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Disney Villains Victorious Kings and Villains
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== The Sunless Empire == '''King'''<br/> Empress Yzma the First and Last<br/> Role: BRILLIANT/BRILLIANT/BRILLIANT<br/> Class: Mad Scientist<br/> Size: Medium<br/> Species: Human<br/> Tier: Hero<br/> ---Attributes---<br/> Robustness: 5<br/> Agility: 12<br/> Intelligence: 20<br/> Sensibility: 12<br/> Charm: 5<br/> Will: 7/7<br/> Strikes: 8 + 3X, with X being the number of members in the party<br/> ---Skills---<br/> Ranged: 7<br/> Brawl: 5<br/> Prevent Harm: 10<br/> Endure: 15<br/> Deceit: 14<br/> Persuasion: 16<br/> Intimidate: 18<br/> Academics: 15<br/> Science: 18<br/> Occult: 18<br/> Mechanics: 10<br/> Linguistics: 5<br/> Insight: 15<br/> Craft: 18<br/> ---Traits---<br/> -Master of an Army:<br/> Can call in any Villains that haven’t been defeated.<br/> -EMPRESS:<br/> This unit is an EMPRESS, with all the benefits that entails.<br/> -Scary Beyond All Reason:<br/> +2 to Intimidate rolls during all social interactions, regardless of intention. +3 to Intimidate when used on purpose. +5 to Intimidate regardless of intention if the threats of seduction or nudity are invoked.<br/> -Prideful Empress<br/> Social Strikes count double. For every double Social Strike taken, obtain a +3 to all attack and Intimidate rolls against the party that inflicted them.<br/> -MAD SCIENCE:<br/> All potions, devices and monsters created by this unit get a +5 bonus toward their intended purposes, but also grant the unit's opponents +2 to rolls attempting to use or turn the creation against its creator.<br/> -Pretty Spry For Her Age:<br/> +3 to Athletic, Acrobatics and Brawl rolls to escape or cause grievous bodily harm that you wouldn't expect from a normal old woman.<br/> ---Powers---<br/> -KROOOOOONK!<br/> Spend 1 Will Point. This unit may summon her loyal assistant Kronk and force him to perform whatever task she requires of him. For the purposes of the next skill check, Kronk’s scores are substituted for Yzma’s.<br/> -PULL THE LEVER!<br/> Spend 2 Will Points. This unit may find and pull a hidden lever somewhere in the room, causing one of the following to occur:<br/> 1. A trapdoor opens in the floor, forcing the PCs to pass an Acrobatics check with a Target Number of 20 to avoid falling into it. Falling in incurs a time penalty of 12 rounds while the PC finds their way through the sewers and back to the battle. If all the PCs are caught in the trap, they will be flushed through the sewers and out the palace's nostril.<br/> 2. A gated tunnel in one wall opens, releasing a total of 12 Mooks into the room that will immediately attack the PCs on Yzma's order. These Mooks can be Human guards, Yzmic Chimera, Golem Constructs or some combination thereof.<br/> 3. The entire room begins to tilt and whirl and spin, throwing everyone and everything in it around like rag-dolls, stunning them for one round. Once they recover, the PCs will be required to make Acrobatics checks with a Target Number of 25 every sixth round as the room continues to lurch and reel. Failing the check results in getting stunned again for one round.<br/> 4. A secret passage in one wall reveals itself, opening up to allow 6 Lackeys to run in and enter into combat with the PCs. These Lackeys are generally Yzmic Chimera, Golem Constructs or one of Empress Yzma's other experiments.<br/> 5. Pipes, ducts and sluices open in the ceiling, raining down a melange of magical and mutagenic potions and poisons. Players may make Acrobatics checks to try and avoid this hazard, but the Target Number to beat is 30. Any PC coated in the potions will have their highest and lowest Attributes swapped, the in-character representation of which is left to the Players' discretion.<br/> 6. A loud and raucous fanfare blares out, and an oversized pair of ornate golden doors in one wall opens to reveal one of Empress Yzma's Inner Circle, lounging in a waiting room behind them. After some cajoling and haranguing on Yzma's part, the Inner Circle member will challenge the PCs to battle.<br/> ---Equipment---<br/> -(Great) Ceremonial Dagger: +2 to Melee<br/> -(Great) Staff of Office: +1 to Melee<br/> -Palanquin Throne: Allows Empress Yzma to share Kronk's Travel skill score so long as she rides it.<br/> -Plentiful Potions: Empress Yzma is able to produce mutagenic potions and damaging poisons secreted on her person at a rate of one every two rounds. These are used as ranged attacks.<br/> -Yzma's "Secret" Laboratory:<br/> +3 to all rolls that combine Crafting with Science, Occult or Mechanics<br/> '''Villains'''<br/> *1. Kronk<br/> Role: Villain/Strong Guy<br/> Class: Henchman and Chef<br/> Size: Medium<br/> Species: Human<br/> ---Attributes---<br/> Robustness: 14/14<br/> Agility: 10/14<br/> Intelligence: 4/14<br/> Sensibility: 10/14<br/> Charm: 12/14<br/> Will: 3/3<br/> Strikes: 9+X2, where X is the number of party members.<br/> ---Skills---<br/> Acrobatics: 5<br/> Athletics: 8<br/> Melee: 4<br/> Brawl: 8<br/> Prevent Harm: 7<br/> Endure: 4<br/> Linguistics: 8<br/> Travel: 7<br/> Craft: 7<br/> ---Traits---<br/> -Villain:<br/> This unit is a Villain. It gets +2 to Prevent Harm and Endurance checks.<br/> -Loyal Henchman:<br/> +2 to combat rolls while Empress Yzma is present. +3 to social rolls while Empress Yzma is not present.<br/> -Man-Mountain:<br/> If Kronk's Robustness exceeds that of the foe by at least 5 points, this unit can ignore every other strike that foe attempts to land on him.<br/> -Kronk Klones:<br/> +1 Melee, Brawl or Craft for every Kronk Klone working with this unit.<br/> -World Class Chef:<br/> This unit may use his Crafting score for Persuasion checks if talking to the PCs over a meal he's cooked.<br/> ---Powers---<br/> -Friend to Creatures Great and Small:<br/> Spend a Will Point. Call 10 random beastly or chimeric Mooks to this unit's aid.<br/> -I don't follow:<br/> Spend a Will Points. +10 to Endure rolls against mental, social or spiritual attacks on this unit.<br/> -Klone Kommander:<br/> Spend three Will Points. Two Kronk Klones sharing the unit's base stats, skills and traits arrive to assist. These two Klones possess no powers of their own.<br/> ---Equipment---<br/> -(Great) Incan Armor +3 Prevent Harm<br/> -(Great) Ceremonial Dagger +2 Melee<br/> -(Great) Pink Oven Mitts +2 Craft (Food)<br/> ---Description---<br/> Kronk is Empress Yzma's loyal assistant, top henchman, personal chef. He may also be her best and only friend, if she is capable of caring for anyone other than herself at all. Though a friend to the commoners of the Sunless Empire, a delightfully humble mountain of a man and genuinely nice to everyone he meets, Kronk has the smarts of a mountain to match and is devoted and loyal to his Empress, following her (almost) every order as he is best able.<br/> *2. Cava the Colossal Chimera<br/> Role: Villain/Strong Gal<br/> Class: Self-Conscious Monster<br/> Size: Gigantic<br/> Species: Yzmic Chimera<br/> ---Attributes---<br/> Robustness: 20/20<br/> Agility: 6/14<br/> Intelligence: 10/14<br/> Sensibility: 12/14<br/> Charm: 6/14<br/> Will: 3/3<br/> Strikes: 9+X2, where X is the number of party members.<br/> ---Skills---<br/> Athletics:10<br/> Brawl: 10<br/> Intimidate: 5<br/> Prevent Harm: 8<br/> Endure: 8<br/> Persuasion: 3<br/> Science: 3<br/> Occult: 3<br/> Linguistics: 3<br/> Travel: 8<br/> Insight: 5<br/> ---Traits---<br/> -Villain:<br/> This unit is a Villain. It gets +2 to Prevent Harm and Endurance checks.<br/> -Mix-n-Match Monster:<br/> This unit's unnatural defenses grant +2 Prevent Harm, while her unnatural armaments grant +2 Brawl.<br/> -Tenta-Cool:<br/> Cava may use her Athletics skill instead of Acrobatics for the purposes of climbing high or traversing rough terrain.<br/> -Low Self-Esteem:<br/> Social Strikes count double. For every double Social Strike taken, obtain a +3 to all attack and Insight rolls against the party that inflicted them.<br/> -Colossal Klutz:<br/> This unit must make agility checks when it attacks. On a score of 20-24 her raw Brawl score is used in the attack. On a score of 14-19 her Brawl score is halved in the attack. On a score of 9-13 she falls over, stunning everyone for one round.<br/> ---Powers---<br/> -Constriction:<br/> Spend a Will Point. This unit can reach out with a tentacle and attempt to constrict a PC with it, rendering them immobilized. This attack may be avoided by passing an Acrobatics check with a Target Number of 20. To break free once constricted, an Athletics or Acrobatics test with a Target Number of 30 must be passed.<br/> - Sticks and Stones:<br/> Spend a Will Points. +10 to Endure rolls against mental, social or spiritual attacks on this unit.<br/> -I'M A MONSTER!!!<br/> Spend three Will Points. If Cava is brought down to X Strikes and the number of social attacks made against her outnumber the physical attacks, she will throw a tantrum during which time all her attacks will use her full Brawl scores until she is defeated. Social attacks, however, now count triple.<br/> ---Equipment---<br/> -Peasant's Dress and Poncho +2 Endure<br/> -Yzmacorp Employee Handbook + 3 Science and Occult<br/> -Ride-Along Storehouse:<br/> An awkward and gaudy portable storehouse, worn on this unit's back, is suitable for carrying copious amounts of supplies with accommodations for Mooks or allies. Allows riders to share Cava's Travel score.<br/> ---Description---<br/> Cava was once a normal young woman, working in the Potion Vat Works in the bustling metropolis of Yzmopolis. However, after a comical chain reaction of workplace accidents, she was transformed into a gigantic super-chimera with the upper body of a jaguar-skinned humanoid growing centaur-like from the lower body of an armor-scaled hippo, three mismatched pairs of arms and six octopus like tentacles instead of legs. Now she works as a beast of burden and "problem solver"for Empress Yzma, hoping to someday earn enough money to buy back her Humanity.<br/>
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