Disney Villains Victorious: Difference between revisions
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Revision as of 22:05, 9 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
- Imperial President Lyle Tiberius Rourke of the Imperial Republic of Atlantis
- Alameda Slim, Sheriff of the Old West
- Mayor Doom of DOOMtown
- McLeah, Clayton and Gaston of the Elite Global Huntsman Club
- Chairman Cutler Beckett of the East India Trading Co.
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
- Mor'du of the Land of the Bear
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.
Strikes: "Well, the three strikes are to avoid the hit point bloat that comes with a lot of games, but D&D in particular. Basically, if something very bad happens, you lose one of your three strikes. Once you're out of strikes, the next bad thing that happens to you 'defeats' you. This could be falling unconscious, having a mental breakdown, dying, et cetera. In combat, every time an attacker scores a hit, you lose one of your three strikes. That's.... pretty much it, it's designed to be as simple as possible. The only complicating factor is that in true Disney fashion, weapons aren't the only way of hurting a villain; using the environment or even talking at your opponent can hurt them in the same way.
When attacked, you roll your defense against their offense. Your defense roll would be 3d6+attribute used (usually Agility, Robustness, or Sensibility)+Dodge/whatever social skill is relevant. To attack, they roll 3d6+attribute used+skill. The result is that the attacker needs to get over your dodge with their own roll of 3d6+attribute+skill(or just 3d6+attribute+3 for mooks) to hit you. Upon hitting something, one Strike is applied. When a character suffers a hit with no strikes left, the are defeated. Villains will have strikes, but Mooks will die or be defeated upon receiving even a single strike because honestly, they're just not that important or interesting.
about when strikes are removed; I'm not sure yet, I'll have to bring it up again later when this place is hopping again."
Tier: Characters fall into three tiers: Zero, On-a-roll, 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.
Attributes
Robustness
Agility
Intelligence
Sensibility
Charisma
Will
Average attribute should be between 7-9, with 4 being the human minimum and 12 being the human maximum.
Skills
Although, being legion, we aren't even close to true consensus, here is a general list of the skills that will be used.
- Acrobatics
- Athletics
- Melee
- Ranged
- Brawl
- Prevent Harm
- Endure
- Stealth
- Sleight of Hand
- Deceive
- Persuasion
- Intimidate
- Academics
- Science
- Occult
- Mechanics
- Linguistics (does this really need to be a skill?)--Nobody Important (talk) 03:06, 9 November 2014 (UTC)
- Travel (covers Riding and Survival)
- Driving (covers water, ground, and air vehicles that you are familiar with)
- Insight
- Music
- Craft
Three Strikes
In combat, you have three "strikes". These work as hitpoints of a sort. Whenever an attack hits you, the opponent rolls damage. If they roll higher than your Defense, then you receive a strike. If they roll significantly higher, you might receive more strikes. Certain larger monsters, like dragons or Chernabog, deal more than 1 strike as long as they do damage at all. This is subject to change, and more details are needed.
(CLARIFICATION ON THE IDEA, REMOVE WHEN SOLIDIFIED--Nobody Important (talk) 20:55, 9 November 2014 (UTC)) Combat is resolved by rolling 3d6+attribute+skill used to attack and trying to overcome the opponents 3d6+attribute+dodge/whatever social skill. If you overcome their defense, they suffer one strike. Players and villains have three ((or more) strikes, monsters usually have none. If you suffer a hit without any strikes remaining, you are defeated (whether that means dead, having a mental breakdown, pushed off a cliff, etc is up to the GM). Players USUALLY have three strikes, so on the fourth hit they are defeated. Strikes also take the place of environmental damage-for example, after a long time in the sun you would test Robustness or take one strike for heatstroke/dehydration/etc.
How strikes are recovered has not yet been determined, but a potential idea is one hour in a non-dangerous environment recovers one strike.
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.
An actual working combat system, seriously
Someone needs to completely clarify how the Three Strikes system works and we need to actually agree on it.
A description of what mechanically each of the three Tiers (Novice, Veteran, Hero) actually does per class.
A new map without the BH6 villain.
For the non-rulesy among us:
We need clarification on each individual Realm
We need origins for the players: what countries would provide suitable origins?
A working world map, up to date and formatted to the top right. Please help me. --Nobody Important (talk) 02:06, 9 November 2014 (UTC)
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?
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