Disney Villains Victorious Kings and Villains: Difference between revisions

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Queen Elsa the Frozen<br/>
Queen Elsa the Frozen<br/>
Country of Origin: Arrendelle<br/>
Country of Origin: Arrendelle<br/>
Medium-Size Human <br/>
Class: Snow Queen<br/>
Strikes - 30<br/>
Size: Medium<br/>
Robustness: 12<br/>
Species: Human<br/>
Agility: 16<br/>
 
Robustness: 8<br/>
Agility: 10<br/>
Intelligence: 16<br/>
Intelligence: 16<br/>
Sensibility: 15<br/>
Sensibility: 10<br/>
Charm: 14<br/>
Charm: 15<br/>
Will: 5/5<br/>
Strikes = 32<br/>


Skills:<br/>
Skills:<br/>
Acrobatics 7<br/>
Acrobatics 7<br/>
Athletic 6<br/>
Athletic 6<br/>
Ranged 18<br/>
Ranged 18 (Only with her own ice magic)<br/>
Prevent Harm 16<br/>
Prevent Harm 16<br/>
Occult 15<br/>
Occult 15<br/>
Line 255: Line 257:
Music 14<br/>
Music 14<br/>


Traits:<br/>
Traits:
Ice Queen's Madness - Elsa is quick to lash out, and rolls to calm her down suffer a +5 to difficulty.<br/>
-Ice Queen's Madness Elsa is quick to lash out, and rolls to calm her down suffer a +10 to difficulty.<br/>
Frozen Heart - Social strikes against Elsa have a +5 to difficulty, but deal three times as much damage.<br/>
-Frozen Heart Social strikes against Elsa have a +10 to difficulty, but deal triple strikes.<br/>
Following - This unit is followed by a massive Ice Golem with 18 Robustness, 10 prevent harm and 12 Brawl.<br/>
-Following This unit is followed by a massive Ice Golem with 18 Robustness, 10 prevent harm and 12 Brawl. The golem loves Elsa and will protect her by fighting anyone who tries to physically hurt her or makes her angry.<br/>
King - This unit is a King, and receives appropriate bonuses.<br/>
-And the North Wind Blows – Elsa is surrounded by constant icy winds that can damage players who roll less than 20 on a ROBUSTNESS-based Prevent Harm roll that they must take every turn that Elsa is angry at them. (This TN is only 16 if they are wearing warm clothing)<br/>
-Queen – This unit is a Queen, and receives appropriate bonuses.<br/>


Powers:
Powers:
Freeze - Renders one specific unit unable to act until a different unit spends five turns helping them up.<br/>
-Freeze Renders one specific unit unable to act until a different unit spends five turns helping them up.<br/>
Ice Shards - Spends a will point to make two ranged attacks against every member of the party with no penalties.<br/>
-Ice Shards Spends a will point to make two ranged attacks against every member of the party with no penalties.<br/>
Ice Shield - Adds a +15 to prevent harm for two rounds at the cost of not being able to make physical attacks during this time.<br/>
-Ice Shield – Gives a +15 to prevent harm for 2 rounds at a cost of one will point.<br/>
-Ice Palace –Elsa can create a frozen fortress to hide in, and will do so if she is down to 5 or fewer strikes and it is her turn. The players can try to stop her retreat with a TN 45 Persuade check, but if she flees, she will have full Strikes and be totally recovered before she’s willing to come out again, days or possibly weeks later.<br/>
-Ice Golems – Can create Snow Golem Mooks at a rate of 2d6 per Will point spent.<br/>


Equipment:<br/>
Equipment:
None.<br/>
None.<br/>



Revision as of 23:59, 23 November 2014

The statblocks of the Villains and Kings of /tg/'s homebrew Disney Villains Victorious.


Olympia

Villains

  • 1. Hydra

Role: Villain/Nimble Guy
Class: HYDRAAAAAAAAAAAAA
Size: Gigantic (Barely)
Species: Beast

---Attributes---
Robustness: 15/16
Agility: 16/14
Intelligence: 8/14
Sensibility: 11/14
Charm: 1/14

Will: 3/3
Strikes: 4+X2, where X is the number of party members.

---Skills---
Acrobatics: 5 + 1 from role.
Athletics: 5
Intimidate: 7
Melee: 7 + 2 counting Natural Weapons.
Prevent Harm: 7 + 3 from Villain trait and role.
Endure: 6 + 2 from Villain trait.

---Traits---
-Down Where It's Wetter
Unit doesn't suffer movement and speed penalties when swimming.
-Don't You Disrespect Me, Little Man!
+3 to Intimidate if you have taken a Social strike in this Situation.
-Natural Weapons
Sharp Teeth and Venomous Poison give this creature +2 melee and other effects.
-Villain
This unit is a Villain. It gets +2 to Prevent Harm and Endurance.

---Powers---
-HYDRAAAAAAAA (Unique!)
Whenever the Hydra "dies" it is "resurected" with one more head, giving it another action. Heads cap at 12. Effect can be stopped by burning the Hydra immediately after it's been "killed".
-Poisonous (Better name needed)
Unit is poisonous. After making a successful combat roll against another unit, this unit makes another combat roll to poison the attacked unit, which causes another Strike.


Physical Description/Backgound: Proud to the point of arrogance, and it has a right to be. Fighting the Hydra is fighting an uphill battle, it's poisonous, aquatic, semi-intelligent, this multi-headed reptilian is a force to be reckoned with. Also it's 30ft long, and 16ft tall, with sickeningly poisonous salivia.

Kingdom of the Cauldron

Villains

  • 1. Great Gwythaint

Role: Villain/Nimble Guy
Class: MOTHERFUCKIN' DRAGON
Size: Gigantic
Species: Beast

---Attributes---
Robustness: 13/16
Agility: 18/14 (SANIC SPEED)
Intelligence: 5/14
Sensibility: 12/14
Charm: 3/14
Will: 3/3
Strikes: 8+X2, where X is number of party members.

---Skills---
Acrobatics: 7 + 1 counting role.
Athletics: 7
Intimidate: 7
Brawl: 6 + 2 counting Natural Weapons.
Prevent Harm: 6 + 3 from Villain trait and role.
Endure: 6 + 2 from Villain trait.

---Traits---
-Flight
Obviously it can fly. That's just the nature of the beast.
-Bull Charge
+2 to Brawl when charging into combat.
-Think You Hide from Me?
+2 to Insight when attempting to detect people in Stealth. (Alternatively, people trying to hide from you suffer a -2 to their Stealth rolls, whichever works better.)
-Natural Weapons
Talons, horns, and teeth provide a +2 to Brawl.
-Villain
This unit is a Villain. It gets +2 to Prevent Harm and Endurance.

---Powers---
-Sonic Roar (Unique!)
Spend one Will point. Deal one Social Strike to all living units in 30m area. Can only be used during suprise round or on the Great Gwythaint's first turn.
-Dive, Dive, Dive!
Unit gains a +2 to Brawl and a +2 to Initiative and charges from above.


Physical Description/Background: 25ft. long from head to tail. 20ft. tall. 30ft. wingspan. This black-scaled terror of the skies is the Horned King's most feared and loyal pet. Raised to strike fast, hard, and then run, the Great Gwythaint's initial attack is devastating, however, it's attack decreases in power after the initial roar and charge, and it's scales aren't as hard as a regular wyvern's. Don't think you can hide from it however. Many have tried to do that. None survived.


  • 2. Cauldron Giant: Colloso

Role: Villain/Strong Guy
Class: Fuckhuge Skeleton Warrior
Size: Gigantic
Species: Human (?) (Do you count Cauldron-Born as human?)

---Attributes---
Robustness: 25/16 (WALKING TANK)
[Weak Point Robustness: 4/16] (WE SHADOW OF THE COLOSSUS NOW)
Agility: 8/14
Intelligence: 8/14
Sensibility: 8/14
Charm: 4/14
Will: 3/3
Strikes: 9+X2, where X is the number of party members.
[Weak Point Strikes: 1+X, where X is the number of party members.]

---Skills---
Athletics: 3 + 1 counting role.
Intimidate: 7
Melee: 6 + 4 counting Weapons.
Prevent Harm: 7 + 3 from Villain trait and role.
Endure: 7 + 2 from Villain trait

---Traits---
-Multiple Arms
Unit has multiple arms. In this unit's case it has four arms.
-Weak Point/Achilles Heel (Self)
Unit is granted massive power in exchange for a weak point. In this unit's case there is a small sigil located at the center of the forehead/"third eye" that is it's weakpoint.
-Undead
Unit is not affected by poisons, music (Unless it's xylophone or really, really, good music.), semi-intense climate change, and medical sciences.
-Villain
This unit is a Villain. It gets +2 to Prevent Harm and Endurance.

---Powers---
-Klaatu Barada Nikto (Unique!)
Every 3 strikes against this unit summons 5 Cauldron-Born mooks. If attacking the weak spot this power does not come into affect.
-Demonic Stare
Identify one character/unit. +3 intimidation against them.

---Equipment---
Colossal Stone Greatsword x 2: Two-handed, grants +2 to melee for each sword
Horned Tin Cap: Horned helmet made out of soft tin. Does nothing except guard one attack to the head.


Physical Description/Background:
"Oh woe is me, for I have looked death in the face, and know it comes. A lumbering colossus, larger than anything I have seen. (It's 40ft tall) It was human in shape, but not in nature or structure. Made out of the bones of giants and men, it has four arms, to wield it's bringers of death, twin greatswords of colossal size, (35ft.) almost as long as it was. But the worst thing was it's stare. It had no eyes, but it's sockets seemed to stare at my very soul. And it wanted it. I couldn't take it anymore, I ran. I ran, but I know it hunts for me, and it won't stop until the deed is done. If only it had a weak point..."

                                                                                                            - Peasant of The Land of the Black Cauldron.


  • 3. Reaper

Role: Villain/Smart Guy
Class: Spoopy Grim Reaper
Size: Medium
Species: Human (?) (Do you count Cauldron-Born as human?)

---Attributes---
Robustness: 10/14
Agility: 10/14
Intelligence: 16/14
Sensibility: 14/14
Charm: 1/14
Will: 3/3 + 2 from role and YaWH! trait.
Strikes: 6+X2, where X is the number of party members.

---Skills---
Occult: 7 + 1 counting role.
Intimidate: 6
Ranged: 7
Melee: 7 + 3 counting Weapon.
Prevent Harm: 6 + 2 from Villain trait.
Endure: 6 + 2 from Villain trait.

---Traits---
-You're a Wizard Harry!
Unit is a magical prodigy or a magical creature of some power. They get a +1 to Will.
-Undead
Unit is not affected by poisons, music (Unless it's xylophone or really, really, good music.), semi-intense climate change, and medical sciences.
-Villain
This unit is a Villain. It gets +2 to Prevent Harm and Endurance.

---Powers---
-Your Time Has Come (Unique!)
Spend 1 Will point. Reaper halves all stats and skills except Strikes, Occult, and Will temporarily. (If it ends in a decimal, round up.) Identify one target. Make a combat roll against them combining Occult, Robustness, and either Melee or Ranged, depending on the distance you attack. If Reaper succeeds, all remaing Strikes on the target are gone. If the target had 1 Strike remaining, target is downed. If Reaper fails, nothing happens.
-Black Bolt
Spend 1 Will point, unit makes a ranged attack equal to R+X2, where R is Ranged and X is Occult. Can go up to 40m.
-Pale Rider
Unit is or is a servant of Death itself. All organic matter and beings will wilt and/or be sickly when near it. Living units suffer -2 Robustness and Agility when within 5m of this unit.

---Equipment---
Death's Scythe: Spoopy, Two-handed, grants +3 to melee.
Black, Hooded Robe: Spooky


Physical Description/Background: 7ft tall, clad in jet black robes, wielding a large scythe and powerful death magicks, many wonder if this servant of the Horned King is just a mysterious but powerful Cauldron-Born, or the Angel of Death, chained to Earth and forced into the Horned King's servitude. Whichever it is, one thing is known; Fear the Reaper.

The Shadowlands

King
Name: Dr. Facilier
Role: King/Charming Guy
Class: Shadow Man
Size: Medium
Species: Human

---Attributes---
Robustness: 10/16
Agility: 10/16
Intelligence: 16/24
Sensibility: 18/24
Charm: 20/24
Will: 12/12
Strikes: 3, but Shadow Shield blocks damage
---Skills---
Acrobatics: 10
Athletics: 7
Persuade: 14
Deceive: 14
Occult: 14
Melee: 8(9)
Prevent Harm: 4
Endure: 8
Music:12
---Traits---
-Shadow Shield: Since taking New Orleans, Facilier has done quite well for his Friends on the Other Side. So well, in fact, that one shadow being is his personal guard. This being has 24 ROBUSTNESS, 20 Agility and +14 Prevent Harm. It will block any strike on Facilier made with a physical attack and can take ___[4X+16]____ Strikes before dissipating, although it takes double strikes from light- or fire-based weapons.
-Don’t Play A Player: +20 against social attacks
-Sentient Shadow: Facilier is never without his shadow, which has a life of its own and can attack for him. This being has 20 Agility, +15 Prevent Harm and +14 Brawl (+16 with its shadow claws), always striking with Agile Natural Attacks. It can be stunned for a round by attacking it with a light or fire weapon.
-Master of an Army - He can call in his Villains to aid him in a fight if they haven’t been defeated
-KING: This unit is a KING. It gets +10 to Persuade its servants to do anything if opposed in some way, and can automatically make them obey if nobody is trying to incite rebellion among them.
---Powers---
-Show Them Their Dreams: Facilier can, for one will point, show somebody their deepest wish and offer it to them. This lets him make a Deceit or Persuade roll with an extra +16 bonus, and if it succeeds, it does 3 social strikes. This only works once on each person though.
-Facilier and his shadows can attack the PC’s shadows, bypassing all armor unless they have glowing armor.
-Friendly Assistance: Spend a Will Point. Gain +4 to all shadows’ attributes for a round.
-Master of Shadows: Spend a Will point to summon 5 Lackeys from the shadows.

Arendelle

King
Queen Elsa the Frozen
Country of Origin: Arrendelle
Class: Snow Queen
Size: Medium
Species: Human

Robustness: 8
Agility: 10
Intelligence: 16
Sensibility: 10
Charm: 15
Strikes = 32

Skills:
Acrobatics 7
Athletic 6
Ranged 18 (Only with her own ice magic)
Prevent Harm 16
Occult 15
Endure 8
Academics 8
Music 14

Traits: -Ice Queen's Madness – Elsa is quick to lash out, and rolls to calm her down suffer a +10 to difficulty.
-Frozen Heart – Social strikes against Elsa have a +10 to difficulty, but deal triple strikes.
-Following – This unit is followed by a massive Ice Golem with 18 Robustness, 10 prevent harm and 12 Brawl. The golem loves Elsa and will protect her by fighting anyone who tries to physically hurt her or makes her angry.
-And the North Wind Blows – Elsa is surrounded by constant icy winds that can damage players who roll less than 20 on a ROBUSTNESS-based Prevent Harm roll that they must take every turn that Elsa is angry at them. (This TN is only 16 if they are wearing warm clothing)
-Queen – This unit is a Queen, and receives appropriate bonuses.

Powers: -Freeze – Renders one specific unit unable to act until a different unit spends five turns helping them up.
-Ice Shards – Spends a will point to make two ranged attacks against every member of the party with no penalties.
-Ice Shield – Gives a +15 to prevent harm for 2 rounds at a cost of one will point.
-Ice Palace –Elsa can create a frozen fortress to hide in, and will do so if she is down to 5 or fewer strikes and it is her turn. The players can try to stop her retreat with a TN 45 Persuade check, but if she flees, she will have full Strikes and be totally recovered before she’s willing to come out again, days or possibly weeks later.
-Ice Golems – Can create Snow Golem Mooks at a rate of 2d6 per Will point spent.

Equipment: None.