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Disney Villains Victorious Kings and Villains
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== Olympia == '''King'''<br/> Hades of Olympia<br/> Role: Charming/Smart<br/> Class: Greek God<br/> Country of Origin: Greece<br/> Size: Large<br/> Species: God<br/> Tier: Hero<br/> ---Attributes---<br/> Robustness: 14<br/> Agility: 14<br/> Intelligence: 25<br/> Sensibility: 20<br/> Charm: 25<br/> Will: 8/8<br/> Strikes: 12 + X4, where X is the number of members in the party<br/> ---Skills---<br/> Acrobatics: 7<br/> Athletics: 7<br/> Ranged: 7<br/> Melee: 5<br/> Prevent Harm: 12<br/> Persuasion: 16<br/> Deceit: 17<br/> Legerdemain: 15<br/> Intimidate: 9<br/> Stealth: 11<br/> Occult: 20<br/> Linguistics: 7<br/> Travel: 8<br/> Driving: 5<br/> Insight: 10<br/> Craft: 15<br/> ---Traits---<br/> -Laws of the Gods<br/> This unit cannot directly interfere with the matters of mortals or common creatures, requiring the use of armies, oracles, items and other second-hand methods. If this unit is directly challenged by mortals, this trait becomes inactive.<br/> -Master of an Army<br/> This unit can call in his Villains to aid him in a fight if they haven’t been defeated beforehand.<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/> -Been Around the Block<br/> This unit has been around for a long, long time. +2 to rolls concerning knowledge from the long past.<br/> -Smoke and Mirrors (Mystical)<br/> This unit can freely manipulate smoke to show images or scenes at his leisure.<br/> ---Powers---<br/> -Conjuration (Divine)<br/> This unit can roll Occult + Craft +intelligence to instantly produce any sort of normal or magical item.<br/> -Overwhelming Magic<br/> This unit can use Occult + Intelligence + Ranged to deal magical damage.<br/> -God of the Underworld (Divine) (Unique!)<br/> This unit can call in the souls of Villains that have been killed to aid him in his battles. This power cannot be used to resurrect the same Villain twice in the same battle.<br/> -Teleportation (Divine)<br/> This unit can freely appear in any point inside his territory.<br/> -Body of Flame<br/> This unit’s body can produce and endure extreme amounts of heat and flame. All attacks that could conceivably make use of this obtain a +5 bonus, and can deal the “Burning” status.<br/> '''Villains'''<br/> *1. Hydra<br/> Role: Nimble/Strong Guy<br/> Class: HYDRAAAAAAAAAAAAA<br/> Size: Gigantic (Barely)<br/> Species: Beast<br/> Tier: On-A-Roll ---Attributes---<br/> Robustness: 15/16<br/> Agility: 16/14<br/> Intelligence: 8/14<br/> Sensibility: 11/14<br/> Charm: 1/14<br/> Will: 3/3<br/> Strikes: 4+X2, where X is the number of party members.<br/> ---Skills---<br/> Acrobatics: 5 + 1 from role.<br/> Athletics: 5<br/> Intimidate: 7<br/> Melee: 7 + 2 counting Natural Weapons.<br/> Prevent Harm: 6 + 3 from Villain trait and role.<br/> Endure: 6 + 2 from Villain trait.<br/> ---Traits--- <br/> Down Where It's Wetter: Unit doesn't suffer movement and speed penalties when swimming.<br/> Don't You Disrespect Me, Little Man!: +3 to Intimidate if you have taken a Social strike in this Situation.<br/> Natural Weapons: Sharp Teeth and Venomous Poison give this creature +2 melee and other effects.<br/> Villain: This unit is a Villain. It gets +2 to Prevent Harm and Endurance.<br/> ---Powers---<br/> -HYDRAAAAAAAA (Unique!): Whenever the Hydra "dies" it is "resurected" with one more head, giving it another action. Heads cap at 12. Effect can be stopped by burning the Hydra immediately after it's been "killed".<br/> Poisonous: Unit is poisonous. After making a successful combat roll against another unit, this unit makes another combat roll to poison the attacked unit, which causes another Strike.<br/> Physical Description/Backgound: Proud to the point of arrogance, and it has a right to be. Fighting the Hydra is fighting an uphill battle, it's poisonous, aquatic, semi-intelligent, this multi-headed reptilian is a force to be reckoned with. Also it's 30ft long, and 16ft tall, with sickeningly poisonous salivia.<br/> *2. Minotaur<br/> Role: Strong/Sensible Guy<br/> Class: Giant Cow-Man-Hunter-thing<br/> Size: Medium (Almost Large)<br/> Species: Beast-Man/Chimera<br/> Tier: On-A-Roll ---Attributes---<br/> Robustness: 18/14 [1/14 with CotL in effect]<br/> Agility: 7/14<br/> Intelligence: 12/14<br/> Sensibility: 12/14<br/> Charm: 1/14 [18/14 with CotL is in effect]<br/> Will: 3/3<br/> Strikes: 9+X2, where X is the number of party members.<br/> ---Skills---<br/> Athletics: 5 + 1 counting role.<br/> Intimidate: 7<br/> Deceit: 0/7 when CotL is in effect<br/> Craft: 7 + 2 from Bag of Supplies<br/> Craft with CotL in effect: 0<br/> Persuasion: 0/7 when CotL is in effect.<br/> Stealth: 0/7 when CotL is in effect.<br/> Melee: 6 + 3 counting Weapon.<br/> Melee with CotL in effect: 0<br/> Prevent Harm: 6 + 4 from Villain trait, armor, and role.<br/> Endure: 6 + 2 from Villain trait<br/> Travel: 6<br/> ---Traits---<br/> Think You Hide from Me?: +2 to Insight when attempting to detect people in Stealth.<br/> Berserk: Unit can choose to lower X2 amount of Intelligence for X amount of Robustness, but only when their trigger goes off. Below 10 Causes them to figh semi-unintelligently. Below 6 causes them to lose control and attack everything. Minotaur's trigger is people escaping his traps. Also he hates people calling him a cow. That too.<br/> Villain: This unit is a Villain. It gets +2 to Prevent Harm and Endurance.<br/> ---Powers---<br/> Curse of the Labyrinth (Unique!) [Also complicated]: Spend 2 Will points. The surrounding area, at least 100m, transforms into a sprawling labyrinth with seemingly no end in sight. The Minotaur loses the ability to attack directly, can only do Social Strikes, and his stats are changed to above. Persuasion to make Heroes attack other Heroes, Intimidation to scar their minds and drive them insane, Travel to know where he's going, and Stealth so they only get glimpses of him. Escape happens when either the Minotaur gets caught and dies, the Minotaur ends it somehow, or the players find the exit. TN 35 or 40, I don't know.<br/> Minotaur Charge: Doubles Agility and grants +2 to Melee or Brawl when charging into combat.<br/> ---Equipment---<br/> Giant Double Sided Axe: Two-Handed, grants +3 to Melee.<br/> Large Leather Cuirass: Light Armor, grants +1 to Prevent Harm.<br/> Bag of Supplies: For traps othr than CotL. Grants +2 to Craft.<br/> Physical Description/Background: Standing around 9ft tall and heavily muscled, many would expect this warrior to be more brawn than brains. This could not be less true, A cunning hunter, the Minotaur uses various traps and his own brute force to take his enemies down. His most fearful trap is his House of Leaves, all who've been inside, never were sane afterwards, their minds completely broken. Some advice: Try to disable his traps, don't escape them, he hates that, but has some honor in respecting others that can beat him at his own craft. Also don't call him a cow. Just don't.<br/> *3. Chimera (THE not A)<br/> Role: Strong/Nimble Guy<br/> Class: Ultimate Beast/ "Da...ddy"<br/> Size: Giant<br/> Species: Beast/Chimera<br/> Tier: On-A-Roll ---Attributes---<br/> Robustness: 16/14<br/> Agility: 13/14<br/> Intelligence: 8/14<br/> Sensibility: 11/14<br/> Charm: 1/14<br/> Will: 3/3<br/> Strikes: 9+X2, where X is the number of party members.<br/> ---Skills---<br/> Athletics: 7 + 1 counting role.<br/> Acrobatics: 3<br/> Intimidate: 6<br/> Stealth: 7 + 2 from C-B trait.<br/> Brawl: 7 + 4 counting Natural Weapons.<br/> Prevent Harm: 6 + 3 from Villain trait and role.<br/> Endure: 7 + 2 from Villain trait.<br/> ---Traits--- <br/> Low to the Ground: +2 to Stealth rolls where visual detection is a possibility.<br/> Villain: This unit is a Villain. It gets +2 to Prevent Harm and Endurance.<br/> Think You Hide from Me?: +2 to Insight when attempting to detect people in Stealth. Natural Weapons: Claws, teeth, horns, fire breath, poisons, it'd be easier to list what the Chimera DOESN'T have. Anyways, they grant a +4 to Brawl.<br/> Cold-Blooded: +2 to Stealth and +2 to resist Fear.<br/> ---Powers---<br/> Ultimate Beast (Unique!): The Chimera is a fusion of a Lion, Ram, Dragon, and Snake. It gains the Powers of all of them. Any weapon that is effective against dragons, lions, rams, or snakes affect the Chimera. Intense climate change doesn't affect the Chimera.<br/> Poisonous: Unit is poisonous. After making a successful combat roll against another unit, this unit makes another combat roll to poison the attacked unit, which causes another Strike to be lost. <br/> GOODNESS GRACIOUS GREAT BALLS OF FIRE: Spend 1 Will point. Make a ranged attack equal to X+B, where X is Robustness and B is Brawl. Up to 25m in range. Poison will not take effect if attack is successful.<br/> Pinned Ya Again: Spend a Will Point and the character may choose to roll their Brawl vs. an enemy's Robustness/Agility to pin that enemy to the ground at risk of opening up another attack on the character upon failure. Pinned enemies cannot attack until unpinned and must make a Robustness check against a character's Brawl roll to become unpinned every round until defeated or successful escape.<br/> -Stun: Spend 1 Will Point, make a combat roll against a target in melee range. If successful, target takes damage and is stunned for the duration of their next combat round.<br/> Physical Description/Background: It's blood runs cold, it's tail has a head, it has three heads, the ram head breathes fire, the Chimera is a creature of paradoxes and contradictons, a fusion of dragon, ram, lion, and snake, the Chimera has the powers of nearly all, but also the weaknesses. It is also by no means a small beast, 5m long and wheighing over 700kg, this beast is one animal not to be trifled with.<br/> *4. Cerberus<br/> Role: Sensible/Strong Guy<br/> Class: Watchdog/Air Bud<br/> Size: Giant<br/> Species: Beast<br/> Tier: Heroic ---Attributes---<br/> Robustness: 18/14 <br/> Agility: 8/14<br/> Intelligence: 12/14<br/> Sensibility: 18/14<br/> Charm: 1/14<br/> Will: 3/3<br/> Strikes: 8+X2, where X is the number of party members.<br/> ---Skills---<br/> Athletics: 7<br/> Insight: 8 + 4 from role and SE Power.<br/> Intimidate: 6<br/> Linguistics: 7 (Code)<br/> Brawl: 6 + 3 counting Natural Weapons.<br/> Prevent Harm: 6 + 2 from Villain trait.<br/> Endure: 6 + 2 from Villain trait.<br/> ---Traits---<br/> Villain: This unit is a Villain. It gets +2 to Prevent Harm and Endurance.<br/> Think You Hide from Me?: +2 to Insight when attempting to detect people in Stealth. Natural Weapons: Teeth, hellish claws, and a bark louder than it's bite, grants this beast + 3 to Brawl.<br/> Loyalty: +2 on attack rolls against an enemy that has Struck an ally.<br/> ---Powers---<br/> Big Brother is Watching You (Unique!):Cerberus is a watchdog, meant to guard, not go out and attack everybody. If somebody he doesn't know tries to intrude into the area he's guarding, he'll roar and someone allies. The DM rolls 1d6 for what Cerberus summons.<br/> 1-2: 60 Mooks<br/> 3-4: 30 Lackeys<br/> 5: 5 Inner-Circles<br/> 6: 1 Villain<br/> Sensitive Ears: Unit has the effects of music doubled for them, but gets +3 Insight.<br/> Burning: This creature's attacks can inflict burns. Burns act like Poison, but the effect comes in to affect 2 turns after the Burn is inflicted. Number of Strikes inflicted can stack. Burned units suffer -1 Robustness and Agility until Strikes are inflicted.<br/> Physical Description/Background: The big, and I mean BIG guard dog for Hades, 15ft. tall, and weighing in at 1500lbs, this 3-headed pup will wreck your shit, with it's burning claws, THREE heads, all of it's muscles, and it's absolute worst attribute, it's bark. Now I know what you're thinking "What's so bad about a bark?", well, nothing usually, but Cerberus's bark is different. It literally summons backup, ranging from a legion of lost souls, to another one of those great monsters. You know what they say, his bark is worse than his bite.<br/> *5. Medusa<br/> Role: Charming/Nimble Guy<br/> Class: Snake? Snake? SNAAAAKE-Woman<br/> Size: Medium<br/> Species: Beastman/Chimera<br/> ---Attributes---<br/> Robustness: 6/14 (12/14 in Gorgon mode)<br/> Agility: 14/14 ( 18/14 in Gorgon mode)<br/> Intelligence: 10/14 <br/> Sensibility: 6/14 ( 12/14 in Gorgon mode)<br/> Charm: 18/14 ( 2/14 in Gorgon mode)<br/> Will: 3/3<br/> Strikes: 7+X2, where X is the number of party members.<br/> ---Skills---<br/> Stealth: 6/0 when in Gorgon mode. Both get +2 from CB trait.<br/> Athletics: 7/5 when in Gorgon mode.<br/> Persuasion: 7 + 3 from role and SC trait. (0 when in Gorgon mode)<br/> Deceit: 7/3 + 2 when in Gorgon mode.<br/> Ranged: 6/7 when in Gorgon mode. Both get +2 from their Longbows.<br/> Brawl: 0/6 when in Gorgon mode.<br/> Intimidate: 0/7 when in Gorgon mode.<br/> Prevent Harm: 6 + 2 from Villain trait.<br/> Endure: 6 + 2 from Villain trait.<br/> Occult: 6<br/> ---Traits---<br/> Villain: This unit is a Villain. It gets +2 to Prevent Harm and Endurance.<br/> Cold-Blooded: +2 to Stealth and +2 to resist Fear.<br/> Snake Charmer (Human only): +2 to Persuasion.<br/> Trussssst Me (Gorgon only): +2 to Deceive when target actively distrusts the speaker.<br/> ---Powers---<br/> Gorgon Mode (Unique!):Due to Hades's magic, Medusa got her beauty back. But there is a drawback. She needs to stay in Gorgon mode for at least 6 hours a day to be able to stay in Human form. Gorgon has it's perks though, Gorgon is better for combat, while Human is better for deceiving the PC's.<br/> Poisonous: Unit is poisonous. After making a successful combat roll against another unit, this unit makes another combat roll to poison the attacked unit, which causes another Strike. Poison arrows for Human, it's natural for Gorgon.<br/> Gift of Kaa (Human only): Spend a Will point to roll Deceive+Charisma against an opponent who can see you. (They roll Sensibility+Endure) If you gain a Strike against them, instead of being defeated or gaining a Strike, you may order them to obey one command that does not immediately endanger their life. After one minute this hypnosis wears off. Can be relfected back through reflective items.<br/> Stone Cold Gaze (Gorgon only): Spend a Will point to roll Intelligence+Intimidate against an opponent who can see you. (They roll Sensibility+Endure) If Medusa succeeds, target is stunned for their next 3 turns. If Medusa fails, nothing happens. Can be reflected back at Medusa using reflective items.<br/> ---Equipment---<br/> Longbow: +2 to ranged.<br/> Poison Arrows: Grants Poisonous Power for Human mode.<br/> Female Cloth Tunic and Sandals: Does nothing. Looks pretty nice though.<br/> Physical Description/Background: Once a beautiful (Curly hair, toned skin, the works) maiden who courted the love of Poseidon, she got turned into a hideous snake woman (Snake hair, green and scaley skin, the works) by Athena out of revenge or something like that. (The gods are just dicks sometimes) However, after she allied with Hades in taking over Olympus, he managed to cast an enchantment on her that allows her to return to her human form, most of the time. If you were able to get her beauty back permanently, she may find a new force to fight with.<br/> *6. The Nemean Lion<br/> Role: Monstrous Brute (Strong/Nimble)<br/> Country of Origin: Greece<br/> Size: Giant<br/> Species: Lion<br/> Tier: On-A-Roll<br/> ---Attributes---<br/> Robustness: 18<br/> Agility: 14<br/> Intelligence: 6<br/> Sensibility: 14<br/> Charm: 6<br/> Will: 3/3<br/> Strikes: 6+2X, where X is the number of players in the party.<br/> ---Skills---<br/> Athletics: 5<br/> Acrobatics 5<br/> Brawl: 7 (9; Slash, Bite give +2 on Brawl rolls)<br/> Prevent Harm: 7<br/> Endure: 7<br/> Stealth: 7<br/> Intimidate: 7<br/> Travel: 5<br/> Insight: 5<br/> ---Traits---<br/> Villain: This unit is a Villain. It gets +2 to Prevent Harm and Endurance.<br/> Low to the Ground: +3 to Stealth rolls where visual detection is a possibility<br/> Pinned Ya Again: Spend a Will Point and the character may choose to roll their Brawl vs. an enemy's Robustness/Agility to pin that enemy to the ground at risk of opening up another attack on the character upon failure. Pinned enemies cannot attack until unpinned and must make a Robustness check against a character's Brawl roll to become unpinned every round until defeated or successful escape.<br/> Thickened Pelt: +2 Prevent Harm against weapons, natural or otherwise, with a bonus less than +3.<br/> ---Powers---<br/> Tyrant's Roar: Spend a Will Point to gain +8 to an Intimidate roll, and it affects everyone within a hundred meters instead of one target.<br/> Invulnerable: You can beat him, stab him, cut him, shock him, burn him, freeze him, mock him, taunt him and insult him all you like, but at the end of the day the only thing that can fell the Nemean Lion is a truly awesome amount of brute crushing force. It could be something of great weight falling on him, him falling off a very tall cliff, a direct hit from siege grade artillery, or the strangehold of a demigod who works out a lot.<br/> ---Equipment---<br/> None; however, anyone wearing a piece of the Nemean Lion's hide large enough to count as a full cape receives +2 to all Prevent Harm checks (stacks with armor) and gains the Thickened Pelt trait. Additionally, each of his claws may be fashioned into a +3 knife or the head of a +4 spear.<br/>
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