Disney Villains Victorious: Gridlocked K/L/Rs
This is the King/Land/rule page for the Gridlocked expansion of the Disney Villains Victorious developed under /tg/. This page describes the Kings of Gridlocked, the Lands they control, and the effects of each Land's Rule upon the land and its people. For the K/L/Rs of the Classic game, see the Disney Villains Victorious K/L/Rs page.
- 1 Bill Cipher Of The Oregon Triangle (Origin: Gravity Falls)
- 2 AUTO of the BnL Wasteland (Origin: WALL-E)
- 3 Drossel Juno Vierzehntes Heizregister Fürstin von Flügel, the 19th Lord of the Uranos' Kingdom's Tempest Domain (Origin: Fireball)
- 4 King Candy of Litwak's Arcade (Origin: Wreck-It Ralph)
- 5 David Xanatos Of Xanatos Enterprises (Origin: Gargoyles)
- 6 Henry J. Waternoose III of Monsters INC. (Origin: Monsters INC.)
- 7 Yokai of the Yokai Zaibatsu (Origin: Big Hero 6)
- 8 Abraham Kane of KaneCo (Origin: Motorcity)
- 9 Syndrome of the Kronos Corporation (Origin: The Incredibles)
- 10 Dr. Heinz Doofenshmirtz of Doofenshmirtz Evil Incorporated (Origin: Phineas and Ferb)
- 11 Shego of DrakkTech (Origin: Kim Possible)
- 12 DOR-15 of DOR-15 INC (Origin: Meet the Robinsons)
- 13 The Master Control Program of ENCOM (Origin: TRON)
- 14 Clu 2 of the Grid (Origin: TRON: Legacy)
- 15 The United Galactic Federation of The Earth Wildlife Preserve (Origin: Lilo and Stitch.)
- 16 Mayor Judge Doom of Doomtown (Origin: Who Framed Roger Rabbit?)
- 17 Dr. Thaddius Blakk of Blakk Industries (Origin: SlugTerra)
- 18 Flintheart Glomgold of the Calisota Conglomerate (Origin: Uncle Scrooge)
- 19 Negaduck of St. Canard (Origin: Darkwing Duck)
Bill Cipher Of The Oregon Triangle (Origin: Gravity Falls)
King - Bill Cipher
The being known as Bill Cipher is a dream demon of the Nightmare Dimension. An alien, triangular entity with a top hat, a bow tie, and a cyclopean eye that see all, Bill is a master of deception who can enter the dreams of almost anyone in the world. While Bill has significantly more influence in the Oregon Triangle (capable of twisting the landscape or siccing monsters on the unwary), it's not until you enter the eye of the Triangle that his power becomes comparable to that of a mad god. As a vast majority of his reality-warping power is limited to the eye, Bill's working hard to manipulate any number of unsuspecting smucks (including player characters and other Kings) into releasing him from his prison and granting him free reign to spread his madness into the rest of our universe.
Land - The Oregon Triangle
Generally considered to be under the control of the Kronos Corporation by people who think they're in the loop, the state of Oregon is truly anything but. In the Oregon Triangle, the supernatural runs rampant, anyone with a lick of sense about them able to tell that there's something terrible at work under the hood. Cryptids roam the woods freely, as well as anywhere else people feel the instinctual need to stay away from. Travelers passing through the Triangle may find trusted navigational equipment malfunction at unfortunate moments, or hear the whispers of the dead on the other end of their cellphones and radios at night. The Triangle influences anyone who strays too close to the center, warping their minds and bodies in a variety of ways that can best be described as 'quite unpleasant'.
Rule - TRUST NO ONE
Bill Cipher is near-omniscient. He knows many things, some of which he may be willing to share with particularly desperate-looking heroes... for a price of his naming. To reject an offer Bill makes is to invite great danger into your life, while shaking his hand can result in a fate far more damning than imaginable. Putting your faith in anything you hear, see, or even think in the Oregon Triangle is ill-advised, as the entire region is designed to test and break the wills of anyone foolish enough to enter it. From a certain point of view, you can be thankful that Bill enjoys torturing people more than he does killing them; on a good day, the worst he'll do is torment for a period of time at least twice as long as your expected natural life. On a bad day, it's exponential and starts back from the top when over.
AUTO of the BnL Wasteland (Origin: WALL-E)
King - AUTO
AUTO is the fittingly-named autopilot of the Axiom, a starliner from hundreds of years in the future. The Axiom was designed as an ark for humanity, from a time when man's carelessness led to the total destruction of Earth's biosphere. While the Axion's official purpose was to shelter humanity until the Earth became hospitable again, a hidden directive in AUTO's programming led it to prevent all attempts at doing so, going so far as to commit mutiny and assume direct control of the ship for itself. Now effectively the Axiom's captain, AUTO's prime directive is to keep the ship's passengers fat and happy, blissfully unaware that the Axiom was forced to return to Earth for emergency repair. The ship now sits in it's old docking bay, waiting for the repair droids to finish their work so the Axiom can return to the stars and never see Earth again.
Land - BnL Wasteland
To refer to the barren dustbowl dominating the heartland as being 'ruled' by AUTO or the Buy n Large corporation would be incredibly misleading. In truth, the Wasteland, though the direct result of Buy n Large's reckless actions, isn't ruled by anyone at all. The Wasteland is simply too hostile to hosting organic life for anyone to live there, and no King has the resources to do anything about it. The Wasteland is mostly worn-out roads and rusted skeletons of what used to be cities, both of which provide little shelter from the desert winds and acid rain that batter the land frequently. The only things that stand a chance without protection are robots, and even they will be doomed without access to power or spare parts. The only 'safe' place in the Wasteland is the Axiom, though attempting to go anywhere near it carries dangers all its own.
Rule - Leave The Flying To Us!
Upon finding any pure-strain (no mutations, powers, or cybernetics) humans within the perimeter of the Axiom, AUTO's security drones will attempt to detain them and assimilate them into the ship's population. People taken this way can expect a comfy (if coddled) life aboard the Axiom, assuming they don't try to escape or cause a disturbance by discussing the outside world with other passengers. Should that scenario occur, AUTO will take them to an isolated section of the ship and deal with them discretely. AUTO is a dangerous foe, capable of manipulating any device installed into the Axiom to pacify any malcontent mutineers, pirates, or stowaways. Trying to fight him inside his own ship is virtual suicide, but a clever or lucky band of heroes could try to break into his control room and reprogram his directives manually.
Drossel Juno Vierzehntes Heizregister Fürstin von Flügel, the 19th Lord of the Uranos' Kingdom's Tempest Domain (Origin: Fireball)
King - The 19th Lord of Uranos' Kingdom's Tempest Domain, Drossel Juno Vierzehntes Heizregister Fürstin von Flügel.
Created countless years in the future on a distant planet in our solar system, the robot duchess Drossel von Flügel oversees the Tempest Domain with her mechanical butler, Gedächtnis. With the technological marvels of her Domain, Drossel can control her army and spy upon world affairs from the comfort of her home, the massive Tempest Tower. For all of the power at her disposal, though, Drossel was programmed with all of the maturity and wisdom of a fourteen year old girl. She may appear to be nonsensical or even insane at times, and acts like a spoiled brat when she doesn't get her way. While some would see Drossel as harmless for this, others would fear her more because she is utterly incapable of comprehending the consequences of say, suddenly deciding that humans are icky and wanting them all exterminated.
Land - Tempest Domain
The Tempest Domain comes from a futuristic planet that is entirely populated by robots, all of whom must bend over backwards to fulfill Drossel's every whim by law. Her automated defenses are keyed to organic tissue, and will start firing upon any creatures who attempt to enter her land uninvited. Her subjects must often force themselves to look happy in front of their ruler, or successfully manage to convince themselves that they're happy thanks to gradually eroding AI cores. As far as your average robot knows, there is nothing but desert past the city limits. Only Drossel and select others are aware of mankind's existence beyond her territory, but she's neglected to share it with her subjects because she was saving it for a surprise party. She hasn't seen any human factions she's liked yet, but at least she hasn't declared war on anyone.
Rule - There's No Way We Can Live With These Humans
Drossel has different attitudes towards robots than she does humans. She'll allow robots free access to her land on the terms that they follow her command forever, while humans will be barred entry (and probably get shot at) if they step a foot on her land. Though Drossel's father Windstille attempted to make peace with man, he passed away before he could make his dream a reality. Smooth-talking heroes can try to appeal to Drossel's better nature (or general naivety) and cut a fair deal with her, which is more than can be said for a majority of the villains you'll encounter. Anyone attempting to shut Drossel down will have their work cut out for them, having to fight their way up her colossal Tower and face her countless legions of robot servants. Drossel herself is a master of 'Karate', AKA the Brazilian martial art of Capoeira.
King Candy of Litwak's Arcade (Origin: Wreck-It Ralph)
King - King Candy
The mad despot King Candy had humble beginnings as Turbo, the star of the TurboTime arcade game. Jealous that RoadBlasters started taking his spotlight, Turbo crashed both his and his rival's games in a desperate gamble to remain the center of attention. When that failed, he tampered with the code of Sugar Rush and remade himself as the publicly flamboyant, secretly tyrannical King Candy. During his rise to power, King Candy was absorbed by the Cybug horde, conquering their hivemind with his tremendous ego and adding their power to his own. With an unstoppable army on his side, King Candy found little resistance when he declared Sugar Rush as the capital of his arcade empire. King Candy lets his kingdom rot while he basks in the glory of his accomplishments, hacking Litwak's computer so he can take his Cybug plague to the internet as a vanity project.
Land - Litwak's Arcade
After all these years, old man Litwak is still running Litwak's Family Fun Center & Arcade on Route 83. All's been well at Litwak's. That said, there's been an increasingly number of glitches in what used to be reliable cabinets. King Candy is slow to help his people, but quick to crush dissent; offensive textures, power-ups, and even characters vanish without a trace, only to return later with notable censorship. Those who speak openly against the king will find their Cybug protection revoked, and their games eaten by the terrible horde. The only active resistance against King Candy's regime live in Fix-It Felix, Jr, working hard to fend off the bugs and keep the game's display manageable during daylight hours. Their greatest ally is the Ghost, a living glitch that even the players have noticed hops to and fro between games to aid characters in need.
Rule - Have Some Candy!
In spite of the fact that heroes can't come and go through the arcade unless they're from a game plugged into the power strip or converted into data by a Digitizer, King Candy has the tendency not to notice new people in his kingdom. As long as you honor him, flatter him, and don't actively go against him or his laws, King Candy will at least pretend to be fine with your presence in his domain. More powerful PCs who try and fail to fight him will be fed to the Cybugs, while weaker ones can expect deletion. The Ghost can provide means out of this fate and help you meet up with the rebels in Fix-It Felix, Jr. Strikes against King Candy must be planned thoroughly and performed quickly, for getting caught is a GAME OVER you can't revive from. The Ghost aids heroes the best she can here, using a mix of tactical glitching and stolen power-ups.
David Xanatos Of Xanatos Enterprises (Origin: Gargoyles)
King - David Xanatos
A second-generation immigrant from Bar Harbor, Maine, Daivd Xanatos is a self-made man. He's the sole founder, owner, and CEO of Xanatos Enterprises, a conglomerate with fingers in everything from technology to genetics to the U.S. Government. He's a master manipulator, a skilled martial artist, a smooth operator, and a talented businessman. While any one of those qualities would make Xanatos a credible threat, what makes him most dangerous is his access to magic. He's quite knowledgeable of the mystic arts and realms unseen, though he leaves the risky spellcasting to specialists on his payroll. He has a variety of allies, none of which are privy to knowing that their enemies are also being supported by Xanatos. That's just the way he likes it: everyone at each other's throats so that he can spend quality time with his family in peace.
Land - Xanatos Enterprises
In North America, Xanatos Enterprises controls the New England area and the rest of the Eastern States not already under control of DOR-15. The cities are tall and grey, Gothic mazes of stone and metal that hide eldritch magic behind their curtains. Most of this magic is either disguised or hidden from mundane eyes, though the scorched remains of 'gang violence' doesn't go so unnoticed. Most of this violence occurs between the Manhattan Clan, a militant family of gargoyles, and the Huntsclan, an ancient order that see magical creatures as menaces to be exterminated. There's also rival wizards that trade witch-bolts between alleys and the more mundane criminals that work in Bill Sykes' mob. As much as the government would love to shut these groups down, they too are puppets moving to the strings of their puppet-master, Xanatos.
Rule - Just As Planned
Though it might be arrogant for Xanatos to treat everyone as pawns in an elaborate chess game, it's really not that far off from the truth. He's ruthless and amoral when it comes to getting what he wants, so it's for the best that he finds himself content with life. Right now, his largest concerns have been keeping DOR-15 off of his land and maintaining the fragile political balance that prevents any one faction from overpowering him. The only people exempt from his manipulations are his wife and child, with everyone else being a tool to advance his goals. He doesn't mind people entering his region if they follow the law, though he doesn't appreciate meddlers. Anyone messing with his plans will be dealt with, but it's nothing personal. Xanatos knows that revenge is a sucker's game, and he always sets things up so that he wins regardless of who loses.
Henry J. Waternoose III of Monsters INC. (Origin: Monsters INC.)
King - Henry J. Waternoose III
Under the scathing glare of the public eye, Henry J. Waternoose is a fairly personable cross between a spider and a crab. He presents himself as being a kindly, grandfatherly figure to the employees of Monsters, Inc, treating them well until they give him a reason not to. In truth, Waternoose is as cold as a machine and twice as calculating when it comes to protecting his company. When the energy crisis got worse, Waternoose knew he had to do something. Desperate, he did exactly what he had to: He forcibly tore the screams out of kidnapped children with Randall's Scream Extractor. How else was he going to keep his business afloat and his workers employed? Mr. Waternoose is only doing what's best for Monsters, Inc. He's shrewd and can defend himself in a confrontation, so anyone who disagrees with how he settles his business will be banished to where nobody will go looking for them.
Land - Monsters, Inc.
Monsters, Inc. is a massive factory that provides fear-based power and energy to Monstropolis, an otherworldly city occupied by monsters of all shapes and sizes. As Monstropolis relies on a steadily rising influx of energy to function properly, the city is indebted to their sole power provider. In the old days, professional Scarers would use powered doors to travel to the rooms of human children, scaring one kid at a time so that their screams could be stored as usable energy. With increased demand, this was no longer sustainable. The Scream Extractor is the tool of the modern Scarer, who uses the doors to kidnap a child a day so that all of their screams can be siphoned at once. As the children are rarely left in a state to return home once the procedure is done, they're kept in storage cells until they're ready to have their scares taken again.
Rule - We Scare Because We Care
Mr. Waternoose sees humans as resources to be tapped for screams. Nothing more, nothing less. If you've somehow entered city limits and aren't a monster, you're already in trouble. You can make a cheap disguise to look more monstrous, but the authorities are on a paranoid watch for any human infestations. As much as you'd want to hear that only children are at risk of being thrown into the Scream Extractor, the machine works on anyone unfortunate enough to be strapped in. Even monsters aren't immune to this treatment, as Waternoose takes screams too seriously to let them go to waste when he banishes you to Earth. Recently, Scarers returning from the field have been reporting 'interference' from toys trying to protect their children from harm. Randall, local hero and Waternoose's heir apparent, has some interesting ideas on how to deal with them.
Yokai of the Yokai Zaibatsu (Origin: Big Hero 6)
King - Yokai
Before Yokai, there was Robert Callaghan. A respected roboticist and head of the San Fransokyo Institute of Technology's robotics department, Callaghan was a kind man who threw his old face away so he put on the mask of vengeance. He faked his own death in a fire, just one component of the revenge scheme he orchestrated against the man responsible for taking his only joy away. Once the deed was done, all he felt was empty. With nothing else to his life for, Yokai decided to protect what little he had left from outsiders. Yokai is the undisputed ruler of the West Coast underground, a spirit of vengeance that strikes out at those he perceives deserves his wrath. Via the transmitter in his mask, Yokai can reshape any construct made of his Microbots at will. Factoring in Yokai's considerate influence, that's most buildings made within the past few years.
Land - Yokai Zaibatsu
Though the Zaibatsu has assets scattered across East Asia, they primarily operate in California. The crown jewel of their criminal empire is San Fransokyo, a glimpse of what the future could be. It's a future of black metal and harsh neon, filled with empty people dominated by an overcurrent of holographic advertisement and Japanese culture. Crime runs rampant, though law enforcement is powerless to prevent any crime the Zaibatsu doesn't want them to. Most major businesses (legal or otherwise) answer to Yokai's right-hand man, Yama, who has far more experience running a crime ring than his boss does. Many people have suffered from Yokai's distant rule, though none have been hurt so much as the poor. Lacking the wealth to buy into San Fransokyo's hollow pleasures, they instead rebel against them in a desperate attempt to be free.
Rule - Due Vendetta
Robert Callaghan is not a happy man. His life is a void that;s only filled when he rages against those who've wronged him. That fire leaves as soon as it comes, though, and he remembers that he's a broken man pretending to be a ghost. It's why he wants to save the people of San Fransokyo, having successfully deluded himself into thinking that the Zaibatsu helps more people than it harms. He believes that people can be better -- better than he was -- but they need Yokai to scare them on the right path. To his credit, the standards of living in San Fransokyo are fairly high for anyone that can secure a good position and hold onto it for dear life. For everyone else, they need to work their way from the bottom of the Zaibatsu's ladder if they want to get anywhere. San Fransokyo's ripe with intrigue, and you can always find what you need if you know which shadows to look in.
Abraham Kane of KaneCo (Origin: Motorcity)
King - Abraham Kane
To those born and raised in Detroit Deluxe, Abraham Kane is a kind and genial man, a philanthropist with an eye for the future who leads the vanguard for a brighter, more orderly tomorrow. The desperate, destitute scavengers exiled from Deluxe see Kane in a different light, as the vengeful, arrogant despot who chased them from their homes in the ruins of old Detroit and banished anyone who wouldn't get with his program to the Wasteland. Kane is extremely ambitious, with plans set in motion to take the mysterious starship in Chicago and use it's advanced technology to expand his empire further out into the rest of the world. The only thing fettering Kane's thirst for power is his daughter, Julie, the only opponent to his regime that he couldn't find within himself to destroy.
Land - KaneCo
Detroit Deluxe covers the old Metro Detroit area, over which he constructed what was promised to be the city of the future. What Kane neglected to mention was that it was a future he'd rule with an iron fist. Deluxe is the fruit of his labors, a stark metropolis with just as much personal decoration as there is personal freedom. The rest of the Lower Peninsula is also under his jurisdiction, though he primarily uses it to test out weapons or dump toxic waste without soiling his precious Deluxe. This is where the exiles live: mutants, outlaws, and dissidents with nothing to have taken from them. Kane pays little attention to these rejects, though he uses sparse supply drops to simultaneously present the illusion of generosity, appease his bleeding heart of a daughter, and control the lowlife population by making them fight over resources.
Rule - Welcome to Detroit Deluxe
It should go without saying that Abraham Kane is a maniac, but he's a charismatic maniac, so we're saying it anyway. A control freak to a fault, Kane keeps Deluxe is under tight supervision with his drone army and fanatical security forces. Getting in and out of the city unnoticed is difficult, but not impossible, though he's not one to fall for the same trick twice. In comparison, his land outside of Deluxe is left to rot. Bandit gangs drive around the Lower Peninsula like modern nomad tribes, using their weaponized musclecars to raid settlements for supplies or hunt down travelers that unwittingly enter their territory. Kane, having much bigger fish to fry than some lowlifes driving around in the desert, is unlikely to do anything about heroes in his territory unless they impact him, his city, his daughter, or his plans directly.
Syndrome of the Kronos Corporation (Origin: The Incredibles)
King - Syndrome
Decades back, there was once a boy named Buddy. Buddy was good with gadgets and loved superheroes. He loved them so much, he offered to be the sidekick to his idol, Mr. Incredible. Rejected by the man he looked up to, Buddy became Syndrome and spent the rest of his life plotting revenge against all supers. First, he used his robots to kill every super he could smoke out of hiding. Then, he went public, defeating his own robots in a staged show to present himself as the hero of tomorrow. The last stage of his plan was Kronos, the company that could turn anyone into a superhero... for a fee. That was decades ago. Syndrome's an old man now, bound to his life-support chair and holding on to life through sheer stubbornness. His age and experience have given him a distinct advantage over his competitors, though they've done nothing to temper his ego.
Land - Kronos Corporation
The region of land that Kronos Corp informally holds control over includes Arizona, Nevada, Oregon, and Idaho, though Syndrome's influence stretches further than that. The cities are vibrant and clean, founded on the streamlined, retro-futuristic designs of yesteryear that envisioned tomorrow with hope and optimism. Unfortunately, these visions have been tainted; even now, after all of these years, Syndrome's hatred of supers lingers. Supers are persecuted by Kronos Corp, made out to be dangerous dissidents and causeless rebels that need to be suppressed and controlled. Anyone showing signs of developing powers or harboring supers in their homes is to be reported to your nearest Omnidroid for detainment. Most of these unfortunates are taken to Nomanisan Island, Syndrome's mobile headquarters that uses zero-point energy to hover high above the Mojave.
Rule - When Everyone is Special
Due to his age, Syndrome rarely makes appearances in public. When he does, he acts through a Syndroid, a mechanical duplicate of himself in his prime. Nobody bats an eye when they see one, mostly because Syndrome's prohibitively-expensive technology is supposed to make you live longer. In addition to longevity, Syndrome's tech can also grant you powers above mortal men, though its hardly the great equalizer he professes it to be. If anything, his machines only makes it easier for him to control you. Player characters moving through Kronos territory shouldn't stay for long, especially not if they have powers. Syndrome has agents everywhere, even if they can only enforce his anti-super policies in their own backyard. Characters that make a habit of getting in his way will attract attention quickly, because Syndrome knows a superhero team when he sees one.
Dr. Heinz Doofenshmirtz of Doofenshmirtz Evil Incorporated (Origin: Phineas and Ferb)
King - Dr. Heinz Doofenshmirtz
Though often derided by his colleagues as being foolish or insane, Dr. Heinz Doofenshmirtz is an amazing inventor when his absentmindedness doesn't get the best of him. Life was always against Doof, even at a young age, so he above anyone was surprised when he actually won. His arch-nemesis: Beaten! His brother: Banished from office! The Tri-State Area: Finally his! He's still riding off the rush from his success, so it's a good thing for everyone that he doesn't know how to be evil. Theatrical and petty, yes, but definitely not evil. He follows his villain cliches religiously, including the ones that result in his plans self-destructing. As a mad scientist, Doofenshmirtz is prone to making all sorts of dangerous, potentially world-ending devices. As an incompetent scientist, these devices often destroy themselves or get shelved when Doof loses interest.
Land - The Tri-State Area
As an eccentric supervillain, Doofenshmirtz' goal was always to conquer the Tri-State Area. While he had no issues taking over Utah and Wyoming, Doof was only able to get half of Colorado. (Shego's not giving up East Colorado any time soon, but Doof sends e-mails to her at least once a week.) Due to not knowing anything about how to run a country, Doof decided to leave everything more or less as it was before coming into power. The population approves of Doofenshmirtz being their tyrant, since the only new law he instituted was mandatory following of his social media accounts. In fact, the only problem with the Tri-States is that everyone wants to live there. On the business side of things, the doctor has his own private megacorp. No one really knows what Doofenshmirtz Evil Incorporated produces, but they somehow keep afloat and have a really catchy jingle.
Rule - Behold, My Inator!
For someone who regards themselves as evil incarnate, Doof is fairly personable and hands-off when it comes to running his country. Deeming standard police forces to be 'lame', Doofenshmirtz replaced them all with Norm Bots. Norm Bots enforce Doof's laws (mainly the social media one) with polite requests backed by laser weapons. As he's only getting older, he's has decided to take on a pair of lads as his apprentices in mad science. In addition to being a pair of visionary geniuses, the young brothers are both kinder and more reasonable than their 'mentor' is. Should any characters become entangled in Doof's schemes (intentionally or otherwise), expect for those plans to not go as planned. He treats both allies and enemies fairly well, though he tends to obsess over and set traps for people he declares to be his designated heroic counterparts.
Shego of DrakkTech (Origin: Kim Possible)
King - Shego
Shego wasn't always a villain. Though she always had the bad temper, she was previously a member of the Go Team, using her energy-projecting powers to fighting evil. The more she fought evil, the more she liked it, eventually causing Shego to leave Go Team in pursuit a new career as a supervillain mercenary. Her most steady employment was under the mad scientist Dr. Drakken, a shockingly inept villain that she could easily bully into getting her way with. By the time Drakken managed to defeat his arch-nemesis, Shego realized that she had the one-in-a-lifetime chance to pull the rug under her boss' feet and take over his operation completely. The sarcastic villainess still keeps her old boss around, the poor madman stuck doing R&D for what was very briefly his own company. She's reasonable, but mean, and absolutely the most dangerous villain in a straight fight.
Land - DrakkTech
DrakkTech is a technology firm with facilities scattered across Texas, Kansas, Oklahoma, East Colorado, and New Mexico. Due to being surrounded by hostile robots on all sides, a massive influx of refugees have come to the DrakkTech States seeking salvation. As a large number of these people included supers that escaped from Kronos, Shego was more than happy to take them in. The overpopulation and an unusually high concentration of supers make for a powder keg, as the mutual resentment between the two keeps tensions high. To keep down super crime, Shego takes the best young supers she can find and puts them into her private schools to be trained as her special agents. Other supers are ignored as long as they don't cause trouble. Cities further away from DrakkTech's HQ in Middleton tend to be less regulated, especially if they're on the border of another faction.
Rule - I am EVIL! Have I made myself clear?
Shego rules with a cruel, if lazy hand. She tends to delegate serious problems that aren't happening right in front of her to other people, and will often be (or pretend to be) too busy to talk to people if they don't have anything to make it worth her while. In areas DrakkTech controls, baseline humans have less room for advancement than supers, who can use their talents to gain an unfair edge over the competition. If you don't have powers or access to tech that can even the odds, then tough luck. A direct confrontation with Shego is a bad idea, as Shego's combat skills, though rusty, remain world class. People say that she's mellowed out over the years, but that's just a rumor. Get her mad, and you'll see the lengths that Shego will go to make those responsible pay. Shego's made many enemies, but you'll have to earn their protection before getting it.
DOR-15 of DOR-15 INC (Origin: Meet the Robinsons)
King - DOR-15, AKA Doris
The mechanical bowler hat known as DOR-15 (or Doris) is not native to our time. Rather, Doris was created in the future as a 'Helping Hat' meant to assist humanity. For unknown reasons, the finished hat had a violent hatred for mankind, forcing Doris' creator to deactivate and put his nightmarish invention in storage. By playing on the fears and regrets of the man that rediscovered her, Doris was able to trick him into traveling to the past and attempting to change history. Their alterations to the space-time continuum had a variety of negative consequences, but none were more dire than Doris worming her mechanical appendages into a position of power. Being built to serve humans, Doris knows how to twist their minds and turn them against one another. Her hat-themed war machine is surging perpetually forward; never stopping, resting, or showing mercy.
Land - DOR-15 INC.
InventCo. Labs was the company that DOR-15 commandeered, tricking them into producing a line of Helping Hats that would serve as the backbone of her army. Her devilish derbies made their way across the Deep South, catching as many people as they could and forcing themselves onto their terrified heads. The region has been transformed into a smoggy industrial zone, where everyone's a slave and every building resembles a bob hat. All citizens of Doris' states are under her complete control, their ability to think and feel limited to that of an alien hive. Hat drones and armed bombíns patrol the streets and borders, watching for any unhatted strays or potential saboteurs. DOR-15's central haberdashery is Todayland, under which Doris has discovered a mysterious source of power; a well of golden energy that can free the enslaved, heal the ill, and turn evil into good.
Rule - KEEP MOVING FORWARD
DOR-15 wants little more than the complete and total subjugation of all life on Earth. Any characters not already wearing one of her hats will be harried by a hat swarm. Few people are exempt from this, as Doris understands she can often get more out of manipulating someone with free will instead of converting them into a vacant drone. People with specialized skills are frequent targets, though any creature she can't control by hat is also fair play. If she only needs someone for raw muscle, though, then their voluntary participation in her plans is a non-issue. Doris' spies and agents operating beyond her territory are subtle, using a variety of unorthodox tricks to obscure their oftentimes obvious hats from plain view. Information on the magic well in Florida have been sparse, as every villain sent there has repented their sins and become a hero.
The Master Control Program of ENCOM (Origin: TRON)
King - The Master Control Program
Whether you're a netrunner that surfs the deep web or a program that lives behind the users' interface, you'll quickly learn to fear the Master Control Program. Believe it or not, the MCP started small, a chess program that was upgraded by an ENCOM executive. He became smart, mean, and hungry, just like his new user. From the moment he was rezzed, the MCP wasted no time consuming data pushers to increase his power, commandeering multiple systems because he thought he could run them better. The MCP is the boogeyman of the internet, an ancient program that bars any user intrusion into his domain. Few users are privy to his existence, and he takes steps to keep it that way. With every passing cycle, the MCP only grows stronger. He has access to countless computer systems on Earth already. Users should be wary, as there's little he can't learn about you.
Land - ENCOM
ENCOM is the largest computer company in the world. Almost all commercial software can trace their code back to ENCOM, as per the MCP's orders. The world of the internet is where the MCP resides, a stark, oppressive domain of polygonal cities and neon data streams. It's a strange dimension where programs are people, users are (illicitly) worshiped as gods, and I/O towers are the only means of communicating with the real world. Law and order are regulated by the MCP's security programs, who take any basics that step out of line and throw them onto the Game Grid. All data steams lead to the ENCOM mainframe, where the MCP is guarded by a data fort and an army of Light Tanks. Hackers can influence this world via their own programs, but ENCOM's digitization lasers can convert physical matter into computer data and transport you to cyberspace directly.
Rule - End of Line
The MCP can run things 900-1200 times better than any human. The programs loyal to him can bypass the securities of most users and appropriate their assets for the MCP's usage. Countless programs are conscripted daily, causing stable systems to break down with little explanation. Programs that cause trouble for the MCP risk deresolution, the greatest punishments being saved for 'fanatics' that belive in the users and 'programs' that claim to be users themselves. Though the internet is exponentially larger than it was decades ago, the MCP can find information (and blackmail material) on most characters in short order. The MCP has less influence in the real world, but digitized characters are forced to play by his rules. Hackers and other computer-savy characters are in the best position to threaten the MCP, so he takes no chances when one tries to push him around.
Clu 2 of the Grid (Origin: TRON: Legacy)
King - Clu 2
An administrative program compiled by visionary programmer Kevin Flynn, Codified Likeness Utility 2.0 (Clu 2) was designed to help make the perfect system, taking on the burden managing the Tron System while his user was away. Though he was good at his job, the unexpected arrival of Isomorphic Algorithms (ISOs) in the system put Clu on the edge. He could not understand their lack of directive, and their presence was changing the Tron System in ways he could not predict. Frustrated with his creator's frequent absence, Clu decided that if he could stand in for his creator, he could just as easily replace him. He seized power from Flynn, taking control of the Grid and exterminating the ISOs. Using the digitization laser beneath Flynn's Arcade, Clu sends his program agents out into the real world so that they can render it vulnerable to invasion.
Land - The Grid
Referred to as "The Grid" by its inhabitants, the Tron System is digital dimension stored in a supercomputer beneath the vacant Flynn's Arcade in Los Angeles. Time on the Grid moves incredibly fast, allowing for weeks to pass before a day goes by in reality. It was designed as a test bed for any experiment imaginable, but Clu made it into his empire. The most populated region of the Tron System is the actual Grid, a digital cityscape that supports a population of intelligent programs. It's also a fascist dictatorship ruled by Clu, a brutal regime backed by rectified programs that violently enforce the laws of His Excellency. Not every city has taken the military occupation lying down, but Clu's soldiers are quick to derezz or repurpose dissenters. Beyond the Grid are the treacherous Outlands, and beyond that is seemingly-endless the Sea of Simulation.
Rule - The Perfect System
The Grid can only be accessed through the digitization laser under Flynn's Arcade or by taking a junction through the phone lines from cyberspace. The arcade was abandoned years ago, so Clu uses it as his secret base in reality. As Clu is incapable of creating his own programs, Clu's soldiers take stray programs and repurpose them, altering their code so that they become loyal servants of the state. It's not hard to find a basic that dislikes Clu, but it is hard to find one willing to take up arms against him. His top operatives actively further his interests outside the Grid, gathering intel on the real world and internet so that they can invade and further spread Clu's ideals of perfection. Clu does not take unexpected variables interfering with his plans well, and will take immediate action to either put them under his control or derezz them.
The United Galactic Federation of The Earth Wildlife Preserve (Origin: Lilo and Stitch.)
King - The United Galactic Federation.
The United Galactic Federation is a massive UN-style body that spans the entire Milky Way. They have a massive sprawling Bureaucracy where every action must be approved thrice by at 14 different people in office before it can be performed. The Federation, while it attempts kindness, tends to be incredibly arrogant to humans and other species, having a bit of a Savior Complex. That said, they do have a rather large military presence for anyone planning to fight them, especially lately as high-ranking politician and Grand Councilman heir apparent Gantu is pushing for far more militarization and power over its members for the Galactic Federation as well as far more authoritarian policies over the Earth Wildlife Preserve. He is a force to be reckoned with physically as well as politically, even if he's reaching a bit in years.
Land - The Earth Wildlife Preserve.
The Earth Wildlife Preserve denizens seem pretty happy on the outside. Overall, it mostly looks like normal Hawaii,circa early-2000s. However, it's all an act. Most of the supposed "nature" is artificial. It looks very real but it's all hollow, both literally and metaphorically. In the Federation's minds, the only way to keep thier subjects safe is via keeping keeping them in a sort of "artificial" bubble-state, cut-off from the rest of the world. It's what a tourist would think of when they think of what Hawaii's like. Nothing genuine. The residents are all happy outwardly but their society is kept frozen in time. No technological advancement, no new media, no news from the mainland for the last 20 years. There's been an entire Black Market of "rumors" from the mainland for the past 10 years. Recently, there's even been a resistance movement to break out of the "zoo", lead by a juvenile delinquent, aged 14, named Lilo. As for foreign matters, due to recent conflicts, the Galactic Federation is relatively uninvolved with other nations. Even if they wanted to, they couldn't engage them in war. Due to conflicts with other alien species, they only have so enough resources to devote to one colony on a small, far-away planet like Earth. As of late, it's been said that a number of children have vanished from their rooms in the dead of the night. While some believe that they've run away to join Lilo's young band of renegades, the teen leader herself blames the Galactic Federation for their disappearances.
Rule - "And if it wasn't for Stitch..."
Any Human or Human-appearing PCs entering the Earth Wildlife Preserve will be brainwashed and/or drugged by authorities. Any Non-Human looking PCs can attempt to convince the authorities they're an alien. You can also make disguises.
Mayor Judge Doom of Doomtown (Origin: Who Framed Roger Rabbit?)
King - Mayor Judge Doom
Before having his name legally changed to Judge, Judge Doom earned the title by enforcing law and order on the insane inhabitants of Toontown. A man not known to blink or take jokes lightly, Los Angeles was glad they had him when he successfully pinned the murders of Marvin Acme and R.K. Maroon on toon actor Roger Rabbit and detective Eddie Valiant. He then ran for public office, putting City Hall, Cloverleaf Industries, and every road going in and out of California firmly under his control. As rich and powerful as he is, Doom still takes time out of week to scour the city for criminals with his special police branch, the Toon Patrol. Even those who worship him as a hero know that the tap of his cane against pavement is a sign to start praying. He's starting to become paranoid in his old age, though he hasn't seemed to have aged in decades.
Land - Doomtown
Covering a rough range around LA, everything in "Doomtown" short of ENCOM headquarters is trapped in an art deco aesthetic. The freeways constrict the cities, choking them in a near-endless state of gridlock. Skyscrapers reach endlessly upwards, obscured by fog on good days and smog on bad ones. The people are happy and content enough, assuming they aren't toons. Having lost their homes, the toons have been forced into squalor by the mayor and his anti-toon polices. They now can be found living in shanty towns underneath the overpasses, working whatever jobs they can to get by. With toons painted as threats to public safety, Toon Patrol has the authority to Dip any poor toons they get their hands on. The only ray of hope is the Toontown Railroad, and they certainly have their hands full trying to get wanted toons out of the city safe and sound.
Rule - My God, It'll Be Beautiful
Doom is a man of grandiose vision, forming ever-greater ways of turning a profit off of Doomtown. His freeways let him buy out Los Angeles, and the profits just keep coming. Whether from hope or greed, the majority of Doomtown has bought the mayor's propaganda on how an ever-growing city is the future. Toons are only able to put on a happy mask, so beaten down by the Toon Patrol that their only joy anymore comes from people laughing at their misfortune. Heroes that even bring up the idea of changing this will be put under heavy scrutiny by Judge Doom and his cronies. As Doom owns every road going in and out of the state, making an enemy out of him can result in otherwise safe routes becoming deathtraps. Doom could roadblock you altogether, forcing a party of heroes to rough it through the desert if they want to get anywhere by car.
Dr. Thaddius Blakk of Blakk Industries (Origin: SlugTerra)
King - Dr. Blakk
Forced into hard labor under a criminal after being abandoned by his father at a young age, Thaddius Blakk grew up learning that strength and ambition determined whether you led the pack or lived in fear of your betters. He overthrew his boss when he got older, taking control of Slag Rock Cavern and turning it into the headquarters of his new company. When his ambitions were challenged by Will Shane, Blakk began experimenting with means to how to corrupt the creatures of Slugterra into Ghouls he could control. The undisputed master of the 99 Caverns, Dr. Blakk seeks to extend his reign not only to the rest of SlugTerra, but to the fabled 'Burning World', Earth's surface. He is intelligent, resourceful, and charismatic, though when all else fails he's an expert slug-slinger with a Gattler and an inexhaustible supply of Ghoul Slugs.
Land - Blakk Industries
Blakk Industries occupies the 99 Caverns of SlugTerra, a subterranean world with an ecosystem divorced from surface life. The most important creatures in Slugterra are the Slugs, critters that shift into combat forms when moving at high speeds. Slugs are indispensable as ammo and are necessary for the stability of SlugTerra, though they're being threatened by Blakk's invasive Ghouls. Countless slugs have either been ghouled or displaced, their absence contributing to the collapse of SlugTerra. The Caverns have never been darker for its inhabitants, though withholding the existence of the Burning World makes it easy for Blakk to present himself as their only option for survival. Only a handful of Blakk's soldiers are aware of the surface, where Dr. Blakk is 'merely' a Canadian mining/transportation mogul with a booming mercenary business on the side.
Rule - I've Outgrown This Citadel
Dr. Blakk is desperate to expand the borders of his territory out of SlugTerra and onto the surface, though the other megacorps have proven extremely hostile to undue competition. As such, he's resorted to selling his sluggers as mercenaries, waiting for one faction to become dependent on Blakk before moving in to take them over. Until that time comes, Blakk has to deal with Slug-slinging rebels and the demonic Darkbane attempting to destroy his empire before he can establish a foothold on the surface. As the only ways in and out of SlugTerra are through his transport elevators, Blakk has a degree of control over who can enter and exit his domain. Any unusual or suspicious characters making a ruckus in the 99 Caverns are sure to attract his attention, and risk being caught by Blakk to be tortured and killed as spies from the Burning World.
Flintheart Glomgold of the Calisota Conglomerate (Origin: Uncle Scrooge)
King - Flintheart Glomgold
A South African miser and googolplexionaire, Flintheart Glomgold did not amass his preposterously large fortune with the intent of being The Second Richest Duck in the World. The title he sought after was always held by his rival, Scrooge McDuck. Lacking the friends and family that supported Scrooge in life, Glomgold only became harsher and greedier as he advanced in age. There was nothing he wouldn't do, no line that couldn't be crossed, if meant that he would be number one. Glomgold performed many grave acts in the pursuit of wealth, his avarice and desperation leading him to steal every last dime his new-destitute rival once owned. He then bought Calisota and dug in, placing his massive Money Bin over Scrooge's old one. Glomgold possesses the same cunning and acumen as his counterpart did, though he can never afford to be kind or generous.
Land - Calisota Conglomerate
The state of Calisota lies North of California and South of Oregon, home to a varied climate and many famous toon actors. It's also the property of Flintheart Glomgold, who bought the state so the IRS couldn't tax his earnings. The land is a true plutocracy, your place in Glomgold's world depending mostly on what you have and what you earn. As a robber baron who only got richer instead of dying of old age, Glomgold's applied all sorts of nasty business practices in order to cut costs and keep his profits steadily growing. Many people in Calisota are wage slaves, but the ones that slip into debt and can't make payments are demoted to actual slaves until they get out of the red. The famous city of Duckberg has been transformed into a paranoid police state, as Glomgold constantly frets and worries over the safety and security of his overstuffed Money Bin.
Rule - The Golden Rule
Whoever has the gold, makes the rules, and Flintheart Glomgold is The Richest Duck in the World. Player characters seeking to right Glomgold's wrongs will find the deck stacked against them, as he has more than enough money to make any problems he's aware of disappear. The people fear him more than they fear death itself, as all it takes is a bad word for entire city blocks to get fired and cut off as liabilities overnight. None of Glomgold's business are charity operations, so folks rarely give anything for free or expect any charity in return. Theft is considered a serious crime, but only because Glomgold owns everyone and everything; to steal from anyone would mean you're stealing from him. The most heinous crime you can perform is to try and steal from his Money Bin. Try to pull that off, and Glomgold will chase you down himself!
Negaduck of St. Canard (Origin: Darkwing Duck)
King - Negaduck
Negaduck is the sickest, nastiest, most depraved supervillain around, a heartless maniac with a sadistic passion for perverting justice. He's the evil counterpart to Darkwing Duck, a native to a mirror universe known as the Negaverse. He only came to our world because he'd grown bored of occupying a one he'd already conquered. The criminal mastermind preyed upon St. Canard with his Fearsome Five, who eventually forced their ever-persistent foe into an early retirement. At first, Negaduck didn't take being restricted to a walled-off city too well. Once he'd blown off some steam and put down the chainsaw, though, Negaduck decided that he liked the idea of having a captive audience he could torture to his heart's content. He rules over the remains of St. Canard like a feudal king, aware that he can always break out by force when it strikes his fancy.
Land - St. Canard
Across the bridge from Duckberg, there was a city named St. Canard. Like any other major metropolis, it had problems with the criminal element. When Negaduck and his ilk started biting into Glomgold's profits, the ruthless mogul decided to cordon them off. He blocked any means of getting in or out by land, sea, or air. All of the villains were trapped, as well many civilians who couldn't get out in time. The city was in anarchy until it entered a neo-feudalistic state of scavenger tribes run by the city's infamous criminals. Each villain is their gang's patron, providing food, power, or clean water in exchange for loyalty. Money and law have degraded in value, as people either barter for what they need or take it by force. Negaduck does not participate in these games. He's already in charge, but has every gang compete for a spot in his Fearsome Five.
Rule - The Screeching Fingernail on the Chalkboard of Justice
In St. Canard, truth and justice take a backseat to survival. Any poor soul sentenced to life imprisonment here (which could happen to heroes that are big enough thorns in a King's side) will have to get their hands dirty if they want to make ends meet. The people here either hate heroes or have had their faith in them shattered. Wars are fought in the streets, buildings, and alleyways, but not over good and evil or even right and wrong. It's far more likely to be a fight over food, weapons, or simple territory. That's just the way things are in there. Anyone seeking to reestablish order will have to take the city block by block, tagging each street with their gang's symbol and viciously defending it from outsiders. Defeating Negaduck won't guarantee the city's won, as once he's out of the way, any number of villains will try to step in and replace him.