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Disney Villains Victorious Kings and Villains
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== The Imperial Republic of Atlantis == '''King'''<br/> Imperial President Lyle Tiberius Rourke of the Imperial Republic of Atlantis<br/> Role: Smart/Charming<br/> Class: Explorator/President<br/> Country of Origin: America -> Atlantis<br/> Size: Medium<br/> Species: Human<br/> Tier: Hero<br/> ---Attributes---<br/> Robustness: 14<br/> Agility: 11<br/> Intelligence: 16<br/> Sensibility: 9<br/> Charm: 15<br/> Will: 5/5<br/> Strikes: 7 + 3X, where X is the number of members in the party.<br/> ---Skills---<br/> Athletics: 9<br/> Acrobatics: 9<br/> Melee: 10<br/> Ranged: 11<br/> Brawl: 9<br/> Prevent Harm: 13<br/> Endure: 11<br/> Deceit: 10<br/> Persuasion: 11<br/> Intimidate: 7<br/> Academics: 7(8)<br/> Driving: 10<br/> Insight: 9<br/> ---Traits---<br/> -Never Surprised<br/> This character is always prepared. Always. This character ignores all bonuses that come from a Surprise Round attack against him, and suffers no penalties under the same situations.<br/> -Military Training<br/> This character has discipline, training, and knows how to keep a cool head under stress or fire. +3 to all Endure rolls. +2 to all combat rolls for the whole party if the party is following this character’s instructions.<br/> -Even Tempered Man<br/> It is remarkably hard to get under this character’s skin, but if you do manage to do so, watch out. +3 to Endure if trying to keep a cool head, or ignore attempts by other characters to anger or set them off. If said roll fails, +2 to all attack and Intimidate rolls against the character that angered Rourke.<br/> -Master of an Army<br/> This unit can call in his Villains/Minions to assist him in battle if they haven’t been previously defeated.<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/> -Schrodinger’s Toolbox<br/> Rourke obtains any equipment suitable for the situation from his arsenal. Rourke can produce up to 15+5X (Where X Is the number of members in the party) pieces of equipment through the scene. His Arsenal is not counted in his “Equipment”.<br/> -Atlantean Overdrive<br/> Spend a Will Point. Rourke's atlantean crystal supercharges himself and his weapon. +5 to all rolls for four turns.<br/> -Artillery Support<br/> Spend a Will Point. Rourke calls in air/sea/land supporting fire, for an attack against the whole party. (2.Ranged+Intelligence + Bonuses) Causes Burning. Area of 40m.<br/> -Suppressing Fire<br/> Order the ranged mooks and lackeys to lay down some suppressing fire. Reduces each PC and NPC's Prevent Harm rolls by X/10, where X is the number of mooks and lackeys. Requires at least 10 Mooks and lackeys to work. If decimal round.<br/> ---Equipment (On Hand)---<br/> Luger P08: +2 to Ranged<br/> Atlantean Laser Pistol: +4 to Ranged. Loud. Piercing.<br/> Atlantean Laser Rifle: +5 to Ranged. Loud. Piercing.<br/> Steel Armor/Bulletproof Vest: +3 to Prevent Harm<br/> (Great) Combat Knife: +2 to Melee<br/> '''VILLAIN'''<br/> Name: Joesph Murphy, the Dread Judge<br/> Role: Sensible/Strong Guy<br/> Country of Origin: Atlantis<br/> Size: Medium<br/> Species: Human<br/> Tier: Heroic<br/> ---Attributes---<br/> Robustness: 15<br/> Agility: 12<br/> Intelligence: 11<br/> Sensibility: 16<br/> Charm: 10<br/> Will: 5<br/> Strikes: 4+3X, where X is the number of players in the party.<br/> ---Skills---<br/> Ranged: 11<br/> Prevent Harm: 11<br/> Endure: 10<br/> Intimidation: 10 <br/> Academics: 5<br/> Melee: 11<br/> Brawl: 8<br/> Driving: 8<br/> Travel: 6<br/> Insight: 12<br/> Acrobatics 6<br/> Athletics 10<br/> Stealth 5<br/> ---Traits---<br/> This Man Is Obviously A Charlatan: +2 on Insight checks against people who are obviously villains.<br/> Don't You Disrespect Me, Little Man!: +3 to Intimidate if the character has taken a Social strike in this Situation.<br/> STOP RIGHT THERE, CRIMINAL SCUM!: +2 to Melee and Prevent Harm against the criminal element.<br/> I Shot the Sheriff: +3 to Ranged against any authority figures you deem corrupt.<br/> But I Did Not Shoot the Deputy: +3 to any checks to judge someone's moral character.<br/> ---Powers---<br/> Zealous Champion: Cannot be dissuaded from the cause of law enforcement by illusions or social skills unless the other party spends a will point.<br/> My Word is as Good as Law: When swearing any sort of oath or making any sort of promise, you may spend a will point to gain a +5 bonus to any checks you need to directly fulfill the oath or promise.<br/> I AM THE LAW!: Reroll all checks made against criminals and keep the better result.<br/> ---Equipment---<br/> Beatstick: +2 Melee<br/> Advanced Atlantean pistol: +5 Ranged<br/> Armor of Justice: +4 Prevent Harm<br/> T.U.N.A.: Atlantean Hoverbike, looks pretty sporty<br/>
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