Disney Villains Victorious: Difference between revisions

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




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== What we still need done ==


We need:
A definitive list of skills, between 10 and 30.
A list of solid traits for general use and for specific realms.
A better description of what the attributes do
An actual XP advancement system
Clarification on what the Roles grant by taking them.






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

Revision as of 21:02, 8 November 2014

Disney Villains Victorious is a new /tg/ homebrew project based on the idea of a world, not entirely unlike our own, in which all the villains from 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 and its magitech-toting mercenaries. It is a world where the grasslands and jungles and 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 evil sorcerous queens like Maleficent and mad, inquisitorial clergy men like Frollo, and Dark Gods like Hades and Chernobog, pictured here.

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


The Kings of Evil

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 President-Emperor Lyle Tiberius Rourke of the Imperial Republic of Atlantis Yokai the Great of the Eastern Co-Prosperity Sphere Alameda Slim, Sheriff of the Old West McLeah, Clayton and Gaston of the Elite Global Huntsman Club


God-Kings and Spirit-Lords

Hades of Olympia Ursula of All-Oceans Chernobog the God of Night, Lord of Bald Mountain The Spirit Realm


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



System Mechanics:

General concept at the moment is 3d6+skill+attribute to reach a Target Number (TN or DC) Characters are divided into five 'classes' Strong characters, Agile Characters, Intelligent Characters, Sensible Characters, and Charismatic Characters are the five main character types.

Each character has the following attributes: Robustness: The hero's strength and physical prowess. (Has a role similar to Strength and Constitution/Endurance) Agility: The speed of a character's fingers and feet. Intelligence: How smart a character is, generally. Doesn't determine IQ or anything stupid like that -- this is Disney! Sensibility: Perception and empathy. Charisma: How charming a character is. Will: All characters have this, and use it to boost their other attributes in times of need.

Skills: Every character has a number of Skills, but Agile characters should receive more physical skills and Intelligent characters should receive more mental skills. How these skills will be divided has not yet been worked out.

Traits: Minor bonuses gained either by progression (XP grants them) to background. Usually adds +2-3 to a relevant test, or grants some bonus outside of dangerous situations.

Ideals: Every character has 3 ideals they want to live up to, consciously or not. Characters get XP and advance by following these ideals.

Goals: Every character has goals that they complete to advance in tier.

Tier: Characters fall into three tiers: Novice, Veteran, Hero. What these tiers do isn't entirely clear (someone suggested that you gain an extra die on relevant tests and discard the lowest to still fall into 3d6.


What we still need done

We need: A definitive list of skills, between 10 and 30. A list of solid traits for general use and for specific realms. A better description of what the attributes do An actual XP advancement system Clarification on what the Roles grant by taking them.



The King, The Land, 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 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.

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.

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?