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Disney Villains Victorious: Space K/L/Rs
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== New Mechanics == === Spacing === More so than in any other V-Verse setting, transportation is critical in the world of DVV Space. From single seat civilian cruisers to vast planet destroying battleships, the starships are what make the galaxy go round, and most if not all player characters should have at least a rudimentary understanding of space travel. Spacing: Used when attempting to pilot any form of spacecraft. Spacing * TN15: Making a quick trip to a planet’s moon in a civilian ship in good repair. * TN20: Parking a relatively large cargo vessel that’s seen better days in a crowded spaceport. * TN25: Dodging enemy fire in an active war zone while piloting a starfighter. * TN30: Getting a decrepit and unresponsive rustbucket that has already suffered heavy damage through an asteroid field unharmed. === Computers === Disney Villains Victorious was predominantly a game of fantasy, with the occasional foray into science fiction with Atlantean technology. Disney Villains Victorious: Space, on the other hand, has the equation backwards. It is primarily a science fiction game, with elements of fantasy hidden behind the scenes. As such, a new skill is needed to cover the contemporary nature of the setting; Computers. Computers: Used when creating a computer program or hacking a computer system. Computers * TN15: Coding a simple program. Things like calculators or games to pass the time. * TN20: Hacking a normal computer. * TN25: Getting into a security system without tripping alarms. * TN30: Creating a complicated AI from scratch or on short notice. === Robots === Robots can be found all over the galaxy, ranging from simple drones to free thinking (and often wisecracking) AI. Robot characters have different gameplay mechanics from organic characters, as detailed below. Instead of choosing three Traits like Humans, Robot characters start the game with two Machine Traits and one Trait chosen freely. Machine Traits revolve around their nature as machines, and often use special gadgets to do what flesh and blood creatures can't. Robots cannot lose strikes from social attacks. Instead, they can take strikes from attacks on their internal systems made with Mechanics or Computers. Mechanics and Computers attacks must be Endured. Losing a Strike from Mechanics or Computers causes the loss of a relevant Trait or Power, or a penalty to a relevant Attribute or Skill. Strikes lost this way can only be healed with successful Mechanics or Computers Test to undo the damage done. Robots do not require food or sleep in the traditional sense, though they have energy needs. It shouldn't come up often, but running out of power should be a concern. A Robot character must choose an energy source at character creation. Energy sources include gasoline, solar power, plasma cores, or anything else your GM approves. Robots do not lose strikes from the elements unless it would damage their internals, such as damage from extreme temperatures, water, electricity, and magnetic fields. If they take damage this way, apply penalties as above. Sample Machine Traits: * Wheels: Add your Driving to your movement speed. You may use Driving in the place of Acrobatics or Athletics. * Hover: You suffer no movement penalties from terrain. * Heavy Armor: +3 Prevent Harm. -4 meters from movement speed. -1 Agility. * Scanner (X): Choose a type of energy or specific target. You have +3 Insight when searching or scanning for that chosen target. * Integrated Equipment: You may spend your Equipment Points on items integrated into your body. If weapons, they must be drawn like normal weapons with a Half Action. -3 Insight to detect Integrated Equipment not in use. * Bionic Arm(s): +2 to all actions where you use your metal limbs for brute force. * Positronic Brain: +2 when rolling for Tests that involve intense calculation or mechanical precision. * Mindjack: +2 Computers when you’re plugged into an appropriate electronic device. * Datalinks: +2 to all Academics and Science tests. * Empathy Module: +3 Persuasion. * "Empathy" Module: +3 Deceit. * Metal Giant: Up one Size category. Can be taken twice. -2 Stealth per Size increase. * Glowy Red Eyes: +4 Intimidate versus living beings, but -2 Persuasion. * Pull Yourself Together!: If defeated, can spend a Will Point to reassemble themselves after one hour. Any interruption in this process means that it must be started again, and you do not regain will points while Defeated. * Flight: You can fly. Attribute Bonus: +2 Robustness OR +2 Intelligence, -2 Charm OR -2 Sensibility === Cyborgs === Cybernetics are all too common across the galaxy, and a party travelling the stars can expect to meet (or include!) at least one throughout their journeys. While their mechanical implants and prosthetics are useful, these fusions of metal and flesh are widely feared and distrusted and have struggled to overcome their decidedly poor reputations, no thanks to infamous cyborg warlords like Long John Silver and the Supreme Leader. Cyborgs can access the abilities of both organics and machines, though they have to worry about their weaknesses as well. Hypothetically, any character that isn’t a Robot can become a Cyborg. Each new enhancement is purchased like a normal Trait, but acquired in game through various means. * Cyborgs start with one Machine Trait instead of two. They are still living creatures, fancy gadgets or not. Cyborgs can take damage from Social Attacks, and their cybernetics are vulnerable to attacks made with Mechanics or Computers. If they take damage from Mechanics or Computers, disable their Machine Trait until the damage is repaired. The cybernetics are considered to be nonfunctional until fixed, which can be a problem when you need to run from danger on one good leg and one dead weight. * Cybernetics are, for the most part, powered internally. Changing batteries shouldn't be a problem for these characters. * Cybernetics are also vulnerable to extreme temperatures, water, electricity, and magnetic forces. Attribute Bonus: +1 to the Attribute relevant to the chosen cybernetic, -1 to an Attribute not relevant to/negatively affected by the chosen cybernetic. === Aliens === Many of the galaxy’s residents are decidedly inhuman, and some even take physical forms that our eyes could not even register as sentient life! Use [https://drive.google.com/open?id=1kZpfnFyfmFCNkqwJmsr_t6bSkAcD0FjT1SUKUExiKm8 Chimera] rules to emulate various denizens of the galaxy that can fit into this category.
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