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Disney Villains Victorious Kings and Villains
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== The Elite Global Huntsmen's Club == '''Kings'''<br/> *1. Gaston<br/> Role: Strong/Charming Guy<br/> Country of Origin: France<br/> Size: Medium<br/> Species: Human<br/> ---Attributes---<br/> Robustness: 18/16<br/> Agility: 10/16<br/> Intelligence: 6/16<br/> Sensibility: 8/16<br/> Charm: 14/16<br/> Will: 3/3<br/> Strikes: 6+2x, where X is the number of players in the party.<br/> ---Skills---<br/> Acrobatics: 3<br/> Athletics: 5<br/> Melee: 6<br/> Ranged: 7<br/> Brawl: 8<br/> Prevent Harm: 8<br/> Endure: 6<br/> Deceit: 6<br/> Persuasion: 6<br/> Intimidate: 8<br/> Travel: 8<br/> Insight: 6<br/> Music: 6<br/> Craft: 3<br/> ---Traits---<br/> Let Me Show You How It's Really Done:<br/> +2 to combat rolls is the foes are using the same type of weapon or combat style<br/> Big Game Hunter:<br/> +3 on ranged rolls against large, dangerous animals. Particularly mean kittens don't count.<br/> NO ONE SHOOTS LIKE GASTON:<br/> Gaston may use Robustness instead of Agility for Ranged.<br/> NO ONE TRACKS LIKE GASTON:<br/> Gaston may use Charm instead of Sensibility for Travel.<br/> NO ONE TAKES CHEAP SHOTS LIKE GASTON:<br/> Gaston gain +3 to all rolls during a surprise round he initiated.<br/> There's no pictures in it!:<br/> Gaston may not use Academics, Science, or Occult for any reason.<br/> Willful self-delusion:<br/> Gaston gains +4 on Endure rolls to ignore Charm-based social attacks, but gains -4 against Sensibility-based social attacks.<br/> ---Powers---<br/> Iron Jaw, Villain edition: Gaston ignores the first two Physical strikes he takes.<br/> Charge of the Light Brigade: When charging into odds that are certain death, or at least near-certain death, you may spend a will point. Gain a +5 bonus to all rolls for the next scene as long as your life is in danger.<br/> ---Equipment---<br/> Gaston's Shotgun: +7 to Ranged rolls. Requires 14 toughness to use.<br/> Hunting Gear: +2 to Travel and +2 to Prevent Harm.<br/> Gaston is a straight-up beatstick of a fight, with +30 Prevent Harm makig him nigh-immune to physical attacks. You'll need to attack him socially to survive.<br/> *2. William Cecil Clayton<br/> Role: Intelligent/Sensible<br/> Country of Origin: England<br/> Size: Medium<br/> Species: Human<br/> ---Attributes---<br/> Robustness: 12<br/> Agility: 10<br/> Intelligence: 17<br/> Sensibility: 14<br/> Charm: 8<br/> Will: 4/4<br/> Strikes: 5+2x, where X is the number of players in the party.<br/> ---Skills---<br/> Athletics: 7<br/> Acrobatics: 5<br/> Melee: 6<br/> Ranged: 8<br/> Brawl: 5<br/> Prevent Harm: 8<br/> Endure: 8<br/> Stealth: 5<br/> Deceit: 9<br/> Persuasion: 8<br/> Intimidate: 6<br/> Linguistics: 3 (Bird)<br/> Travel: 9<br/> Insight: 7<br/> Craft: 5<br/> ---Traits---<br/> -Condescending Hunter<br/> This character obtains a +4 bonus against all Social attacks from characters with a lower Intelligence score than his own. If it’s a beast of any sort, apply this bonus regardless of the intelligence.<br/> -Think You Can Hide From Me?<br/> +2 to Insight when trying to detect people in Stealth. Alternatively, those that use Stealth against this character get a -2 penalty.<br/> -Big Game Hunter:<br/> +3 on ranged rolls against large, dangerous animals. Particularly mean kittens don't count.<br/> ---Powers---<br/> -Retaliate!<br/> Spend a Will Point. This character may immediately retaliate any Strike dealt to him, even outside of his turn. The retaliation counts as a Surprise Attack, and obtains a +3 bonus. If the attack was an Intimidate check, this power does not cost a Will Point, and it can be used wether it was succesfull or not.<br/> -Even If You Hadn’t Grown Up A Savage….<br/> Spend a Will Point. Clayton may use his Intelligence + Sensibility with his next four Deceit or Persuasion checks. If the target has a lower Intelligence score than Clayton, no need to spend a Will Point.<br/> ---Equipment---<br/> (Great) Double-Barrel Rifle: +3 to Ranged. May be fired twice using the same action. An action must be spent to reload after every two shots. Requires a minimum of 12 Robustness to be used.<br/> (Great) Hunting Machete: +2 to Melee<br/> Hunting Knife: +1 to Melee<br/> *3. Buldeo<br/> Role: Nimble/Charming<br/> Country of Origin: India<br/> Size: Medium<br/> Species: Human<br/> ---Attributes---<br/> Robustness: 9<br/> Agility: 18<br/> Intelligence: 7<br/> Sensibility: 7<br/> Charm: 15<br/> Will: 4/4<br/> Strikes: 2+2x, where X is the number of players in the party.<br/> ---Skills---<br/> Athletics: 5<br/> Acrobatics: 7<br/> Melee: 5<br/> Ranged: 9<br/> Brawl: 3<br/> Prevent Harm: 8<br/> Endure: 10<br/> Stealth: 5<br/> Deceit: 12<br/> Persuasion: 10<br/> Intimidate: 8<br/> Travel: 3<br/> Insight: 5<br/> ---Traits---<br/> Think You Can Hide From Me?: +2 to Insight when trying to detect people in Stealth.<br/> Big Game Hunter: +3 on ranged rolls against large, dangerous animals. Particularly mean kittens don't count.<br/> Willful Self-Delusion: Buldeo gains +4 on Endure rolls to ignore Charm-based social attacks, but gains -4 against Sensibility-based social attacks.<br/> ---Powers---<br/> I'm Knowing You Are Down Here: Buldeo can reroll Insight checks to find characters in Stealth twice, but if he chooses to use these rerolls he cannot perform any other actions that round.<br/> The Mighty Hunter: In his arrogance, Buldeo may reroll against social strikes twice with a +10 bonus.....except for those that point out his incompetence of how things really work in the Jungle.<br/> ....Not: Anyone making a check that would discover Buldeo's incompetence, even himself, takes a -10 penalty (Buldeo does not need to actively oppose such rolls) and this secret cannot be discovered through the use of any powers, though any power that would normally do so reduce the penalty by 2. However, pointing this flaw out to him will completely shatter his ego. The first time, and only the first time, this flaw is used in a successful social strike, it deals double strikes and forces him to reroll all his rolls and keep the WORSE result from then on, except for rolls which would be effected by his other powers, which now only receive one reroll instead of two.<br/> ---Equipment---<br/> Splendid Rubberwood-stock Rifle: +4 to Ranged. Very aesthetically pleasing. <br/> Bejeweled Dagger: +2 to Melee. It'd probably sell for a very pretty penny.<br/> *4. Charles Muntz<br/> Role: Smart/Charming Guy<br/> Country of Origin: America<br/> Size: Medium<br/> Species: Human<br/> ---Attributes---<br/> Robustness: 4/16<br/> Agility: 5/16<br/> Intelligence: 18/16<br/> Sensibility: 14/16<br/> Charm: 15/16<br/> Will: 3/3<br/> Strikes: 6+2x, where X is the number of players in the party.<br/> ---Skills---<br/> Acrobatics: 3<br/> Athletics: 3<br/> Melee: 4<br/> Ranged: 7<br/> Prevent Harm: 5<br/> Endure: 4<br/> Deceit: 3<br/> Persuasion: 6<br/> Intimidate: 4<br/> Academics:7<br/> Science:7<br/> Travel: 8<br/> Insight: 5<br/> Craft: 5<br/> ---Traits---<br/> Houndmaster:<br/> Muntz commands an army of 19X hounds of the Mook level, lead by X hounds of the Inner Circle level.<br/> Have Airship Will Travel:<br/> Muntz gains +5 to Travel while piloting the Spirit of Adventure. Anyone traveling with him shares this travel score.<br/> The World's Greatest Former Adventurer:<br/> +3 on Academics rolls regarding geography, history, anthropology and the other adventuring sciences.<br/> Big Game Hunter:<br/> +3 on ranged rolls against large, dangerous animals. Particularly mean kittens don't count.<br/> Death To The Competition:<br/> Muntz gains +3 to all rolls while in combat against a person or persons he considers to be his rivals.<br/> ---Powers---<br/> Pretty Spry For His Age: Spend a Will Point. Gain a +3 bonus to Acrobatics, Athletics, Melee and Endure.<br/> Engarde!: Spend a Will Point. Gain a +10 to Melee while fighting with a sword.<br/> Death From Above: Spend two Will Points. If the Spirit of Adventure is available to him, Muntz can launch either:<br/> A: An equal number if Mook Mutts in fighter planes sharing Muntz' Ranged score as there are targets.<br/> B: A single artillery attack using Muntz' Ranged score multiplied by the number of targets.<br/> ---Equipment---<br/> Sniper Rifle: +5 to Ranged.<br/> Sword Cane: +2 to Melee<br/> Flack Jacket: +2 to Travel and +2 to Prevent Harm.<br/> *5 King Furguson<br/> Role: Strong/Nimble Guy<br/> Country of Origin: Scotland<br/> Size: Big Guy<br/> Species: Human<br/> ---Attributes---<br/> Robustness: 20/16<br/> Agility: 16/16<br/> Intelligence: 8/16<br/> Sensibility: 4/16<br/> Charm: 12/16<br/> Will: 3/3<br/> Strikes: 9+3x, where X is the number of players in the party.<br/> ---Skills---<br/> Athletics: 7<br/> Melee: 7<br/> Brawl: 10<br/> Prevent Harm: 9<br/> Endure: 6<br/> Deceit: 6<br/> Persuasion: 6<br/> Intimidate: 8<br/> Travel: 8<br/> Endure: 8<br/> Persuasion: 4<br/> Intimidate: 10<br/> --Traits--<br/> Kingly Aura: Ferguson may longer be king, but he certainly remembers how to act like one. 6+ to rolls concerning commanding others<br/> ME WIFES A BEEAAAR: If any one brings up his failure to save his belovededs life, he will get 5+ to wound that person<br/> Whad are yooou speakin laddie: 4+ to deceit against characters who have no skill Linguistics<br/> --Powers--<br/> THERE CAN BE ONLY ONNNNEEE: Ferguson may nominate a single target as he begins a duel. The winner gets the losers robustness for D3 turns. The winner is the first to get a strike on the other.<br/> Oh, the pipes are calling: Ferguson is a man of his people, and to this day, he still has a small band clansmen at his beck and call. He may summon up to 6D mooks to help fight.<br/> The Bear King: King Ferguson is almost as large as the bears he hunts, and is considered as a huge beast. He automatically gains all bear related traits due to his years of studying and hunting the damnable beasts.<br/> --Items--<br/> Broad Sword: +3 to Melee<br/> Bear Armour: +2 to Prevent Harm<br/> Family Picture: 6+ to Endure<br/> *6. Amos Slade<br/> Role: Sensible/Agile<br/> Country of Origin: 'murrica<br/> Size: Medium<br/> Species: Human<br/> ---Attributes---<br/> Robustness: 14<br/> Agility: 15<br/> Intelligence: 7<br/> Sensibility: 16<br/> Charm: 7<br/> Will: 4/4<br/> ---Skills---<br/> Athletics: 8<br/> Acrobatics: 8<br/> Melee: 7<br/> Ranged: 10<br/> Brawl: 3<br/> Prevent Harm: 8<br/> Endure: 10<br/> Stealth: 8<br/> Intimidate: 8<br/> Travel: 11<br/> Insight: 10<br/> ---Traits---<br/> Think You Can Hide From Me?: +2 to Insight when trying to detect people in Stealth.<br/> Big Game Hunter: +3 on ranged rolls against large, dangerous animals. Particularly mean kittens don't count.<br/> Varmint Blaster: +5 on ranged rolls against small animals. Particularly mean kittens certainly count.<br/> ---Powers---<br/> That's A Good Boy: Slade's Charm is conisdered to be 12 against animals trained for hunting, as well as animals that are naturally pack hunters.<br/> Release the Hounds: For every hunting beast assisting him, Slade gains a +1 bonus to Insight checks to track animals and to detect any who are hiding, up to a limit of +8. If 5 or more hunting beasts accompany him, he and any Inner Circle hunting beasts may additionally reroll such checks. For the purpose of this power, Mooks count for 1, Lackeys count for 2, and Inner Circles count for 3.<br/> My Dogs!: Having already lost the two best hunting hounds he's ever had (Copper was slain defending him from the monstrous bear Foxkiller and Chief still crippled by that accursed fox), Slade refuses to let those tragedies repeat themselves. Any hunting beasts under his command may reroll all Prevent Harm Checks, Robustness based Endure checks and any miscellaneous checks to save the hunting beasts from physical harm.<br/> And Next Time I Won't Miss: If a particular animal has attracted Slade's most dire wrath, he will spend a will point. From that point on, he will have a +4 bonus on all Ranged, Melee, Brawl and Insight checks against this animal, and will reroll all rolls against it. This effect can only be used against animals Slade has seen, identified and (as far he knows) been wronged by, but lasts as long as Slade holds onto his grudge (meaning it will last forever unless he is provided with a particularly good reason to forgive that animal).<br/> ---Equipment---<br/> Double-Barrel Shotgun: +5 to Ranged. May be fired twice using the same action. An action must be spent to reload after every two shots. Requires a minimum of 14 Robustness to be used.<br/> Hunting Blade: +2 to Melee. Rather crude looking, but it gets the job done.<br/> Brand Spanking New Truck: With a specially engineered bulletproof radiator to protect against angry old ladies.<br/> *7. Percival McLeach<br/> Role: Sensible/Agile<br/> Country of Origin: AUSSIE-STRAYA<br/> Size: Medium<br/> Species: Human<br/> ---Attributes---<br/> Robustness: 11<br/> Agility: 16<br/> Intelligence: 7<br/> Sensibility: 18<br/> Charm: 5<br/> Will: 4/4<br/> ---Skills---<br/> Athletics: 8<br/> Acrobatics: 8<br/> Melee: 8<br/> Ranged: 11<br/> Brawl: 7<br/> Prevent Harm: 8<br/> Endure: 10<br/> Stealth: 9<br/> Intimidate: 9<br/> Travel: 8<br/> Insight: 10<br/> ---Traits---<br/> Think You Can Hide From Me?: +2 to Insight when trying to detect people in Stealth.<br/> Big Game Hunter: +3 on ranged rolls against large, dangerous animals. Particularly mean kittens don't count.<br/> A Perfect Shot!: +5 to surprise attacks made from above.<br/> ---Powers---<br/> CRIKEY!: Reroll all checks against reptiles.<br/> That's Not A Knife: +3 to Prevent Harm and to resist Intimidate against anyone with a weapon bonus less than his own.<br/> This Is A Knife: +3 to Melee and Intimidate anyone with a weapon bonus less than his own.<br/> ---Equipment---<br/> Sniper Rifle: +4 to Ranged. Never takes a penalty from range.<br/> Bowie Knife: +3 to Melee. Now that's a knife!<br/> Half-track Truck: All-terrain, high torque, she's a real beaut. Just keep the razorbacks away from it....<br/> *8. Cruella De Vil<br/> Role: Charming/Smart Girl<br/> Country of Origin: England<br/> Size: Medium<br/> Species: Human<br/> ---Attributes---<br/> Robustness:5/16<br/> Agility: 5/16<br/> Intelligence: 15/16<br/> Sensibility: 13/16<br/> Charm: 18/16<br/> Will: 3/3<br/> Strikes: 6+X, where X is the number of players in the party.<br/> ---Skills---<br/> Acrobatics: 4<br/> Athletics: 3<br/> Prevent Harm: 3<br/> Endure: 5<br/> Deceit: 5<br/> Persuasion: 4<br/> Intimidate: 6<br/> Academics: 7<br/> Linguistics: 4<br/> Driving: 4<br/> Insight: 3<br/> Craft: 7<br/> ---Traits---<br/> Cruelty to Animals:<br/> +5 Intimidate to Beast characters and +2 Intimidate, -3 Persuasion to animals or animal lovers.<br/> Fashionista:<br/> Cruella gains +10 to Crafting where clothing and high fashion are concerned. Any character wearing a De Vil original gains +2 to their primary stat.<br/> A Woman Of Wealth And Taste:<br/> +3 on Academics rolls regarding art, culture and high society .<br/> Sharp-Tongued:<br/> Cruella gains +3 on Persuasion rolls while attempting to belittle, demean or browbeat another character.<br/> Drives Like Mad:<br/> +3 to Driving rolls while in hot pursuit of someone or something.<br/> ---Powers---<br/> "Daaaaaarlings!": Spend a Will Point. Cruella makes a grand entrance and quite a show of introducing herself to the PCs, gaining a +2 bonus to Deceit, Persuasion and Intimidate rolls for the rest of the scene or until combat is entered.<br/> Smokescreen: Spend a Will Point. Cruella blows a cloud of cigarette smoke at the PCs as a +10 Ranged attack.<br/> Friends in High Places: Spend two Will Points. If Cruella has one Strike remaining, she can call upon a founding member of the Elite Global Huntsmen's club to come to her aid.<br/> ---Equipment---<br/> Ivory Cigarette Holder: +2 to Ranged.<br/> Mink Handbag: +3 to Legerdemain.<br/> Luxurious Dalmatian Coat: +2 to Persuade,+2 to Intimidate and +2 to Prevent Harm.<br/> '''Villains'''<br/> Name: Dingo Bradley<br/> Role: Inner Circle, Nimble/Sensible Guy<br/> Class: Dinosaur Tamer<br/> Country of Origin: Australia<br/> Size: Medium<br/> Species: Human/Dinosaur Chimera<br/> ---Attributes---<br/> Robustness: 10<br/> Agility: 12<br/> Intelligence: 8<br/> Sensibility: 12<br/> Charm: 10<br/> Will: 3<br/> Strikes: 3+2x<br/> ---Skills---<br/> Athletics: 6<br/> Acrobatics: 6<br/> Brawl: 6<br/> Intimidate: 6<br/> Prevent Harm: 6<br/> Endure: 6<br/> Stealth: 6<br/> Persuasion: 7<br/> Deceit: 6<br/> Linguistics: 3 (Dinosaurs, Birds and Reptiles)<br/> Travel: 7<br/> Insight: 7<br/> ---Traits---<br/> Big Game Hunter: +3 on ranged rolls against large, dangerous animals. Particularly mean kittens don't count.<br/> Think You Hide from Me?: +2 to Insight when attempting to detect people in Stealth. Alternatively, people attempting Stealth against you suffer a -2 penalty.<br/> Dinosaur Lord: +3 to Travel while on dinosaurback, to handle dinosaurs and to tame wild dinosaurs.<br/> Condescending Hunter: This character obtains a +2 bonus against all Social attacks from characters with a lower Intelligence score than his own. If it’s a Beast of any sort, apply this bonus regardless of the intelligence.<br/> ---Powers--- Horse of a Different Color: No matter if it be some strange lizard, bony fish, or even bigger lizard, the character is capable of riding anything able to carry his or her weight.<br/> Everybody Walk the Dinosaur (Unique!): Dingo Bradley may spend a Will Point to summon 1d6 small raptor mooks to battle.<br/> Scary Monster (Unique!): When Dingo Bradley is out of Strikes, he spends any unspent Will Points and undergoes a terrible transformation. He reveals to the party the secret of his success, becoming a horrifying dinosaur man! Dingo regains all Strikes and Will, and he adds +2 to all rolls. Scary Monster Dingo is treated as having Natural Weapons (Claws, Teeth and Tail), Lizard King, Clever Girl Traits and the Tyrant’s Roar Power until the encounter ends.<br/> ---Equipment---<br/> Jockey Gear: +1 Prevent Harm, +1 Endure<br/> Dingo’s Riding Crop: +1 Melee, +1 Intimidation<br/> Allen: Medium raptor Lackey that Dingo uses as a mount. Does not speak any human languages.<br/> --Background--<br/> Dingo Bradley was once your average cruel Huntsman, with his preferred prey being dinosaurs. That changed when he was caught in the passing Aurora on an hunt gone wrong. Instead of changing his ways to become human again, Dingo learned to suppress the worst of his curse and used his new found influence over dinosaurs to his advantage. Dingo Bradley is now a famous jockey (not in Equestrian) and has been invited to the Spirit of Adventure on one occasion. He still has to wear a bandage on the side of his face, lest his dinosaur grin starts to show. Status is of most importance to Dingo, so he doesn't show his curse to anybody he wants to see alive.<br/>
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