Disney Villains Victorious: Difference between revisions

From 2d4chan
Jump to navigation Jump to search
1d4chan>Keklord
No edit summary
m (262 revisions imported)
 
(99 intermediate revisions by 35 users not shown)
Line 1: Line 1:
Disney Villains Victorious is a /tg/ homebrew project based on the glorious idea of a world, not entirely unlike our own, in which (almost) all the villains from (almost) all the Disney animated feature films were not defeated at the ends of their movies but were instead victorious, completing their goals in part or in whole.
Disney Villains Victorious is a /tg/ homebrew project based on the glorious idea of a world, not entirely unlike our own, in which (almost) all the villains from (almost) all the Disney animated feature films were not defeated at the ends of their movies but were instead victorious, completing their goals in part or in whole.


It is a world in which Ursula rules the seas, defied only by the uncatchable Pirate Lords and the might of Atlantis. It is a world where the grasslands, the jungles and the forests are prowled not only by fearsome primal beasts like Shere Kahn and Scar, but also by the ruthless, tireless hunters that stalk them. It is a world where Europe has been divvied up between sorcerous queens like Maleficent, inquisitorial clergy men like Frollo and Dark Gods like Hades and Chernobog.
It is a world in which Ursula rules the seas, defied only by the uncatchable Pirate Lords and the might of Atlantis. It is a world where the grasslands, the jungles and the forests are prowled not only by fearsome primal beasts like Shere Khan and Scar, but also by the ruthless, tireless hunters that stalk them. It is a world where Europe has been divvied up between sorcerous queens like Maleficent, inquisitorial clergymen like Frollo, and dark gods like Hades and Chernabog.


It is not, however, a world completely devoid of courage, heroism or hope. Around the world, the Player Characters and their allies plot, plan, fight, strive and win their own victories against the villains that would rule them. The time to fight and to be free is now.
It is not, however, a world completely devoid of courage, heroism or hope. Around the world, the Player Characters and their allies plot, plan, fight, strive and win their own victories against the villains that would rule them. The time to fight and to be free is now.
Line 8: Line 8:
'''[Also, take note that we're open to movies that are not properly Disney but that still fit with our main goal: to be Disney as Fuck™. Eldorado is in and several other movies may get in at a later point in time.]'''
'''[Also, take note that we're open to movies that are not properly Disney but that still fit with our main goal: to be Disney as Fuck™. Eldorado is in and several other movies may get in at a later point in time.]'''


Google Drive: https://drive.google.com/drive/folders/0B8z4Cy1zaGU1R0ZMSlhlUnBobFk?resourcekey=0-yi7IV9orQs1I4Ms5JKcpxg&usp=sharing


[[Image:DVVworld6.png|Frame|thumb|300x300px|The world of Disney Villains Victorious]]
TV Tropes page: http://tvtropes.org/pmwiki/pmwiki.php/TabletopGame/DisneyVillainsVictorious
 
Discord Server [Game development and online campaigns can be found here]: https://discord.gg/sDANQ5x
 
[[Image:DVVworld7.png|Frame|thumb|300x300px|The world of Disney Villains Victorious]]


== The Kings of Evil==
== The Kings of Evil==


Stats for these characters and others can be found on the [[Disney Villains Victorious Kings and Villains]] page.


'''The Sorcerer Kings'''
'''The Sorcerer Kings'''
Line 34: Line 40:
*Imperial President Lyle Tiberius Rourke of the Imperial Republic of Atlantis
*Imperial President Lyle Tiberius Rourke of the Imperial Republic of Atlantis
*Alameda Slim, Sheriff of the Old West
*Alameda Slim, Sheriff of the Old West
*McLeah, Clayton and Gaston of the Elite Global Huntsman Club
*Charles Muntz, Percival McLeach, William Clayton, Gaston LeGume, Amos Slade, Buldeo and King Fergus of the Elite Global Huntsman Club
*Chairman Cutler Beckett of the East India Trading Co.
*Chairman Cutler Beckett of the East India Trading Co.
*General Santa Anna of the Empire of Mexico
*The Kingdom of Fang of Kumandra




Line 42: Line 50:
*Hades of Olympia
*Hades of Olympia
*Ursula of All-Oceans
*Ursula of All-Oceans
*Chernobog the God of Night, Lord of Bald Mountain
*Chernabog the God of Night, Lord of Bald Mountain
*The Spirit Realm
*The Spirit Realm
*Master Gracey of Gracey Manor
*Oogie Boogie of Oogie Town
*Te Ka of the Ring of Fire




Line 55: Line 66:
*Mor'du of the Land of the Bear
*Mor'du of the Land of the Bear
*King Ratigan of the Under-Empire
*King Ratigan of the Under-Empire
 
*King Leonidas of the Island of Naboombu


== System Mechanics:==
== System Mechanics:==
Line 70: Line 81:
The Target Number for something a Player Character would consider to be the STUFF OF LEGENDS is 45.
The Target Number for something a Player Character would consider to be the STUFF OF LEGENDS is 45.


'''In the case of a tie between two Rolls, the highest roll is the one with the highest bonus. If it's still a tie, flip a coin to determine which roll should be considered the highest'''.
'''In the case of a tie between two Rolls, player characters win. In conflicts between players, the highest roll is the one with the highest bonus. If it's still a tie, flip a coin to determine which roll should be considered the highest'''.


== Combat ==
== Combat ==
To attack someone, you roll 3d6 + Attribute + Skill. Any combination of Attribute + Skill you can conceivably use to hurt someone, to break his will to fight or to make him reconsider his life are acceptable attacks. Anything you can convince your DM of can be an attack. However the most commonly used attacks are:
* Robustness + Brawl or Melee for a close-range physical attack based on raw power
* Agility + Brawl or Melee for a physical attack based on finesse
* Agility + Ranged for a ranged projectile like a bow, gun or sling
* Charm + Persuasion, Deceit, or Intimidation for social strikes relying on force of personality
* Robustness + Intimidate for social strikes relying on terrifying physical threats
To avoid an attack, you roll 3d6 + Attribute + Skill. Which Attribute and which Skill depends on how you are being attacked:
Robustness or Agility + Prevent Harm to avoid physical attacks
Sensibility + Endure to avoid social attacks
Some special attacks might allow, or even require, you to use alternate rolls. For example, an enemy who has strange mental powers that attack the mind directly might require you to make an Intelligence + Endure roll to avoid being hurt.
A trait (see the Traits section) can also be used to always roll using a specific unusual combination when attacking or defending. For example:
* Semi-Phenomenal, Nearly Cosmic: This character has some form of magic missile, fire burst, or other supernatural attack form. They may roll Charm + Occult to attack physically with magic.
* How Illogical: You’re very skilled at using logic and reasoning to big brain your way out of all the mean words other people use to describe you. You may substitute your Sensibility with Intelligence when rolling Endure.
* Artful Dodger: Your fancy footwork for dancing and tumbling can be very useful to dodge getting hit. You may roll Substitute your Prevent Harm skill rank with Agility.
Most enemies attack and defend the same way players do. If the roll of the attacker beats the roll of the defender, the attacker deals one Strike to the defender. If the margin of success of the attacker is 10 or more, he deals two Strikes instead. 20, three Strikes instead, and so on. Ties go to heroes.
A hero taking a Strike but not being Defeated is an abstraction. The arrow just grazed you, the sword left you with only a flesh wound, your fall was broken by a soft landing spot, the social pressure wasn't enough to completely break you, you shake off your enemy's lies after a moment. After a character takes a Strike, if he’s not down already, he’s going to carry that Strike around. He should write down on his sheet whether this Strike was Physical or Mental, so he doesn't forget.
If he takes a Strike and has no Strikes remaining, the defender is Defeated. Defeat can mean many things depending on how one is defeated, as well as the tone the DM is going for. Defeat might mean being knocked out, captured, brought to tears, intimidated into submission, tricked into giving up, or even killed! Defeat is always serious, and should result in that character being taken out of the action for at least the rest of the Scene, possibly longer. It can be necessary to complete some major task after being Defeated, like escaping from a prison cell if captured or going on a vision quest to break through a long held fear or delusion after an enemy takes advantage of it.
Player Characters and serious enemies don’t go down after the first Strike. Most players have 3 Strikes they can take before they reach 0 Strikes. Any Strike taken after that finally Defeats them.
The Strikes a character is carrying are returned to full health at DM’s discretion. Typically Strikes should return either at the start of each session or whenever characters get a full night’s sleep, whichever the DM prefers.
Strikes can also be removed by healing (see the healing section) or by fulfilling a Drive (see the Drives section).
'''Healing'''
When players take Strikes, those strikes remain until the DM restores them (usually in the morning or at the start of a session) or until they are Defeated. If you are facing multiple enemies in the same day, this can be a problem! Thankfully, Strikes can be healed.
To heal a strike, you must be outside of any encounters and otherwise have no time pressure- there can be no enemies around to get in the way, or pressing tasks that prevent you from performing a thorough medical treatment. Then, one party member must perform a Skill Test. If the Strike you wish to restore was lost by a physical attack, the party member must test Science against a TN of 25. If the lost strike was mental, they must roll Persuasion instead. If they roll higher than the TN, they restore one Strike to the target and may roll again to heal more Strikes. If they fail, they do not restore a Strike and may not attempt any more healing on that character until the next time that the DM restores Strikes to the entire party.
If you want to be able to heal during combat, you should consider taking a trait or a power (see Traits and Powers) to be able to do so. A simple example trait you could use would be:
Battle Medic: You’re trained in healing under pressure. You may roll Science to heal Physical Strikes during combat. Each Strike you heal costs one action, and unlike out of combat healing you may try again if you fail.
'''Special Skills in Combat'''


To attack someone you roll 3d6 + Attribute + Skill.<br/>
Some skills can be used in combat in unique and special ways.  
Attribute and Skill can be Robustness and Melee, Agility and Ranged, Charm and Deceit, Sensibility and Persuasion, or any other combination you can conceivably use to hurt someone, to break his will to fight or to make him reconsider his life.<br/>
To avoid an attack you roll 3d6 + Attribute + Skill.<br/>
Which Attribute and which Skill depends on how you are being attacked: Robustness or Agility + Prevent Harm to avoid physical attacks, Charisma + Endure to avoid social pressure, Sensibility + Endure to avoid being hurt by your opponent's lies, Intelligence + Endure to avoid being hurt by mind attacks. And so on.<br/>
Serious enemies do the same, while simple mooks, instead of rolling, just add 3 to their Attribute and Skill.<br/>
If the roll of the aggressor beats the roll of the defender, the aggressor deals one Strike to the Defender. If the margin of success of the aggressor is 10 or more, he deals two Strikes instead. 20, three Strikes instead. And so on.<br/>
If he takes a Strike and has no Strikes remaining, the Defender is defeated. Whether this means killed, knocked out, brought to tears, intimidated into submission or made to doubt his loyalties and leave the battle is up to the combination of Attribute and Skills used by the aggressor.<br/>
Player Characters and serious enemies don’t go down after the first Strike: they can take more than one. Player Characters can take 3 Strikes without going down. Any Strike after that finally takes them out.<br/>
Resisting the Strikes is, of course, an abstraction: the arrow just grazed you, the sword left you with only a flesh wound, your fall was broken by a soft landing spot, the social pressure wasn't enough to completely break you, your enemy's lies didn't manage to make you truly doubt yourself.<br/>
After a character takes a Strike, if he’s not down already, he’s going to carry that Strike around. He should write down on his sheet whether this Strike was Physical or Mental, so he doesn't forget.<br/>
The Strikes a character is carrying are erased from his sheet each morning. Physical Strikes can also be removed by using Science while resting, the same way mental Strikes can be removed by using Science (again), Persuasion or Deceit while resting.<br/>
A character can lose a Strike by fulfilling one of his Ideals or by doing something extremely cool that relates to his identity as a character.<br/>


== Speed ==
Legerdemain
A character may test Legerdemain against an enemy’s Agility + Prevent Harm or Acrobatics (their choice) to try and steal an item (see the Equipment section for more on items). An item which is Stolen stops providing any bonus to the hero it was stolen from until the end of the Scene. (While Players might get to hang on to things they stole from NPCs, DMs should generally not separate players from their equipment for more than a scene. Losing the items you paid points for with no clear way to get them back is not fun.) Narratively, the stealer now has the item, and while they usually will not gain whatever bonus that item provided the DM might award them some benefits if it makes sense in the story (If a wizard steals a magical staff, the DM might allow them to make an Occult check to try and use its power once or twice). If a player wishes to keep an item they steal, they should pay the necessary number of EP points to purchase it as if they were buying the item normally (see the Equipment section for more on EP). 


A normal human has a Speed equal to his Robustness + his Agility.This Speed shows how many meters he can normally cover in one Turn.<br/>
Legerdemain rolls made to steal a Lesser or Greater Artifact (any item with a bonus of +4 or higher) have a -5 to the roll. Exalted Artifacts cannot be stolen unless stated otherwise.


During his turn, a character can spend one of his Moves to double his Speed. He can also spend two Moves to quadruple his Speed.


Stealth
A player that starts a combat in stealth or makes a successful stealth check in combat (opposed by the enemy’s Sensibility + Insight) is hidden from the enemy. The enemy is still aware your character is nearby; they simply do not know where, and thus cannot deliberately target you until they succeed on their Insight check to notice you. (Some Powers or other special rules might cause you to be caught in a blast or area of effect, not to mention social strikes still working just fine). In addition, a DM might rule that attacking from stealth might provide a situational bonus to a sneak attack, especially if you have taken a Trait or Power for such an occasion.


== Rounds and Turns ==
If facing multiple foes, roll against the one with the highest Sense + Insight when sneaking.


Rounds last 10 seconds. During each Round every character involved in the action gets one Turn.<br/>


During each Turn, a character can cover a distance equals to his Speed. He also gets 2 Moves.<br/>
'''Status Effects'''


Each Move can be spent to do stuff. As a general rule, any action that requires an active Roll also takes up a Move.<br/>
Some Traits and Powers may inflict their target with a Status Effect. A status effect causes some long-term change in the way a character works. Generally, status effects last until the end of a Scene and then end, unless otherwise stated. Status Effects do not stack unless otherwise stated; the most serious negative status effect and most beneficial positive status effect (up to DM) are the only two that apply at once. Any other Effects do not work until the more serious effects stop. Some example Status Effects are:
Each Move can be spent to double the character Speed for that turn.<br/>


Burning: This character is on fire. Which is bad, usually. At the end of their turn, this character must test Prevent Harm at TN 30, or take one physical Strike. A player stops burning once they succeed on this check at least once, or when they find another way to extinguish the flames (leaping into water, for example).


== Initiative ==
Snared: This character has been tied up, grappled tight, or otherwise had their movement restricted in some way. Unless they are freed or break out, they cannot move or do actions that would require them moving about. The how of escaping depends on how exactly they were snared.


To decide which character involved in the action gets to act first, everyone rolls 3d6 + Initiative.
Hurt: This character has been wounded, whether with an arrow in the shoulder or with a piercing argument that sends them into deep anxiety and confusion. Reduce this character’s maximum Strike count by 1. Unlike most Status Effects, Hurt lasts past a Scene. Unless someone performs a TN 30 Science check (for physical Hurts) or Persuasion (for social Hurts), Hurt remains until the DM restores the party’s Strikes. More powerful versions of this effect might even last past when the party normally regains their Strikes; for example a cursed wound.
The Initiative of each character is equal to his Agility. Initiative gets its own spot on the character sheet, since it could be individually raised by Traits or Powers.<br/>


The character with the highest Initiative roll takes his Turn first. Everyone else goes after him, moving down from the second highest Initiative roll to the lowest Initiative roll.
Stunned: This character has been discombobulated, usually by electricity, blunt force, or an unfathomable display of skill (or lack thereof). Stunned characters lose 1 action from the number of actions they normally possess. Stunning only affects a character’s current turn and does not last in any capacity, meaning on their next turn they have to be Stunned again.


== Attributes ==
These are not the only Status Effects that a trait or power could cause. Status Effects are explained in the text of the ability that grants them. The text of a specific trait or power in a statblock always supersedes any other example of that status. For example, a villain might have a power that forces players to make a TN 35 test when burning, instead of the above 30. Players are allowed and encouraged to submit their own status effects to the DM for use in traits and powers as well!


Every character has the same 5 Attributes:
Note these status effects are a work in progress, so feel free to make suggestions!


'''Robustness''': How physically BIG you are. Not in the size sense, but in the ripped, tough or muscley sense.<br/>
'''Agility''': How coordinated and dexterous you are. Also how steady your hands are, if it comes down to that.<br/>
'''Intelligence''': How smart you are, how well you can recover information from memory and how quick your are when doing calculations.<br/>
'''Sensibility''': How perceptive, intuitive and shrewd you are. It's really a measure of how much attention you pay to the world around you.<br/>
'''Charm''': How charming you are. How strong your force of personality is. How much people like you. This is of course disconnected from your looks, but not ''really''. <br/>


An average Non Player Character has a 7 in every Attribute, with 4 being the crippling human minimum and 12 being the amazing human maximum. High Tier characters can go even higher than that.
== Speed ==


Players Character begin with a 6 in every Attribute and have 10 points to spread around. Until they reach a new Tier, the highest they can get in an Attribute is 12.
A normal human has a Speed equal to his Robustness + Agility.This Speed shows how many meters he can normally cover in one Turn. During his turn, a character can spend one of his Actions to double his Speed. He can also spend two Moves to quadruple his Speed.


== Will ==


Each Player Character has 3 Will Points. He can spend these points whenever he wants.<br/>
== Initiative, Turns and Actions ==


By spending one Will Point, a character can:<br/>
Initiative is broken up between Hero Turns and Villain Turns. Who goes first is generally determined by who started the combat or by DM discretion based upon the current narrative. If the Villains have caught the heroes in a trap or by surprise, villains should go first. If the heroes have snuck up on an unprepared villain, or even just busted through the wall by accident and left the villains stunned, the Heroes should go first. On Hero Turns all players and NPCs aligned with the Players act, choosing between themselves who goes when. The DM chooses which Villains go first and last on Villain turns.  
    Grants himself a +2 bonus to a roll he’s about to make<br/>
    Reroll a roll he just made.<br/>
    Stop being affected by a magic effect that’s affecting him.<br/>
    Add details or make minor changes to the scene that would help him out.<br/>
A character gets back his Will Points each morning.<br/>
A character can also get one Will Point back by fulfilling one of his Ideals or by doing something extremely cool that relates to his identity as a character.


== Species ==
If there is no clear choice for who gets to go first, Heroes go first. 


The average character is a Human. Human Player Characters can never go lower than 6 or higher than 12 in their Attributes, unless they move up a Tier. Humans Players Characters begin the game with three Traits, instead of the one or two Traits other species get.<br/>
Each cycle of Hero/Villain Turns is a single Round and generally represents 10 seconds of action, though if it becomes important a DM might rule that a Round lasts for more or less time.


A Beast (http://pastebin.com/ZNVPBJWj) Player Character gets various bonuses and special powers, but he also begins the game with only one Trait of his choice. Thanks to the bonuses and penalties of his species, a Beast Player Character can go lower than 6 and higher than 12 in his Attributes.<br/>
An individual Player's part of a Round is called a Turn. On their turn, a character can move up to their Speed freely throughout their turn, using any amount of it at any point between actions until they run out. They may also take 2 Actions.  


Actions represent all the different things players may do in a game of DVV to affect the world. Actions can be used to:


== Basic Roles ==
* Make an attack
* Make a skill check that is not an attack
* Perform some other action that would take a moment of time, such as pulling a specific item out of a large backpack or picking up a pile of loose papers


Each Player Character belongs to one of the five Basic Roles. The Basic Roles, one for each Attribute, are very general concepts, easily customizable thanks to Traits, Powers and choice of Skills.<br/>
Actions may also be spent on other things. For example, some Powers (see the Powers section) may require you to spend an action to use them.  
Strong Guy:<br/>
He gets a rank in Athletic and a rank in Prevent Harm.<br/>
Having HUGE GUTS and an even bigger heart, he can safely take 4 Strikes instead of 3.<br/>
He rolls 4d6 and drops the lowest die every time he rolls on ROBUSTNESS!.<br/>
He gets a Power of his choice taken from the Strong Guy’s list.<br/>
With his character growth he gets new Powers.<br/>


Nimble Guy:<br/>
You can choose to Move and take Actions in any order on your turn, including splitting up your movement before and after your Actions. You can also spend Actions to increase your movement Speed. One spent action doubles your speed for your current Turn, while spending all of your actions (usually 2) quadruples it.  
He gets a rank in Acrobatics and a rank in Prevent Harm.<br/>
Being way faster than normal, he gets a +5 bonus to his Speed and ignores the speed penalties you normally get when climbing or moving furtively.<br/>
He rolls 4d6 and drops the lowest die every time he rolls on Agility.<br/>
He gets a Power of his choice taken from the Nimble Guy’s list.<br/>
With his character growth he gets new Powers.<br/>


Smart Guy:<br/>
Most Skill Tests should take an action in combat, but rarely a DM may rule that a specific Skill Test is fast or minor enough that it does not require spending an action. Tests that a DM asks for (for example ‘make an Insight check to see if you notice an enemy preparing a special attack’, or ‘make an Academics check to see if you recognize the famous foe you are fighting’) should usually not cost an action.
He gets a rank in Academic, Science, Mechanic or Occult.<br/>
Having always one more trick up his sleeves, he gets 4 Will Points instead of 3.<br/>
He rolls 4d6 and drops the lowest die every time he rolls on Intelligence.<br/>
He gets a Power of his choice taken from the Smart Guy’s list.<br/>
With his character growth he gets new Powers.<br/>


Sensible Guy:<br/>
Some Skill Tests or other ‘actions’ may cost more than one Action, if they are particularly involved or take a lot of time; these are called ‘Multi-actions’. For example, trying to pick a lock in the middle of combat would likely take more than one action. DMs decide how many Actions any given test takes.  
He gets a rank in Insight.<br/>
Knowing very well both himself and the people around him, he never gets Strikes from illusions or from the Skill Deceit.<br/>
He rolls 4d6 and drops the lowest die every time he rolls on Sensibility.<br/>
He gets a Power of his choice taken from the Sensible Guy’s list.<br/>
With his character growth he gets new Powers.<br/>


Charming Guy:<br/>
While ‘Actions’ still exist outside of Combat, there is no need to track turns or the actions within them. Since no one is engaged in a pitched conflict, it's not important who gets to ‘go first’.  
He gets a rank in Deceit, Music or Persuasion.<br/>
Being a fast talker and a fast singer, he gets one extra Move each turn that he can use to roll on Deceit, Music or Persuasion, but only against Mooks.<br/>
He rolls 4d6 and drops the lowest die every time he rolls on Charm.<br/>
He gets a Power of his choice taken from the Charming Guy’s list.<br/>
With his character growth he gets new Powers.<br/>


== Skills ==


Every character has the same 22 Skills.
== Will ==


Untrained Skills are equal to 0.
* Each Player Character has 3 Will Points. They can spend these points whenever they want.  
The first time you put a point in a Skill, that Skill goes up to 3.
* By spending one Will Point, a character can:
Every point you spend on that Skill after the first only raises it by one.
* Grant themselves a +3 bonus to a roll they are about to make. This counts as a Power for the purpose of stacking bonuses.  
So, from 0 to 3, from 3 to 4, from 4 to 5 and from 5 to 6. While normal humans can't get past 6 in a Skill, High Tier Characters can go even higher than that.
* Reroll a roll they just made. If they do so, they must take the second roll.  
An average guy has a 3 in all those Skills that most relate to his identity.
* Reroll against a persistent effect that they have failed to overcome, such as a Status Effect.
* Add details or make minor changes to the Scene that would help them out. Changes must make sense or be plausible. For example, you could spend a will point to declare that this ballroom has a massive chandelier just perfect for swinging off or, or decide that this kitchen has some spicy peppers in it. An example of an unacceptable Scene change would be ‘there is a giant trapdoor in this normal farmhouse directly below our enemy’s feet’ or ‘the vital magic item everyone is looking for has been in my pocket the whole time’.  


Player Characters begin the game with 0 in every Skill and have 10 points to spread around. Until they reach a new Tier, the highest they can get in a Skill is 6.
A character gets back his Will Points at the same time the DM chooses to restore Strikes, usually either at the start of a session or when you wake up from a full night’s sleep. A character can also get one Will Point back by fulfilling one of his Drives or by doing something extremely cool that relates to his identity as a character.


*Acrobatics: Covers Jumping, balancing on things, climbing up things, and gymnastics.
*Athletics: Involves running long distances, climbing for long periods of time, and more running.
*Melee: Covers the usage of all melee weapons, one and two handed but not unarmed.
*Ranged: covers the use of all ranged weapons. If you aren't familiar with a particular ranged weapon (Say, from the Fae Lands using a gun) it takes a day of practice (or an hour of practice with a skilled instructor) to use the weapon properly. (you can use it improperly at -4)
*Brawl: Covers the use of fighting with unarmed combat or natural weapons in the case of beasts.
*Prevent Harm: Used to avoid taking a Strike from a physical source. This could involve just taking the hit and ignoring it or blocking it (Robustness), or dodging it and avoiding being struck (Agility)
*Endure: Used to avoid taking a Strike from a mental, spiritual, or social attack, usually using Sensibility or Intelligence. Also used to avoid taking Strikes from poison, dehydration, heat, sunlight, or other attacks that just can't be dodged/avoided using Robustness)
*Stealth: Covers hiding from people and moving around without being detected. What did you think 'stealth' was?
*Legerdemain: covers sleight-of-hand, minor 'magic' tricks, and escaping bonds/squeezing through spaces.
*Deceit: Used to Strike at an enemy in a Social manner. Also used to convince somebody of something that you think is not true -- or to use a disguise.
*Persuasion: Used to Strike at an enemy in a Social manner. Also used to convince somebody of your point of view, or get them to otherwise agree with you.
*Intimidate: Used to Strike at an enemy in a Social manner. Also used to force someone to agree with you/submit to your will.
*Academics: Used to remember or call up knowledge from the humanities or non-science inhumanities.
*Science : Used to remember or call up knowledge from the Sciences or used as Medicine against TN20 to remove a Strike from a resting ally in five minutes. For social strikes, consider this giving them some "happy pills" and calming them down or something.
*Occult: Used to remember or call up knowledge about magic, magicians, and unnatural beasts like dragons, orcs, Cauldronborn, etc.
*Mechanics: Used to repair mechanical devices (but not Atlantean devices), disable mechanical devices in a more complex way than smashing them, pick locks, and work with clockwork.
*Linguistics: Used to decipher ancient hieroglyphics or to crack a code/speak in code. First time you take Linguistics you learn 3 new Languages. Every time you take Linguistics after the first you learn 1 new Language. This includes speaking "(animal group, like Mammals, Lizards, Birds, etc) and speaking "human" for animals, which could be a language but is more often somehow magically communicating regardless of language.
*Travel: Covers riding animals, traveling large distances (finding shelter, food, etc), finding your way, and not getting lost without a map/compass combo.
*Driving: covers water, ground, and air vehicles that you are familiar with. If you've never driven a vehicle, you can't drive one without either an hour of instruction or a day of practice. If you've never driven this kind of vehicle in particular before, you need eight hours to get used to this kind of vehicle to do anything stupid. Driving doesn't cover getting to a workly commute or something, it covers stunt driving or trying to escape fast.
*Insight: Roll to detect someone Deceiving you, to find out someone's emotional state if they're trying to hide it, to spot things, to help search for things, to hear things, etc etc etc. It's a wide range of finding and perceiving.
*Music: Used to play music. This can be used to grant increasing bonuses to a roll of another character that can hear you and sing/play along with you. TN20 grants +3, TN25 grants +4, and TN30 grants +5 to a roll.
*Craft: Used to make things. What did you think it was? You should have the tools and material on your hands, but time and difficulty are largely set by the GM.


MUSIC
== Attributes ==
Using your Move to roll on Music allows you to empower your allies.
When you start your musical number you can choose either one Skill, or Attacks in general. If your roll reaches Target Number 20, you grant everyone in your party a +3 bonus to that Skills or to every Attack they make. For every 5 points over TN 20, this bonus increases by 1. This bonus lasts until the beginning of your next Turn.


== Traits ==
Every character has the same 5 Attributes.


Traits are particular bonuses, abilities and specializations that make each character a little bit more special and unique. Regardless of their Basic Role, characters can use their Traits to further customize themselves.
'''Robustness:''' How physically BIG you are. Not in the size sense, but in the ripped, tough or muscular sense. Gaston has high Robustness.
'''Agility:''' How coordinated and dexterous you are. Also how steady your hands are, if it comes down to that. Abu the monkey has high Agility.
'''Intelligence:''' How smart you are, how well you can recover information from memory and how quick you are when doing calculations. Milo Thatch is very Intelligent.
'''Sensibility:''' How perceptive, intuitive and shrewd you are, both in seeing the world around you and understanding others. Mama Odie has high Sensibility.
'''Charm:''' How charming and charismatic you are, how strong your force of personality is, and how much people like you. A Charming character does not need to be physically attractive, though they could be. Cinderella is quite Charming, but then so is Grunkle Stan if he feels like it.


Every Player Character that picked Human as a Species begins the game with 3 Traits. Beasts get to choose only one Trait, since they already have natural Traits of their own.
All Players begin with 6 in each Attribute, with a 7 being the general ‘average’ that would be applied to an average person or non-unique NPC. Anything below 6 is considered particularly bad with 4 being the crippling minimum. 12 is the maximum for a ‘Zero’ Tier character. However, this is raised as a character progresses into higher Tiers.  
During the game, Players Characters can spend Lessons to buy more Traits.


If possible, every Trait should be a Disney reference or at least a pop culture reference of some kind.<br/>
Each character begins with 10 Attribute points used to raise their Attributes, and can spend them however they like. For example you could raise every attribute to 8, or raise both Intelligence and Charm to 11 and leave all other attributes at 6.  
Usually, a Trait should give a +2, +3 o +4 bonus to certain specific applications of 3, 2 or 1 Skills. The more specific these applications are, the bigger is the bonus granted or the number of Skills it applies to.<br/>


For example, the trait:<br/>
You can also choose to reduce an Attribute below 6. This does not provide more attribute points to spend elsewhere. Instead, for every point below 6 you drop an attribute, you gain one additional Skill point to spend in the Skills section. The minimum an Attribute can be reduced to is 4.


'''This Man is Obviously a Charlatan - You gain a +2 on Insight checks against people who are obviously villains.'''<br/>


could be changed to give a +3 bonus if the condition was: '''"against people who are obviously villains and that you already saw hurting somebody"'''. Instead of making the bonus bigger, thise same very specific condition could extended the +2 bonus to Prevent Harm.
== Species ==


As a general rule, Traits shouldn't apply to every possible use of a roll: you don't want them to become the absolute best choice for every character who likes using that Skill. Also, Traits should never give bonuses to the Attributes.<br/>
All player characters, no matter what species they are, operate under the same character creation rules listed in this document. While Non-Human characters operate under these same rules, a number of traits built to emulate the abilities of specific animals, magical beings or other creatures featured in Disney media have been created and can be found at [https://docs.google.com/document/d/1kZpfnFyfmFCNkqwJmsr_t6bSkAcD0FjT1SUKUExiKm8/edit?usp=sharing here] Players do not need to take these traits to be of the listed species, they simply serve to help those who might have trouble trying to emulate certain abilities.


== Powers ==


Players Characters begin the game with one Power they chose from their Basic Role’s list. During the game they get more Powers out of the same list.
== Basic Roles ==
Players Characters also begin the game with one extra Power. This Power can come from their Role's List or from the Generic Powers List.


Powers are large and usually temporary bonuses that the system gives to Player Characters and Villains, plus some other important characters.<br/>
Each Player Character belongs to one of the five Basic Roles. The Basic Roles, one for each Attribute, are very general concepts, easily customizable thanks to Traits, Powers and choice of Skills.


Strong Guy:
* He gets a rank in Athletic or a rank in Prevent Harm.
* Having HUGE GUTS and an even bigger heart, he can safely take 4 Strikes instead of 3.
* He rolls 4d6 and drops the lowest die every time he rolls on ROBUSTNESS!
* He gets a Power of his choice taken from the Strong Guy’s list.


As a general rule, the character should spend a Will point to activate one of his powers, but some powers, like<br/>
Agile Guy:
* He gets a rank in Acrobatics or a rank in Prevent Harm.
* Being way faster than normal, he gets a +5 bonus to his Speed and ignores the speed penalties you normally get when climbing or moving in stealth.
* He rolls 4d6 and drops the lowest die every time he rolls on Agility.
* He gets a Power of his choice taken from the Agile Guy’s list.


'''Ride'm! - You can ride any animal large enough to carry your weight as if it was an animal trained for the purposes of Travel.<br/>
Smart Guy:
* He gets a rank in Academic, Science, Mechanic or Occult.
* Having always one more trick up his sleeves, he gets 4 Will Points instead of 3.
* He rolls 4d6 and drops the lowest die every time he rolls on Intelligence.
* He gets a Power of his choice taken from the Smart Guy’s list.


are entirely passive.'''
Sensible Guy:
* He gets a rank in Insight or Endure.
* Once per turn, a Sensible Guy can choose to defend against a social strike in place of an ally who otherwise would have taken it. This counts as shifting the attack from the original target to the Sensible character. Ven, don’t be fooled!
* He rolls 4d6 and drops the lowest die every time he rolls on Sensibility.
* He gets a Power of his choice taken from the Sensible Guy’s list.


Charming Guy:
* He gets a rank in Deceit, Music or Persuasion.
* Being a fast talker and a fast singer, he gets one extra Move each turn that he can use to roll on Deceit, Music, Intimidate, or Persuasion, but only against Mooks.
* He rolls 4d6 and drops the lowest die every time he rolls on Charm.
* He gets a Power of his choice taken from the Charming Guy’s list.


Powers should provide big bonuses to Skills or create meaningful, flashy effects. However, a Power should never guarantee a success unless it is a Villain power, in which case go ahead, they're supposed to win.


== Skills ==


An example of a solid (if bland) Power would be <br/>
Every character has the same 22 Skills.


'''Force Of Will - You can spend a Will point to gain a + 10 to Endure for the next minute.'''
Untrained Skills are equal to 0. The first time you put a point in a Skill, that Skill goes up to 3. Every point you spend on that Skill after the first only raises it by one. So, from 0 to 3, from 3 to 4, from 4 to 5 and from 5 to 6. While normal humans can't get past 6 in a Skill, High Tier Characters can go even higher than that. An average guy has a 3 in all those Skills that most relate to his identity.
<br/>
Player Characters begin the game with 0 in every Skill and have 10 points to spread around. Until they reach a new Tier, the highest they can get in a Skill is 6. If a skill you need for your campaign (say, Profession: Agricultural Engineer) is not already in the game, you may add it as a custom Skill as long as it doesn’t override an already existing skill.


<br/>
*Academics: Remembering or calling up knowledge from the humanities or non-science inhumanities.
The following Powers are exclusive to each Class, and can be picked up by any character of that class. The Powers each Players Character gets from his basic Role come from this Lists.<br/>
*Acrobatics: Jumping, balancing on things, climbing up things, and gymnastics.
*Athletics: Running long distances, climbing for long periods of time, and more running.
*Brawl: Martial arts and all forms of unarmed combat. In the case of beasts, it also includes natural weapons. This is rolled against someone else’s Prevent Harm.
*Craft: Used to create things. You should have the tools and material on your hands, but time and difficulty are largely set by the GM. Traits involving Crafts can involve a crafting specification, such as Craft: Clocks or Craft: Marionettes.
*Deceit: Used to Strike at an enemy in a Social manner, or convince somebody of a lie or falsehood. Deceit is also used for creating or maintaining disguises. This is rolled against someone else’s Endure.
*Driving: Piloting any water, ground, and air vehicles that you are familiar with. If you've never driven a vehicle, you can't drive one without either an hour of instruction or a day of practice. If you've never driven a specific kind of vehicle in particular before, you need eight hours to get used to this kind of vehicle before you do anything stupid. Driving doesn't cover regular, ''boring'' driving - it covers stunt driving or trying to escape fast. In the case of travelling long distances, Drive may be used in the place of Travel if you are driving to reach your destination.
*Endure: Avoiding to take a Strike from any mental, spiritual, or social attack. Usually, you would avoid them using Sensibility or Intelligence. It is also used to avoid taking Strikes from poison, dehydration, heat, sunlight, or other attacks that cannot be avoided with Prevent Harm.
*Insight:Detecting someone trying to deceive you, judge someone's emotional state if they're trying to hide it, spot things, search for things, or hear things. It's a wide range of finding and perceiving. Always rolled with Sensitivity.
*Intimidate: Striking at an enemy in a Social manner. Also used to coerce someone to agree with you or submit to your will. This is rolled against someone else’s Endure.
*Legerdemain: Sleight-of-hand, minor 'magic' tricks, and escaping bonds/squeezing through spaces. For thieving characters, it also covers larceny.
*Linguistics: Decipher ancient languages, crack a code, or speak in code. You know a number of languages (other than your own) equal to your level in Linguistics. This includes speaking ‘animal’ (Organized by group, such as Mammals, Lizards, or Birds) and speaking ‘human’ for animals. Beasts speaking ‘human’ could be speaking a language, but is more often somehow magically communicating. Unless otherwise stated by your Game Master, all humans speak English.
*Mechanics: Repair mechanical devices, or disable them in a more complex way than smashing them. The Mechanics skill is also used to pick locks or handle clockwork. As Atlantean tech is state of the art in ''Disney Villains Victorious'', special training (or at least extreme familiarity) is required to safely work with it.
*Melee: Usage of all melee weapons (one and two handed), but not unarmed combat. This is always rolled against someone else’s Prevent Harm.
*Music: Playing music, which can be used once per scene to grant a bonus to the roll of another character that can hear you or sing along with you. When you start your musical number, choose either a specific skill or your party in a fight. If your roll reaches Target Number 20, you grant everyone in your party a +3 bonus to that Skill or to every attack your group makes. For every 5 points over TN 20, this bonus increases by 1. TN20 grants +3, TN25 grants +4, TN30 grants +5 and such forth. This bonus lasts until the beginning of your next Turn.
*Occult: Remembering or calling up knowledge about magic, magicians, and supernatural creatures. In some cases, Occult can be used to perform acts of magic.
*Persuasion: Striking at an enemy in a Social manner. Also used to convince somebody of your point of view or get them to otherwise agree with you. This is rolled against someone else’s Endure.
*Prevent Harm: Avoid taking a Strike from a physical source. This could involve taking the hit and toughing it out with Robustness, or dodging the hit and avoiding it entirely with Agility.
*Ranged: Using any and all ranged weapons. If you aren't familiar with a particular ranged weapon, it takes a day of practice (or an hour of training with a skilled instructor) to use the weapon properly. You can use the weapon without training at a -4 penalty. This is rolled against someone else’s Prevent Harm.
*Science: Remembering or calling up knowledge from the sciences or scientific humanities. Science can also be tested against TN20 to remove a Strike from a resting ally in the span of five minutes. For social Strikes, consider this giving them some ‘happy pills’ and calming them down with a pep talk or something.
*Stealth: Hiding from people and moving around without being detected. What did you think 'stealth' was? This is always rolled against someone else’s Insight.
*Travel: Riding animals, traveling large distances, finding your way, and not getting lost without navigational tools. The general survival skill.


Role Powers:<br/>
== Traits ==


Strong Guy:<br/>
Traits are particular bonuses, abilities and specializations that make each character a little bit more special and unique. Regardless of their Basic Role, characters can use their Traits to further customize themselves.
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/>
Every Player Character that picked Human as a Species begins the game with 3 Traits. Beasts get to choose only one Trait, since they already have natural Traits of their own. During the game, Players Characters can spend Lessons to buy more Traits. If possible, every Trait should be a Disney reference or at least a pop culture reference of some kind.
Clank Clank Clank: While wearing heavy armor, you may spend a will point. Double your speed for the next three turns, and gain +3 to Melee rolls made in this time.<br/>
Usually, a Trait should give a +1, +2 or +3 bonus to certain specific applications of 3, 2 or 1 Skills. The more specific these applications are, the bigger is the bonus granted or the number of Skills it applies to. For example, the Trait-
Test your might: Spend a Will Point to challenge an enemy to HONORABLE, SINGLE COMBAT. Neither you nor the target may attack others while in single combat, nor may you be attacked by outside forces. You and your target must close to melee as soon as possible. This effect lasts 3 rounds.<br/>
'''This Man is Obviously a Charlatan: You gain a +2 on Insight checks against people who are obviously villains.'''
-could be changed to give a +3 bonus if the condition was: '''"against people who are obviously villains and that you already saw hurting somebody"'''. Instead of making the bonus bigger, this same very specific condition could extend the +2 bonus to Prevent Harm as well.
As a general rule, Traits shouldn't apply to every possible use of a roll: You don't want them to become the absolute best choice for every character who likes using that Skill. Also, Traits should never give bonuses to Attributes.


Nimble guy:<br/>
Rules on how to create Traits, and a collection of sample traits to use if you don’t want to make your own, can be found [https://docs.google.com/document/d/1wbid4Lz7Rts93FskDmg4_uS7XVaZ14dbqEIIJsBDTA8/edit?usp=sharing here].
Fastest fingers in all the lands: Spend a will point. You gain a +5 bonus to Mechanics, Acrobatics, and Athletics checks for the remainder of the scene.<br/>
An Impressive Performance: Spend a will point. Gain a +5 bonus to Acrobatics or Athletics for the rest of the scene and you may use it in the place of Music. Additionally, your movement speed doubles.<br/>
Draw!: Spend a Will point. You gain an extra action this turn, and gain a +5 bonus to do a trick shot with a gun like shooting the weapon out of someone's hands.<br/>


Smart Guy:<br/>
I Read About That!: Spend a Will point. Gain +3 to the next Academics, Occult, or Science roll you make. Roll twice and take the better result.<br/>
No More Chinese Laundry:  Spend a Will point to assemble an explosive from everyday materials. Must have something on hand that could concievably explode -- can't just magic bombs out of thin air. Coconuts okay. At the end of the round you have at least one pound of highly unstable explosive material that will miraculously not go off in your hands. We'll leave it to you as to what to do with it.<br/>
Work, damn you!: Spend a Will point. For the rest of the scene, you have +5 to Mechanics and +5 to Drive as long as your focus is entirely on the task at hand.<br/>
Sensible Guy:<br/>
Pierce the Truth: Spend a Will point. Grant your allies a +5 bonus to overcome Fear and +5 to recognize Illusions.<br/>
I'm gonna need you to fill these: Spend a will point. Test Science against TN20, if you succeed then one ally has all their strikes healed. You may continue attempting this for three rounds.<br/>
Ever Thought About Unionizing?: Spend a will point to test Persuasion against a group. TN 10+1 for every person in the group. If you succeed, everyone in the group takes a Social strike. Does not work against Villains.<br/>
Charismatic Guy:<br/>
Rock and Roll will Never Die: Spend a will point; Apply Music against Tin-Ear characters with only a -5 in effectiveness!<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/>
How Dashing: Spend a will point; +5 to Deceive and Persuasion as long as you are doing something suitably ridiculous like dancing in front of armed guards.<br/>
<br/>
<br/>
Powers are mostly up to GM discretion, and should really only be balanced against the Powers of the rest of the group.


== Ideals ==
== Powers ==


Ideals are small things that a character would like to do or that would further his line of growth. They don't need to be big and grandiose: they just need to be something a character turly believes in. Fulfilling an Ideal in a meaningful way restores one Strike and one Will Point, plus it gives out one Lesson at the end of the session.<br/>
Powers are large and usually temporary bonuses that the system gives to Player Characters and Villains. Players Characters begin the game with one Power they chose from their Basic Role’s list. During the game, they can get more Powers by trading in Lessons. Players Characters also begin the game with two Powers of their choosing. One Po0wer should come from their Role's List, and the other may come from the general list or be created by themselves.
As a general rule, the character should spend a Will point to activate one of his powers, but some powers, like-
Ride'm!: You can ride any animal large enough to carry your weight as if it was an animal trained for the purposes of Travel.
-are entirely passive.
Powers should provide big bonuses to Skills or create meaningful, flashy effects. However, a Power should never guarantee a success unless it is a Villain power (In which case go ahead, they're supposed to have the advantage).
An example of a solid (if bland) Power would be-
Force Of Will - You can spend a Will Point to gain +3 to your Endure Rolls for the rest of the Scene.


A good example of an Ideal would be:
Rules on how to create Powers, and a collection of sample Powers to use if you don’t want to make your own, can be found [[herehttps://docs.google.com/document/d/1_tU9RtDf4ceFoDgZTypQsjLwTt4l9QnHL2qraGNb7Z0/edit?usp=sharing|here]].


'''Get into trouble''',


which gives the character a reason to do something (probably stupid) and to move the story along. Or, it could be something like:
Role Powers
Every Role has access to a handful of Powers that are stronger than normal Powers. When you first create a character, You may choose one Role Power from your Role’s list or the general Role Power list to take for free, without spending Lessons. When you reach On A Roll and Hero tier, you may purchase one more Power from any Role you have for the cost of a normal Power.  


'''Get Glory''',
The full list of Role Powers you might take can be found [[herehttps://docs.google.com/document/d/1_tU9RtDf4ceFoDgZTypQsjLwTt4l9QnHL2qraGNb7Z0/edit?usp=sharing|here]].


which would result in the player doing things for their own sake. Not particularly heroic, but we're not here to judge.<br/>


Most enemies and other Non Player Characters have Ideals too, but this is more of an aid for the GM than anything else: usually, Non Player Characters don't gain Lessons, don't have Will Points and go down after one Strike, so they can't regain any. Still, very serious villains use these same rules to regain their Will Points and lose their Strikes.
== Music ==
Music is near and dear to the heart of Disney. From animated musicals and silly symphonies to Broadway extravaganzas, it wouldn’t have felt right to do without in DVV. After much trial and tribulation, the result was this: Musical Numbers.  


== Goals ==
Musical Numbers may be triggered by the players at any time. A musical number gives a temporary bonus, often for the rest of the Scene or session. However, once a Musical Number has been triggered, a certain number of Notes are granted to the DM. At any time, the DM may choose to cash in those Notes to perform a Villain Song.


A Goal is something a character knows, deep within his heart, that he must accomplish.<br/>
The Party as a whole cannot use more than 2 Musical Numbers per Session. Unless otherwise stated, a Musical Number can only be declared outside of a combat encounter, similar to the Healing mechanic.  


Goals are one of the main mechanical means of character development: when every Player Character in the party completes his first Goal, every Player Character moves up a Tier, going from Zero to On-a-Roll.
Players are encouraged to RP more fully with Musical Numbers. If someone goes to the trouble of writing out lyrics for all the Musical Numbers taken in a session (usually set to the tune of some other song, unless you happen to be a composer), the DM receives 1 less Note than they would otherwise. If the players actually sing aloud all the Musical Numbers taken in a session, the DM receives 2 less notes instead.  
After that, when every Player Character in the party completes another one of his Goals, every Player Character moves up a Tier, going from On-a-Roll to Hero.<br/>


Goals should be suitably large undertakings, but, at least in the beginning, the Player should avoid having '''"take down (King X)"''' as a Goal, as that is something he probably won't be able to accomplish until his party is well into the Hero Tier. Instead, Players should settle for something more like '''"free your land from Alameda Slim's grip"''', or some other large, difficult but non impossible goal. Of course, Goals don't need to be strictly heroic: they could very well be something like '''"Personally take down a full grown Tyrannosaurus Rex"''', which is a perfectly normal Goal for a hunter character.
The DM may regain Notes they spend in exactly the same way by writing or singing aloud their Villain Songs.  


When a character completes one of his Goals he gets two new Goals in its place. This way, On-a-Roll characters have 4 Goals while Hero Character get 5. The bigger you go, the bigger you dream.
A full list of available music numbers can be found [https://docs.google.com/document/d/16XVV3FW54ycAg6KQcHM4wI0gQr88r-AJMvRXNXf7704/edit?usp=sharing here].  




== Lessons (Experience) ==
== Drives ==


Experience is earned in Lessons.
Each Character has 3 Drives. Drives are ideals, goals, or guiding precepts that inform who your character is, what keeps them going and what pushes them to do what they do.  


You get one Lesson:<br/>
Whenever a character acts in pursuit of one of their Drives in a way that is sub-optimal, they regain a Will Point, a Strike, or one use of some other limited resource at DM discretion. ‘Sub-optimal’ means taking an action that leads to some negative consequence for you, such as a harder fight, a lost reward, or putting yourself in danger, because it is what your character would do. Drives used in this way must be suboptimal for your own character- a Drive that only causes problems for other players is not allowed (and also very not cool!). Each Drive can only be used in this way once per Scene. In addition, if you are in combat, you can only benefit from one Drive per Round. Drives can be simple or complicated, be a code the character lives by or something they desperately want to do. For example:
 every time you fulfill one of your Ideals in a meaningful way;<br/>
 every time you take a meaningful step towards one of your Goals;<br/>
 every time you get out of a dangerous situation.<br/>


You can spend your Lessons:<br/>
A player with the Drive of ‘Get Into Trouble’ might fulfil their drive by getting into a fight with some tough-looking thugs when they could have just walked past them.  
 to get new Skills;<br/>
 to increase Skills you already have;<br/>
 to raise your Attributes or to get new Traits.<br/>
Every time you earn enough Lessons you get a new Class Power for free.<br/>


A player with the Drive ‘Defeat the Horned King’ might fulfill their drive by going back to save someone from his undead monsters, the Cauldron-Born, even at risk to their own life.


How much Lessons you need depends on the learning curve you are playing by:
A player with the Drive ‘Follow the Code of Chivalry’ might fulfil their Drive by allowing a foe to pick up their weapon before attacking, when they could have made a surprise attack.


Fast Progression<br/>
A player with the Drive ‘Be the World’s Greatest Chef’ might fulfil their drive by asking for (mechanically useless) rare spices and ingredients as a reward for some job or task, rather than something more useful.  
 Skill: 2 Lessons; Trait: 4 Lessons; Attribute: 6 Lessons; New Power every 10 Lessons.<br/>


Medium Progression<br/>
Drives can change over time! Any time that your character grows as a person, gains a new goal, or shifts their priorities, you may change your Drives. Generally speaking this should only happen between sessions or at a key point in a major character arc.
 Skill: 2 Lessons; Trait: 5 Lessons; Attribute: 8 Lessons; New Power every 10 Lessons.<br/>


Slow Progression<br/>
 Skill: 2 Lessons; Trait: 6 Lessons; Attribute: 10 Lessons; New Power every 15 Lessons.<br/>


== Tiers ==
== Lessons (Experience) ==


There are 3 Tiers that Player Characters can achieve: Zero, On-a-Roll and hero<br/>
Experience is earned in the form of Lessons.


Zero is the Tier that every Player Character begins the game on. The rules for it are the rules we explained up until now.<br/>
DMs should choose a form of Lesson gain.


On-A-Roll is the second Tier. Player Characters on this Tier get one more Will Point and can safely take one Strike more than they could when they were Zero Tier characters. Also, they can now raise their Skills up to 7 and their Attributes up to 14. Additionally, Player Characters of each Basic Role now roll 5d6 instead of 4d6 every time they roll on their favourite Attribute. They still keep the 3 best results.
Simple Lessons: One lesson is gained by all players at the end of a scene, session, or whenever the DM decides it.


Hero is the third Tier. Player Characters on this Tier get one more Will Point and can safely take one Strike more than they could when they were On-a-Roll Tier characters. Also, they can now raise their Skills up to 8 and their Attributes up to 16. Additionally, Player Characters now roll 4d6 and keep the 3 best results every time they roll on one of their non-favourite Attributes. Once they reach this Tier, Player Characters can start taking Heroic Traits and Heroic Powers instead of normal Traits and Powers.<br/>
Complex Lessons:
* You get Lessons every time you:
* Complete an Encounter with a foe or threat
* Complete a major goal of the party
* Perform an excellent bit of roleplaying
* Learn a literal lesson, as characters in Disney often do
* When you reach the end of a major arc or section of the story.


== Equipment ==
You can spend your accumulated Lessons to:
* get new Skills,
* increase Skills you already have
* raise your Attributes
* buy items
* get new Traits or
* Attain new Powers.


WEAPONS<br/>
How many Lessons you need depends on the learning curve you are playing with.


If you want to attack using Melee or Ranged, you need a weapon. Improvised or lousy weapons, like bottles or rusty swords, don’t grant any bonuses. Actual weapons, instead, do give you a bonus.
{| class="wikitable"
|-
! Progression Rate !! New/Improved Skill !! New Trait (Free) !! Improved Attribute !! New Power !! New Item (Per EP)
|-
| Fast || 2 || 8 || 4 || 8 || 2
|-
| Medium || 3 || 10 || 6 || 10 || 3
|-
| Slow || 4 || 12 || 8 || 12 || 4
|}


 One Handed Weapons give a +1 bonus.<br/>
 Two Handed Weapons give a +2 bonus.


Thrown Weapons can rely on Robustness or Agility, but Ranged Weapons (like guns, rifles, bows and crossbows) always rely on Agility, never on Robustness.
== Tiers ==


Dual wielding weapons grants a +1 bonus to whatever weapon skill is currently being used in the main (read; attacking)hand.
There are three character Tiers, Zero, On a Roll, and Hero. Players advance through Tiers when the DM has decided they have accomplished enough to do so. DMs should generally grant players a Tier up when they have reached a narrative point that their players have grown as people and are beginning to accomplish greater and grander things. While it is not required, DMs may also wish to tie their Teir-ups to the following recommended lesson counts:


Certain weapons give special bonuses or have particular requirements.
Tier up to On-A-Roll: Slow 125 lessons / Medium 100 lessons / Fast 75 lessons
Tier up to Hero: Slow 250 lessons / Medium 200 lessons / Fast 150 lessons


 Great Swords give +3 to Melee, but can only be used effectively by someone  with Ronustness 10. Anyone with less Robustness than that takes a -2 penalty for every point of difference between his Robustness and 10.<br/>
Most characters begin at Zero tier and all of their rolls save for their Role stat are rolled with 3d6. Their Role stat is rolled with 4d6 keeping the highest 3, hereafter referred to as ‘4d6k3’.  
 Crossbows give a +3 bonus to Ranged, but it takes two consecutive Moves to reload them.<br/>
 Bows can only be used effectively by someone  with Robustness 8. Anyone with less Robustness than that takes a -2 penalty for every point of difference between his Robustness and 8.<br/>
 Shotguns give a +6 bonus to Ranged, but can only be used effectively by someone  with Robustness 10. Anyone with less Robustness than that takes a -2 penalty for every point of difference between his Robustness and 10.


Extremely well done or just straight up advanced weapons, like the sword of a prince or guns from the New World (rather than flintlocks), grant a bonus one point higher than normal.<br/>
On a Roll characters can take a ‘Second Role’ to increase the number of dice rolled with a single attribute by 1d6, though they still keep only the highest 3. A character may choose the same attribute from their initial role, increasing their roll to 5d6k3, or choose a second attribute, making both 4d6k3. If a character chooses a different Role, they may choose Role Powers from the relevant Role list, but do not gain any of the other benefits of a Role.  


For example, an On a Roll Smart character might choose to increase their Smart Role a second time, allowing them to roll Intelligence with 5d6k3, or they could choose to add a Sensible Role, rolling both Intelligence and Sensibility with 4d6k3.


SHIELDS<br/>
Hero characters can increase the number of dice rolled with any stat by another 1d6, still keeping the highest 3. However no stat can ever be raised beyond 5d6k3.


Shields give a +1 to Withstand against physical attacks.<br/>
Additionally, characters gain an additional Role Power slot every time they rank up, which they can fill by purchasing a Role Power from any Role they have a 4d6k3 or 5d6k3 in. Role Powers cost the same as a regular Power- they are not free like the one you get at character creation. Thus, Zero characters can have one Role Power, On-a-Roll characters can have two Role Powers, and Hero characters can have three Role Powers.  


== Equipment ==


ARMORS<br/>
In Disney Villains Victorious, Equipment, as a necessity of the system, is an abstraction. Equipment refers to any item that provides a skill bonus when used. A starting character gets 5 free Equipment Points (EP) to spend on purchasing Equipment at character creation. Weapons to fight with, books to learn with, and masks to lie with are all considered in Equipment. A single piece of Equipment can provide bonuses to several different skills, but the EP price will be as high as an item that provides a large bonus to a single skill.


Light Armors give a +1 to Withstand against physical attacks.<br/>
If you want to attack using the Melee or Ranged skills, you first need a weapon. Unless you put Equipment points into the attacking type of a weapon, your weapon cannot attack that way. An example would be a +1 Melee Knife that cannot be used as a throwing weapon unless it has at least +1 in Ranged.  
Medium Armors give a +2 to Withstand against physical attacks, but they also decrease Speed by 4 meters.<br/>
Heavy Armors give a +3 to Withstand against physical attacks, but they also decrease Speed by 4 meters and Agility by 1 point.<br/>


== Character Creation ==
When you are at Zero tier, anything that provides +3 bonus should have an appropriate drawback. Once you reach On-A-Roll, you may purchase +3 equipment freely.


1: Choose a Species. <br/>
There are many different kinds of Equipment that your character can start with that don’t follow the trends set so far. You or your DM can always come up with items that have more complex effects than above. Some examples are given below:
1.5: Choose a Country of Origin.<br/>
2: Assign Attributes. You have 10 points to spread around the five Attributes, and spending one point raises them by one level.<br/>
3: Choose a Role. There are five Roles, one for each attribute. Note the bonuses you get for each Role.<br/>
4: Spend Skill Points. There are 22 skills, and you get 10 ranks to divide as you see fit. Skills can't be raised above rank 6 at character creation. Remember to add any skills from your species or role.<br/>
5: Choose Traits. Some species have less traits available than others due to Racial traits, as depicted in Species. Humans gain three traits at character creation.<br/>
6: Choose Powers. Characters get two powers at character creation, one from their Basic Roles and one from whatever they want, except other Roles' Lists.<br/>
7: Choose Ideals. The average hero has three ideals. Choose well, these are how your character advances.<br/>
8: Choose Goals. The average starting character has three Goals. These goals are things your character should be ultimately working towards, but out of your character's reach at the beginning of the game.<br/>
That's it. Customize your character (name, apperance) and get ready to play!


* Medkit: Basic medical supplies. They can be refluffed as food or healing potions. Either way, you can spend an action to expend this item and regain one Strike. You can use a medkit once per session. Costs 1 EP.
* Atlantean Crystal Necklace: Along with granting eternal youth to whoever wears this necklace, the crystal can be used to power atlantean technology and (in a pinch) be expended to overcharge an atlantean device. Costs 1 EP, but you better have a good reason to have one without being an Atlantean yourself.
* Genie Ring: A minor genie is bound to this ring. He/she can do minor errands for your character, but nothing that requires a roll. Other powers (such as teleportation or being aware of modern pop culture) depend on the genie. Costs 3 EP.


Alternate explanation:
It is also possible to tie a Power of some kind to a piece of Equipment for a slight cost discount. However, remember that Equipment can be stolen. You could, for instance, take an Enchanted Saddle that grants you the same bonus as the Ride ‘Em! trait, or a Magic wand that lets you shoot fireballs as a Power would. Equipment Abilities are equivalent to a 3 EP item.


You've got a 6 in every Attribute and 10 points to spread around. You can't go higher than 12.
Equipment Abilities do not stack with normal Powers and Traits, though they can stack with normal Equipment Bonuses. If you are unsure of whether an Item’s ability should count as a power or a trait, refer to other DVV documents, examples of traits and powers, and discuss with your DM. If a piece of equipment is stolen, any Power it might provide is lost until the end of the Scene.  


You've got a 0 in every Skill and 10 points to spread around. First point raises a Skill to 3, each following point raises it by one. You can't go higher than 6.
There’s also basic commodities, like pencils and paper for scholars or the clothes off of the characters’ backs. You shouldn’t bother charging for these, or even list them unless a player wants to spend points on them.


You have 3 Will Points.
Your GM has the final say on what your character can and cannot have at character creation.


Your Speed is equal to your Robustness + your Agility.
Further details on Items and how they work can be found [https://docs.google.com/document/d/1olG8s9YJTGRoSwhJ01oVsakq2Cqsp64eB59DVHuK0q4/edit?usp=sharing here].


You pick a Species and get its bonuses.


You pick a Country and get its bonuses, if there are any.
== Situational Bonuses ==


You pick a Basic Role and get its bonuses. Pick a Power from that Role's list.
Situational Bonuses are additional modifiers that might apply to a character when the circumstances they are in make certain tasks easier or harder. Typical situational bonuses would range from +3 to - 3, though obviously the GM is free to do as they will. Certain traits and powers may be able to provide temporary situational bonuses as well, though in the case of traits such things should be handled judiciously.  


If you are Human, you get 3 Traits. If you are a Beast you only get 1 Trait. Other Species get their number of Traits. You can pick these Traits from the Generic Traits List or from some other Traits List open only to your Race or Role.
For example, an annoying cacophony in the next room over might impose a -1 penalty to persuasion checks, or a picket fence to duck behind might provide a +2 to prevent harm against ranged attacks. Many circumstantial modifiers can be used to boost attack rolls- having the high ground when shooting a bow, flanking an enemy with an ally to split their attention before a brawl roll or making a surprise attack from stealth in melee, and so on.  


You get one extra Power. You can pick it from the Generic Powers List or from your Role's Powers List.
All circumstantial modifiers are at the DM’s discretion; DMs may decide any or all of these examples should not be used, or forgo circumstantial modifiers entirely.  


You get 3 Ideals.


You get 3 Goals.
== Character Creation ==


You get 5 equipment points you can spend to determine your starting equipment. Each equipment point you spend gets you a piece of equipment with a +1 bonus to something. You can spend 2 equipment points together to get a piece of equipment with a +2 bonus, or 3 equipment points together to get a piece of equipment with a +3 bonus. You can't spend 4 or 5 equipment points on the same piece of equipment. You can only spend these equipment points to get existing pieces of equipment, which means you can't spend three of them to get a +3 knife: if you want a melee weapon with a +3 you have to buy either a great sword or a superior quality two handed weapon.
* Choose a Species and Country of origin.
* Assign Attributes. You've got a 6 in every Attribute and 10 points to spread around. You can't go higher than 12. Every point you drop below 6 to a minimum of 4 grants you 1 extra Skill point.
* Choose a Role. There are five Roles, one for each attribute. Note the bonuses you get for each Role.
* Spend Skill Points. There are 22 skills. You've got a 0 in every Skill and 10 points to spread around. First point raises a Skill to 3, each following point raises it by one. You can't go higher than 6. Remember to add any skills from your role.
* Choose Traits. You can choose three traits, and pick between various available trait lists or create your own.
* Choose Powers. Characters get two powers at character creation, one from their Role list and one from whatever they want, except the Powers from Roles they do not have.
* Choose Equipment. You get Equipment Points you can spend to determine your starting items. Most characters start with 5. These Points represent starting items that are often difficult, but not impossible, to acquire on your journey. Each EP you spend gets you a piece of equipment with a +1 bonus to a specific skill. You can spend 2 EP together to get a piece of equipment with a +2 bonus, or 3 EP together to get a piece of equipment with a +3 bonus. You cannot spend more than 3 EP on a single item bonus, though you can stack different types of bonuses on a single item if you so wish.
* Choose Drives. The average hero has three Drives. Choose well, because these are your best shot at getting Strikes and Will mid-combat.


Pick a name plus everything else and you are good to go.
You have 3 Will Points.
You are Zero tier.
Your Speed is equal to your Robustness + Agility.
That's it. Give your character a brief Rundown and you’ll be ready to play!


Good luck and stay gold, hero boy.


== Enemies ==
== Enemies ==


Every Hero needs his Nemesis. Every Ragtag Bunch of Misfits needs an Evil Empire. In a world where the Villains have won, there is no shortage of them.<br/>
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.
The Enemies of the Player Characters are both the Kings and their evil minions. For the Game Masters out there, these rules should come on handy.<br/>


'''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.


MOOKS
Mook
   
* 1 Action
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.
* 0 Strikes (downed in one hit)
   
* 0 Will Points
The average, archetypal Mook has:
* Flat Defense DC of 22
   
* 7 in all Attributes.  
 a 7 in every Attribute (before applying Species Modifiers);<br/>
* 3 in any skills relevant to their purpose.
 a 3 in every Skill that most relates to his identity, plus a 5 in Prevent Harm and Endurance;<br/>
* 5 in Prevent Harm and Endure.
 only one Move per Turn;<br/>
* A single +1 item for a relevant skill.  
 no Will Points;<br/>
* No Traits
 no Strikes he can soak before going down;<br/>
* No Powers
 no Role;<br/>
 no Traits, Powers, Ideals or Goals;<br/>
 normal weapons, but usually no armors.
   
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 makes their defense a stable 22.
   
Since rolling Initiative 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 makes their Initiative a stable 17.
   
Not every Mook is equal to the other, of course: a big guy could have a 9 in RONUSTNESS!, an excellent archer could have a 5 in Ranged, while Facilier’s and Alameda Slim’s enforcers have guns (which translates to a +2 bonus to Ranged).
   
Depending on who they are working for, Mooks may also have all kinds of weird and mystical abilities. After all, the demons that make up Chernobog’s army are hardly normal thugs. 
   
   
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
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.


The second most common type of enemy, Lackeys lead Mooks into battle and take care of important business. 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.
   
Below is an archetypal Lackey statline.
The average, archetypal Lackey has:
   
 a 7 in every Attribute (before applying Species Modifiers);<br/>
 a 4 in every Skill that most relates to his identity, plus a 5 in Prevent Harm and Endurance;<br/>
 only one Move per Turn;<br/>
 no Will Points;<br/>
 2 Strikes he can soak before going down;<br/>
 no Role;<br/>
 no Traits except Trying to Catch Me Fighting Dirty, which gives them a +1 to Initiative and a +3 to every attack and defense;<br/>
 no Powers, Ideals or Goals;<br/>
 normal equipment, which usually translates to normal weapons and armors.
   
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 makes their defense a stable 25.
   
Since rolling Initiative 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 makes their Initiative a stable 18.
   
Not every Lackey is equal to the other, of course: a steady hand sniper could have a 10 in Agility, a ferocious brute could have a 6 in Brawl, while Frollo’s inquisitors have his Holy Fire to rely on.
   
Depending on who they are working for, Lackeys may also have all kinds of weird and mystical abilities. After all, the Fish Men that lead Ursula’s armies are better swimmer than the average soldier.


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


WORK IN PROGRESS, BE PATIENTS


Uncrunched wilds below here:
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.
Inner Circle: By the time you get to this point you'll really need to be making your own stat blocks, because these are the small-town crooks; sheriffs, gang leaders, mad wizards, injun chiefs, etc. They can have a Class if you want a more challenging experience. Here's a suggested stat block;
 
Robustness: 8
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?
Agility: 8
 
Intelligence: 8
Inner Circle
Sensibility: 8
* 2 Actions
Charm: 10
* 3 Strikes 
Will: 2
* 2 Will Points
Strikes: 2+1 for every member in the party.
* 9 in Primary Attribute, 8 in Secondary Attribute, 7 in others.
Skills:
* 6 in any two skills relevant to their purpose, Prevent Harm, and Endure. 4 in any three secondary skills.  
6 in skills directly related to their job.
* Any 2 Traits.  
5 in Prevent Harm, 5 in (Weapon skill), 5 in Endure, 5 in Occult, Academics, Mechanics, Travel, or Science
* One Power.
4 in all other skills.
* Any items that they would reasonably have, providing somewhere between a +1 and a +3 bonus each.  
Traits: Any two.
Powers: Any two; can be drawn from the Enemy Power list or from any Power List that fits their tier. (Or, obviously, the GM can make one for them.)
Attributes: Wiggle as you see fit. Can add up to four more to increase the difficulty if you really need to; this is a decent threat for a Zero-tier party.
Villain: A serious threat; this person has likely been appointed by the King of their Land themselves, and should not be taken lightly. 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 Class!
Robustness: 9/14
Agility: 9/14
Intelligence: 9/14
Sensibility: 9/14
Charm: 12/14
Will: 3
Strikes: 3+2 for every member in the party.
Skills:
7 in skills related to their job.
6 in (weapon skill), Prevent Harm, Endure.
5 in all other skills.
Traits: Any three, from any list.
Powers: Any two, from any list and at least one from the Enemy List.
Attributes: This enemy is configured for early On-a-roll heroes. Add up to ten more attribute points to represent higher level On-a-roll enemies and Hero-tier enemies.
Kings and Gods: Each will have their own unique stat block, so not really in the scope of this pastebin.


Kings' and Villains' stat blocks are featured in the [[Disney Villains Victorious Kings and Villains]] page.


== What we still need done ==
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.


We need:<br/>
As always, more balanced and solid traits/powers and heroic traits/powers. Remember that you can always make your own trait or power as long as the GM rules it fair. We also need a full list for specific realms.<br/>


Potential clarification on origins and their crunch/fluff implications.<br/>
Villain
We need to stat up specific Villian-tier enemies for each location. In progress.<br/>
* 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.  


KLRs:


Queen La of the Kingdom of the Leopard
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.


All the Huntsmen of the Elite Global Huntsmen Club
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?


Bagheera of the Free Creatures
The Kings & Villains document can be found [https://docs.google.com/document/d/1VlzBrP7EPf-dc711hJH-1MFrXOSd-E6UxgjWaCMVksA/edit?usp=sharing here].


Shere Khan of the Shere Khanate


== The King, The Land, The Rule ==
== The King, The Land, The Rule ==


K/L/Rs can be found at the [[Disney Villains Victorious K/L/Rs]] page.
As seen in The Lion King and the Arthurian tale of the Fisher King, the King and the Land go hand in hand. If the King is noble, the Land prospers and the Rule is just. If the King is malevolent, the Land decays and the Rule is wicked. Each notable ruler has a K/L/R entry that is divided into three parts: the King, the Land and the Rule.
 
King is the Land mechanic, idea. Each King is the Land is divided into three parts: the King, the Land and the Rule.  


The King part describes the basic powers of the Ruler. For Elsa it would be Frost, for Ursula it would be the Sea, for Hades Death and so on. These determine how the King is influencing the land - for example, Ursula's capable of controlling waters, spying through sea creatures, and casting other-water related spells as if the waters were an extension of her. Basically, the King describes with what the King fucks with the players.
* The King section gives a brief description of the King, and what they have become after being Victorious. Ursula is the “King” (Queen) of All Oceans. The stat blocks for each King are in the Kings & Villains section.
* The Land section describes the basic geography of the land. It also describes monsters, animals, hazards and other dangers the players can run into. Ursula's realm is the ocean. The players can run into storms, giant sea monsters, tidal waves, and so on. Basically, the Land describes the realm of the King and what it has become.
* The Rule section describes how the King gets things done. Whether he's openly destructive, controlling, or corrupting. Ursula has no patience for subtlety now that she's holding the Trident, so she'll start throwing storms and monsters at the players as soon as they cross her borders without tribute for safe passage.


The Land part describes the basic geography of the land. It also describes monsters, animals, hazards and other shit the players can run into. So for example, Ursula's current realm is the ocean. The players can run into storms, giant sea monsters, tidal waves, and so on. Basically, the Land describes the natural hazards the players will run into.
Finally, a King’s influence is not the same everywhere. Ursula has a strong hold over the oceans, but at a certain depth below the surface lies creatures that would give even her pause. It is in these areas that submarines may pass with some degree of secrecy. The same is true for other rulers, who have peaks and valleys to their control. Players can decide which way they want to travel. Do they want to risk facing the full scrutiny of a King in their capital, or try going through rough territory where they'll be hidden, but under constant threat from the elements?


The Rule part describes how the King fucks with the players. Whether he's openly destructive, controlling or corrupting. Ursula has no patience for subtlety now that she's holding the Trident, so she'll start throwing storms and monsters at the players as soon as they cross her borders.


Finally, their influence is not the same everywhere. Each area is described by these three stats, which also come with varying strengths (again, in threes). So you have a weak influence, medium influence and strong influence. Ursula's realm that's weak in King but strong in Land is a treacherous gorge, with shallow waters. Another part that's weak in King but strong in Land is the deep sea, where ancient horrors that give Ursula pause reside.
K/L/Rs for the corebook can be found in the Google Drive [https://docs.google.com/document/d/1gg1WB3CvCOQ5fyQ02CqSsKcYrms4seXfHSSxM9nDY5Q/edit# here].


So the players can then decide which way they want to travel. Do they want to risk facing the full might of an angry King, or try going through a territory where they'll be hidden, but under constant threat from the elements?


'''Archive of the Threads:''' http://suptg.thisisnotatrueending.com/archive.html?searchall=Disney+Villains+Victorious
'''Archive of the Threads:''' http://suptg.thisisnotatrueending.com/archive.html?searchall=Disney+Villains+Victorious

Latest revision as of 12:25, 20 June 2023

Disney Villains Victorious is a /tg/ homebrew project based on the glorious idea of a world, not entirely unlike our own, in which (almost) all the villains from (almost) all the Disney animated feature films were not defeated at the ends of their movies but were instead victorious, completing their goals in part or in whole.

It is a world in which Ursula rules the seas, defied only by the uncatchable Pirate Lords and the might of Atlantis. It is a world where the grasslands, the jungles and the forests are prowled not only by fearsome primal beasts like Shere Khan and Scar, but also by the ruthless, tireless hunters that stalk them. It is a world where Europe has been divvied up between sorcerous queens like Maleficent, inquisitorial clergymen like Frollo, and dark gods like Hades and Chernabog.

It is not, however, a world completely devoid of courage, heroism or hope. Around the world, the Player Characters and their allies plot, plan, fight, strive and win their own victories against the villains that would rule them. The time to fight and to be free is now.


[Also, take note that we're open to movies that are not properly Disney but that still fit with our main goal: to be Disney as Fuck™. Eldorado is in and several other movies may get in at a later point in time.]

Google Drive: https://drive.google.com/drive/folders/0B8z4Cy1zaGU1R0ZMSlhlUnBobFk?resourcekey=0-yi7IV9orQs1I4Ms5JKcpxg&usp=sharing

TV Tropes page: http://tvtropes.org/pmwiki/pmwiki.php/TabletopGame/DisneyVillainsVictorious

Discord Server [Game development and online campaigns can be found here]: https://discord.gg/sDANQ5x

The world of Disney Villains Victorious

The Kings of Evil[edit]

Stats for these characters and others can be found on the Disney Villains Victorious Kings and Villains page.

The Sorcerer Kings

  • Sorcerer-Sultan Jafar of Agrabah
  • Maleficent the Faerie Queen
  • Grimhilde the Fair Queen of the Mirror Kingdom
  • The Horned King of Prydain
  • Doctor Facilier of the Shadowlands
  • Queen La of the Leopard Kingdom
  • Elsa the Frozen Queen of Arendelle
  • Empress Yzma of the Sunless Empire
  • Pontifex Immortalis Frollo of the Grand Archdiocese
  • Tzekel-Kan of El Dorado


The Human Kings

  • Shan-Yu of the Hun Dynasty
  • Governor Radcliffe of Virginia
  • Imperial President Lyle Tiberius Rourke of the Imperial Republic of Atlantis
  • Alameda Slim, Sheriff of the Old West
  • Charles Muntz, Percival McLeach, William Clayton, Gaston LeGume, Amos Slade, Buldeo and King Fergus of the Elite Global Huntsman Club
  • Chairman Cutler Beckett of the East India Trading Co.
  • General Santa Anna of the Empire of Mexico
  • The Kingdom of Fang of Kumandra


God Kings and Spirit Lords

  • Hades of Olympia
  • Ursula of All-Oceans
  • Chernabog the God of Night, Lord of Bald Mountain
  • The Spirit Realm
  • Master Gracey of Gracey Manor
  • Oogie Boogie of Oogie Town
  • Te Ka of the Ring of Fire


Beast Kings

  • Scar, High King of the Pridelands
  • King Louis of the Kingdom of the Red Flower
  • Bagheera, Lord of the Free Creatures
  • Shere Khan of the Shere Khanate
  • Kaa the Ancient of the Subjugate of Kaa
  • Mor'du of the Land of the Bear
  • King Ratigan of the Under-Empire
  • King Leonidas of the Island of Naboombu

System Mechanics:[edit]

The most common roll is 3d6 + Attribute + Skill.

The Target Number for something a Player Character would consider to be pretty easy is 15.
The Target Number for something a Player Character would consider to be normal is 20.
The Target Number for something a Player Character would consider to be challenging is 25.
The Target Number for something a Player Character would consider to be difficult is 30.
The Target Number for something a Player Character would consider to be pretty hard is 35.
The Target Number for something a Player Character would consider to be almost impossible 40.
The Target Number for something a Player Character would consider to be the STUFF OF LEGENDS is 45.

In the case of a tie between two Rolls, player characters win. In conflicts between players, the highest roll is the one with the highest bonus. If it's still a tie, flip a coin to determine which roll should be considered the highest.

Combat[edit]

To attack someone, you roll 3d6 + Attribute + Skill. Any combination of Attribute + Skill you can conceivably use to hurt someone, to break his will to fight or to make him reconsider his life are acceptable attacks. Anything you can convince your DM of can be an attack. However the most commonly used attacks are:

  • Robustness + Brawl or Melee for a close-range physical attack based on raw power
  • Agility + Brawl or Melee for a physical attack based on finesse
  • Agility + Ranged for a ranged projectile like a bow, gun or sling
  • Charm + Persuasion, Deceit, or Intimidation for social strikes relying on force of personality
  • Robustness + Intimidate for social strikes relying on terrifying physical threats

To avoid an attack, you roll 3d6 + Attribute + Skill. Which Attribute and which Skill depends on how you are being attacked:

Robustness or Agility + Prevent Harm to avoid physical attacks Sensibility + Endure to avoid social attacks

Some special attacks might allow, or even require, you to use alternate rolls. For example, an enemy who has strange mental powers that attack the mind directly might require you to make an Intelligence + Endure roll to avoid being hurt.

A trait (see the Traits section) can also be used to always roll using a specific unusual combination when attacking or defending. For example:

  • Semi-Phenomenal, Nearly Cosmic: This character has some form of magic missile, fire burst, or other supernatural attack form. They may roll Charm + Occult to attack physically with magic.
  • How Illogical: You’re very skilled at using logic and reasoning to big brain your way out of all the mean words other people use to describe you. You may substitute your Sensibility with Intelligence when rolling Endure.
  • Artful Dodger: Your fancy footwork for dancing and tumbling can be very useful to dodge getting hit. You may roll Substitute your Prevent Harm skill rank with Agility.


Most enemies attack and defend the same way players do. If the roll of the attacker beats the roll of the defender, the attacker deals one Strike to the defender. If the margin of success of the attacker is 10 or more, he deals two Strikes instead. 20, three Strikes instead, and so on. Ties go to heroes.

A hero taking a Strike but not being Defeated is an abstraction. The arrow just grazed you, the sword left you with only a flesh wound, your fall was broken by a soft landing spot, the social pressure wasn't enough to completely break you, you shake off your enemy's lies after a moment. After a character takes a Strike, if he’s not down already, he’s going to carry that Strike around. He should write down on his sheet whether this Strike was Physical or Mental, so he doesn't forget.

If he takes a Strike and has no Strikes remaining, the defender is Defeated. Defeat can mean many things depending on how one is defeated, as well as the tone the DM is going for. Defeat might mean being knocked out, captured, brought to tears, intimidated into submission, tricked into giving up, or even killed! Defeat is always serious, and should result in that character being taken out of the action for at least the rest of the Scene, possibly longer. It can be necessary to complete some major task after being Defeated, like escaping from a prison cell if captured or going on a vision quest to break through a long held fear or delusion after an enemy takes advantage of it.

Player Characters and serious enemies don’t go down after the first Strike. Most players have 3 Strikes they can take before they reach 0 Strikes. Any Strike taken after that finally Defeats them.

The Strikes a character is carrying are returned to full health at DM’s discretion. Typically Strikes should return either at the start of each session or whenever characters get a full night’s sleep, whichever the DM prefers.

Strikes can also be removed by healing (see the healing section) or by fulfilling a Drive (see the Drives section).


Healing

When players take Strikes, those strikes remain until the DM restores them (usually in the morning or at the start of a session) or until they are Defeated. If you are facing multiple enemies in the same day, this can be a problem! Thankfully, Strikes can be healed.

To heal a strike, you must be outside of any encounters and otherwise have no time pressure- there can be no enemies around to get in the way, or pressing tasks that prevent you from performing a thorough medical treatment. Then, one party member must perform a Skill Test. If the Strike you wish to restore was lost by a physical attack, the party member must test Science against a TN of 25. If the lost strike was mental, they must roll Persuasion instead. If they roll higher than the TN, they restore one Strike to the target and may roll again to heal more Strikes. If they fail, they do not restore a Strike and may not attempt any more healing on that character until the next time that the DM restores Strikes to the entire party.

If you want to be able to heal during combat, you should consider taking a trait or a power (see Traits and Powers) to be able to do so. A simple example trait you could use would be:

Battle Medic: You’re trained in healing under pressure. You may roll Science to heal Physical Strikes during combat. Each Strike you heal costs one action, and unlike out of combat healing you may try again if you fail.


Special Skills in Combat

Some skills can be used in combat in unique and special ways.

Legerdemain A character may test Legerdemain against an enemy’s Agility + Prevent Harm or Acrobatics (their choice) to try and steal an item (see the Equipment section for more on items). An item which is Stolen stops providing any bonus to the hero it was stolen from until the end of the Scene. (While Players might get to hang on to things they stole from NPCs, DMs should generally not separate players from their equipment for more than a scene. Losing the items you paid points for with no clear way to get them back is not fun.) Narratively, the stealer now has the item, and while they usually will not gain whatever bonus that item provided the DM might award them some benefits if it makes sense in the story (If a wizard steals a magical staff, the DM might allow them to make an Occult check to try and use its power once or twice). If a player wishes to keep an item they steal, they should pay the necessary number of EP points to purchase it as if they were buying the item normally (see the Equipment section for more on EP).

Legerdemain rolls made to steal a Lesser or Greater Artifact (any item with a bonus of +4 or higher) have a -5 to the roll. Exalted Artifacts cannot be stolen unless stated otherwise.


Stealth A player that starts a combat in stealth or makes a successful stealth check in combat (opposed by the enemy’s Sensibility + Insight) is hidden from the enemy. The enemy is still aware your character is nearby; they simply do not know where, and thus cannot deliberately target you until they succeed on their Insight check to notice you. (Some Powers or other special rules might cause you to be caught in a blast or area of effect, not to mention social strikes still working just fine). In addition, a DM might rule that attacking from stealth might provide a situational bonus to a sneak attack, especially if you have taken a Trait or Power for such an occasion.

If facing multiple foes, roll against the one with the highest Sense + Insight when sneaking.


Status Effects

Some Traits and Powers may inflict their target with a Status Effect. A status effect causes some long-term change in the way a character works. Generally, status effects last until the end of a Scene and then end, unless otherwise stated. Status Effects do not stack unless otherwise stated; the most serious negative status effect and most beneficial positive status effect (up to DM) are the only two that apply at once. Any other Effects do not work until the more serious effects stop. Some example Status Effects are:

Burning: This character is on fire. Which is bad, usually. At the end of their turn, this character must test Prevent Harm at TN 30, or take one physical Strike. A player stops burning once they succeed on this check at least once, or when they find another way to extinguish the flames (leaping into water, for example).

Snared: This character has been tied up, grappled tight, or otherwise had their movement restricted in some way. Unless they are freed or break out, they cannot move or do actions that would require them moving about. The how of escaping depends on how exactly they were snared.

Hurt: This character has been wounded, whether with an arrow in the shoulder or with a piercing argument that sends them into deep anxiety and confusion. Reduce this character’s maximum Strike count by 1. Unlike most Status Effects, Hurt lasts past a Scene. Unless someone performs a TN 30 Science check (for physical Hurts) or Persuasion (for social Hurts), Hurt remains until the DM restores the party’s Strikes. More powerful versions of this effect might even last past when the party normally regains their Strikes; for example a cursed wound.

Stunned: This character has been discombobulated, usually by electricity, blunt force, or an unfathomable display of skill (or lack thereof). Stunned characters lose 1 action from the number of actions they normally possess. Stunning only affects a character’s current turn and does not last in any capacity, meaning on their next turn they have to be Stunned again.

These are not the only Status Effects that a trait or power could cause. Status Effects are explained in the text of the ability that grants them. The text of a specific trait or power in a statblock always supersedes any other example of that status. For example, a villain might have a power that forces players to make a TN 35 test when burning, instead of the above 30. Players are allowed and encouraged to submit their own status effects to the DM for use in traits and powers as well!

Note these status effects are a work in progress, so feel free to make suggestions!


Speed[edit]

A normal human has a Speed equal to his Robustness + Agility.This Speed shows how many meters he can normally cover in one Turn. During his turn, a character can spend one of his Actions to double his Speed. He can also spend two Moves to quadruple his Speed.


Initiative, Turns and Actions[edit]

Initiative is broken up between Hero Turns and Villain Turns. Who goes first is generally determined by who started the combat or by DM discretion based upon the current narrative. If the Villains have caught the heroes in a trap or by surprise, villains should go first. If the heroes have snuck up on an unprepared villain, or even just busted through the wall by accident and left the villains stunned, the Heroes should go first. On Hero Turns all players and NPCs aligned with the Players act, choosing between themselves who goes when. The DM chooses which Villains go first and last on Villain turns.

If there is no clear choice for who gets to go first, Heroes go first.

Each cycle of Hero/Villain Turns is a single Round and generally represents 10 seconds of action, though if it becomes important a DM might rule that a Round lasts for more or less time.

An individual Player's part of a Round is called a Turn. On their turn, a character can move up to their Speed freely throughout their turn, using any amount of it at any point between actions until they run out. They may also take 2 Actions.

Actions represent all the different things players may do in a game of DVV to affect the world. Actions can be used to:

  • Make an attack
  • Make a skill check that is not an attack
  • Perform some other action that would take a moment of time, such as pulling a specific item out of a large backpack or picking up a pile of loose papers

Actions may also be spent on other things. For example, some Powers (see the Powers section) may require you to spend an action to use them.

You can choose to Move and take Actions in any order on your turn, including splitting up your movement before and after your Actions. You can also spend Actions to increase your movement Speed. One spent action doubles your speed for your current Turn, while spending all of your actions (usually 2) quadruples it.

Most Skill Tests should take an action in combat, but rarely a DM may rule that a specific Skill Test is fast or minor enough that it does not require spending an action. Tests that a DM asks for (for example ‘make an Insight check to see if you notice an enemy preparing a special attack’, or ‘make an Academics check to see if you recognize the famous foe you are fighting’) should usually not cost an action.

Some Skill Tests or other ‘actions’ may cost more than one Action, if they are particularly involved or take a lot of time; these are called ‘Multi-actions’. For example, trying to pick a lock in the middle of combat would likely take more than one action. DMs decide how many Actions any given test takes.

While ‘Actions’ still exist outside of Combat, there is no need to track turns or the actions within them. Since no one is engaged in a pitched conflict, it's not important who gets to ‘go first’.


Will[edit]

  • Each Player Character has 3 Will Points. They can spend these points whenever they want.
  • By spending one Will Point, a character can:
  • Grant themselves a +3 bonus to a roll they are about to make. This counts as a Power for the purpose of stacking bonuses.
  • Reroll a roll they just made. If they do so, they must take the second roll.
  • Reroll against a persistent effect that they have failed to overcome, such as a Status Effect.
  • Add details or make minor changes to the Scene that would help them out. Changes must make sense or be plausible. For example, you could spend a will point to declare that this ballroom has a massive chandelier just perfect for swinging off or, or decide that this kitchen has some spicy peppers in it. An example of an unacceptable Scene change would be ‘there is a giant trapdoor in this normal farmhouse directly below our enemy’s feet’ or ‘the vital magic item everyone is looking for has been in my pocket the whole time’.

A character gets back his Will Points at the same time the DM chooses to restore Strikes, usually either at the start of a session or when you wake up from a full night’s sleep. A character can also get one Will Point back by fulfilling one of his Drives or by doing something extremely cool that relates to his identity as a character.


Attributes[edit]

Every character has the same 5 Attributes.

Robustness: How physically BIG you are. Not in the size sense, but in the ripped, tough or muscular sense. Gaston has high Robustness. Agility: How coordinated and dexterous you are. Also how steady your hands are, if it comes down to that. Abu the monkey has high Agility. Intelligence: How smart you are, how well you can recover information from memory and how quick you are when doing calculations. Milo Thatch is very Intelligent. Sensibility: How perceptive, intuitive and shrewd you are, both in seeing the world around you and understanding others. Mama Odie has high Sensibility. Charm: How charming and charismatic you are, how strong your force of personality is, and how much people like you. A Charming character does not need to be physically attractive, though they could be. Cinderella is quite Charming, but then so is Grunkle Stan if he feels like it.

All Players begin with 6 in each Attribute, with a 7 being the general ‘average’ that would be applied to an average person or non-unique NPC. Anything below 6 is considered particularly bad with 4 being the crippling minimum. 12 is the maximum for a ‘Zero’ Tier character. However, this is raised as a character progresses into higher Tiers.

Each character begins with 10 Attribute points used to raise their Attributes, and can spend them however they like. For example you could raise every attribute to 8, or raise both Intelligence and Charm to 11 and leave all other attributes at 6.

You can also choose to reduce an Attribute below 6. This does not provide more attribute points to spend elsewhere. Instead, for every point below 6 you drop an attribute, you gain one additional Skill point to spend in the Skills section. The minimum an Attribute can be reduced to is 4.


Species[edit]

All player characters, no matter what species they are, operate under the same character creation rules listed in this document. While Non-Human characters operate under these same rules, a number of traits built to emulate the abilities of specific animals, magical beings or other creatures featured in Disney media have been created and can be found at here Players do not need to take these traits to be of the listed species, they simply serve to help those who might have trouble trying to emulate certain abilities.


Basic Roles[edit]

Each Player Character belongs to one of the five Basic Roles. The Basic Roles, one for each Attribute, are very general concepts, easily customizable thanks to Traits, Powers and choice of Skills.

Strong Guy:

  • He gets a rank in Athletic or a rank in Prevent Harm.
  • Having HUGE GUTS and an even bigger heart, he can safely take 4 Strikes instead of 3.
  • He rolls 4d6 and drops the lowest die every time he rolls on ROBUSTNESS!
  • He gets a Power of his choice taken from the Strong Guy’s list.

Agile Guy:

  • He gets a rank in Acrobatics or a rank in Prevent Harm.
  • Being way faster than normal, he gets a +5 bonus to his Speed and ignores the speed penalties you normally get when climbing or moving in stealth.
  • He rolls 4d6 and drops the lowest die every time he rolls on Agility.
  • He gets a Power of his choice taken from the Agile Guy’s list.

Smart Guy:

  • He gets a rank in Academic, Science, Mechanic or Occult.
  • Having always one more trick up his sleeves, he gets 4 Will Points instead of 3.
  • He rolls 4d6 and drops the lowest die every time he rolls on Intelligence.
  • He gets a Power of his choice taken from the Smart Guy’s list.

Sensible Guy:

  • He gets a rank in Insight or Endure.
  • Once per turn, a Sensible Guy can choose to defend against a social strike in place of an ally who otherwise would have taken it. This counts as shifting the attack from the original target to the Sensible character. Ven, don’t be fooled!
  • He rolls 4d6 and drops the lowest die every time he rolls on Sensibility.
  • He gets a Power of his choice taken from the Sensible Guy’s list.

Charming Guy:

  • He gets a rank in Deceit, Music or Persuasion.
  • Being a fast talker and a fast singer, he gets one extra Move each turn that he can use to roll on Deceit, Music, Intimidate, or Persuasion, but only against Mooks.
  • He rolls 4d6 and drops the lowest die every time he rolls on Charm.
  • He gets a Power of his choice taken from the Charming Guy’s list.


Skills[edit]

Every character has the same 22 Skills.

Untrained Skills are equal to 0. The first time you put a point in a Skill, that Skill goes up to 3. Every point you spend on that Skill after the first only raises it by one. So, from 0 to 3, from 3 to 4, from 4 to 5 and from 5 to 6. While normal humans can't get past 6 in a Skill, High Tier Characters can go even higher than that. An average guy has a 3 in all those Skills that most relate to his identity. Player Characters begin the game with 0 in every Skill and have 10 points to spread around. Until they reach a new Tier, the highest they can get in a Skill is 6. If a skill you need for your campaign (say, Profession: Agricultural Engineer) is not already in the game, you may add it as a custom Skill as long as it doesn’t override an already existing skill.

  • Academics: Remembering or calling up knowledge from the humanities or non-science inhumanities.
  • Acrobatics: Jumping, balancing on things, climbing up things, and gymnastics.
  • Athletics: Running long distances, climbing for long periods of time, and more running.
  • Brawl: Martial arts and all forms of unarmed combat. In the case of beasts, it also includes natural weapons. This is rolled against someone else’s Prevent Harm.
  • Craft: Used to create things. You should have the tools and material on your hands, but time and difficulty are largely set by the GM. Traits involving Crafts can involve a crafting specification, such as Craft: Clocks or Craft: Marionettes.
  • Deceit: Used to Strike at an enemy in a Social manner, or convince somebody of a lie or falsehood. Deceit is also used for creating or maintaining disguises. This is rolled against someone else’s Endure.
  • Driving: Piloting any water, ground, and air vehicles that you are familiar with. If you've never driven a vehicle, you can't drive one without either an hour of instruction or a day of practice. If you've never driven a specific kind of vehicle in particular before, you need eight hours to get used to this kind of vehicle before you do anything stupid. Driving doesn't cover regular, boring driving - it covers stunt driving or trying to escape fast. In the case of travelling long distances, Drive may be used in the place of Travel if you are driving to reach your destination.
  • Endure: Avoiding to take a Strike from any mental, spiritual, or social attack. Usually, you would avoid them using Sensibility or Intelligence. It is also used to avoid taking Strikes from poison, dehydration, heat, sunlight, or other attacks that cannot be avoided with Prevent Harm.
  • Insight:Detecting someone trying to deceive you, judge someone's emotional state if they're trying to hide it, spot things, search for things, or hear things. It's a wide range of finding and perceiving. Always rolled with Sensitivity.
  • Intimidate: Striking at an enemy in a Social manner. Also used to coerce someone to agree with you or submit to your will. This is rolled against someone else’s Endure.
  • Legerdemain: Sleight-of-hand, minor 'magic' tricks, and escaping bonds/squeezing through spaces. For thieving characters, it also covers larceny.
  • Linguistics: Decipher ancient languages, crack a code, or speak in code. You know a number of languages (other than your own) equal to your level in Linguistics. This includes speaking ‘animal’ (Organized by group, such as Mammals, Lizards, or Birds) and speaking ‘human’ for animals. Beasts speaking ‘human’ could be speaking a language, but is more often somehow magically communicating. Unless otherwise stated by your Game Master, all humans speak English.
  • Mechanics: Repair mechanical devices, or disable them in a more complex way than smashing them. The Mechanics skill is also used to pick locks or handle clockwork. As Atlantean tech is state of the art in Disney Villains Victorious, special training (or at least extreme familiarity) is required to safely work with it.
  • Melee: Usage of all melee weapons (one and two handed), but not unarmed combat. This is always rolled against someone else’s Prevent Harm.
  • Music: Playing music, which can be used once per scene to grant a bonus to the roll of another character that can hear you or sing along with you. When you start your musical number, choose either a specific skill or your party in a fight. If your roll reaches Target Number 20, you grant everyone in your party a +3 bonus to that Skill or to every attack your group makes. For every 5 points over TN 20, this bonus increases by 1. TN20 grants +3, TN25 grants +4, TN30 grants +5 and such forth. This bonus lasts until the beginning of your next Turn.
  • Occult: Remembering or calling up knowledge about magic, magicians, and supernatural creatures. In some cases, Occult can be used to perform acts of magic.
  • Persuasion: Striking at an enemy in a Social manner. Also used to convince somebody of your point of view or get them to otherwise agree with you. This is rolled against someone else’s Endure.
  • Prevent Harm: Avoid taking a Strike from a physical source. This could involve taking the hit and toughing it out with Robustness, or dodging the hit and avoiding it entirely with Agility.
  • Ranged: Using any and all ranged weapons. If you aren't familiar with a particular ranged weapon, it takes a day of practice (or an hour of training with a skilled instructor) to use the weapon properly. You can use the weapon without training at a -4 penalty. This is rolled against someone else’s Prevent Harm.
  • Science: Remembering or calling up knowledge from the sciences or scientific humanities. Science can also be tested against TN20 to remove a Strike from a resting ally in the span of five minutes. For social Strikes, consider this giving them some ‘happy pills’ and calming them down with a pep talk or something.
  • Stealth: Hiding from people and moving around without being detected. What did you think 'stealth' was? This is always rolled against someone else’s Insight.
  • Travel: Riding animals, traveling large distances, finding your way, and not getting lost without navigational tools. The general survival skill.

Traits[edit]

Traits are particular bonuses, abilities and specializations that make each character a little bit more special and unique. Regardless of their Basic Role, characters can use their Traits to further customize themselves. Every Player Character that picked Human as a Species begins the game with 3 Traits. Beasts get to choose only one Trait, since they already have natural Traits of their own. During the game, Players Characters can spend Lessons to buy more Traits. If possible, every Trait should be a Disney reference or at least a pop culture reference of some kind. Usually, a Trait should give a +1, +2 or +3 bonus to certain specific applications of 3, 2 or 1 Skills. The more specific these applications are, the bigger is the bonus granted or the number of Skills it applies to. For example, the Trait- This Man is Obviously a Charlatan: You gain a +2 on Insight checks against people who are obviously villains. -could be changed to give a +3 bonus if the condition was: "against people who are obviously villains and that you already saw hurting somebody". Instead of making the bonus bigger, this same very specific condition could extend the +2 bonus to Prevent Harm as well. As a general rule, Traits shouldn't apply to every possible use of a roll: You don't want them to become the absolute best choice for every character who likes using that Skill. Also, Traits should never give bonuses to Attributes.

Rules on how to create Traits, and a collection of sample traits to use if you don’t want to make your own, can be found here.


Powers[edit]

Powers are large and usually temporary bonuses that the system gives to Player Characters and Villains. Players Characters begin the game with one Power they chose from their Basic Role’s list. During the game, they can get more Powers by trading in Lessons. Players Characters also begin the game with two Powers of their choosing. One Po0wer should come from their Role's List, and the other may come from the general list or be created by themselves. As a general rule, the character should spend a Will point to activate one of his powers, but some powers, like- Ride'm!: You can ride any animal large enough to carry your weight as if it was an animal trained for the purposes of Travel. -are entirely passive. Powers should provide big bonuses to Skills or create meaningful, flashy effects. However, a Power should never guarantee a success unless it is a Villain power (In which case go ahead, they're supposed to have the advantage). An example of a solid (if bland) Power would be- Force Of Will - You can spend a Will Point to gain +3 to your Endure Rolls for the rest of the Scene.

Rules on how to create Powers, and a collection of sample Powers to use if you don’t want to make your own, can be found here.


Role Powers Every Role has access to a handful of Powers that are stronger than normal Powers. When you first create a character, You may choose one Role Power from your Role’s list or the general Role Power list to take for free, without spending Lessons. When you reach On A Roll and Hero tier, you may purchase one more Power from any Role you have for the cost of a normal Power.

The full list of Role Powers you might take can be found here.


Music[edit]

Music is near and dear to the heart of Disney. From animated musicals and silly symphonies to Broadway extravaganzas, it wouldn’t have felt right to do without in DVV. After much trial and tribulation, the result was this: Musical Numbers.

Musical Numbers may be triggered by the players at any time. A musical number gives a temporary bonus, often for the rest of the Scene or session. However, once a Musical Number has been triggered, a certain number of Notes are granted to the DM. At any time, the DM may choose to cash in those Notes to perform a Villain Song.

The Party as a whole cannot use more than 2 Musical Numbers per Session. Unless otherwise stated, a Musical Number can only be declared outside of a combat encounter, similar to the Healing mechanic.

Players are encouraged to RP more fully with Musical Numbers. If someone goes to the trouble of writing out lyrics for all the Musical Numbers taken in a session (usually set to the tune of some other song, unless you happen to be a composer), the DM receives 1 less Note than they would otherwise. If the players actually sing aloud all the Musical Numbers taken in a session, the DM receives 2 less notes instead.

The DM may regain Notes they spend in exactly the same way by writing or singing aloud their Villain Songs.

A full list of available music numbers can be found here.


Drives[edit]

Each Character has 3 Drives. Drives are ideals, goals, or guiding precepts that inform who your character is, what keeps them going and what pushes them to do what they do.

Whenever a character acts in pursuit of one of their Drives in a way that is sub-optimal, they regain a Will Point, a Strike, or one use of some other limited resource at DM discretion. ‘Sub-optimal’ means taking an action that leads to some negative consequence for you, such as a harder fight, a lost reward, or putting yourself in danger, because it is what your character would do. Drives used in this way must be suboptimal for your own character- a Drive that only causes problems for other players is not allowed (and also very not cool!). Each Drive can only be used in this way once per Scene. In addition, if you are in combat, you can only benefit from one Drive per Round. Drives can be simple or complicated, be a code the character lives by or something they desperately want to do. For example:

A player with the Drive of ‘Get Into Trouble’ might fulfil their drive by getting into a fight with some tough-looking thugs when they could have just walked past them.

A player with the Drive ‘Defeat the Horned King’ might fulfill their drive by going back to save someone from his undead monsters, the Cauldron-Born, even at risk to their own life.

A player with the Drive ‘Follow the Code of Chivalry’ might fulfil their Drive by allowing a foe to pick up their weapon before attacking, when they could have made a surprise attack.

A player with the Drive ‘Be the World’s Greatest Chef’ might fulfil their drive by asking for (mechanically useless) rare spices and ingredients as a reward for some job or task, rather than something more useful.

Drives can change over time! Any time that your character grows as a person, gains a new goal, or shifts their priorities, you may change your Drives. Generally speaking this should only happen between sessions or at a key point in a major character arc.


Lessons (Experience)[edit]

Experience is earned in the form of Lessons.

DMs should choose a form of Lesson gain.

Simple Lessons: One lesson is gained by all players at the end of a scene, session, or whenever the DM decides it.

Complex Lessons:

  • You get Lessons every time you:
  • Complete an Encounter with a foe or threat
  • Complete a major goal of the party
  • Perform an excellent bit of roleplaying
  • Learn a literal lesson, as characters in Disney often do
  • When you reach the end of a major arc or section of the story.

You can spend your accumulated Lessons to:

  • get new Skills,
  • increase Skills you already have
  • raise your Attributes
  • buy items
  • get new Traits or
  • Attain new Powers.

How many Lessons you need depends on the learning curve you are playing with.

Progression Rate New/Improved Skill New Trait (Free) Improved Attribute New Power New Item (Per EP)
Fast 2 8 4 8 2
Medium 3 10 6 10 3
Slow 4 12 8 12 4


Tiers[edit]

There are three character Tiers, Zero, On a Roll, and Hero. Players advance through Tiers when the DM has decided they have accomplished enough to do so. DMs should generally grant players a Tier up when they have reached a narrative point that their players have grown as people and are beginning to accomplish greater and grander things. While it is not required, DMs may also wish to tie their Teir-ups to the following recommended lesson counts:

Tier up to On-A-Roll: Slow 125 lessons / Medium 100 lessons / Fast 75 lessons Tier up to Hero: Slow 250 lessons / Medium 200 lessons / Fast 150 lessons

Most characters begin at Zero tier and all of their rolls save for their Role stat are rolled with 3d6. Their Role stat is rolled with 4d6 keeping the highest 3, hereafter referred to as ‘4d6k3’.

On a Roll characters can take a ‘Second Role’ to increase the number of dice rolled with a single attribute by 1d6, though they still keep only the highest 3. A character may choose the same attribute from their initial role, increasing their roll to 5d6k3, or choose a second attribute, making both 4d6k3. If a character chooses a different Role, they may choose Role Powers from the relevant Role list, but do not gain any of the other benefits of a Role.

For example, an On a Roll Smart character might choose to increase their Smart Role a second time, allowing them to roll Intelligence with 5d6k3, or they could choose to add a Sensible Role, rolling both Intelligence and Sensibility with 4d6k3.

Hero characters can increase the number of dice rolled with any stat by another 1d6, still keeping the highest 3. However no stat can ever be raised beyond 5d6k3.

Additionally, characters gain an additional Role Power slot every time they rank up, which they can fill by purchasing a Role Power from any Role they have a 4d6k3 or 5d6k3 in. Role Powers cost the same as a regular Power- they are not free like the one you get at character creation. Thus, Zero characters can have one Role Power, On-a-Roll characters can have two Role Powers, and Hero characters can have three Role Powers.

Equipment[edit]

In Disney Villains Victorious, Equipment, as a necessity of the system, is an abstraction. Equipment refers to any item that provides a skill bonus when used. A starting character gets 5 free Equipment Points (EP) to spend on purchasing Equipment at character creation. Weapons to fight with, books to learn with, and masks to lie with are all considered in Equipment. A single piece of Equipment can provide bonuses to several different skills, but the EP price will be as high as an item that provides a large bonus to a single skill.

If you want to attack using the Melee or Ranged skills, you first need a weapon. Unless you put Equipment points into the attacking type of a weapon, your weapon cannot attack that way. An example would be a +1 Melee Knife that cannot be used as a throwing weapon unless it has at least +1 in Ranged.

When you are at Zero tier, anything that provides +3 bonus should have an appropriate drawback. Once you reach On-A-Roll, you may purchase +3 equipment freely.

There are many different kinds of Equipment that your character can start with that don’t follow the trends set so far. You or your DM can always come up with items that have more complex effects than above. Some examples are given below:

  • Medkit: Basic medical supplies. They can be refluffed as food or healing potions. Either way, you can spend an action to expend this item and regain one Strike. You can use a medkit once per session. Costs 1 EP.
  • Atlantean Crystal Necklace: Along with granting eternal youth to whoever wears this necklace, the crystal can be used to power atlantean technology and (in a pinch) be expended to overcharge an atlantean device. Costs 1 EP, but you better have a good reason to have one without being an Atlantean yourself.
  • Genie Ring: A minor genie is bound to this ring. He/she can do minor errands for your character, but nothing that requires a roll. Other powers (such as teleportation or being aware of modern pop culture) depend on the genie. Costs 3 EP.

It is also possible to tie a Power of some kind to a piece of Equipment for a slight cost discount. However, remember that Equipment can be stolen. You could, for instance, take an Enchanted Saddle that grants you the same bonus as the Ride ‘Em! trait, or a Magic wand that lets you shoot fireballs as a Power would. Equipment Abilities are equivalent to a 3 EP item.

Equipment Abilities do not stack with normal Powers and Traits, though they can stack with normal Equipment Bonuses. If you are unsure of whether an Item’s ability should count as a power or a trait, refer to other DVV documents, examples of traits and powers, and discuss with your DM. If a piece of equipment is stolen, any Power it might provide is lost until the end of the Scene.

There’s also basic commodities, like pencils and paper for scholars or the clothes off of the characters’ backs. You shouldn’t bother charging for these, or even list them unless a player wants to spend points on them.

Your GM has the final say on what your character can and cannot have at character creation.

Further details on Items and how they work can be found here.


Situational Bonuses[edit]

Situational Bonuses are additional modifiers that might apply to a character when the circumstances they are in make certain tasks easier or harder. Typical situational bonuses would range from +3 to - 3, though obviously the GM is free to do as they will. Certain traits and powers may be able to provide temporary situational bonuses as well, though in the case of traits such things should be handled judiciously.

For example, an annoying cacophony in the next room over might impose a -1 penalty to persuasion checks, or a picket fence to duck behind might provide a +2 to prevent harm against ranged attacks. Many circumstantial modifiers can be used to boost attack rolls- having the high ground when shooting a bow, flanking an enemy with an ally to split their attention before a brawl roll or making a surprise attack from stealth in melee, and so on.

All circumstantial modifiers are at the DM’s discretion; DMs may decide any or all of these examples should not be used, or forgo circumstantial modifiers entirely.


Character Creation[edit]

  • Choose a Species and Country of origin.
  • Assign Attributes. You've got a 6 in every Attribute and 10 points to spread around. You can't go higher than 12. Every point you drop below 6 to a minimum of 4 grants you 1 extra Skill point.
  • Choose a Role. There are five Roles, one for each attribute. Note the bonuses you get for each Role.
  • Spend Skill Points. There are 22 skills. You've got a 0 in every Skill and 10 points to spread around. First point raises a Skill to 3, each following point raises it by one. You can't go higher than 6. Remember to add any skills from your role.
  • Choose Traits. You can choose three traits, and pick between various available trait lists or create your own.
  • Choose Powers. Characters get two powers at character creation, one from their Role list and one from whatever they want, except the Powers from Roles they do not have.
  • Choose Equipment. You get Equipment Points you can spend to determine your starting items. Most characters start with 5. These Points represent starting items that are often difficult, but not impossible, to acquire on your journey. Each EP you spend gets you a piece of equipment with a +1 bonus to a specific skill. You can spend 2 EP together to get a piece of equipment with a +2 bonus, or 3 EP together to get a piece of equipment with a +3 bonus. You cannot spend more than 3 EP on a single item bonus, though you can stack different types of bonuses on a single item if you so wish.
  • Choose Drives. The average hero has three Drives. Choose well, because these are your best shot at getting Strikes and Will mid-combat.

You have 3 Will Points. You are Zero tier. Your Speed is equal to your Robustness + Agility. That's it. Give your character a brief Rundown and you’ll be ready to play!


Enemies[edit]

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 here.


The King, The Land, The Rule[edit]

As seen in The Lion King and the Arthurian tale of the Fisher King, the King and the Land go hand in hand. If the King is noble, the Land prospers and the Rule is just. If the King is malevolent, the Land decays and the Rule is wicked. Each notable ruler has a K/L/R entry that is divided into three parts: the King, the Land and the Rule.

  • The King section gives a brief description of the King, and what they have become after being Victorious. Ursula is the “King” (Queen) of All Oceans. The stat blocks for each King are in the Kings & Villains section.
  • The Land section describes the basic geography of the land. It also describes monsters, animals, hazards and other dangers the players can run into. Ursula's realm is the ocean. The players can run into storms, giant sea monsters, tidal waves, and so on. Basically, the Land describes the realm of the King and what it has become.
  • The Rule section describes how the King gets things done. Whether he's openly destructive, controlling, or corrupting. Ursula has no patience for subtlety now that she's holding the Trident, so she'll start throwing storms and monsters at the players as soon as they cross her borders without tribute for safe passage.

Finally, a King’s influence is not the same everywhere. Ursula has a strong hold over the oceans, but at a certain depth below the surface lies creatures that would give even her pause. It is in these areas that submarines may pass with some degree of secrecy. The same is true for other rulers, who have peaks and valleys to their control. Players can decide which way they want to travel. Do they want to risk facing the full scrutiny of a King in their capital, or try going through rough territory where they'll be hidden, but under constant threat from the elements?


K/L/Rs for the corebook can be found in the Google Drive here.


Archive of the Threads: http://suptg.thisisnotatrueending.com/archive.html?searchall=Disney+Villains+Victorious