Disney Villains Victorious: Difference between revisions

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General concept at the moment is 3d6+skill+attribute to reach a Target Number (TN or DC)
General concept at the moment is 3d6+skill+attribute to reach a Target Number (TN or DC)
Characters are divided into five 'classes'
Strong characters, Agile Characters, Intelligent Characters, Sensible Characters, and Charismatic Characters are the five main character types.
Each character has the following attributes:
Robustness: The hero's strength and physical prowess. (Has a role similar to Strength and Constitution/Endurance)
Agility: The speed of a character's fingers and feet.
Intelligence: How smart a character is, generally. Doesn't determine IQ or anything stupid like that -- this is Disney!
Sensibility: Perception and empathy.
Charisma: How charming a character is.
Will: All characters have this, and use it to boost their other attributes in times of need.
Skills: Every character has a number of Skills, but Agile characters should receive more physical skills and Intelligent characters should receive more mental skills. How these skills will be divided has not yet been worked out.
Ideals: Every character has 3 ideals they want to live up to, consciously or not. Characters get XP and advance by following these ideals.
Goals: Every character has goals that they complete to advance in tier.
Tier: Characters fall into three tiers: Novice, Veteran, Hero. What these tiers do isn't entirely clear (someone suggested that you gain an extra die on relevant tests and discard the lowest to still fall into 3d6.

Revision as of 20:51, 8 November 2014

Disney Villains Victorious is a new /tg/ homebrew project based on the idea of a world, not entirely unlike our own, in which all the villains from all the Disney animated feature films were not defeated at the ends of their movies but were instead victorious, completing their goals in part or in whole.

It is a world in which Ursula rules the seas, defied only by the uncatchable Pirate Lords and the might of Atlantis and its magitech-toting mercenaries. It is a world where the grasslands and jungles and forests are prowled not only by fearsome primal beasts like Shere Kahn and Scar but also by the ruthless, tireless hunters that stalk them. It is a world where Europe has been divvied up between evil sorcerous queens like Maleficent and mad, inquisitorial clergy men like Frollo, and Dark Gods like Hades and Chernobog, pictured here.

It is not, however, a world completely devoid of courage, heroism or hope. Around the world, the PCs' characters and their allies plot and plan, fight and strive and win their own victories against the villains that would rule them. The time to fight and to be free is now.


System Mechanics:

General concept at the moment is 3d6+skill+attribute to reach a Target Number (TN or DC) Characters are divided into five 'classes' Strong characters, Agile Characters, Intelligent Characters, Sensible Characters, and Charismatic Characters are the five main character types.

Each character has the following attributes: Robustness: The hero's strength and physical prowess. (Has a role similar to Strength and Constitution/Endurance) Agility: The speed of a character's fingers and feet. Intelligence: How smart a character is, generally. Doesn't determine IQ or anything stupid like that -- this is Disney! Sensibility: Perception and empathy. Charisma: How charming a character is. Will: All characters have this, and use it to boost their other attributes in times of need.

Skills: Every character has a number of Skills, but Agile characters should receive more physical skills and Intelligent characters should receive more mental skills. How these skills will be divided has not yet been worked out.


Ideals: Every character has 3 ideals they want to live up to, consciously or not. Characters get XP and advance by following these ideals.

Goals: Every character has goals that they complete to advance in tier.

Tier: Characters fall into three tiers: Novice, Veteran, Hero. What these tiers do isn't entirely clear (someone suggested that you gain an extra die on relevant tests and discard the lowest to still fall into 3d6.