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Disney Villains Victorious Kings and Villains
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== The Shere Khanate == '''King'''<br/> Shere Khan of the Shere Khanate<br/> Role: Strong/Nimble<br/> Country of Origin: India<br/> Size: Large<br/> Species: Tiger<br/> Tier: Hero<br/> ---Attributes---<br/> Robustness: 22<br/> Agility: 14<br/> Intelligence: 10<br/> Sensibility: 14<br/> Charm: 8<br/> Will: 4/4<br/> Strikes: 7+4X, where X is the number of players in the party.<br/> ---Skills---<br/> Acrobatics: 6<br/> Athletics: 10<br/> Brawl: 14 (16; Slash, Bite give +2 on Brawl rolls)<br/> Prevent Harm: 14<br/> Endure: 10<br/> Stealth: 16<br/> Intimidate: 12<br/> Travel: 8<br/> Insight: 8<br/> Music: 6<br/> ---Traits---<br/> Think You Can 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/> Master of an Army<br/> He can call in his Villains to aid him in a fight if they havenโt been defeated.<br/> Don't You Disrespect Me, Little Man!<br/> +3 to Intimidate if the character has taken a Social strike in this Situation.<br/> King: 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/> Pounce: +4 to Brawl rolls against unaware opponents.<br/> Low to the Ground: +3 to Stealth rolls where visual detection is a possibility.<br/> Pinned Ya Again: Spend a Will Point and the character may choose to roll their Brawl vs. an enemy's Robustness/Agility to pin that enemy to the ground at risk of opening up another attack on the character upon failure. Pinned enemies cannot attack until unpinned and must make a Robustness check against a character's Brawl roll to become unpinned every round until defeated or successful escape.<br/> ---Powers---<br/> Tyrant's Roar: Spend a Will Point to gain +10 to an Intimidate roll, and it affects everyone within a hundred meters instead of one target.<br/> Tyger, Tyger, Burning Bright: +10 to resist any social strike not involving clearly present fire and +2 to resist any physical strike that does. However, every fire related strike he takes also causes a fear strike.<br/> In the Forests of the Night: At night, reroll all Stealth checks and keep the better result.<br/> Fearful Symmetry: At the beginning of each turn, make an Intimidate attack against all those who have gazed upon Shere Khan or heard his voice in the last round.<br/> '''Villain'''<br/> Name: Tabaqui<br/> Role: Strong/Nimble<br/> Country of Origin: India<br/> Size: Medium<br/> Species: Hyena<br/> Tier: On A Roll<br/> ---Attributes---<br/> Robustness: 16<br/> Agility: 13<br/> Intelligence: 6<br/> Sensibility: 8<br/> Charm: 5<br/> Will: 4/4<br/> Strikes: 5+3X, where X is the number of players in the party.<br/> ---Skills---<br/> Athletics: 8<br/> Brawl: 9 (11 with Fangs and Claws)<br/> Prevent Harm: 9<br/> Endure: 7<br/> Stealth: 6<br/> Travel: 5<br/> Insight:3<br/> Deceit: 7<br/> Intimidate: 8<br/> ---Traits---<br/> Bonecruncher: Ignores Armor on Brawl or Melee rolls.<br/> Hideous Laughter: +3 to Intimidate while laughing.<br/> Scavenger: +3 to Travel checks to feed yourself.<br/> Pack Hunter: Receives +1 more from Music bonuses than usual.<br/> Think You Can Hide from Me?: +2 to Insight when attempting to detect people in Stealth.<br/> ---Powers---<br/> The Killing Joke: Every time Tabaqui deals a strike, he gains +1 to the skill dealing that strike. These bonuses disappear when a roll with that skill fails.<br/> The Comedy of Errors: Every time Tabaqui resists a strike, he gains +1 to the skill resisting that strike. These bonuses disappear when a roll with that skill fails.<br/> Fiendish Laughter: Spend a Will Point to gain +4 to an Intimidate roll, and it affects everyone within 25 meters instead of one target.<br/> A mentally deficient scavenger, Tabaqui does something other creatures would never dream of doing: he lives off the leftovers of Shere Khan's kills. Most predators would be terrified to even scavenge such a kill, let alone follow the Dread King around waiting for the chance to do it again. Most likely, he is too stupid to realize the supposed danger in what he's doing, but there's also a chance that he knows the truth of the matter; Shere Khan can make whoever he wants do whatever he wants whenever he wants, but it's rather inconvenient to have to go looking for someone to "persuade" first. So long as he allows Tabaqui to scavenge his kills, he'll never have to look very far. So beware, for if you encounter Tabaqui, his terrible patron cannot be too far away.<br/>
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