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Disney Villains Victorious Kings and Villains
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== All-Oceans == '''King'''<br/> Ursula of All-Oceans<br/> Role: Smart/Agile<br/> Class: Mermaid Witch<br/> Size: Medium<br/> Tier: On-A-Roll (With Triton’s Trident, Hero)<br/> ---Attributes---<br/> Robustness: 12<br/> Agility: 15<br/> Intelligence: 17<br/> Sensibility: 12<br/> Charm: 8<br/> Will: 5/5<br/> Strikes: 4 + X3 where X is the number of members on the party<br/> ---Skills---<br/> Athletics: 10<br/> Melee: 5<br/> Prevent Harm: 9<br/> Deceit: 10<br/> Persuasion: 8<br/> Occult: 13 (14)<br/> Linguistics: 5<br/> Insight: 7<br/> Music: 7<br/> Craft: 13<br/> ---Traits---<br/> -Aquatic Creature 2x movement in water, 0.5x movement on land<br/> -Trussssst Me!<br/> +2 to Deceit if the target actively distrusts this unit.<br/> -Master of an Army<br/> This unit can call in Villains to assist her in battle if they have not been defeated.<br/> -Queen<br/> This unit is a QUEEN. It gets +10 to Persuade and/or Intimidate 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.<br/> ---Equipment---<br/> (Divine) TRITON’S TRIDENT<br/> +20 to all acts of magic<br/> +10 to All Stats<br/> +10 Strikes<br/> Enables “Size Change”<br/> Enables “Overwhelming Magic”<br/> Enables “Call to the Storms”<br/> Enables “Master of the Seas”<br/> Enables the trait “Queen”<br/> -Size Change (Divine)<br/> This unit can freely manipulate their form and size, and gain the appropriate bonuses and penalties of said sizes. (Giant Ursula rises above the water. Loses her Merfolk bonus.)<br/> -Overwhelming Magic<br/> This unit can roll Occult+Intelligence+Ranged/Melee in order to execute a magical attack<br/> -Call to the Storms (Divine)<br/> This unit can freely manipulate the weather of the ocean and call down rain, hail, wind, lightning and waves on any point in their territory. All units caught in the Storm, if on any sort of vehicle, must roll a Driving/Travel and Endure test not to be knocked off. TN depends on the intensity of the Storm.<br/> -Master of the Seas (Divine)<br/> This unit can freely control the tides, waves and currents of the ocean. The unit can summon tsunamis, whirpools and typhoons to the battlefield or any point in their territory. If characters are caught in the waves and not on any form of vehicle, they must roll an Athletics+Endure check. TN depends on the intensity of the Waves<br/> '''Villains'''<br/> Name: Yamato Crab<br/> Role: Robust Villain<br/> Battleship Class Spider Crab<br/> Country of Origin: All Oceans (Japan)<br/> Size: Giant Enemy<br/> Species: Humongous Antagonistic Crustacean<br/> ---Attributes---<br/> Robustness: 25<br/> Agility: 8<br/> Intelligence: 5<br/> Sensibility: 15<br/> Charm: 5<br/> Will: 6<br/> Strikes: 7+4x<br/> ---Skills---<br/> Ranged: 10<br/> Brawl: 15<br/> Prevent Harm: 10<br/> Endure: 10<br/> Stealth: 5<br/> Deceive: 5<br/> Intimidate: 10<br/> Mechanics: 10<br/> Travel: 8<br/> Driving: 10<br/> Insight: 8<br/> ---Traits---<br/> Giant: +4 Brawl rolls when charging into combat.<br/> Swims Like a Boat: The Yamato Crab may use Driving in the place of Athletics or Acrobatics.<br/> That’s No Ship: The Yamato Crab may only use Deceive to disguise itself as a wrecked ship, but may add it’s Stealth to the roll when it does so.<br/> Sea Creature: X4 Movement Speed in the water. X0.1 Movement Speed on land.<br/> Defense Weapon: +3 to combat rolls when defending itself from an attack in it’s own territory (Pacific Ocean).<br/> Weak Point: If an attack ever reaches the Yamato Crab’s weak points (it’s head or exposed limbs), the Strikes dealt are doubled. If you are aiming for these weak points, you must take your roll at a -5 penalty for a called shot.<br/> Overwhelming Brawn: If your Robustness exceeds your opponent's Robustness by 3 or more, your physical attacks score an additional Strike for every 7 point over the opponent's defense instead of every 10 so long as they are dealt with Robustness.<br/> Terrifying: +3 to Intimidate if you are physically larger than your target.<br/> ---Powers---<br/> Open Fire!: Spend a Will Point. The Yamato Crab fires a volley of explosives at a single target, rolling Robustness + Ranged for damage.<br/> Death Charge: Spend a Will Point. The Yamato Crab unloads explosives that are a death sentence to submarines. Must be avoided with a Drive check of 30, or all passengers of the ship must roll Prevent Harm of the same. Failing the Prevent Harm check causes a loss of a Strike.<br/> Release the Crabs of War: Spend a Will Point. 4d6x10 Crustacean Mooks swarm out of the Yamato Crab’s shell. Though weak individually, they add +1 to the TN to an Agility Test for every 20 Crabs attached to your vehicle. They must be shaken off with Driving TN25.<br/> ---Equipment---<br/> Yamato Shell: A giant wrecked battleship that is being used as the shell of the Yamato Crab. +5 Ranged and +15 Prevent Harm against outside attacks. Does not protect limbs or head.<br/> Crabby Crew: The Yamato Crab is ‘manned’ by an immeasurable number of smaller (Tiny to Small) crustaceans. If the Yamato Crab has lost less than half of it’s Strikes, the Crabby Crew can take an action (treated as the Yamato Crab's action) to restore a Strike with a success Mechanics Test of TN25.<br/> ---Rundown---<br/> Ursula’s answer to Atlantean submarines. Once a regular spider crab, the Yamato Crab was changed by Ursula into a sea monster occupying the hull of a wrecked battleship. It hides near the shores of Japan, ready to tear apart any vessel that gets too close to the ocean. It is filled with tiny crabs that control the weapons systems of the ship. The scariest part about the creature is it’s intelligence: Despite being a colony of minds, the Yamato Crab and the Crabby Crew are as smart as a sack of potatoes. Clever or not, the Yamato Crab is a terrifying enemy that should not be taken lightly.<br/> Navy Bones, Impostor Pirate King<br/> Role: Strong Guy<br/> Country of Origin: All Oceans<br/> Size: Medium<br/> Species: Octopus Man<br/> ---Attributes---<br/> Robustness: 10<br/> Agility: 8<br/> Intelligence: 6<br/> Sensibility: 10<br/> Charm: 6<br/> Will: 3<br/> Strikes: 3+X, where X is the number of players in the party.<br/> ---Skills---<br/> Acrobatics: 4<br/> Athletics: 4<br/> Melee: 5<br/> Brawl: 5<br/> Prevent Harm: 5<br/> Endure: 5<br/> Deceit: 5<br/> Occult: 4<br/> Linguistics: 3 (Fish, Crustacean, Human)<br/> Travel: 4<br/> Insight: 4<br/> ---Traits---<br/> One Jump Ahead: +2 to Athletics and Acrobatics when fleeing from authority or more than three pursuers.<br/> Time for Panic: +5 to any roll used to escape a dangerous situation while on one Strike or no Strikes.<br/> Not the face!: You're too pretty to die. Instead of taking a Physical Strike, you may sacrifice one item that grants at least a +1 bonus to a skill instead of taking that strike. The item is destroyed instead.<br/> ---Powers---<br/> Zealous Champion: Navy Bones cannot be dissuaded from believing he his Davy Jones by Illusions or social skills unless the other party spends a Will Point.<br/> Will the Real Davy Jones Please Stand Up: Navy Bones may spend a Will Point to gain +20 on a Deceive roll to convince people he is the infamous Davy Jones. If he succeeds, roll 1d6. On a 1, Davy Jones becomes aware that somebody is using his identity, and will send a Pirate Kingdom Villain their way to investigate. If all of his Villains are indisposed of (and Davy Jones is doing nothing himself), he will investigate this matter himself.<br/> ---Equipment---<br/> Decent-Quality Sword: +1 to Melee<br/> False Pirate King's Raiment: +1 to Prevent Harm<br/> Cheap Hat: +1 to Drive on boats.<br/> The Floating Norwegian: A crappy boat made of driftwood. +1 Travel. The Floating Norwegian is manned by 12 fishman Mooks with Natural Weapons (Various). This boat can be destroyed with the ‘Not the Face!’ Trait.<br/> Navy Bones’ Closet: The Floating Norwegian’s storage room and captain’s quarters.<br/> ---Rundown---<br/> Once upon a time, a cephalopod came to Ursula with the request to become a pirate, raiding the cities of man for their treasures in her name. She ignored him until she had an idea. Ursula gave Navy Bones his own ship and crew, sending him to the Pirate Kingdom to start trouble in Davy Jones' name instead of her own. For added kicks, Ursula brainwashed him and his crew into thinking he was Davy Jones too. This scheme didn’t cost too much effort to put together, as she cheaped out on the magic just for the sheer audacity of it.<br/>
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