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Disney Villains Victorious
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== Enemies == Every hero needs a nemesis. Every ragtag bunch of misfits needs an evil empire. In a world where the villains have won, there is no shortage of them. The enemies of the Player Characters are both the Kings and their evil minions. For the Game Masters out there, these rules should come in handy when you need to throw a living obstacle at your Players. '''MOOKS''' The most common type of enemy, Mooks are a dime a dozen: lacking the abilities and the sheer power of the Player Characters, they are forced to rely on their numbers. Luckily for them and unluckily for the good guys, numbers are something the Mooks are never lacking in. Mook * 1 Action * 0 Strikes (downed in one hit) * 0 Will Points * Flat Defense DC of 22 * 7 in all Attributes. * 3 in any skills relevant to their purpose. * 5 in Prevent Harm and Endure. * A single +1 item for a relevant skill. * No Traits * No Powers Just throw mooks at your players. Lots of them. They're somewhat likely to hit, rolling between +10 and +12 on the attack in the early game, but against a dedicated combat character they'll go down by the dozens. With extremely large numbers, mooks become dangerous. When there are more than 15 mooks at once in an area, consider them to be a Mob, a single creature detailed below. Mook Mob * A Mook Mob Rank of Y (where Y is usually the number of Mooks in the Mob divided by 5); maximum Rank 10 * Y Actions * 3X Strikes (where X is the number of characters in the party) * Flat Defense DC of 25 + Y (do not roll, this is a flat TN players must meet or beat) * 9 in all attributes * 2Y+3 in all skills relevant to their professions. * Traits: * Y/3 Traits of your choice (rounded down) Mook Mobs are far more powerful threats than a handful of mooks; at higher levels, they can represent entire armies arrayed against our heroes. Use them wisely. LACKEYS The second most common type of enemy, Lackeys lead Mooks into battle and take care of important business. Higher than a Mook, but lower than an Inner Circle. Lacking the abilities and the sheer power of the Player Characters, but still armed with dark strength and dark minds, they rely on underhanded tactics and on sacrificing Mooks. Not every Lackey is equal to the other, of course. Generally, normal Lackeys will roll between +13 and +15, but special cases may have traits such as Phenomenal Cosmic Power, rare items, or the like. Since rolling Prevent Harm for each one of them could take a while and really slow down combat, the GM is encouraged to avoid rolling for it and just assume they got a 10. This can be shorthanded to a stable 25. Below is an archetypal Lackey statline. Lackey * 1 Action * 1 Strikes (downed in two hits) * 0 Will Points * 8 in Primary Attribute, 7 in others. * 5 in any two skills relevant to their purpose, Prevent Harm, and Endure. 3 in three secondary skills. * No Traits * No Powers * One or two items that provide a minor bonus (+1/+2), such as weapons and armor INNER CIRCLE By the time you get to this point, you'll really need to be making your own stat blocks. These are the small-town crooks; the corrupt sheriffs, gang leaders, mad wizards, and overzealous knights that will try to get in your way. An Inner Circle is roughly equivalent to the threat of a starting Zero PC. They can even have a Role if you want to give your Players a more challenging experience. As with Mooks and Lackeys, Inner Circle enemies can have special qualities depending on who they work for. A corrupt soldier with a shotgun? That’s bad. A corrupt super soldier with a crystal laser beam shotgun? That’s really bad. A normal Inner Circle would roll between +16 and +18, but who’s to say what the party will run into? Inner Circle * 2 Actions * 3 Strikes * 2 Will Points * 9 in Primary Attribute, 8 in Secondary Attribute, 7 in others. * 6 in any two skills relevant to their purpose, Prevent Harm, and Endure. 4 in any three secondary skills. * Any 2 Traits. * One Power. * Any items that they would reasonably have, providing somewhere between a +1 and a +3 bonus each. VILLAINS A serious threat. This person has likely been appointed by the King of their Land themselves, and should not be taken lightly. They should probably have a background and their own unique stat block by this point. Most will require a unique way to defeat them. Remember to give them a Role. Possibly two. If a character you recognize isn’t already a King, then they are likely a Villain working for one. A starter villain rolls between +18 and +21, but they come in all shapes, sizes and threats. Villains have a high degree of customizability, simply because they are, by definition, big shots, so don’t be afraid to kit them out to reflect that. Villain * 3 Actions * 2X+3 Strikes (Where X is the number of party members) * 3 Will Points * 10 in Primary Attribute, 9 in Secondary Attribute, 8 in others. * 7 in any skills relevant to their job, Prevent Harm, and Endure, with a 5 in any five secondary skills. * As many Traits as necessary, but at least 3. * As many Powers as necessary, but at least 2. * Any items that they would reasonably have, providing somewhere between a +1 and a +3 bonus each. KINGS AND GODS Each will have their own unique stat block. No two will be the same, and parties must often employ specialized strategies to defeat them. The Actions of all Kings (unless otherwise noted) are equal to half the number of players in the party rounded up, plus one. Against a party of 5, they have four actions. Against a party of 7, they have five. If you have 8 or more players in a single party in the same scene, oh god why? The Kings & Villains document can be found [https://docs.google.com/document/d/1VlzBrP7EPf-dc711hJH-1MFrXOSd-E6UxgjWaCMVksA/edit?usp=sharing here].
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