Disney Villains Victorious: Difference between revisions
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General Santa Anna of the Empire of Mexico<br/> | General Santa Anna of the Empire of Mexico<br/> | ||
Imperial President Lyle Tiberius Rourke of the Imperial Republic of Atlantis<br/> | Imperial President Lyle Tiberius Rourke of the Imperial Republic of Atlantis<br/> | ||
The Huntsmen of the Elite Global Huntsman Club<br/> | The Huntsmen of the Elite Global Huntsman Club (Muntz, Gaston, McLeach, Buldeo, Amos Slade, King Fergus)<br/> | ||
Chairman Cutler Beckett of the East India Trading Co.<br/> | Chairman Cutler Beckett of the East India Trading Co.<br/> | ||
King Louis of the Kingdom of the Red Flower<br/> | King Louis of the Kingdom of the Red Flower<br/> |
Revision as of 17:08, 5 December 2014
Disney Villains Victorious is a /tg/ homebrew project based on the glorious idea of a world, not entirely unlike our own, in which (almost) all the villains from (almost) 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. It is a world where the grasslands, the jungles and the 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 sorcerous queens like Maleficent, inquisitorial clergy men like Frollo and Dark Gods like Hades and Chernobog.
It is not, however, a world completely devoid of courage, heroism or hope. Around the world, the Player Characters and their allies plot, plan, fight, strive and win their own victories against the villains that would rule them. The time to fight and to be free is now.
[Also, take note that we're open to movies that are not properly Disney but that still fit with our main goal: to be Disney as Fuck™. Eldorado is in and several other movies may get in at a later point in time.]
The Kings of Evil
The Sorcerer Kings
- Sorcerer-Sultan Jafar of Agrabah
- Maleficent the Faerie Queen
- Grimhilde the Fair Queen of the Mirror Kingdom
- The Horned King of Prydain
- Doctor Facilier of the Shadowlands
- Queen La of the Leopard Kingdom
- Elsa the Frozen Queen of Arendelle
- Empress Yzma of the Sunless Empire
- Pontifex Immortalis Frollo of the Grand Archdiocese
- Tzekel-Kan of El Dorado
The Human Kings
- Shan-Yu of the Hun Dynasty
- Governor Radcliffe of Virginia
- Imperial President Lyle Tiberius Rourke of the Imperial Republic of Atlantis
- Alameda Slim, Sheriff of the Old West
- McLeah, Clayton and Gaston of the Elite Global Huntsman Club
- Chairman Cutler Beckett of the East India Trading Co.
- General Santa Anna of the Empire of Mexico
God Kings and Spirit Lords
- Hades of Olympia
- Ursula of All-Oceans
- Chernobog the God of Night, Lord of Bald Mountain
- The Spirit Realm
Beast Kings
- Scar, High King of the Pridelands
- King Louis of the Kingdom of the Red Flower
- Bagheera, Lord of the Free Creatures
- Shere Khan of the Shere Khanate
- Kaa the Ancient of the Subjugate of Kaa
- Mor'du of the Land of the Bear
- King Ratigan of the Under-Empire
System Mechanics:
The most common roll is 3d6 + Attribute + Skill.
The Target Number for something a Player Character would consider to be pretty easy is 15.
The Target Number for something a Player Character would consider to be normal is 20.
The Target Number for something a Player Character would consider to be challenging is 25.
The Target Number for something a Player Character would consider to be difficult is 30.
The Target Number for something a Player Character would consider to be pretty hard is 35.
The Target Number for something a Player Character would consider to be almost impossible 40.
The Target Number for something a Player Character would consider to be the STUFF OF LEGENDS is 45.
In the case of a tie between two Rolls, the highest roll is the one with the highest bonus. If it's still a tie, flip a coin to determine which roll should be considered the highest.
Combat
To attack someone you roll 3d6 + Attribute + Skill.
Attribute and Skill can be Robustness and Melee, Agility and Ranged, Charm and Deceit, Sensibility and Persuasion, or any other combination you can conceivably use to hurt someone, to break his will to fight or to make him reconsider his life.
To avoid an attack you roll 3d6 + Attribute + Skill.
Which Attribute and which Skill depends on how you are being attacked: Robustness or Agility + Prevent Harm to avoid physical attacks, Charisma + Endure to avoid social pressure, Sensibility + Endure to avoid being hurt by your opponent's lies, Intelligence + Endure to avoid being hurt by mind attacks. And so on.
Serious enemies do the same, while simple mooks, instead of rolling, just add 3 to their Attribute and Skill.
If the roll of the aggressor beats the roll of the defender, the aggressor deals one Strike to the Defender. If the margin of success of the aggressor is 10 or more, he deals two Strikes instead. 20, three Strikes instead. And so on.
If he takes a Strike and has no Strikes remaining, the Defender is defeated. Whether this means killed, knocked out, brought to tears, intimidated into submission or made to doubt his loyalties and leave the battle is up to the combination of Attribute and Skills used by the aggressor.
Player Characters and serious enemies don’t go down after the first Strike: they can take more than one. Player Characters can take 3 Strikes without going down. Any Strike after that finally takes them out.
Resisting the Strikes is, of course, an abstraction: the arrow just grazed you, the sword left you with only a flesh wound, your fall was broken by a soft landing spot, the social pressure wasn't enough to completely break you, your enemy's lies didn't manage to make you truly doubt yourself.
After a character takes a Strike, if he’s not down already, he’s going to carry that Strike around. He should write down on his sheet whether this Strike was Physical or Mental, so he doesn't forget.
The Strikes a character is carrying are erased from his sheet each morning. Physical Strikes can also be removed by using Science while resting, the same way mental Strikes can be removed by using Science (again), Persuasion or Deceit while resting.
A character can lose a Strike by fulfilling one of his Ideals or by doing something extremely cool that relates to his identity as a character.
Speed
A normal human has a Speed equal to his Robustness + his Agility.This Speed shows how many meters he can normally cover in one Turn.
During his turn, a character can spend one of his Moves to double his Speed. He can also spend two Moves to quadruple his Speed.
Rounds and Turns
Rounds last 10 seconds. During each Round every character involved in the action gets one Turn.
During each Turn, a character can cover a distance equals to his Speed. He also gets 2 Moves.
Each Move can be spent to do stuff. As a general rule, any action that requires an active Roll also takes up a Move.
Each Move can be spent to double the character Speed for that turn.
Initiative
To decide which character involved in the action gets to act first, everyone rolls 3d6 + Initiative.
The Initiative of each character is equal to his Agility. Initiative gets its own spot on the character sheet, since it could be individually raised by Traits or Powers.
The character with the highest Initiative roll takes his Turn first. Everyone else goes after him, moving down from the second highest Initiative roll to the lowest Initiative roll.
Attributes
Every character has the same 5 Attributes:
Robustness: How physically BIG you are. Not in the size sense, but in the ripped, tough or muscley sense.
Agility: How coordinated and dexterous you are. Also how steady your hands are, if it comes down to that.
Intelligence: How smart you are, how well you can recover information from memory and how quick your are when doing calculations.
Sensibility: How perceptive, intuitive and shrewd you are. It's really a measure of how much attention you pay to the world around you.
Charm: How charming you are. How strong your force of personality is. How much people like you. This is of course disconnected from your looks, but not really.
An average Non Player Character has a 7 in every Attribute, with 4 being the crippling human minimum and 12 being the amazing human maximum. High Tier characters can go even higher than that.
Players Character begin with a 6 in every Attribute and have 10 points to spread around. Until they reach a new Tier, the highest they can get in an Attribute is 12.
Will
Each Player Character has 3 Will Points. He can spend these points whenever he wants.
By spending one Will Point, a character can:
Grants himself a +2 bonus to a roll he’s about to make
Reroll a roll he just made.
Stop being affected by a magic effect that’s affecting him.
Add details or make minor changes to the scene that would help him out.
A character gets back his Will Points each morning.
A character can also get one Will Point back by fulfilling one of his Ideals or by doing something extremely cool that relates to his identity as a character.
Species
The average character is a Human. Human Player Characters can never go lower than 6 or higher than 12 in their Attributes, unless they move up a Tier. Humans Players Characters begin the game with three Traits, instead of the one or two Traits other species get.
A Beast (http://pastebin.com/ZNVPBJWj) Player Character gets various bonuses and special powers, but he also begins the game with only one Trait of his choice. Thanks to the bonuses and penalties of his species, a Beast Player Character can go lower than 6 and higher than 12 in his Attributes.
Basic Roles
Each Player Character belongs to one of the five Basic Roles. The Basic Roles, one for each Attribute, are very general concepts, easily customizable thanks to Traits, Powers and choice of Skills.
Strong Guy:
He gets a rank in Athletic and a rank in Prevent Harm.
Having HUGE GUTS and an even bigger heart, he can safely take 4 Strikes instead of 3.
He rolls 4d6 and drops the lowest die every time he rolls on ROBUSTNESS!.
He gets a Power of his choice taken from the Strong Guy’s list.
With his character growth he gets new Powers.
Nimble Guy:
He gets a rank in Acrobatics and a rank in Prevent Harm.
Being way faster than normal, he gets a +5 bonus to his Speed and ignores the speed penalties you normally get when climbing or moving furtively.
He rolls 4d6 and drops the lowest die every time he rolls on Agility.
He gets a Power of his choice taken from the Nimble Guy’s list.
With his character growth he gets new Powers.
Smart Guy:
He gets a rank in Academic, Science, Mechanic or Occult.
Having always one more trick up his sleeves, he gets 4 Will Points instead of 3.
He rolls 4d6 and drops the lowest die every time he rolls on Intelligence.
He gets a Power of his choice taken from the Smart Guy’s list.
With his character growth he gets new Powers.
Sensible Guy:
He gets a rank in Insight.
Knowing very well both himself and the people around him, he never gets Strikes from illusions or from the Skill Deceit.
He rolls 4d6 and drops the lowest die every time he rolls on Sensibility.
He gets a Power of his choice taken from the Sensible Guy’s list.
With his character growth he gets new Powers.
Charming Guy:
He gets a rank in Deceit, Music or Persuasion.
Being a fast talker and a fast singer, he gets one extra Move each turn that he can use to roll on Deceit, Music or Persuasion, but only against Mooks.
He rolls 4d6 and drops the lowest die every time he rolls on Charm.
He gets a Power of his choice taken from the Charming Guy’s list.
With his character growth he gets new Powers.
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.
- Acrobatics: Covers Jumping, balancing on things, climbing up things, and gymnastics.
- Athletics: Involves running long distances, climbing for long periods of time, and more running.
- Melee: Covers the usage of all melee weapons, one and two handed but not unarmed.
- Ranged: covers the use of all ranged weapons. If you aren't familiar with a particular ranged weapon (Say, from the Fae Lands using a gun) it takes a day of practice (or an hour of practice with a skilled instructor) to use the weapon properly. (you can use it improperly at -4)
- Brawl: Covers the use of fighting with unarmed combat or natural weapons in the case of beasts.
- Prevent Harm: Used to avoid taking a Strike from a physical source. This could involve just taking the hit and ignoring it or blocking it (Robustness), or dodging it and avoiding being struck (Agility)
- Endure: Used to avoid taking a Strike from a mental, spiritual, or social attack, usually using Sensibility or Intelligence. Also used to avoid taking Strikes from poison, dehydration, heat, sunlight, or other attacks that just can't be dodged/avoided using Robustness)
- Stealth: Covers hiding from people and moving around without being detected. What did you think 'stealth' was?
- Legerdemain: covers sleight-of-hand, minor 'magic' tricks, and escaping bonds/squeezing through spaces.
- Deceit: Used to Strike at an enemy in a Social manner. Also used to convince somebody of something that you think is not true -- or to use a disguise.
- Persuasion: Used to Strike 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.
- Intimidate: Used to Strike at an enemy in a Social manner. Also used to force someone to agree with you/submit to your will.
- Academics: Used to remember or call up knowledge from the humanities or non-science inhumanities.
- Science : Used to remember or call up knowledge from the Sciences or used as Medicine against TN20 to remove a Strike from a resting ally in five minutes. For social strikes, consider this giving them some "happy pills" and calming them down or something.
- Occult: Used to remember or call up knowledge about magic, magicians, and unnatural beasts like dragons, orcs, Cauldronborn, etc.
- Mechanics: Used to repair mechanical devices (but not Atlantean devices), disable mechanical devices in a more complex way than smashing them, pick locks, and work with clockwork.
- Linguistics: Used to decipher ancient hieroglyphics or to crack a code/speak in code. First time you take Linguistics you learn 3 new Languages. Every time you take Linguistics after the first you learn 1 new Language. This includes speaking "(animal group, like Mammals, Lizards, Birds, etc) and speaking "human" for animals, which could be a language but is more often somehow magically communicating regardless of language.
- Travel: Covers riding animals, traveling large distances (finding shelter, food, etc), finding your way, and not getting lost without a map/compass combo.
- Driving: covers 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 this kind of vehicle in particular before, you need eight hours to get used to this kind of vehicle to do anything stupid. Driving doesn't cover getting to a workly commute or something, it covers stunt driving or trying to escape fast.
- Insight: Roll to detect someone Deceiving you, to find out someone's emotional state if they're trying to hide it, to spot things, to help search for things, to hear things, etc etc etc. It's a wide range of finding and perceiving.
- Music: Used to play music. This can be used to grant increasing bonuses to a roll of another character that can hear you and sing/play along with you. TN20 grants +3, TN25 grants +4, and TN30 grants +5 to a roll.
- Craft: Used to make things. What did you think it was? You should have the tools and material on your hands, but time and difficulty are largely set by the GM.
MUSIC Using your Move to roll on Music allows you to empower your allies. When you start your musical number you can choose either one Skill, or Attacks in general. If your roll reaches Target Number 20, you grant everyone in your party a +3 bonus to that Skills or to every Attack they make. For every 5 points over TN 20, this bonus increases by 1. This bonus lasts until the beginning of your next Turn.
Traits
Traits are particular bonuses, abilities and specializations that make each character a little bit more special and unique. Regardless of their Basic Role, characters can use their Traits to further customize themselves.
Every Player Character that picked Human as a Species begins the game with 3 Traits. Beasts get to choose only one Trait, since they already have natural Traits of their own. During the game, Players Characters can spend Lessons to buy more Traits.
If possible, every Trait should be a Disney reference or at least a pop culture reference of some kind.
Usually, a Trait should give a +2, +3 o +4 bonus to certain specific applications of 3, 2 or 1 Skills. The more specific these applications are, the bigger is the bonus granted or the number of Skills it applies to.
For example, the trait:
This Man is Obviously a Charlatan - You gain a +2 on Insight checks against people who are obviously villains.
could be changed to give a +3 bonus if the condition was: "against people who are obviously villains and that you already saw hurting somebody". Instead of making the bonus bigger, thise same very specific condition could extended the +2 bonus to Prevent Harm.
As a general rule, Traits shouldn't apply to every possible use of a roll: you don't want them to become the absolute best choice for every character who likes using that Skill. Also, Traits should never give bonuses to the Attributes.
Powers
Players Characters begin the game with one Power they chose from their Basic Role’s list. During the game they get more Powers out of the same list. Players Characters also begin the game with one extra Power. This Power can come from their Role's List or from the Generic Powers List.
Powers are large and usually temporary bonuses that the system gives to Player Characters and Villains, plus some other important characters.
As a general rule, the character should spend a Will point to activate one of his powers, but some powers, like
Ride'm! - You can ride any animal large enough to carry your weight as if it was an animal trained for the purposes of Travel.
are entirely passive.
Powers should provide big bonuses to Skills or create meaningful, flashy effects. However, a Power should never guarantee a success unless it is a Villain power, in which case go ahead, they're supposed to win.
An example of a solid (if bland) Power would be
Force Of Will - You can spend a Will point to gain a + 10 to Endure for the next minute.
The following Powers are exclusive to each Class, and can be picked up by any character of that class. The Powers each Players Character gets from his basic Role come from this Lists.
Role Powers:
Strong Guy:
Charge of the Light Brigade: When charging into odds that are certain death, or at least near-certain death, you may spend a will point. Gain a +5 bonus to all rolls for the next scene as long as your life is in danger.
Clank Clank Clank: While wearing heavy armor, you may spend a will point. Double your speed for the next three turns, and gain +3 to Melee rolls made in this time.
Test your might: Spend a Will Point to challenge an enemy to HONORABLE, SINGLE COMBAT. Neither you nor the target may attack others while in single combat, nor may you be attacked by outside forces. You and your target must close to melee as soon as possible. This effect lasts 3 rounds.
Nimble guy:
Fastest fingers in all the lands: Spend a will point. You gain a +5 bonus to Mechanics, Acrobatics, and Athletics checks for the remainder of the scene.
An Impressive Performance: Spend a will point. Gain a +5 bonus to Acrobatics or Athletics for the rest of the scene and you may use it in the place of Music. Additionally, your movement speed doubles.
Draw!: Spend a Will point. You gain an extra action this turn, and gain a +5 bonus to do a trick shot with a gun like shooting the weapon out of someone's hands.
Smart Guy:
I Read About That!: Spend a Will point. Gain +3 to the next Academics, Occult, or Science roll you make. Roll twice and take the better result.
No More Chinese Laundry: Spend a Will point to assemble an explosive from everyday materials. Must have something on hand that could concievably explode -- can't just magic bombs out of thin air. Coconuts okay. At the end of the round you have at least one pound of highly unstable explosive material that will miraculously not go off in your hands. We'll leave it to you as to what to do with it.
Work, damn you!: Spend a Will point. For the rest of the scene, you have +5 to Mechanics and +5 to Drive as long as your focus is entirely on the task at hand.
Sensible Guy:
Pierce the Truth: Spend a Will point. Grant your allies a +5 bonus to overcome Fear and +5 to recognize Illusions.
I'm gonna need you to fill these: Spend a will point. Test Science against TN20, if you succeed then one ally has all their strikes healed. You may continue attempting this for three rounds.
Ever Thought About Unionizing?: Spend a will point to test Persuasion against a group. TN 10+1 for every person in the group. If you succeed, everyone in the group takes a Social strike. Does not work against Villains.
Charismatic Guy:
Rock and Roll will Never Die: Spend a will point; Apply Music against Tin-Ear characters with only a -5 in effectiveness!
Everybody Hold It!: Spend a will point. +5 bonus to halting a fight in progress via diplomacy or just shouting loudly. You have three rounds to stop the fight from resuming.
How Dashing: Spend a will point; +5 to Deceive and Persuasion as long as you are doing something suitably ridiculous like dancing in front of armed guards.
Powers are mostly up to GM discretion, and should really only be balanced against the Powers of the rest of the group.
Ideals
Ideals are small things that a character would like to do or that would further his line of growth. They don't need to be big and grandiose: they just need to be something a character turly believes in. Fulfilling an Ideal in a meaningful way restores one Strike and one Will Point, plus it gives out one Lesson at the end of the session.
A good example of an Ideal would be:
Get into trouble,
which gives the character a reason to do something (probably stupid) and to move the story along. Or, it could be something like:
Get Glory,
which would result in the player doing things for their own sake. Not particularly heroic, but we're not here to judge.
Most enemies and other Non Player Characters have Ideals too, but this is more of an aid for the GM than anything else: usually, Non Player Characters don't gain Lessons, don't have Will Points and go down after one Strike, so they can't regain any. Still, very serious villains use these same rules to regain their Will Points and lose their Strikes.
Goals
A Goal is something a character knows, deep within his heart, that he must accomplish.
Goals are one of the main mechanical means of character development: when every Player Character in the party completes his first Goal, every Player Character moves up a Tier, going from Zero to On-a-Roll.
After that, when every Player Character in the party completes another one of his Goals, every Player Character moves up a Tier, going from On-a-Roll to Hero.
Goals should be suitably large undertakings, but, at least in the beginning, the Player should avoid having "take down (King X)" as a Goal, as that is something he probably won't be able to accomplish until his party is well into the Hero Tier. Instead, Players should settle for something more like "free your land from Alameda Slim's grip", or some other large, difficult but non impossible goal. Of course, Goals don't need to be strictly heroic: they could very well be something like "Personally take down a full grown Tyrannosaurus Rex", which is a perfectly normal Goal for a hunter character.
When a character completes one of his Goals he gets two new Goals in its place. This way, On-a-Roll characters have 4 Goals while Hero Character get 5. The bigger you go, the bigger you dream.
Lessons (Experience)
Experience is earned in Lessons.
You get one Lesson:
every time you fulfill one of your Ideals in a meaningful way;
every time you take a meaningful step towards one of your Goals;
every time you get out of a dangerous situation.
You can spend your Lessons:
to get new Skills;
to increase Skills you already have;
to raise your Attributes or to get new Traits.
Every time you earn enough Lessons you get a new Class Power for free.
How much Lessons you need depends on the learning curve you are playing by:
Fast Progression
Skill: 2 Lessons; Trait: 4 Lessons; Attribute: 6 Lessons; New Power every 10 Lessons.
Medium Progression
Skill: 2 Lessons; Trait: 5 Lessons; Attribute: 8 Lessons; New Power every 10 Lessons.
Slow Progression
Skill: 2 Lessons; Trait: 6 Lessons; Attribute: 10 Lessons; New Power every 15 Lessons.
Tiers
There are 3 Tiers that Player Characters can achieve: Zero, On-a-Roll and hero
Zero is the Tier that every Player Character begins the game on. The rules for it are the rules we explained up until now.
On-A-Roll is the second Tier. Player Characters on this Tier get one more Will Point and can safely take one Strike more than they could when they were Zero Tier characters. Also, they can now raise their Skills up to 7 and their Attributes up to 14. Additionally, Player Characters of each Basic Role now roll 5d6 instead of 4d6 every time they roll on their favorite Attribute, and 4d6 instead of 3d6 on every roll of one attribute of their choice. They still keep the 3 best results in both cases.
Hero is the third Tier. Player Characters on this Tier get one more Will Point and can safely take one Strike more than they could when they were On-a-Roll Tier characters. Also, they can now raise their Skills up to 8 and their Attributes up to 16. Additionally, Player Characters now add an extra 1d6 to all their rolls, still keeping three, so their favorite attribute would be 6d6 keeping the best three, their second favored 5d6 keeping the best three, and all other rolls 4d6 keeping the best three. Once they reach this Tier, Player Characters can start taking Heroic Traits and Heroic Powers instead of normal Traits and Powers.
Equipment
WEAPONS
If you want to attack using Melee or Ranged, you need a weapon. Improvised or lousy weapons, like bottles or rusty swords, don’t grant any bonuses. Actual weapons, instead, do give you a bonus.
One Handed Weapons give a +1 bonus.
Two Handed Weapons give a +2 bonus.
Thrown Weapons can rely on Robustness or Agility, but Ranged Weapons (like guns, rifles, bows and crossbows) always rely on Agility, never on Robustness.
Dual wielding weapons grants a +1 bonus to whatever weapon skill is currently being used in the main (read; attacking)hand.
Certain weapons give special bonuses or have particular requirements.
Great Swords give +3 to Melee, but can only be used effectively by someone with Ronustness 10. Anyone with less Robustness than that takes a -2 penalty for every point of difference between his Robustness and 10.
Crossbows give a +3 bonus to Ranged, but it takes two consecutive Moves to reload them.
Bows can only be used effectively by someone with Robustness 8. Anyone with less Robustness than that takes a -2 penalty for every point of difference between his Robustness and 8.
Shotguns give a +6 bonus to Ranged, but can only be used effectively by someone with Robustness 10. Anyone with less Robustness than that takes a -2 penalty for every point of difference between his Robustness and 10.
Extremely well done or just straight up advanced weapons, like the sword of a prince or guns from the New World (rather than flintlocks), grant a bonus one point higher than normal.
SHIELDS
Shields give a +1 to Withstand against physical attacks.
ARMORS
Light Armors give a +1 to Withstand against physical attacks.
Medium Armors give a +2 to Withstand against physical attacks, but they also decrease Speed by 4 meters.
Heavy Armors give a +3 to Withstand against physical attacks, but they also decrease Speed by 4 meters and Agility by 1 point.
Character Creation
1: Choose a Species.
1.5: Choose a Country of Origin.
2: Assign Attributes. You have 10 points to spread around the five Attributes, and spending one point raises them by one level.
3: Choose a Role. There are five Roles, one for each attribute. Note the bonuses you get for each Role.
4: Spend Skill Points. There are 22 skills, and you get 10 ranks to divide as you see fit. Skills can't be raised above rank 6 at character creation. Remember to add any skills from your species or role.
5: Choose Traits. Some species have less traits available than others due to Racial traits, as depicted in Species. Humans gain three traits at character creation.
6: Choose Powers. Characters get two powers at character creation, one from their Basic Roles and one from whatever they want, except other Roles' Lists.
7: Choose Ideals. The average hero has three ideals. Choose well, these are how your character advances.
8: Choose Goals. The average starting character has three Goals. These goals are things your character should be ultimately working towards, but out of your character's reach at the beginning of the game.
That's it. Customize your character (name, apperance) and get ready to play!
Alternate explanation:
You've got a 6 in every Attribute and 10 points to spread around. You can't go higher than 12.
You've got a 0 in every Skill and 10 points to spread around. First point raises a Skill to 3, each following point raises it by one. You can't go higher than 6.
You have 3 Will Points.
Your Speed is equal to your Robustness + your Agility.
You pick a Species and get its bonuses.
You pick a Country and get its bonuses, if there are any.
You pick a Basic Role and get its bonuses. Pick a Power from that Role's list.
If you are Human, you get 3 Traits. If you are a Beast you only get 1 Trait. Other Species get their number of Traits. You can pick these Traits from the Generic Traits List or from some other Traits List open only to your Race or Role.
You get one extra Power. You can pick it from the Generic Powers List or from your Role's Powers List.
You get 3 Ideals.
You get 3 Goals.
You get 5 equipment points you can spend to determine your starting equipment. Each equipment point you spend gets you a piece of equipment with a +1 bonus to something. You can spend 2 equipment points together to get a piece of equipment with a +2 bonus, or 3 equipment points together to get a piece of equipment with a +3 bonus. You can't spend 4 or 5 equipment points on the same piece of equipment. You can only spend these equipment points to get existing pieces of equipment, which means you can't spend three of them to get a +3 knife: if you want a melee weapon with a +3 you have to buy either a great sword or a superior quality two handed weapon.
Pick a name plus everything else and you are good to go.
Good luck and stay gold, hero boy.
Enemies
Every Hero needs his Nemesis. Every Ragtag Bunch of Misfits needs an Evil Empire. In a world where the Villains have won, there is no shortage of them.
The Enemies of the Player Characters are both the Kings and their evil minions. For the Game Masters out there, these rules should come on handy.
MOOKS
The most common type of enemy, Mooks are a dime a dozen: lacking the abilities and the sheer power of the Player Characters, they are forced to rely on their numbers. Luckily for them and unluckily for the good guys, numbers are something the Mooks are never lacking in.
The average, archetypal Mook has:
a 7 in every Attribute (before applying Species Modifiers);
a 3 in every Skill that most relates to his identity, plus a 5 in Prevent Harm and Endurance;
only one Move per Turn;
no Will Points;
no Strikes he can soak before going down;
no Role;
no Traits, Powers, Ideals or Goals;
normal weapons, but usually no armors.
Since rolling Prevent Harm for each one of them could take a while and really slow down combat, the GM is encouraged to avoid rolling for it and just assume they got a 10. This makes their defense a stable 22.
Since rolling Initiative for each one of them could take a while and really slow down combat, the GM is encouraged to avoid rolling for it and just assume they got a 10. This makes their Initiative a stable 17.
Not every Mook is equal to the other, of course: a big guy could have a 9 in RONUSTNESS!, an excellent archer could have a 5 in Ranged, while Facilier’s and Alameda Slim’s enforcers have guns (which translates to a +2 bonus to Ranged).
Depending on who they are working for, Mooks may also have all kinds of weird and mystical abilities. After all, the demons that make up Chernobog’s army are hardly normal thugs.
LACKEYS
The second most common type of enemy, Lackeys lead Mooks into battle and take care of important business. Lacking the abilities and the sheer power of the Player Characters, but still armed with dark strength and dark minds, they rely on underhanded tactics and on sacrificing Mooks.
The average, archetypal Lackey has:
a 7 in every Attribute (before applying Species Modifiers);
a 4 in every Skill that most relates to his identity, plus a 5 in Prevent Harm and Endurance;
only one Move per Turn;
no Will Points;
2 Strikes he can soak before going down;
no Role;
no Traits except Trying to Catch Me Fighting Dirty, which gives them a +1 to Initiative and a +3 to every attack and defense;
no Powers, Ideals or Goals;
normal equipment, which usually translates to normal weapons and armors.
Since rolling Prevent Harm for each one of them could take a while and really slow down combat, the GM is encouraged to avoid rolling for it and just assume they got a 10. This makes their defense a stable 25.
Since rolling Initiative for each one of them could take a while and really slow down combat, the GM is encouraged to avoid rolling for it and just assume they got a 10. This makes their Initiative a stable 18.
Not every Lackey is equal to the other, of course: a steady hand sniper could have a 10 in Agility, a ferocious brute could have a 6 in Brawl, while Frollo’s inquisitors have his Holy Fire to rely on.
Depending on who they are working for, Lackeys may also have all kinds of weird and mystical abilities. After all, the Fish Men that lead Ursula’s armies are better swimmer than the average soldier.
WORK IN PROGRESS, BE PATIENTS
Uncrunched wilds below here:
Inner Circle: By the time you get to this point you'll really need to be making your own stat blocks, because these are the small-town crooks; sheriffs, gang leaders, mad wizards, injun chiefs, etc. They can have a Class if you want a more challenging experience. Here's a suggested stat block; Robustness: 8 Agility: 8 Intelligence: 8 Sensibility: 8 Charm: 10 Will: 2 Strikes: 2+1 for every member in the party. Skills: 6 in skills directly related to their job. 5 in Prevent Harm, 5 in (Weapon skill), 5 in Endure, 5 in Occult, Academics, Mechanics, Travel, or Science 4 in all other skills. Traits: Any two. Powers: Any two; can be drawn from the Enemy Power list or from any Power List that fits their tier. (Or, obviously, the GM can make one for them.) Attributes: Wiggle as you see fit. Can add up to four more to increase the difficulty if you really need to; this is a decent threat for a Zero-tier party.
Villain: A serious threat; this person has likely been appointed by the King of their Land themselves, and should not be taken lightly. Should probably have a background and their own unique stat block by this point. Most will require a unique way to defeat them. Remember to give them a Class! Robustness: 9/14 Agility: 9/14 Intelligence: 9/14 Sensibility: 9/14 Charm: 12/14 Will: 3 Strikes: 3+2 for every member in the party. Skills: 7 in skills related to their job. 6 in (weapon skill), Prevent Harm, Endure. 5 in all other skills. Traits: Any three, from any list. Powers: Any two, from any list and at least one from the Enemy List. Attributes: This enemy is configured for early On-a-roll heroes. Add up to ten more attribute points to represent higher level On-a-roll enemies and Hero-tier enemies.
Kings and Gods: Each will have their own unique stat block, so not really in the scope of this pastebin.
Kings' and Villains' stat blocks are featured in the Disney Villains Victorious Kings and Villains page.
What we still need done
We need:
As always, more balanced and solid traits/powers and heroic traits/powers. Remember that you can always make your own trait or power as long as the GM rules it fair. We also need a full list for specific realms.
Potential clarification on origins and their crunch/fluff implications.
We need to stat up specific Villian-tier enemies for each location. In progress.
We need the following King-tier enemies statted up on the Kings and Villains page. Kings left to stat:
Grimhilde the Fair Queen of the Mirror Kingdom
Queen La of the Leopard Kingdom
Empress Yzma of the Sunless Empire
Pontifex Immortalis Frollo of the Grand Archdiocese
Tzekel-Kan of El Dorado
General Santa Anna of the Empire of Mexico
Imperial President Lyle Tiberius Rourke of the Imperial Republic of Atlantis
The Huntsmen of the Elite Global Huntsman Club (Muntz, Gaston, McLeach, Buldeo, Amos Slade, King Fergus)
Chairman Cutler Beckett of the East India Trading Co.
King Louis of the Kingdom of the Red Flower
Bagheera, Lord of the Free Creatures
King Ratigan of the Under-Empire
The King, The Land, The Rule
K/L/Rs can be found at the Disney Villains Victorious K/L/Rs page.
King is the Land mechanic, idea. Each King is the Land is divided into three parts: the King, the Land and the Rule.
The King part describes the basic powers of the Ruler. For Elsa it would be Frost, for Ursula it would be the Sea, for Hades Death and so on. These determine how the King is influencing the land - for example, Ursula's capable of controlling waters, spying through sea creatures, and casting other-water related spells as if the waters were an extension of her. Basically, the King describes with what the King fucks with the players.
The Land part describes the basic geography of the land. It also describes monsters, animals, hazards and other shit the players can run into. So for example, Ursula's current realm is the ocean. The players can run into storms, giant sea monsters, tidal waves, and so on. Basically, the Land describes the natural hazards the players will run into.
The Rule part describes how the King fucks with the players. Whether he's openly destructive, controlling or corrupting. Ursula has no patience for subtlety now that she's holding the Trident, so she'll start throwing storms and monsters at the players as soon as they cross her borders.
Finally, their influence is not the same everywhere. Each area is described by these three stats, which also come with varying strengths (again, in threes). So you have a weak influence, medium influence and strong influence. Ursula's realm that's weak in King but strong in Land is a treacherous gorge, with shallow waters. Another part that's weak in King but strong in Land is the deep sea, where ancient horrors that give Ursula pause reside.
So the players can then decide which way they want to travel. Do they want to risk facing the full might of an angry King, or try going through a territory where they'll be hidden, but under constant threat from the elements?
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