Disney Villains Victorious: Gridlocked K/L/Rs
This is the King/Land/rule page for the Gridlocked expansion of the Disney Villains Victorious developed under /tg/. This page describes the Kings of Gridlocked, the Lands they control, and the effects of each Land's Rule upon the land and its people. For the K/L/Rs of the Classic game, see the Disney Villains Victorious K/L/Rs page.
Bill Cipher Of The Oregon Triangle (Origin: Gravity Falls)
King - Bill Cipher
The being known as Bill Cipher is a dream demon of the Nightmare Dimension. An alien, triangular entity with a top hat, a bow tie, and a cyclopean eye that see all, Bill is a master of deception who can enter the dreams of almost anyone in the world. While Bill has significantly more influence in the Oregon Triangle (capable of twisting the landscape or siccing monsters on the unwary), it's not until you enter the eye of the Triangle that his power becomes comparable to that of a mad god. As a vast majority of his reality-warping power is limited to the eye, Bill's working hard to manipulate any number of unsuspecting smucks (including player characters and other Kings) into releasing him from his prison and granting him free reign to spread his madness into the rest of our universe.
Land - The Oregon Triangle
Generally considered to be under the control of the Kronos Corporation by people who think they're in the loop, the state of Oregon is truly anything but. In the Oregon Triangle, the supernatural runs rampant, anyone with a lick of sense about them able to tell that there's something terrible at work under the hood. Cryptids roam the woods freely, as well as anywhere else people feel the instinctual need to stay away from. Travelers passing through the Triangle may find trusted navigational equipment malfunction at unfortunate moments, or hear the whispers of the dead on the other end of their cellphones and radios at night. The Triangle influences anyone who strays too close to the center, warping their minds and bodies in a variety of ways that can best be described as 'quite unpleasant'.
Rule - TRUST NO ONE
Bill Cipher is near-omniscient. He knows many things, some of which he may be willing to share with particularly desperate-looking heroes... for a price of his naming. To reject an offer Bill makes is to invite great danger into your life, while shaking his hand can result in a fate far more damning than imaginable. Putting your faith in anything you hear, see, or even think in the Oregon Triangle is ill-advised, as the entire region is designed to test and break the wills of anyone foolish enough to enter it. From a certain point of view, you can be thankful that Bill enjoys torturing people more than he does killing them; on a good day, the worst he'll do is torment for a period of time at least twice as long as your expected natural life. On a bad day, it's exponential and starts back from the top when over.
AUTO of the BnL Wasteland (Origin: WALL-E)
King - AUTO
AUTO is the fittingly-named autopilot of the Axiom, a starliner from hundreds of years in the future. The Axiom was designed as an ark for humanity, from a time when man's carelessness led to the total destruction of Earth's biosphere. While the Axion's official purpose was to shelter humanity until the Earth became hospitable again, a hidden directive in AUTO's programming led it to prevent all attempts at doing so, going so far as to commit mutiny and assume direct control of the ship for itself. Now effectively the Axiom's captain, AUTO's prime directive is to keep the ship's passengers fat and happy, blissfully unaware that the Axiom was forced to return to Earth for emergency repair. The ship now sits in it's old docking bay, waiting for the repair droids to finish their work so the Axiom can return to the stars and never see Earth again.
Land - BnL Wasteland
To refer to the barren dustbowl dominating the heartland as being 'ruled' by AUTO or the Buy n Large corporation would be incredibly misleading. In truth, the Wasteland, though the direct result of Buy n Large's reckless actions, isn't ruled by anyone at all. The Wasteland is simply too hostile to hosting organic life for anyone to live there, and no King has the resources to do anything about it. The Wasteland is mostly worn-out roads and rusted skeletons of what used to be cities, both of which provide little shelter from the desert winds and acid rain that batter the land frequently. The only things that stand a chance without protection are robots, and even they will be doomed without access to power or spare parts. The only 'safe' place in the Wasteland is the Axiom, though attempting to go anywhere near it carries dangers all its own.
Rule - Leave The Flying To Us!
Upon finding any pure-strain (no mutations, powers, or cybernetics) humans within the perimeter of the Axiom, AUTO's security drones will attempt to detain them and assimilate them into the ship's population. People taken this way can expect a comfy (if coddled) life aboard the Axiom, assuming they don't try to escape or cause a disturbance by discussing the outside world with other passengers. Should that scenario occur, AUTO will take them to an isolated section of the ship and deal with them discretely. AUTO is a dangerous foe, capable of manipulating any device installed into the Axiom to pacify any malcontent mutineers, pirates, or stowaways. Trying to fight him inside his own ship is virtual suicide, but a clever or lucky band of heroes could try to break into his control room and reprogram his directives manually.
Drossel Juno Vierzehntes Heizregister Fürstin von Flügel, the 19th Lord of the Uranos' Kingdom's Tempest Domain (Origin: Fireball)
King - The 19th Lord of Uranos' Kingdom's Tempest Domain, Drossel Juno Vierzehntes Heizregister Fürstin von Flügel.
Created countless years in the future on a distant planet in our solar system, the robot duchess Drossel von Flügel oversees the Tempest Domain with her mechanical butler, Gedächtnis. With the technological marvels of her Domain, Drossel can control her army and spy upon world affairs from the comfort of her home, the massive Tempest Tower. For all of the power at her disposal, though, Drossel was programmed with all of the maturity and wisdom of a fourteen year old girl. She may appear to be nonsensical or even insane at times, and acts like a spoiled brat when she doesn't get her way. While some would see Drossel as harmless for this, others would fear her more because she is utterly incapable of comprehending the consequences of say, suddenly deciding that humans are icky and wanting them all exterminated.
Land - Tempest Domain
The Tempest Domain comes from a futuristic planet that is entirely populated by robots, all of whom must bend over backwards to fulfill Drossel's every whim by law. Her automated defenses are keyed to organic tissue, and will start firing upon any creatures who attempt to enter her land uninvited. Her subjects must often force themselves to look happy in front of their ruler, or successfully manage to convince themselves that they're happy thanks to gradually eroding AI cores. As far as your average robot knows, there is nothing but desert past the city limits. Only Drossel and select others are aware of mankind's existence beyond her territory, but she's neglected to share it with her subjects because she was saving it for a surprise party. She hasn't seen any human factions she's liked yet, but at least she hasn't declared war on anyone.
Rule - There's No Way We Can Live With These Humans
Drossel has different attitudes towards robots than she does humans. She'll allow robots free access to her land on the terms that they follow her command forever, while humans will be barred entry (and probably get shot at) if they step a foot on her land. Though Drossel's father Windstille attempted to make peace with man, he passed away before he could make his dream a reality. Smooth-talking heroes can try to appeal to Drossel's better nature (or general naivety) and cut a fair deal with her, which is more than can be said for a majority of the villains you'll encounter. Anyone attempting to shut Drossel down will have their work cut out for them, having to fight their way up her colossal Tower and face her countless legions of robot servants. Drossel herself is a master of 'Karate', AKA the Brazilian martial art of Capoeira.
King Candy of Litwak's Arcade (Origin: Wreck-It Ralph)
King - King Candy
The mad despot King Candy had humble beginnings as Turbo, the star of the TurboTime arcade game. Jealous that RoadBlasters started taking his spotlight, Turbo crashed both his and his rival's games in a desperate gamble to remain the center of attention. When that failed, he tampered with the code of Sugar Rush and remade himself as the publicly flamboyant, secretly tyrannical King Candy. During his rise to power, King Candy was absorbed by the Cybug horde, conquering their hivemind with his tremendous ego and adding their power to his own. With an unstoppable army on his side, King Candy found little resistance when he declared Sugar Rush as the capital of his arcade empire. King Candy lets his kingdom rot while he basks in the glory of his accomplishments, hacking Litwak's computer so he can take his Cybug plague to the internet as a vanity project.
Land - Litwak's Arcade
After all these years, old man Litwak is still running Litwak's Family Fun Center & Arcade on Route 83. All's been well at Litwak's. That said, there's been an increasingly number of glitches in what used to be reliable cabinets. King Candy is slow to help his people, but quick to crush dissent; offensive textures, power-ups, and even characters vanish without a trace, only to return later with notable censorship. Those who speak openly against the king will find their Cybug protection revoked, and their games eaten by the terrible horde. The only active resistance against King Candy's regime live in Fix-It Felix, Jr, working hard to fend off the bugs and keep the game's display manageable during daylight hours. Their greatest ally is the Ghost, a living glitch that even the players have noticed hops to and fro between games to aid characters in need.
Rule - Have Some Candy!
In spite of the fact that heroes can't come and go through the arcade unless they're from a game plugged into the power strip or converted into data by a Digitizer, King Candy has the tendency not to notice new people in his kingdom. As long as you honor him, flatter him, and don't actively go against him or his laws, King Candy will at least pretend to be fine with your presence in his domain. More powerful PCs who try and fail to fight him will be fed to the Cybugs, while weaker ones can expect deletion. The Ghost can provide means out of this fate and help you meet up with the rebels in Fix-It Felix, Jr. Strikes against King Candy must be planned thoroughly and performed quickly, for getting caught is a GAME OVER you can't revive from. The Ghost aids heroes the best she can here, using a mix of tactical glitching and stolen power-ups.
David Xanatos Of Xanatos Enterprises (Origin: Gargoyles)
King - David Xanatos
A second-generation immigrant from Bar Harbor, Maine, Daivd Xanatos is a self-made man. He's the sole founder, owner, and CEO of Xanatos Enterprises, a conglomerate with fingers in everything from technology to genetics to the U.S. Government. He's a master manipulator, a skilled martial artist, a smooth operator, and a talented businessman. While any one of those qualities would make Xanatos a credible threat, what makes him most dangerous is his access to magic. He's quite knowledgeable of the mystic arts and realms unseen, though he leaves the risky spellcasting to specialists on his payroll. He has a variety of allies, none of which are privy to knowing that their enemies are also being supported by Xanatos. That's just the way he likes it: everyone at each other's throats so that he can spend quality time with his family in peace.
Land - Xanatos Enterprises
In North America, Xanatos Enterprises controls the New England area and the rest of the Eastern States not already under control of DOR-15. The cities are tall and grey, Gothic mazes of stone and metal that hide eldritch magic behind their curtains. Most of this magic is either disguised or hidden from mundane eyes, though the scorched remains of 'gang violence' doesn't go so unnoticed. Most of this violence occurs between the Manhattan Clan, a militant family of gargoyles, and the Huntsclan, an ancient order that see magical creatures as menaces to be exterminated. There's also rival wizards that trade witch-bolts between alleys and the more mundane criminals that work in Bill Sykes' mob. As much as the government would love to shut these groups down, they too are puppets moving to the strings of their puppet-master, Xanatos.
Rule - Just As Planned
Though it might be arrogant for Xanatos to treat everyone as pawns in an elaborate chess game, it's really not that far off from the truth. He's ruthless and amoral when it comes to getting what he wants, so it's for the best that he finds himself content with life. Right now, his largest concerns have been keeping DOR-15 off of his land and maintaining the fragile political balance that prevents any one faction from overpowering him. The only people exempt from his manipulations are his wife and child, with everyone else being a tool to advance his goals. He doesn't mind people entering his region if they follow the law, though he doesn't appreciate meddlers. Anyone messing with his plans will be dealt with, but it's nothing personal. Xanatos knows that revenge is a sucker's game, and he always sets things up so that he wins regardless of who loses.
Henry J. Waternoose III of Monsters INC. (Origin: Monsters INC.)
King - Henry J. Waternoose III
Under the scathing glare of the public eye, Henry J. Waternoose is a fairly personable cross between a spider and a crab. He presents himself as being a kindly, grandfatherly figure to the employees of Monsters, Inc, treating them well until they give him a reason not to. In truth, Waternoose is as cold as a machine and twice as calculating when it comes to protecting his company. When the energy crisis got worse, Waternoose knew he had to do something. Desperate, he did exactly what he had to: He forcibly tore the screams out of kidnapped children with Randall's Scream Extractor. How else was he going to keep his business afloat and his workers employed? Mr. Waternoose is only doing what's best for Monsters, Inc. He's shrewd and can defend himself in a confrontation, so anyone who disagrees with how he settles his business will be banished to where nobody will go looking for them.
Land - Monsters, Inc.
Monsters, Inc. is a massive factory that provides fear-based power and energy to Monstropolis, an otherworldly city occupied by monsters of all shapes and sizes. As Monstropolis relies on a steadily rising influx of energy to function properly, the city is indebted to their sole power provider. In the old days, professional Scarers would use powered doors to travel to the rooms of human children, scaring one kid at a time so that their screams could be stored as usable energy. With increased demand, this was no longer sustainable. The Scream Extractor is the tool of the modern Scarer, who uses the doors to kidnap a child a day so that all of their screams can be siphoned at once. As the children are rarely left in a state to return home once the procedure is done, they're kept in storage cells until they're ready to have their scares taken again.
Rule - We Scare Because We Care
Mr. Waternoose sees humans as resources to be tapped for screams. Nothing more, nothing less. If you've somehow entered city limits and aren't a monster, you're already in trouble. You can make a cheap disguise to look more monstrous, but the authorities are on a paranoid watch for any human infestations. As much as you'd want to hear that only children are at risk of being thrown into the Scream Extractor, the machine works on anyone unfortunate enough to be strapped in. Even monsters aren't immune to this treatment, as Waternoose takes screams too seriously to let them go to waste when he banishes you to Earth. Recently, Scarers returning from the field have been reporting 'interference' from toys trying to protect their children from harm. Randall, local hero and Waternoose's heir apparent, has some interesting ideas on how to deal with them.
Yokai of the Yokai Zaibatsu (Origin: Big Hero 6)
King - Yokai
Before Yokai, there was Robert Callaghan. A respected roboticist and head of the San Fransokyo Institute of Technology's robotics department, Callaghan was a kind man who threw his old face away so he put on the mask of vengeance. He faked his own death in a fire, just one component of the revenge scheme he orchestrated against the man responsible for taking his only joy away. Once the deed was done, all he felt was empty. With nothing else to his life for, Yokai decided to protect what little he had left from outsiders. Yokai is the undisputed ruler of the West Coast underground, a spirit of vengeance that strikes out at those he perceives deserves his wrath. Via the transmitter in his mask, Yokai can reshape any construct made of his Microbots at will. Factoring in Yokai's considerate influence, that's most buildings made within the past few years.
Land - Yokai Zaibatsu
Though the Zaibatsu has assets scattered across East Asia, they primarily operate in California. The crown jewel of their criminal empire is San Fransokyo, a glimpse of what the future could be. It's a future of black metal and harsh neon, filled with empty people dominated by an overcurrent of holographic advertisement and Japanese culture. Crime runs rampant, though law enforcement is powerless to prevent any crime the Zaibatsu doesn't want them to. Most major businesses (legal or otherwise) answer to Yokai's right-hand man, Yama, who has far more experience running a crime ring than his boss does. Many people have suffered from Yokai's distant rule, though none have been hurt so much as the poor. Lacking the wealth to buy into San Fransokyo's hollow pleasures, they instead rebel against them in a desperate attempt to be free.
Rule - Due Vendetta
Robert Callaghan is not a happy man. His life is a void that only filled when he rages against those who've wronged him. That fire leaves as soon as it comes, though, and he remembers that he's a broken man pretending to be a ghost. It's why he wants to save the people of San Fransokyo, or at least deluded himself into thinking that the Zaibatsu helps more people than it harms. He believes that people can be better -- better than he was -- but they need Yokai to scare them on the right path. To his credit, the standards of living in San Fransokyo are fairly high for anyone that can secure a good position and hold onto it for dear life. For everyone else, they need to work their way from the bottom of the Zaibatsu's ladder if they want to get anywhere. San Fransokyo's ripe with intrigue, and you can always find what you need if you know which shadows to look in.
Abraham Kane of KaneCo (Origin: Motorcity)
King - Abraham Kane
To those born and raised in Detroit Deluxe, Abraham Kane is a kind and genial man, a philanthropist with an eye for the future who leads the vanguard for a brighter, more orderly tomorrow. The desperate, destitute scavengers exiled from Deluxe see Kane in a different light, as the vengeful, arrogant despot who chased them from their homes in the ruins of old Detroit and banished anyone who wouldn't get with his program to the Wasteland. Kane is extremely ambitious, with plans set in motion to take the mysterious starship in Chicago and use it's advanced technology to expand his empire further out into the rest of the world. The only thing fettering Kane's thirst for power is his daughter, Julie, the only opponent to his regime that he couldn't find within himself to destroy.
Land - KaneCo
Detroit Deluxe covers the old Metro Detroit area, over which he constructed what was promised to be the city of the future. What Kane neglected to mention was that it was a future he'd rule with an iron fist. Deluxe is the fruit of his labors, a stark metropolis with just as much personal decoration as there is personal freedom. The rest of the Lower Peninsula is also under his jurisdiction, though he primarily uses it to test out weapons or dump toxic waste without soiling his precious Deluxe. This is where the exiles live: mutants, outlaws, and dissidents with nothing to have taken from them. Kane pays little attention to these rejects, though he uses sparse supply drops to simultaneously present the illusion of generosity, appease his bleeding heart of a daughter, and control the lowlife population by making them fight over resources.
Rule - Welcome to Detroit Deluxe
It should go without saying that Abraham Kane is a maniac, but he's a charismatic maniac, so we're saying it anyway. A control freak to a fault, Kane keeps Deluxe is under tight supervision with his drone army and fanatical security forces. Getting in and out of the city unnoticed is difficult, but not impossible, though he's not one to fall for the same trick twice. In comparison, his land outside of Deluxe is left to rot. Bandit gangs drive around the Lower Peninsula like modern nomad tribes, using their weaponized musclecars to raid settlements for supplies or hunt down travelers that unwittingly enter their territory. Kane, having much bigger fish to fry than some lowlifes driving around in the desert, is unlikely to do anything about heroes in his territory unless they impact him, his city, his daughter, or his plans directly.
Syndrome of the Kronos Corporation (Origin: The Incredibles)
King - Syndrome
Decades back, there was once a boy named Buddy. Buddy was good with gadgets and loved superheroes. He loved them so much, he offered to be the sidekick to his idol, Mr. Incredible. Rejected by the man he looked up to, Buddy became Syndrome and spent the rest of his life plotting revenge against all supers. First, he used his robots to kill every super he could smoke out of hiding. Then, he went public, defeating his own robots in a staged show to present himself as the hero of tomorrow. The last stage of his plan was Kronos, the company that could turn anyone into a superhero... for a fee. That was decades ago. Syndrome's an old man now, bound to his life-support chair and holding on to life through sheer stubbornness. His age and experience have given him a distinct advantage over his competitors, though they've done nothing to temper his ego.
Land - Kronos Corporation
The region of land that Kronos Corp informally holds control over includes Arizona, Nevada, Oregon, and Idaho, though Syndrome's influence stretches further than that. The cities are vibrant and clean, founded on the streamlined, retro-futuristic designs of yesteryear that envisioned tomorrow with hope and optimism. Unfortunately, these visions have been tainted; even now, after all of these years, Syndrome's hatred of supers lingers. Supers are persecuted by Kronos Corp, made out to be dangerous dissidents and causeless rebels that need to be suppressed and controlled. Anyone showing signs of developing powers or harboring supers in their homes is to be reported to your nearest Omnidroid for detainment. Most of these unfortunates are taken to Nomanisan Island, Syndrome's mobile headquarters that uses zero-point energy to hover high above the Mojave.
Rule - When Everyone is Special
Due to his age, Syndrome rarely makes appearances in public. When he does, he acts through a Syndroid, a mechanical duplicate of himself in his prime. Nobody bats an eye when they see one, mostly because Syndrome's prohibitively-expensive technology is supposed to make you live longer. In addition to longevity, Syndrome's tech can also grant you powers above mortal men, though its hardly the great equalizer he professes it to be. If anything, his machines only makes it easier for him to control you. Player characters moving through Kronos territory shouldn't stay for long, especially not if they have powers. Syndrome has agents everywhere, even if they can only enforce his anti-super policies in their own backyard. Characters that make a habit of getting in his way will attract attention quickly, because Syndrome knows a superhero team when he sees one.
Dr. Heinz Doofenshmirtz of Doofenshmirtz Evil Incorporated (Origin: Phineas and Ferb)
King - Dr. Heinz Doofenshmirtz
Though often derided by his colleagues as being foolish or insane, Dr. Heinz Doofenshmirtz is an amazing inventor when his absentmindedness doesn't get the best of him. Life was always against Doof, even at a young age, so he above anyone was surprised when he actually won. His arch-nemesis: Beaten! His brother: Banished from office! The Tri-State Area: Finally his! He's still riding off the rush from his success, so it's a good thing for everyone that he doesn't know how to be evil. Theatrical and petty, yes, but definitely not evil. He follows his villain cliches religiously, including the ones that result in his plans self-destructing. As a mad scientist, Doofenshmirtz is prone to making all sorts of dangerous, potentially world-ending devices. As an incompetent scientist, these devices often destroy themselves or get shelved when Doof loses interest.
Land - The Tri-State Area
As an eccentric supervillain, Doofenshmirtz' goal was always to conquer the Tri-State Area. While he had no issues taking over Utah and Wyoming, Doof was only able to get half of Colorado. (Shego's not giving up East Colorado any time soon, but Doof sends e-mails to her at least once a week.) Due to not knowing anything about how to run a country, Doof decided to leave everything more or less as it was before coming into power. The population approves of Doofenshmirtz being their tyrant, since the only new law he instituted was mandatory following of his social media accounts. In fact, the only problem with the Tri-States is that everyone wants to live there. On the business side of things, the doctor has his own private megacorp. No one really knows what Doofenshmirtz Evil Incorporated produces, but they somehow keep afloat and have a really catchy jingle.
Rule - Behold, My Inator!
For someone who regards themselves as evil incarnate, Doof is fairly personable and hands-off when it comes to running his country. Deeming standard police forces to be 'lame', Doofenshmirtz replaced them all with Norm Bots. Norm Bots enforce Doof's laws (mainly the social media one) with polite requests backed by laser weapons. As he's only getting older, he's has decided to take on a pair of lads as his apprentices in mad science. In addition to being a pair of visionary geniuses, the young brothers are both kinder and more reasonable than their 'mentor' is. Should any characters become entangled in Doof's schemes (intentionally or otherwise), expect for those plans to not go as planned. He treats both allies and enemies fairly well, though he tends to obsess over and set traps for people he declares to be his designated heroic counterparts.
Shego of DrakkTech (Origin: Kim Possible)
King - Shego.
Before becoming the woman behind DrakkTech, Shego worked as the underling of a mad scientist named Dr. Drakken. Before she worked for Drakken, she was actually a hero. She and her brothers gained their abilities from a meteor that gave them superpowers, all of them agreeing to use their gifts for good. She eventually got fed up her brothers' antics and left them, taking a fancy to the evil she was supposed to fight. When Drakken finally defeated his nemesis, she pulled the rug from under her boss' feet and took over his operation. She still keeps him around for as of yet unknown reasons, but it is unlikely to be emotional attachment. Being incredibly skilled in hand to hand combat, Shego is one of the most dangerous Kings to face in a fight.
Land - DrakkTech.
DrakkTech occupies what used to be Oklahoma and Texas. DarkkTech's most noticeable trait is that the area is just lousy with supers. As a super herself, Shego is more than happy to welcome supers into her land. DrakkTech is filled with supers who jumped the border from Kronos Corp to escape Syndrome's anti-super polices. In fact, demographics state that one in every ten citizens in DrakkTech is has powers of some kind. Supers have become an accepted part of DrakkTech's culture, so it's barely even noticed when someone lights their cigars without matches, jogs to work at superhuman speeds, or shrugs off what would be fatal to a normal person. This overabundance of exceptional people in the population has led to DrakkTech becoming a capitalist meritocracy, with individualism valued and any sort of collectivism discouraged. Companies have few restrictions on how they can exploit workers and customers, and most people having an Exceptionalist outlook on their place in the world. DrakkTech is currently at war with Kronos Corp for reasons that should be obvious. They are also in frequent skirmishes with DOR-15, her collectivist nature is directly at odds with their individualism. In terms of aesthetics, the cities are as varied in design and architecture as there are supers living in them. The largest buildings often have one detail consistent; black and green color schemes, especially evident on the foreboding DrakkTech Tower.
Rule - "I am EVIL! Have I made myself clear?"
Shego will often be (or pretend to be) too busy to talk to people of significantly lower status than her. To raise your status, you must prove their merit. The quickest way to prove your merit is to rise through the ranks of a major corporation. The quickest way to do that is to eliminate the worker one rank above you and take their place. Until you reach a certain rank, the corporation your work for can own you, your family and your house as slaves. In some companies, murder is the only way to get yourself promoted. Once you've proven yourself worthy, you can get the honor of meeting Shego in person, either to talk her down or try and overthrow her as King.
DOR-15 of DOR-15 INC (Origin: Meet the Robinsons)
King - DOR-15
DOR-15 (also known as Doris) is a mechanical bowler hat invented by one Cornelius "Lewis" Robinson. For unknown reasons, Doris turned rogue. By playing on the fears and regrets of Lewis' friend, Michael "Goob" Yagoobian, the hat was able to travel through time and take over Mr. Robinson's company. Once the two of them were in a position of power, she jumped off of his head and took reins of the future. Doris can be strangely persuasive for a hat. She can read a person's memories and use them as a means of control, making a person dependent on her before her inevitable betrayal. Should that fail, DOR-15 can force a replica of herself on people to put them under her control. She also has a time machine, a finicky device that is only used as a last resort. The space time continuum can be abused and twisted into a terrifying weapon.
Land - DOR-15 Inc.
DOR-15 Inc. has control of what used to be the Southern US. It is a smoggy industrial zone where every building is designed in the shape of a bowler hat, and all citizens wears electronic hats that make them Doris' subjugated slaves. They function like a hive of insects, with the hats having limited means of communicating information and directions to each other like ants. People subjugated by DOR-15 are simple, expendable drones, something that does not endear them to DrakkTech and it's individualistic way of life. Beneath DOR-15 central millinery in Todayland lies a mysterious well. The matter that flows from the well is a golden, glowing liquid that frees anybody who touches it from their hat prisons. Little is known about this 'Glow', because any King who has sent agents to study it finds them becoming rogue do gooders instead. It causes a good feelings in whoever touches it, and the Glow's redeeming nature could make the most vile of criminals repent their sins.
Rule - I'm Never Inventing You
Anyone in her land found without a hat will have one put on them. DOR-15 will try and find exceptional people (such as player characters and NPCs) and manipulate them into doing her dirty work. Should manipulation and subjugation fail, you can expect a swarm of hats to rain upon you. All of Doris' citizens and Villains are under her direct control, so word of heroes arriving to confront her will travel fast.
The Master Control Program of ENCOM (Origin: TRON)
King - The Master Control Program
Created as a chess program by ENCOM CEO Ed Dillinger, the Master Control Program was an intelligent and power hungry AI that sought to seize control of the world's defense system decades ago. With the rise of new Kings and megacorporations to keep him in check, the MCP needed to calculate an alternate strategy to control the realm of man from the realm of the internet. From his virtual lair in the central mainframe of ENCOM, the Master Control Program has direct access to the world wide web and all information in it.
Land - ENCOM
ENCOM is one of the most successful computer companies in history. Though it holds little sway in the physical world, it's influence in the digital world is phenomenal. Almost every civilian program developed can trace it's source code back to ENCOM and the MCP. Though some would argue that this makes them vulnerable to hacking by malicious users, few can argue with their overall efficiency. The orange and grey programs under fealty to the MCP can bypass the security measures of unsuspecting users and appropropriate their digital assets for ENCOM's use. The MCP is a boogey man to your average program; an ancient, horrible being that has risen from the ages long passed to ruin all hopes for a safe life on the internet.
Rule - I Can Run Things 900 to 1200 Times Better Than Any Human
The MCP will consume countless programs across the internet to add to his massive processing power. Using a digitizer, he can send unsuspecting players into the internet and force them into his Games. Even though the internet is exponentially larger than it was in the 80s, the MCP can find anything about the players posted online, if given enough time to search for them. He also has limited influence in the real world, which he can use to subtly manipulate trouble in the players' direction. Blackmail, for example, is one of the MCP's most effective means of controlling humans.
CLU of The Grid (Origin: TRON: Legacy)
King - CLU
Based on the late Kevin Flynn, Codified Likeness Utility 2.0 was a program designed to create a perfect world. This drive for perfection quickly turned into an obsession, and imposing his idea of perfection on other Programs became his new motivation. After stealing control of the Grid from his creator, CLU began taking actions to spread his influence to the real world as well as the virtual one. Now, CLU is sweeping the internet of his digital enemies so that none can stop him when he sends his program army to the analog world.
Land - The Grid
The Grid is a sleek, black and orange virtual world that can be accessed from certain cities in America. In these cities lie CLU's Terminals, hidden nodes by which one can be digitized and enter the Grid. Programs in the Grid are pressed to seize any users they find, either to derez them or take them to the Games. The Games function to distract the uneasy populace from CLU's megalomaniacal war against the humans, a campaign that his reprogramed soldiers will die for and your average program is terrified by. Escape from the Grid back to reality is only possible from the Terminals. Going beyond the borders of the Grid will leave you stranded in the wild internet, easy pickings for the MCP.
Rule - The Perfect System
CLU will attempt to turn any programs in the party to his side, and will attempt to eliminate any other creature he is unable to find a temporary use for. Cities with Grid Terminals are filled with his program spies, many of which will be steadfast to kidnap people who know too much about the Grid and take them to their leader for interrogation. CLU's rule isn't popular with the Grid's population, but the programs of the Grid are either too indoctrinated or too scared to take up arms and rebel. Even if they did, CLU's top assassin, Rinzler, lies in the darkness to derez those who would question his right as King.
The United Galactic Federation of The Earth Wildlife Preserve (Origin: Lilo and Stitch.)
King - The United Galactic Federation.
The United Galactic Federation is a massive UN-style body that spans the entire Milky Way. They have a massive sprawling Bureaucracy where every action must be approved thrice by at 14 different people in office before it can be performed. The Federation, while it attempts kindness, tends to be incredibly arrogant to humans and other species, having a bit of a Savior Complex. That said, they do have a rather large military presence for anyone planning to fight them, especially lately as high-ranking politician and Grand Councilman heir apparent Gantu is pushing for far more militarization and power over its members for the Galactic Federation as well as far more authoritarian policies over the Earth Wildlife Preserve. He is a force to be reckoned with physically as well as politically, even if he's reaching a bit in years.
Land - The Earth Wildlife Preserve.
The Earth Wildlife Preserve denizens seem pretty happy on the outside. Overall, it mostly looks like normal Hawaii,circa early-2000s. However, it's all an act. Most of the supposed "nature" is artificial. It looks very real but it's all hollow, both literally and metaphorically. In the Federation's minds, the only way to keep thier subjects safe is via keeping keeping them in a sort of "artificial" bubble-state, cut-off from the rest of the world. It's what a tourist would think of when they think of what Hawaii's like. Nothing genuine. The residents are all happy outwardly but their society is kept frozen in time. No technological advancement, no new media, no news from the mainland for the last 20 years. There's been an entire Black Market of "rumors" from the mainland for the past 10 years. Recently, there's even been a resistance movement to break out of the "zoo", lead by a juvenile delinquent, aged 14, named Lilo. As for foreign matters, due to recent conflicts, the Galactic Federation is relatively uninvolved with other nations. Even if they wanted to, they couldn't engage them in war. Due to conflicts with other alien species, they only have so enough resources to devote to one colony on a small, far-away planet like Earth. As of late, it's been said that a number of children have vanished from their rooms in the dead of the night. While some believe that they've run away to join Lilo's young band of renegades, the teen leader herself blames the Galactic Federation for their disappearances.
Rule - "And if it wasn't for Stitch..."
Any Human or Human-appearing PCs entering the Earth Wildlife Preserve will be brainwashed and/or drugged by authorities. Any Non-Human looking PCs can attempt to convince the authorities they're an alien. You can also make disguises.
Negaduck of St. Canard (Origin: Darkwing Duck)
King - Negaduck
An alternate universe version of former hero Darkwing Duck, Negaduck hails from a dimension parallel to this universe, one aptly referred to as the "Negaverse". Negaduck conquered and ravaged large portion of that universe's Earth, opposed only by few (such as an alternate version of Doofenshmirtz referring to himself as "Doofenshmirtz of the 2nd Dimension"). But once he had destroyed a large portion of that world, Negaduck traveled to this world and carved out a niche for himself, taking over this world's version of St. Canard after stamping out the local heroes. Now, Negaduck continues his reign of terrorism and anarchy in the once-beloved city, intent on burning down the damn world just as he had with his own.
Land - St. Canard
If Xantos' city is equivalent to Metropolis, then Negaduck's city is equivalent to Gotham City on Purge Night. Once a shining metropolis just a bridge away from Xantos Enterprises, St. Canard is starting to resemble a dystopian future. Anarchy runs amuck here, as all crime is legal and emergency services have simply ceased to function. The madness has largely been contained thus far, as Xantos has put up a great deal of money to both construct a large wall around the city, and fund 24/7 surveillance and patrol of the city's borders. Xantos claims to be providing for the people of St. Canard, and airdrops supplies and food on a regular basis, most of which is quickly stolen by Negaduck and his forces. While the madness has been contained so far, Negaduck still has access to the Negaverse, ensuring that he still has resources, and he's looking to tear the wall down and expand...
Rule - The Screeching Fingernail On The Chalkboard of Justice
There are no rules in Negaduck's land, and many of the citizens don't even recognize Negaduck as their ruler. Gangs, former supervillains and psychotic individuals patrol the city at all times, committing crimes, looting, and taking whatever resources they can. There is virtually no good left in the city, and whatever altruism the PCs feel will likely be squished by the horrifying crimes and executions taking place across the city. Even if Negaduck is taken out, it'll take a while to restore the city into a livable area. The goal here is survival.
Mayor Judge Doom of Doomtown (Origin: Who Framed Roger Rabbit?)
King - Mayor Judge Doom
Before having his name legally changed to Judge, Judge Doom earned the title by enforcing law and order on the insane inhabitants of Toontown. A man not known to blink or take jokes lightly, Los Angeles was glad they had him when he successfully pinned the murders of Marvin Acme and R.K. Maroon on toon actor Roger Rabbit and detective Eddie Valiant. He then ran for public office, putting City Hall, Cloverleaf Industries, and every road going in and out of California firmly under his control. As rich and powerful as he is, Doom still takes time out of week to scour the city for criminals with his special police branch, the Toon Patrol. Even those who worship him as a hero know that the tap of his cane against pavement is a sign to start praying. He's starting to become paranoid in his old age, though he hasn't seemed to have aged in decades.
Land - Doomtown
Covering a rough range around LA, everything in "Doomtown" short of ENCOM headquarters is trapped in an art deco aesthetic. The freeways constrict the cities, choking them in a near-endless state of gridlock. Skyscrapers reach endlessly upwards, obscured by fog on good days and smog on bad ones. The people are happy and content enough, assuming they aren't toons. Having lost their homes, the toons have been forced into squalor by the mayor and his anti-toon polices. They now can be found living in shanty towns underneath the overpasses, working whatever jobs they can to get by. With toons painted as threats to public safety, Toon Patrol has the authority to Dip any poor toons they get their hands on. The only ray of hope is the Toontown Railroad, and they certainly have their hands full trying to get wanted toons out of the city safe and sound.
Rule - My God, It'll Be Beautiful
Doom is a man of grandiose vision, forming ever-greater ways of turning a profit off of Doomtown. His freeways let him buy out Los Angeles, and the profits just keep coming. Whether from hope or greed, the majority of Doomtown has bought the mayor's propaganda on how an ever-growing city is the future. Toons are only able to put on a happy mask, so beaten down by the Toon Patrol that their only joy anymore comes from people laughing at their misfortune. Heroes that even bring up the idea of changing this will be put under heavy scrutiny by Judge Doom and his cronies. As Doom owns every road going in and out of the state, making an enemy out of him can result in otherwise safe routes becoming deathtraps. Doom could roadblock you altogether, forcing a party of heroes to rough it through the desert if they want to get anywhere by car.