Disney Villains Victorious Kings and Villains

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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.

Note 2: The Villains (meaning not the Kings)are EXAMPLES/SAMPLE enemies. You can use them if you want, you can make up your own, or do both. It's completely your choice. Please check the Statlines page before this one, as those statblocks are kept more up-to-date.

Archidocesis Pontificis Immortalis[edit]

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: 10/14
Agility: 11/14
Intelligence: 12/14
Sensibility: 9/14
Charm: 13/14
Will: 5/5
Strikes: 7+X2, where X is the number of party members.

---Skills---
Occult: 7 + 2 from Weapon.
Music: 7 + 1 from Microphone.
Persuasion: 7 + 2 from PG-13 Seductress trait.
Range: 7 + 2 from Weapon.
Melee: 5 + 1 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)
-PG-13 Seductress
Grants +2 to Persuasion when in a COMPLETELY CHILD-SAFE AND PG-13 seductive situation.

---Powers---
-Nun of Menoza (Unique)<br\> Spend 1 Will point. Grants +7 to Persuasion for a turn. Lose all powers below besides Disney Princess for 1 turn.
-Bringing Down da' Hammer (Of God)
Smite some fool heretics for 1 Will point. Rolls R+O+I, blinds the shit of anybody who gets hit with it. Ranged of 20m. Can spend another Will point, meaning 2 Will points total, to increase range to 30m, and create a 10m shockwave that will stun, but not blind, the shit out of anybody who gets hit by it. Will royaly fuck up the Undead.
-Disney Princess (Not Really)
While in a musical number, other units can join to help give bonuses. Each unit joining in grants +1 to whatever bonus the music is applying.
-White Mage
Unit can spend 1 Will point to restore up to 1d6 Strikes on a chosen target. Gets rid of status effects. If used on a downed unit, unit comes back with 1 Strike remaining in this units next turn. Damages the Undead.

---Equipment---
Holy Bible: +1 to melee. +2 to Ranged and Occult. Effective against undead.
Microphone: What kind of nun would have a microphone? A nun who's the spoiled daughter of a noble, that's who. Grants +1 to Music.
COMPLETELY CHILD-SAFE NUN ATTIRE. Completely APPROPRIATE for kids. Dyed pink for some reason

Physical Description/Background: The bratty and spoiled daughter of a famed aristocrat, who get into this position through mostly her father's money and some PG-13 seducting. Although she does dig the nun gig, andtis genuinely holy. Besides the abstinence part. Not completely evil, but still a pretty big bitch, so you can change her, but it's gonna take a LOT of effort. Also has a tiny pet Chihuahua or some similar toy-sized dog that follows her around.


  • 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: Kinda Cyborg

---Attributes---
Robustness: 11/14
Agility: 9/14
Intelligence: 12/14
Sensibility: 13/14
Charm: 10/14
Will: 5/5
Strikes: 8+X2, where X is the number of party members.

---Skills---
Insight: 7 + 2 from Blindfold and role.
Mechanics: 7
Craft: 7
Ranged: 7 + 4 from Ranged Weapon.
Melee: 7 + 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, an Ice Shard that causes -2 to Agility and Robustness. Unit can also instead perform a Powerful Blast/Beam that pierces and is R+X2+I2, but cannot use this power for the rest of its current turn, or its next turn if the blast was its last action. R = Ranged, X = Mechanics/Occult, I = Intelligence.

---Equipment---
-Blessed War-Hammer: A War-Hammer that is blessed by a holy power. 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, along with white 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 fighting monk's garb, dyed blue and with six arm-holes. Grants +1 to Brawl.

Physical Description/Background:

Inner Circle
Name: Lady Tremaine
Role: Charming Inner Circle
Country of Origin: France
Size: Medium
Species: Human

---Attributes---
Robustness: 6/12
Agility: 6/12
Intelligence: 9/12
Sensibility: 9/12
Charm: 12/12
Will: 3/3
Strikes: 3/3

---Skills---
Prevent Harm: 5
Endure: 5
Deceit: 6
Persuasion: 6
Academics: 5
Insight: 6
Music: 6


---Traits---
Etiquette: Gains a +3 to social situations among the nobility.
Refined: +3 to Academics related to art and culture.

---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.

Olympia[edit]

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[edit]

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: 8
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 magical weapons.

Villains

  • 1. Great Gwythaint [OUTDATED]

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 [OUTDATED]

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
[Weak Point Robustness: 8/16])
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 [OUTDATED]

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[edit]

King
Name: Dr. Facilier
Role: Charming/Smart
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(16)
Intimidate 10(12)
Insight 12
Deceive: 14
Occult: 14
Melee: 8(9)
Prevent Harm: 4 (5)
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.
-The Past, The Present And The Future As Well: Spend a Will point. For the next scene, you may use a traditional divination method of your choice (cartomancy, palm-reading, oracle bones, crystal ball, tea leaf readings, what have you) to discern 3 facts about any willing participant; 1 about their past, 1 about their present and 1 about their future. Tradition dictates, of course, that you share this information with all participants.
-Shake My Hand: +6 to any Persuasion and Deceive rolls made as part of a bargain that will utterly screw the other party over.
-Come On Boys, Won't You Shake A Poor Old Sinner's Hand?: Reroll Persuasion and Deceive Rolls in bargains and keep the better result.
-ARE YOU RRREAAAAADYY!?: Your Persuasion and Deceive attacks score an additional Strike for every 8 point over the opponent's defense instead of every 10

---Equipment---
Fine Tuxedo and Top Hat: +1 Prevent Harm, +2 Persuasion
Skull Mask: +2 Intimidate

Villain
Name: Caimán Diablo
Role: Strong/Intelligent
Size: Giant
Species: Alligator???
Tier: Heroic

---Attributes---
Robustness: 18
Agility: 6
Intelligence: 14
Sensibility: 12
Charm: 10
Will: 4/4
Strikes: Strikes: 5+3X, where X is number of party members.

---Skills---
Athletics: 8
Brawl: 10 (12 with Bite, Tail)
Prevent Harm: 10 (12 with All-Natural Armor)
Endure: 10
Stealth: 8 (typically rolled with Sensibility, as per the standard crocodilian hunting strategy)
Intimidate: 8
Deceive: 5 (7 with Crocodile Tears)
Persuasion: 5
Occult: 16
Academics: 5
Linguistics: 12
Travel: 8
Insight: 8

---Traits---
Giant: +4 Brawl rolls when charging into combat.
Rivergoer: Bonus to movement in water, penalty to movement on land
All-Natural Armor: +2 to Prevent Harm.
Tick-Tock: +2 Intimidate to Pirates
Crocodile Tears: +2 to Deceive.
Death Roll: 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. Crocodiles do two strikes to Pinned enemies on a successful strike.
Overwhelming Brawn: If your Robustness exceeds your opponent's Robustness by 3 or more, your physical attacks score an additional Strike for every 7 point over the opponent's defense instead of every 10 so long as they are dealt with Robustness.
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.
Refined: +3 to Academics related to art and culture.
Been Around the Block: This unit has been around for a long, long time. +2 to rolls concerning knowledge from the long past.

---Powers---
Crikey!: Your Brawl attacks score an additional Strike for every 8 point over the opponent's defense instead of every 10
Aquatic Ambusher: Reroll Stealth checks while swimming and keep the better result.
Terror of the Swamp: At the beginning of each turn (in combat), make an Intimidate attack against all those who have gazed upon Diablo in the last round.
In The Dark Of The Night: Reroll Occult checks at night and keep the better result.
Mystery Power: This unspecified power reflects Diablo's true nature, as decided by the GM.

---Description---
An ancient alligator changed by voodoo long ago? A beast from the Other Side? An alligator that a Friend is using as a cheval? No one, save Facilier, Mama Odie and himself, knows exactly what Caimán Diablo is, but there are a few things everyone knows about him. For instance, he takes the shape of an alligator over 30 feet long, as black as night save for his light purple underbelly and the glowing light green inside his jaws. His teeth are as long and thick as tent pegs and sharp as razors, while his eyes contain an unnatural spark. If you go into the bayou, he will find you, unless you stick to the areas he is too large to access, in which case he'll send mundane alligators after you. Either way, when you are found (when, NOT if) you must offer tribute if you wish to live. The proper tribute is a lamb or any larger red meat animal that has been specially marinated; however, a chicken or larger white meat animal that is properly marinated will suffice on the condition that you go back the way you came. Beef jerky with barbeque sauce will get you a 10 second head start, 30 if Diablo's feeling generous. Though it might work for the alligators he commands, never offer fish to Diablo himself. Trust me, he'll do worse than killing you.

Though they are completely independent of each other, Facilier benefits from Diablo's presence. All but the most foolish of those who seek Mama Odie or wish to flee their debts through the bayou will prepare tribute. However, both marinades for tribute include gunpowder and ground up dried shrimps among their ingredients. Since dried shrimp isn't used at all in the local cuisine except for a select few gumbos, anyone who purchases dried shrimp and gunpowder (including munitions, especially if they don't have the proper guns) is almost certainly planning to do something in the bayou soon. By keeping tabs on who purchases those items and cross-referencing, he can identify these people and inform everyone whom they owe a debt, putting them further in his own debt.

However, there is another detail about Diablo that most do not know. He is far smarter and more knowledgable than any alligator should be; far more than most men are, even! He is especially knowledgable about history, ancient languages and above all the occult. And he is certainly smart enough to know that when someone brings him a bull or prize hog when a lamb or chicken would've sufficed, they want him to share his many secrets....

Villain
Name: Bokor de Mort
Role: Charming/Smart
Size: Medium
Species: Human
Tier: On A Roll

---Attributes---
Robustness: 10
Agility: 10
Intelligence: 14
Sensibility: 12
Charm: 16
Will: 8
Strikes: 10

---Skills---
Acrobatics: 6
Athletics: 6
Persuade: 10 (12)
Intimidate 12 (14)
Insight 8
Deceive: 10
Occult: 12
Melee: 6(9)
Prevent Harm: 10 (11)
Endure: 12
Music: 8
Craft: 3

---Traits---
A Man of Wealth and Taste: +3 to Deceit when attempting to pass yourself off as a member of the upper crust of society.
Fast Talker: +1 to Deception for each character in the group this unit is trying to deceive.
Let's Make a Deal: +4 to Persuasion while trying to convince a character to accept a bargain or transaction.
That Voodoo You Do: +5 to Occult checks concerning necromantic voodoo.

---Powers---
A Second Chance: Bokor can bring back the dying and very recently dead other than himself. This does not cost a Will point; however, he cannot do so unless a bargain is struck, and he only strikes bargains that are in his favor.
Day of the Dead: At any given time, Botor has 6d6k4+2X zombie Mooks and X zombie Lackeys at hand where X equals the number of players. For one Will point, he may summon 2d6 additional zombie mooks and one Zombie Lackey. Zombies follow the same rules for the undead as the Cauldronborn but are otherwise normal mooks and Lackeys.
Because This Is THRILLER!: When using Music, Bokor and his undead minions enter into a song and dance number of such terror that it grants an additional +1 to Intimidate for every 4 zombies present in addition to its normal effects. This takes one action per turn on part of each of the zombies.
JUST A LITTLE MORE TIME!: Spend three Will Points when all strikes have been used up. Instead of dying or suffering defeat, this unit makes one last deal with his Friend On The Other Side. This restores his strikes and boosts his stats by +4 but halves his Prevent Harm and Endure scores.

---Equipment---
Grim Scythe: +3 Melee
Fine Tuxedo and Top Hat: +1 Prevent Harm, +2 Persuasion
Skull Mask: +2 Intimidate

Wouldn't just a little more time be nice? To say goodbye to those dear to you, to get revenge on your enemies, to finish some important task, to have one last night partying it up in New Orleans? There is a man in the Shadowlands by the name of Bokor de Mort who has a mysterious way of arriving before those on death's doorstep and offering just that: a little more time. The price, of course, being your soul and body; your soul will go to The Other Side, and your body will serve Bokor as a zombie. The better your body is, the more time he will give you, but beware, for his abilities as a collector as second only to Facilier himself. There are rumors of a few who have escaped him, who live their half-lives in secrecy, but it would be foolish to try to emulate them.

Bokor certainly knuckles under to Facilier but technically doesn't work for him; Bokor works for the most powerful of Facilier's Friends On The Other Side, the one he will only refer to as "Baron Samedi". There is an understanding that as the more successful dealer, Facilier's words should generally be heeded. Bokor makes many dealings with Facilier, offering his zombies as a supply of labor. He usually receives worldly goods in return (rum and cigars being his favorites), but Facilier has given him a few souls to cover "the ones that got away".

Bokor de Mort, for all his charm, is quite rude. He has the bad habit of handing out racial epithets, misogynist slurs and every other category of insulting name under the sun like they're going out of style. (Some of them are actually going out of style, but that's beside the point). An important thing to note is that Bokor used to define his deals in fairly slippery terms (such as "a night in New Orleans"), but when his clients exploited loopholes in those deals Baron Samedi was quite displeased these with him. Because of this, he nowadays defines his deals in terms of times that can be measured on a stopwatch....usually. From time to time he will get bored and offer a deal with a loophole for his own amusement. He finds merriment in watching his client desperately search for that loophole, then denying it to them one they've found it.

Arendelle[edit]

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[edit]

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.


  • 2. Sheriff Woody Pride

Role: Villain, Nimble/Charming Guy
Class: Rootin-Tootin Cowboy
Country of Origin: The Old West
Size: Medium
Species: Human

---Attributes---
Robustness: 10
Agility: 12
Intelligence: 9
Sensibility: 10
Charm: 12
Will: 3
Strikes: 3+2x

---Skills---
Ranged: 7
Prevent Harm: 6
Endure: 6
Persuasion: 6
Travel: 7

---Traits---
Not On My Watch: +2 Melee when fighting those that would harm the innocent.
Horse Lord: +3 to Travel while on horseback, to handle horses and to tame wild horses.
Cattle Baron: +3 to all herding and ranching checks.

---Powers---
Ride Like the Wind (Unique!): While the Sheriff is riding a horse, he may spend a Will Point. If he does, the horse that the Sheriff is riding doubles it’s speed for the next 3 rounds.
Everybody Hold It!: Spend a will point. +5 bonus to halting a fight in progress via diplomacy or just shouting loudly. You have three rounds to stop the fight from resuming.
Quick Draw King: You may always make one attack in the surprise round, and never suffer penalties in the surprise round.

---Equipment---
Trusty Revolver: +3 Ranged
Badge: +3 Persuasion to law abiding citizens, +3 Intimidation to Criminals
Lasso: Ranged, incapacitates people until they pass a Legerdemain test
Bullseye: Not really Equipment, but the Sheriff wouldn't ride with any other horse if he could. The speed of "Ride Like the Wind" is tripled instead of doubled if the Sheriff is on Bullseye.


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[edit]

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.


Villains

Name: Attila, the Scourge of God
Role: Strong/Charming
Country of Origin: China/The Hunnish Empire
Size: Medium
Species: Human
Tier: Hero

---Attributes---
Robustness: 16
Agility: 14
Intelligence: 11
Sensibility: 10
Charm: 15
Will: 3/3
Strikes: 5+3X, where X is the number of players in the party.

---Skills---
Acrobatics: 8
Athletics: 8
Melee: 7
Ranged: 6
Brawl: 6
Prevent Harm: 6
Endure: 6
Stealth: 4
Intimidate: 7
Persuasion: 5
Travel: 7
Insight: 4

---Traits---
-Prideful Warmonger
Every Social Strike against this character counts double. For every double Social Strike taken, obtain +2 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 a Brigade
He can call in his Mooks, Lackeys and Inner Circles 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.
-Noble Privilege
This unit is the grandson of a KING. He gets +5 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.
Scourge of God: +5 to resist divine attacks/magic.
420 RAZE IT: +3 to arson, rape and pillage.

---Equipment---
The Sword of Mars: +6 to Melee
(Great) Hunnish Warbow: +3 to Ranged.
Iron-beaded Leather Armor: +3 to Resist Harm

The Subjugate of Kaa[edit]

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[edit]

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[edit]

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

---Attributes---
Robustness: 4
Agility: 10
Intelligence: 10
Sensibility: 15
Charm: 10
Will: 7
Strikes: 3+x

---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.

Alice Liddell
Role: Intelligent/Sensible
Class: Reluctant Queen
Country: Britain/Wonderland
Size: Medium
Species: Human

---Attributes---
Robustness: 5
Agility: 8
Intelligence: 10
Sensibility: 12
Charm: 9
Will: 6
Strikes: 4

---Skills---
Athletics: 3
Prevent Harm: 4
Endure: 6
Deceit: 4
Persuasion: 4
Academics: 5
Science : 5
Linguistics: 3
Travel: 6
Driving: 5
Insight: 6
Music: 4

---Traits---
Etiquette: Gains a +3 to social situations among the nobility.
Refined: +3 to Academics related to art and culture.
Curiouser and Curiouser: This character gains a +2 bonus to learn new things.
Among Mad People: Alice gets a +2 bonus to understand the insane. +4 if they belong to Wonderland.
Maze Walker: +3 Travel in mazes. Wonderland qualifies as a massive maze.
I’m Not Going Back!: Her experiences with the denizens of Wonderland have left a lasting scar on Alice. All attempts to persuade her to return to Wonderland face a -6 penalty. The penalty is reduced to -3 if you have a REALLY good reason for her to go back.
Reluctant Queen: Until the Queen of Hearts is taken out of power, Alice cannot access the benefits of being a Queen.
Dream Lord: This unit is the Queen of a Dream Realm. Under the correct circumstances (a rabbit hole or mirror), she may enter her Dream Realm.
Elite Global Huntsman Club Mascot: During her time with the EGHC, Alice has learned the ins and outs of getting along with their members. +1 to all social interactions with Huntsmen and hunting animals. Kings are not affected by this trait.
Spirit of Adventure Copilot: +1 Travel and Drive in an airship.

---Powers---
Wonderland’s Most Wanted: Once a day, Alice will be attacked by either 2d6 Playing Card Mooks or a Wonderland Villain. They will attempt to drag her to Wonderland on the Queen of Hearts’ orders. These attacks stop when Alice becomes Queen.
Eat Me/Drink Me: Spend a Will Point. Alice produces an Eat Me cake and a Drink Me potion out of seemingly nowhere. The Drink Me potion will change Alice’s size to Small, and the Eat Me cake will change Alice’s size to Gigantic. The first one she consumes will change her to those sizes. The second one will restore her Medium size. If separated from the second consumable and unable to turn back to normal, she will change back to Medium size at the end of the scene.
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.

---Equipment---
Dinah: Alice’s beloved cat. Strings had to be pulled to get them back together. Nobody like to bring it up.
Huntsman Security: While on the Spirit of Adventure, Alice is constantly guarded by anywhere between 6 and 12 Hunter Mooks or Lackeys. These Huntsmen are armed with +2 Ranged guns and +1 Melee knives in order to protect Alice from Wonderland creatures that will attempt to kidnap her. Should the situation call for it, she may be protected by a Huntsman King instead.
Cruella De Vil Original Dress: Made just for Alice, from the blue hide Wonderland predator. +2 Prevent Harm, +2 Endure, +1 Intelligence and +1 Sensitivity.
My First Adventurer’s Book: +1 on Academics rolls regarding geography, history, anthropology and the other adventuring sciences.

Wendy Darling Role: Sensible/Intelligent Class: Dreamer Country: Britain Size: Medium Species: Human

---Attributes--- Robustness: 6 Agility: 7 Intelligence: 10 Sensibility: 12 Charm: 10 Will: 6 Strikes: 3+x

---Skills--- Athletics: 4 Prevent Harm: 4 Endure: 6 Persuasion: 4 Academics: 5 Science : 5 Travel: 6 Insight: 6 Music: 4

---Traits--- Etiquette: Gains a +3 to social situations among the nobility. Dream Lord: This unit is the Queen of a Dream Realm. Under the correct circumstances (Second Star to the Right), she may enter her Dream Realm. Without the Dreamer, a Dream Realm will cease to exist. Flight: Self explanatory. Captive: Wendy Darling is currently the guest of a villain of the GM’s choice - (most agree on one of Ursula the Sea Witch or Frollo). There are two Kings that are interested in her status as a Dreamer: Dr. Facilier and Captain Hook. Peter Pan’s Shadow: Even though Peter Pan is long gone, his shadow stayed behind as a ghostly ripple of his former self. This being has 14 Agility, +8 Prevent Harm and +6 Brawl. It can be stunned for a round by attacking it with a light or fire weapon.

---Powers--- 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. Pierce the Truth: Spend a Will point. Grant your allies a +5 bonus to overcome Fear and +5 to recognize Illusions. Your Mother and Mine: Spend a Will Point to test Music against a group. TN 10+1 for every person in the group. If you succeed, everyone in the group takes a Social Strike and will be unable to attack for their next turn. Does not work against Villains.

---Equipment--- Dress: +1 Prevent Harm, +1 Endure

All-Oceans[edit]

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---
-Aquatic Creature 2x movement in water, 0.5x movement on land
-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


Villains

Name: Yamato Crab
Role: Robust Villain
Battleship Class Spider Crab
Country of Origin: All Oceans (Japan)
Size: Giant Enemy
Species: Humongous Antagonistic Crustacean

---Attributes---
Robustness: 25
Agility: 8
Intelligence: 5
Sensibility: 15
Charm: 5
Will: 6
Strikes: 7+4x

---Skills---
Ranged: 10
Brawl: 15
Prevent Harm: 10
Endure: 10
Stealth: 5
Deceive: 5
Intimidate: 10
Mechanics: 10
Travel: 8
Driving: 10
Insight: 8

---Traits---
Giant: +4 Brawl rolls when charging into combat.
Swims Like a Boat: The Yamato Crab may use Driving in the place of Athletics or Acrobatics.
That’s No Ship: The Yamato Crab may only use Deceive to disguise itself as a wrecked ship, but may add it’s Stealth to the roll when it does so.
Sea Creature: X4 Movement Speed in the water. X0.1 Movement Speed on land.
Defense Weapon: +3 to combat rolls when defending itself from an attack in it’s own territory (Pacific Ocean).
Weak Point: If an attack ever reaches the Yamato Crab’s weak points (it’s head or exposed limbs), the Strikes dealt are doubled. If you are aiming for these weak points, you must take your roll at a -5 penalty for a called shot.
Overwhelming Brawn: If your Robustness exceeds your opponent's Robustness by 3 or more, your physical attacks score an additional Strike for every 7 point over the opponent's defense instead of every 10 so long as they are dealt with Robustness.
Terrifying: +3 to Intimidate if you are physically larger than your target.

---Powers---
Open Fire!: Spend a Will Point. The Yamato Crab fires a volley of explosives at a single target, rolling Robustness + Ranged for damage.
Death Charge: Spend a Will Point. The Yamato Crab unloads explosives that are a death sentence to submarines. Must be avoided with a Drive check of 30, or all passengers of the ship must roll Prevent Harm of the same. Failing the Prevent Harm check causes a loss of a Strike.
Release the Crabs of War: Spend a Will Point. 4d6x10 Crustacean Mooks swarm out of the Yamato Crab’s shell. Though weak individually, they add +1 to the TN to an Agility Test for every 20 Crabs attached to your vehicle. They must be shaken off with Driving TN25.

---Equipment---
Yamato Shell: A giant wrecked battleship that is being used as the shell of the Yamato Crab. +5 Ranged and +15 Prevent Harm against outside attacks. Does not protect limbs or head.
Crabby Crew: The Yamato Crab is ‘manned’ by an immeasurable number of smaller (Tiny to Small) crustaceans. If the Yamato Crab has lost less than half of it’s Strikes, the Crabby Crew can take an action (treated as the Yamato Crab's action) to restore a Strike with a success Mechanics Test of TN25.

---Rundown---
Ursula’s answer to Atlantean submarines. Once a regular spider crab, the Yamato Crab was changed by Ursula into a sea monster occupying the hull of a wrecked battleship. It hides near the shores of Japan, ready to tear apart any vessel that gets too close to the ocean. It is filled with tiny crabs that control the weapons systems of the ship. The scariest part about the creature is it’s intelligence: Despite being a colony of minds, the Yamato Crab and the Crabby Crew are as smart as a sack of potatoes. Clever or not, the Yamato Crab is a terrifying enemy that should not be taken lightly.


Navy Bones, Impostor Pirate King
Role: Strong Guy
Country of Origin: All Oceans
Size: Medium
Species: Octopus Man

---Attributes---
Robustness: 10
Agility: 8
Intelligence: 6
Sensibility: 10
Charm: 6
Will: 3
Strikes: 3+X, where X is the number of players in the party.

---Skills---
Acrobatics: 4
Athletics: 4
Melee: 5
Brawl: 5
Prevent Harm: 5
Endure: 5
Deceit: 5
Occult: 4
Linguistics: 3 (Fish, Crustacean, Human)
Travel: 4
Insight: 4

---Traits---
One Jump Ahead: +2 to Athletics and Acrobatics when fleeing from authority or more than three pursuers.
Time for Panic: +5 to any roll used to escape a dangerous situation while on one Strike or no Strikes.
Not the face!: You're too pretty to die. Instead of taking a Physical Strike, you may sacrifice one item that grants at least a +1 bonus to a skill instead of taking that strike. The item is destroyed instead.

---Powers---
Zealous Champion: Navy Bones cannot be dissuaded from believing he his Davy Jones by Illusions or social skills unless the other party spends a Will Point.
Will the Real Davy Jones Please Stand Up: Navy Bones may spend a Will Point to gain +20 on a Deceive roll to convince people he is the infamous Davy Jones. If he succeeds, roll 1d6. On a 1, Davy Jones becomes aware that somebody is using his identity, and will send a Pirate Kingdom Villain their way to investigate. If all of his Villains are indisposed of (and Davy Jones is doing nothing himself), he will investigate this matter himself.

---Equipment---
Decent-Quality Sword: +1 to Melee
False Pirate King's Raiment: +1 to Prevent Harm
Cheap Hat: +1 to Drive on boats.
The Floating Norwegian: A crappy boat made of driftwood. +1 Travel. The Floating Norwegian is manned by 12 fishman Mooks with Natural Weapons (Various). This boat can be destroyed with the ‘Not the Face!’ Trait.
Navy Bones’ Closet: The Floating Norwegian’s storage room and captain’s quarters.

---Rundown---
Once upon a time, a cephalopod came to Ursula with the request to become a pirate, raiding the cities of man for their treasures in her name. She ignored him until she had an idea. Ursula gave Navy Bones his own ship and crew, sending him to the Pirate Kingdom to start trouble in Davy Jones' name instead of her own. For added kicks, Ursula brainwashed him and his crew into thinking he was Davy Jones too. This scheme didn’t cost too much effort to put together, as she cheaped out on the magic just for the sheer audacity of it.

The Shere Khanate[edit]

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.

Villain
Name: Tabaqui
Role: Strong/Nimble
Country of Origin: India
Size: Medium
Species: Hyena
Tier: On A Roll

---Attributes---
Robustness: 16
Agility: 13
Intelligence: 6
Sensibility: 8
Charm: 5
Will: 4/4
Strikes: 5+3X, where X is the number of players in the party.

---Skills---
Athletics: 8
Brawl: 9 (11 with Fangs and Claws)
Prevent Harm: 9
Endure: 7
Stealth: 6
Travel: 5
Insight:3
Deceit: 7
Intimidate: 8

---Traits---
Bonecruncher: Ignores Armor on Brawl or Melee rolls.
Hideous Laughter: +3 to Intimidate while laughing.
Scavenger: +3 to Travel checks to feed yourself.
Pack Hunter: Receives +1 more from Music bonuses than usual.
Think You Can Hide from Me?: +2 to Insight when attempting to detect people in Stealth.

---Powers---
The Killing Joke: Every time Tabaqui deals a strike, he gains +1 to the skill dealing that strike. These bonuses disappear when a roll with that skill fails.
The Comedy of Errors: Every time Tabaqui resists a strike, he gains +1 to the skill resisting that strike. These bonuses disappear when a roll with that skill fails.
Fiendish Laughter: Spend a Will Point to gain +4 to an Intimidate roll, and it affects everyone within 25 meters instead of one target.

A mentally deficient scavenger, Tabaqui does something other creatures would never dream of doing: he lives off the leftovers of Shere Khan's kills. Most predators would be terrified to even scavenge such a kill, let alone follow the Dread King around waiting for the chance to do it again. Most likely, he is too stupid to realize the supposed danger in what he's doing, but there's also a chance that he knows the truth of the matter; Shere Khan can make whoever he wants do whatever he wants whenever he wants, but it's rather inconvenient to have to go looking for someone to "persuade" first. So long as he allows Tabaqui to scavenge his kills, he'll never have to look very far. So beware, for if you encounter Tabaqui, his terrible patron cannot be too far away.

The Pridelands[edit]

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.

Phony King
Prince John
Role: Charming/Smart
Country of Origin: England
Size: Medium
Species: Anthromorphic Lion
Tier: On-A-Roll

---Attributes---
Robustness: 8
Agility: 7
Intelligence: 13
Sensibility: 8
Charm: 15
Will: 4/4
Strikes: 4+3X, where X is the number of players in the party.

---Skills---
Athletics: 5
Melee: 6
Prevent Harm: 6
Endure: 8
Intimidate: 8
Persuasion: 8
Deception: 8
Academics: 6
Insight: 7

---Traits---
Don't You Disrespect Me, Little Man!
+3 to Intimidate if the character has taken a Social strike in this Situation.
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.
Prideful Prince
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
Etiquette: Gains a +3 to social situations among the nobility.
Refined: +3 to Academics related to art and culture.

---Powers---
I AM KING! KING! KIIIIING!: Whenever attacked socially by confronting him on certain subjects (his mother, his brother King Richard, Robin Hood and his Merry Men, the Horned King, his current wretched state of affairs), his resistance roll is automatically considered to be a roll of 3, but the benefits of Prideful Prince are doubled if these strikes would infuriate him.
Taxes. Taxes. Beautiful, Lovely Taxes!: +5 to rolls to secure large amounts of money.
A Perfect Bullseye: John always knows what the perfect bait would be to lure the PCs into his trap, as well as what sort of trap they would knowingly step into.
---Equipment---
Regal Longsword: +3 to Melee
Royal Robes: +1 Prevent Harm, +2 Persuasion

Villain
Name: Banagi, Prince of the Hyenas
Role: Charming/Strong
Country of Origin: Tanzania (Pridelands)
Size: Medium
Species: Hyena
Tier: On A Roll

---Attributes---
Robustness: 16
Agility: 10
Intelligence: 10
Sensibility: 14
Charm: 16
Will: 4/4
Strikes: 6+3X, where X is the number of players in the party.

---Skills---
Athletics: 9
Brawl: 9 (11 with Fangs and Claws)
Prevent Harm: 9
Endure: 8
Stealth: 8
Travel: 5
Insight:8
Deceit: 10
Persuasion: 10
Intimidate: 12

---Traits---
Bonecruncher: Ignores Armor on Brawl or Melee rolls.
Hideous Laughter: +3 to Intimidate while laughing.
Scavenger: +3 to Travel checks to feed yourself.
Pack Hunter: Receives +1 more from Music bonuses than usual.
Etiquette: Gains a +3 to social situations among the nobility.
This Man Is Obviously A Charlatan: +2 on Insight checks against people who are obviously villains.
Don't You Disrespect Me, Little Man!: +3 to Intimidate if the character has taken a Social strike in this Situation.
But I Did Not Shoot the Deputy: +3 to any checks to judge someone's moral character.
Trussssst Me!: +2 to Deceit if the target actively distrusts this unit.

---Powers---
Fiendish Laughter: Spend a Will Point to gain +4 to an Intimidate roll, and it affects everyone within 25 meters instead of one target
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.
Menace of the Pridelands: At the beginning of each turn (in combat), make an Intimidate attack against all those who have gazed upon Banagi or heard his laughter in the last round.

The hyenas had not always been forbidden from the Pridelands. They were once free to hunt in the same lands as the lions, though they were wise enough not to abuse this privilege. But Banagi, Prince of the Hyenas, ruined all that. Several times during Mufusa's reign, a lone rogue lion would come along and call out for a challenge for the throne. On two of those occasions, Banagi had manipulated the rogue lions: in return for their aid in overthrowing Mufasa, he would let them run wild over the Pridelands and feast on its great bounty. The second time this failed, the hyenas were banished from the Pridelands and Banagi himself dethroned and exiled. But to his surprise, he found himself invited to Pride Rock not long after Scar's rule began. When he arrived, Scar explained that Banagi's plots had inspired him to use the hyenas to depose his brother and nephew and in gratitude he offered a place in his court. Banagi accepted graciously, laughingly remarking "To think that all this time, my only real error was that I was conspiring with the wrong lions."

Banagi knows that it would not be wise to try to manipulate Scar as he manipulated the dimmer rogue lions, but at the same time he is quite thorough in ensuring that he is the figure with the most influence over the King. Wanting to maintain the status quo, Banagi has eliminated most of his perceived rivals. He has not resorted to open violence since he came to Pride Rock, but then, there hasn't exactly been any violent uprisings yet.

The Sultanate of Agrabah[edit]

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.

Villains

1. Name: Razoul
Role: Strong Guy
Country of Origin: Agrabah
Size: Medium
Species: Human

---Attributes---
Robustness: 13/14
Agility: 9/14
Intelligence: 8/14
Sensibility: 10/14
Charm: 9/14
Will: 3/3
Strikes: 5+X2, where X is the number of party members.

---Skills---
Athletics: 7
Melee: 7 (+3 for Burning Scimitar)
Brawl: 5
Prevent Harm: 6
Endure: 7
Intimidate: 7
Travel: 5
Insight: 7 (+5 when looking for magical items or people carrying them)

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

-STOP RIGHT THERE, CRIMINAL SCUM!!
+2 to Melee and Prevent Harm against the criminal element.

-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.)

---Powers---

-Captain of the Guard Spend one Willpower Point, Razoul summons 2+X1 Guard Lackeys.

-Zealous Champion
Cannot be dissuaded from upholding the laws of Agrabah by Illusions or social skills unless the other party spends a Willpower Point.

---Equipment---

Burning Scimitar: +3 to Melee and causes Burning.

Ring of the Maji: +5 to Insight rolls to find or perceive magical items or people carrying them.

---Description---
Stern and quick to anger, Razoul is the Captain of the Guard of Agrabah. While Razoul has no love for Jafar, as Sultan, Razoul is honor-bound to obey him. Razoul's true loyalty is to Agrabah and Princess Jasmine, whom he tries to shield from some of Jafar's harsher actions. The Sultan has entrusted Razoul with a few magic items so he may be more effective in his duties.


Abdul the Magician
Role: Inner Circle, Smart/Sensible
Country of Origin: Egypt (Sultanate of Agrabah)
Size: Medium
Species: Human

---Attributes---
Robustness: 8
Agility: 10
Intelligence: 14
Sensibility: 12
Charm: 8
Will: 3
Strikes: 3+2x

---Skills---
Ranged: 7
Prevent Harm: 6
Endure: 6
Legerdemain: 7
Academics: 6
Science: 6
Occult: 7
Travel: 6
Insight: 6
Craft: 7

---Traits---
Firefighter: +2 to attack rolls if the environment you're in is on fire. +3 if you're attacking with fire as well. +4 if you're ON fire!
Fortune Teller: +3 Occult to divine or predict future events.
Heart of Prometheus: +3 to all rolls involving Occult and Crafting simultaneously.

---Powers---
Overwhelming Magic: This unit can roll Occult + Intelligence + Ranged in order to deal magical damage.
Sorcerer of Flame (Unique!): This unit may choose to apply Burning effect to it’s Overwhelming Magic.
Fire Conjuration (Unique!): Occult + Craft to create fire with magic.
Pyromancy (Unique!): Occult + Insight to divine the future from fire.
Illusory Flame (Unique!): Occult + Deceit to generate illusions of fire. These flames are not real, and do not cause Burning.
Red Bind (Unique!): Occult + Ranged to constrict people in fire, with a Legerdemain Test of 15 to escape.
Crossfire Hurricane (Unique!): By spending a Will Point, Abdul can summon a fire storm that consumes the immediate area. All units, friend or foe, must pass a Endure Test of 20. If they fail, the unit must either suffer a Strike or lose their next turn.

---Equipment---
Djinn Ring: Abdul the Magician has a minor genie bound to a ring. This genie can only perform trivial tasks (nothing capable of causing Strikes or requiring a skill check) and is capable of subtle pop culture reference or celebrity impression.
Tarot Deck: +1 Occult
Agrabah Mage Robes: +1 Prevent Harm, +3 Endure

---Rundown---
Abdul the Magician is one of the many sorcerers in Jafar’s service, specialized in the manipulation of heat and fire. Though calm and peaceful by nature, he will do his job and incinerate enemies of the Sultanate as required.

The Royal Colony of Virginia[edit]

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[edit]

King
Name: Mor'du
Role: Demonic Bear (Strong/Sensible)
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[edit]

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[edit]

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.


Name: Captain James Bartholomew Hook
Role: Charming/Nimble Villain
Country: Never Never Land
Size: Medium
Species: Human

---Attributes---
Robustness: 12
Agility: 15
Intelligence: 11
Sensibility: 9
Charm: 17
Will: 5
Strikes: 5+3x

---Skills---
Acrobatics: 6
Athletics: 6
Melee: 8
Ranged: 6
Prevent Harm: 7
Endure: 7
Deceit: 7
Persuasion: 8
Intimidate: 7
Academics: 6
Travel: 7
Driving: 6
Insight: 6
Music: 8

---Traits---
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.
Refined: +3 to Academics related to art and culture.
Don't You Disrespect Me, Little Man!: +3 to Intimidate if the character has taken a Social strike in this Situation.
Master of an Army: This unit can call in his Villains to assist him in battle if they haven’t been previously defeated.
Master Fencer: Captain Hook may keep an additional die when fighting with a fencing weapon.
Tick Tock Goes the Croc: Even after all of these years, Captain Hook fears that the crocodile that bit his hand off is still chasing him. -3 to all interactions with crocodilians.

---Powers---
He Can Fly: Captain Hook doesn’t just fly; he soars. In addition to having the Flight Trait, Captain Hook adds half of his Acrobatics to his Prevent Harm score while in the air.
The Elegant Captain Hook: Spend a Will Point. +3 Persuasion during a song sung by his pirate crew. +2 Persuasion for the duration of the scene after the song is over.

---Equipment---
Red Coat: +2 Prevent Harm
Hook Hand: +1 Brawl
Rapier: +2 Melee
Dragon Pistol(s): +2 Ranged, has spares so reloading is a non issue
Stylish Hat: +2 Drive
The Jolly Roger: Flying Pirate Ship. All crew members have at least 3 Music, 4 Music if they have instruments. Oh, and weapons. Can’t forget the rum either.

The Mirror Kingdom[edit]

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[edit]

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[edit]

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[edit]

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

VILLAIN
Name: Joesph Murphy, the Dread Judge
Role: Sensible/Strong Guy
Country of Origin: Atlantis
Size: Medium
Species: Human
Tier: Heroic

---Attributes---
Robustness: 15
Agility: 12
Intelligence: 11
Sensibility: 16
Charm: 10
Will: 5
Strikes: 4+3X, where X is the number of players in the party.


---Skills---
Ranged: 11
Prevent Harm: 11
Endure: 10
Intimidation: 10
Academics: 5
Melee: 11
Brawl: 8
Driving: 8
Travel: 6
Insight: 12
Acrobatics 6
Athletics 10
Stealth 5

---Traits---
This Man Is Obviously A Charlatan: +2 on Insight checks against people who are obviously villains.
Don't You Disrespect Me, Little Man!: +3 to Intimidate if the character has taken a Social strike in this Situation.
STOP RIGHT THERE, CRIMINAL SCUM!: +2 to Melee and Prevent Harm against the criminal element.
I Shot the Sheriff: +3 to Ranged against any authority figures you deem corrupt.
But I Did Not Shoot the Deputy: +3 to any checks to judge someone's moral character.

---Powers---
Zealous Champion: Cannot be dissuaded from the cause of law enforcement by illusions or social skills unless the other party spends a will point.
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.
I AM THE LAW!: Reroll all checks made against criminals and keep the better result.

---Equipment---
Beatstick: +2 Melee
Advanced Atlantean pistol: +5 Ranged
Armor of Justice: +4 Prevent Harm
T.U.N.A.: Atlantean Hoverbike, looks pretty sporty

The Under-Empire[edit]

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 (6)
Deceit: 15
Persuasion: 12
Intimidate: 12
Academics: 8
Science : 5
Occult: 5
Linguistics: 6
Insight: 12
Music: 10
Mechanics: 3

---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.
Shiny things!: +2 to Legerdemain
Light-feet: +3 to Stealth where visual detection is an issue.
Deft Paws: 1 rank in Mechanics.
---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[edit]

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[edit]

King
Queen La of the Leopard Kingdom
Role: Charming/Nimble
Class: Shaman Queen
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

The East India Trading Company[edit]

King
Chairman Cutler Beckett of the East India Trading Co.
Role: Sensible/Charming
Country of Origin: The EITC
Size: Medium
Species: Human
---Attributes---
Robustness: 9
Agility: 12
Intelligence: 14
Sensibility: 16
Charm: 14
Will: 4/4
Strikes: 3+3x, where X is the number of players in the party.
---Skills---
Acrobatics: 7
Athletics: 4
Melee: 10
Ranged: 6
Prevent Harm: 10
Endure: 8
Deceit: 12
Persuasion: 14
Intimidate: 4
Academics: 8
Travel: 9
Insight: 8
---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.
-Opting for Oblivion:
Any unit under Cutler Beckett's direct command is granted +2 to all rolls so long as Cutler Beckett is alive.
-Ensuring the World turns Properly:
+3 to any checks involving large-scale logistics and the concerns thereof.
-It's Lord now, Actually:
Whenever Cutler Beckett is hit while there are Mooks or Lackeys under his direct command on the field within five feet, there is a one half chance that instead of taking the strikes, the nearest Mook or Lackey will take them instead.

---Powers---
-Give No Quarter!:
Spend one Will Point. Cutler Beckett may summon 5+7x where x is the number of player mook-level soldiers to aid him in the current battle, OR 1+1x lackey-level soldiers.
-And They’re Signed:
Spend two Will Points. Cutler Beckett can use two actions to make a persuasion roll at a -4 modifier that deals triple strikes upon a hit.

Equipment:
Lordly Uniform: +2 to Persuasion
Beckett’s Sabre: +3 to Melee
Handforged Flintlock: +3 to Ranged

The Elite Global Huntsmen's Club[edit]

Kings

  • 1. Gaston

Role: Strong/Charming Guy
Country of Origin: France
Size: Medium
Species: Human

---Attributes---
Robustness: 18/16
Agility: 10/16
Intelligence: 6/16
Sensibility: 8/16
Charm: 14/16
Will: 3/3
Strikes: 6+2x, where X is the number of players in the party.

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

---Traits---
Let Me Show You How It's Really Done:
+2 to combat rolls is the foes are using the same type of weapon or combat style
Big Game Hunter:
+3 on ranged rolls against large, dangerous animals. Particularly mean kittens don't count.
NO ONE SHOOTS LIKE GASTON:
Gaston may use Robustness instead of Agility for Ranged.
NO ONE TRACKS LIKE GASTON:
Gaston may use Charm instead of Sensibility for Travel.
NO ONE TAKES CHEAP SHOTS LIKE GASTON:
Gaston gain +3 to all rolls during a surprise round he initiated.
There's no pictures in it!:
Gaston may not use Academics, Science, or Occult for any reason.
Willful self-delusion:
Gaston gains +4 on Endure rolls to ignore Charm-based social attacks, but gains -4 against Sensibility-based social attacks.
---Powers---
Iron Jaw, Villain edition: Gaston ignores the first two Physical strikes he takes.
Charge of the Light Brigade: When charging into odds that are certain death, or at least near-certain death, you may spend a will point. Gain a +5 bonus to all rolls for the next scene as long as your life is in danger.
---Equipment---
Gaston's Shotgun: +7 to Ranged rolls. Requires 14 toughness to use.
Hunting Gear: +2 to Travel and +2 to Prevent Harm.
Gaston is a straight-up beatstick of a fight, with +30 Prevent Harm makig him nigh-immune to physical attacks. You'll need to attack him socially to survive.

  • 2. William Cecil Clayton

Role: Intelligent/Sensible
Country of Origin: England
Size: Medium
Species: Human

---Attributes---

Robustness: 12
Agility: 10
Intelligence: 17
Sensibility: 14
Charm: 8

Will: 4/4
Strikes: 5+2x, where X is the number of players in the party.

---Skills---

Athletics: 7
Acrobatics: 5
Melee: 6
Ranged: 8
Brawl: 5
Prevent Harm: 8
Endure: 8
Stealth: 5
Deceit: 9
Persuasion: 8
Intimidate: 6
Linguistics: 3 (Bird)
Travel: 9
Insight: 7
Craft: 5

---Traits---

-Condescending Hunter
This character obtains a +4 bonus against all Social attacks from characters with a lower Intelligence score than his own. If it’s a beast of any sort, apply this bonus regardless of the intelligence.

-Think You Can Hide From Me?
+2 to Insight when trying to detect people in Stealth. Alternatively, those that use Stealth against this character get a -2 penalty.

-Big Game Hunter:
+3 on ranged rolls against large, dangerous animals. Particularly mean kittens don't count.

---Powers---
-Retaliate!
Spend a Will Point. This character may immediately retaliate any Strike dealt to him, even outside of his turn. The retaliation counts as a Surprise Attack, and obtains a +3 bonus. If the attack was an Intimidate check, this power does not cost a Will Point, and it can be used wether it was succesfull or not.

-Even If You Hadn’t Grown Up A Savage….
Spend a Will Point. Clayton may use his Intelligence + Sensibility with his next four Deceit or Persuasion checks. If the target has a lower Intelligence score than Clayton, no need to spend a Will Point.

---Equipment---
(Great) Double-Barrel Rifle: +3 to Ranged. May be fired twice using the same action. An action must be spent to reload after every two shots. Requires a minimum of 12 Robustness to be used.

(Great) Hunting Machete: +2 to Melee

Hunting Knife: +1 to Melee

  • 3. Buldeo

Role: Nimble/Charming
Country of Origin: India
Size: Medium
Species: Human

---Attributes---
Robustness: 9
Agility: 18
Intelligence: 7
Sensibility: 7
Charm: 15
Will: 4/4
Strikes: 2+2x, where X is the number of players in the party.

---Skills---
Athletics: 5
Acrobatics: 7
Melee: 5
Ranged: 9
Brawl: 3
Prevent Harm: 8
Endure: 10
Stealth: 5
Deceit: 12
Persuasion: 10
Intimidate: 8
Travel: 3
Insight: 5

---Traits---
Think You Can Hide From Me?: +2 to Insight when trying to detect people in Stealth.
Big Game Hunter: +3 on ranged rolls against large, dangerous animals. Particularly mean kittens don't count.
Willful Self-Delusion: Buldeo gains +4 on Endure rolls to ignore Charm-based social attacks, but gains -4 against Sensibility-based social attacks.

---Powers---
I'm Knowing You Are Down Here: Buldeo can reroll Insight checks to find characters in Stealth twice, but if he chooses to use these rerolls he cannot perform any other actions that round.
The Mighty Hunter: In his arrogance, Buldeo may reroll against social strikes twice with a +10 bonus.....except for those that point out his incompetence of how things really work in the Jungle.
....Not: Anyone making a check that would discover Buldeo's incompetence, even himself, takes a -10 penalty (Buldeo does not need to actively oppose such rolls) and this secret cannot be discovered through the use of any powers, though any power that would normally do so reduce the penalty by 2. However, pointing this flaw out to him will completely shatter his ego. The first time, and only the first time, this flaw is used in a successful social strike, it deals double strikes and forces him to reroll all his rolls and keep the WORSE result from then on, except for rolls which would be effected by his other powers, which now only receive one reroll instead of two.

---Equipment---
Splendid Rubberwood-stock Rifle: +4 to Ranged. Very aesthetically pleasing.
Bejeweled Dagger: +2 to Melee. It'd probably sell for a very pretty penny.

  • 4. Charles Muntz

Role: Smart/Charming Guy
Country of Origin: America
Size: Medium
Species: Human
---Attributes---
Robustness: 4/16
Agility: 5/16
Intelligence: 18/16
Sensibility: 14/16
Charm: 15/16
Will: 3/3
Strikes: 6+2x, where X is the number of players in the party.
---Skills---
Acrobatics: 3
Athletics: 3
Melee: 4
Ranged: 7
Prevent Harm: 5
Endure: 4
Deceit: 3
Persuasion: 6
Intimidate: 4
Academics:7
Science:7
Travel: 8
Insight: 5
Craft: 5
---Traits---
Houndmaster:
Muntz commands an army of 19X hounds of the Mook level, lead by X hounds of the Inner Circle level.
Have Airship Will Travel:
Muntz gains +5 to Travel while piloting the Spirit of Adventure. Anyone traveling with him shares this travel score.
The World's Greatest Former Adventurer:
+3 on Academics rolls regarding geography, history, anthropology and the other adventuring sciences.
Big Game Hunter:
+3 on ranged rolls against large, dangerous animals. Particularly mean kittens don't count.
Death To The Competition:
Muntz gains +3 to all rolls while in combat against a person or persons he considers to be his rivals.
---Powers---
Pretty Spry For His Age: Spend a Will Point. Gain a +3 bonus to Acrobatics, Athletics, Melee and Endure.
Engarde!: Spend a Will Point. Gain a +10 to Melee while fighting with a sword.
Death From Above: Spend two Will Points. If the Spirit of Adventure is available to him, Muntz can launch either:
A: An equal number if Mook Mutts in fighter planes sharing Muntz' Ranged score as there are targets.
B: A single artillery attack using Muntz' Ranged score multiplied by the number of targets.
---Equipment---
Sniper Rifle: +5 to Ranged.
Sword Cane: +2 to Melee
Flack Jacket: +2 to Travel and +2 to Prevent Harm.

  • 5 King Furguson

Role: Strong/Nimble Guy
Country of Origin: Scotland
Size: Big Guy
Species: Human
---Attributes---
Robustness: 20/16
Agility: 16/16
Intelligence: 8/16
Sensibility: 4/16
Charm: 12/16
Will: 3/3
Strikes: 9+3x, where X is the number of players in the party.
---Skills---
Athletics: 7
Melee: 7
Brawl: 10
Prevent Harm: 9
Endure: 6
Deceit: 6
Persuasion: 6
Intimidate: 8
Travel: 8
Endure: 8
Persuasion: 4
Intimidate: 10
--Traits--

Kingly Aura: Ferguson may longer be king, but he certainly remembers how to act like one. 6+ to rolls concerning commanding others

ME WIFES A BEEAAAR: If any one brings up his failure to save his belovededs life, he will get 5+ to wound that person

Whad are yooou speakin laddie: 4+ to deceit against characters who have no skill Linguistics
--Powers--

THERE CAN BE ONLY ONNNNEEE: Ferguson may nominate a single target as he begins a duel. The winner gets the losers robustness for D3 turns. The winner is the first to get a strike on the other.

Oh, the pipes are calling: Ferguson is a man of his people, and to this day, he still has a small band clansmen at his beck and call. He may summon up to 6D mooks to help fight.

The Bear King: King Ferguson is almost as large as the bears he hunts, and is considered as a huge beast. He automatically gains all bear related traits due to his years of studying and hunting the damnable beasts.

--Items--
Broad Sword: +3 to Melee
Bear Armour: +2 to Prevent Harm
Family Picture: 6+ to Endure

  • 6. Amos Slade

Role: Sensible/Agile
Country of Origin: 'murrica
Size: Medium
Species: Human

---Attributes---
Robustness: 14
Agility: 15
Intelligence: 7
Sensibility: 16
Charm: 7
Will: 4/4

---Skills---
Athletics: 8
Acrobatics: 8
Melee: 7
Ranged: 10
Brawl: 3
Prevent Harm: 8
Endure: 10
Stealth: 8
Intimidate: 8
Travel: 11
Insight: 10

---Traits---
Think You Can Hide From Me?: +2 to Insight when trying to detect people in Stealth.
Big Game Hunter: +3 on ranged rolls against large, dangerous animals. Particularly mean kittens don't count.
Varmint Blaster: +5 on ranged rolls against small animals. Particularly mean kittens certainly count.

---Powers---
That's A Good Boy: Slade's Charm is conisdered to be 12 against animals trained for hunting, as well as animals that are naturally pack hunters.
Release the Hounds: For every hunting beast assisting him, Slade gains a +1 bonus to Insight checks to track animals and to detect any who are hiding, up to a limit of +8. If 5 or more hunting beasts accompany him, he and any Inner Circle hunting beasts may additionally reroll such checks. For the purpose of this power, Mooks count for 1, Lackeys count for 2, and Inner Circles count for 3.
My Dogs!: Having already lost the two best hunting hounds he's ever had (Copper was slain defending him from the monstrous bear Foxkiller and Chief still crippled by that accursed fox), Slade refuses to let those tragedies repeat themselves. Any hunting beasts under his command may reroll all Prevent Harm Checks, Robustness based Endure checks and any miscellaneous checks to save the hunting beasts from physical harm.
And Next Time I Won't Miss: If a particular animal has attracted Slade's most dire wrath, he will spend a will point. From that point on, he will have a +4 bonus on all Ranged, Melee, Brawl and Insight checks against this animal, and will reroll all rolls against it. This effect can only be used against animals Slade has seen, identified and (as far he knows) been wronged by, but lasts as long as Slade holds onto his grudge (meaning it will last forever unless he is provided with a particularly good reason to forgive that animal).

---Equipment---
Double-Barrel Shotgun: +5 to Ranged. May be fired twice using the same action. An action must be spent to reload after every two shots. Requires a minimum of 14 Robustness to be used.
Hunting Blade: +2 to Melee. Rather crude looking, but it gets the job done.
Brand Spanking New Truck: With a specially engineered bulletproof radiator to protect against angry old ladies.

  • 7. Percival McLeach

Role: Sensible/Agile
Country of Origin: AUSSIE-STRAYA
Size: Medium
Species: Human

---Attributes---
Robustness: 11
Agility: 16
Intelligence: 7
Sensibility: 18
Charm: 5
Will: 4/4

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

---Traits---
Think You Can Hide From Me?: +2 to Insight when trying to detect people in Stealth.
Big Game Hunter: +3 on ranged rolls against large, dangerous animals. Particularly mean kittens don't count.
A Perfect Shot!: +5 to surprise attacks made from above.

---Powers---
CRIKEY!: Reroll all checks against reptiles.
That's Not A Knife: +3 to Prevent Harm and to resist Intimidate against anyone with a weapon bonus less than his own.
This Is A Knife: +3 to Melee and Intimidate anyone with a weapon bonus less than his own.

---Equipment---
Sniper Rifle: +4 to Ranged. Never takes a penalty from range.
Bowie Knife: +3 to Melee. Now that's a knife!
Half-track Truck: All-terrain, high torque, she's a real beaut. Just keep the razorbacks away from it....

  • 8. Cruella De Vil

Role: Charming/Smart Girl
Country of Origin: England
Size: Medium
Species: Human

---Attributes---
Robustness:5/16
Agility: 5/16
Intelligence: 15/16
Sensibility: 13/16
Charm: 18/16
Will: 3/3
Strikes: 6+X, where X is the number of players in the party.

---Skills---
Acrobatics: 4
Athletics: 3
Prevent Harm: 3
Endure: 5
Deceit: 5
Persuasion: 4
Intimidate: 6
Academics: 7
Linguistics: 4
Driving: 4
Insight: 3
Craft: 7

---Traits---
Cruelty to Animals:
+5 Intimidate to Beast characters and +2 Intimidate, -3 Persuasion to animals or animal lovers.
Fashionista:
Cruella gains +10 to Crafting where clothing and high fashion are concerned. Any character wearing a De Vil original gains +2 to their primary stat.
A Woman Of Wealth And Taste:
+3 on Academics rolls regarding art, culture and high society .
Sharp-Tongued:
Cruella gains +3 on Persuasion rolls while attempting to belittle, demean or browbeat another character.
Drives Like Mad:
+3 to Driving rolls while in hot pursuit of someone or something.

---Powers---
"Daaaaaarlings!": Spend a Will Point. Cruella makes a grand entrance and quite a show of introducing herself to the PCs, gaining a +2 bonus to Deceit, Persuasion and Intimidate rolls for the rest of the scene or until combat is entered.
Smokescreen: Spend a Will Point. Cruella blows a cloud of cigarette smoke at the PCs as a +10 Ranged attack.
Friends in High Places: Spend two Will Points. If Cruella has one Strike remaining, she can call upon a founding member of the Elite Global Huntsmen's club to come to her aid.

---Equipment---
Ivory Cigarette Holder: +2 to Ranged.
Mink Handbag: +3 to Legerdemain.
Luxurious Dalmatian Coat: +2 to Persuade,+2 to Intimidate and +2 to Prevent Harm.

Villains

Name: Dingo Bradley
Role: Inner Circle, Nimble/Sensible Guy
Class: Dinosaur Tamer
Country of Origin: Australia
Size: Medium
Species: Human/Dinosaur Chimera

---Attributes---
Robustness: 10
Agility: 12
Intelligence: 8
Sensibility: 12
Charm: 10
Will: 3
Strikes: 3+2x

---Skills---
Athletics: 6
Acrobatics: 6
Brawl: 6
Intimidate: 6
Prevent Harm: 6
Endure: 6
Stealth: 6
Persuasion: 7
Deceit: 6
Linguistics: 3 (Dinosaurs, Birds and Reptiles)
Travel: 7
Insight: 7

---Traits---
Big Game Hunter: +3 on ranged rolls against large, dangerous animals. Particularly mean kittens don't count.
Think You Hide from Me?: +2 to Insight when attempting to detect people in Stealth. Alternatively, people attempting Stealth against you suffer a -2 penalty.
Dinosaur Lord: +3 to Travel while on dinosaurback, to handle dinosaurs and to tame wild dinosaurs.
Condescending Hunter: This character obtains a +2 bonus against all Social attacks from characters with a lower Intelligence score than his own. If it’s a Beast of any sort, apply this bonus regardless of the intelligence.

---Powers--- Horse of a Different Color: No matter if it be some strange lizard, bony fish, or even bigger lizard, the character is capable of riding anything able to carry his or her weight.
Everybody Walk the Dinosaur (Unique!): Dingo Bradley may spend a Will Point to summon 1d6 small raptor mooks to battle.
Scary Monster (Unique!): When Dingo Bradley is out of Strikes, he spends any unspent Will Points and undergoes a terrible transformation. He reveals to the party the secret of his success, becoming a horrifying dinosaur man! Dingo regains all Strikes and Will, and he adds +2 to all rolls. Scary Monster Dingo is treated as having Natural Weapons (Claws, Teeth and Tail), Lizard King, Clever Girl Traits and the Tyrant’s Roar Power until the encounter ends.

---Equipment---
Jockey Gear: +1 Prevent Harm, +1 Endure
Dingo’s Riding Crop: +1 Melee, +1 Intimidation
Allen: Medium raptor Lackey that Dingo uses as a mount. Does not speak any human languages.

--Background--
Dingo Bradley was once your average cruel Huntsman, with his preferred prey being dinosaurs. That changed when he was caught in the passing Aurora on an hunt gone wrong. Instead of changing his ways to become human again, Dingo learned to suppress the worst of his curse and used his new found influence over dinosaurs to his advantage. Dingo Bradley is now a famous jockey (not in Equestrian) and has been invited to the Spirit of Adventure on one occasion. He still has to wear a bandage on the side of his face, lest his dinosaur grin starts to show. Status is of most importance to Dingo, so he doesn't show his curse to anybody he wants to see alive.

The Kingdom of the Red Flower[edit]

King
Name: King Louie
Role: Charming/Nimble
Country of Origin: Sumatra
Size: Medium
Species: Orangutan
Tier: Hero

---Attributes---
Robustness: 8
Agility: 18
Intelligence: 5
Sensibility: 6
Charm: 20
Will: 4/4
Strikes: 6+2X, where X is the number of players in the party.

---Skills---
Acrobatics: 10 (12)
Athletics: 6
Brawl: 4
Melee: 4
Prevent Harm: 10
Endure: 12
Intimidate: 6
Deceit: 10
Persuasion 12
Academics: 7
Science: 5
Travel: 5
Insight: 8
Music: 15
Craft 5
Linguistics 6

---Traits---
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.
Increased Mobility: +2 to Acrobatics.
Wanna Be Like You: 1 extra rank of Linguistics
Heels on Fire: +3 to Athletics and Acrobatics when the environment (building, forest, whatever) is on fire.
Better to Light a Candle: +2 when fighting opponents that are injured by/adverse to sunlight.
Hakuna Matata!: +2 to resist on any sort of mental distress with Endure.
Firefighter: +2 to attack rolls if the environment you're in is on fire. +3 if you're attacking with fire as well. +4 if you're ON fire!
A Man of Wealth and Taste: +3 to Deceit when attempting to pass yourself off as a member of the upper crust of society.
Refined: +3 to Academics related to art and culture.
Etiquette: Gains a +3 to social situations among the nobility.
Fight Fire With Fire: +4 to Prevent Harm when your opponent uses fire, and +4 to attack when you use fire.

---Powers---
Dancing Mania: Once his Song has begun, Louie may spend a Will point to activate this power. He may take an action every turn to perform his Dance, which comprise of two rolls, either a Music-Charm roll or an Insight-Sensibility roll to keep in tune with the rhythm, and either an Acrobatics-Agility roll or an Athletics-Robustness roll to bust out sick moves (though for the fool that he is, Louie is wise enough to stick with his better rolls). Anyone not curently dancing must make an Endure-Sensibility check against Louie's Rhythm roll (Tin Ears automatically pass this check). Those who pass must resist it again every other round, those who fail must join Louie in his Dance.
Dance of the Red Flower: Anyone caught up in Louie's Dance must use all their actions (except for those who start or are currently using music, they are allowed to set aside action for that) to perform Dance rolls, same as those that he does (though they can choose which skills and attributes to use). Either their Rhythm roll are used as dance-based attacks while their Moves rolls are used as dance-based defences, or vice versa. Dance-based attacks and defenses can only be used against each other, and a character may not be targeted by dance-based attacks if they have no dance-based defences. Each of Louie's dance-based defenses maybe used three times instead of once like all other characters, but he takes an extra strike from all successful dance-based attacks. Dance-based defenses not used by the start of character's turn are discarded.
Rock and Roll will Never Die: Spend a will point; Apply Music against Tin-Ear characters with only a -5 in effectiveness!

---Equipment---
Outrageous Aloha Shirt: +2 Endure, +2 Persuasion
King Louie's Crown: +2 Intimidate
Fire Flower Scepter: +3 Melee, allows Louie to light fires at will.

Wonderland[edit]

Queen
Name: The Queen of Hearts
Role: Charming Villain
Country of Origin: Wonderland
Size: Medium
Species: Human(?)

---Attributes---
Robustness: 10
Agility: 12
Intelligence: 15
Sensibility: 15
Charm: 15
Will: 4
Strikes: 7+3x

---Skills---
Melee: 8
Prevent Harm: 10
Endure: 10
Deceit: 8
Persuasion: 8
Intimidate: 10
Occult: 6
Insight: 6
Music: 6

---Traits---
Wonderlander: All attempts to understand this character with Insight suffer a -2 penalty.
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.
Prideful Queen: 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.
Master of an Army: The Queen of Hearts can call in her Villains to aid her 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.

---Powers---
OFF WITH THEIR HEADS!: The Queen of Hearts may spend a Will Point when insulted, or perceives herself as being insulted. For the rest of the Scene, all attempts by her subjects to apprehend the unfortunate offender are at a +3 bonus.
All Ways are My Ways: Characters in Wonderland must make a Travel Test against the Queen of Heart’s Insight to avoid the Queen’s Court when she is searching for them. Failing the Test means you have stumbled upon her court unintentionally. A native of Wonderland may add +5 to their roll, and special characters (The Cheshire Cat) may avoid it entirely.

---Equipment---
52 Playing Card Mooks
Flamingo and Hedgehog Croquet Set: +1 Melee


Villains


Name: The Jabberwock
Role: Robust/Nimble Villain
Class: Nonsense Monster
Country of Origin: Wonderland
Size: Gigantic
Species: Jabberwocky (?)

---Attributes---
Robustness: 18
Agility: 14
Intelligence: 8
Sensibility: 12
Charm: 10
Will: 3
Strikes: 8+2x

---Skills---
Acrobatics: 6
Athletics: 6
Brawl: 8
Ranged: 6
Prevent Harm: 8
Endure: 7
Stealth: 6
Intimidate: 8
Insight: 6

---Traits---
Flight: Obviously, it can fly. That's just the nature of the beast.
Bull Charge: +2 to Brawl when charging into combat.
Natural Weapons: Jaws That Bite and Claws that Catch (+2 Brawl)
Wonderlander: All attempts to understand this character with Insight suffer a -2 penalty.
The Manxome Foe He Sought: This creature can be defeated by running out of Strikes, but only by the snicker-snack of the Vorpal Blade can it be slain for good.

---Powers---
Beware the Jabberwock: Spend a Will Point to gain +5 to an Intimidate roll, and it affects all units in within the area instead of one target.
With Eyes of Flame: Spend a Will Point. The Jabberwock shoots fire from it's eyes with a Charm + Ranged attack.
From the Tub Tub Tree: Unit gains a +2 to Brawl and +2 to Initiative when charging from Stealth.


Name: The Bandersnatch
Role: Robust
Country of Origin: Wonderland
Class: Nonsense Monster
Size: Large
Species: Bandersnatch (?)

---Attributes---
Robustness: 14
Agility: 14
Intelligence: 6
Sensibility: 12
Charm: 6
Will: 3
Strikes: 7+2x

---Skills---
Athletics: 6
Brawl: 7
Prevent Harm: 7
Endure: 6
Stealth: 6
Intimidate: 7
Insight: 5

---Traits---
Bull Charge: +2 to Brawl when charging into combat.
Natural Weapons: Jaws That Bite and Claws that Catch (+2 Brawl)
Wonderlander: All attempts to understand this character with Insight suffer a -2 penalty.
Low to the Ground: +2 to Stealth rolls where visual detection is a possibility.

---Powers---
Pinned Ya Again: Spend a Will Point and roll your 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.


Name: The Jub Jub Bird
Role: Nimble
Class: Nonsense Monster
Country of Origin: Wonderland
Size: Large
Species: Jub Jub Bird (?)

---Attributes---
Robustness: 14
Agility: 14
Intelligence: 8
Sensibility: 12
Charm: 8
Will: 3
Strikes: 6+2x

---Skills---
Acrobatics: 7
Athletics: 6
Brawl: 6
Prevent Harm: 7
Endure: 6
Stealth: 6
Intimidate: 7
Insight: 5

---Traits---
Flight: Obviously, it can fly. That's just the nature of the beast.
Natural Weapons: Jaws That Bite and Claws that Catch (+2 Brawl)
Wonderlander: All attempts to understand this character with Insight suffer a -2 penalty.
Out of the Sun: +3 to attacking from stealth while airborne.

---Powers---
Dive, Dive, Dive!: Unit gains a +2 to Brawl and +2 to Initiative when charging from above.

The Leviathan Kings[edit]

King
Name: Monstro, Whale of a Whale
Role: Strong/Sensible
Size: Giant
Country of Origin: Northern Atlantic Ocean
Species: Livyatan Melvillei
Tier: Heroic

---Attributes---
Robustness: 30
Agility: 8
Intelligence: 10
Sensibility: 15
Charm: 4
Will: 6/6
Strikes: 7+5X, where X is number of party members.

---Skills---
Athletics: 10
Brawl: 10 (12 with Bite, Tail)
Prevent Harm: 10
Endure: 10
Stealth: 8 (typically rolled with Sensibility)
Intimidate: 10
Travel: 8
Insight: 8

---Traits---
Giant: +4 Brawl rolls when charging into combat.
Aquatic Creature: 4x movement in water, 0.1x movement on land
Blubber: +5 to Endurance against cold and starvation.
Toothed Whale: You have the astounding ability to use echolocation. As long as you are underwater and able to make your vocalizations, you ignore virtually all visual impediments against anything else underwater. This ability is dependent on your hearing; whenever this trait would normally work but you are suffering impediments to both your hearing and your vision, then only the lesser impediment will apply to you. Echolocation has no ability to determine to color, but also denies other characters any bonuses to stealth they would get from their coloration.
Overwhelming Brawn: If your Robustness exceeds your opponent's Robustness by 3 or more, your physical attacks score an additional Strike for every 7 point over the opponent's defense instead of every 10 so long as they are dealt with Robustness.
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.
Living Fossil: This unit has been around for a long, long time. +2 to rolls concerning knowledge from the long past.
Terrifying: +3 to Intimidate if you are physically larger than your target.

---Powers---
SPLIT YOUR LUNGS WITH BLOOD AND THUNDER: Your Brawl attacks score an additional Strike for every 8 point over the opponent's defense instead of every 10.
Aquatic Ambusher: Reroll Stealth checks while swimming and keep the better result.
Terror of the Sea: At the beginning of each turn (in combat), make an Intimidate attack against all those who have gazed upon Monstro in the last round.
Whale of a Whale: Throw as many barbs as you wish into him, words or harpoons. It will make no difference. Monstro is far more than a mere whale; he exists outside the natural order of things. There is nothing in or on the oceans that can defeat him. The very oceans themselves could not kill him! However, Monstro may be exiled from the oceans, and that beaching would spell his doom.

---Equipment---
None, but my god, the money you could make from the spermaceti in his head....not to mention what you could get for the rest of his body.

Pleasure Island[edit]

King

Name: The Coachman
Role: Charming/Smart
Class: Original Shadow Man
Size: Medium
Species: Human

---Attributes---
Robustness: 14
Agility: 10
Intelligence: 16
Sensibility: 20
Charm: 20
Will: 8
Strikes: 5+3x

---Skills---
Persuade: 16
Intimidate 14
Insight 12
Deceive: 14
Occult: 12
Brawl: 6
Prevent Harm: 6
Endure: 18
Music: 12

---Traits---
-Definitely a Good guy: This King gains +4 on all attempts to convince others that he is definitely not a villain.
-Cold Hearted Taint: +3 to any checks made to directly take advantage of the poor, the unfortunate, and/or the downtrodden.
-Master of an Island: 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---
-It’s a Sin: Spend a Will Point and select a character. If the character fails their Endure test (TN varies by severity of sin), transform that character’s species and size to something ironic until The Coachman is beaten. The target obtains the suitable benefits and drawbacks. Automatically fails if the targeted character has not given into their vices while on Pleasure Island.
-Shake My Hand: +6 to any Persuasion and Deceive rolls made as part of a bargain that will utterly screw the other party over.
-Come On Boys, Won't You Shake A Poor Old Sinner's Hand?: Reroll Persuasion and Deceive Rolls in bargains and keep the better result.
-The Main Event: The Coachman may spend a Will Point to make a +8 Persuasion roll that affects anybody that has sinned on his Island. What is the Main Event? Complete carnage. All Pleasure Island patrons who fail the test (including NPCs) are treated as The Coachman’s frenzied Mooks, Lackeys and Villains until the Shadow Man of the Old World is defeated.

---Equipment---
Red Coachman’s Suit: +2 Prevent Harm, +2 Persuasion
Whip: +2 Melee, +2 Intimidate


Villains

Name: Stromboli
Role: Charming/Strong
Country of Origin: Italy
Size: Medium
Species: Human
Tier: On-A-Roll

---Attributes---
Robustness: 14
Agility: 8
Intelligence: 10
Sensibility: 10
Charm: 17
Will: 5/5
Strikes: 5+3X, where X is the number of players in the party.

---Skills---
Acrobatics: 5
Athletics: 5
Melee: 8
Ranged: 6
Brawl: 4
Prevent Harm: 8
Endure: 8
Intimidate: 6
Persuasion: 6
Deceit: 6
Travel: 9
Insight: 6
Academics: 7
Mechanics: 5
Occult: 4
Craft: 4

---Traits---
QUIET! SHUT UP! BEFORE I KNOCK-A YOU SILLY!: +3 to Intimidate if a social strike has been taken.
Talent Scout: +4 to Insight checks to judge the talent of a performer.
Show Biz Whiz: +3 to putting on a show; this includes the actual performance as well as any prep work necessary.

---Powers---
End of Passion Play: At the end of his turn, Stromboli makes one TN 30 Endure+Sensibility check for every social strike he has taken since his last turn. He regains one strike for every of these checks that succeed, reigning in his fiery temper.
Master of Puppets: Inspired by Pinocchio, Stromboli has learned how to make puppets move on their own. He may spend a will point to animate up to 5 puppets that are lying around as Lackeys under his command.
Pulling Your Strings: Stromboli is a very persuasive fellow, and is treated as a KING by the Coachman's underlings, unless he goes against the Coachman.
Mangiafuoco, the Fire Eater: It is not widely known, but Stromboli made his start in the entertainment industry not as a puppeteer, but as a fire performer; this is why he takes his name from a volcano! He certainly has not forgotten his old tricks over the years; with his intimate knowledge of fire safety, he gains +3 on all rolls to extinguish or protect himself from fires and may also roll twice and keep the better result for such checks. Additionally, if Stromboli senses trouble is on the way, he might just prepare one of his old fire breathing acts; if so, one of his attacks per turn may be a Ranged+Robustness attack that inflicts the Burn condition.

---Equipment---
Whip: +2 Melee, may make melee attacks from 3 meters away. Also provides +3 to rolls to make circus animals do tricks.


Name: Mr. O.K. Kindly
Role: Charming/Sensible Villain
Class: Circus Ringleader
Country: Shadowlands/Pleasure Island
Size: Medium
Species: Human

---Attributes---
Robustness: 12
Agility: 10
Intelligence: 12
Sensibility: 14
Charm: 14
Will: 3
Strikes: 3+2x

---Skills---
Ranged: 6
Prevent Harm: 6
Endure: 6
Legerdemain: 6
Deceit: 10
Persuasion: 10
Intimidate: 7
Occult: 7
Linguistics: 8
Insight: 7
Music: 7

---Traits---
Cold Hearted Taint: +3 to any checks made to directly take advantage of the poor, the misfortunate, and/or the downtrodden.
The Greatest Show On Earth: +2 Persuasion for the scene after a circus performance.
Diamond in the Rough: You gain a +2 bonus to skills tests to appraise the value (statistical or otherwise) of an item. Science for chemicals, Academics for books (Linguistics for foreign ones), etc.
Definitely a Good Guy- This villain gains +3 on all attempts to convince others that he is definitely not a villain.

---Powers---
There’s a Sucker Born Every Minute: Spend a Will Point. Mr. Kindley's Contract of Debt becomes tailored to a single target, and he gets +5 Persuasion to make them sign it.
Send in the Clowns: Mr. Kindley may use a Will Point to summon 2d6 clown Mooks that arrive in a comically small automobile.

---Equipment---
The Contract of Debt: A 50+ page contract that is harmless, if wordy, at first glance. As you look deeper, the script will constantly change shape and size, making it nigh impossible to read. It can be deciphered with a Linguistics Test of TN30. According to Mr. Kindly, it's a contract to give you your heart's desires. In reality, you would be signing over your worldly possessions. If you don't have anything of value, it's a labor contract to work in his circus for the next decade. More likely than not it’s both at the same time. There's a non-disclosure form in there as well, with strange magic enforcing his contract to the letter.
Showman's Pistol: +2 Ranged
Showman’s Whip: +2 Melee, +2 Intimidate to Beasts

Rundown: A circus ringleader that makes tours around the world, but mainly the Shadowlands. He’s always looking for new workers, due to the strangely high turnover rate of people working under him. His headquarters is on Pleasure Island.

The Isle of Naboombu[edit]

King
King Leonidas
Role: Strong/Charming
Country of Origin: The Isle of Naboombu
Size: Medium
Species: Anthromorphic Lion
Tier: Heroic

---Attributes---
Robustness: 16
Agility: 10
Intelligence: 7
Sensibility: 10
Charm: 14
Will: 4/4
Strikes: 5+4X, where X is the number of players in the party.

---Skills---
Acrobatics: 6
Athletics: 16
Brawl: 6 (8; Slash, Bite give +2 on Brawl rolls)
Prevent Harm: 6
Endure: 6
Stealth: 4
Intimidate: 6
Persuasion: 5
Deception: 5
Academics: 4
Insight: 5

---Traits---
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.
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.
Prideful King
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

---Powers---
STOP: +5 to resist transformative magic (as he is already under the effect of another spell) unless it is to turn him into a rabbit.
THAT: Spend a Will Point to gain +5 to an Intimidate roll, and it affects everyone within fifty meters instead of one target.
BAAAAAAALLLLL!: When rolling for soccer-related checks, roll twice and keep the better result.

---Equipment---
Soccer Ball and Uniform: Of course.
The Star of Astoroth: +8 to Occult and grants the ability to animate inanimate objects, but only for those who already have some sort of spellcasting ability.