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Disney Villains Victorious Kings and Villains
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== Arendelle == '''King'''<br/> Queen Elsa the Frozen<br/> Country of Origin: Arrendelle<br/> Class: Snow Queen<br/> Role: Charming/Sensible<br/> Size: Medium<br/> Species: Human<br/> Strikes: 10 + 3x, where x is the number of players in the party.<br/> ---Attributes--- Stats when Insane:<br/> Robustness: 8<br/> Agility: 10<br/> Intelligence: 16<br/> Sensibility: 10<br/> Charm: 15<br/> Stats when Sane:<br/> Robustness: 8<br/> Agility: 12<br/> Intelligence: 17<br/> Sensibility: 17<br/> Charm: 19<br/> ---Skills---<br/> Acrobatics 9<br/> Athletic 6<br/> Ranged 14 (Only with her own ice magic, Ranged 3 otherwise)<br/> Prevent Harm 16<br/> Occult 15<br/> Endure 8<br/> Travel 8 (+5 in Cold/Forest)<br/> Persuade 5<br/> Intimidate 7<br/> Insight 8<br/> Academics 8<br/> Music 14<br/> Craft 15<br/> ---Traits--- -Ice Queen's Madness<br/> Elsa is quick to lash out, and rolls to calm her down suffer a +10 to difficulty.<br/> -Frozen Heart<br/> Social strikes against Elsa have a +10 to difficulty, but deal triple strikes.<br/> -Following<br/> This unit is followed by a massive Ice Golem with 18 Robustness, 10 prevent harm and 12 Brawl. The golem loves Elsa and will protect her by fighting anyone who tries to physically hurt her or makes her angry.<br/> -And the North Wind Blows<br/> Elsa is surrounded by constant icy winds that can damage players who roll less than 30 on a ROBUSTNESS-based Endure roll that they must take every turn that Elsa is angry at them. (This TN is only 25 if they are wearing warm clothing)<br/> -Ice Magic<br/> This unit can add half it's Occult skill, rounding down, to perform ranged Magic attacks (Ranged + Intelligence). When any unit is hit by one of this unit's magical attacks, it suffers a stacking -2 to Prevent Harm unless resisted with a TN30 Endure check, and a stacking -2 to Agility unless resisted with a TN25 Endure check.<br/> -Queen<br/> This unit is a Queen. 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/> -Freeze<br/> Renders one specific unit unable to act until a different unit spends five turns helping them up.<br/> -Ice Shards<br/> Spends a will point to make two ranged attacks against every member of the party with no penalties.<br/> -Ice Shield<br/> Gives a +15 to prevent harm for 2 rounds at a cost of one will point.<br/> -Ice Palace<br/> Elsa can create a frozen fortress to hide in, and will do so if she is down to 5 or fewer strikes and it is her turn. The players can try to stop her retreat with a TN 45 Persuade check, but if she flees, she will have full Strikes and be totally recovered before sheβs willing to come out again, days or possibly weeks later.<br/> -Ice Golems<br/> Can create Snow Golem Mooks at a rate of 2d6 per Will point spent.<br/> -Blizzard<br/> Spend a Will Point. At the beginning of each turn for three turns, make an automatic strike based off 'Ice Magic' with a -5 to the roll to every character in an area of 70m around this character.<br/> -Ice Conjuration<br/> Spend a Will Point. Elsa can create a hazard or object made of ice or snow on the terrain. (Pillars of snow, an ice wall, stalactices & Stalagmites, etc). Cannot be used more than once per turn. If 'Blizzard' is active, no will point cost.<br/> ---Equipment---<br/> None.<br/>
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