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== Skills == Every character has the same 22 Skills. Untrained Skills are equal to 0. The first time you put a point in a Skill, that Skill goes up to 3. Every point you spend on that Skill after the first only raises it by one. So, from 0 to 3, from 3 to 4, from 4 to 5 and from 5 to 6. While normal humans can't get past 6 in a Skill, High Tier Characters can go even higher than that. An average guy has a 3 in all those Skills that most relate to his identity. Player Characters begin the game with 0 in every Skill and have 10 points to spread around. Until they reach a new Tier, the highest they can get in a Skill is 6. If a skill you need for your campaign (say, Profession: Agricultural Engineer) is not already in the game, you may add it as a custom Skill as long as it doesn’t override an already existing skill. *Academics: Remembering or calling up knowledge from the humanities or non-science inhumanities. *Acrobatics: Jumping, balancing on things, climbing up things, and gymnastics. *Athletics: Running long distances, climbing for long periods of time, and more running. *Brawl: Martial arts and all forms of unarmed combat. In the case of beasts, it also includes natural weapons. This is rolled against someone else’s Prevent Harm. *Craft: Used to create things. You should have the tools and material on your hands, but time and difficulty are largely set by the GM. Traits involving Crafts can involve a crafting specification, such as Craft: Clocks or Craft: Marionettes. *Deceit: Used to Strike at an enemy in a Social manner, or convince somebody of a lie or falsehood. Deceit is also used for creating or maintaining disguises. This is rolled against someone else’s Endure. *Driving: Piloting any water, ground, and air vehicles that you are familiar with. If you've never driven a vehicle, you can't drive one without either an hour of instruction or a day of practice. If you've never driven a specific kind of vehicle in particular before, you need eight hours to get used to this kind of vehicle before you do anything stupid. Driving doesn't cover regular, ''boring'' driving - it covers stunt driving or trying to escape fast. In the case of travelling long distances, Drive may be used in the place of Travel if you are driving to reach your destination. *Endure: Avoiding to take a Strike from any mental, spiritual, or social attack. Usually, you would avoid them using Sensibility or Intelligence. It is also used to avoid taking Strikes from poison, dehydration, heat, sunlight, or other attacks that cannot be avoided with Prevent Harm. *Insight:Detecting someone trying to deceive you, judge someone's emotional state if they're trying to hide it, spot things, search for things, or hear things. It's a wide range of finding and perceiving. Always rolled with Sensitivity. *Intimidate: Striking at an enemy in a Social manner. Also used to coerce someone to agree with you or submit to your will. This is rolled against someone else’s Endure. *Legerdemain: Sleight-of-hand, minor 'magic' tricks, and escaping bonds/squeezing through spaces. For thieving characters, it also covers larceny. *Linguistics: Decipher ancient languages, crack a code, or speak in code. You know a number of languages (other than your own) equal to your level in Linguistics. This includes speaking ‘animal’ (Organized by group, such as Mammals, Lizards, or Birds) and speaking ‘human’ for animals. Beasts speaking ‘human’ could be speaking a language, but is more often somehow magically communicating. Unless otherwise stated by your Game Master, all humans speak English. *Mechanics: Repair mechanical devices, or disable them in a more complex way than smashing them. The Mechanics skill is also used to pick locks or handle clockwork. As Atlantean tech is state of the art in ''Disney Villains Victorious'', special training (or at least extreme familiarity) is required to safely work with it. *Melee: Usage of all melee weapons (one and two handed), but not unarmed combat. This is always rolled against someone else’s Prevent Harm. *Music: Playing music, which can be used once per scene to grant a bonus to the roll of another character that can hear you or sing along with you. When you start your musical number, choose either a specific skill or your party in a fight. If your roll reaches Target Number 20, you grant everyone in your party a +3 bonus to that Skill or to every attack your group makes. For every 5 points over TN 20, this bonus increases by 1. TN20 grants +3, TN25 grants +4, TN30 grants +5 and such forth. This bonus lasts until the beginning of your next Turn. *Occult: Remembering or calling up knowledge about magic, magicians, and supernatural creatures. In some cases, Occult can be used to perform acts of magic. *Persuasion: Striking at an enemy in a Social manner. Also used to convince somebody of your point of view or get them to otherwise agree with you. This is rolled against someone else’s Endure. *Prevent Harm: Avoid taking a Strike from a physical source. This could involve taking the hit and toughing it out with Robustness, or dodging the hit and avoiding it entirely with Agility. *Ranged: Using any and all ranged weapons. If you aren't familiar with a particular ranged weapon, it takes a day of practice (or an hour of training with a skilled instructor) to use the weapon properly. You can use the weapon without training at a -4 penalty. This is rolled against someone else’s Prevent Harm. *Science: Remembering or calling up knowledge from the sciences or scientific humanities. Science can also be tested against TN20 to remove a Strike from a resting ally in the span of five minutes. For social Strikes, consider this giving them some ‘happy pills’ and calming them down with a pep talk or something. *Stealth: Hiding from people and moving around without being detected. What did you think 'stealth' was? This is always rolled against someone else’s Insight. *Travel: Riding animals, traveling large distances, finding your way, and not getting lost without navigational tools. The general survival skill.
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