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Disney Villains Victorious Kings and Villains
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== The Sultanate of Agrabah == '''King'''<br/> Sorcerer-Sultan Jafar of Agrabah<br/> Role: Smart/Sensible<br/> Country of Origin: Agrabah<br/> Size: Medium<br/> Species: Human<br/> Tier: Hero<br/> ---Attributes---<br/> Robustness: 14<br/> Agility: 15<br/> Intelligence: 25<br/> Sensibility: 18<br/> Charm: 16<br/> Will: 8/8<br/> Strikes: 8 + 4X where X is the number of members in the party<br/> ---Skills---<br/> Ranged: 7 (16 if using Magic)<br/> Prevent Harm: 16<br/> Endure: 8<br/> Legerdemain: 10<br/> Deceit: 12<br/> Persuasion: 10<br/> Intimidate: 8<br/> Academics: 11<br/> Science: 11<br/> Occult: 18(19)<br/> Insight: 7<br/> Craft: 9<br/> ---Traits---<br/> -Prideful Sultan<br/> Every Social Strike against this character counts double. For every double social strike taken, obtain +3 against all attack and intimidation rolls against the character/party that inflicted it<br/> -Don’t You Disrespect Me, Little Man!<br/> +3 to Intimidate if this character has taken a Social Strike in this scene<br/> -Heart of Prometheus<br/> +3 to all rolls involving Occult and Craft simultaneously<br/> -Master Sorcerer<br/> +5 to all rolls involved Occult and any acts of magic. If any other magical users are nearby, add +2 for each. This unit can choose to apply any effect to its magical attacks (Burning, Frostbite, Poison, etc)<br/> -KING<br/> This unit is a KING. 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/> ---Powers---<br/> -Overwhelming Magic<br/> This unit can roll Occult + Intelligence + Ranged in order to deal magical damage<br/> -Conjuration<br/> This unit can use Occult+Craft to instantly produce any sort of normal item. If it’s a magical item, spend a Will Point.<br/> -Change!<br/> Spend a Will Point and select a character. If the character fails the resistance test, Transform that character’s species and size to any other available for 1d6 turns. The target obtains the suitable benefits and drawbacks.<br/> -Change Form<br/> Spend a Will Point. This unit can change itself into any Species of any size and keep its Intelligence, while gaining the suitable benefits and drawbacks. The unit can also choose to simply change its own Size.<br/> -Teleportation<br/> This unit can freely appear in any point inside his territory if not protected in some way.<br/> ---Equipment---<br/> -Snake Staff:<br/> +5 to all acts of magic<br/> +5 to Persuasion<br/> +5 to Deceit<br/> Enables “Hypnotism (Mystical)”<br/> Hypnotism (Mystical)<br/> This unit can add his “Occult” skill to his Persuasion or Deceit rolls and/or treat it as an act of Magic.<br/> '''Villains'''<br/> 1. Name: Razoul<br/> Role: Strong Guy<br/> Country of Origin: Agrabah<br/> Size: Medium<br/> Species: Human<br/> ---Attributes---<br/> Robustness: 13/14<br/> Agility: 9/14<br/> Intelligence: 8/14<br/> Sensibility: 10/14<br/> Charm: 9/14<br/> Will: 3/3<br/> Strikes: 5+X2, where X is the number of party members.<br/> ---Skills---<br/> Athletics: 7<br/> Melee: 7 (+3 for Burning Scimitar)<br/> Brawl: 5<br/> Prevent Harm: 6<br/> Endure: 7<br/> Intimidate: 7<br/> Travel: 5<br/> Insight: 7 (+5 when looking for magical items or people carrying them)<br/> ---Traits---<br/> -Don't You Disrespect Me, Little Man!<br/> +3 to Intimidate if you have taken a Social strike in this Situation.<br/> -STOP RIGHT THERE, CRIMINAL SCUM!!<br/> +2 to Melee and Prevent Harm against the criminal element.<br/> -Think You Hide from Me?<br/> +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.)<br/> ---Powers---<br/> -Captain of the Guard Spend one Willpower Point, Razoul summons 2+X1 Guard Lackeys.<br/> -Zealous Champion<br/> Cannot be dissuaded from upholding the laws of Agrabah by Illusions or social skills unless the other party spends a Willpower Point.<br/> ---Equipment---<br/> Burning Scimitar: +3 to Melee and causes Burning.<br/> Ring of the Maji: +5 to Insight rolls to find or perceive magical items or people carrying them.<br/> ---Description---<br/> Stern and quick to anger, Razoul is the Captain of the Guard of Agrabah. While Razoul has no love for Jafar, as Sultan, Razoul is honor-bound to obey him. Razoul's true loyalty is to Agrabah and Princess Jasmine, whom he tries to shield from some of Jafar's harsher actions. The Sultan has entrusted Razoul with a few magic items so he may be more effective in his duties.<br/> Abdul the Magician<br/> Role: Inner Circle, Smart/Sensible<br/> Country of Origin: Egypt (Sultanate of Agrabah)<br/> Size: Medium<br/> Species: Human<br/> ---Attributes---<br/> Robustness: 8<br/> Agility: 10<br/> Intelligence: 14<br/> Sensibility: 12<br/> Charm: 8<br/> Will: 3<br/> Strikes: 3+2x<br/> ---Skills---<br/> Ranged: 7<br/> Prevent Harm: 6<br/> Endure: 6<br/> Legerdemain: 7<br/> Academics: 6<br/> Science: 6<br/> Occult: 7<br/> Travel: 6<br/> Insight: 6<br/> Craft: 7<br/> ---Traits---<br/> Firefighter: +2 to attack rolls if the environment you're in is on fire. +3 if you're attacking with fire as well. +4 if you're ON fire!<br/> Fortune Teller: +3 Occult to divine or predict future events.<br/> Heart of Prometheus: +3 to all rolls involving Occult and Crafting simultaneously.<br/> ---Powers---<br/> Overwhelming Magic: This unit can roll Occult + Intelligence + Ranged in order to deal magical damage.<br/> Sorcerer of Flame (Unique!): This unit may choose to apply Burning effect to it’s Overwhelming Magic.<br/> Fire Conjuration (Unique!): Occult + Craft to create fire with magic.<br/> Pyromancy (Unique!): Occult + Insight to divine the future from fire.<br/> Illusory Flame (Unique!): Occult + Deceit to generate illusions of fire. These flames are not real, and do not cause Burning.<br/> Red Bind (Unique!): Occult + Ranged to constrict people in fire, with a Legerdemain Test of 15 to escape.<br/> Crossfire Hurricane (Unique!): By spending a Will Point, Abdul can summon a fire storm that consumes the immediate area. All units, friend or foe, must pass a Endure Test of 20. If they fail, the unit must either suffer a Strike or lose their next turn.<br/> ---Equipment---<br/> Djinn Ring: Abdul the Magician has a minor genie bound to a ring. This genie can only perform trivial tasks (nothing capable of causing Strikes or requiring a skill check) and is capable of subtle pop culture reference or celebrity impression.<br/> Tarot Deck: +1 Occult<br/> Agrabah Mage Robes: +1 Prevent Harm, +3 Endure<br/> ---Rundown---<br/> Abdul the Magician is one of the many sorcerers in Jafar’s service, specialized in the manipulation of heat and fire. Though calm and peaceful by nature, he will do his job and incinerate enemies of the Sultanate as required.<br/>
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