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Disney Villains Victorious Kings and Villains
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== The Old West == '''Villains'''<br/> *1. Boris, Merchant of Red<br/> Role: Villain/Charming & Intelligent Guy<br/> Class: Rider of War/Red Merchant<br/> Size: Medium<br/> Species: Human?<br/> ---Attributes---<br/> Robustness: 8/14 <br/> Agility: 8/14 (14 when on Horse/Mount)<br/> Intelligence: 13/14<br/> Sensibility: 8/14<br/> Charm: 14/14<br/> Will: 5/5<br/> Strikes: 7+X2, where X is the number of party members.<br/> ---Skills---<br/> Athletics: 4<br/> Deceit: 7 + 1 from Armor.<br/> Persuasion: 8 + 2 from role and Armor.<br/> Melee: 5<br/> Ranged: 7 + 3 from Weapon.<br/> Prevent Harm: 6 + 4 from Villain trait and Armor.<br/> Endure: 6 + 2 from Villain trait.<br/> ---Traits---<br/> -Villain<br/> This unit is a Villain. It gets +2 to Prevent Harm and Endurance.<br/> -Rider<br/> +1 bonus to combat rolls for every character that has the Rider trait that is in the party or nearby.<br/> -Trusssssssssst Me<br/> +2 bonus on Deceive rolls if there target actively distrusts the speaker.<br/> ---Powers---<br/> -Look at These AMAAAAZING Deals My Friend! (Unique!)<br/> Whenever making a Persuasion combat roll, Boris can spend a Will point to not attack, but replace the attacked target's equipment with so-called "Mystical & Legendary Weapons!". So-called legendary weapons range from pool tubes to large fish and water guns, that actually cause a -1 or -2 to modifier on their Melee/Ranged/Brawl for the remainder of the scene. If attacked unit rolls below TN20, their armor get's replaced as well.<br/> -Red Merchant of War (Unique!)<br/> Boris obtains any equipment suitable for the situation from his arsenal. Rourke can produce up to 5+2X (Where X Is the number of members in the party) pieces of equipment through the scene. His Arsenal is not counted in his “Equipment”. [Basically a weaker Schrodinger's Toolbox]<br/> -Red Rider<br/> Unit is or is a servant of War itself. Unit can spend one Will point to be one point stronger than his strongest enemy OR one point faster than his fastest enemy. Caps out at 15 for Boris.<br/> -Apocalypse (Combination Attack)<br/> For one Will point each, the Apocalypse Crew load HE rounds into their respective weapons and fire into the air, causing an intense barrage in a 30m area. Combat roll is R5 divided by 3, where R is each Apocalypse Crew's members' Ranged Attack. Barraged units suffer from each rider's [Blank] Rider power, no matter the range or Will points. Power boosting Rider powers just get activated for free. Passive powers have their effect doubled.<br/> ---Equipment---<br/> -Red Merchant's Clothes: Clothes signifying the famed Red Merchant. Grants +2 to Prevent Harm, and +1 to Deceit and Persuasion.<br/> -Red Cannon: Sleek red cannon seemingly more advanced than even Atlantean firearms. One-handed, grants +3 to Ranged, does not require an action to reload.<br/> -Horse: It's a horse. A horse of WAR. Grants +6 to Agility and also has the Red Rider ability.<br/> Physical Description/Background: Draped in gaudy red cloth, a foreign accent, and with a large red wagon filled with weapons, armors, and other bloody goods, this seemingly helpless, but actually incredibly deadly, merchant, is the single largest arms dealer in the Wild Wild West. Chances are, if you find a gun on someone, they'd have gotten it from him. Surprisingly kind considering his role and position. Except when you try to steal from him. Then he gets MAD.<br/> *2. Sheriff Woody Pride<br/> Role: Villain, Nimble/Charming Guy<br/> Class: Rootin-Tootin Cowboy<br/> Country of Origin: The Old West<br/> Size: Medium<br/> Species: Human<br/> ---Attributes---<br/> Robustness: 10<br/> Agility: 12<br/> Intelligence: 9<br/> Sensibility: 10<br/> Charm: 12<br/> Will: 3<br/> Strikes: 3+2x<br/> ---Skills---<br/> Ranged: 7<br/> Prevent Harm: 6<br/> Endure: 6<br/> Persuasion: 6<br/> Travel: 7<br/> ---Traits---<br/> Not On My Watch: +2 Melee when fighting those that would harm the innocent.<br/> Horse Lord: +3 to Travel while on horseback, to handle horses and to tame wild horses.<br/> Cattle Baron: +3 to all herding and ranching checks.<br/> ---Powers---<br/> Ride Like the Wind (Unique!): While the Sheriff is riding a horse, he may spend a Will Point. If he does, the horse that the Sheriff is riding doubles it’s speed for the next 3 rounds.<br/> Everybody Hold It!: Spend a will point. +5 bonus to halting a fight in progress via diplomacy or just shouting loudly. You have three rounds to stop the fight from resuming.<br/> Quick Draw King: You may always make one attack in the surprise round, and never suffer penalties in the surprise round.<br/> ---Equipment---<br/> Trusty Revolver: +3 Ranged<br/> Badge: +3 Persuasion to law abiding citizens, +3 Intimidation to Criminals<br/> Lasso: Ranged, incapacitates people until they pass a Legerdemain test<br/> Bullseye: Not really Equipment, but the Sheriff wouldn't ride with any other horse if he could. The speed of "Ride Like the Wind" is tripled instead of doubled if the Sheriff is on Bullseye.<br/> '''Inner Circle Villains'''<br/> 1. Rico, Bounty Hunter<br/> Inner Circle Villain<br/> Strong Guy<br/> Robustness: 8<br/> Agility: 10<br/> Intelligence: 6<br/> Sensibility: 8<br/> Charm: 10<br/> Will: 2<br/> Strikes: 4+2X where X is the number of players in the party.<br/> Skills:<br/> Prevent Harm: 5<br/> Ranged: 5<br/> Endure: 5<br/> Travel: 6<br/> Deceit: 5<br/> Traits:<br/> Villain- This unit is a villain. It gains +2 to Prevent Harm and Endure rolls.<br/> Definitely a Good guy- This villain gains +3 on all attempts to convince others that he is definitely not a villain.<br/> Mercenary- Gold is what is most important to this Villain. Rico gains +5 on attempts to resist social strikes, but takes double the strikes if offered gold.<br/> Powers:<br/> "Woah, Skittish!" (Unique!)<br/> There is nothing Rico likes less then a skittish horse. Rico may use a Will point to gain +10 on any checks made to subdue or ride an unwilling creature.<br/> "Mother of Mercy, is this the end of Rico?" (Unique!)<br/> If Rico is at or below 2 strikes remaining, he may use a Will point to make another attack with a +5 bonus. This attack deals double strikes.<br/> Ride'm!: No matter if it be some strange horse or a bony fish or an even bigger lizard, the character is capable of riding anything able to carry his or her weight.<br/> Equipment:<br/> Atlantean six-shooter- +3 to ranged attack rolls<br/> Leather Jacket- +2 to Prevent Harm and Endure rolls<br/> 2. Ben, More then a Cow<br/> Inner Circle Villain<br/> Strong Guy/Beast<br/> Robustness: 12<br/> Agility: 8<br/> Intelligence: 6<br/> Sensibility: 10<br/> Charm: 8<br/> Will: 2<br/> Strikes: 6+2X where X is the number of players in the party.<br/> Skills: Prevent Harm: 6<br/> Endure: 6<br/> Travel: 5<br/> Deceit: 5<br/> Brawl: 5<br/> Traits:<br/> Villain- This unit is a villain. It gains +2 to Prevent Harm and Endure rolls.<br/> Protect the Herd- All Beasts within 100 meters of Ben have +2 to Prevent harm and Endure rolls.<br/> Powers:<br/> I Won't back Down (Unique!)- Ben may use a Will point to activate this song. Ben and all allies within earshot (even those with Tin ear) gain +4 on Prevent Harm and Endure rolls. This song lasts for 5 rounds.<br/> Kraz-ma-Cow(Unique!)- Ben may substitute his robustness in place of his Agility for any roll twice per round.<br/> Equipment:<br/> Cyber-Cow Enhancements: +2 Brawl, +2 Prevent Harm<br/> Horns: +2 Brawl on the charge<br/> 3. Smokin' Gun Pete<br/> Inner Circle Villain<br/> Old West<br/> Robustness: 8<br/> Agility: 12<br/> Intelligence: 8<br/> Sensibility: 6<br/> Charm: 8<br/> Will: 2<br/> Strikes: 4+2x, where x is the number of players in the party.<br/> Skills:<br/> Prevent Harm: 5<br/> Ranged: 6<br/> Endure: 5<br/> Travel: 5<br/> Intimidate: 5<br/> Traits:<br/> Villain- This unit is a villain. It gains +2 to Prevent Harm and Endure rolls.<br/> Mercenary- gold is what is most important to this Villain. Pete gains +5 on attempts to resist social strikes, but takes double strikes if offered gold.<br/> Master of the Air- Pete gains +5 on checks to remain on his Pterodactyl and has +2 Ranged while airborne.<br/> Powers:<br/> Ride'm!: No matter if it be some strange horse or a bony fish or an even bigger lizard, the character is capable of riding anything able to carry his or her weight.<br/> Shot Down, Shot Down (Unique!)<br/> Smokin' Gun Pete may use a Will point to make a single ranged attack with a +5 against any flying enemy. If this attack hits, the target is knocked out of the air.<br/> I need a ride!<br/> Pete may use a will point to be immediately picked up by his pterodactyl mount.<br/> Equipment:<br/> Parachute Hat- If Pete is knocked off his mount, he may use his hat to slow his descent<br/> Rooty Tooty Point 'n Shooty- +2 to Ranged attack rolls<br/> Pete's Pet Pterodactyl<br/> Robustness: 12<br/> Agility: 12<br/> Intelligence: 4<br/> Sensibility: 6<br/> Charm: 6<br/> Will: 1<br/> Strikes: 6+2X<br/> Skills:<br/> Prevent Harm: 6<br/> Brawl: 5<br/> Endure: 6<br/> Travel: 5<br/> Intimidate: 5<br/> Traits:<br/> Master of the Air- This villain gains +5 on checks that concern flying, and has +2 Brawl and prevent harm while airborne.<br/> Powers:<br/> Aerial Bombardment:<br/> This unit may use a will point to make a Brawl attack against any character with a +5 modifier. If this attack succeeds, the character is picked up and can be dropped on any other character.<br/> 4. Paul Bunion<br/> Role: Strong Guy<br/> Country of Origin: Aurora/Wild West<br/> Size: Huge<br/> Species: Human?<br/> Tier: On-a-Roll<br/> ---Attributes---<br/> Robustness: 34<br/> Agility: 16<br/> Intelligence: 10<br/> Sensibility: 16<br/> Charm: 14<br/> Will: 4/4<br/> Strikes: 20+ 8X where X is the number of members in the party<br/> ---Skills---<br/> Athletics: 16<br/> Brawl: 10<br/> Melee: 10<br/> Endure: 10<br/> Prevent Harm: 18<br/> Intimidate: 18<br/> Travel: 10<br/> ---Traits---<br/> -Man of the Wilderness<br/> Paul Bunion is a man of the wilderness, literally. Wild creatures dare not fight Paul, and any player character that is a animal must subtract five from endure rolls.<br/> -Mountain Topper<br/> Paul is more a force of nature than a man. He is a literal giant of man, larger than some mountains. He is physically capable of using the entire environment as a weapon, crashing mountains down and diverting entire RIVERS.<br/> -Something in between<br/> If a power or ability affects a animal, it may also affect Paul.<br/> --A good heart--<br/> Although he seems a bit bitter, Paul really does have a soft spot in him for his ox, babe. If players can appeal to his good side, they may add +5 strikes instead of one.<br/> --Powers--<br/> -Son of the Aurora<br/> Spends a will point. Paul bunion splits open the earth, letting loose a torrent of the elements upon the target.<br/> --On the shoulders of a giant--<br/> spend a will point. Paul gets +10 robustness for his next two actions.<br/> --Equipment--<br/> Giant axe: +10 melee<br/> '''King'''<br/> Name: Alameda Slim, Sheriff of the Old West<br/> Role: Charming/Nimble<br/> Country of Origin: The Wild West<br/> Size: Medium<br/> Species: Human<br/> Tier: On-A-Roll<br/> ---Attributes---<br/> Robustness: 10/14<br/> Agility: 12/14<br/> Intelligence: 8/14<br/> Sensibility: 12/14<br/> Charm: 18/14<br/> Will: 3/3<br/> Strikes: 5+3x, 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/> Brawl: 5<br/> Prevent Harm: 8<br/> Endure: 7<br/> Stealth: 6<br/> Legerdemain: 5<br/> Deceit: 6<br/> Persuasion:6<br/> Intimidate: 6<br/> Occult: 5<br/> Travel: 8<br/> Insight: 6<br/> Music: 10<br/> Craft: 4<br/> ---Traits---<br/> -Cattle Baron<br/> +3 to all herding and ranching checks.<br/> -Horse Lord<br/> +3 to Travel while on horseback, to handle horses and to tame wild horses.<br/> Musical Prodigy: +2 to all Music rolls with the chosen instrument (Yodeling)<br/> King: This character is a King, and gains the relevant bonuses.<br/> ---Powers---<br/> Yodel-adle-eedle-idle-oo: Alameda Slim's powers of hypnosis via music are truly astonishing. Alameda Slim may spend a Will Point to use this power on all Beasts within hearing range as a combat Action, and may maintain his hypnosis by spending one Action every round. Beasts are entitled to a TN 25 Endure+Sensibility roll to avoid being hypnotized, but generally non-player characters should automatically fail. Once a Beast succeeds on this roll, they are immune to hypnosis for the next four rounds.<br/> Ride'm!: No matter if it be some strange horse or a bony fish or an even bigger lizard, the character is capable of riding anything able to carry his or her weight.<br/> Rock and Roll will Never Die: Spend a will point; Apply Music against Tin-Ear characters with only a -5 in effectiveness!<br/> Equipment:<br/> Slim's 6-shooter: +4 to Ranged<br/> Banjo: +3 to Music rolls.<br/>
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