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Disney Villains Victorious Kings and Villains
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== The Pirate Kings == '''King'''<br/> Davy Jones, Pirate King<br/> Role: Strong/Sensible Guy<br/> Country of Origin: Pirate Kingdoms<br/> Size: Medium<br/> Species: Former Human<br/> ---Attributes---<br/> Robustness: 18<br/> Agility: 14<br/> Intelligence: 8<br/> Sensibility: 18<br/> Charm: 6<br/> Will: 5/5<br/> Strikes: 6+3X, where X is the number of players in the party.<br/> ---Skills---<br/> Acrobatics: 6<br/> Athletics: 8<br/> Melee: 12(+3 for Great-quality Sword)<br/> Ranged: 10<br/> Brawl: 8 (+2 for Natural Weapons)<br/> Prevent Harm: 12<br/> Endure: 12<br/> Legerdemain: 6<br/> Deceit: 8<br/> Persuasion: 8<br/> Intimidate: 12<br/> Occult: 8<br/> Linguistics: 4 (Fish, Lizard, Crustacean, Kraken, Human)<br/> Travel: 8<br/> Drive: 14<br/> Insight: 12<br/> Music: 10<br/> ---Traits---<br/> KING<br/> This unit is a KING, with all the benefits that entails.<br/> Master of an Army: Davy Jones can call in his Villains to aid him in a fight if they haven’t been defeated.<br/> Don't You Disrespect Me Little Man: +3 to Intimidate if the character has taken a Social strike in this Scene.<br/> Never Shall We Die: Davy Jones and the crew of the Dutchman are immortal. While the crew themselves may be defeated, they rise again in 1d6 hours, and Davy Jones himself cannot be defeated in any way while his heart still beats. He keeps the heart in a specially designated box in his quarters, having perhaps wisely decided never to entrust it to anyone else. If the heart is destroyed, the person who destroyed the heart takes Davy Jones' place as Captain of the Dutchman, and by extension Pirate King. This does not stop him from taking Strikes, merely that receiving a Strike while out of them doesn't affect him meaningfully.<br/> Master Of The Sea: Roll twice and take the better roll for Drive checks involving ships on an ocean/sea/lake/other body of water.<br/> Natural Weapons: +2 to Brawl for Claw, Smash.<br/> ---Powers---<br/> Impossible Power: Roll 5d6k4 on Robustness instead of 5d6k3.<br/> Test Your Might: Spend a Will Point to challenge an enemy to HONORABLE, SINGLE COMBAT. Neither you nor the target may attack others while in single combat, nor may you be attacked by outside forces. You and your target must close to melee as soon as possible. This effect lasts 3 rounds.<br/> Favor Of Calypso: Davy Jones is back in what can only be considered Calypso's “good side”, if indeed she has one. His ship is always surrounded by a terrible storm that forces a TN25 Travel check to navigate every hour for other ships not under the command of Jones. Moreover, the wind is ALWAYS at his back.<br/> --Equipment--<br/> Great-Quality Sword: +3 to Melee<br/> Pirate King's Raiment: +2 to Prevent Harm<br/> Stylish Hat: +2 to Drive on boats.<br/> Name: Captain James Bartholomew Hook<br/> Role: Charming/Nimble Villain<br/> Country: Never Never Land<br/> Size: Medium<br/> Species: Human<br/> ---Attributes---<br/> Robustness: 12<br/> Agility: 15<br/> Intelligence: 11<br/> Sensibility: 9<br/> Charm: 17<br/> Will: 5<br/> Strikes: 5+3x<br/> ---Skills---<br/> Acrobatics: 6<br/> Athletics: 6<br/> Melee: 8<br/> Ranged: 6<br/> Prevent Harm: 7<br/> Endure: 7<br/> Deceit: 7<br/> Persuasion: 8<br/> Intimidate: 7<br/> Academics: 6<br/> Travel: 7<br/> Driving: 6<br/> Insight: 6<br/> Music: 8<br/> ---Traits---<br/> KING: 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/> Refined: +3 to Academics related to art and culture.<br/> Don't You Disrespect Me, Little Man!: +3 to Intimidate if the character has taken a Social strike in this Situation.<br/> Master of an Army: This unit can call in his Villains to assist him in battle if they haven’t been previously defeated.<br/> Master Fencer: Captain Hook may keep an additional die when fighting with a fencing weapon.<br/> Tick Tock Goes the Croc: Even after all of these years, Captain Hook fears that the crocodile that bit his hand off is still chasing him. -3 to all interactions with crocodilians.<br/> ---Powers---<br/> He Can Fly: Captain Hook doesn’t just fly; he soars. In addition to having the Flight Trait, Captain Hook adds half of his Acrobatics to his Prevent Harm score while in the air.<br/> The Elegant Captain Hook: Spend a Will Point. +3 Persuasion during a song sung by his pirate crew. +2 Persuasion for the duration of the scene after the song is over.<br/> ---Equipment---<br/> Red Coat: +2 Prevent Harm<br/> Hook Hand: +1 Brawl<br/> Rapier: +2 Melee<br/> Dragon Pistol(s): +2 Ranged, has spares so reloading is a non issue<br/> Stylish Hat: +2 Drive<br/> The Jolly Roger: Flying Pirate Ship. All crew members have at least 3 Music, 4 Music if they have instruments. Oh, and weapons. Can’t forget the rum either.<br/>
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