Disney Villains Victorious Kings and Villains: Difference between revisions

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Obtain “Claws” and “Fangs”: +2 to Brawl rolls<br/>
Obtain “Claws” and “Fangs”: +2 to Brawl rolls<br/>
Obtain “Flight”<br/>
Obtain “Flight”<br/>
Obtain “Fire Breath”: Deal Fire damage using Occult+Intelligence+Robustness+Ranged
Obtain “Fire Breath”: Deal Fire damage using Occult+Intelligence+Robustness+Ranged<br/>
Strikes: Add +5 Strikes to the remaining amount)<br/>
Strikes: Add +5 Strikes to the remaining amount)<br/>



Revision as of 21:55, 2 December 2014

The statblocks of the Villains and Kings of /tg/'s homebrew Disney Villains Victorious.


Archidocesis Pontificis Immortalist

Villains

  • 1. Name: La Mère Pardonne (Mother Teresa for this one)

Role: Villain/Charming Guy
Class: Ranger Rose
Size: Medium
Species: Human

---Attributes---
Robustness: 9/14
Agility: 11/14
Intelligence: 10/14
Sensibility: 8/14
Charm: 12/14
Will: 4/4
Strikes: 7+X2, where X is the number of party members.

---Skills---
Acrobatics: 7
Athletics: 7
Persuasion: 7 + 2 from Golden Mask and role.
Brawl: 6
Melee: 6 + 3 from Weapon.
Prevent Harm: 6 + 2 from Villain trait.
Endure: 6 + 2 from Villain trait.

---Traits---
-Villain
This unit is a Villain. It gets +2 to Prevent Harm and Endurance.
-Brothers in Arms
+1 bonus to combat rolls for every character in the party that uses the same type of weapon or comes from the same homeland. (Choose one)
-Combo
If your Nimbleness exceeds that of the foe by at least 5 points, you can attack a second time in the same turn.

---Powers---
-Iron Maiden (Unique!)
Spend 1 Will point. This unit summons an Iron Maiden and chooses a target within 15m. Roll Brawl vs. the chosen target's Robustness/Agility. If successful, target is Pinned. (See Pinned Ya Again for details, located in Beast traits) Every time Pinned target fails to escape the Iron Maiden, they take a strike in damage. If roll is failed, nothing happens.
-White Mage
Unit can spend 1 Will point to restore up to 1d6 Strikes on a chosen target. Damages the Undead.
-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.
-Bondage
After making a successful combat roll, unit makes another combat roll to stun the unit, skipping it's combat turn. Can only be used on this unit's last turn.

---Equipment---
Burning Whip Made from Belmont Alloy: Grants +3 to melee. Effective against undead.
Golden Mask: Looks pretty nice, but makesit unable to show your expressions. Grants +1 to Persuasion.
Non-Child-Friendly Clothes and High Heels: Completely inappropriate for kids. Don't worry, at least she wears a pink cloak over it.

Physical Description/Background: Imagine a cross between Wonder Pink from W101, a noble woman, a bondage fetishist, and she's wearing an expressionless golden full-head mask, with little rectangles coming out the sides and top, like a headband. You get the Forgiving Mother, an unforgiving, cold, hard, bitch, who only cares about her beauty, rivaling even Queen Grimhilde's arrogance and pride in her own beauty.


  • 2. Le Juge Bienveillante (John the Baptist or John of Capistrano, whichever way you interpret it)

Role: Villain/Sensible Guy
Class: Ranger Noir
Size: Medium
Species: Human

---Attributes---
Robustness: 10/14
Agility: 8/14
Intelligence: 11/14
Sensibility: 12/14
Charm: 9/14
Will: 4/4
Strikes: 8+X2, where X is the number of party members.

---Skills---
Insight: 7 + 2 from Blindfold and role.
Mechanics: 7
Craft: 7
Ranged: 6 + 4 from Ranged Weapon.
Melee: 6 + 3 from Weapon.
Prevent Harm: 6 + 2 from Villain trait.
Endure: 6 + 2 from Villain trait.

---Traits---
-Villain
This unit is a Villain. It gets +2 to Prevent Harm and Endurance.
-Brothers in Arms
+1 bonus to combat rolls for every character in the party that uses the same type of weapon or comes from the same homeland. (Choose one)
-Tin Ear
Immune to all effects of music, beneficial and harmful.
-But I Did Not Shoot the Deputy
+3 to any checks to judge someone's moral character with Insight.

---Powers---
-Judgement Day (Unique!)
Spend a Will point. All units in a 40m area are judged of their crimes against the state/nation. Units make an Insight + Intelligence roll against this Ranger Noir's Sensibility/2 + Insight roll. If Ranger Noir wins the roll, the units are hanged and will take a number of strikes on Ranger Noir's next turn. Can only be freed by an outside force, it's a mechanical noose. If Ranger Noir's roll failed, nothing happens. Can only be used once a battle.(May need to be adjusted)
Strike:Crime Ratio
1 Strike: Petty Crime
2 Strikes: Minor Crime (Slightly above Petty)
3 Strikes: Engaging in one of the 7 Deadly Sins
4 Strikes: Major Crimes
5 Strikes: Homocide of or Major Crimes against Nobles, Villains, Religious Leaders, or Frollo
-Black Mage
Spend a Will point. Cast/Shoot either a: R+X, X equals Mechanics/Occult, Fireball that cause Burn, a Lightning Bolt that causes Stun, or an Ice Shard that causes -2 to Agility and Robustness.

---Equipment---
-Rocket War-Hammer: A War-Hammer with a miniature turbine inside. (Think DeDeDe's hammer) Two-Handed, Grants +3 to Melee.
-Arm Ballista: Miniature ballista located on the forearm. Grants +4 to Ranged, but takes awhile to reload. Two-Handed.
-Blindfold: To help with judging, grants +1 to Insight.
-Semi-Mechanical Body: The Judge's body is semi-mechanical, with robot parts and all that shit.

Physical Description/Background: The Benevolent Judge is actually a pretty nice guy, kind to everyone, adults, children, the Hunchback, even criminals. Or at least he was. Now he's a pretty ruthless dude after the Inquisition made him into half-man half-machine guy, (Think RoboCop, mixed with Judge Dredd and the Terminator, except a bit more human, and the face isn't mechanical at all. Also he's got white-ish/silver colored hair) enforcer and protector of all of Frollo's crazy laws, who will ruthlessly strike down anybody who commits a Major Crime or above.


  • 3. La Bourreau Douloureuse (Our Lady of Sorrows/Mary for this one, as there isn't a patron saint of executioners)

Role: Villain/Strong Guy
Class: Ranger Blanc
Size: Medium
Species: Human

---Attributes---
Robustness: 12/14
Agility: 10/14
Intelligence: 8/14
Sensibility: 9/14
Charm: 11/14
Will: 3/3
Strikes: 9+X2, where X is the number of party members.

---Skills---
Acrobatics: 6
Athletics: 6 + 1 from role.
Intimidate: 6 + 1 from Harlequin outfit.
Legerdemain: 6 + 2 from Harlequin outfit.
Melee: 7 + 3 from Weapon.
Prevent Harm: 7 + 3 from Villain trait and role.
Endure: 6 + 2 from Villain trait.

---Traits---
-Villain
This unit is a Villain. It gets +2 to Prevent Harm and Endurance.
-Brothers in Arms
+1 bonus to combat rolls for every character in the party that uses the same type of weapon or comes from the same homeland. (Choose one)
-Combo
If your Nimbleness exceeds that of the foe by at least 5 points, you can attack a second time in the same turn.
-Think You Hide from Me?
+2 to Insight when attempting to detect people in Stealth. (Alternatively, people trying to hide from you suffer a -2 to their Stealth rolls, whichever works better.)
-Unorthodox Style
You have an incredibly unorthodox fighting style, People get -2 to Prevent Harm rolls against you. There are no trainers to help you improve your skills though.

---Powers---
-Laughing Your Head Off (Unique!)
If the Sorrowful Executioner succeeds in an Intimidation attack against a unit, the next two combat rolls against that unit roll R+A+C, instead of R or A +C. R= Robustness, A= Agility, C= Comabt Skill. (Melee, Ranged, etc.)
-Warrior
Once-per-turn, this unit may reroll a combat roll without spending a Will point.
-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.

---Equipment---
-Harlequin Mask & Outfit: A goofy but unnerving outfit. Grants +2 to Legerdemain and +1 to Intimidate.
-Executioner's Axe: A very large axe that seemingly wasn't made for human hands. Was modified to catch on fire along the cutting edge. Two-Handed, grants +3 to Melee.
-Circus Throwing Knives: One-Handed, rolls Legerdemain + Agility instead of Ranged + Agility.

Physical Description/Background: Imagine your about to be executed and instead of some big burly dude with an axe chopping your head off, it's some crazy chick in a black and white harlequin outfit, laughing as she's about to chop your head off. That's the Sorrowful Executioner, a kinda-small girl who decided that laughter makes everything better, then she caught the crazy, and became a part of the Frolloquistion/S.S./A.S.S./C.M.P.F. as it's main executioner.


  • 4. Le Moine Paisible (St. Benedict this time)

Role: Villain/Nimble Guy
Class: Ranger Bleu
Size: Medium
Species: Human

---Attributes---
Robustness: 11/14
Agility: 12/14
Intelligence: 10/14
Sensibility: 9/14
Charm: 8/14
Will: 3/3
Strikes: 8+X2, where X is the number of party members.

---Skills---
Acrobatics: 6 + 1 from role.
Athletics: 7
Intimidate: 6
Brawl: 5 + 8 from Weapons, Monk Power, and Brawler's outfit.
Prevent Harm: 7 + 2 from Villain trait.
Endure: 7 + 2 from Villain trait.

---Traits---
-Villain
This unit is a Villain. It gets +2 to Prevent Harm and Endurance.
-Brothers in Arms
+1 bonus to combat rolls for every character in the party that uses the same type of weapon or comes from the same homeland. (Choose one)
-Ultimate Combo
If your Nimbleness/Agility exceeds that of the foe by at least 3 points, you can attack a second time in the same action. If your Nimbleness/Agility exceeds the foe by 6 points, you may do a third attack.
-Multiple Arms
Unit has multiple arms. In this case it has six.

---Powers---
-Asura's Rage (Unique!)
Spend 1 Will point. The Peaceful Monk enters a form of rage unlike any man has known. Triple his RAW Brawl stat, then add the bonuses. Each turn the Peaceful Monk ends in this state, it takes 3 Strikes.
[Would we get C&D'd if I put Asura's Wrath? Because although the game was meh, the title's pretty cool.]
-Monk
This unit gets the improved Combo Trait, Ultimate Combo, and +1 to Melee or Brawl.
-Flash Kick
Can only be used after Combo/Ultimate Combo has taken effect. The unit may perform an extremely fast kick, which is a regular combat roll, except the attacked unit takes -4 in it's PH roll.
-Falcon Punch
Can only be used after Combo/Ultimate Combo has taken effect. This unit may perform a flaming punch, which is a regular combat roll, except the attack inflicts Burning.
-Electric Wind God Fist
Can only be used after Combo/Ultimate Combo has taken effect. This unit may perform an electric uppercut, which is a regular combat roll, except the attack inflicts Stun.

---Equipment---
-Gauntlets x6: Metal gauntlets to improve a fighter's ability. Each grant +1 to Brawl.
-Fighter's Garb: A traditional fighter's garb, dyed blue and with six arm-holes. Grants +1 to Brawl.

Physical Description/Background:

Olympia

King
Hades of Olympia
Role: Charming/Smart
Class: Greek God
Country of Origin: Greece
Size: Big
Species: God
Tier: Hero

---Attributes---
Robustness: 14
Agility: 14
Intelligence: 25
Sensibility: 20
Charm: 25

Will: 8/8

Strikes: 12 + X4, where X is the number of members in the party

---Skills---

Acrobatics: 7
Athletics: 7
Ranged: 7
Melee: 5
Prevent Harm: 12
Persuasion: 16
Deceit: 17
Legerdemain: 15
Intimidate: 9
Stealth: 11
Occult: 20
Linguistics: 7
Travel: 8
Driving: 5
Insight: 10
Craft: 15
---Traits---

-Laws of the Gods
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.

-Master of an Army
This unit can call in his Villains to aid him in a fight if they haven’t been defeated beforehand.

-KING
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.

-Been Around the Block
This unit has been around for a long, long time. +2 to rolls concerning knowledge from the long past.

-Smoke and Mirrors (Mystical)
This unit can freely manipulate smoke to show images or scenes at his leisure.
---Powers---

-Conjuration (Divine)
This unit can roll Occult + Craft +intelligence to instantly produce any sort of normal or magical item.

-Overwhelming Magic This unit can use Occult + Intelligence + Ranged to deal magical damage.

-God of the Underworld (Divine) (Unique!)
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.

-Teleportation (Divine)
This unit can freely appear in any point inside his territory.

-Body of Flame
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.
Villains

  • 1. Hydra

Role: Villain/Nimble Guy
Class: HYDRAAAAAAAAAAAAA
Size: Gigantic (Barely)
Species: Beast

---Attributes---
Robustness: 15/16
Agility: 16/14
Intelligence: 8/14
Sensibility: 11/14
Charm: 1/14
Will: 3/3
Strikes: 4+X2, where X is the number of party members.

---Skills---
Acrobatics: 5 + 1 from role.
Athletics: 5
Intimidate: 7
Melee: 7 + 2 counting Natural Weapons.
Prevent Harm: 6 + 3 from Villain trait and role.
Endure: 6 + 2 from Villain trait.

---Traits---
-Down Where It's Wetter
Unit doesn't suffer movement and speed penalties when swimming.
-Don't You Disrespect Me, Little Man!
+3 to Intimidate if you have taken a Social strike in this Situation.
-Natural Weapons
Sharp Teeth and Venomous Poison give this creature +2 melee and other effects.
-Villain
This unit is a Villain. It gets +2 to Prevent Harm and Endurance.

---Powers---
-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".
-Poisonous (Better name needed)
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.

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.


  • 2. Minotaur

Role: Villain/Strong Guy
Class: Giant Cow-Man-Hunter-thing
Size: Medium (Almost Large)
Species: Beast-Man/Chimera

---Attributes---
Robustness: 18/14 [1/14 with CotL in effect]
Agility: 7/14
Intelligence: 12/14
Sensibility: 12/14
Charm: 1/14 [18/14 with CotL is in effect]
Will: 3/3
Strikes: 9+X2, where X is the number of party members.

---Skills---
Athletics: 5 + 1 counting role.
Intimidate: 7
Deceit: 0/7 when CotL is in effect
Craft: 7 + 2 from Bag of Supplies
Craft with CotL in effect: 0
Persuasion: 0/7 when CotL is in effect.
Stealth: 0/7 when CotL is in effect.
Melee: 6 + 3 counting Weapon.
Melee with CotL in effect: 0
Prevent Harm: 6 + 4 from Villain trait, armor, and role.
Endure: 6 + 2 from Villain trait
Travel: 6

---Traits---
-Think You Hide from Me?
+2 to Insight when attempting to detect people in Stealth. (Alternatively, people trying to hide from you suffer a -2 to their Stealth rolls, whichever works better.)
-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.
-Villain
This unit is a Villain. It gets +2 to Prevent Harm and Endurance.

---Powers---
-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.
-Minotaur Charge
Doubles Agility and grants +2 to Melee or Brawl when charging into combat.

---Equipment---
Giant Double Sided Axe: Two-Handed, grants +3 to Melee.
Large Leather Cuirass: Light Armor, grants +1 to Prevent Harm.
Bag of Supplies: For traps othr than CotL. Grants +2 to Craft.

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.


  • 3. Chimera (THE not A)

Role: Villain/Strong Guy
Class: Ultimate Beast/ "Da...ddy"
Size: Medium
Species: Beast/Chimera

---Attributes---
Robustness: 16/14
Agility: 13/14
Intelligence: 8/14
Sensibility: 11/14
Charm: 1/14
Will: 3/3
Strikes: 9+X2, where X is the number of party members.

---Skills---
Athletics: 7 + 1 counting role.
Acrobatics: 3
Intimidate: 6
Stealth: 7 + 2 from C-B trait.
Brawl: 7 + 4 counting Natural Weapons.
Prevent Harm: 6 + 3 from Villain trait and role.
Endure: 7 + 2 from Villain trait.

---Traits---
-Low to the Ground
+2 to Stealth rolls where visual detection is a possibility.
-Villain
This unit is a Villain. It gets +2 to Prevent Harm and Endurance.
-Think You Hide from Me?
+2 to Insight when attempting to detect people in Stealth. (Alternatively, people trying to hide from you suffer a -2 to their Stealth rolls, whichever works better.)
-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.
-Cold-Blooded
+2 to Stealth and +2 to resist Fear.

---Powers---
-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.
-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.
-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.
-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.
-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.

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 nesrly 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.


  • 4. Cerberus

Role: Villain/Sensible Guy
Class: Watchdog/Air Bud
Size: Large
Species: Beast

---Attributes---
Robustness: 14/14
Agility: 8/14
Intelligence: 12/14
Sensibility: 18/14
Charm: 1/14
Will: 3/3
Strikes: 8+X2, where X is the number of party members.

---Skills---
Athletics: 7
Insight: 8 + 4 from role and SE Power.
Intimidate: 6
Linguistics: 7 (Code)
Brawl: 6 + 3 counting Natural Weapons.
Prevent Harm: 6 + 2 from Villain trait.
Endure: 6 + 2 from Villain trait.

---Traits---
-Villain
This unit is a Villain. It gets +2 to Prevent Harm and Endurance.
-Think You Hide from Me?
+2 to Insight when attempting to detect people in Stealth. (Alternatively, people trying to hide from you suffer a -2 to their Stealth rolls, whichever works better.)
-Natural Weapons
Teeth, hellish claws, and a bark louder than it's bite, grants this beast + 3 to Brawl.
-Loyalty
+2 on attack rolls against an enemy that has Struck an ally.

---Powers---
-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.
1-2: 60 Mooks
3-4: 30 Lackeys
5: 5 Inner-Circles
6: 1 Villain
-Sensitive Ears
Unit has the effects of music doubled for them, but gets +3 Insight.
-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.

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.


  • 5. Medusa

Role: Villain/Charming Guy
Class: Snake? Snake? SNAAAAKE-Woman
Size: Medium
Species: Beastman/Chimera

---Attributes---
Robustness: 6/14 (12/14 in Gorgon mode)
Agility: 14/14 ( 18/14 in Gorgon mode)
Intelligence: 10/14
Sensibility: 6/14 ( 12/14 in Gorgon mode)
Charm: 18/14 ( 2/14 in Gorgon mode)
Will: 3/3
Strikes: 7+X2, where X is the number of party members.

---Skills---
Stealth: 6/0 when in Gorgon mode. Both get +2 from CB trait.
Athletics: 7/5 when in Gorgon mode.
Persuasion: 7 + 3 from role and SC trait. (0 when in Gorgon mode)
Deceit: 7/3 + 2 when in Gorgon mode.
Ranged: 6/7 when in Gorgon mode. Both get +2 from their Longbows.
Brawl: 0/6 when in Gorgon mode.
Intimidate: 0/7 when in Gorgon mode.
Prevent Harm: 6 + 2 from Villain trait.
Endure: 6 + 2 from Villain trait.
Occult: 6

---Traits---
-Villain
This unit is a Villain. It gets +2 to Prevent Harm and Endurance.
-Cold-Blooded
+2 to Stealth and +2 to resist Fear.
-Snake Charmer (Human only)
+2 to Persuasion.
-Trussssst Me (Gorgon only)
+2 to Deceive when target actively distrusts the spealer.

---Powers---
-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.
-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.
-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.
-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.

---Equipment---
Longbow: +2 to ranged.
Poison Arrows: Grants Poisonous Power for Human mode.
Female Cloth Tunic and Sandals: Does nothing. Looks pretty nice though.

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.

Kingdom of the Cauldron

King
The Horned King of Prydain
6d6k3 Intelligence, 5d6k3 Charm, 4d6k3 other stats
Size: Medium
Species: Undead.

---Attributes---
Robustness: 12
Agility: 9
Intelligence: 18
Sensibility: 16
Charm: 10
Will: 4
Strikes = 4+5X, where X is the number of party members

---Skills---
Melee: 10 (16)
Ranged: 6 (12)
Prevent Harm: 10 (18)
Endure: 10
Deceit: 4
Persuasion: 5
Intimidate: 15
Academics: 5
Science : 5
Occult: 10
Linguistics: 3
Insight: 10
Craft: 5

---Traits---
Astrologer: +2 on Occult rolls when you have some form of star chart or telescope.
Punk is Dead: Immune to all effects of music, beneficial and harmful, even music enhanced by Rock and Roll Will Never Die.
Record Scratcher: When a character starts a musical number, +4 on the first offensive (Melee, Ranged, Brawl) roll towards that character.
In The Dark Of The Night: Reroll Occult checks at night and keep the better result.
Heart of Prometheus: +3 to all rolls involving Occult and Crafting simultaneously.
Don't You Disrespect Me, Little Man!: +3 to Intimidate if the character has taken a Social strike in this Situation.
Think You Hide from Me?: +2 to Insight when attempting to detect people in Stealth. (Alternatively, people trying to hide from you suffer a -2 to their Stealth rolls, whichever works better.)
Master of an Army: He can call in his Villains to aid him in a fight if they haven’t been defeated
KING: 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.

---Powers---
The Skull Beneath The Skin: At the beginning of each turn, make an Intimidate attack against all those who have gazed upon the Horned King or heard his voice in the last round.
Death Mage: Spend a Will point. Cast a Ranged+Occult+Intelligence attack that also causes Poison and Burn.

---Equipment---
Caladbog: +6 Melee, attacks apply to all nearby Mooks and Lackeys.
Gáe Bulg: +6 Ranged, +10 if target resists with Robustness.
Armor of Annuvin: +4 to Prevent Harm (destroyed on death)
Shield of Annuvin: +4 to Prevent Harm (destroyed on death)
The Black Cauldron: Revives every nearby Cauldronborn in 1d6 rounds. If the Black Cauldron is depowered, the Horned King will be sucked in and gruesomely destroyed.
Various Other Magical Items: The Horned King has almost every magical item in the land hoarded in his castle. If the GM feels like giving him anything else, he should not hesitate to do so.

OPTIONAL. Fits specific campaigns.
A GOD AMONG MEN!: If the Horned King is down to 2 or 3 strikes and the Black Cauldron is not yet destroyed, then in an act of desperation he will spend a turn to draw Arawn's dark powers into himself. This restores him to full strikes and returns one will point. Furthermore, he gains +k1 to all rolls but takes double strikes from from magical weapons.

Villains

  • 1. Great Gwythaint

Role: Villain/Nimble Guy
Class: MOTHERFUCKIN' WYVERN, NOT DRAGON, WYVERN
Size: Gigantic
Species: Beast

---Attributes---
Robustness: 13/16
Agility: 18/14 (SANIC SPEED)
Intelligence: 5/14
Sensibility: 12/14
Charm: 3/14
Will: 3/3
Strikes: 8+X2, where X is number of party members.

---Skills---
Acrobatics: 7 + 1 counting role.
Athletics: 7
Intimidate: 7
Brawl: 6 + 2 counting Natural Weapons.
Prevent Harm: 6 + 3 from Villain trait and role.
Endure: 6 + 2 from Villain trait.

---Traits---
-Flight
Obviously it can fly. That's just the nature of the beast.
-Bull Charge
+2 to Brawl when charging into combat.
-Think You Hide from Me?
+2 to Insight when attempting to detect people in Stealth. (Alternatively, people trying to hide from you suffer a -2 to their Stealth rolls, whichever works better.)
-Natural Weapons
Talons, horns, and teeth provide a +2 to Brawl.
-Villain
This unit is a Villain. It gets +2 to Prevent Harm and Endurance.

---Powers---
-Sonic Roar (Unique!)
Spend one Will point. Deal one Social Strike to all living units in 30m area. Can only be used during suprise round or on the Great Gwythaint's first turn.
-Dive, Dive, Dive!
Unit gains a +2 to Brawl and a +2 to Initiative when charging from above.

Physical Description/Background: 25ft. long from head to tail. 20ft. tall. 30ft. wingspan. This black-scaled terror of the skies is the Horned King's most feared and loyal pet. Raised to strike fast, hard, and then run, the Great Gwythaint's initial attack is devastating, however, it's attack decreases in power after the initial roar and charge, and it's scales aren't as hard as a regular wyvern's. Don't think you can hide from it however. Many have tried to do that. None survived.


  • 2. Cauldron Giant: Colloso

Role: Villain/Strong Guy
Class: Fuckhuge Skeleton Warrior/MR. BONES
Size: Gigantic
Species: Human (?) (Do you count Cauldron-Born as human?)

---Attributes---
Robustness: 25/16 (WALKING TANK)
[Weak Point Robustness: 8/16] (WE SHADOW OF THE COLOSSUS NOW)
Agility: 8/14
Intelligence: 8/14
Sensibility: 8/14
Charm: 4/14
Will: 3/3
Strikes: 9+X2, where X is the number of party members.
[Weak Point Strikes: 1+X2, where X is the number of party members.]

---Skills---
Athletics: 3 + 1 counting role.
Intimidate: 7
Melee: 6 + 4 counting Weapons.
Prevent Harm: 7 + 3 from Villain trait and role.
Endure: 7 + 2 from Villain trait

---Traits---
-Multiple Arms
Unit has multiple arms. In this unit's case it has four arms.
-Weak Point/Achilles Heel (Self)
Unit is granted massive power in exchange for a weak point. In this unit's case there is a small sigil located at the center of the forehead/"third eye" that is it's weakpoint.
-Undead
Unit is not affected by poisons, music (Unless it's xylophone or really, really, good music.), semi-intense climate change, and medical sciences.
-Villain
This unit is a Villain. It gets +2 to Prevent Harm and Endurance.

---Powers---
-Klaatu Barada Nikto (Unique!)
Every 2 strikes against this unit summons 5 Cauldron-Born mooks. If attacking the weak spot this power does not come into affect.
-Demonic Stare
Identify one character/unit. +3 intimidation against them.

---Equipment---
Colossal Stone Greatsword x 2: Two-handed, grants +2 to melee for each sword
Horned Tin Cap: Horned helmet made out of soft tin. Does nothing except guard one attack to the head.

Physical Description/Background:
"Oh woe is me, for I have looked death in the face, and know it comes. A lumbering colossus, larger than anything I have seen. (It's 40ft tall) It was human in shape, but not in nature or structure. Made out of the bones of giants and men, it has four arms, to wield it's bringers of death, twin greatswords of colossal size, (35ft.) almost as long as it was. But the worst thing was it's stare. It had no eyes, but it's sockets seemed to stare at my very soul. And it wanted it. I couldn't take it anymore, I ran. I ran, but I know it hunts for me, and it won't stop until the deed is done. If only it had a weak point..."

                                                                                                            - Peasant of The Land of the Black Cauldron.


  • 3. Reaper

Role: Villain/Smart Guy
Class: Spoopy Grim Reaper
Size: Medium
Species: Human (?) (Do you count Cauldron-Born as human?)

---Attributes---
Robustness: 10/14
Agility: 10/14
Intelligence: 16/14
Sensibility: 14/14
Charm: 1/14
Will: 3/3 + 2 from role and YaWH! trait.
Strikes: 6+X2, where X is the number of party members.

---Skills---
Occult: 7 + 1 counting role.
Intimidate: 6
Ranged: 7
Melee: 7 + 3 counting Weapon.
Prevent Harm: 6 + 2 from Villain trait.
Endure: 6 + 2 from Villain trait.

---Traits---
-You're a Wizard Harry!
Unit is a magical prodigy or a magical creature of some power. They get a +1 to Will.
-Undead
Unit is not affected by poisons, music (Unless it's xylophone or really, really, good music.), semi-intense climate change, and medical sciences.
-Villain
This unit is a Villain. It gets +2 to Prevent Harm and Endurance.

---Powers---
-Your Time Has Come (Unique!)
Spend 1 Will point. Reaper halves all stats and skills except Strikes, Occult, and Will temporarily. (If it ends in a decimal, round up.) Identify one target. Make a combat roll against them combining Occult, Robustness, and either Melee or Ranged, depending on the distance you attack. If Reaper succeeds, all remaing Strikes on the target are gone. If the target had 1 Strike remaining, target is downed. If Reaper fails, nothing happens.
-Black Bolt
Spend 1 Will point, unit makes a ranged attack equal to R+X2, where R is Ranged and X is Occult. Can go up to 40m.
-Pale Rider
Unit is or is a servant of Death itself. All organic matter and beings will wilt and/or be sickly when near it. Living units suffer -2 Robustness and Agility when within 5m of this unit.

---Equipment---
Death's Scythe: Spoopy, Two-handed, grants +3 to melee.
Black, Hooded Robe: Spooky


Physical Description/Background: 7ft tall, clad in jet black robes, wielding a large scythe and powerful death magicks, many wonder if this servant of the Horned King is just a mysterious but powerful Cauldron-Born, or the Angel of Death, chained to Earth and forced into the Horned King's servitude. Whichever it is, one thing is known; Fear the Reaper.

The Shadowlands

King
Name: Dr. Facilier
Role: King/Charming Guy
Class: Shadow Man
Size: Medium
Species: Human

---Attributes---
Robustness: 10/16
Agility: 10/16
Intelligence: 16/24
Sensibility: 18/24
Charm: 20/24
Will: 12/12
Strikes: 3, but Shadow Shield blocks damage
---Skills---
Acrobatics: 10
Athletics: 6
Persuade: 14
Intimidate 10
Insight 12
Deceive: 14
Occult: 14
Melee: 8(9)
Prevent Harm: 4
Endure: 18
Music: 12
Craft: 4
---Traits---
-Shadow Shield: Since taking New Orleans, Facilier has done quite well for his Friends on the Other Side. So well, in fact, that one shadow being is his personal guard. This being has 24 ROBUSTNESS, 20 Agility and +16 Prevent Harm. It will block any strike on Facilier made with a physical attack and can take 48 Strikes before dissipating, although it takes double strikes from light- or fire-based weapons.
-Don’t Play A Player: +10 against social attacks so long as the player does not know to exploit his weakness - his fear that the Friends control him and his fear of that relationship failing. Facilier is terrified that he is essentially a figurehead ruling in the stead of the Friends
-Sentient Shadow: Facilier is never without his shadow, which has a life of its own and can attack for him. This being has 20 Agility, +15 Prevent Harm and +14 Brawl (+16 with its shadow claws), always striking with Agile Natural Attacks. It can be stunned for a round by attacking it with a light or fire weapon.
-Master of an Army - He can call in his Villains to aid him in a fight if they haven’t been defeated
-KING: This unit is a KING. It gets +10 to Persuade 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.
---Powers---
-Show Them Their Dreams: Facilier can, for one will point, show somebody their deepest wish and offer it to them. This lets him make a Deceit or Persuade roll with an extra +16 bonus, and if it succeeds, it does 3 social strikes. This only works once on each person though.
-I Got Voodoo: Spend a Will point to summon 5 giant voodoo doll Lackeys from the shadows.
-I Got Hoodoo: Spend a Will Point. Gain +4 to all shadows’ attributes for a round.
-I Got Things I Ain't Even Tried: Facilier and his shadows can attack the PC’s shadows, bypassing all armor unless they have glowing armor.

Arendelle

King
Queen Elsa the Frozen
Country of Origin: Arrendelle
Class: Snow Queen
Size: Medium
Species: Human
Strikes = 32


Stats when Insane:
Robustness: 8
Agility: 10
Intelligence: 16
Sensibility: 10
Charm: 15

Stats when Sane:
Robustness: 8
Agility: 12
Intelligence: 18
Sensibility: 12
Charm: 19

Skills:
Acrobatics 9
Athletic 6
Ranged 18 (Only with her own ice magic)
Prevent Harm 16
Occult 15
Endure 8
Travel 8 (+5 in Cold/Forest)
Persuade 5
Intimidate 7
Insight 8
Academics 8
Music 14
Craft 15

Traits: -Ice Queen's Madness – Elsa is quick to lash out, and rolls to calm her down suffer a +10 to difficulty.
-Frozen Heart – Social strikes against Elsa have a +10 to difficulty, but deal triple strikes.
-Following – 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.
-And the North Wind Blows – Elsa is surrounded by constant icy winds that can damage players who roll less than 20 on a ROBUSTNESS-based Prevent Harm roll that they must take every turn that Elsa is angry at them. (This TN is only 16 if they are wearing warm clothing)
-Queen – This unit is a Queen, and receives appropriate bonuses.

Powers: -Freeze – Renders one specific unit unable to act until a different unit spends five turns helping them up.
-Ice Shards – Spends a will point to make two ranged attacks against every member of the party with no penalties.
-Ice Shield – Gives a +15 to prevent harm for 2 rounds at a cost of one will point.
-Ice Palace –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 she’s willing to come out again, days or possibly weeks later.
-Ice Golems – Can create Snow Golem Mooks at a rate of 2d6 per Will point spent.

Equipment: None.

The Old West

King
Name: Alameda Slim, Sheriff of the Old West
Role: Charming Guy
Country of Origin: The Wild West
Size: Medium
Species: Human
Tier: On-A-Roll

---Attributes---
Robustness: 10/14
Agility: 12/14
Intelligence: 8/14
Sensibility: 12/14
Charm: 18/14
Will: 3/3
Strikes: 5+3x, where X is the number of players in the party.

---Skills---
Acrobatics: 3
Athletics: 3
Melee: 4
Ranged: 7
Brawl: 5
Prevent Harm: 8
Endure: 7
Stealth: 6
Legerdemain: 5
Deceit: 6
Persuasion:6
Intimidate: 6
Occult: 5
Travel: 8
Insight: 6
Music: 10
Craft: 4

---Traits---
-Cattle Baron
+3 to all herding and ranching checks.

-Horse Lord
+3 to Travel while on horseback, to handle horses and to tame wild horses.

Musical Prodigy: +2 to all Music rolls with the chosen instrument (Yodeling)
King: This character is a King, and gains the relevant bonuses.
---Powers---
Yodel-adle-eedle-idle-oo: Alameda Slim's powers of hypnosis via music are truly astonishing. Alameda Slim may spend a Will Point to use this power on all Beasts within hearing range as a combat Action, and may maintain his hypnosis by spending one Action every round. Beasts are entitled to a TN 25 Endure+Sensibility roll to avoid being hypnotized, but generally non-player characters should automatically fail. Once a Beast succeeds on this roll, they are immune to hypnosis for the next four rounds.
Ride'm!: No matter if it be some strange horse or a bony fish or an even bigger lizard, the character is capable of riding anything able to carry his or her weight.
Rock and Roll will Never Die: Spend a will point; Apply Music against Tin-Ear characters with only a -5 in effectiveness!


Equipment:
Slim's 6-shooter: +4 to Ranged

Banjo: +3 to Music rolls.


Hunnish Empire

King
Name: Shan Yu, the Immortal Conqueror
Role: Strong Guy
Country of Origin: China/The Hunnish Empire
Size: Medium
Species: Human
Tier: Hero

---Attributes---
Robustness: 18
Agility: 15
Intelligence: 14
Sensibility: 11
Charm: 8
Will: 3/3
Strikes: 7+4X, where X is the number of players in the party.

---Skills---
Acrobatics: 11
Athletics: 10
Melee: 9
Ranged: 7
Brawl: 8
Prevent Harm: 8
Endure: 8
Stealth: 7
Intimidate: 8
Occult: 6
Travel: 9
Insight: 6

---Traits---
-Prideful Warlord
Every Social Strike against this character counts double. For every double Social Strike taken, obtain +3 to every combat and Intimidation rolls against the character/party that inflicted it

-Think You Can Hide from Me?
+2 to Insight when attempting to detect people in Stealth. (Alternatively, people trying to hide from you suffer a -2 to their Stealth rolls, whichever works better.)

-Master of an Army
He can call in his Villains to aid him in a fight if they haven’t been defeated

-Don't You Disrespect Me, Little Man!
+3 to Intimidate if the character has taken a Social strike in this Situation.

-Tin Ear
Immune to all effects of music, harmful and beneficial.

-No Wall Can Stop Me
Shan Yu receives no penalties when going through physical obstacles (Not counting things such as snow or water)

-King
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.

---Powers---

Ride'm!: No matter if it be some strange horse or a bony fish or an even bigger lizard, the character is capable of riding anything able to carry his or her weight.

Now You’ll Bow to Me: At the beginning of each turn, make an Intimidate attack against all those within 50m of Shan Yu. Apply this twice each turn if Prideful Warlord has been activated

Then Kneel in PIECES!: +3 bonus towards the first attack roll against characters that have resisted “Now You’ll Bow to Me”.

---Equipment---

(Cold Iron) (Great) Hunnish Flamberge: +4 to Melee. +10 to resist or destroy any mystical attack or defense.

(Great) Hunnish Warbow: +3 to Ranged.


The Subjugate of Kaa

King

King: Kaa the Ancient of the Subjugate of Kaa
Role: Charming Guy
Class: Serpent King
Country: Subjugate of Kaa
Size: Medium
Species: Snake

---Attributes---
Robustness: 12
Agility: 5
Intelligence: 5
Sensibility: 18
Charm: 20
Will: 12/12
Strikes: 25

---Skills---
Acrobatics: 12
Stealth: 14
Persuade: 18
Deceive: 12
Linguistics: 2
Brawl: 10
Prevent Harm:11
Insight: 10
Music: 10

--Traits—

-Trusssssssssst Me (Original)
+3 bonus on Deceive and Persuade rolls if the target does not already trust the speaker

-Time for Panic.
+4 to any roll used to escape a dangerous situation while on one Strike or no Strikes.

-KING
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.

-Father to His Men
When on a quarter of his maximum Strike total or less, this King’s subjects may spend one Will point to take a blow for him.

-You and What Army?
The King is very unlikely to fight alone. Unless separated from them, treat him as being accompanied by a group of: At least one elephant, three vultures, an assortment of both jungle animals and humans, in addition to the hypnotized King Christopher Robin and whatever animals he has currently generated. Treat one of these enemies as a Villain, and the rest ranging from Lackeys to Mooks. If encountered outside of his territory, replace all of the above (not counting Christopher Robin) with local equivalents.

---Powers---
-Ssssssomniferousssss: At the beginning of a round where you are not under attack, spend a Will Point to activate a hypnotic gaze. Characters that do not avoid making eye contact by succeeding in an Endure check each round become entranced and cannot act until aided by another character. Kaa may then give a command that does not threaten the life of the character (as per the Gift of Kaa Power). Kaa may affect multiple targets in one round with Somniferous and can maintain it indefinitely until he is injured.
-Both Eyes, if You Please : Spend a Will Point to perform a three-minute song upon a character that has already been affected by Somniferous. If not interrupted, the character is permanently considered to be one of Kaa’s subjects until his death.
Never Leave This Jungle: Rebellion cannot be incited in Kaa’s subjects except through magical means, and he may apply half of his King bonus to any character who has been affected by Somniferous and is not one of his subjects.

The Fae Lands

King
Name: Maleficent the Faerie Queen
Role: Smart
Class: Fey Sorceress
Country of Origin: The Kingdom of Thorns
Size: Medium
Species: Fairy
Tier: Hero
---Attributes---
Robustness: 8
Agility: 10
Intelligence: 22
Sensibility: 15
Charm: 15
Will: 3/3
Strikes 10 +X3 where X is the number of members in the party

---Skills---
Ranged: 8
Prevent Harm: 12
Endure: 9
Stealth: 7
Persuasion: 9
Intimidate: 10
Occult: 14(15)
Insight: 9
Linguistics: 7
Will: 7/7
---Traits---

Fair Folk
Any physical combat rolls against this character that does not use Fire or Cold Iron gain a -4 Penalty. If Cold Iron or Fire are used, the attack roll obtains a +5 bonus. Physical Strikes dealt with Fire or Cold Iron weapons count double. Social Strikes dealt by speaking her True Name count triple.
Laws of the Fey
This unit cannot tell a lie (distorting the truth is fair game). +3 to Persuasion.
Queen
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.

---Powers---

-Teleportation
This unit can freely appear in any point inside her territory if it is not protected in some way.

-Overwhelming Magic
This unit can use Occult + Intelligence + Ranged to deal magical damage.

-Ethereal Conjuration
Spend a Will Point. Maleficent can conjure a hazard or obstacle in the terrain. (A barrier of thorns, a wall of fire, etc.)

-All The Powers Of HELL
Spend all remaining Will Points. Obtain +7 to all rolls until the end of the scene. If no Will Points remain, obtain +4 to the next attack only

-Change of Form
Spend a Will Point; Maleficent can transform herself in a humongous Dragon.

(DRAGON FORM:
Giant size

“Fair Folk” becomes Inactive
“Overwhelming Magic” becomes inactive

+10 to Robustness
+8 to Agility
-5 to Charm

Brawl: 8
Stealth: 0
Intimidate: 15
Other skills maintained

Obtain “Scales”: +5 to Prevent Harm rolls when using Robustness
Obtain “Claws” and “Fangs”: +2 to Brawl rolls
Obtain “Flight”
Obtain “Fire Breath”: Deal Fire damage using Occult+Intelligence+Robustness+Ranged
Strikes: Add +5 Strikes to the remaining amount)

---Equipment---

Magical Staff: +5 to all acts of magic. If stil in posession of Maleficent when "Change of Form" is used, add +5 to Fire Breath

Dreamers

Christopher Robin Milne
Role: Sensible Guy
Class: Enthralled King
Country: Hundred-Acre Wood/Subjugate of Kaa
Size: Small
Species: Human


---Attributes---
Robustness: 2
Agility: 10
Intelligence: 10
Sensibility: 15
Charm: 10

Will: 20/20

Strikes: 15

---Skills---
Prevent Harm: 12
Linguistics: 2
Travel: 6
Stealth: 10
Academics:8
Insight: 12
Music: 14
--Traits—

-All Will Be Well
+3 when trying to calm down or convince a frightened character

-Golden Hearted Saint
+3 to any checks made to directly help the poor, the misfortunate and/or the downtrodden.

-Let The Music Play
+2 to Prevent Harm checks when the unit is singing and not attacking.

-KING
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.

-Enthralled
This unit is under the mental influence of another entity and is considered one of their subjects; it is immune to non-magical mental effects that would alter its allegiance, and receives a +3 bonus on any checks that would give it the means to fulfil one of its master’s commands.

-Dream Lord
This unit is the KING of a Dream Realm. Under the correct circumstances, it may enter its Realm.
---Powers---
-Now We Are Six
Generates 1d6 Mooks of randomly chosen animal types. These animals are instantly considered subjects to both Christopher Robin and Kaa.

-Braver Than You Believe, Stronger Than You Think
Spend one Will Point to provide a morale bonus to one’s allies. For each round this power is used, Kaa’s allies receive +1 on all attack checks, while Kaa and Christopher Robin’s generated allies receive a +2 bonus and recover one Strike per round. This skill remains in constant use without draining additional Will Points until Christopher Robin is injured.

-Forever, and Ever, Is A Very Long Time
Spend one Will Point to begin a five-minute song that bolsters one’s allies, in this case, Kaa. Units attempting to resist the effects of Kaa’s Somniferous power suffer a -2 on their Endure checks. If Christopher Robin performs a duet with another animal, this song’s effects may be stacked onto that unit’s performance.

The following Power may be removed at the GM's discretion:
-We’ll Always be Together
If Kaa is killed and Christopher Robin is still conscious: Spend three Will Points to generate a copy of Kaa from the power of Christopher Robin’s imagination. This copy is in every way identical to the original and is considered to be the same for all intents and purposes – it remains manifested even if Christopher Robin is then knocked out, but fades if he is killed. May be used each time Kaa is killed and he remains conscious.


All-Oceans

King
Ursula of All-Oceans
Role: Smart
Class: Mermaid Witch
Size: Medium
Tier: On-A-Roll (With Triton’s Trident, Hero)

---Attributes---
Robustness: 12
Agility: 15
Intelligence: 17
Sensibility: 12
Charm: 8
Will: 5/5

Strikes: 4 + X3 where X is the number of members on the party


---Skills---
Athletics: 10
Melee: 5
Prevent Harm: 9
Deceit: 10
Persuasion: 8
Occult: 13 (14)
Linguistics: 5
Insight: 7
Music: 7
Craft: 13


---Traits---
-Merfolk (Racial)
This unit obtains a +10 bonus to Athletics when underwater.
-Trussssst Me!
+2 to Deceit if the target actively distrusts this unit.
-Master of an Army
This unit can call in Villains to assist her in battle if they have not been defeated.
-Queen
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.


---Equipment---

(Divine) TRITON’S TRIDENT

+20 to all acts of magic

+10 to All Stats

+10 Strikes

Enables “Size Change”
Enables “Overwhelming Magic”
Enables “Call to the Storms”
Enables “Master of the Seas”
Enables the trait “Queen”

-Size Change (Divine)
This unit can freely manipulate their form and size, and gain the appropriate bonuses and penalties of said sizes. (Giant Ursula rises above the water. Loses her Merfolk bonus.)

-Overwhelming Magic
This unit can roll Occult+Intelligence+Ranged/Melee in order to execute a magical attack

-Call to the Storms (Divine)
This unit can freely manipulate the weather of the ocean and call down rain, hail, wind, lightning and waves on any point in their territory. All units caught in the Storm, if on any sort of vehicle, must roll a Driving/Travel and Endure test not to be knocked off. TN depends on the intensity of the Storm.

-Master of the Seas (Divine)
This unit can freely control the tides, waves and currents of the ocean. The unit can summon tsunamis, whirpools and typhoons to the battlefield or any point in their territory. If characters are caught in the waves and not on any form of vehicle, they must roll an Athletics+Endure check. TN depends on the intensity of the Waves

The Shere Khanate

King
Shere Khan of the Shere Khanate
Role: Strong/Nimble
Country of Origin: India
Size: Large
Species: Tiger
Tier: Hero

---Attributes---
Robustness: 22
Agility: 14
Intelligence: 10
Sensibility: 14
Charm: 8
Will: 4/4
Strikes: 7+4X, where X is the number of players in the party.

---Skills---
Acrobatics: 6
Athletics: 10
Brawl: 14 (16; Slash, Bite give +2 on Brawl rolls)
Prevent Harm: 14
Endure: 10
Stealth: 16
Intimidate: 12
Travel: 8
Insight: 8
Music: 6

---Traits--- Think You Can Hide from Me?
+2 to Insight when attempting to detect people in Stealth. (Alternatively, people trying to hide from you suffer a -2 to their Stealth rolls, whichever works better.)
Master of an Army
He can call in his Villains to aid him in a fight if they haven’t been defeated.
Don't You Disrespect Me, Little Man!
+3 to Intimidate if the character has taken a Social strike in this Situation.
King: 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.
Pounce: +4 to Brawl rolls against unaware opponents.
Low to the Ground: +3 to Stealth rolls where visual detection is a possibility.
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. ---Powers---

Tyrant's Roar: Spend a Will Point to gain +10 to an Intimidate roll, and it affects everyone within a hundred meters instead of one target.
Tyger, Tyger, Burning Bright: +10 to resist any social strike not involving clearly present fire and +2 to resist any physical strike that does. However, every fire related strike he takes also causes a fear strike.
In the Forests of the Night: At night, reroll all Stealth checks and keep the better result.
Fearful Symmetry: At the beginning of each turn, make an Intimidate attack against all those who have gazed upon Shere Khan or heard his voice in the last round.

The Pridelands

King
Name: Scar, High King of the Pridelands
Role: Charming Guy
Class: Alpha Lion
Size: Medium
Species: Lion
---Attributes---
Robustness: 12
Agility: 10
Intelligence: 14
Sensibility: 14
Charm: 20
Will: 4/4
Strikes: 3+4x, where x is the number of players in the party.
---Skills---
Acrobatics: 8
Athletics: 8
Brawl: 8 (+2 Slash)
Prevent Harm: 8
Endure: 6
Stealth: 5
Deceit: 12
Persuasion: 10
Intimidate: 8
Insight: 12
Music: 12
---Traits---
-Low to the Ground- +2 to Stealth rolls where visual detection is a possibility
-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.
-Hyena Master: +4 to Intimidate those of lower ROBUSTNESS than himself.
-KING: This unit is a KING. It gets +10 to Persuade 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.
---Powers---
Soul Devourer: By spending a Will point, this character may eat any defeated animal (including humans) of Medium size or higher and regain strikes equal to that animal’s Robustness divided by 3, rounded up( i.e. an ape with 6 Robustness restores 2 strikes while one with 10 Robustness would restore 4 and one with 17 would restore 6).
Ahh, My Friends: Scar can use 1 Will point to call hyenas in. He can either call in 3 Inner Circle-level hyenas or 30 Mooks with this power.
Long Live the King: +5 to attack rolls against people who trusted him.
Earth’s Bane: For 1 Will Point, Scar can summon a gout of sulfurous lava from the cracked earth under one enemy that requires a TN 30 Acrobatics check to avoid taking a strike from. Those near the target must take a TN 22 check or risk the same.