool heretics for 1 Will point. Rolls R+O+I, blinds the shit of anybody who gets hit with it. Ranged of 20m. Can spend another Will point, meaning 2 Will points total, to increase range to 30m, and create a 10m shockwave that will stun, but not blind, the shit out of anybody who gets hit by it. Will royaly fuck up the Undead.<br/> -Disney Princess (Not Really)<br/> While in a musical number, other units can join to help give bonuses. Each unit joining in grants +1 to whatever bonus the music is applying.<br/> -White Mage<br/> Unit can spend 1 Will point to restore up to 1d6 Strikes on a chosen target. Gets rid of status effects. If used on a downed unit, unit comes back with 1 Strike remaining in this units next turn. Damages the Undead.<br/> ---Equipment---<br/> Holy Bible: +1 to melee. +2 to Ranged and Occult. Effective against undead.<br/> Microphone: What kind of nun would have a microphone? A nun who's the spoiled daughter of a noble, that's who. Grants +1 to Music.<br/> COMPLETELY CHILD-SAFE NUN ATTIRE. Completely APPROPRIATE for kids. Dyed pink for some reason<br/> Physical Description/Background: The bratty and spoiled daughter of a famed aristocrat, who get into this position through mostly her father's money and some PG-13 seducting. Although she does dig the nun gig, andtis genuinely holy. Besides the abstinence part. Not completely evil, but still a pretty big bitch, so you can change her, but it's gonna take a LOT of effort. Also has a tiny pet Chihuahua or some similar toy-sized dog that follows her around.<br/> *2. Le Juge Bienveillante (John the Baptist or John of Capistrano, whichever way you interpret it)<br/> Role: Villain/Sensible Guy<br/> Class: Ranger Noir<br/> Size: Medium<br/> Species: Kinda Cyborg<br/> ---Attributes---<br/> Robustness: 11/14 <br/> Agility: 9/14<br/> Intelligence: 12/14<br/> Sensibility: 13/14<br/> Charm: 10/14<br/> Will: 5/5<br/> Strikes: 8+X2, where X is the number of party members.<br/> ---Skills---<br/> Insight: 7 + 2 from Blindfold and role.<br/> Mechanics: 7<br/> Craft: 7<br/> Ranged: 7 + 4 from Ranged Weapon.<br/> Melee: 7 + 3 from Weapon.<br/> Prevent Harm: 6 + 2 from Villain trait.<br/> Endure: 6 + 2 from Villain trait.<br/> ---Traits---<br/> -Villain<br/> This unit is a Villain. It gets +2 to Prevent Harm and Endurance.<br/> -Brothers in Arms<br/> +1 bonus to combat rolls for every character in the party that uses the same type of weapon or comes from the same homeland. (Choose one)<br/> -Tin Ear<br/> Immune to all effects of music, beneficial and harmful.<br/> -But I Did Not Shoot the Deputy<br/> +3 to any checks to judge someone's moral character with Insight.<br/> ---Powers---<br/> -Judgement Day (Unique!)<br/> Spend a Will point. All units in a 40m area are judged of their crimes against the state/nation. Units make an Insight + Intelligence roll against this Ranger Noir's Sensibility/2 + Insight roll. If Ranger Noir wins the roll, the units are hanged and will take a number of strikes on Ranger Noir's next turn. Can only be freed by an outside force, it's a mechanical noose. If Ranger Noir's roll failed, nothing happens. Can only be used once a battle.(May need to be adjusted)<br/> Strike:Crime Ratio<br/> 1 Strike: Petty Crime<br/> 2 Strikes: Minor Crime (Slightly above Petty)<br/> 3 Strikes: Engaging in one of the 7 Deadly Sins<br/> 4 Strikes: Major Crimes<br/> 5 Strikes: Homocide of or Major Crimes against Nobles, Villains, Religious Leaders, or Frollo<br/> -Black Mage<br/> Spend a Will point. Cast/Shoot either a: R+X+I, Fireball that cause Burn, a Lightning Bolt that causes Stun, an Ice Shard that causes -2 to Agility and Robustness. Unit can also instead perform a Powerful Blast/Beam that pierces and is R+X2+I2, but cannot use this power for the rest of its current turn, or its next turn if the blast was its last action. R = Ranged, X = Mechanics/Occult, I = Intelligence.<br/> ---Equipment---<br/> -Blessed War-Hammer: A War-Hammer that is blessed by a holy power. Two-Handed, Grants +3 to Melee.<br/> -Arm Ballista: Miniature ballista located on the forearm. Grants +4 to Ranged, but takes awhile to reload. Two-Handed.<br/> -Blindfold: To help with judging, grants +1 to Insight.<br/> -Semi-Mechanical Body: The Judge's body is semi-mechanical, with robot parts and all that shit.<br/> Physical Description/Background: The Benevolent Judge is actually a pretty nice guy, kind to everyone, adults, children, the Hunchback, even criminals. Or at least he was. Now he's a pretty ruthless dude after the Inquisition made him into half-man half-machine guy, (Think RoboCop, mixed with Judge Dredd and the Terminator, except a bit more human, and the face isn't mechanical at all, along with white hair.) enforcer and protector of all of Frollo's crazy laws, who will ruthlessly strike down anybody who commits a Major Crime or above.<br/> *3. La Bourreau Douloureuse (Our Lady of Sorrows/Mary for this one, as there isn't a patron saint of executioners)<br/> Role: Villain/Strong Guy<br/> Class: Ranger Blanc<br/> Size: Medium<br/> Species: Human<br/> ---Attributes---<br/> Robustness: 12/14 <br/> Agility: 10/14<br/> Intelligence: 8/14<br/> Sensibility: 9/14<br/> Charm: 11/14<br/> Will: 3/3<br/> Strikes: 9+X2, where X is the number of party members.<br/> ---Skills---<br/> Acrobatics: 6<br/> Athletics: 6 + 1 from role.<br/> Intimidate: 6 + 1 from Harlequin outfit.<br/> Legerdemain: 6 + 2 from Harlequin outfit.<br/> Melee: 7 + 3 from Weapon.<br/> Prevent Harm: 7 + 3 from Villain trait and role.<br/> Endure: 6 + 2 from Villain trait.<br/> ---Traits---<br/> -Villain<br/> This unit is a Villain. It gets +2 to Prevent Harm and Endurance.<br/> -Brothers in Arms<br/> +1 bonus to combat rolls for every character in the party that uses the same type of weapon or comes from the same homeland. (Choose one)<br/> -Combo<br/> If your Nimbleness exceeds that of the foe by at least 5 points, you can attack a second time in the same turn.<br/> -Think You Hide from Me?<br/> +2 to Insight when attempting to detect people in Stealth. (Alternatively, people trying to hide from you suffer a -2 to their Stealth rolls, whichever works better.)<br/> -Unorthodox Style<br/> You have an incredibly unorthodox fighting style, People get -2 to Prevent Harm rolls against you. There are no trainers to help you improve your skills though.<br/> ---Powers---<br/> -Laughing Your Head Off (Unique!)<br/> If the Sorrowful Executioner succeeds in an Intimidation attack against a unit, the next two combat rolls against that unit roll R+A+C, instead of R or A +C. R= Robustness, A= Agility, C= Comabt Skill. (Melee, Ranged, etc.)<br/> -Warrior<br/> Once-per-turn, this unit may reroll a combat roll without spending a Will point. <br/> -Burning<br/> This creature's attacks can inflict burns. Burns act like Poison, but the effect comes in to affect 2 turns after the Burn is inflicted. Number of Strikes inflicted can stack. Burned units suffer -1 Robustness and Agility until Strikes are inflicted.<br/> ---Equipment---<br/> -Harlequin Mask & Outfit: A goofy but unnerving outfit. Grants +2 to Legerdemain and +1 to Intimidate.<br/> -Executioner's Axe: A very large axe that seemingly wasn't made for human hands. Was modified to catch on fire along the cutting edge. Two-Handed, grants +3 to Melee.<br/> -Circus Throwing Knives: One-Handed, rolls Legerdemain + Agility instead of Ranged + Agility.<br/> Physical Description/Background: Imagine your about to be executed and instead of some big burly dude with an axe chopping your head off, it's some crazy chick in a black and white harlequin outfit, laughing as she's about to chop your head off. That's the Sorrowful Executioner, a kinda-small girl who decided that laughter makes everything better, then she caught the crazy, and became a part of the Frolloquistion/S.S./A.S.S./C.M.P.F. as it's main executioner.<br/> *4. Le Moine Paisible (St. Benedict this time)<br/> Role: Villain/Nimble Guy<br/> Class: Ranger Bleu<br/> Size: Medium<br/> Species: Human<br/> ---Attributes---<br/> Robustness: 11/14 <br/> Agility: 12/14<br/> Intelligence: 10/14<br/> Sensibility: 9/14<br/> Charm: 8/14<br/> Will: 3/3<br/> Strikes: 8+X2, where X is the number of party members.<br/> ---Skills---<br/> Acrobatics: 6 + 1 from role.<br/> Athletics: 7<br/> Intimidate: 6<br/> Brawl: 5 + 8 from Weapons, Monk Power, and Brawler's outfit.<br/> Prevent Harm: 7 + 2 from Villain trait.<br/> Endure: 7 + 2 from Villain trait.<br/> ---Traits---<br/> -Villain<br/> This unit is a Villain. It gets +2 to Prevent Harm and Endurance.<br/> -Brothers in Arms<br/> +1 bonus to combat rolls for every character in the party that uses the same type of weapon or comes from the same homeland. (Choose one)<br/> -Ultimate Combo<br/> If your Nimbleness/Agility exceeds that of the foe by at least 3 points, you can attack a second time in the same action. If your Nimbleness/Agility exceeds the foe by 6 points, you may do a third attack.<br/> -Multiple Arms<br/> Unit has multiple arms. In this case it has six.<br/> ---Powers---<br/> -Asura's Rage (Unique!)<br/> Spend 1 Will point. The Peaceful Monk enters a form of rage unlike any man has known. Triple his RAW Brawl stat, then add the bonuses. Each turn the Peaceful Monk ends in this state, it takes 3 Strikes. <br/> [Would we get C&D'd if I put Asura's Wrath? Because although the game was meh, the title's pretty cool.]<br/> -Monk<br/> This unit gets the improved Combo Trait, Ultimate Combo, and +1 to Melee or Brawl.<br/> -Flash Kick<br/> Can only be used after Combo/Ultimate Combo has taken effect. The unit may perform an extremely fast kick, which is a regular combat roll, except the attacked unit takes -4 in it's PH roll.<br/> -Falcon Punch<br/> Can only be used after Combo/Ultimate Combo has taken effect. This unit may perform a flaming punch, which is a regular combat roll, except the attack inflicts Burning.<br/> -Electric Wind God Fist<br/> Can only be used after Combo/Ultimate Combo has taken effect. This unit may perform an electric uppercut, which is a regular combat roll, except the attack inflicts Stun.<br/> ---Equipment---<br/> -Gauntlets x6: Metal gauntlets to improve a fighter's ability. Each grant +1 to Brawl.<br/> -Fighter's Garb: A traditional fighting monk's garb, dyed blue and with six arm-holes. Grants +1 to Brawl.<br/> Physical Description/Background:<br/> '''Inner Circle'''<br/> Name: Lady Tremaine<br/> Role: Charming Inner Circle<br/> Country of Origin: France <br/> Size: Medium<br/> Species: Human<br/> ---Attributes---<br/> Robustness: 6/12<br/> Agility: 6/12<br/> Intelligence: 9/12<br/> Sensibility: 9/12<br/> Charm: 12/12<br/> Will: 3/3<br/> Strikes: 3/3<br/> ---Skills---<br/> Prevent Harm: 5<br/> Endure: 5 <br/> Deceit: 6<br/> Persuasion: 6<br/> Academics: 5<br/> Insight: 6<br/> Music: 6<br/> ---Traits---<br/> Etiquette: Gains a +3 to social situations among the nobility.<br/> Refined: +3 to Academics related to art and culture.<br/> ---Powers---<br/> Are You Scared?: Spend a will point and identify one character. You are able to discern their greatest fear. All allies get +2 to cause a social Strike against them if they play off this fear.<br/> Foolish Pride: Spend a will point and identify one character. Discern that which they are most proud of. All allies get +2 to cause a social Strike against them if they play off this pride.<br/>
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