Disney Villains Victorious Kings and Villains
The statblocks of the Villains and Kings of /tg/'s homebrew Disney Villains Victorious.
Note: When two roles are listed for a Villain or King, it means that the first is their PRIMARY attribute and class, while the second is their SECONDARY attribute. For example, Charming/Nimble would mean a Charming Guy who took Agility as his secondary attribute.
Archidocesis Pontificis Immortalis
King
Name: Pontifex Immortalis Frollo of the Grand Archdiocese
Role: Charming/Intelligent
Class: Demagogue
Country of Origin: France
Size: Medium
Species: Human (or at least formerly human)
---Attributes---
Robustness: 12/16
Agility: 12/16
Intelligence: 14/16
Sensibility: 10/16
Charm: 18/18
Will: 5/5
Strikes: 8+3X
---Skills---
Melee: 10 (16)
Ranged: 8 (12)
Prevent Harm: 10 (14)
Endure: 14
Deceit: 10
Persuasion: 10
Intimidate: 10 (12)
Academics: 6
Occult: 12
Insight: 10
Music: 6
---Equipment---
Holy Fire: All ranged attacks are doused in it, and he can pour it onto the field. Burning and +3 if resisted with Robustness.
Papal Staff: +6 Melee, due to the focused faith of the Church held within it, and it can be used to regain a will point if its power is drawn on for 3 actions.
Ornate Crossbow: +4 Ranged.
Robes of the Pontifex: +2 Persuade, +2 Intimidate, +4 Prevent Harm, Defense against Holy Fire.
---Traits---
Devout: +10 to resist social attacks unless the person in question knows his specific doubts. To do this, they need to have obtained them from him, via something like hearing him in confessional or reading his diary (or hearing his shame-singing)
Master of an Army: Can call in any Villains that haven’t been defeated.
KING: This unit is a KING, with all the benefits that entails.
Echo Chamber: Frollo gets a bonus against social attacks based on how many Villains, Sycophants, or Inner Circle members are nearby. +5 per Villain, +2 per Inner Circle or sycophant.
Unwavering Will: 2 Extra Will Points.
Sycophants: He is followed constantly by an entourage of 12 sycophant Lackeys.
---Powers---
Burning Judgement: For one will point, Frollo can heat up all magic items held or worn by the players to the point of scalding flesh. This effect lasts for 2 turns, and forces all players wearing or holding magic items to make a TN 30 Endure check to hold onto their items. If they fail, they must either drop the item in question, losing all bonuses associated with it until they take an action to pick it up, or take 1 physical strike. Armor cannot be dropped, although you could take it off with an action.
Call to Arms: Can call 3X Mooks at the cost of 1 Will Point.
Hellfire: For a Will Point, Frollo can start huge fires in his general vicinity. The heat and smoke from these fires causes everyone to make a TN 30 Endure roll when it is there turn, and if they fail, they get to choose between taking a physical Strike or losing two actions to try to recover from the smoke. The players can all adjust to this after a single turn, and are only affected by it once for every time Frollo uses it.
Dark Fire: For a single Will point, Frollo can shape fire into a manifestation of his own will. These shapes count as having 16 Agility and 18 Melee, he summons 1 per Will point spent, and they cannot be harmed. Instead, they dissipate after 2 turns. They make 2 attacks per turn.
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+I, Fireball that cause Burn, a Lightning Bolt that causes Stun, or an Ice Shard that causes -2 to Agility and Robustness. R = Ranged, X = Mechanics/Occult, I = Intelligence.
---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: Large
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: Nimble/Strong Guy
Class: HYDRAAAAAAAAAAAAA
Size: Gigantic (Barely)
Species: Beast
Tier: On-A-Roll
---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: 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: Strong/Sensible Guy
Class: Giant Cow-Man-Hunter-thing
Size: Medium (Almost Large)
Species: Beast-Man/Chimera
Tier: On-A-Roll
---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.
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: Strong/Nimble Guy
Class: Ultimate Beast/ "Da...ddy"
Size: Giant
Species: Beast/Chimera
Tier: On-A-Roll
---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.
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 nearly all, but also the weaknesses. It is also by no means a small beast, 5m long and wheighing over 700kg, this beast is one animal not to be trifled with.
- 4. Cerberus
Role: Sensible/Strong Guy
Class: Watchdog/Air Bud
Size: Giant
Species: Beast
Tier: Heroic
---Attributes---
Robustness: 18/14
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.
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: Charming/Nimble 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 speaker.
---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.
- 6. The Nemean Lion
Role: Monstrous Brute (Strong/Nimble) Country of Origin: Greece Size: Giant Species: Lion Tier: On-A-Roll
---Attributes--- Robustness: 18 Agility: 14 Intelligence: 6 Sensibility: 14 Charm: 6 Will: 3/3 Strikes: 6+2X, where X is the number of players in the party.
---Skills--- Athletics: 5 Acrobatics 5 Brawl: 7 (9; Slash, Bite give +2 on Brawl rolls) Prevent Harm: 7 Endure: 7 Stealth: 7 Intimidate: 7 Travel: 5 Insight: 5
---Traits---
Villain: This unit is a Villain. It gets +2 to Prevent Harm and Endurance.
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.
Thickened Pelt: +2 Prevent Harm against weapons, natural or otherwise, with a bonus less than +3.
---Powers--- Tyrant's Roar: Spend a Will Point to gain +8 to an Intimidate roll, and it affects everyone within a hundred meters instead of one target. Invulnerable: You can beat him, stab him, cut him, shock him, burn him, freeze him, mock him, taunt him and insult him all you like, but at the end of the day the only thing that can fell the Nemean Lion is a truly awesome amount of brute crushing force. It could be something of great weight falling on him, him falling off a very tall cliff, a direct hit from siege grade artillery, or the strangehold of a demigod who works out a lot.
---Equipment--- None; however, anyone wearing a piece of the Nemean Lion's hide large enough to count as a full cape receives +2 to all Prevent Harm checks (stacks with armor) and gains the Thickened Pelt trait. Additionally, each of his claws may be fashioned into a +3 knife or the head of a +4 spear.
Kingdom of the Cauldron
King
The Horned King of Prydain
6d6k3 Intelligence, 5d6k3 Charm, 4d6k3 other stats
Class: Smart/Sensible
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: 5, 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
Role: Charming/Sensible
Size: Medium
Species: Human
Strikes: 10 + 3x, where x is the number of players in the party.
---Attributes---
Stats when Insane:
Robustness: 8
Agility: 10
Intelligence: 16
Sensibility: 10
Charm: 15
Stats when Sane:
Robustness: 8
Agility: 12
Intelligence: 17
Sensibility: 17
Charm: 19
---Skills---
Acrobatics 9
Athletic 6
Ranged 14 (Only with her own ice magic, Ranged 3 otherwise)
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 30 on a ROBUSTNESS-based Endure roll that they must take every turn that Elsa is angry at them. (This TN is only 25 if they are wearing warm clothing)
-Ice Magic
This unit can add half it's Occult skill, rounding down, to perform ranged Magic attacks (Ranged + Intelligence). When any unit is hit by one of this unit's magical attacks, it suffers a stacking -2 to Prevent Harm unless resisted with a TN30 Endure check, and a stacking -2 to Agility unless resisted with a TN25 Endure check.
-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---
-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.
-Blizzard
Spend a Will Point. At the beginning of each turn for three turns, make an automatic strike based off 'Ice Magic' with a -5 to the roll to every character in an area of 70m around this character.
-Ice Conjuration
Spend a Will Point. Elsa can create a hazard or object made of ice or snow on the terrain. (Pillars of snow, an ice wall, stalactices & Stalagmites, etc). Cannot be used more than once per turn. If 'Blizzard' is active, no will point cost.
---Equipment---
None.
The Old West
Villains
- 1. Boris, Merchant of Red
Role: Villain/Charming & Intelligent Guy
Class: Rider of War/Red Merchant
Size: Medium
Species: Human?
---Attributes---
Robustness: 8/14
Agility: 8/14 (14 when on Horse/Mount)
Intelligence: 13/14
Sensibility: 8/14
Charm: 14/14
Will: 5/5
Strikes: 7+X2, where X is the number of party members.
---Skills---
Athletics: 4
Deceit: 7 + 1 from Armor.
Persuasion: 8 + 2 from role and Armor.
Melee: 5
Ranged: 7 + 3 from Weapon.
Prevent Harm: 6 + 4 from Villain trait and Armor.
Endure: 6 + 2 from Villain trait.
---Traits---
-Villain
This unit is a Villain. It gets +2 to Prevent Harm and Endurance.
-Rider
+1 bonus to combat rolls for every character that has the Rider trait that is in the party or nearby.
-Trusssssssssst Me
+2 bonus on Deceive rolls if there target actively distrusts the speaker.
---Powers---
-Look at These AMAAAAZING Deals My Friend! (Unique!)
Whenever making a Persuasion combat roll, Boris can spend a Will point to not attack, but replace the attacked target's equipment with so-called "Mystical & Legendary Weapons!". So-called legendary weapons range from pool tubes to large fish and water guns, that actually cause a -1 or -2 to modifier on their Melee/Ranged/Brawl for the remainder of the scene. If attacked unit rolls below TN20, their armor get's replaced as well.
-Red Merchant of War (Unique!)
Boris obtains any equipment suitable for the situation from his arsenal. Rourke can produce up to 5+2X (Where X Is the number of members in the party) pieces of equipment through the scene. His Arsenal is not counted in his “Equipment”. [Basically a weaker Schrodinger's Toolbox]
-Red Rider
Unit is or is a servant of War itself. Unit can spend one Will point to be one point stronger than his strongest enemy OR one point faster than his fastest enemy. Caps out at 15 for Boris.
-Apocalypse (Combination Attack)
For one Will point each, the Apocalypse Crew load HE rounds into their respective weapons and fire into the air, causing an intense barrage in a 30m area. Combat roll is R5 divided by 3, where R is each Apocalypse Crew's members' Ranged Attack. Barraged units suffer from each rider's [Blank] Rider power, no matter the range or Will points. Power boosting Rider powers just get activated for free. Passive powers have their effect doubled.
---Equipment---
-Red Merchant's Clothes: Clothes signifying the famed Red Merchant. Grants +2 to Prevent Harm, and +1 to Deceit and Persuasion.
-Red Cannon: Sleek red cannon seemingly more advanced than even Atlantean firearms. One-handed, grants +3 to Ranged, does not require an action to reload.
-Horse: It's a horse. A horse of WAR. Grants +6 to Agility and also has the Red Rider ability.
Physical Description/Background: Draped in gaudy red cloth, a foreign accent, and with a large red wagon filled with weapons, armors, and other bloody goods, this seemingly helpless, but actually incredibly deadly, merchant, is the single largest arms dealer in the Wild Wild West. Chances are, if you find a gun on someone, they'd have gotten it from him. Surprisingly kind considering his role and position. Except when you try to steal from him. Then he gets MAD.
Inner Circle Villains
1. Rico, Bounty Hunter
Inner Circle Villain
Strong Guy
Robustness: 8
Agility: 10
Intelligence: 6
Sensibility: 8
Charm: 10
Will: 2
Strikes: 4+2X where X is the number of players in the party.
Skills:
Prevent Harm: 5
Ranged: 5
Endure: 5
Travel: 6
Deceit: 5
Traits:
Villain- This unit is a villain. It gains +2 to Prevent Harm and Endure rolls.
Definitely a Good guy- This villain gains +3 on all attempts to convince others that he is definitely not a villain.
Mercenary- Gold is what is most important to this Villain. Rico gains +5 on attempts to resist social strikes, but takes double the strikes if offered gold.
Powers:
"Woah, Skittish!" (Unique!)
There is nothing Rico likes less then a skittish horse. Rico may use a Will point to gain +10 on any checks made to subdue or ride an unwilling creature.
"Mother of Mercy, is this the end of Rico?" (Unique!)
If Rico is at or below 2 strikes remaining, he may use a Will point to make another attack with a +5 bonus. This attack deals double strikes.
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.
Equipment:
Atlantean six-shooter- +3 to ranged attack rolls
Leather Jacket- +2 to Prevent Harm and Endure rolls
2. Ben, More then a Cow
Inner Circle Villain
Strong Guy/Beast
Robustness: 12
Agility: 8
Intelligence: 6
Sensibility: 10
Charm: 8
Will: 2
Strikes: 6+2X where X is the number of players in the party.
Skills:
Prevent Harm: 6
Endure: 6
Travel: 5
Deceit: 5
Brawl: 5
Traits:
Villain- This unit is a villain. It gains +2 to Prevent Harm and Endure rolls.
Protect the Herd- All Beasts within 100 meters of Ben have +2 to Prevent harm and Endure rolls.
Powers:
I Won't back Down (Unique!)- Ben may use a Will point to activate this song. Ben and all allies within earshot (even those with Tin ear) gain +4 on Prevent Harm and Endure rolls. This song lasts for 5 rounds.
Kraz-ma-Cow(Unique!)- Ben may substitute his robustness in place of his Agility for any roll twice per round.
Equipment:
Cyber-Cow Enhancements: +2 Brawl, +2 Prevent Harm
Horns: +2 Brawl on the charge
3. Smokin' Gun Pete
Inner Circle Villain
Old West
Robustness: 8
Agility: 12
Intelligence: 8
Sensibility: 6
Charm: 8
Will: 2
Strikes: 4+2x, where x is the number of players in the party.
Skills:
Prevent Harm: 5
Ranged: 6
Endure: 5
Travel: 5
Intimidate: 5
Traits:
Villain- This unit is a villain. It gains +2 to Prevent Harm and Endure rolls.
Mercenary- gold is what is most important to this Villain. Pete gains +5 on attempts to resist social strikes, but takes double strikes if offered gold.
Master of the Air- Pete gains +5 on checks to remain on his Pterodactyl and has +2 Ranged while airborne.
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.
Shot Down, Shot Down (Unique!)
Smokin' Gun Pete may use a Will point to make a single ranged attack with a +5 against any flying enemy. If this attack hits, the target is knocked out of the air.
I need a ride!
Pete may use a will point to be immediately picked up by his pterodactyl mount.
Equipment:
Parachute Hat- If Pete is knocked off his mount, he may use his hat to slow his descent
Rooty Tooty Point 'n Shooty- +2 to Ranged attack rolls
Pete's Pet Pterodactyl
Robustness: 12
Agility: 12
Intelligence: 4
Sensibility: 6
Charm: 6
Will: 1
Strikes: 6+2X
Skills:
Prevent Harm: 6
Brawl: 5
Endure: 6
Travel: 5
Intimidate: 5
Traits:
Master of the Air- This villain gains +5 on checks that concern flying, and has +2 Brawl and prevent harm while airborne.
Powers:
Aerial Bombardment:
This unit may use a will point to make a Brawl attack against any character with a +5 modifier. If this attack succeeds, the character is picked up and can be dropped on any other character.
4. Paul Bunion
Role: Strong Guy
Country of Origin: Aurora/Wild West
Size: Huge
Species: Human?
Tier: On-a-Roll
---Attributes---
Robustness: 34
Agility: 16
Intelligence: 10
Sensibility: 16
Charm: 14
Will: 4/4
Strikes: 20+ 8X where X is the number of members in the party
---Skills---
Athletics: 16
Brawl: 10
Melee: 10
Endure: 10
Prevent Harm: 18
Intimidate: 18
Travel: 10
---Traits---
-Man of the Wilderness
Paul Bunion is a man of the wilderness, literally. Wild creatures dare not fight Paul, and any player character that is a animal must subtract five from endure rolls.
-Mountain Topper
Paul is more a force of nature than a man. He is a literal giant of man, larger than some mountains. He is physically capable of using the entire environment as a weapon, crashing mountains down and diverting entire RIVERS.
-Something in between
If a power or ability affects a animal, it may also affect Paul.
--A good heart--
Although he seems a bit bitter, Paul really does have a soft spot in him for his ox, babe. If players can appeal to his good side, they may add +5 strikes instead of one.
--Powers--
-Son of the Aurora
Spends a will point. Paul bunion splits open the earth, letting loose a torrent of the elements upon the target.
--On the shoulders of a giant--
spend a will point. Paul gets +10 robustness for his next two actions.
--Equipment--
Giant axe: +10 melee
King
Name: Alameda Slim, Sheriff of the Old West
Role: Charming/Nimble
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/Nimble
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/Sensible
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/Sensible
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: 7/7
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
---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/Charming
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/Agile
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/Intelligent
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.
Agrabah
King
Sorcerer-Sultan Jafar of Agrabah
Role: Smart/Sensible
Country of Origin: Agrabah
Size: Medium
Species: Human
Tier: Hero
---Attributes---
Robustness: 14
Agility: 15
Intelligence: 25
Sensibility: 18
Charm: 16
Will: 8/8
Strikes: 8 + 4X where X is the number of members in the party
---Skills---
Ranged: 7 (16 if using Magic)
Prevent Harm: 16
Endure: 8
Legerdemain: 10
Deceit: 12
Persuasion: 10
Intimidate: 8
Academics: 11
Science: 11
Occult: 18(19)
Insight: 7
Craft: 9
---Traits---
-Prideful Sultan
Every Social Strike against this character counts double. For every double social strike taken, obtain +3 against all attack and intimidation rolls against the character/party that inflicted it
-Don’t You Disrespect Me, Little Man!
+3 to Intimidate if this character has taken a Social Strike in this scene
-Heart of Prometheus
+3 to all rolls involving Occult and Craft simultaneously
-Master Sorcerer
+5 to all rolls involved Occult and any acts of magic. If any other magical users are nearby, add +2 for each. This unit can choose to apply any effect to its magical attacks (Burning, Frostbite, Poison, etc)
-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---
-Overwhelming Magic
This unit can roll Occult + Intelligence + Ranged in order to deal magical damage
-Conjuration
This unit can use Occult+Craft to instantly produce any sort of normal item. If it’s a magical item, spend a Will Point.
-Change!
Spend a Will Point and select a character. If the character fails the resistance test, Transform that character’s species and size to any other available for 1d6 turns. The target obtains the suitable benefits and drawbacks.
-Change Form
Spend a Will Point. This unit can change itself into any Species of any size and keep its Intelligence, while gaining the suitable benefits and drawbacks. The unit can also choose to simply change its own Size.
-Teleportation
This unit can freely appear in any point inside his territory if not protected in some way.
---Equipment---
-Snake Staff:
+5 to all acts of magic
+5 to Persuasion
+5 to Deceit
Enables “Hypnotism (Mystical)”
Hypnotism (Mystical)
This unit can add his “Occult” skill to his Persuasion or Deceit rolls and/or treat it as an act of Magic.
The Royal Colony of Virginia
King
Governor Radcliffe of Virginia
Role: Charming/Robust
Country of Origin: Colony of Virginia
Size: Medium
Species: Human
Tier: On-A-Roll
---Attributes---
Robustness: 13
Agility: 10
Intelligence: 9
Sensibility: 8
Charm: 17
Will: 3/3
Strikes: 5+ 3X where X is the number of members in the party
---Skills---
Acrobatics: 5
Athletics: 7
Melee: 8
Ranged: 9
Brawl: 8
Prevent Harm: 8
Deceit: 9
Persuasion: 12
Intimidate: 7
Travel: 6
Music: 5
---Traits---
-Commander
The bonuses this unit obtains are also applied to all present allies, if still loyal.
-Brothers in Arms
+1 bonus to combat rolls for every allied character using either the same type of weapon, or coming from the same homeland.
-They’re Not Like You And Me!
+2 to all combat rolls against characters that do not come from the same homeland, are from a different species, or have any strange or exotic characteristic from the character’s point of view.
-Master of an Army (Minor)
This unit can summon mooks and Lackeys to aid him in battle.
-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---
-Quick Draw King
You may always make one attack in the surprise round, and never suffer penalties in the surprise round.
-Ever Thought about Unionising?
Affects a group of enemies that serve some sort of leader. The leader must be absent. You are able to identify and explain that they are being mistreated. Chance of a Social Strike against each individual targeted.
-Prideful Governor
Social Strikes count double. For every double social strike taken, obtain a +3 bonus to all combat and Intimidate rolls towards the party or character that dealt it.
---Equipment---
(Great)Colonial Armor: +3 to Prevent Harm
(Great) One-handed Sword: +3 to Melee
(Great) Dagger: +2 to Melee
Flintlock Musket: +3 to Ranged. Loud. Must spend one action to reload after each shot
Flintlock Pistol: +2 to Ranged. Loud. Must spend one action to reload after each shot.
Villains
- 1. The Headless Horseman
ROBUSTNESS!: 11
Agility: 10
Intelligence: 8
Sensibility: 5
Charm: 5
SKILLS
Acrobatics 3
Athletics 4
Brawl 3
Endure 5
Intimidation 4
Melee 6
Ranged 5
Travel 5
Prevent Harm 5
TRAITS
Unconquerable: Every time the Horseman is defeated, he crumbles to dust, and then will rise again in 24 hours.
It Only Makes Him Mad: Every time the Horseman revives, he gains 1 strike.
Can’t Reason With A Headless Man: The Horseman is immune to any form of attack that involves persuasion.
Every time the Horseman revives, he gains 1 strike, with a cap of 5.
Hollow Echoes: If a successful Music check is made, the Horseman gets -3 to his next round.
Out-Of-Date Textbook Style: If a successful Insight+Sensibility check is made by a character who can speak, all PCs gain +3 bonus to attacking the Horseman, for one round.
Swept Away: If the Horseman is defeated in, or over running water, it remains defeated.
POWERS
Nightmare Tamer: The Horseman can summon an infernal steed at will. (Steed adds +10 to his speed) The Nightmare vanishes if the Horseman dismounts, or he loses all his strikes.
Pumpkin Head: The Horseman can summon and throw a flaming Pumpkin at his foes. Pumpkins are treated as a normal Agility+Ranged attack, being on fire gives them a +3. After summoning a pumpkin, the Horseman must wait two rounds before summoning a new one.
EQUIPMENT:
Mirrorguard Leather Armor: +2 to Prevent Harm
Mirrorguard saber: +2 bonus to Melee
The Land Of The Bear
King
Name: Mor'du
Role: Demonic Bear (Strong/Nimble)
Country of Origin: Scotland
Size: Giant
Species: Bear
Tier: Hero
---Attributes---
Robustness: 25
Agility: 14
Intelligence: 2
Sensibility: 18
Charm: 2
Will: 4/4
Strikes: 10+4X, where X is the number of players in the party.
---Skills---
Athletics: 12
Brawl: 14 (18; Slash, Bite give +4 on Brawl rolls)
Prevent Harm: 14
Endure: 10
Stealth: 8
Intimidate: 16
Travel: 8
Insight: 10
---Traits---
Think You Can Hide from Me?: +2 to Insight when attempting to detect people in Stealth.
Don't You Disrespect Me, Little Man!: +3 to Intimidate if the character has taken a Social strike in this Situation.
Terrifying: +3 to Intimidate if you are physically larger than your target.
Cursed Bear Hug: Spend a Will Point and the character may choose to roll their Brawl vs. an enemy's Robustness/Agility to pin that enemy against themself 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.
Cursed Thick-Hide: +3 Prevent Harm against weapons, natural or otherwise, with a bonus less than +3.
Cursed Bear Necessities: +2 on Endure, +3 Travel.
---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.
Unholy Terror: At the beginning of each turn, make an Intimidate attack against all those who have gazed upon Mor'du or heard his roar in the last round.
Highland Bear: You can beat him, stab him, cut him, shock him, burn him, freeze him, mock him, taunt him and insult him all you like, but at the end of the day the only thing that can bring Mor'du down is a truly awesome amount of brute crushing force. It could be something of great weight falling on him, him falling off a very tall cliff, a direct hit from siege grade artillery, or the strangehold of a demigod who works out a lot.
---Equipment---
None; however, anyone wearing a piece of Mor'du's hide large enough to count as a full cape receives +3 Endure against the cold, +3 to all Prevent Harm checks (stacks with armor) and gains the Cursed Thick-Hide trait. Additionally, each of his claws may be fashioned into a +5 knife or the head of a +6 spear.
The Free Creatures
King
Name: Bagheera
Role: Nimble/Sensible
Country of Origin: India
Size: Medium
Species: Panther
Tier: Hero
---Attributes---
Robustness: 12
Agility: 20
Intelligence: 14
Sensibility: 18
Charm: 14
Will: 4/4
Strikes: 5+4X, where X is the number of players in the party.
---Skills---
Acrobatics: 12
Athletics: 12
Brawl: 12 (14; Slash, Bite give +2 on Brawl rolls)
Prevent Harm: 12
Endure: 10
Stealth: 18
Intimidate: 10
Persuasion 12
Travel: 8
Insight: 12
Music: 6
---Traits---
Think You Can Hide from Me?
+2 to Insight when attempting to detect people in Stealth.
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.
But I Did Not Shoot the Deputy: +3 to any checks to judge someone's moral character.
---Powers---
In the Forests of the Night: At night, reroll all Stealth checks and keep the better result.
My Word is as Good as Law: When swearing any sort of oath or making any sort of promise, you may spend a will point to gain a +5 bonus to any checks you need to directly fulfill the oath or promise.
Zealous Champion: Cannot be dissuaded from the vengeance of Mowgli and Baloo by Illusions or social skills unless the other party spends a heart point.
The Pirate Kings
King
Davy Jones, Pirate King
Role: Strong/Sensible Guy
Country of Origin: Pirate Kingdoms
Size: Medium
Species: Former Human
---Attributes---
Robustness: 18
Agility: 14
Intelligence: 8
Sensibility: 18
Charm: 6
Will: 5/5
Strikes: 6+3X, where X is the number of players in the party.
---Skills---
Acrobatics: 6
Athletics: 8
Melee: 12(+3 for Great-quality Sword)
Ranged: 10
Brawl: 8 (+2 for Natural Weapons)
Prevent Harm: 12
Endure: 12
Legerdemain: 6
Deceit: 8
Persuasion: 8
Intimidate: 12
Occult: 8
Linguistics: 4 (Fish, Lizard, Crustacean, Kraken, Human)
Travel: 8
Drive: 14
Insight: 12
Music: 10
---Traits---
KING
This unit is a KING, with all the benefits that entails.
Master of an Army: Davy Jones 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 Scene.
Never Shall We Die: Davy Jones and the crew of the Dutchman are immortal. While the crew themselves may be defeated, they rise again in 1d6 hours, and Davy Jones himself cannot be defeated in any way while his heart still beats. He keeps the heart in a specially designated box in his quarters, having perhaps wisely decided never to entrust it to anyone else. If the heart is destroyed, the person who destroyed the heart takes Davy Jones' place as Captain of the Dutchman, and by extension Pirate King. This does not stop him from taking Strikes, merely that receiving a Strike while out of them doesn't affect him meaningfully.
Master Of The Sea: Roll twice and take the better roll for Drive checks involving ships on an ocean/sea/lake/other body of water.
Natural Weapons: +2 to Brawl for Claw, Smash.
---Powers---
Impossible Power: Roll 5d6k4 on Robustness instead of 5d6k3.
Test Your Might: Spend a Will Point to challenge an enemy to HONORABLE, SINGLE COMBAT. Neither you nor the target may attack others while in single combat, nor may you be attacked by outside forces. You and your target must close to melee as soon as possible. This effect lasts 3 rounds.
Favor Of Calypso: Davy Jones is back in what can only be considered Calypso's “good side”, if indeed she has one. His ship is always surrounded by a terrible storm that forces a TN25 Travel check to navigate every hour for other ships not under the command of Jones. Moreover, the wind is ALWAYS at his back.
--Equipment--
Great-Quality Sword: +3 to Melee
Pirate King's Raiment: +2 to Prevent Harm
Stylish Hat: +2 to Drive on boats.
The Mirror Kingdom
King
Name: Grimhilde, Fair Queen of the Mirror Kingdom
Role: Smart/Sensible
Class: Evil Queen
Size: Medium
Species: Human
Tier: Hero
---Attributes---
Robustness: 9
Agility: 9
Intelligence: 17
Sensibility: 16
Charm: 16
Will: 7/7
Strikes: 8 + 3X, with X being the number of members in the party
---Skills---
Ranged: 7
Prevent Harm: 15
Endure: 12
Stealth: 10
Legerdemain: 8
Deceit: 14
Persuasion: 16
Intimidate: 18
Academics: 15
Science: 15 (16)
Occult: 18
Insight: 16
Craft: 18
---Traits---
-Heart of Prometheus
+3 to all rolls involving Occult and Craft at the same time
-Think You Can Hide From Me?
+2 to insight when attempting to detect people in Stealth (Alternatively, give a -2 penalty to those trying to hide from the Queen with Stealth)
-Fairest Of Them All
+4 to Persuasion if trying to play it off her beauty and/or natural charm.
-Prideful Queen
Social Strikes count double. For every double Social Strike taken, obtain a +3 to all attack and Intimidate rolls against the party that inflicted them.
-Master Alchemist
Any and all breweries, potions and tonics made by this character are of the highest quality and obtain a +4 bonus to their original effects.
-Poisonous
This unit fights with poisoned weapons. After making a successful combat roll against another unit, this unit makes another combat roll to poison the attacked unit, which causes another Strike.
---Powers---
-Cursed Brew
Spend a Will Point. The next potion, tonic, or brewery that Grimhilde produces will have its natural effects not only doubled in both potency and/or duration, but also have one additional effect, and that, too, will be at double efficiency. (Poison, Sleep, etc)
-Face of Beauty
Spend a Will Point and add this unit's Charm score to its Prevent Harm rolls for the next three turns. For that period of time, any rolls that do not surpass the Prevent Harm score by at least 10 points will inflict a Social Strike on the attacker
---Equipment---
-(Great) Dagger: +2 to Melee
-(Great) Shortbow: +3 to Ranged
-The Magic Mirror:
Enables “Scry”
Scry: This character can look into any point in the planet through a magic window, mirror, body of water or other means, unless it is protected by magic in some form. All stealth rolls fail.
-Iron Cauldron: +3 to all rolls that require any form of brewing.
-Assortment of various magical potions, poisons, tonics and brews. (Can produce more, easily)
El Dorado
King
Name: Tzekel-kan
Role: Smart/Charming Guy
Class: Corrupt Priest
Size: Medium
Species: Human
Tier: Heroic
---Attributes---
Robustness: 14
Agility: 10
Intelligence: 17
Sensibility: 14
Charm: 15
Will: 6/6
Strikes: 6+3X, where X is the number of players in the party.
---Skills---
Acrobatics: 8
Athletics: 8
Persuade: 12
Intimidate 12
Insight 12
Deceive: 16
Occult: 16
Melee: 10
Prevent Harm: 10
Endure: 16
Craft: 7
---Traits---
KING: This unit is a KING, with all the benefits that entails.
Master of an Army: Tzekel-kan 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 Scene.
Heart of Prometheus: +3 to all rolls involving Occult and Craft simultaneously
Prideful Priest-King: Every Social Strike against this character counts double. For every double social strike taken, obtain +3 against all attack and intimidation rolls against the character/party that inflicted it
Astrologer: +2 on Occult rolls when you have some form of star chart or telescope.
---Powers---
Blood For The Blood God: Regain one strike every time blood of a sacrificial victim is drawn at most 50 meters away. On his own turn, regain two strikes for every sacrifice within 50 meters who has being bleeding for a full round.....of course, the sacrifice must be conducted with the proper rituals, and only 2 sacrifices can fit on the altar at any time.
Reign in Blood: Strikes regained from BLOOD FOR THE BLOOD GOD! may take Tzekel-kan above his normal maximum strikes. Additionally, for every 5 strikes regained by these powers, increase Robustness by 1 for the rest of the scene.
Needs More....Soul: Make a melee attack against a mook or lackey that adds Occult as a bonus. If the mook or lackey dies, regain a will point.
Animate: Spend a Will Point. Tzekel-Kan draws his own blood (loses one Strike), and animates a Stone Jaguar to fight at his side. Cannot be used more than three times in the same scene. (In-unvierse justification is that he's losing too much blood)
Blood Magic: Spend a Will Point, and burn one Strike. Tzekel Kan's next three attacks also use his Occult+Intelligence, with a +3 bonus for every Strike that Tzekel-Kan has lost.
COMPLETELY OPTIONAL BIZARRE ADVENTURE MODE
Awaken My Masters!: Once he has regained at least 20 strikes from BLOOD FOR THE BLOOD GOD!, Tzekel-kan may spend two willpoints to cause a solar eclipse and awaken THE AZTEC GODS OF FITNESS from their slumber within a great mural. As long as at least one of THE AZTEC GODS OF FITNESS is awake and alive, Tzekel-kan's gains from his other powers are doubled.
---Equipment---
Sacrificial Blade: +1 Melee, +4 against anything that can bleed. Might be bad for your soul.
The Sunless Empire
King
Empress Yzma the First and Last
Role: BRILLIANT/BRILLIANT/BRILLIANT
Class: Mad Scientist
Size: Medium
Species: Human
Tier: Hero
---Attributes---
Robustness: 5
Agility: 12
Intelligence: 20
Sensibility: 12
Charm: 5
Will: 7/7
Strikes: 8 + 3X, with X being the number of members in the party
---Skills---
Ranged: 7
Brawl: 5
Prevent Harm: 10
Endure: 15
Deceit: 14
Persuasion: 16
Intimidate: 18
Academics: 15
Science: 18
Occult: 18
Mechanics: 10
Linguistics: 5
Insight: 15
Craft: 18
---Traits---
-Master of an Army:
Can call in any Villains that haven’t been defeated.
-EMPRESS:
This unit is an EMPRESS, with all the benefits that entails.
-Scary Beyond All Reason:
+2 to Intimidate rolls during all social interactions, regardless of intention. +3 to Intimidate when used on purpose. +5 to Intimidate regardless of intention if the threats of seduction or nudity are invoked.
-Prideful Empress
Social Strikes count double. For every double Social Strike taken, obtain a +3 to all attack and Intimidate rolls against the party that inflicted them.
-MAD SCIENCE:
All potions, devices and monsters created by this unit get a +5 bonus toward their intended purposes, but also grant the unit's opponents +2 to rolls attempting to use or turn the creation against its creator.
-Pretty Spry For Her Age:
+3 to Athletic, Acrobatics and Brawl rolls to escape or cause grievous bodily harm that you wouldn't expect from a normal old woman.
---Powers---
-KROOOOOONK!
Spend 1 Will Point. This unit may summon her loyal assistant Kronk and force him to perform whatever task she requires of him. For the purposes of the next skill check, Kronk’s scores are substituted for Yzma’s.
-PULL THE LEVER!
Spend 2 Will Points. This unit may find and pull a hidden lever somewhere in the room, causing one of the following to occur:
1. A trapdoor opens in the floor, forcing the PCs to pass an Acrobatics check with a Target Number of 20 to avoid falling into it. Falling in incurs a time penalty of 12 rounds while the PC finds their way through the sewers and back to the battle. If all the PCs are caught in the trap, they will be flushed through the sewers and out the palace's nostril.
2. A gated tunnel in one wall opens, releasing a total of 12 Mooks into the room that will immediately attack the PCs on Yzma's order. These Mooks can be Human guards, Yzmic Chimera, Golem Constructs or some combination thereof.
3. The entire room begins to tilt and whirl and spin, throwing everyone and everything in it around like rag-dolls, stunning them for one round. Once they recover, the PCs will be required to make Acrobatics checks with a Target Number of 25 every sixth round as the room continues to lurch and reel. Failing the check results in getting stunned again for one round.
4. A secret passage in one wall reveals itself, opening up to allow 6 Lackeys to run in and enter into combat with the PCs. These Lackeys are generally Yzmic Chimera, Golem Constructs or one of Empress Yzma's other experiments.
5. Pipes, ducts and sluices open in the ceiling, raining down a melange of magical and mutagenic potions and poisons. Players may make Acrobatics checks to try and avoid this hazard, but the Target Number to beat is 30. Any PC coated in the potions will have their highest and lowest Attributes swapped, the in-character representation of which is left to the Players' discretion.
6. A loud and raucous fanfare blares out, and an oversized pair of ornate golden doors in one wall opens to reveal one of Empress Yzma's Inner Circle, lounging in a waiting room behind them. After some cajoling and haranguing on Yzma's part, the Inner Circle member will challenge the PCs to battle.
---Equipment---
-(Great) Ceremonial Dagger: +2 to Melee
-(Great) Staff of Office: +1 to Melee
-Palanquin Throne: Allows Empress Yzma to share Kronk's Travel skill score so long as she rides it.
-Plentiful Potions: Empress Yzma is able to produce mutagenic potions and damaging poisons secreted on her person at a rate of one every two rounds. These are used as ranged attacks.
-Yzma's "Secret" Laboratory:
+3 to all rolls that combine Crafting with Science, Occult or Mechanics
Villains
- 1. Kronk
Role: Villain/Strong Guy
Class: Henchman and Chef
Size: Medium
Species: Human
---Attributes---
Robustness: 14/14
Agility: 10/14
Intelligence: 4/14
Sensibility: 10/14
Charm: 12/14
Will: 3/3
Strikes: 9+X2, where X is the number of party members.
---Skills---
Acrobatics: 5
Athletics: 8
Melee: 4
Brawl: 8
Prevent Harm: 7
Endure: 4
Linguistics: 8
Travel: 7
Craft: 7
---Traits---
-Villain:
This unit is a Villain. It gets +2 to Prevent Harm and Endurance checks.
-Loyal Henchman:
+2 to combat rolls while Empress Yzma is present. +3 to social rolls while Empress Yzma is not present.
-Man-Mountain:
If Kronk's Robustness exceeds that of the foe by at least 5 points, this unit can ignore every other strike that foe attempts to land on him.
-Kronk Klones:
+1 Melee, Brawl or Craft for every Kronk Klone working with this unit.
-World Class Chef:
This unit may use his Crafting score for Persuasion checks if talking to the PCs over a meal he's cooked.
---Powers---
-Friend to Creatures Great and Small:
Spend a Will Point. Call 10 random beastly or chimeric Mooks to this unit's aid.
-I don't follow:
Spend a Will Points. +10 to Endure rolls against mental, social or spiritual attacks on this unit.
-Klone Kommander:
Spend three Will Points. Two Kronk Klones sharing the unit's base stats, skills and traits arrive to assist. These two Klones possess no powers of their own.
---Equipment---
-(Great) Incan Armor +3 Prevent Harm
-(Great) Ceremonial Dagger +2 Melee
-(Great) Pink Oven Mitts +2 Craft (Food)
---Description---
Kronk is Empress Yzma's loyal assistant, top henchman, personal chef. He may also be her best and only friend, if she is capable of caring for anyone other than herself at all. Though a friend to the commoners of the Sunless Empire, a delightfully humble mountain of a man and genuinely nice to everyone he meets, Kronk has the smarts of a mountain to match and is devoted and loyal to his Empress, following her (almost) every order as he is best able.
- 2. Cava the Colossal Chimera
Role: Villain/Strong Gal
Class: Self-Conscious Monster
Size: Gigantic
Species: Yzmic Chimera
---Attributes---
Robustness: 20/20
Agility: 6/14
Intelligence: 10/14
Sensibility: 12/14
Charm: 6/14
Will: 3/3
Strikes: 9+X2, where X is the number of party members.
---Skills---
Athletics:10
Brawl: 10
Intimidate: 5
Prevent Harm: 8
Endure: 8
Persuasion: 3
Science: 3
Occult: 3
Linguistics: 3
Travel: 8
Insight: 5
---Traits---
-Villain:
This unit is a Villain. It gets +2 to Prevent Harm and Endurance checks.
-Mix-n-Match Monster:
This unit's unnatural defenses grant +2 Prevent Harm, while her unnatural armaments grant +2 Brawl.
-Tenta-Cool:
Cava may use her Athletics skill instead of Acrobatics for the purposes of climbing high or traversing rough terrain.
-Low Self-Esteem:
Social Strikes count double. For every double Social Strike taken, obtain a +3 to all attack and Insight rolls against the party that inflicted them.
-Colossal Klutz:
This unit must make agility checks when it attacks. On a score of 20-24 her raw Brawl score is used in the attack. On a score of 14-19 her Brawl score is halved in the attack. On a score of 9-13 she falls over, stunning everyone for one round.
---Powers---
-Constriction:
Spend a Will Point. This unit can reach out with a tentacle and attempt to constrict a PC with it, rendering them immobilized. This attack may be avoided by passing an Acrobatics check with a Target Number of 20. To break free once constricted, an Athletics or Acrobatics test with a Target Number of 30 must be passed.
- Sticks and Stones:
Spend a Will Points. +10 to Endure rolls against mental, social or spiritual attacks on this unit.
-I'M A MONSTER!!!
Spend three Will Points. If Cava is brought down to X Strikes and the number of social attacks made against her outnumber the physical attacks, she will throw a tantrum during which time all her attacks will use her full Brawl scores until she is defeated. Social attacks, however, now count triple.
---Equipment---
-Peasant's Dress and Poncho +2 Endure
-Yzmacorp Employee Handbook + 3 Science and Occult
-Ride-Along Storehouse:
An awkward and gaudy portable storehouse, worn on this unit's back, is suitable for carrying copious amounts of supplies with accommodations for Mooks or allies. Allows riders to share Cava's Travel score.
---Description---
Cava was once a normal young woman, working in the Potion Vat Works in the bustling metropolis of Yzmopolis. However, after a comical chain reaction of workplace accidents, she was transformed into a gigantic super-chimera with the upper body of a jaguar-skinned humanoid growing centaur-like from the lower body of an armor-scaled hippo, three mismatched pairs of arms and six octopus like tentacles instead of legs. Now she works as a beast of burden and "problem solver"for Empress Yzma, hoping to someday earn enough money to buy back her Humanity.
The Imperial Republic of Atlantis
King
Imperial President Lyle Tiberius Rourke of the Imperial Republic of Atlantis
Role: Smart/Charming
Class: Explorator/President
Country of Origin: America -> Atlantis
Size: Medium
Species: Human
Tier: Hero
---Attributes---
Robustness: 14
Agility: 11
Intelligence: 16
Sensibility: 9
Charm: 15
Will: 5/5
Strikes: 7 + 3X, where X is the number of members in the party.
---Skills---
Athletics: 9
Acrobatics: 9
Melee: 10
Ranged: 11
Brawl: 9
Prevent Harm: 13
Endure: 11
Deceit: 10
Persuasion: 11
Intimidate: 7
Academics: 7(8)
Driving: 10
Insight: 9
---Traits---
-Never Surprised
This character is always prepared. Always. This character ignores all bonuses that come from a Surprise Round attack against him, and suffers no penalties under the same situations.
-Military Training
This character has discipline, training, and knows how to keep a cool head under stress or fire. +3 to all Endure rolls. +2 to all combat rolls for the whole party if the party is following this character’s instructions.
-Even Tempered Man
It is remarkably hard to get under this character’s skin, but if you do manage to do so, watch out. +3 to Endure if trying to keep a cool head, or ignore attempts by other characters to anger or set them off. If said roll fails, +2 to all attack and Intimidate rolls against the character that angered Rourke.
-Master of an Army
This unit can call in his Villains/Minions to assist him in battle if they haven’t been previously 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---
-Schrodinger’s Toolbox
Rourke obtains any equipment suitable for the situation from his arsenal. Rourke can produce up to 15+5X (Where X Is the number of members in the party) pieces of equipment through the scene. His Arsenal is not counted in his “Equipment”.
-Atlantean Overdrive
Spend a Will Point. Rourke's atlantean crystal supercharges himself and his weapon. +5 to all rolls for four turns.
-Artillery Support
Spend a Will Point. Rourke calls in air/sea/land supporting fire, for an attack against the whole party. (2.Ranged+Intelligence + Bonuses) Causes Burning. Area of 40m.
-Suppressing Fire
Order the ranged mooks and lackeys to lay down some suppressing fire. Reduces each PC and NPC's Prevent Harm rolls by X/10, where X is the number of mooks and lackeys. Requires at least 10 Mooks and lackeys to work. If decimal round.
---Equipment (On Hand)---
Luger P08: +2 to Ranged
Atlantean Laser Pistol: +4 to Ranged. Loud. Piercing.
Atlantean Laser Rifle: +5 to Ranged. Loud. Piercing.
Steel Armor/Bulletproof Vest: +3 to Prevent Harm
(Great) Combat Knife: +2 to Melee
The Under-Empire
King
King Ratigan of the Under-Empire
Role: Smart/Charming
Country of Origin: Britain
Size: Tiny
Species: Rat, but don't point it out.
Tier: Heroic
---Attributes---
Robustness: 6
Agility: 12
Intelligence: 20
Sensibility: 12
Charm: 18
Will: 6
Strikes: 4+3X, where X is the number of players in the party.
---Skills---
Athletics: 5
Brawl: 8
Prevent Harm: 8
Endure: 10
Stealth: 4
Legerdemain: 4
Deceit: 15
Persuasion: 12
Intimidate: 12
Academics: 8
Science : 5
Occult: 5
Linguistics: 6
Insight: 12
Music: 10
---Traits---
Etiquette: Gains a +3 to social situations among the nobility.
Refined: +3 to Academics related to art and culture.
Prideful King: Social Strikes count double. For every double Social Strike taken, obtain a +3 to all attack and Intimidate rolls against the party that inflicted them.
Master of an Army: This unit can call in his Villains/Minions to assist him in battle if they haven’t been previously 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---
Are You Scared?: Spend a will point and identify one character. You are able to discern their greatest fear. All allies get +2 to cause a social Strike against them if they play off this fear.
Foolish Pride: Spend a will point and identify one character. Discern that which they are most proud of. All allies get +2 to cause a social Strike against them if they play off this pride.
The World's Greatest Criminal Mind: If he starts the encounter with 2 less will points than normal, then Ratigan has been anticipating the PCs. He is considered to have already used his Foolish Pride and Are You Scared? powers against each member of the party.
What Was THAT?!: Whenever attacked socially by pointing out he's a rat, his resistance roll is automatically considered to be a roll of 3, but the benefits of Prideful King are doubled.
I Read About That!: Spend a Will point. Gain +3 to the next Academics, Occult, or Science roll you make. Roll twice and take the better result.
The Imperial Empire of Mexico
King
Generalissimo Santa Anna of the Empire of Mexico
Role: Charming/Smart
Country of Origin: The Empire of Mexico
Size: Medium
Species: Human
---Attributes---
Robustness: 9/14
Agility: 9/14
Intelligence: 13/14
Sensibility: 9/14
Charm: 15/15
Will: 3/3
Strikes: 4+3x, where X is the number of players in the party.
---Skills---
Acrobatics: 5
Athletics: 6
Melee: 8
Ranged: 8
Prevent Harm: 8
Endure: 10
Deceit: 9
Persuasion: 10
Intimidate: 6
Academics: 9
Travel: 5
Insight: 5
---Traits---
-KING:
This character is a KING, and gains all the relevant bonuses thereof.
-Master of an Army:
This unit can call in Villains to assist him in battle if they have not been defeated.
-Yes, Generalissimo!:
Any unit under Santa Anna's direct command is granted +2 to all rolls while Santa Anna himself also gains +1 to all rolls.
-A Man of Wealth and Taste:
+3 to social checks on any subject that an important man of wealth and taste really ought to know.
---Powers---
-Witty Repartee:
Spend a Will Point. This unit may make a physical attack and a social attack simultaneously in a single round.
-Guards! Guards!:
Spend two Will Points. Santa Anna may summon four Imperial Mexican Guardsmen of Inner Circle ranking to aid him in battle.
-Cannonade:
Spend three Will Points. The area is bombarded by cannon fire for 18 rounds, doing this unit's ranged damage score once every three rounds to all combatants within range. Each of these attacks may be dodged by passing an acrobatics check with a target number of 25.
Equipment:
Santa Anna's Regalia: +3 to social checks
Santa Anna's Saber: +3 to Melee
Santa Anna's Pistolas: +3 to Ranged
Old Coonskin Cap: +3 to Intimidate
In debate: -Let Us Talk This Out:
Spend one Will Point. This unit can make an impassioned plea for parlay, pausing martial combat for a number of rounds equal to the results of a single Persuasion check. During this time, only social attacks can be made by ether side.
The Leopard Kingdom
King
Queen La of the Leopard Kingdom
Role: Charming/Nimble
Class: Demagogue
Country of Origin: Land of the Leopards
Size: Medium
Species: Human
---Attributes---
Robustness: 13/16
Agility: 15/16
Intelligence: 10/16
Sensibility: 12/16
Charm: 18/18
Will: 3/3
Strikes: 10+3X
---Skills---
Acrobatics: 10
Ranged: 3
Melee: 4
Brawl: 7
Prevent Harm: 10
Endure: 11
Stealth: 8
Deceit: 11
Persuasion: 13
Intimidate: 11
Occult: 11
Travel: 8
Insight: 3
---Traits---
Mistress of an Army: Can call in any Villains that haven’t been defeated.
QUEEN: This unit is a QUEEN, with all the benefits that entails.
Quick Like a Cat: If this unit’s agility score exceeds that of her foe by at least 5 points, she can attack a second time in the same turn.
Animal Magnetism: +3 Deceit, +3 Persuasion while attempting an act of seduction.
Queen of the Jungle: +2 Stealth, +2 Travel while in the jungle or +2 Persuasion, +2 Intimidate while in the Lost City of Opar.
---Powers---
We Could Rule Together, Side By Side: Spend a Will Point. +10 Persuasion while offering to make the targeted PC Queen La’s Royal Consort.
On The Prowl: Spend a Will Point. +10 Stealth while attempting to stalk the PCs unseen.
Unfinished Business: Queen La’s shamanic spirit persists after she is killed, regaining strength and magical potential for twice as many days as there are characters in the party, minus the number of unspent Will Points she had at the time of her death. Her spirit will then seek to possess the nearest living creature regardless of species, but possessing a non-humanoid with no magical power of its own greatly diminishes La's mystical abilities.
The Queen Is Dead, Long Live The Queen: Spend three Will Points. Queen La can attempt to transfer her mind and soul into another being's body in a shamanic ritual that takes three rounds to complete. If she does not receive two strikes before the ritual finishes, the target of her spell must check their Endure + Insight scores, multiplied by their unspent Will Points against Queen La’s Persuade + Intimidate + Occult scores. If this check is not passed, Queen La’s spirit will take over, rendering the original character’s soul a passenger in their own body. This same check may however be attempted once per day thereafter to try and wrest control back from La, making her the passenger instead.
---Equipment---
Leopard Staff of Opar: +3 Melee, +3 Occult
Shaman Queen’s Vestments: +3 Persuade, +2 Intimidate, +2 Prevent Harm