Disney Villains Victorious Kings and Villains: Difference between revisions

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== The Old West ==
== The Old West ==
'''King'''
'''King'''<br/>
Name: Alameda Slim, Sheriff of the Old West<br/>
Name: Alameda Slim, Sheriff of the Old West<br/>
Role: Charming Guy<br/>
Role: Charming Guy<br/>

Revision as of 22:49, 27 November 2014

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


Archidocesis Pontificis Immortalist

Villains

  • 1. Name: La Mère Pardonne (Mother Teresa for this one)

Role: Villain/Charming Guy
Class: Ranger Rose
Size: Medium
Species: Human

---Attributes---
Robustness: 9/14
Agility: 11/14
Intelligence: 10/14
Sensibility: 8/14
Charm: 12/14
Will: 4/4
Strikes: 7+X2, where X is the number of party members.

---Skills---
Acrobatics: 7
Athletics: 7
Persuasion: 7 + 2 from Golden Mask and role.
Brawl: 6
Melee: 6 + 3 from Weapon.
Prevent Harm: 6 + 2 from Villain trait.
Endure: 6 + 2 from Villain trait.

---Traits---
-Villain
This unit is a Villain. It gets +2 to Prevent Harm and Endurance.
-Brothers in Arms
+1 bonus to combat rolls for every character in the party that uses the same type of weapon or comes from the same homeland. (Choose one)
-Combo
If your Nimbleness exceeds that of the foe by at least 5 points, you can attack a second time in the same turn.

---Powers---
-Iron Maiden (Unique!)
Spend 1 Will point. This unit summons an Iron Maiden and chooses a target within 15m. Roll Brawl vs. the chosen target's Robustness/Agility. If successful, target is Pinned. (See Pinned Ya Again for details, located in Beast traits) Every time Pinned target fails to escape the Iron Maiden, they take a strike in damage. If roll is failed, nothing happens.
-White Mage
Unit can spend 1 Will point to restore up to 1d6 Strikes on a chosen target. Damages the Undead.
-Burning
This creature's attacks can inflict burns. Burns act like Poison, but the effect comes in to affect 2 turns after the Burn is inflicted. Number of Strikes inflicted can stack.
-Bondage
After making a successful combat roll, unit makes another combat roll to stun the unit, skipping it's combat turn. Can only be used on this unit's last turn.

---Equipment---
Burning Whip Made from Belmont Alloy: Grants +3 to melee. Effective against undead.
Golden Mask: Looks pretty nice, but makesit unable to show your expressions. Grants +1 to Persuasion.
Non-Child-Friendly Clothes and High Heels: Completely inappropriate for kids. Don't worry, at least she wears a pink cloak over it.

Physical Description/Background: Imagine a cross between Wonder Pink from W101, a noble woman, a bondage fetishist, and she's wearing an expressionless golden full-head mask, with little rectangles coming out the sides and top, like a headband. You get the Forgiving Mother, an unforgiving, cold, hard, bitch, who only cares about her beauty, rivaling even Queen Grimhilde's arrogance and pride in her own beauty.


  • 2. Le Juge Bienveillante (John the Baptist or John of Capistrano, whichever way you interpret it)

Role: Villain/Sensible Guy
Class: Ranger Noir
Size: Medium
Species: Human

---Attributes---
Robustness: 10/14
Agility: 8/14
Intelligence: 11/14
Sensibility: 12/14
Charm: 9/14
Will: 4/4
Strikes: 8+X2, where X is the number of party members.

---Skills---
Insight: 7 + 2 from Blindfold and role.
Mechanics: 7
Craft: 7
Ranged: 6 + 4 from Ranged Weapon.
Melee: 6 + 3 from Weapon.
Prevent Harm: 6 + 2 from Villain trait.
Endure: 6 + 2 from Villain trait.

---Traits---
-Villain
This unit is a Villain. It gets +2 to Prevent Harm and Endurance.
-Brothers in Arms
+1 bonus to combat rolls for every character in the party that uses the same type of weapon or comes from the same homeland. (Choose one)
-Tin Ear
Immune to all effects of music, beneficial and harmful.
-But I Did Not Shoot the Deputy
+3 to any checks to judge someone's moral character with Insight.

---Powers---
-Judgement Day (Unique!)
Spend a Will point. All units in a 40m area are judged of their crimes against the state/nation. Units make an Insight + Intelligence roll against this Ranger Noir's Sensibility/2 + Insight roll. If Ranger Noir wins the roll, the units are hanged and will take a number of strikes on Ranger Noir's next turn. Can only be freed by an outside force, it's a mechanical noose. If Ranger Noir's roll failed, nothing happens. Can only be used once a battle.(May need to be adjusted)
Strike:Crime Ratio
1 Strike: Petty Crime
2 Strikes: Minor Crime (Slightly above Petty)
3 Strikes: Engaging in one of the 7 Deadly Sins
4 Strikes: Major Crimes
5 Strikes: Homocide of or Major Crimes against Nobles, Villains, Religious Leaders, or Frollo
-Black Mage
Spend a Will point. Cast/Shoot either a: R+X, X equals Mechanics/Occult, Fireball that cause Burn, a Lightning Bolt that causes stun, or an Ice Shard that causes -2 to Agility and Robustness.

---Equipment---
-Rocket War-Hammer: A War-Hammer with a miniature turbine inside. (Think DeDeDe's hammer) Two-Handed, Grants +3 to Melee.
-Arm Ballista: Miniature ballista located on the forearm. Grants +4 to Ranged, but takes awhile to reload. Two-Handed.
-Blindfold: To help with judging, grants +1 to Insight.
-Semi-Mechanical Body: The Judge's body is semi-mechanical, with robot parts and all that shit.

Physical Description/Background: The Benevolent Judge is actually a pretty nice guy, kind to everyone, adults, children, the Hunchback, even criminals. Or at least he was. Now he's a pretty ruthless dude after the Inquisition made him into half-man half-machine guy, (Think RoboCop, mixed with Judge Dredd and the Terminator, except a bit more human, and the face isn't mechanical at all. Also he's got white-ish/silver colored hair) enforcer and protector of all of Frollo's crazy laws, who will ruthlessly strike down anybody who commits a Major Crime or above.

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: 6 + 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.


  • 2. Minotaur

Role: Villain/Strong Guy
Class: Giant Cow-Man-Hunter-thing
Size: Medium (Almost Large)
Species: Beast-Man/Chimera

---Attributes---
Robustness: 18/14 [1/14 with CotL in effect]
Agility: 7/14
Intelligence: 12/14
Sensibility: 12/14
Charm: 1/14 [18/14 with CotL is in effect]
Will: 3/3
Strikes: 9+X2, where X is the number of party members.

---Skills---
Athletics: 5 + 1 counting role.
Intimidate: 7
Deceit: 0/7 when CotL is in effect
Craft: 7 + 2 from Bag of Supplies
Craft with CotL in effect: 0
Persuasion: 0/7 when CotL is in effect.
Stealth: 0/7 when CotL is in effect.
Melee: 6 + 3 counting Weapon.
Melee with CotL in effect: 0
Prevent Harm: 6 + 4 from Villain trait, armor, and role.
Endure: 6 + 2 from Villain trait
Travel: 6

---Traits---
-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.)
-Berserk
Unit can choose to lower X2 amount of Intelligence for X amount of Robustness, but only when their trigger goes off. Below 10 Causes them to figh semi-unintelligently. Below 6 causes them to lose control and attack everything. Minotaur's trigger is people escaping his traps. Also he hates people calling him a cow. That too.
-Villain
This unit is a Villain. It gets +2 to Prevent Harm and Endurance.

---Powers---
-Curse of the Labyrinth (Unique!) [Also complicated]
Spend 2 Will points. The surrounding area, at least 100m, transforms into a sprawling labyrinth with seemingly no end in sight. The Minotaur loses the ability to attack directly, can only do Social Strikes, and his stats are changed to above. Persuasion to make Heroes attack other Heroes, Intimidation to scar their minds and drive them insane, Travel to know where he's going, and Stealth so they only get glimpses of him. Escape happens when either the Minotaur gets caught and dies, the Minotaur ends it somehow, or the players find the exit. TN 35 or 40, I don't know.
-Minotaur Charge
Doubles Agility and grants +2 to Melee or Brawl when charging into combat.

---Equipment---
Giant Double Sided Axe: Two-Handed, grants +3 to Melee.
Large Leather Cuirass: Light Armor, grants +1 to Prevent Harm.
Bag of Supplies: For traps othr than CotL. Grants +2 to Craft.

Physical Description/Background: Standing around 9ft tall and heavily muscled, many would expect this warrior to be more brawn than brains. This could not be less true, A cunning hunter, the Minotaur uses various traps and his own brute force to take his enemies down. His most fearful trap is his House of Leaves, all who've been inside, never were sane afterwards, their minds completely broken. Some advice: Try to disable his traps, don't escape them, he hates that, but has some honor in respecting others that can beat him at his own craft. Also don't call him a cow. Just don't.


  • 3. Chimera (THE not A)

Role: Villain/Strong Guy
Class: Ultimate Beast/ "Da...ddy"
Size: Medium
Species: Beast/Chimera

---Attributes---
Robustness: 16/14
Agility: 13/14
Intelligence: 8/14
Sensibility: 11/14
Charm: 1/14
Will: 3/3
Strikes: 9+X2, where X is the number of party members.

---Skills---
Athletics: 7 + 1 counting role.
Acrobatics: 3
Intimidate: 6
Stealth: 7 + 2 from C-B trait.
Brawl: 7 + 4 counting Natural Weapons.
Prevent Harm: 6 + 3 from Villain trait and role.
Endure: 7 + 2 from Villain trait.

---Traits---
-Low to the Ground
+2 to Stealth rolls where visual detection is a possibility.
-Villain
This unit is a Villain. It gets +2 to Prevent Harm and Endurance.
-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
Claws, teeth, horns, fire breath, poisons, it'd be easier to list what the Chimera DOESN'T have. Anyways, they grant a +4 to Brawl.
-Cold-Blooded
+2 to Stealth and +2 to resist Fear.

---Powers---
-Ultimate Beast (Unique!)
The Chimera is a fusion of a Lion, Ram, Dragon, and Snake. It gains the Powers of all of them. Any weapon that is effective against dragons, lions, rams, or snakes affect the Chimera. Intense climate change doesn't affect the Chimera.
-Poisonous
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 to be lost.
-GOODNESS GRACIOUS GREAT BALLS OF FIRE
Spend 1 Will point. Make a ranged attack equal to X+B, where X is Robustness and B is Brawl. Up to 25m in range. Poison will not take effect if attack is successful.
-Pinned Ya Again
Spend a Will Point and the character may choose to roll their Brawl vs. an enemy's Robustness/Agility to pin that enemy to the ground at risk of opening up another attack on the character upon failure. Pinned enemies cannot attack until unpinned and must make a Robustness check against a character's Brawl roll to become unpinned every round until defeated or successful escape.
-Stun
Spend 1 Will Point, make a combat roll against a target in melee range. If successful, target takes damage and is stunned for the duration of their next combat round.

Physical Description/Background: It's blood runs cold, it's tail has a head, it has three heads, the ram head breathes fire, the Chimera is a creature of paradoxes and contradictons, a fusion of dragon, ram, lion, and snake, the Chimera has the powers of nesrly all, but also the weaknesses. It is also by no means a small beast, 5m long and wheighing over 700kg, this beast is one animal not to be trifled with.


  • 4. Cerberus

Role: Villain/Sensible Guy
Class: Watchdog/Air Bud
Size: Large
Species: Beast

---Attributes---
Robustness: 14/14
Agility: 8/14
Intelligence: 12/14
Sensibility: 18/14
Charm: 1/14
Will: 3/3
Strikes: 8+X2, where X is the number of party members.

---Skills---
Athletics: 7
Insight: 8 + 4 from role and SE Power.
Intimidate: 6
Linguistics: 7 (Code)
Brawl: 6 + 3 counting Natural Weapons.
Prevent Harm: 6 + 2 from Villain trait.
Endure: 6 + 2 from Villain trait.

---Traits---
-Villain
This unit is a Villain. It gets +2 to Prevent Harm and Endurance.
-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
Teeth, hellish claws, and a bark louder than it's bite, grants this beast + 3 to Brawl.
-Loyalty
+2 on attack rolls against an enemy that has Struck an ally.

---Powers---
-Big Brother is Watching You (Unique!)
Cerberus is a watchdog, meant to guard, not go out and attack everybody. If somebody he doesn't know tries to intrude into the area he's guarding, he'll roar and someone allies. The DM rolls 1d6 for what Cerberus summons.
1-2: 60 Mooks
3-4: 30 Lackeys
5: 5 Inner-Circles
6: 1 Villain
-Sensitive Ears
Unit has the effects of music doubled for them, but gets +3 Insight.
-Burning
This creature's attacks can inflict burns. Burns act like Poison, but the effect comes in to affect 2 turns after the Burn is inflicted.

Physical Description/Background: The big, and I mean BIG guard dog for Hades, 15ft. tall, and weighing in at 1500lbs, this 3-headed pup will wreck your shit, with it's burning claws, THREE heads, all of it's muscles, and it's absolute worst attribute, it's bark. Now I know what you're thinking "What's so bad about a bark?", well, nothing usually, but Cerberus's bark is different. It literally summons backup, ranging from a legion of lost souls, to another one of those great monsters. You know what they say, his bark is worse than his bite.


  • 5. Medusa

Role: Villain/Charming Guy
Class: Snake? Snake? SNAAAAKE-Woman
Size: Medium
Species: Beastman/Chimera

---Attributes---
Robustness: 6/14 (12/14 in Gorgon mode)
Agility: 14/14 ( 18/14 in Gorgon mode)
Intelligence: 10/14
Sensibility: 6/14 ( 12/14 in Gorgon mode)
Charm: 18/14 ( 2/14 in Gorgon mode)
Will: 3/3
Strikes: 7+X2, where X is the number of party members.

---Skills---
Stealth: 6/0 when in Gorgon mode. Both get +2 from CB trait.
Athletics: 7/5 when in Gorgon mode.
Persuasion: 7 + 3 from role and SC trait. (0 when in Gorgon mode)
Deceit: 7/3 + 2 when in Gorgon mode.
Ranged: 6/7 when in Gorgon mode. Both get +2 from their Longbows.
Brawl: 0/6 when in Gorgon mode.
Intimidate: 0/7 when in Gorgon mode.
Prevent Harm: 6 + 2 from Villain trait.
Endure: 6 + 2 from Villain trait.
Occult: 6

---Traits---
-Villain
This unit is a Villain. It gets +2 to Prevent Harm and Endurance.
-Cold-Blooded
+2 to Stealth and +2 to resist Fear.
-Snake Charmer (Human only)
+2 to Persuasion.
-Trussssst Me (Gorgon only)
+2 to Deceive when target actively distrusts the spealer.

---Powers---
-Gorgon Mode (Unique!)
Due to Hades's magic, Medusa got her beauty back. But there is a drawback. She needs to stay in Gorgon mode for at least 6 hours a day to be able to stay in Human form. Gorgon has it's perks though, Gorgon is better for combat, while Human is better for deceiving the PC's.
-Poisonous
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. Poison arrows for Human, it's natural for Gorgon.
-Gift of Kaa (Human only)
Spend a Will point to roll Deceive+Charisma against an opponent who can see you. (They roll Sensibility+Endure) If you gain a Strike against them, instead of being defeated or gaining a Strike, you may order them to obey one command that does not immediately endanger their life. After one minute this hypnosis wears off. Can be relfected back through reflective items.
-Stone Cold Gaze (Gorgon only)
Spend a Will point to roll Intelligence+Intimidate against an opponent who can see you. (They roll Sensibility+Endure) If Medusa succeeds, target is stunned for their next 3 turns. If Medusa fails, nothing happens. Can be reflected back at Medusa using reflective items.

---Equipment---
Longbow: +2 to ranged.
Poison Arrows: Grants Poisonous Power for Human mode.
Female Cloth Tunic and Sandals: Does nothing. Looks pretty nice though.

Physical Description/Background: Once a beautiful (Curly hair, toned skin, the works) maiden who courted the love of Poseidon, she got turned into a hideous snake woman (Snake hair, green and scaley skin, the works) by Athena out of revenge or something like that. (The gods are just dicks sometimes) However, after she allied with Hades in taking over Olympus, he managed to cast an enchantment on her that allows her to return to her human form, most of the time. If you were able to get her beauty back permanently, she may find a new force to fight with.

Kingdom of the Cauldron

Villains

  • 1. Great Gwythaint

Role: Villain/Nimble Guy
Class: MOTHERFUCKIN' WYVERN, NOT DRAGON, WYVERN
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 when charging 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/MR. BONES
Size: Gigantic
Species: Human (?) (Do you count Cauldron-Born as human?)

---Attributes---
Robustness: 25/16 (WALKING TANK)
[Weak Point Robustness: 8/16] (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+X2, 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 2 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: 6
Persuade: 14
Intimidate 10
Insight 12
Deceive: 14
Occult: 14
Melee: 8(9)
Prevent Harm: 4
Endure: 18
Music: 12
Craft: 4
---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 +16 Prevent Harm. It will block any strike on Facilier made with a physical attack and can take 48 Strikes before dissipating, although it takes double strikes from light- or fire-based weapons.
-Don’t Play A Player: +10 against social attacks so long as the player does not know to exploit his weakness - his fear that the Friends control him and his fear of that relationship failing. Facilier is terrified that he is essentially a figurehead ruling in the stead of the Friends
-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.
-I Got Voodoo: Spend a Will point to summon 5 giant voodoo doll Lackeys from the shadows.
-I Got Hoodoo: Spend a Will Point. Gain +4 to all shadows’ attributes for a round.
-I Got Things I Ain't Even Tried: Facilier and his shadows can attack the PC’s shadows, bypassing all armor unless they have glowing armor.

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 9
Athletic 6
Ranged 18 (Only with her own ice magic)
Prevent Harm 16
Occult 15
Endure 8
Travel 8 (+5 in Cold/Forest)
Persuade 5
Intimidate 7
Insight 8
Academics 8
Music 14
Craft 15

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.

The Old West

King
Name: Alameda Slim, Sheriff of the Old West
Role: Charming Guy
Country of Origin: The Wild West
Size: Medium
Species: Human
Tier: On-A-Roll

---Attributes---
Robustness: 10/14
Agility: 12/14
Intelligence: 8/14
Sensibility: 12/14
Charm: 18/14
Will: 3/3
Strikes: 5+3x, where X is the number of players in the party.

---Skills---
Acrobatics: 3
Athletics: 3
Melee: 4
Ranged: 7
Brawl: 5
Prevent Harm: 8
Endure: 7
Stealth: 6
Legerdemain: 5
Deceit: 6
Persuasion:6
Intimidate: 6
Occult: 5
Travel: 8
Insight: 6
Music: 10
Craft: 4

---Traits---
-Cattle Baron
+3 to all herding and ranching checks.

-Horse Lord
+3 to Travel while on horseback, to handle horses and to tame wild horses.

Musical Prodigy: +2 to all Music rolls with the chosen instrument (Yodeling)
King: This character is a King, and gains the relevant bonuses.
---Powers---
Yodel-adle-eedle-idle-oo: Alameda Slim's powers of hypnosis via music are truly astonishing. Alameda Slim may spend a Will Point to use this power on all Beasts within hearing range as a combat Action, and may maintain his hypnosis by spending one Action every round. Beasts are entitled to a TN 25 Endure+Sensibility roll to avoid being hypnotized, but generally non-player characters should automatically fail. Once a Beast succeeds on this roll, they are immune to hypnosis for the next four rounds.
Ride'm!: No matter if it be some strange horse or a bony fish or an even bigger lizard, the character is capable of riding anything able to carry his or her weight.
Rock and Roll will Never Die: Spend a will point; Apply Music against Tin-Ear characters with only a -5 in effectiveness!


Equipment:
Slim's 6-shooter: +4 to Ranged

Banjo: +3 to Music rolls.