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Disney Villains Victorious Kings and Villains
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== The Royal Colony of Virginia == '''King'''<br/> Governor Radcliffe of Virginia<br/> Role: Charming/Robust<br/> Country of Origin: Colony of Virginia<br/> Size: Medium<br/> Species: Human<br/> Tier: On-A-Roll<br/> ---Attributes---<br/> Robustness: 13<br/> Agility: 10<br/> Intelligence: 9<br/> Sensibility: 8<br/> Charm: 17<br/> Will: 3/3<br/> Strikes: 5+ 3X where X is the number of members in the party<br/> ---Skills---<br/> Acrobatics: 5<br/> Athletics: 7<br/> Melee: 8<br/> Ranged: 9<br/> Brawl: 8<br/> Prevent Harm: 8<br/> Deceit: 9<br/> Persuasion: 12<br/> Intimidate: 7<br/> Travel: 6<br/> Music: 5<br/> ---Traits---<br/> -Commander<br/> The bonuses this unit obtains are also applied to all present allies, if still loyal.<br/> -Brothers in Arms<br/> +1 bonus to combat rolls for every allied character using either the same type of weapon, or coming from the same homeland.<br/> -They’re Not Like You And Me!<br/> +2 to all combat rolls against characters that do not come from the same homeland, are from a different species, or have any strange or exotic characteristic from the character’s point of view.<br/> -Master of an Army (Minor)<br/> This unit can summon mooks and Lackeys to aid him in battle.<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/> ---Powers---<br/> -Quick Draw King<br/> You may always make one attack in the surprise round, and never suffer penalties in the surprise round.<br/> -Ever Thought about Unionising?<br/> Affects a group of enemies that serve some sort of leader. The leader must be absent. You are able to identify and explain that they are being mistreated. Chance of a Social Strike against each individual targeted.<br/> -Prideful Governor<br/> Social Strikes count double. For every double social strike taken, obtain a +3 bonus to all combat and Intimidate rolls towards the party or character that dealt it.<br/> ---Equipment---<br/> (Great)Colonial Armor: +3 to Prevent Harm<br/> (Great) One-handed Sword: +3 to Melee<br/> (Great) Dagger: +2 to Melee<br/> Flintlock Musket: +3 to Ranged. Loud. Must spend one action to reload after each shot<br/> Flintlock Pistol: +2 to Ranged. Loud. Must spend one action to reload after each shot.<br/> '''Villains''' *1. The Headless Horseman<br/> ROBUSTNESS!: 11<br/> Agility: 10<br/> Intelligence: 8<br/> Sensibility: 5<br/> Charm: 5<br/> SKILLS<br/> Acrobatics 3<br/> Athletics 4<br/> Brawl 3<br/> Endure 5<br/> Intimidation 4<br/> Melee 6<br/> Ranged 5<br/> Travel 5<br/> Prevent Harm 5<br/> TRAITS<br/> Unconquerable: Every time the Horseman is defeated, he crumbles to dust, and then will rise again in 24 hours.<br/> It Only Makes Him Mad: Every time the Horseman revives, he gains 1 strike.<br/> Can’t Reason With A Headless Man: The Horseman is immune to any form of attack that involves persuasion.<br/> Every time the Horseman revives, he gains 1 strike, with a cap of 5.<br/> Hollow Echoes: If a successful Music check is made, the Horseman gets -3 to his next round.<br/> Out-Of-Date Textbook Style: If a successful Insight+Sensibility check is made by a character who can speak, all PCs gain +3 bonus to attacking the Horseman, for one round.<br/> Swept Away: If the Horseman is defeated in, or over running water, it remains defeated.<br/> POWERS<br/> Nightmare Tamer: The Horseman can summon an infernal steed at will. (Steed adds +10 to his speed) The Nightmare vanishes if the Horseman dismounts, or he loses all his strikes.<br/> Pumpkin Head: The Horseman can summon and throw a flaming Pumpkin at his foes. Pumpkins are treated as a normal Agility+Ranged attack, being on fire gives them a +3. After summoning a pumpkin, the Horseman must wait two rounds before summoning a new one.<br/> EQUIPMENT:<br/> Mirrorguard Leather Armor: +2 to Prevent Harm<br/> Mirrorguard saber: +2 bonus to Melee<br/>
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