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Disney Villains Victorious Kings and Villains
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==Wonderland== '''Queen'''<br/> Name: The Queen of Hearts<br/> Role: Charming Villain<br/> Country of Origin: Wonderland<br/> Size: Medium<br/> Species: Human(?)<br/> ---Attributes---<br/> Robustness: 10<br/> Agility: 12<br/> Intelligence: 15<br/> Sensibility: 15<br/> Charm: 15<br/> Will: 4<br/> Strikes: 7+3x<br/> ---Skills---<br/> Melee: 8<br/> Prevent Harm: 10<br/> Endure: 10<br/> Deceit: 8<br/> Persuasion: 8<br/> Intimidate: 10<br/> Occult: 6<br/> Insight: 6<br/> Music: 6<br/> ---Traits---<br/> Wonderlander: All attempts to understand this character with Insight suffer a -2 penalty.<br/> Queen: This unit is a QUEEN. 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/> Prideful Queen: Every Social Strike against this character counts double. For every double Social Strike taken, obtain +3 to every combat and Intimidation rolls against the character/party that inflicted it.<br/> Think You Can Hide from Me?: +2 to Insight when attempting to detect people in Stealth.<br/> Master of an Army: The Queen of Hearts can call in her Villains to aid her in a fight if they haven’t been defeated.<br/> Don't You Disrespect Me, Little Man!: +3 to Intimidate if the character has taken a Social strike in this Situation.<br/> ---Powers---<br/> OFF WITH THEIR HEADS!: The Queen of Hearts may spend a Will Point when insulted, or perceives herself as being insulted. For the rest of the Scene, all attempts by her subjects to apprehend the unfortunate offender are at a +3 bonus.<br/> All Ways are My Ways: Characters in Wonderland must make a Travel Test against the Queen of Heart’s Insight to avoid the Queen’s Court when she is searching for them. Failing the Test means you have stumbled upon her court unintentionally. A native of Wonderland may add +5 to their roll, and special characters (The Cheshire Cat) may avoid it entirely.<br/> ---Equipment---<br/> 52 Playing Card Mooks<br/> Flamingo and Hedgehog Croquet Set: +1 Melee<br/> '''Villains'''<br/> Name: The Jabberwock<br/> Role: Robust/Nimble Villain<br/> Class: Nonsense Monster<br/> Country of Origin: Wonderland<br/> Size: Gigantic<br/> Species: Jabberwocky (?)<br/> ---Attributes---<br/> Robustness: 18<br/> Agility: 14<br/> Intelligence: 8<br/> Sensibility: 12<br/> Charm: 10<br/> Will: 3<br/> Strikes: 8+2x<br/> ---Skills---<br/> Acrobatics: 6<br/> Athletics: 6<br/> Brawl: 8<br/> Ranged: 6<br/> Prevent Harm: 8<br/> Endure: 7<br/> Stealth: 6<br/> Intimidate: 8<br/> Insight: 6<br/> ---Traits---<br/> Flight: Obviously, it can fly. That's just the nature of the beast.<br/> Bull Charge: +2 to Brawl when charging into combat.<br/> Natural Weapons: Jaws That Bite and Claws that Catch (+2 Brawl)<br/> Wonderlander: All attempts to understand this character with Insight suffer a -2 penalty.<br/> The Manxome Foe He Sought: This creature can be defeated by running out of Strikes, but only by the snicker-snack of the Vorpal Blade can it be slain for good.<br/> ---Powers---<br/> Beware the Jabberwock: Spend a Will Point to gain +5 to an Intimidate roll, and it affects all units in within the area instead of one target.<br/> With Eyes of Flame: Spend a Will Point. The Jabberwock shoots fire from it's eyes with a Charm + Ranged attack.<br/> From the Tub Tub Tree: Unit gains a +2 to Brawl and +2 to Initiative when charging from Stealth.<br/> Name: The Bandersnatch<br/> Role: Robust<br/> Country of Origin: Wonderland<br/> Class: Nonsense Monster<br/> Size: Large<br/> Species: Bandersnatch (?)<br/> ---Attributes---<br/> Robustness: 14<br/> Agility: 14<br/> Intelligence: 6<br/> Sensibility: 12<br/> Charm: 6<br/> Will: 3<br/> Strikes: 7+2x<br/> ---Skills---<br/> Athletics: 6<br/> Brawl: 7<br/> Prevent Harm: 7<br/> Endure: 6<br/> Stealth: 6<br/> Intimidate: 7<br/> Insight: 5<br/> ---Traits---<br/> Bull Charge: +2 to Brawl when charging into combat.<br/> Natural Weapons: Jaws That Bite and Claws that Catch (+2 Brawl)<br/> Wonderlander: All attempts to understand this character with Insight suffer a -2 penalty.<br/> Low to the Ground: +2 to Stealth rolls where visual detection is a possibility.<br/> ---Powers---<br/> Pinned Ya Again: Spend a Will Point and roll your 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/> Name: The Jub Jub Bird<br/> Role: Nimble<br/> Class: Nonsense Monster<br/> Country of Origin: Wonderland<br/> Size: Large<br/> Species: Jub Jub Bird (?)<br/> ---Attributes---<br/> Robustness: 14<br/> Agility: 14<br/> Intelligence: 8<br/> Sensibility: 12<br/> Charm: 8<br/> Will: 3<br/> Strikes: 6+2x<br/> ---Skills---<br/> Acrobatics: 7<br/> Athletics: 6<br/> Brawl: 6<br/> Prevent Harm: 7<br/> Endure: 6<br/> Stealth: 6<br/> Intimidate: 7<br/> Insight: 5<br/> ---Traits---<br/> Flight: Obviously, it can fly. That's just the nature of the beast.<br/> Natural Weapons: Jaws That Bite and Claws that Catch (+2 Brawl)<br/> Wonderlander: All attempts to understand this character with Insight suffer a -2 penalty.<br/> Out of the Sun: +3 to attacking from stealth while airborne.<br/> ---Powers---<br/> Dive, Dive, Dive!: Unit gains a +2 to Brawl and +2 to Initiative when charging from above.<br/>
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