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Welcome to the XLIII installment of "Disney Villains Victorious."

Disney Villains Victorious is a new /tg/ homebrew project based on the idea of a world, not entirely unlike our own, in which all the villains from all the Disney animated feature films were not defeated at the ends of their movies but were instead victorious, completing their goals in part or in whole.

It is a world in which Ursula rules the seas, defied only by the uncatchable Pirate Lords, the cutthroat merchants of the East India Trading Company and the might of Atlantis and its magitech-toting mercenaries. It is a world where the grasslands and jungles and forests are prowled not only by fearsome primal beasts like Shere Kahn and Scar but also by the ruthless, tireless hunters that stalk them. It is a world where Europe has been divvied up between evil sorcerous monarchs like Maleficent, the Horned King, Grimhilde and Jafar, mad, inquisitorial clergymen like Frollo, and Dark Gods like Hades and Chernobog.

It is not, however, a world completely devoid of courage, heroism or hope. Around the world, the PCs' characters and their allies plot and plan, fight and strive and win their own victories against the villains that would rule them. The time to fight and to be free is now.

http://suptg.thisisnotatrueending.com/archive.html?searchall=Disney+Villains+Victorious
http://1d4chan.org/wiki/Disney_Villains_Victorious
>>
King/Land/Rule: http://1d4chan.org/wiki/Disney_Villains_Victorious_K/L/Rs
Setting Traits: http://pastebin.com/8RRbwMQT
Beast Species: http://pastebin.com/PwVr9VeT (Probably a bit out of date, should move to 1d4chan if we're agreed on the stats)
TRAITS: http://pastebin.com/TJXncd7A
POWERS:http://pastebin.com/pQDDqisU
Fluff Catalogue: https://docs.google.com/document/d/1qj_IIuF_rqh_F2L-SeYn-dBiwDTtwWFpnbcXyfcgeE8/edit
Song Catalogue: (google doc) 1oQniqbLaTCF7V19fnXP0_zUW7GFr3ESziGM6U5mEcC0/edit
Rumour Mill: (google doc) 17CzFrAblibwD__7sEYorqXSz4ILYVp1O4tcQ-mGyYiI/edit?usp=sharing
Villain Immortality: http://pastebin.com/kA1wsUzV
National Anthems: http://pastebin.com/Gd9rETxb
Chimera Races: http://pastebin.com/B8SkUwWB (Out of date, needs to be updated)
First Playtest: http://pastebin.com/Vy1E0sHB
Second playtest:http://pastebin.com/qE1kW0YY
Third playtest: http://pastebin.com/sWj8Y87v
Fourth Playtest: http://pastebin.com/SHieN5zL
Fifth Playtest: http://pastebin.com/TGctR8VA

Google doc for character creation:
https://docs.google.com/document/d/1m8XSm73Ea4ECdDdP9V4IVJCEBji6HPw43LRPyUCDmx4/edit?usp=sharing

Playtests are hosted here; https://app.roll20.net/join/585117/yX0x1w

Magic IRC is hosted on Mibbit, network is AsyloIRC, room is #DVVmagic
>>
KLRs left:
Queen La of the Kingdom of the Leopard

All the Huntsmen of the Elite Global Huntsmen Club

Bagheera of the Free Creatures

Shere Khan of the Shere Khanate

Kings left to stat:

Sorcerer-Sultan Jafar of Agrabah
Maleficent the Faerie Queen
Grimhilde the Fair Queen of the Mirror Kingdom
The Horned King of Prydain
Queen La of the Leopard Kingdom

Empress Yzma of the Sunless Empire
Pontifex Immortalis Frollo of the Grand Archdiocese
Tzekel-Kan of El Dorado
Shan-Yu of the Hun Dynasty
Governor Radcliffe of Virginia
Imperial President Lyle Tiberius Rourke of the Imperial Republic of Atlantis
Alameda Slim, Sheriff of the Old West
The Huntsmen of the Elite Global Huntsman Club
Chairman Cutler Beckett of the East India Trading Co.
Hades of Olympia
Ursula of All-Oceans
The Aurora of the Spirit Realm
Scar, High King of the Pridelands
King Louis of the Kingdom of the Red Flower
Bagheera, Lord of the Free Creatures
Shere Khan of the Shere Khanate
Kaa the Ancient of the Subjugate of Kaa
Mor'du of the Land of the Bear
King Ratigan of the Under-Empire
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>>36422193
I'll do another KLR soon, I suppose.
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I'll try to stat up Scar tomorrow. Did we ever confirm that we can give him powers based on him draining the land. I'm thinking of something along the lines of him cracking open the land and making geysers of brimstone shoot out, like in the hyena cave. He can also call hyena lackeys and had massive deceit
>>
In also looking forward to statting out Jafar
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>>36422799
Taken from our Villain Immortality pastebin that contains all confirmed methods we've decided on:
ALL OF THE BEAST KINGS
>The more neutral ones take power from their land, the active hunters/more evil ones take the life force of animals they devour.


Scar certainly counts as an evil hunter. He'd be more focused on literally eating the souls of things he ate as he also eats their physical essence, giving him immortality.
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Hey Nob, didn't you tell me in the last playtest that you had some of Facilier's land's Villains statted out? What happened to those?
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>>36422924
I've got ideas for a few, but they aren't ready for display yet.
One is a villain much like No One, who is empowered by the Friends to physically destroy the players.
Another is a Friend that has possessed someone personally (some...how....) and uses them as a meat puppet to 'see the sights' of the world they will soon own.
Also a terrifying, demonically powered crocodile (~25 ft long) that roams the Mississipi.
How dumb are those ideas?
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>>36422975
Not bad. They're definitely not bad.
You got a Villain powered by lackeys, a concept that isn't used often, that one's pretty good.
You got a Villain who's possessed by a Friend/Demon/Shadow, not terribly original, but has great potential if used right.
You then got a giant demon crocodile. Probably good for a surprise encounter, I kinda like it.

Honestly probably better than what I would've come up with.
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>>36423179
Also who is No One
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>>36423194
he was someone Nob #1 statted for the Shadowlands inner circle
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>>36423194
No One was the name of the enemy in the first playtest we did; a man who traded his face to the Friends in exchange for powers. This made him very difficult to pick out of a crowd, because your mind would literally slide over him when you tried to look at him.
>>
Fuck, was gonna do the other Villains of the Super Saints, but I'm too tired. All of you have a happy Thanksgiving, I'm going to bed.
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King - Bagheera
Unlike the other kings of the world, Bagheera does not consider himself a king. He stalks the jungles alone, and while he does protect other creatures from outside harm, the panther does not wish to be revered. Quite the opposite, in fact, Bagheera considers himself worthy of scorn for failing to protect the man-cub Mowgli and allowing Shere Khan to slay his close friend Baloo. Since the Day That Man Fell, the panther has dedicated himself wholly to keeping as much of the jungle safe from the tyrannical tiger, as well as the scheming snake Kaa and the unpredictable King Louie. Bagheera is suspicious of all humans, though he is willing to give them a fair chance to prove themselves friends of the free creatures. Should he or the other creatures of the jungle be threatened though, Bagheera will immediately fade into the jungle to stalk his opponents, pouncing only when the time is right with savage fang and claw.
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>>36423907
Land - The Land of the Free Creatures
The jungles and valleys that Bagheera roams are densely populated with wildlife of all kinds. The normal jungle-dwellers are mixed with refugee animals from such other realms as the Pridelands, Hunnic China and Agrabah, as it is the one place not completely hostile to them. Despite Bagheera's solitary actions, the other animals have become more aggressive to help defend their brethren. Akela's wolf pack acts as a swift border guard, while Hathi's elephant troupe works as a rampaging cavalry against any unwelcome trespassers. The borders of the land are not well-defined, leading to many border skirmishes with Shere Khan and King Louie's monkey scouts, as well as the unfortunate fate of those who wander into Kaa's hypnotic realm unknowingly. There are no cities or man-made shelters within Bagheera's domain, only rugged terrain and a few long-abandoned temples scattered throughout. Players traveling through the land must make painfully clear that they are friend to the animals while living off the land as best as they can. Torches and campfires are strongly discouraged due to the risk of attracting King Louie's obsessive attention.
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>>36423912
Rule - The Law of the Jungle
Because of the law of the jungle, killing other animals is only admissible for survival only. If the players kill for more meat than they need, they may be marked as a danger to be eliminated. Should they kill out of annoyance, for sport or for profit, they will be shunned by the entire jungle as murderers. Word spreads faster than fire through the land, and word will inevitably reach Bagheera, who will take it upon himself to kill any aggressors. As well as the creatures, the land itself is protected by the law of the jungle. Unless desperation merits it, destruction of trees, mountains, rivers and all other parts of the land is strictly prohibited. Those who wish to use fire within the jungle must only take dead branches and other fallen material only. Bagheera is less strict about the jungles than the animals, but if the players carve a path of destruction through the jungle, he will strike against them to preserve the last great bastion of animals. Human players with no means of communicating with animals must be very cautious of their actions, for they will be unlikely to receive any warning of the law of the jungle, or of the intentions of its denizens.
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I have a scientific reason for negative singing modifiers for the people of prydain, cauldron mists while granting a resistance to noxious vapors, scar the lungs means shortness of breath and the inability to carry a tune.
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https://www.youtube.com/watch?v=uGcsIdGOuZY&list=WL
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>>36424164
Uh. How is this relevant?

>>36424157
Isn't that one of the racial traits? If not, is there some bonus skill we could give +4 to make up for -2 Music?
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>>36424196
sorry for the irrelevance, I was just trying to keep the thread afloat
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>>36424157
>>36424196
Yes' they already have it as a setting trait:
>Black Lungs: Years of living in the mist of the Black Cauldron have hardened and scarred your lungs. Near-immunity to atmospheric poisons and irritants. However, athletics is reduced by one, due to constant mild shortness of breath.
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>>36424384
Fascinating! Thank you anon.
Now, as for kings; We should at the least round off Facilier's stats, do Frollo, Alameda, Yzma, Tzekel-kan, Davy Jones, Shan Yu, Scar, and Grimhilde since those shouldn't be that hard to represent even with in-setting abilities.
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>>36424464
How many strikes should we average for each King? ~20? ~30? We'll want to include (some number)X in their strike count so that they're tougher with more players. How high should their defenses be (5th playtest showed that +26 was overcome-able if very, very difficult)? When should players start defeating Kings?
What number of lessons should the players average by the time they advance in tier? Any and all answers/questions/opinions are welcome here, because honestly we're in the final stretch and even if you think your idea is terrible it probably can't mess up that much, and likely it's a fine idea anyway.
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>>36424594
Kings will have to be graded in difficulty somehow.
If they weren't, players wouldn't be taking down any kings until the On-a-Roll phase at the earliest, and that'd be a pretty tedious and unsatisfying early third of the game to play through.
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>>36424618
Before, somebody suggested making a ranking system for kings. I believe it was, Kings, Gods and Godslayers.
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>>36424665
It may have to go further than that, because some kings are still gonna be a whole lot tougher than others (for example Rourke or Shan Yu vs. King Louie or Alameda Slim)
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>>36424618
Honestly at the Zero tier I don't think players should be taking down Kings. They're this great big obstacle blocking goodness, and if any two-bit mercenary with a sword can take them down, why do the players need to do anything?

The Zero tier shouldn't be facing kings, it should be facing Inner Circle with the occasional Villain as an end of a plot thread, while they piss off some Kings and try to get the power to actually go over and stomp one of them. And the Kings that the players could actually reasonably take out at Zero tier as just 'some guys with swords' can be put into two categories; Highly competent and surrounded by armed guards and a trained army (Beckett, Rourke, Yu) and Alameda fucking Slim, who we don't want to just be the bitch-boy for every starting player group to say 'hey, we killed a king!', because honestly he's a jumped-up cowboy. It'd be like setting Sid up as a king and congratulating the players when they beat up an eight-year-old.

But to do that, we need to find a way for those kings to not get rekt by a bunch of dudes. Facilier is sort of a bad example, despite being the only king we've statted, because he literally has magical powers.


I agree with you though, we do need a ranking system for how hard each one should be to kill. Suggestions?
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>>36424723
It's a fair point, but the overall goal is to take down the Disney villains, and if the players don't get to do any of that until a few months of play, it feels a bit futile.

My suggested ranking for the villains:
Baron - Alameda Slim, King Louie, Queen La, inexperienced villains
Count - Shan Yu, Cutler Beckett, Rourke, well-prepared and well-armed villains, probably beast kings too
Duke - Facilier, Horned King, Jafar, super-powerful and probably magic
King - Hades, Ursula, other godlike bigwigs
Emperor - Churn Burn and the Firebird
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Woke up and rereading the threads. Thank you for starting a new thread.
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>>36424810
Maybe use different names; ones that more accurately suggest their power scale. Calling Shan Yu a Count doesn't sound quite right.

Maybe refer to them as "Rulers" instead, and come up with a ranking system based more on how much they threaten.
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>>36424810

It might also be worth noting that not all the Kings need to be taken down through actual combat encounters. If we wanted to give players agency early, we could start them off with one of the Kings that's more amenable to being coerced into an alliance with them.
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>>36424810
>>36425124

I actually thought that the Kings as listed on the 1d4chan page were pretty well ordered by power level.

>>36424723

While there are some Kings on our roster that could be coerced or convinced into being slightly better or making some concessions, I agree that beginning players shouldn't have the ability to take them down through combat. They have to get their feet wet in the setting, learn how the world works and get a little experience under their belt before they can begin to affect real change. It may be a somewhat difficult balancing act to keep the players feeling like they're getting things done while not letting them get away with too much too soon.
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>>36422839
But if it was just the animals, we wouldn't get the Fisher King effect. Even if he's taking from the animals too, he's taking from the land.
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Just wanting to bump the thread while people might be asleep or celebrating Thanksgiving to say that I'm still working on that piece of Mulan fluff from last week. Had to scrap what I was writing and am planning on starting over. Hope everyone who celebrates is having a good holiday!
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Was bored, tried making a few traits and powers.

I Know Kung Fu!: You may use Brawl instead of Intimidation at a -2 penalty.

Now We Sound the Drums of War!: Successful Music rolls give an additional +2 bonus when used to boost the Melee, Ranged or Brawl skill.

Lovely Coconuts: +3 to social rolls to annoy or piss the target.

Give a Little Whistle: If you have a mount you can summon it anywhere by just giving a whistle and spending a Will point.

Force of a Great Typhoon: Spend a Will point. If one of your melee attack takes out a Mook or Lackey you may immediately make an additional attack against another nearby Mook. This power lasts until the end of the turn and can never let a character make more than three additional attacks per turn.

Strenght of a Raging Fire: Spend a Will point and roll a ranged or melee attack. if it lands, double the amount of Strikes lost by the opponent. You can't make any more attacks this round.

Mysterious as the Dark Side of the Moon: Spend a Will point. For a full scene all insoght and/or Sensibility rolls against you suffer a -4 penalty.
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>>36426346

This is exactly the sort of thing we need, thank you.

On television just now they performed the song "Show Some Respect" from the new Broadway musical "The Last Ship," and with all the talk of class disparity, militarism and what it means to be a citizen in Atlantis, I thought that the song was actually pretty appropriate for something being sung by all the workers and dreamers actually responsible for building those amazing submarines Atlantis is so famous for:

Show some respect on this deck for the dear departed,
Gather ye's round let's be bound by the work we started,
Save all your strength for the length of the task before us,
Think on that ship on the slipway they can't ignore us.

It's what he would have wanted, he'll not be disappointed,
Each of us well appointed, we've all but been anointed,
Such was our occupation, this means of our salvation,
We'll make a rope out of our dreams and hopes and tribulations.

We'll weave these strands together, we'll splice a rope and tether,
And though we won't know whether, it's fair or stormy weather,
We'll quit this quay,
And we'll cast this net of souls upon the sea.

Pick up your tools, we're not fools to be treated lightly,
We'll weld our souls to the bulkheads, secure them tightly,
We'll use the skills and the crafts that our fathers taught us,
We work with pride, not as slaves, no one ever bought us.

We'll weave a net of our dreams and our hopes between us,
We'll be the envy of that sorry bunch who'll wish they'd been us,
We'll form a web of steel, a structure that will not be broken,
We'll be the heroes of the day whenever tales are spoken.

And as the dance gets faster, we'll build a double master,
No vessel will outlast her, no other ship gets past her,
We'll quit this quay,
And we'll cast this net of souls upon the sea.
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>>36426409

Come strike the floor with your feet all you lads and lasses,
And if you're too old to dance, you can raise your glasses,
Just come on in, take a spin, in your dreams ye've held her.
What are ye? Man or a mouse, or a shipyard welder?

Shy bairns get nowt for waiting, so why ye hesitating?
Ships don't get built debating, or launched just contemplating.
Wear out your old shoe leather, we're in this dance together,
We'll pull the blades and feather, in fair or clement weather.
Each one of us connected, all trades and skills respected,
Always to be expected, we will not be deflected,
We'll quit this quay,
And we'll cast this net of souls upon the sea.

Show some respect, fill the deck, get the lassies twirling,
'Cos they expect to be swept off their feet and whirling,
Life is a dance, a romance where ye take your chances,
Just don't be left on the shores of regretful glances.
We may not drive Rolls Royces, we're hardly spoilt for choices,
If we're to pay invoices, we'll need to raise our voices.
Our strength is in communion, this boilermakers' union,
The shipwright welders' guilds, with every working station filled.

These bonds we've spliced together, will face all kinds of weather,
Considered altogether, and sailing Hell for leather,
We'll quit this quay,
And we'll cast this net of souls upon the sea.
Where will you be,
When we cast this net of souls upon the sea?
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>>36426409
>>36426419
Nice one!
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>>36426346
>Well excuuuuuse me, princess:
- When trying to convince a character in a position of authority of something they don't want to hear, you may spend one will point to rebuke them, automatically passing your next persuasion check.

>Third Time's the Charm:
- Non-social skill checks may be attempted three times before they are definitively failed, but each unsuccessful attempt decreases the related skill by 1 point
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Time to visit grandparents, bump for now, Happy Thanksgiving.
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>>36427500
Bump
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Luckily I'll have some free time this weekend to write more fluff. Does anyone have any suggestions?
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>>36426346
Force of a Great Typhoon (trait version): When fighting against mooks,additional strikes from "critical hits" carry over to nearby mooks within your attack range.

Skill Monkey: -4 to a skill of your choice, +1 to all other non-combat skills.

Wind, Help My Feet to Fly: By spending a Will point you may attempt a single physics-defying feat of Acrobatics or Athletics (like running a short distance on a vertical wall or using a flight of passing birds as skipping stones to get to a nearby roof). The actual difficulty is up to the DM, and if he deems the act too impossible you are refunded the Will point.
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>>36428584
Either one of the four K/L/R still left or some short character piece with characters from the playtests (see Disney Team Prime or Captain's Log in the fluff catalogue).
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Updated the Bagheera KLR.

There's three bloody KLRs left. We should really focus on statting up the Kings.
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>>36428936

Good point.
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>>36426984
>Well Excuuuuuuse me, princess:
We don't do auto-successes for the player. Perhaps change it to a +6 or +7 bonus?
>Third Time's The Charm:
Seems very strong. Increase the penalty to -2.

>>36428632
Skill Monkey is... horrendously powerful, and a minmaxer's dream. I'd say make it -4 and give +1 to ~5 other skills of the player's choice, rather than ALL skills.


Other than that, good trait creation everyone.
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>>36424810
Quickly thrown up rough personal powerlevel ranking for villains (Alone):
Slim, Radcliffe, Louie, Ratigan < Queen La , Bagheera, Shere Khan, Beckett, < Rourke, Shan Yu, Huntsmen, Yzma, Tzekel-Kan, Scar, Kaa, Mor'du < Maleficent, Horned King, Facilier, Elsa, Jafar, Frollo < Ursula, Hades < Cherdabingbong, Firebird
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>>36429203
Isn't Queen La like a magical tiger person? Shouldn't she be above Beckett, who's just a bureaucrat? Also, isn't Cherrybomb more powerful than the Firebird?
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>>36429435
Queen La is magical, but she's also hilarious incompetent and her magical powers are undoubtedly the weakest of all the magicians. It really only extends to immortality powers and some weak druid magic stuff. Oh, and shooting generic magic bolts. She dies because Tarzan strong-arms her staff away from her and then breaks it. Firebird and Chernignog are both not beatable in regular combat (You need macguffins or incredible external power to fight them), so they'd be in the same category. You just need BETTER macguffins to beat Chorelord.
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Anon who was getting a job as a disney marketing asshole here.
Boss send the archives to his boss, might lead to something. He really liked the setting and i might get a promotion in my first week.
I'm hyped as fuck, and a guy in the office plans on starting a game. Things aee looking bright.
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>>36429571
WE'RE ALL GETTING A DISNEY PAYDAY

But seriously, if this gets endorsed by Disney proper holy fuck that'd be insane. If Disney sees a profit in this we could be heroes
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>>36429613
We're never getting a disney payday. At best, we're getting a C&D. If it does happen, they'll take the credit and /tg/ will be forgotten.

>>36429571
Well, I'm glad he likes it. Hopefully he'll like it better once we actually have a PDF out.
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>>36429641
Can they issue a C&D for a non-profit project intended to be used between friends? I doubt they would send one anyway, the maximum profit way is to let us finish the entire setting and then snatch it up and sell it.
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>>36429571

On the off-chance you're telling the truth.

Get out while you still can. Disney will screw you.

I mean it.

I mean it I mean it I mean it.

As far as actual people from disney seeing this stuff, this is all a fan work/parody. They won't give you anything. Start a game if you want to, have fun. But this is just fun. As soon as it turns into something other than just fun, it will wither and die. That's what happened to my Slayers system.
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>>36429718
Marketing branch is best branch of disney. No slavework here, but i can see why i woldn't profit from it, and this was never my plan.
>>36429641
/tg/ not getting any credit is the most likely scenario. A family corp like disney would never have anything related to 4chan, but it's still nice to have our work published. We will know the truth.
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>>36429571
>>36429949

Glad that everything seems to be going well for you! At the same time, I might just start saving my own copy of everything just in case things go south.
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>>36429949

You better let go of that dream that this will be published. The desire will only bring you suffering.

Being published is not the best thing that could happen to this project; the best thing that could happen is for you to use your marketing skills to distribute it to places like reddit, facebook, and other places that people like us don't go. Let people know that 4chan is where it comes from.

It's FAR more important that people play with the concepts of old disney so that we can push them into the public domain. Go ahead and quote me on that to your boss, from Wilfred Jackson's g-grandson.

OLD DISNEY NEEDS TO BE PUBLIC DOMAIN. PUBLIC DOMAIN IS WHERE THE MAGIC HAPPENS.
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>>36430103
I don't want to derail this thread, but let me say, i dont agree with the idea of old disney going into the publics domain
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>>36430103
Product, place, price and promotion.
We have the internet and a free publishing material world wide. The last thing we need for a big DDV explosion is the promotion, really.
i will just wait a little.
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>>36430187
By international laws, most of it already is.
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>>36430246
Yeah, but I don't trust the American public to handle it well. Everything we touch turns to shit.
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>>36430187

That's fine; that's why _YOU_ work for Mike's corporation and _I_ don't.

>>36430268

Fuck you and your fatalism. Here's some public domain works that the american public touched for you: The Brothers' Grimm's Snow White; Collodi's Pinocchio; Graham's The Reluctant Dragon; Aberson's Dumbo, the Flying Elephant; Salten's Bambi; Harris' Uncle Remus; Irving's The Legend of Sleepy Hollow; Perrault's Cinderella; Carroll's Through the Looking-Glass; Barrie's Peter Pan; Greene's Happy Dan.

Back on topic, could someone get me a zoomed-in map of the Shere Khanate? I can't suss out what all the borders really are on my crappy computer.
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Right, right, let's get back to work.
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>>36430430
Neither are me, the marketing asshole.
I do believe that disney is already public domain, but money can change laws. Anywhere. Most of all, where i live in.
Thing is, eve if this never gets disney's seal, they won't shut it down. And that's a small victory in itself. And if i CAN do this, i hope i've helped.
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>>36430430
And most of those have been utter shit, and would have remained widely forgotten if Disney hadn't used them
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>>36430541
Please at least acknowledge Through the Looking Glass. Disney didn't do that much for that one.
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>>36430689
Actually, on that note: I don't think there is a Queen of Hearts as one of the Kings. Or a Looking Glass World either.
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>>36430689
Eh, true enough.
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>>36430539

Learn to capitalize your "I"s and I will stop calling out your samefagging.
Disney not shutting it down is not a victory. They have nothing to do with this and never will. This is a work of parody.
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>>36430903
Calm yourself. They can't shut us down, and if they want to steal the credit it'll be out in the open for everyone to see.

Now, which King should I give a crack at first? Alameda Slim or Shan Yu?
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>>36430103
>>36430430
>>36430903
God damn you really hate Disney.
>>36430937
We should probably try to finish the lowest-level Kings first, such as Slim.
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>>36430903
Not samefagging, really.My english just sucks, so does most of /tg/. Most of us don't have english as our first language, you know?
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>>36430937
I'm aware of these things. That is precisely what I meant in my post.

Agreeing with the lowest-level first sentiment.

>>36430964
I just want people to ignore the corporation and pay attention to the art.
>>
Name: La Bourreau Douloureuse (Our Lady of Sorrows/Mary for this one, as there isn't a patron saint of
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
Legerdemain: 6 + 2 from Harlequin outfit.
Melee: 6 + 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.

Powers in a bit.

>>36430821
Dream World. Same as the Locker and the Nightmare Before Christmas land.
>>
>>36431057
*as there are no patron saints of executioners)

---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.

---Equipment---
-Harlequin Mask & Outfit: A goofy but unnerving outfit. Grants +2 to Legerdemain.
-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.
-Throwing Knives: One-Handed, rolls Legerdemain + Agility instead of Ranged + Agility.

Also forgot to mention the third member of Frollo's A.S.S. is done.
>>
>>36431057
>as there isn't a patron saint of

THERE ISN'T A PATRON SAINT OF WHAT. WHAT ISN'T THERE A PATRON SAINT OF ANON
>>
>>36431115
EXECUTIONERS. THERE ISN'T A PATRON SAINT OF EXECUTIONERS.
>>
bump
>>
So, is Frollo the only undead entity in the Inquisition?
>>
>>36431967
I'm pretty sure yes, because Frollo would see all other undead as heretical and purge them with fire/holy flame.
>>
>>36429435
Cherno's stronger than the Firebird, yeah, because he's older and bigger and more experienced and more versatile, with a whole ton of supernatural abilities. The only thing the Firebird can do is destroy... but in that particular area, it just about equals Cherno.
>>
We're so close to the beta
Yet so far
>>
Hope everyone's having a good day and a good holiday thus far!
>>
>>36433335
Just had some Thanksgiving dinner with family, was pretty good.
Ranger Bleu Villain in a bit.
>>
>>36422115
Question: since Bagheera and Christopher robin have KLR, should we do one for the R.A.T.S?
>>
>>36433423
Yes.
>>
>>36433559
Right. Just a question, is RATS more millitant and possibly extremist than the rescue society? Because im sort envisioning it as a terrorist cell, that although is morally right, has a bit of a mean streak. A sort of us or them mentality
>>
>>36433648
Sounds good to me.
>>
Alameda Slim's magical yodeling; automatically works or needs a roll so that Beast PCs can resist it?
>>
>>36434544
Auto-success should be avoided whenever possible.
>>
Goddammit more people need to step the FUCK up and finish our KLRs and king stats.
>>
>>36435246
Fiiiine, I'll do the Global Huntsmen Club KLR in a minute here.
>>
Name: 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)
-UltimateCombo
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 and Equips in a bit.
>>
>>36435545

---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 Combat/Ultimate Combo has taken effect. This unit may perform a flaming punch, which is a regular combat roll, except the attack inflicts burning.

---Equipment---
-Gauntlets x6: Metal gauntlets to improve a fighter's ability. Each grant +1 to Brawl.
-Fighter's Garb: A traditional fighter's garb, gi and belt, dyed blue and with six arm-holes. Grants +1 to Brawl.
>>
>>36435625
>Asuras wrath
call it holy fury or something.
>>
C'mon niggas final stretch.
I got the Villains, you guys got the Kings and K/L/R/'s.
We're so close.
>>
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>>36431012
>I just want people to ignore the corporation and pay attention to the art.
I think at the end of the day that's what we all want.

Anyhow, getting getting back into the traits and powers business. First, an alternative to my old trait 'No Luck For The Tough':
I Wonder If They Even Bleed!: You are quite resistant to damage and trauma, gaining +3 to all Endurance and Prevent Harm checks. In fact, you are almost too tough.....you take a -3 penalty to Persuasion and Deceit against anyone who sees you make an Endurance or Prevent Harm check.

New Powers:
The Past, The Present And The Future As Well: Spend a will point. For the rest of the scene, you can discern one fact about the past, present and future of anyone who lets you tell their fortune. This works with any form of divination; bone throwing, taromancy, crystal ball gazing, palm reading, even magic eight balls! However, tradition dictates that you must share this information with the person.
Won't You Shake A Poor Old Sinner's Hand?: +5 Deceit to convince people to buy into a deal that you know is going to end very, very poorly for them.
In The Dark Of The Night: Reroll any Occult checks at night once and keep the better result.

New Trait:
Trust Me, You Don't Want To Know: Anyone who tries to dig up background information on you will take -3 to their checks, and if they do succeed they won't like what they find.
MEA CULPA!: +3 to checks to keep your faith.
MEA MAXIMA CULPA!: Reroll any checks to keep your faith (requires MEA CULPA!)
>>
>>36436171
The issue is that no one is statting up the Kings.
>>
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>>36435246
>>36436171
King - The Elite Global Huntsmen's Club
The Elite Global Huntsmen's Club is exactly what it sounds like: an organization of accomplished hunters and trackers who seek only the toughest challenges for their guns. There is some dispute as to whom is in charge of the club, as no one can agree to what criteria leadership requires. Clayton is most suited to leading expeditions, McLeach is the best tracker, Gaston sports the most impressive kill of the group, and Charles Muntz is the most senior member. Other newer recruits like Buldeo, Amos Slade and the exiled king Fergus have joined on the merit of their skills, though each hungers for a different prize. Additionally, the socialite Cruella DeVille associates freely with the club, making luxurious clothing and accessories from any parts of beasts that aren't taxidermied. The club holds no allegiances to any other kingdoms, though they are often hailed as monster-slayers throughout the world (apart from the beast kingdoms where they are universally reviled). Players who take a stand against the rampant killing of the club will soon find themselves involved in the most dangerous game.
>>
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>>36436806
Land - Worldwide Hunting Grounds
The EGHC lays claim to Australia and many scattered locations around the world where they maintain hunting lodges. The true headquarters of the club is Muntz's zeppelin, a mobile base that is well-supplied and decadently furnished, a mansion in the sky. The zeppelin is defended by every trigger-happy hand aboard, giving even Captain Hook's marauding sky pirates reason to avoid attacking them. Even with no current prizes, the airship is always on the move due to the challenge posed by their permanent guest, Alice. Constantly pursued by unimaginable creatures sent from Wonderland by the Queen of Hearts, she has taken desperate refuge with the club who gladly defend the girl for the sport of gunning down her attackers. Despite their promise of safeguarding her, the hunters use the girl as bait more often than not, netting the most fantastic kills of these strange beasts in a new locale every time. There is a small chance of persuading Alice to return to face her fears in Wonderland, though the club will most certainly not allow their greatest source of game to leave. Most of the club's standing lodges are staffed by a few token servants, though trespassing on club property is strictly prohibited. Players who wish access to the airship must prove themselves to the lodge stewards before they can earn the honor of meeting the inner circle.
>>
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>>36436820
Rule - Make Quota
Only club members are allowed in the lands staked out by the EGHC. Those who have joined up with the hunters are expected to contribute consistently to their trophy wall, both to prove their loyalty and to sate Cruella's incessant demand for furs and skins. Players can earn this upkeep by killing a beast that is sufficiently big, dangerous or unique, or by killing a large quantity of lesser creatures for the tanners. Failure to deliver enough times can result in immediate termination of membership. Additionally, the club can expunge membership on members who refuse to hunt, such action is viewed as weak, cowardly and unfitting of the EGHC name. Rivalries are common within the club, and sabotage by other hunters is frequent, as a means of lowering others' position in the hierarchy. Direct interference is frowned upon, and directly intervening in a hunt may be viewed as blatant protection of targets, intentional or not. Prestige and luxuries await those who prove themselves capable and clever. Termination the only reward for the weak, foolish or unsportsmanlike.
>>
>>36436292
god daaaamn it, give me some time! It's thanksgiving, I shouldn't be doing this at all!

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

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

---Skills---
Acrobatics: 3
Athletics: 3
Melee: 4
Ranged: 7
Brawl: 5
Prevent Harm: 8
Endure: 7
Stealth: 6
Legerdemain: 5
Deceit: 6
Persuasion:6
Intimidate: 6
Academics: -
Science : -
Occult: 5
Mechanics: -
Linguistics: 0
Travel: 8
Driving: -
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.
He needs another power. Thoughts?
>>
Should Scar be a Charming, Strong, or Nimble Guy? I seem to remember him not being particularly great physically, but being able to threaten and connive his way into getting the hyenas to obey him, which is Charming.
>>
>>36436904
Quickdraw King?
>>
>>36436904
>>36437022
Also shouldn't the Kings be more like puzzle solutions? And fuck he's weak. I thought we agreed that you shouldn't take down Kings until at LEAST early Hero-tier.
>>
>>36437062
I think Slim is supposed to be the weakest of the kings, but I agree. He would've gotten stronger since his victory.
>>
I have returned from Turkey-Massacre day festivites and will update everything.
>>
>>36437062
He's... really not that weak. His Prevent Harm needs a boost, sure (he's only +18) but his main attack method is via music, so he gets +33 on 5d6k3. That's kind of a lot.
Remember that he also gets 4 actions a round.

>>36437022
Looks good to me. I'll add it.
>>
>>36437577
But he'd still be able to be taken down by on-a-rolls. Unless I'm just being a faggot and misremembering, we agreed that Kings should be taken down when everybody's a hero-tier character.
>>
>>36437062
Maybe so. There's still absolutely no valid reason why fucking Alameda Slim, a cow thief with a nice voice, should be anywhere NEAR the powerlevel of Jafar or the Horned King, some of the most powerful sorcerers in existence. Or any other Sorcerer-King except for maybe La, and even she's no pushover.
>>
>>36437656


>>36424810
>>36424678
>>36424723
>>36424665


Alameda Slim is one of the weakest Kings, and he should be able to be taken down by On-A-Roll heroes (at least late into their tier) to show that they actually mean business -- the point of the game is to beat these guys, so waiting 2/3 of the game to start taking them down is... boring? I dunno the right word for it, but the players need to see their power expand and bring goodness back into the world, and beating the crap out of a magical yodeling cowboy should do that.
>>
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>>36436904
Eh, I'd never give a top-heavy guy an Agility higher than his Robustness myself, but he looks alright.
>>36437022
That would do nicely.
>>36437100
>>36437062
Thing is, when you compare him to the other Kings, he's not really THAT evil. He just lacks the putrid vileness you find in others, and things aren't really bad when he's in charge. If you took him out, things would change very little if no other major villains moved in on his old territory. Yes, he's easy to take out, but there's this question of whether or not you're doing the world a favor by doing so.
>>
>>36437709
We'll have to make most of the kingdom plots non-linear then, if the players are going to be country-hopping until they have the strength to actually challenge a king. Doing countries one at a time doesn't work with that structure.
>>
>>36437709
Guess your right, sorry for being a fag.
>>
>>36437742
The implication would be that you find someone competent and replace him. Just stabbing the King and moving on is the biggest murderhobo flag in existence.
>>
>>36437760
I don't think that would be too much of a concern if we had an even distribution of weak and strong kings. In North America, for instance, you can take on Alameda Slim and Ratcliffe as your late On A Roll kings, Facilier and Tzekel-Kan as your early to middle Heroic kings, and finally the Aurora Borealis as your late king......that is, if you think it's wise to take on something that could help you against the Firebird and Churned Up Bog.
>>
>>36437848
That doesn't work at all though outside of North America.
>>
>>36437848
Would all the campaigns be limited to one continent, more or less? If the players want to help the whole world, that's going to be 90% of the game waiting for them at Hero tier.
>>
The Headless Horseman is in this setting right? He was in a Disney short and is time appropriate. Maybe make him a Villain for the Land of the Bear?
>>
>>36437895
Think he was the end boss of a small adventure someone made for a Virginia campaign.
>>
>>36437767
Asking questions is not being a faggot, no matter what anyone says.

>>36437890
If they want to help the whole world, they can but they need to convince one of the naval powers to help them out.
>>
>>36437709
>>36437760
>>36437848
>>36437890
I was thinking that the players should probably have taken out about 1/2 of the Villains by the time they've got their Macguffin or acquired the INNER STRENGTH AND LIGHT needed to face Chururryruryr. If we're starting with villains like Slim or Louie or Radcliffe at mid-level On-a-roll, moving into stronger villains like the Coachman and La, and then being able to face down high-tier villains like pretty much all of Europe, that's obtainable. Europe in general should be where people move at the very end of On-a-roll, and they should only really move there once they've cleared out much of the rest of the world and are not going back to most of it.

>>36437895
You know that's an American story, right?
>>
>>36437958
Having somewhere from 1/2 to 3/4 of the kings downed by the time people face down the cherryman seems about right.
>>
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>>36437895
It seems to me they're a little far apart.
>>36437874
It might work for Europe. Compared to the Horned King, Malificent, Hades and THE DREAD ONE, Grimhilde and Frollo don't have too much to defend themselves with once you get past their hordes of guards.
>>
>>36437958
Perhaps my mindset is a bit too video game-ish, it just doesn't seem quite right meddling in all these kingdoms before taking down even one of them. I think the villains would all start to notice if someone's being a hero on a widespread scale, even the dim-witted ones.
>>
>>36438029
i think players should spend a little time in each country before beating the king. Also, there is the problem that once you beat a really strong king, such as Facillier, then it is ridicously easy to beat some one like Slim, Radcliffe or Tzekal Khan.
>>
>>36438008
>>36438029
Zero-level heroes will only really be taking smaller things down, not gaining too much notoriety out of the local area. At low to mid level on-a-roll, they could start taking down the weaker kings, which will give them enough time and space to keep moving and spending a couple session taking down the next king. That'd be 1/2 to 3/4th by the time they're ready to fight Churns, and have picked up significant fame, titles from places they've saved, and cool nicknames along the way. We'd need to really play a campaign to see how well this works in practice, but on paper it seems pretty good. We'd just need to see how fast people are developing in comparison to the amount of Kings they should be beating.
>>
>>36438024
>>36437958
Oh yeah. Guess he would be a cool Villain for the Virginia Empire then.
See, I thought it was Irish because he's a Dullahan, which is like an Irish Grim Reaper, and the Land of the Bear is a part of Ireland.
>>
>>36437577
I thought music can't directly attack, only buff, because it's already one of the best skills in the game.
>>
>>36438199
Music can do ANYTHING. It's disney!

But, if that's what we agreed on (and I don't remember doing that, we've got some song-based combat powers already) then Alameda needs a power that lets him attack via music. Because yodeling.
>>
>>36438119
Ireland is under the rule of the Horned King actually. But yeah, it's one of those things where the fae seem to follow the people who practice belief in them.
>>
>>36438239
WAR YODELING! Anyways, I could be wrong, but we did, or at least should, try to limit the power of music, because while "It's Disney!" explains a lot, it doesn't balance the game, and if I only need music as my one and only social skill, you just made the One Skill To Rule Them All, and people will just put every Lesson they can into it.

Also, I need ideas for powers for Scar. I have this one for all soul-eating beast kings:
-Soul Devourer: By expending 2 Will points, this character may eat any animal (including humans) of Medium size or higher and regain strikes equal to that animal’s Robustness divided by 8, rounded up. i.e. an ape with 6 Robustness restores 1 strike while one with 10 Robustness would restore 2 and one with 17 would restore 3.
>>
>>36438416
That's a kinda shitty power. Too many Will points, too little gain. It should be more like a passive effect. Plus how would it work against PC's? You can't instakill them.
>>
>>36438497
Wait, I see it doesn't insta-kill them, just damages them. Forge abou that part and the PC part.
>>
>>36438416
So we make War Yodeling a villain trait is that is off-access to PCs, simple as that.
>>
>>36438029
The way I see it, is that Zero PCs spend most of their time doing small missions for various people, building up their strength. They're not doing nothing, though. They are changing things on a local level, and eventually the local king's gonna take notice of them.

Once they take down a low level king, than some of the other regional kings start to notice. What they'll do about it depends on their temperament (Rourke may try to recruit them, Facillier will try and squeeze a bargain out of them, Sher Khan will try to intimidate them, the European kings will try to kill them), pretty much the on a roll level consists of trying to juggle the newfound power and responsibilities of being a hero, while also trying to avoid the consequences of being conspicuously heroic.

Finally, the transition to hero is a significant win against a king. Convert Rourke or Elsa, bring peace to China, usurp Scar ect. Then you become a major player on the world stage. Not only do you have to deal with kings scrambling to maintain the status quo, but you've also attracted chimbobimble's attention. The Heroic stage of the campaign isn't about helping villages, it's about taking on empires, taking down kings and ultimately marching on bald mountain itself.
>>
>>36438679
I guess I'm a bit confused on the pacing of level-ups then. How long do you expect players to stay at Zero and On-a-Roll tiers? What's the upper limit of Hero tier?
>>
>>36438722
Well, this is for a Grand Campaign, mind, but I expect the progression to go something like this:
Zero:
Five to ten significant local missions completed, Climax in low level King defeat
On-a-Roll:
Ten to twenty significant global mission completed, Climax in a major king defeat
Hero:
King defeats every five to ten missions, continue until Bald mountain is taken

Granted, I have no idea how this would play out and i'm just guessing on how fast the progression is, but that's what I had in mind
>>
>>36438832
Fair enough, just interested in a general guide.
>>
>>36438850
Yeah, I was also thinking that a decently difficult villain may be a suitable substitute for a low level king, so that people aren't restricted to a couple of areas to start off
>>
>>36438497
It was meant to include something saying they had to be defeated
>>36438832
I'm adding all three powers to Facilier.
>>
Name: Scar
Role: King/Charming Guy
Class: Alpha Lion
Size: Medium
Species: Lion
---Attributes---
Robustness: 18/16
Agility: 18/16
Intelligence: 14/24
Sensibility: 14/24
Charm: 20/24
Will: 8/8
Strikes: 24
---Skills---
Acrobatics: 8
Athletics: 8
Brawl: 10
Prevent Harm: 10
Endure: 10
Stealth: 6
Deceit: 10
Persuasion: 12
Intimidate: 10
Linguistics: 5 (Human, Hyena, Prey, Bird, Monkey)
Insight: 10
Music: 6
---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 expending 1 Will point, this character may eat any animal (including humans) of Medium size or higher and regain strikes equal to that animal’s Robustness divided by 8, rounded up. i.e. an ape with 6 Robustness restores 1 strike while one with 10 Robustness would restore 2 and one with 17 would restore 3. The eaten animal must be defeated.
-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.
>>
>>36439077
Wait... what powers?
>>
>>36436246
Meant to link to this. These powers
>>
>>36439262
>-Soul Devourer: By expending 1 Will point, this character may eat any animal (including humans) of Medium size or higher and regain strikes equal to that animal’s Robustness divided by 8, rounded up. i.e. an ape with 6 Robustness restores 1 strike while one with 10 Robustness would restore 2 and one with 17 would restore 3. The eaten animal must be defeated.

Ehhh, it's still not good. You're paying a Will point to heal pretty much 2 Strikes, which is already an On-A-Roll character's power. This is a King's power. It should either be a passive power, or have the healing effects doubled or tripled, because right now it's still too weak.
>>
>>36439353
So should I make it Robustness over 3 rather than over 8? So Robustness 8 would give 3, Robustness 10 would be 4, and Robustness 16 would be 6?
>>
>>36439380
Keep in mind, I'm planning on him using this to eat his own hyenas.
>>
>>36439380
That sounds good, yeah.
>>
Name: Scar
Role: King/Charming Guy
Class: Alpha Lion
Size: Medium
Species: Lion
---Attributes---
Robustness: 18/16
Agility: 18/16
Intelligence: 14/24
Sensibility: 14/24
Charm: 20/24
Will: 8/8
Strikes: 24
---Skills---
Acrobatics: 8
Athletics: 8
Brawl: 10
Prevent Harm: 10
Endure: 10
Stealth: 6
Deceit: 10
Persuasion: 12
Intimidate: 10
Linguistics: 5 (Human, Hyena, Prey, Bird, Monkey)
Insight: 10
Music: 6
---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 expending 1 Will point, this character may eat any animal (including humans) of Medium size or higher and regain strikes equal to that animal’s Robustness divided by 8, 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. The eaten animal must be defeated.
-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.
>>
Name: Scar
Role: King/Charming Guy
Class: Alpha Lion
Size: Medium
Species: Lion
---Attributes---
Robustness: 18/16
Agility: 18/16
Intelligence: 14/24
Sensibility: 14/24
Charm: 20/24
Will: 8/8
Strikes: 24
---Skills---
Acrobatics: 8
Athletics: 8
Brawl: 10
Prevent Harm: 10
Endure: 10
Stealth: 6
Deceit: 10
Persuasion: 12
Intimidate: 10
Linguistics: 5 (Human, Hyena, Prey, Bird, Monkey)
Insight: 10
Music: 6
---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 expending 1 Will point, this character may eat any 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. The eaten animal must be defeated.
-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.
>>
>>36439492
Sorry, fucked up the first post. How does Scar look?
>>
>>36439492
I'm not sure if he's too powerful or not powerful enough. Hmm.
>>
>>36439492
>summon 30 mooks
As a GM i'm wincing. That's a lot of people to manage actions for, and eventually the players are going to roll super low against them. It's mechanically balanced, though his Robustness and Agility are both kinda high for what i'd expect out of him; but he is draining power from the land.

Moreover, how are his skills above rank 8? Unless we decided NPCs can get above 8 in a skill
>>
I know this might be a little late, maybe this is more expansion pack like, but are Studio Ghibli movies going to be included. They were licensed by Disney and it could create some interesting things to happen in Japan, Hunnic or not.
>>
>>36439826
Oh, I forgot about skill caps. The 30 mooks was based of the giant pseudo-Nazi march that he had in the movie, and I thought that Heroic players took out around 10 mooks per attack with AoE
>>
>>36439974
Speaking of which, Mob Rules could be a good idea, They would just be some way to condense the actions of a large group of mooks or lackeys to be easier to handle, which would allow for armies to be a thing,
>>
>>36439974
They take out 20 per attack.
>>
Second-to-last member of the S.S./A.S.S./C.M.P.F. is done, how you guys like the crew so far?

Name: Le Vagabond Généreuse (Jolly ol' St. Nick of course, who else?)
Role: Villain/Smart Guy
Class: Ranger Vert
Size: Medium (Pretty tall though. Like 8.5ft. tall)
Species: Human? (Nobody knows what he is. Frollo thinks he's useful though, so he keeps him around.)

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

---Skills---
Occult: 6 + 2 from role and G. Santa outfit.
Legerdemain: 7 + 2 from G. Santa outfit and Thief Power.
Melee: 6 + 2 from Weapon.
Ranged: 6 + 2 from Weapon.
Mechanics: 7 + 1 from Giant Sack.
Drive: 6
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)
-Trust me, I'm a Doctor
+2 on Science, Occult, and Academics if you can somehow explain how your character knows this particular subject.

Powers and Equips in a bit.
>>
>>36439947
There was a lot of debating, there might be an expansion for them later on.
>>
>>36440909

---Powers---
-Now Dasher! Now Dancer! Now Prancer and Vixen! (Unique!)
Spend a Will point. The Generous Vagabond summons a weapon that is mechanically or magically great. Roll 1d6 for what weapon is summoned. Weapon disappears at the end of this unit's turn.
-1: Dasher & Dancer, twin swords, grants +4 to Melee, Poisonous. Melee+Occult for C. Roll.
-2: Prancer & Vixen, advanced flamethrower meant for long ranges, grants + 5 to Ranged, goes up to 20m, Burning. Ranged+Mechanics.
-3: Comet & Cupid, Great-Bow, goes up to 40m, grants +4 to Ranged, causes Charm/Confusion. (Attacked target makes a Insight + Sensibility roll vs. the attacking units combat roll, if failed, they attack allies instead of enemies for one turn.) Melee+Occult.
-4: Donner, Great-Sword, futuristic-looking grants +5 to Melee, causes Freezing. (-2 to Robustness and Agility until the attacked units next combat round) Melee+Mechanics
-5: Blitzen, Bracers, grants +10 to Brawl, attack unit's PH roll has -5 modifier. Brawl+Occult
-6: Rudolph, Bazooka, grants +6 to Ranged, goes up to 50m. AoE of 5m. Mechanics+Ranged
-Thief
Once-per-turn, steal a unit's equipment and money. Legerdemain + Agility/Intelligence vs. Insight + Sensibility/Agility. Equipment stolen is chosen at random. Money stolen is 1/12 to 1/2. Equipment returned after battle, money returned is 2/3 of what was stolen.
-Soul Eater
Spend a Will point. Chose a target. Choose an attribute. Roll 1d6 to see how much of the attribute is stolen ad added to your own.
-Spell Thief
Spend a Will point. Chose a target. Roll Legerdemain + Occult vs. their Insight + Sensibility/Intelligence. If successful, chose a Power to steal. Unique! Powers cannot be stolen. If failed, nothing happens.

---Equipment---
-Green Santa Outfit: Exactly as it sounds, but raggedy. Grants +1 to Legerdemain and Occult.
-Candy Cane Lance: One/Two-Handed. Grants +2 to Melee and Ranged. Can be thrown for a Ranged attack.
-Giant Sack: Grants +1 to Mechanics. A big sack.
>>
>>36440909
Any relation to the Sandy Claws? And on a related note is there anything being done with Nightmare Before Christmas?
>>
>>36441218
I'm trying to remember, I think we said Oogie is celebrating his own special holiday, and he forces it on any village he visits. Fun for him, but not many others.
>>
Good night guys, I'll give the leader of the Frolloquisition tomorrow.
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>>36441073
>opposed rolls
Just give them a set TN man, all you're doing is making more numbers to calculate.
>>
>>36431057
>>36435545
>>36441557
>>36440909
I've missed some of the latest threads: is there info on these guys somewhere? If not, can someone tell me what's up with them?
>>
>>36442602
Sample villains for a campaign set in France. They're basically Frollo's Elite Beat Agents (in the sense that they beat the shit out of heathens), loosely modeled after traditional catholic saints. Think of them as Evil Inquisitors Power Rangers.
>>
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Jack Sparrow
>Sent to Davy Jones's Locker and fulfilling his service by serving as a member of his crew
>Killed by Barbosa
>Hung by the East India Trading Company for Piracy
>Washed out and boozing it up in Singapore/Tortuga
>Crew were split and/or abandoned but he escaped and continues being the worst pirate ever heard of
>>
>>36442831

So many choices.
>>
I hate to do this with no new content, but I'm going to bump the thread up a bit until I and other posters can wake ourselves.
>>
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So I've been brainstorming how to make the canon heroes....impotent, shall we say, so that they can be around without making the PCs less important.

UNDEAD
>Though dead, this hero has not yet left this mortal coil. With the exception of Mulan, being undead severely limits what they can do; guidance and information is probably the best they can offer to the PCs.
>People speak of the Frozen Guide. While whether he is a ghost or a frozen corpse that seems to walk on its own is uncertain, he is a tall, rugged blond young man who is always accompanied by a similarly undead reindeer. He appears only to the lost in the mountains, and helps them find their way to safety, usually to the warm valley of the trolls. He can often be heard weeping for his lost true love, but never speaks, unless he hears someone ask about how Arendelle ended up in such a sorry state. Then he will tell them the terrible truth, for in life he was a character of the tragic story himself: Kristoff, the ice harvester who accompanied and fell in love with Princess Anna.

ACTIVE CONFLICT WITH ANOTHER HERO
>Pretty self explanatory; won't be resolved without major PC intervention.
>King Arthur and Taran are alive and well, grown into men, wielding their respective magic swords and leading rebellions against the Horned King. However, space, resources and recruits are limited, and with both of them having legitimate claims to kinghood, they view each other as rivals that must be eliminated. If their forces are not united, then the Horned King's reign will continue.

CORRUPTED
>Fallen to the dark side, this hero will have to be redeemed if the PCs are to get any help from them.
>Quasimodo never betrayed Frollo, and he could not be happier. Two people who laughed at him behind his back dead (that's what the voice of God said), and not only does his father finally love him, he's also loved by God and all of Paris! At least, that's what Frollo says...but he's only doing that to protect him...right?

>CONT
>>
A reminder that the next playtest is today. Bring an On-A-Roll character with 50 lessons.
>>
>>36439492
>Encounter Scar
>He immediately summons 240 Hyena Mooks
>Scar leaves you to it
>>
>>36445057
Just to be perfectly clear: you mean a character that hasjust reached the On-A-Roll level (so 5d6k3 on favorite attribute and increased Will and Strikes but skill and attribute cap still at 12/6)?
>>
>>36445093
Sure.

We don't increase Will as we level though. Most heroic powers are based on 3 will.

Playtest is at 7pm EST.
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>>36436806
There was a suggestion that the Hunters were led by a sort of council that constantly vied for power. There was a representative for each continent and they were in charge of expeditions into those regions.

>Europe - Gaston
>Australasia - MacLeach
>North America - Amos Slade
>South America - Muntz
>Africa - Clayton
>Asia - Buldeo
>>
>>36445057
>>36445121
What's the setting for this one?
>>
>>36445057
Is it gonna be another pure mechanic playtest like the arena battle?
>>
>>36445164
You're in the EITC, looking for transport to China. You'll need a boat.
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>>36445201
Is getting the boat going to be the biggest challenge? If not, PREPARE FOR THE RETURN OF CAPTAIN MANLY THUNDER!
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>>36438909
Good suggestion that I'm surprised no one has commented on yet.

If I'm imagining Shere Khan as an "Animals are superior to humans" kind of King, maybe the R.A.T.S. should be based out of his area, especially since it seems to include Tibet and The Free Creatures territory. Would it be OK to have some sort of 1/100th scale Agartha network that ranges over Eurasia?
>>
>>36445027
OCCUPIED WITH PERSONAL QUESTS
>Blinded to the evil all around them, this hero will not help the PCs until their own goal is achieved.
>Ariel and Rapunzel are both out there somewhere. So backed by a small navy and a horde of pub thugs respectively, Prince Eric and Eugene search tirelessly for their beloveds.

PTSD/DOESN'T WANT TO LOSE ANYTHING ELSE
>This hero's seen some shit, and they're not exactly ready to throw their hat back into such a dangerous ring, especially not when they've got it pretty good themselves.
>If they are not counted among the souls of New Orleans, then it is quite plausible that Tiana and Naveen broke their curse and fled to Maldonia. There, they would be safe and happy together.....and they would not want to compromise that by provoking any of the Kings.

IMPOTENT ALL ALONG
>Again, self-explanatory.
>Gurgi is not strong or smart, and he is quite the coward.

IMPRISONED
>This hero is imprisoned, and cannot help even themselves.
>Rapunzel.

HOSTAGE
>This hero's beloved is held hostage by a villain, forcing them to do their wicked will.
>With Aladdin trapped in a poison crystal, Jasmine reluctantly does as Jafar says.

CRIPPLED
>Broken or otherwise drained of power, there is not much this hero can do.
>Hercules.

We should also come up with multiple scenarios for each of the villain's victories, each with different consequences. With the exception of villains whose goal was to outright kill the hero, the survival of the heroes should be among those consequences.
>>
>>36445241

Forgot to namefag. Also I should probably think of things in a 1/10th scale if rats and bats are involved, too.

Where can I find the current fluff for the R.A.T.S. and Kaa?
>>
>>36445027
Active conflict with another hero is fucking retarded. The others are okay.
>>
>>36445502
If there's any, it would be in the fluff catalog, or should be, anyway.
>>
>>36445423
>With Aladdin trapped in a poison crystal
Aladdin was sent to some snowbound region where he likely died. Rumours persists of the Arab of Arendell who, driven to madness, roams the frozen wasteland, clutching the icy body of a dead monkey.

Jasmine is a member of Jafar's harem, although not by choice, and she constantly searches for a way to escape. Jafar is becoming less and less amused by her persistence with each passing day.

Gene Lampman is a quiet man living in a modest house in North Africa. He's just trying to get by as a normal, mortal man. He's humble and not given for battling evil. Not since his magical powers were stripped from him.

Rajah dwells in Shere Khan's realm, hoping to stir the beasts into a attack on the caliphate. He wishes to rescue his imprisoned mistress but he's appealing to the beasts innate fear of human expansion and already, rumours along the caliphate's Indian border speak of increased numbers of tigers, pacing back and forth, watching their settlements.

Iago abandoned Jafar and has now taken up as Scar's advisor in the Pridelands, having effectively ousted Zazu, his predecessor. He's far more comfortable in the Pridelands, even if has occasionally caught some of Scar's lieutenants eyeing him hungrily.
>>
>>36445130
Could work, there's a wide enough distribution for missions.
>>36445027
>>36445423
Maybe include a Banished category for heroes that are trying to get back home so they can rejoin the fight, for example Merlin being unable to get back after Madam Mim beat him.
>>36445502
There's a bit about RATS in Ratigan's KLR, and I think Kaa's KLR is finished too. Other than that, there's a couple things about RATS in the fluff catalogue.
>>
>>36445226
There will be sky pirates, thugs, etc.
>>
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>>36445226
Did you call, cap'n?
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>>36445513
Happens more often than you think. Hell, even the Hercules tv series pitted him against Aladdin once.

>>36445559
Eh, I couldn't think of a better example for Hostage. Iago working with Scar sounds hilarious though.

>>36445562
True.
>>
>>36445562
>Could work, there's a wide enough distribution for missions.
Obviously the big hitters are Clayton (for Pridelands and Dino Island), Muntz (for largely uncontested exploration of South America), MacLeach for total dominance of Australasia) and Buldeo (for the various Beast Kingdoms around the Indian peninsula).

Gaston and Slade largely exist as honorary positions, something that bugs them no end. The two would be more than happy to usurp one of the more lucrative hunting regions, if they could find the backing to do so.

Expect lots of high level intrigue and assassination attempts as these wily hunters battle for supremacy. Who cares if someone gets hurt, as long as you bring home the biggest trophy.

Trophies:
>Gaston - Prince Adam, The Beast
>Muntz - Kevin, the Snipe
>MacLeach - Marahuté, the Great Golden Eagle
>Slade - Foxeater, The Great Bear
>Buldeo - Colonel Hathi, the Great Elephant
>Clayton - Kerchak, the Great Ape
>>
>>36445719
>Slade - Foxeater, The Great Bear
Eh, I've written up The Bear to have killed Copper and generally be Moby Dick to Amos's Ahab, though it never got into any of the pastebins or docs.
>>
>>36445790
>Bear making its way down south
Nah m8. Slade got him. The bear got Todd and Copper though.

Slade used to be proud to have shot the biggest bear on record. But now there's a much bigger bear on the scene and everyone's sniggering behind Slade's back. He stands out from the rest of the hunters, in part because of a lack of prestige compared to the others, but also because of his more working class background. He's determined to bag himself Mor'du and prove that he's got what it takes to be part of the organisation.
>>
>>36445820
Eh, so long as there's a bit about Amos being very, VERY upset about the loss of Copper and how he now keeps an eye out for any hunting dogs that are with him.

Old power I'd like reviewed:
The Cannon Law: No law can be enforced further than the range of a good rifle. Your disdain for authority is so brazen, the Rule of each land applies less to you.

Also, where's that pastebin with all the hats and masks in it?
>>
>>36445643
Damn straight I did.

Name: Captain Anitelu Ahomana, Pirate-Prince of Polynesia
Role: Strong Guy On A Roll
Country of Origin: Polynesia
Size: Medium
Species: Human

---Attributes---
Robustness: 12/12
Agility: 9/12
Intelligence: 7/12
Sensibility: 7/12
Charm: 8/12
Will: 3/3
Strikes: 4/4

---Skills---
Athletics: 4
Melee: 4
Prevent Harm: 5
Endure: 4
Persuasion: 3
Intimidate: 3
Ranged: 4
Linguistics: 3
Travel: 3
Driving: 3

---Traits---
Chivalry: +2 to Persuasion and Intimidation so long as you follow your culture's warrior code.
Don't You Disrespect Me, Little Man!: +3 to Intimidate if the character has taken a Social strike in this Situation.
Because That Fish Controls the Weather!: There are many, many tribes out there in Oceania, but you know all their customs and what dumb questions you shouldn't say; they tend to appreciate this. +3 to social skills with any native Oceania leader.
Sea Legs: Men and women of the sea are used to living and working aboard ships, and as such have adapted their mannerism accordingly. When aboard any sort of watercraft you receive +2 to Athletics, Melee, and Brawl.
Diamond in the Rough: You gain a +2 bonus to skills tests to decipher the value (statistical or otherwise) of an item. Science for chemicals, Academics for books (Linguistics for foreign ones), etc.
>>
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>>36446117
Ah, that should be 5 strikes.

---Powers---
Charge of the Light Brigade: Character gets a +4 bonus to combat stats when doing something incredibly foolhardy and unlikely to succeed in combat. Note: trait only activates if it's still foolhardy and unlikely to succeed after figuring in the bonus.
Everybody Hold It!: +4 bonus to halting a fight already in progress via diplomacy/shouting really loudly. Preventing it from starting up again is, unfortunately, another roll.
Quick Draw King: You may always make one attack in the surprise round, and never suffer penalties in the surprise round.
Protector: If an ally has suffered a combat Strike in a battle, you can choose to defend and fight alongside that character. Both characters gain +4 to combat while fighting together
Lifeblood of Empires: Every market is a black market, and you know smugglers and mafias like the back of your hand. No matter where you are, no matter what you want or have, you've got a good chance of finding someone willing to sell it or buy it. Also grants +2 to barter-based Persuasion checks.

---Equipment---
Heavy Sabre: +2 Melee
Shotgun: +4 Ranged
Snazzy Outfit: +1 Prevent Harm
The Ahohako II, Bermuda Sloop: HIGH SEA ADVENTURES!
20lb Strongbox Full of Booty: Keeps booty safe. Also makes for a great improvised weapon when thrown.
Navigational Equipment: +3 to Travel checks not to get lost, +5 if the sky is clear.
Telescope: Negates penalties from viewing things at long distances by up to 4.
Captain's Hat: +3 Intimidate against normal pirates; other pirate captains consider you a rival, and the EITC will kill you on sight.

---Ideals---
Lead by example.
Be ruthless but fair.
Spare the women and children.

---Goals---
Zero: Obtain a crew and ship suitable for hardcore piratical enterprises.
On-a-Roll: Acquire a great deal of booty, respect, power, prestige, notoriety and the other kind of booty; Get back to sweet, sweet Aven someday.
Hero: Become a Pirate Lord.
>>
>>36446144
Physical Description:
Strong of jaw, long of hair, and both tattooed and built heavily. Wears a white tunic, light brown trowsers, big black boots, a great red overcoat, all fancy, complete with very broad golden epaulettes, and upon his head rests a cheesily large black bicorne with a skull and crossbones with a stuck out tongue, which he intends to fly as his own flag someday because he's SSSOOOOOO original.

Rundown:
A genuine prince of a Polynesian tribe, his ambition far exceeded what he could find on his tiny little island. He knew that there was so much out there....so he snuck onto the ship of that band of pirates who often used his island as a place to hide from the law and spent his adolescence growing up among the wolves of the sea. Now a man, he's ready to make a name for himself; he's got the sword, the gun, the snazzy outfit, he's got the ship!
>>
>>36445513

It's actually great. It makes space for a lot of fluff.
>>
>>36441073
>>36441652
Alright, Powers fixed.

---Powers---
-Now Dasher! Now Dancer! Now Prancer and Vixen! (Unique!)
Spend a Will point. The Generous Vagabond summons a weapon that is mechanically or magically great. Roll 1d6 for what weapon is summoned. Weapon disappears at the end of this unit's turn.
-1: Dasher & Dancer, twin swords, grants +4 to Melee, Poisonous. Melee+Occult for C. Roll.
-2: Prancer & Vixen, advanced flamethrower meant for long ranges, grants + 5 to Ranged, goes up to 20m, Burning. Ranged+Mechanics.
-3: Comet & Cupid, Great-Bow, goes up to 40m, grants +4 to Ranged, causes Charm/Confusion. (Attacked target makes a Insight + Sensibility roll vs. the attacking units combat roll, if failed, they attack allies instead of enemies for one turn.) Melee+Occult.
-4: Donner, Great-Sword, futuristic-looking grants +5 to Melee, causes Freezing. (-2 to Robustness and Agility until the attacked units next combat round) Melee+Mechanics
-5: Blitzen, Bracers, grants +10 to Brawl, attacked unit's PH roll has -5 modifier. Brawl+Occult
-6: Rudolph, Bazooka, grants +6 to Ranged, goes up to 50m. AoE of 5m. Mechanics+Ranged
-Thief
Once-per-turn, steal a unit's equipment and money. Legerdemain + Agility/Intelligence vs. TN 30. Equipment stolen is chosen at random. Money stolen is 1/12 to 1/2. Equipment returned after battle, money returned is 2/3 of what was stolen.
-Soul Eater
Spend a Will point. Chose a target. Choose an attribute. Roll 1d6 to see how much of the attribute is stolen and added to your own.
-Spell Thief
Spend a Will point. Chose a target. Roll Legerdemain + Occult vs. TN 30. If successful, chose a Power to steal. Unique! Powers cannot be stolen. If failed, nothing happens.
>>
>>36446007
>Your disdain for authority is so brazen, the Rule of each land applies less to you.
Fluff wise this makes no sense to me. Surely you would be subject to stricter laws if you consistently flaunted them?

Perhaps the Hunter Association has some sort of treaty in place which lets them hunt in certain lands in exchange for money. The Power would enable a PC to be considered part of this treaty, enabling them to defy the laws a bit more as the Kings are technically being paid to let them hunt there.

If you're not bringing back valuable trophies, expect stern words from the Association. It's not exactly cheap to fund these agreements.

Members of the Treaty
>Frollo
>Grimhilde
>Jafar
>The Coachman
>Queen La (no hunting Leopards though)
>Shan Yu
>Beckett
>Yzma
>Radcliffe
>Alameda Slim

Main problem is that it's limited to HA members. It's also fairly ambiguous (akin to a diplomatic immunity lite) but I guess that's ok. Some law enforcement isn't going to care about a poxy treaty when you start shooting up their town.

It's more flavourful but far more complicated as well.

This might be an area best avoided. I just can't fluff a reason why laws would universally apply less to a person.
>>
>>36446954
The "Rule" refers to the Rule component of the KLR.
>>
>>36445093
I suggest that the player, once they reach On-A-Roll, can pick between having 5d6k3 on their favorite attribute or getting 4d6k3 on a second attribute. This would give more options for character differentiation while still staying simple and balanced.
>>
Name: Le Héros (OUR BOY J.C. OF COURSE. Or St. George. You can interpret this guy as him too. Maybe both. Also he's the only one that's actually like his title.)
Role: Villain/Strong Guy
Class: Ranger Rouge
Size: Medium
Species: Human

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

---Skills---
Acrobatics: 6
Athletics: 6
Persuasion: 6
Occult: 6 (Only knowledge about magic, no actual magic)
Melee: 6 + 3 from Weapon.
Ranged: 6 + 2 from Weapon.
Prevent Harm: 6 + 3 from Villain trait and role.
Endure: 6 + 2 from Villain trait.
Music: 6

---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)
-Chivalry
+2 to Persuasion and Intimidate so long as you follow the warrior's code of your own culture.
-STOP RIGHT THERE, CRIMINAL SCUM!!
+2 to Melee and Prevent Harm against the criminal element/what you perceive to be the criminal element.
-Honotable Challenger
+2 to Melee, Brawl and Prevent Harm while engaged in one-on-one combat.

Powers in a bit
Also I should mention your not really supposed to fight this guy until late On-a-Roll/early Hero tier.
>>
Okay, trait idea. Dunno if it's gonna get stomped by the no magic rules, but here goes nothing:
>With a Wave of my Magic Wand: If you have any artifact with magical properties, you may attempt to make another tool that copies it. The spell level goes down a rank on the copy. You may not make a copy from a copy. To make a copy, you must succeed first on an Occult check to determine how the artifact works, and then on a Craft check to actually make the copy.
>>
>>36445559
Again, we need multiple scenarios for each villain. I like Iago working for Scar and Rajah as a revolutionary, but honestly the rest of that situation seems kind of bland. I initially suggested that the point where Jafar won (and deviated from the movie) was not just the one that everyone seems to think of for some reason, which is that Aladdin didn't make it out of the icy land with the magic carpet, but rather Jafar entombed him in a crystal prison to celebrate his victory. He still hoards that last wish, and he obviously wouldn't free the genie, which would wast that wish
>>
>>36447169
Right, I'm a fool.

But the point kinda still stands. Frollo's Rule for example is that any heresy will be burnt and that there will be little help from locals.

How is a brazen disdain for authority meant to lessen a firey response
>>
>>36447325
Wait, change red mage to
-Red Mage
Once-per-turn, unit can double the effects of a Power for the remainder of the turn for 1 Will point.

Forgot to say that
>>
>>36447334
I know there are multiple potential storylines. I was just drumming out my personal Caladdanon.

What did you find bland out of interest?

I like the Arab of Arendelle a lot because it's the sort of thing you can stumble upon while involved in a completely different adventure. You're looking for Elsa and you stumble upon a madman before slowly realising that it's Aladdin.

>He still hoards that last wish
I had it that Jafar used the last wish to strip the Genie off his powers, recognising that the mere presence of the Lamp could undo everything he has achieved. He effectively gave the Genie the freedom he wanted, just with the price of all his magical power, immortality and the ability to save his friends.

Jasmine is a little dry (but it's really the only option for her unless she escaped or was killed). The idea was that she's an internal ally. She's given a fair amount of free reign within Jafar's palace and is actively trying to break out and bring down Jafar. If he is brought down, she should step up and take over from him..
>>
>>36447292
Screwed up the Powers, let me do that again.

-All the Colors of the Frollo-bow (Unique!)
The Hero is the leader of the A.S.S./C.M.P.F., and whenever his teammates fight with him, he gains bonuses. His teammates get a bonus as well.
Ranger:Bonus
Blanc: +3 to Robustness and +1 to Melee
Bleu: +3 to Agility and +1 to Brawl
Vert: +3 to Intelligence and +1 to Music
Noir: +3 to Sensibility and +1 to Ranged
Rose: +3 to Charm and +1 to Prevent Harm
Rouge: Each turn heal 1 Strike on each teammate. Doesn't work on self.
-Red Mage
Once-per-turn, unit can double the effects of a Power for the remainder of the turn for 1 Will point.
-Zealous Champion
Pick a cause. You cannot be dissuaded from your cause by Illusions or social skills unless the other party spends a heart point.
>JUSTICE. ALWAYS ENFORCE JUSTICE
-My Word is as Good as Law
When swearing any sort of oath or making any sort of promise, you may spend a heart point to gain a +5 bonus to any checks you need to directly fulfill the oath or promise.
-Protector
If an ally has suffered a combat Strike in a battle, you can choose to defend and fight alongside that character. Both characters gain +4 to combat while fighting together.

---Equipment---
-Flaming Sword of JUSTICE: Great-Sword that's always on fire due to complex mechanisms. Can be used to "throw" the fire up to 15m. Grants +3 to Melee an +2 to Ranged.
-Flaming Red Outfit of JUSTICE: Marls the wearer as a symbol of JUSTICE and PEACE. Grants +1 to PH.
-Cool Scarf. OF JUSTICE: Because every hero needs a cool scarf.
>>
So the Fae and Mirror Kingdoms' Villains are up next. I got a decent idea for the Fae Kingdom, but I got pretty much nothing for the Mirror Kingdom. Any ideas guys.
>>
>>36447616
>She knows when you are sleeping
>She knows when you're awake
>She knows when you've been bad or good
>So be bad for goodness sake
>>
>>36447616
>Dwarven slaves mine precious metals and gems to festoon the beautiful queen. Chained underground. Could be turned into a rebellious army but it would be difficult. Mine entrances are fiercely guarded.
>People live in fear of her secret police. She can see everything within her realm thanks to the Magic Mirror. Dissent is swiftly dealt with. Anyone causing trouble will be found out immediately. You cannot hide from her as long as she has the Mirror.
>She sometimes walks among her subjects in another form. Nobody trusts anybody asking questions. They fear it is the Queen trying to trap them. You will not find the locals helpful people.
>Poisoned foods are a common way of dealing with problem people in the Mirror Kingdom. As such, people are wary of food they have not personally prepared. Travellers will have to prepare their own meals as there is no infrastructure for taverns/inns etc.

Just some ideas for the general set up and challenges a traveller would face.
>>
>>36447214
They get 4d6k3 on their other attributes at hero, though.
>>
>>36448374
I didn't know that. We could still have it that way though.
Zero: 4d6k3 on 1 attribute
On-A-Roll: 4d6k3 on 2 attributes OR 5d6k3 on 1 attribute
Hero: 5d6k3 on 1 attribute, 4d6k3 on all others
>>
>>36447439
I've heard at least three interpretations.

>After taking the Lamp from the Cave of Wonders, Jafar used his first wish to become the Sultan of Agrabah. He's been collecting knowledge and artifacts, growing in power from the petty conjurer he once was to a mighty sorcerer. He's been hoarding the other two wishes, in the hopes that he can abuse the lamp further.
>After stealing the Lamp from Aladdin, he used two wishes, one to become Sultan and another to augment his magical power by several orders of magnitude. He's keeping the last wish in reserve for an extremely rainy day.
>Jafar isn't taking any chances that the Genie might rebel. He uses his third wish to depower the Genie and set him free. The Genie is now a wandering man. Jafar still has a lot of power, but he doesn't have a win button anymore.
>>
>>36448435
Not sure about this, but I do think we should have some way to better empower on-a-roll heroes who go into multiple skills, like someone going into intelligence/sensibility, robustness/agility or charm/agility. Maybe just give a set amount of 4d6k3s and 5d6k3s people could distribute at each level so that they'd be strong in two attributes?
>>
>>36448435
This would allow characters to have more than 1 path. We could even do it by Extra Dice as a concept. Your first die would have to go to your class attribute, but at On-A-Roll you get 2 more, which you can put onto your attributes as you wish up to a maximum of 5d6k3 (so On-A-Roll chaacters get a bit of a buff here to smoothout the power curve, as I realized that we were giving Heroes 4 dice and On-A-Rolls 1), and then you get 3 more dice at hero level.
Zero: 1 Die total
On-A-Roll: 3 Dice total
Hero: 6 Dice total
>>
>>36448530
I like having a set number of dice to distribute instead of fixed places, but is it balanced enough? If it is, we should keep this instead of specific class attributes, gives people a little more elbow room for character development.
>>
>>36448530
>>36448581
So I could have an On-A-Roll PC with Charm, Agility, and Intelligence as 4d6k3, or I could have just Charm as 5d6k3 and Intelligence as 4d6k3.

As a Hero, I can have 5d6k3 in 3 stats and the other 2 just 3d6 if I want. This represents a shift away from a role-based system and more towards one build for custom characters. We may need to work out some issues, but I think this could work pretty well.
>>
>>36448581
And a cap of 5 dice on any one attribute is necessary to prevent Munchkin McTankyDamage from being a Hero with 9d6k3 ROBUSTNESS
>>
>>36448609
>>36448640
Unless someone has objections towards this change, I'll add it onto the wiki since it seems like a pretty damn good change to me.
>>
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>>36448640
>>36448609
>>36448581
>>36448530
>>36448478
One little problem with all this: Unkept dice have diminishing returns. Going from 3d6 to 4d6k3 is objectively better than going from 4d6k3 to 5d6k3.
>>
>>36448729
Aaand forgot my name.

>>36448718
Consider
>>36448729
>>
>>36448729
>>36448768
I honestly don't see how diminishing returns affects the core of the idea, which is that PCs would be able to choose which attributes to focus on to a degree.
>>
>>36448790
Whenever you choose to upgrade to 4d6k3, you are getting a greater increase in your results than the guy who upgrades to 5d6k3. That's not exactly fair. Sure, throw them another 4d6k3 at On A Roll, but don't make it possible to choose 4d6k3 over 5d6k3.
>>
>>36448790
The issue at hand is that optimization says that the best way to do things is to spread out to 4d6k3 as many times as you can before moving to 5d6k3 at all.

I'd say if you want to add it, sure as a special customization rule that isn't part of the core game; it needs to take as little time to work out how to build a character as possible, and adding more and more options just because we can isn't the way to do that.

>>36448790
The issue is that every character at Hero is going to still look very similar, and classes rapidly become indistinct except for the one class power they took.
>>
>>36448837
Still don't see your point. If you wanted maximum results you'd end up with a bunch of 4d6k3s and would only be mediocre at everything.
>>36448867
While this theoretically could end up with classes looking similar, that would only happen if the players are really uncoordinated and kind of shit, overlapping each other's skills and specialized areas with trying to branch into everything. It might increase overlap in strength between some classes slightly, but the Smart Guy should still have much better attributes and skills at Mechanics and Linguistics than the Nimble Guy.
>>
>>36448946
No, he has a point; Diminishing returns means that the theoretical extra dice is only +1 on a roll instead of an average +2 that you get from upgrading to 4d6k3. You'd be very good at nearly everything, just one or two points behind the specialist.

>It might increase overlap in strength between some classes slightly, but the Smart Guy should still have much better attributes and skills at Mechanics and Linguistics than the Nimble Guy.

But that won't really happen. Sure, his intelligence will be higher but the Nimble Guy will be just as good at him at Mechanics, which is also an Agility based skill. Once again; this devalues the difference between the classes heavily, and will make them by and large homogenous.
Why do we really need to change the system anyway? It works just fine as is.
>>
>>36449015
Hmmm. You might be right, but I'd say we would need to playtest both methods to be sure. I don't really think it would make the classes homogenous, but I'm no crunch guy.
>>
About today's playtest: what are the limitations for starting equipment?
>>
>>36437062
That is assuming a full on fight. Who's to say that he's not hiding behind legions of cronies with guns and dinosaur mounts? Who's to say that they're not fighting on a moving train or in the middle of a cattle stampede with all associated dangers? Who's to say they're not in a rock fall canyon where he can spur (heh, get it) the rocks into falling onto players? Who's to say its not all those? Its up to the GM to make it more or less challenging.
>>
>>36449357
Let's make it +10 to keep things interesting. Other starting restrictions apply.


Blogshit under spoiler.
Our full first playtest campaign is going to start soon -- next week, maybe? I'm worried but excited. I'm also learning the ropes of PDF creation to get this shit rolling properly.
>>
>>36449530
So where will it be set?
>>
>>36448837
>>36448867
>>36448946
>>36449015
>>36449078

Guys

Hey guys

What about

Guys

We made On a Roll chars choose between 4d6k3 on an additional skill and a flat 4d6 on their main skill?
>>
>>36449664
Through the Shadowlands, then Virgina, then the clusterfuck that is Europe
>>
>>36449976
But that'd beeven better than 5d6k3
>>
>>36449976
... Why? 4d6 unbalances all the traits and powers we've made so far, and is obviously the vastly superior choice at +3.5 on every roll with that attribute.

I mean, it's a workable idea, but why do we need to change the leveling before we've even tested it. Actually, hold onto the idea, it'd make a GREAT hero tier power or bonus. +k1 to your main attribute or +1d6 but still k3 on ~2 other attributes would be balanced.

>>36449664
Probably wild west to shadowlands to Virginia then we branch to either Asia or Europe.
>>
>>36450004
Yes, that's the point. Isn't the main problem that statistically two attributes at 4d6k3 are much more advantageous than a single skill at 5d6k3?
>>
>>36450042
You're right, the more I think about it the less balanced it looks. Guess we'll have to see how it works in a playtest before we try to work around it.
>>
>>36450042
Something like this?

>Heroic (Attribute): You now roll 5d6k4 on your class' favored Attribute.

>Master of All Trades: Choose two of your non-preferred Attributes: you now roll 5d6k3 on them.
>>
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I suspect that this will be important for reference.
>>
>>36448729
But this is balanced by the fact that people generally are built around a single stat. It becomes a mater of preference rather than a simple calculation.
>>
>>36450193
Yeah, but we should probably cost them at Power level rather than Tier level since that's still only ~5 lessons for the single best Traits in the game.
>>36450225
As demonstrated here, the average roll of 5d6k3 is ~14 as compared to 4d6k3's ~12.5.
5d6k4 is probably a bit between 5d6 and 4d6, obviously, ,so it's average is ~17 as compared to 4d6's 15.

>>36450255
Well, not anymore after that change! you've created a jack-of-all-trades class that is master of all!
>>
Damn. The problem with the current system is that it goes pretty hard against multiclassing, but all the proposed changes just make everyone into jack of all trades.

How fix?
>>
>>36450295
Why do we need to multiclass? That's, like, inviting the wizard optimizers in. Besides, with the way the skill system is set up you can use pretty much any stat on any skill, so you can use your best stat on the skill you want to use.
>>
>>36450295
Rolling 5d6k3 produces an average only 3 or 4 better than 3d6. Just have your secondary stat high too and you'll be pretty good at your other role.
>>
>>36450263
But your points are limited, so you generally have to have a higher level in one stat than others, so even if I can roll 4 dice in Intelligence, I still only have 6 points in it. It's a balance between making each person only good at one thing and making everyone too close to each other.
>>
>>36450335
>>36450295
>>36450347
>>36450335
>>36450263
I think I have an idea. If you use a die to go from 4d6k3 to 5d6k3, you just get an extra bonus, like a X free lessons or a skill point or two.
>>
>>36450347
>points are limited
Yes, kind of? Traits aren't that big of a deal, so if you want to just stick to attributes you can max out ~3 stats before tier upping to On-A-Roll. The problem here is that all your change does is make things complicated and widen what each class does when each class has a comfortable niche as-is.

>>36450397
So why do we need to make this change? Once again, it just makes things more complicated and adds more testing time to an already working system.
>>
>>36450397
>a die to go from 4d6k3 to 5d6k3, you just get an extra bonus, like a X free lessons
Oh, no, that's just an accounting headache/munchkin opportunity. Roll 5 dice for your favored stat and 4 for your second favorite stat when you reach On A Roll and call it a day.
>>
>>36450441
I like the idea of giving players a 'second favored stat' because pretty much every character uses at least two.
>>
>>36450471
Of course, we shouldn't limit what your secondary should be based on your primary. That would just be silly.
>>
>>36450441
But then you pigeonhole people. We can make this work, and the bonus was a dumb idea, but I've figured a much better alternative out. Just make it cost X lessons to put your dice into 4d6k3 as opposed to 5d6k3. The rule would be called something like "Jack of All Trades, Master of None" or "Stick To What You Know"
>>
>>36450441
>>36450471
I do too. But how are we going to increase the value of the Hero Tier since the bonus was supposed to be rolling 4d6k3 for every other stat?

>>36450495
Agreed.
>>36450497
>Pidgeonholing
>limited to two stats out of five
That's at least 40% of all rolls that you'll be skilled at.
Again: WHY.
>>
>>36450507
We could instead make Hero-Tier give a general +2 bonus to everything. It'd be essentially the same effect.
>>
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>>36450507
>But how are we going to increase the value of the Hero Tier since the bonus was supposed to be rolling 4d6k3 for every other stat?
Maybe just another die for all stats?
>>
>>36450507
I misread the post. As long as we give players 2 favored stats at On-A-Roll, I'm fine. As for how we differentiate characters, I recommend trees for traits or powers. This would require investments that would take time and lessons that not all characters would want to spend, assuming they are balanced, and specific trees could even start with a class power, if you really want to make the "Smart Guy" who built into Agility be different from the "Nimble Guy" who built into Intelligence.
>>
>>36450552
Pretty much. Kind of boring but we don't want people to be confused with the math too much on what the best choice is.

>>36450553
That's... not a bad possibility, but remember that we've got a Hero Power now that gives you +k1 for your primary stat which would lean heavily towards 6d6. something to keep in mind, certainly.
>>
>>36450553
You have 5d6k3 on 2 stats, 4d6k3 on all others.
Alternatively, you have 5d6k3 on 2 stats, 4d6k3 on 2 others, and you must leave one stat at 3d6.
>>36450610
>we've got a Hero Power now that gives you +k1 for your primary stat
You just suggested that in this thread, (based on an anon's mechanic suggestion) and we haven't weighed in on it yet except for you. That's not an integral part of the system to build around. It's not even approved yet.
>>
>>36450606
>trees
No. Let's keep this simple.
>>36450669
6d6k3 primary, 5d6k3 secondary, 4d6k3 everything else.
>>
>>36450606
>TREES FOR TRAITS/POWERS
That sound you feel is me cringing so hard that it's warping the very fabric of space and time.
You realize the core design concept of this game is to create something SIMPLE, right?

>>36450669
>5d6k3 on 2 stats
No.
Also, do you realize how many core game mechanics are still around just because I said something and nobody else said anything about it? Because there's a lot. We have no actual test for Hero-tier powers yet, and it sticks in line with the other handful of created powers.
>>36450708
>6d6k3 primary, 5d6k3 secondary, 4d6k3 on everything else.

Seems workable. So we give 5d6k3 primary and 4d6k3 to the secondary at on-a-roll tier, and add 1d6 to everything at Hero tier?
>>
>>36450708
Why do you want to have one stat above all else? Most of the heroes of Disney were built into at least 2 of these stats, (Examples below) and I think the 6d6k3 primary seems unnecessary.
Examples:
Quasimodo: Robust, Sensible
Aladdin: Agile, Charming
Tiana: Sensible, Intelligent
Most Princes: Robust, Charming
Peter Pan, Agile, Charming
>>
>>36450787
>Seems workable. So we give 5d6k3 primary and 4d6k3 to the secondary at on-a-roll tier, and add 1d6 to everything at Hero tier?
Yep.
>>
>>36450708
>>36450787
>>36450813
Changing wiki.
>>
>>36450801
To differentiate the Nimble Guy who is smart from the Smart Guy who is nimble.
>>
>>36450801
>why do you want to have one stat above all else
Because generally PCs need to rely on their allies due to specialization, to bring and keep the party together and make sure that one person isn't getting all the spotlight like a Robust/Charming character via your system would? It's part of a difference in the medium.
>>
>>36450787
My point is that this is a community-created system, and we don't have to build around the new power that was just suggested earlier in the thread and nobody else mentioned. I'm not saying that having that power is a bad idea, I'm just saying that it isn't a cornerstone of the system that we have to avoid distrupting.
And why no 5d6k3 on 2 stats? "No." is not a useful answer. Please share your reasoning, rather than just sweeping declarations that you expect to be obeyed.
>>
>>36450868
Okay, I'll keep this simple.
The problem with your system is that now you've essentially created a handful of new classes due to how the class system works. Classes get to pick powers from a Class list as well as the general powers list, and now you've widened that. The classes are now: Robust/Agile, Robust/Intelligent, Robust/Sensible, Robust/Charming, Agile/Intelligent, Agile/Sensibile, Agile/Charming, Intelligent/Sensible, Intelligent/Charming, and Sensible/Charming, which is a great deal of new classes for people to pick from. Characters need to specialize -- it doesn't need to be a useful specialization, or a particularly narrow one, but players need to specialize because GENERALLY SPEAKING, PCs work together because they need allies who can do what they cannot and this makes the number of PCs required for a maximally covering party 3 instead of 5. It's the same problem that Gestalt has in 3.5e in that everyone just covers too much stuff to be properly challenged anymore.
>>
So playtest is in like 25 minutes, right?
>>
>>36451053
Roughly. I'm gonna extend the start time to 7:15 because i'm sure we'll have late arrivals and people will need some help with their On-A-Roll characters.

As a side note, we should consider using the new On-A-Roll system to playtest it
>>
>>36451069
In that case, I'll be picking charm as my secondary.
>>
>>36451069
Yep, if we're gonna be using this system as canon it'd only make sense to playtest it this run.
>>
We need players for the (sixth?) playtest: Join here! https://app.roll20.net/join/585117/yX0x1w
>>
So, something I noticed: Both Because That Fish Controls the Weather! and That's Why He Asks You How are in the pastebin when they're basically the same trait with a different indigenous group specified. Additionally, Dead Walking and Monster Slayer are the same trait with different enemy types specified. Perhaps we would do well to organize these into just 2 traits and say "This is the trait, these are the names you call it when applied to these different groups".
>>
>>36451279
C'mon guys, we need at least another player. We're not gonna eat you, pinky promise.
>>
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>average 40-something posters a thread
>5 people in the playtest
>>
>>36451479
Gotta remember that that is the number of total posters in the thread, and some people use more than one device. Honestly, we're probably down to ~15 people on the entire project.
>>
>>36451479
Admittedly we're in the most boring phase of the playtest, the one where we're just ironing the little bits before the beta relase. I'm sure everyone is holding back for the campaign proper. At least I hope
>>
So, are we working on the Dreamworks expansion yet?
>Somewhere, there is a great marsh in which not a single creature dwells, save for one legendarily powerful swamp monster. Some say it feeds on all who enter. Some say it was sent mad by its lost love's death. Some say it just wants to be left alone. Some say it never existed, or is dead. All that remains consistent in the rumours regarding this creature is the terrible cry it gives out when its territory is invaded: "WHAT ARE YA DOIN' IN MAH SWAMP!?"
>>
>>36451614
>expansion
>not even in beta yet
>>
>>36451479
I'm back from dinner, and I'll join
Can I have a link?
>>
>>36451706
>https://app.roll20.net/join/585117/yX0x1w
never mind, found the link
>>
>>36451682
Speaking of, magic update time!
I've worked out how a Teleport spell would work.
>Teleport 1: Can teleport to anywhere within a few metres in your line of site
>Teleport 2: Can teleport up to a kilometre to anywhere in your line of site
>Teleport 3: Can teleport to anywhere you've been before
>Teleport 4: Can teleport to any location you know the name of and can imagine accurately
>Teleport 5: Can teleport anywhere, including to specific people or objects
Of course, magical wards of the appropriate level can throw off all of these. For example, Bald Mountain has Ward 5 (Teleport, Scrying, other things I haven't thought of yet), which means you can't teleport or scry into that place with any magic, unless you've got some ridiculous power booster thing.
>>
>>36451614
Well, that's in spitballing stage at the moment. If you have ideas, feel free to post them but we're not really using anything important yet.
>>36451754
I see our resident wizard has returned.
Might want to limit Teleport 3 a bit more precisely, but looks fine to me. Should specify that you can't teleport anywhere that would instantly kill you to avoid dickish GM shenanigans.
>>
>>36451811
Yep, if something would kill you you can't go there. Or at least you'd sense beforehand or some bullshit.
>>
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>>36451754
>For example, Bald Mountain has Ward 5 (Teleport, Scrying, other things I haven't thought of yet), which means you can't teleport or scry into that place with any magic, unless you've got some ridiculous power booster thing.
>wanting to see what goes on around Bald Mountain
>wanting to go anywhere near Bald Mountain
>>
Did the wizard folks figure out the costs of magical items? I'm thinking of the magic power multiplied, possibly by 3.
>>
>>36452360
They should be something you have to work for instead of or in addition to buying with lessons. And if it's the latter, I'd say by 4.
>>
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Might as well share.

James Clayton
Country of Origin: EITC
Medium-Size Human (Sensible guy) (On A Roll)
Strikes – 4/4
Robustness: 6
Agility: 8
Intelligence: 10 (Secondary Attribute)
Sensibility: 12 (Primary Attribute)
Charm: 6
Will: 4/4

Skills:
6 Prevent Harm (+1 Armor)
6 Endure
6 Ranged (+2 Weapon)
4 Travel
4 Driving
6 Occult
3 Melee
6 Insight
6 Academics

Traits:
Let me show you how it's Really Done! - +2 to combat rolls when foes are using the same type of weapon or combat style.
Time for Panic. +4 to any roll used to escape a dangerous situation while on one strike or no strikes.
(Size trait) Charge!: Gets a +2 Charge! bonus when running into melee combat on melee offensive rolls.

Powers:
Pierce the Truth: Spend a will point. Grant your allies a +5 bonus to overcome Fear and +5 to recognize illusions.
Zealous Champion: Clayton cannot be dissuaded from the cause of Keeping Himself Alive through illusions or social skills unless the other party spends a will point.
Are you Afraid? : Pick one character. You are able to discern their greatest fear. All allies get +2 to a Social Strike.
Are you Happy? : Pick one character. You are able to discern what they are most proud of.

Equipment:
1x EITC Officer's Uniform (Light Armor)
1x EITC Officer's Flintlock Pistol (+2 Ranged)
1x EITC Officer's Saber (+2 Melee, One Handed)
1x Lucky Compass (+2 Travel)
1x Bloody Pirate Coin (+1 Driving)

Ideals:
Keep yourself alive.
Exploit the situation to your advantage.
Promote order in the world through any means possible.

Goals:
Zero – Find a group willing to carry out your will, and establish yourself as a legitimate member.
On-a-Roll - Destroy Cutler Beckett for taking away your titles.
Hero - Retire early with significant power and influence.
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>>36452468
Wrote this asshole up when we didn't have enough people for the EITC playtest, not using him now but might as well keep in reserve.
Physical Description:
Clayton is by no means an ugly man, standing at 5'11 with refined and elegant features and a vaguely young appearance. He seems to be in his mid-30s. However, the straight-standing man has a shrewd look behind his eyes, and is constantly in the background, just observing. The uniform that Clayton wears is still and restricting, that of a low-level officer of the EITC. James has sharp green eyes, styled and slicked black, short hair, and well-defined features. He is a thin man, but hardly a twig, and has quicker fingers than one would expect. James does not make a show of himself, and tries to stay in the background as much as possible while still making his voice heard.

The picture is not what he looks like, mainly because there is no face, but a good estimate of the uniform and I don't have anything better. I'll replace this picture when I find something that actually looks like him. He also doesn't have a rifle.
Rundown:
Every motion that Clayton makes and every word he speaks is well-thought out, for whatever it's worth. He makes for a cunning figure, but not a sinister one- James isn't an evil person at his core, and wants what's best for everyone around him. Thing is, it's really secondary so long as Clayton himself is happy. If he can help someone out at no risk to himself, James will do it, but given the choice between helping up a beggar and saving himself, James will pick himself every time. He's currently sulking around after a plot to overthrow the Superior Officer of the ship he was serving on was outsed by a weak crewsman, and the uniform and weapons he has are technically illegal goods. Clayton is eager to get out of the EITC, and get back at Beckett, despite his demotion being entirely his own fault.
>>
We need an archivist. Is our archivist here?
>>
>>36453062
don't think so. people are busy with the playtest at the moment.
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>>36422115
It'd be funny to see King John either as a dupe of a manipulator, or pretending to be croney of someone but actually be the one directing things through guile and influence.

Also, Doctor Facilier would make a great 'independent'.
>>
Back from work. A thought that occurred to me is that we should create a ranking of materials grade for players that want to craft stuff.
For example, what bonuses do you get from making a weapon out of Hunnic steel, a fine set of clothes from Agraban silk or jewelry from dwarf-mined gems of the Mirror Kingdom.
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>>36438024
> Honest John ( Fox from Pinocchio) is an Operative for the Coachmen (the people who run Pleasure Island). Tricking children or outright abudcting them, the strange cursed city of Pleasure Island taints children with its magic, twisting them into donkeys... Or atleast, that's what they say. Some speak of a mysterious Doctor from across the Atlantic sea that took over recently, and after wresting control of Pleasure Island from the Coachmen, he began selling beasts of shadow with the intelligence of humans.
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>>36451592
>>36451603
Any word on how someone could get in on said playtests?
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>>36454038
By showing up, usually on time but occasionally a bit late.. We'll have one more before the test campaign starts.
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>>36454090
Time? Day? Flavor of Mountain Dew?
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>>36453994

Oh jeez, shadowy monster raising/selling organization that abducts children

That has all my yes.
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>>36454125
It's mentioned in each thread before we start. For example, the last one started at 7:00 EST on Roll20.nets client which you can join up at here; https://app.roll20.net/join/585117/yX0x1w
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Is someone intending on archiving the thread, or ought I try and make an attempt?
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>>36454296
Go for it.
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>>36453772
Why Hunnic steel be better than any other steel?
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>>36454368
>>36454296
Following the example set by previous archivists, the thread has been archived:

http://suptg.thisisnotatrueending.com/archive.html?searchall=Disney+Villains+Victorious
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>>36453772
just make it Great quality for +1 bonus on whatever thing it provides.
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>>36454556
It was brought up like 15 or 20 threads ago, I just ran with it. Anything to give the crafters something to strive for.
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We need a new thread; who's up to the task?
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>>36455197
On it.
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NEW THREAD:
>>36455301



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