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Disney Villains Victorious Kings and Villains
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== Dreamers == Christopher Robin Milne<br/> Role: Sensible/Charming<br/> Class: Enthralled King<br/> Country: Hundred-Acre Wood/Subjugate of Kaa<br/> Size: Medium<br/> Species: Human<br/> ---Attributes---<br/> Robustness: 4<br/> Agility: 10<br/> Intelligence: 10<br/> Sensibility: 15<br/> Charm: 10<br/> Will: 7<br/> Strikes: 3+x<br/> ---Skills---<br/> Prevent Harm: 12<br/> Linguistics: 2<br/> Travel: 6<br/> Stealth: 10<br/> Academics:8<br/> Insight: 12<br/> Music: 14<br/> --Traits—<br/> -All Will Be Well<br/> +3 when trying to calm down or convince a frightened character<br/> -Golden Hearted Saint<br/> +3 to any checks made to directly help the poor, the misfortunate and/or the downtrodden.<br/> -Let The Music Play<br/> +2 to Prevent Harm checks when the unit is singing and not attacking.<br/> -KING<br/> This unit is a KING. It gets +10 to Persuade and/or Intimidate its servants to do anything if opposed in some way, and can automatically make them obey if nobody is trying to incite rebellion among them.<br/> -Enthralled<br/> This unit is under the mental influence of another entity and is considered one of their subjects; it is immune to non-magical mental effects that would alter its allegiance, and receives a +3 bonus on any checks that would give it the means to fulfil one of its master’s commands.<br/> -Dream Lord<br/> This unit is the KING of a Dream Realm. Under the correct circumstances, it may enter its Realm.<br/> ---Powers---<br/> -Now We Are Six<br/> Generates 1d6 Mooks of randomly chosen animal types. These animals are instantly considered subjects to both Christopher Robin and Kaa.<br/> -Braver Than You Believe, Stronger Than You Think<br/> Spend one Will Point to provide a morale bonus to one’s allies. For each round this power is used, Kaa’s allies receive +1 on all attack checks, while Kaa and Christopher Robin’s generated allies receive a +2 bonus and recover one Strike per round. This skill remains in constant use without draining additional Will Points until Christopher Robin is injured.<br/> -Forever, and Ever, Is A Very Long Time<br/> Spend one Will Point to begin a five-minute song that bolsters one’s allies, in this case, Kaa. Units attempting to resist the effects of Kaa’s Somniferous power suffer a -2 on their Endure checks. If Christopher Robin performs a duet with another animal, this song’s effects may be stacked onto that unit’s performance.<br/> The following Power may be removed at the GM's discretion:<br/> -We’ll Always be Together<br/> If Kaa is killed and Christopher Robin is still conscious: Spend three Will Points to generate a copy of Kaa from the power of Christopher Robin’s imagination. This copy is in every way identical to the original and is considered to be the same for all intents and purposes – it remains manifested even if Christopher Robin is then knocked out, but fades if he is killed. May be used each time Kaa is killed and he remains conscious.<br/> Alice Liddell<br/> Role: Intelligent/Sensible<br/> Class: Reluctant Queen<br/> Country: Britain/Wonderland<br/> Size: Medium<br/> Species: Human<br/> ---Attributes---<br/> Robustness: 5<br/> Agility: 8<br/> Intelligence: 10<br/> Sensibility: 12<br/> Charm: 9<br/> Will: 6<br/> Strikes: 4<br/> ---Skills---<br/> Athletics: 3<br/> Prevent Harm: 4<br/> Endure: 6<br/> Deceit: 4<br/> Persuasion: 4<br/> Academics: 5<br/> Science : 5<br/> Linguistics: 3<br/> Travel: 6<br/> Driving: 5<br/> Insight: 6<br/> Music: 4<br/> ---Traits---<br/> Etiquette: Gains a +3 to social situations among the nobility.<br/> Refined: +3 to Academics related to art and culture.<br/> Curiouser and Curiouser: This character gains a +2 bonus to learn new things.<br/> Among Mad People: Alice gets a +2 bonus to understand the insane. +4 if they belong to Wonderland.<br/> Maze Walker: +3 Travel in mazes. Wonderland qualifies as a massive maze.<br/> I’m Not Going Back!: Her experiences with the denizens of Wonderland have left a lasting scar on Alice. All attempts to persuade her to return to Wonderland face a -6 penalty. The penalty is reduced to -3 if you have a REALLY good reason for her to go back.<br/> Reluctant Queen: Until the Queen of Hearts is taken out of power, Alice cannot access the benefits of being a Queen.<br/> Dream Lord: This unit is the Queen of a Dream Realm. Under the correct circumstances (a rabbit hole or mirror), she may enter her Dream Realm.<br/> Elite Global Huntsman Club Mascot: During her time with the EGHC, Alice has learned the ins and outs of getting along with their members. +1 to all social interactions with Huntsmen and hunting animals. Kings are not affected by this trait.<br/> Spirit of Adventure Copilot: +1 Travel and Drive in an airship.<br/> ---Powers---<br/> Wonderland’s Most Wanted: Once a day, Alice will be attacked by either 2d6 Playing Card Mooks or a Wonderland Villain. They will attempt to drag her to Wonderland on the Queen of Hearts’ orders. These attacks stop when Alice becomes Queen.<br/> Eat Me/Drink Me: Spend a Will Point. Alice produces an Eat Me cake and a Drink Me potion out of seemingly nowhere. The Drink Me potion will change Alice’s size to Small, and the Eat Me cake will change Alice’s size to Gigantic. The first one she consumes will change her to those sizes. The second one will restore her Medium size. If separated from the second consumable and unable to turn back to normal, she will change back to Medium size at the end of the scene.<br/> I Read About That!: Spend a Will point. Gain +3 to the next Academics, Occult, or Science roll you make. Roll twice and take the better result.<br/> ---Equipment---<br/> Dinah: Alice’s beloved cat. Strings had to be pulled to get them back together. Nobody like to bring it up.<br/> Huntsman Security: While on the Spirit of Adventure, Alice is constantly guarded by anywhere between 6 and 12 Hunter Mooks or Lackeys. These Huntsmen are armed with +2 Ranged guns and +1 Melee knives in order to protect Alice from Wonderland creatures that will attempt to kidnap her. Should the situation call for it, she may be protected by a Huntsman King instead.<br/> Cruella De Vil Original Dress: Made just for Alice, from the blue hide Wonderland predator. +2 Prevent Harm, +2 Endure, +1 Intelligence and +1 Sensitivity.<br/> My First Adventurer’s Book: +1 on Academics rolls regarding geography, history, anthropology and the other adventuring sciences.<br/> Wendy Darling<br/> Role: Sensible/Intelligent<br/> Class: Dreamer<br/> Country: Britain<br/> Size: Medium<br/> Species: Human<br/> ---Attributes---<br/> Robustness: 6<br/> Agility: 7<br/> Intelligence: 10<br/> Sensibility: 12<br/> Charm: 10<br/> Will: 6<br/> Strikes: 3+x<br/> ---Skills---<br/> Athletics: 4<br/> Prevent Harm: 4<br/> Endure: 6<br/> Persuasion: 4<br/> Academics: 5<br/> Science : 5<br/> Travel: 6<br/> Insight: 6<br/> Music: 4<br/> ---Traits---<br/> Etiquette: Gains a +3 to social situations among the nobility.<br/> Dream Lord: This unit is the Queen of a Dream Realm. Under the correct circumstances (Second Star to the Right), she may enter her Dream Realm. Without the Dreamer, a Dream Realm will cease to exist.<br/> Flight: Self explanatory.<br/> Captive: Wendy Darling is currently the guest of a villain of the GM’s choice - (most agree on one of Ursula the Sea Witch or Frollo). There are two Kings that are interested in her status as a Dreamer: Dr. Facilier and Captain Hook.<br/> Peter Pan’s Shadow: Even though Peter Pan is long gone, his shadow stayed behind as a ghostly ripple of his former self. This being has 14 Agility, +8 Prevent Harm and +6 Brawl. It can be stunned for a round by attacking it with a light or fire weapon.<br/> ---Powers---<br/> I Read About That!: Spend a Will point. Gain +3 to the next Academics, Occult, or Science roll you make. Roll twice and take the better result.<br/> Pierce the Truth: Spend a Will point. Grant your allies a +5 bonus to overcome Fear and +5 to recognize Illusions.<br/> Your Mother and Mine: Spend a Will Point to test Music against a group. TN 10+1 for every person in the group. If you succeed, everyone in the group takes a Social Strike and will be unable to attack for their next turn. Does not work against Villains.<br/> ---Equipment---<br/> Dress: +1 Prevent Harm, +1 Endure<br/>
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