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Disney Villains Victorious Kings and Villains
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== The Shadowlands == '''King'''<br/> Name: Dr. Facilier<br/> Role: Charming/Smart<br/> Class: Shadow Man<br/> Size: Medium<br/> Species: Human<br/> ---Attributes---<br/> Robustness: 10/16<br/> Agility: 10/16 <br/> Intelligence: 16/24<br/> Sensibility: 18/24<br/> Charm: 20/24<br/> Will: 12/12<br/> Strikes: 5, but Shadow Shield blocks damage<br/> ---Skills---<br/> Acrobatics: 10<br/> Athletics: 6<br/> Persuade: 14(16)<br/> Intimidate 10(12)<br/> Insight 12<br/> Deceive: 14<br/> Occult: 14<br/> Melee: 8(9)<br/> Prevent Harm: 4 (5)<br/> Endure: 18<br/> Music: 12<br/> Craft: 4<br/> ---Traits---<br/> -Shadow Shield: Since taking New Orleans, Facilier has done quite well for his Friends on the Other Side. So well, in fact, that one shadow being is his personal guard. This being has 24 ROBUSTNESS, 20 Agility and +16 Prevent Harm. It will block any strike on Facilier made with a physical attack and can take 48 Strikes before dissipating, although it takes double strikes from light- or fire-based weapons.<br/> -Don’t Play A Player: +10 against social attacks so long as the player does not know to exploit his weakness - his fear that the Friends control him and his fear of that relationship failing. Facilier is terrified that he is essentially a figurehead ruling in the stead of the Friends<br/> -Sentient Shadow: Facilier is never without his shadow, which has a life of its own and can attack for him. This being has 20 Agility, +15 Prevent Harm and +14 Brawl (+16 with its shadow claws), always striking with Agile Natural Attacks. It can be stunned for a round by attacking it with a light or fire weapon.<br/> -Master of an Army - He can call in his Villains to aid him in a fight if they haven’t been defeated<br/> -KING: This unit is a KING. It gets +10 to Persuade 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/> -Show Them Their Dreams: Facilier can, for one will point, show somebody their deepest wish and offer it to them. This lets him make a Deceit or Persuade roll with an extra +16 bonus, and if it succeeds, it does 3 social strikes. This only works once on each person though.<br/> -I Got Voodoo: Spend a Will point to summon 5 giant voodoo doll Lackeys from the shadows.<br/> -I Got Hoodoo: Spend a Will Point. Gain +4 to all shadows’ attributes for a round.<br/> -I Got Things I Ain't Even Tried: Facilier and his shadows can attack the PC’s shadows, bypassing all armor unless they have glowing armor.<br/> -The Past, The Present And The Future As Well: Spend a Will point. For the next scene, you may use a traditional divination method of your choice (cartomancy, palm-reading, oracle bones, crystal ball, tea leaf readings, what have you) to discern 3 facts about any willing participant; 1 about their past, 1 about their present and 1 about their future. Tradition dictates, of course, that you share this information with all participants.<br/> -Shake My Hand: +6 to any Persuasion and Deceive rolls made as part of a bargain that will utterly screw the other party over.<br/> -Come On Boys, Won't You Shake A Poor Old Sinner's Hand?: Reroll Persuasion and Deceive Rolls in bargains and keep the better result.<br/> -ARE YOU RRREAAAAADYY!?: Your Persuasion and Deceive attacks score an additional Strike for every 8 point over the opponent's defense instead of every 10<br/> ---Equipment---<br/> Fine Tuxedo and Top Hat: +1 Prevent Harm, +2 Persuasion<br/> Skull Mask: +2 Intimidate<br/> '''Villain'''<br/> Name: Caimán Diablo<br/> Role: Strong/Intelligent<br/> Size: Giant<br/> Species: Alligator???<br/> Tier: Heroic<br/> ---Attributes---<br/> Robustness: 18<br/> Agility: 6<br/> Intelligence: 14<br/> Sensibility: 12<br/> Charm: 10<br/> Will: 4/4<br/> Strikes: Strikes: 5+3X, where X is number of party members.<br/> ---Skills---<br/> Athletics: 8<br/> Brawl: 10 (12 with Bite, Tail)<br/> Prevent Harm: 10 (12 with All-Natural Armor)<br/> Endure: 10<br/> Stealth: 8 (typically rolled with Sensibility, as per the standard crocodilian hunting strategy)<br/> Intimidate: 8<br/> Deceive: 5 (7 with Crocodile Tears)<br/> Persuasion: 5<br/> Occult: 16<br/> Academics: 5<br/> Linguistics: 12<br/> Travel: 8<br/> Insight: 8<br/> ---Traits---<br/> Giant: +4 Brawl rolls when charging into combat.<br/> Rivergoer: Bonus to movement in water, penalty to movement on land<br/> All-Natural Armor: +2 to Prevent Harm.<br/> Tick-Tock: +2 Intimidate to Pirates<br/> Crocodile Tears: +2 to Deceive.<br/> Death Roll: 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. Crocodiles do two strikes to Pinned enemies on a successful strike.<br/> Overwhelming Brawn: If your Robustness exceeds your opponent's Robustness by 3 or more, your physical attacks score an additional Strike for every 7 point over the opponent's defense instead of every 10 so long as they are dealt with Robustness.<br/> Think You Can Hide from Me?: +2 to Insight when attempting to detect people in Stealth.<br/> Don't You Disrespect Me, Little Man!: +3 to Intimidate if the character has taken a Social strike in this Situation.<br/> Refined: +3 to Academics related to art and culture.<br/> Been Around the Block: This unit has been around for a long, long time. +2 to rolls concerning knowledge from the long past.<br/> ---Powers---<br/> Crikey!: Your Brawl attacks score an additional Strike for every 8 point over the opponent's defense instead of every 10<br/> Aquatic Ambusher: Reroll Stealth checks while swimming and keep the better result.<br/> Terror of the Swamp: At the beginning of each turn (in combat), make an Intimidate attack against all those who have gazed upon Diablo in the last round.<br/> In The Dark Of The Night: Reroll Occult checks at night and keep the better result.<br/> Mystery Power: This unspecified power reflects Diablo's true nature, as decided by the GM.<br/> ---Description---<br/> An ancient alligator changed by voodoo long ago? A beast from the Other Side? An alligator that a Friend is using as a cheval? No one, save Facilier, Mama Odie and himself, knows exactly what Caimán Diablo is, but there are a few things everyone knows about him. For instance, he takes the shape of an alligator over 30 feet long, as black as night save for his light purple underbelly and the glowing light green inside his jaws. His teeth are as long and thick as tent pegs and sharp as razors, while his eyes contain an unnatural spark. If you go into the bayou, he will find you, unless you stick to the areas he is too large to access, in which case he'll send mundane alligators after you. Either way, when you are found (when, NOT if) you must offer tribute if you wish to live. The proper tribute is a lamb or any larger red meat animal that has been specially marinated; however, a chicken or larger white meat animal that is properly marinated will suffice on the condition that you go back the way you came. Beef jerky with barbeque sauce will get you a 10 second head start, 30 if Diablo's feeling generous. Though it might work for the alligators he commands, never offer fish to Diablo himself. Trust me, he'll do worse than killing you.<br/> Though they are completely independent of each other, Facilier benefits from Diablo's presence. All but the most foolish of those who seek Mama Odie or wish to flee their debts through the bayou will prepare tribute. However, both marinades for tribute include gunpowder and ground up dried shrimps among their ingredients. Since dried shrimp isn't used at all in the local cuisine except for a select few gumbos, anyone who purchases dried shrimp and gunpowder (including munitions, especially if they don't have the proper guns) is almost certainly planning to do something in the bayou soon. By keeping tabs on who purchases those items and cross-referencing, he can identify these people and inform everyone whom they owe a debt, putting them further in his own debt.<br/> However, there is another detail about Diablo that most do not know. He is far smarter and more knowledgable than any alligator should be; far more than most men are, even! He is especially knowledgable about history, ancient languages and above all the occult. And he is certainly smart enough to know that when someone brings him a bull or prize hog when a lamb or chicken would've sufficed, they want him to share his many secrets....<br/> '''Villain'''<br/> Name: Bokor de Mort<br/> Role: Charming/Smart<br/> Size: Medium<br/> Species: Human<br/> Tier: On A Roll<br/> ---Attributes---<br/> Robustness: 10<br/> Agility: 10<br/> Intelligence: 14<br/> Sensibility: 12<br/> Charm: 16<br/> Will: 8<br/> Strikes: 10<br/> ---Skills---<br/> Acrobatics: 6<br/> Athletics: 6<br/> Persuade: 10 (12)<br/> Intimidate 12 (14)<br/> Insight 8<br/> Deceive: 10<br/> Occult: 12<br/> Melee: 6(9)<br/> Prevent Harm: 10 (11)<br/> Endure: 12<br/> Music: 8<br/> Craft: 3<br/> ---Traits---<br/> A Man of Wealth and Taste: +3 to Deceit when attempting to pass yourself off as a member of the upper crust of society.<br/> Fast Talker: +1 to Deception for each character in the group this unit is trying to deceive.<br/> Let's Make a Deal: +4 to Persuasion while trying to convince a character to accept a bargain or transaction.<br/> That Voodoo You Do: +5 to Occult checks concerning necromantic voodoo.<br/> ---Powers---<br/> A Second Chance: Bokor can bring back the dying and very recently dead other than himself. This does not cost a Will point; however, he cannot do so unless a bargain is struck, and he only strikes bargains that are in his favor.<br/> Day of the Dead: At any given time, Botor has 6d6k4+2X zombie Mooks and X zombie Lackeys at hand where X equals the number of players. For one Will point, he may summon 2d6 additional zombie mooks and one Zombie Lackey. Zombies follow the same rules for the undead as the Cauldronborn but are otherwise normal mooks and Lackeys.<br/> Because This Is THRILLER!: When using Music, Bokor and his undead minions enter into a song and dance number of such terror that it grants an additional +1 to Intimidate for every 4 zombies present in addition to its normal effects. This takes one action per turn on part of each of the zombies.<br/> JUST A LITTLE MORE TIME!: Spend three Will Points when all strikes have been used up. Instead of dying or suffering defeat, this unit makes one last deal with his Friend On The Other Side. This restores his strikes and boosts his stats by +4 but halves his Prevent Harm and Endure scores.<br/> ---Equipment---<br/> Grim Scythe: +3 Melee<br/> Fine Tuxedo and Top Hat: +1 Prevent Harm, +2 Persuasion<br/> Skull Mask: +2 Intimidate<br/> Wouldn't just a little more time be nice? To say goodbye to those dear to you, to get revenge on your enemies, to finish some important task, to have one last night partying it up in New Orleans? There is a man in the Shadowlands by the name of Bokor de Mort who has a mysterious way of arriving before those on death's doorstep and offering just that: a little more time. The price, of course, being your soul and body; your soul will go to The Other Side, and your body will serve Bokor as a zombie. The better your body is, the more time he will give you, but beware, for his abilities as a collector as second only to Facilier himself. There are rumors of a few who have escaped him, who live their half-lives in secrecy, but it would be foolish to try to emulate them.<br/> Bokor certainly knuckles under to Facilier but technically doesn't work for him; Bokor works for the most powerful of Facilier's Friends On The Other Side, the one he will only refer to as "Baron Samedi". There is an understanding that as the more successful dealer, Facilier's words should generally be heeded. Bokor makes many dealings with Facilier, offering his zombies as a supply of labor. He usually receives worldly goods in return (rum and cigars being his favorites), but Facilier has given him a few souls to cover "the ones that got away".<br/> Bokor de Mort, for all his charm, is quite rude. He has the bad habit of handing out racial epithets, misogynist slurs and every other category of insulting name under the sun like they're going out of style. (Some of them are actually going out of style, but that's beside the point). An important thing to note is that Bokor used to define his deals in fairly slippery terms (such as "a night in New Orleans"), but when his clients exploited loopholes in those deals Baron Samedi was quite displeased these with him. Because of this, he nowadays defines his deals in terms of times that can be measured on a stopwatch....usually. From time to time he will get bored and offer a deal with a loophole for his own amusement. He finds merriment in watching his client desperately search for that loophole, then denying it to them one they've found it.<br/>
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