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DISNEY VILLAINS VICTORIOUS: 

CORE RULEBOOK 
Introduction
World Map
The Kings of Evil
System Mechanics
Combat
Speed
Rounds and Turns
Initiative
Attributes
Will
Species
Beasts and Chimeras
Basic Roles
Skills
Traits
Role Powers
Ideals
Goals
Lessons (Experience)
Tiers
Equipment
Character Creation
Introduction 
Disney Villains Victorious is a /tg/ homebrew project based on the glorious idea of a world, not
entirely unlike our own, in which (almost) all the villains from (almost) 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 and the
might of Atlantis. It is a world where the grasslands, the jungles and the forests are prowled not only by
fearsome primal beasts like Shere Khan and Scar, but also by the ruthless, tireless hunters that stalk
them. It is a world where Europe has been divvied up between sorcerous queens like Maleficent,
inquisitorial clergymen like Frollo, and dark gods like Hades and Chernabog.
It is not, however, a world completely devoid of courage, heroism or hope. Around the world, the
Player Characters and their allies plot, plan, fight and strive to win their own victories against the villains
that would rule them. Can you take back your happy ending?

[Also, take note that we're open to movies that are not properly Disney but that still fit with our
main goal: to be Disney as Fuck™. Eldorado is in and several other movies may get in at a later
point in time.]

Google Drive
https://drive.google.com/open?id=0B8z4Cy1zaGU1R0ZMSlhlUnBobFk

1d4chan
http://1d4chan.org/wiki/Disney_Villains_Victorious

Forum
http://s15.zetaboards.com/Villains_Victorious

If there is a conflict between what is on the 1d4chan and the Drive, go with the Drive.
World Map 
The Kings of Evil 

The Sorcerer Kings


● Sorcerer-Sultan Jafar of Agrabah
● Maleficent the Faerie Queen
● Grimhilde the Fair Queen of the Mirror Kingdom
● The Horned King of Prydain
● Doctor Facilier of the Shadowlands
● Queen La of the Leopard Kingdom
● Elsa the Frozen Queen of Arendelle
● Empress Yzma of the Sunless Empire
● Pontifex Immortalis Frollo of the Grand Archdiocese
● Tzekel-Kan of El Dorado

The Human Kings


● Shan-Yu of the Hunnic Dynasty
● Governor Ratcliffe of Virginia
● Imperial President Lyle Tiberius Rourke of the Imperial Republic of Atlantis
● Alameda Slim, Sheriff of the Old West
● Charles Muntz, Percival McLeach, William Clayton, Gaston LeGume, Amos Slade, Buldeo
and King Fergus of the Elite Global Huntsman Club
● Chairman Cutler Beckett of the East India Trading Co.
● General Santa Anna of the Empire of Mexico

God Kings and Spirit Lords


● Hades of Olympia
● Ursula of All-Oceans
● Chernabog the God of Night, Lord of Bald Mountain
● The Spirit Realm
● Master Gracey of Gracey Manor
● Oogie Boogie of Oogie Town
● Te-Ka of the Islands of Ash

Beast Kings
● 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
● King Leonidas of the Island of Naboombu
System Mechanics
The most common roll is 3d6 + Attribute + Skill.
● The Target Number for something a Player Character would consider to be pretty easy is 15.
● The Target Number for something a Player Character would consider to be normal is 20.
● The Target Number for something a Player Character would consider to be challenging is 25.
● The Target Number for something a Player Character would consider to be difficult is 30.
● The Target Number for something a Player Character would consider to be pretty hard is 35.
● The Target Number for something a Player Character would consider to be almost impossible 40.
● The Target Number for something a Player Character would consider to be the STUFF OF
LEGENDS is 45.

In the case of a tie between two Rolls, the highest roll is the one with the highest bonus. If
it's still a tie, flip a coin to determine which roll should be considered the highest​.

Combat
To attack someone, you roll 3d6 + Attribute + Skill. Attribute and Skill can be Robustness and
Melee, Agility and Ranged, Charm and Deceit, Sensibility and Persuasion, or any other combination you
can conceivably use to hurt someone, to break his will to fight or to make him reconsider his life.
To avoid an attack, you roll 3d6 + Attribute + Skill. Which Attribute and which Skill depends on
how you are being attacked: Robustness or Agility + Prevent Harm to avoid physical attacks, Charm +
Endure to avoid social pressure, Sensibility + Endure to avoid being hurt by your opponent's lies,
Intelligence + Endure to avoid being hurt by mind attacks, and so on.
Serious enemies do the same. Simple mooks, instead of rolling, just add 3 to their Attribute and
Skill. If the roll of the aggressor beats the roll of the defender, the aggressor deals one Strike to the
Defender. If the margin of success of the aggressor is 10 or more, he deals two Strikes instead. 20, three
Strikes instead, and so on.
If he takes a Strike and has no Strikes remaining, the Defender is defeated. Whether this means
killed, knocked out, brought to tears, intimidated into submission or made to doubt his loyalties and leave
the battle is up to the combination of Attribute and Skills used by the aggressor.
Player Characters and serious enemies don’t go down after the first Strike: they can take 3
Strikes without going down. Any Strike after that finally takes them out.
Resisting the Strikes is, of course, an abstraction: the arrow just grazed you, the sword left you
with only a flesh wound, your fall was broken by a soft landing spot, the social pressure wasn't enough to
completely break you, your enemy's lies didn't manage to make you truly doubt yourself. After a character
takes a Strike, if he’s not down already, he’s going to carry that Strike around. He should write down on
his sheet whether this Strike was Physical or Mental, so he doesn't forget.
The Strikes a character is carrying are erased from his sheet each morning. Physical Strikes can
also be removed by using Science while resting, the same way mental Strikes can be removed by using
Science (again), Persuasion or Deceit while resting. A character can also regain a Strike by fulfilling one
of his Ideals or by doing something extremely cool that relates to his identity as a character.

Speed
A normal human has a Speed equal to his Robustness + Agility.This Speed shows how many
meters he can normally cover in one Turn. During his turn, a character can spend one of his Moves to
double his Speed. He can also spend two Moves to quadruple his Speed.

Rounds and Turns


Rounds last 10 seconds. During each Round every character involved in the action gets one
Turn. During each Turn, a character can cover a distance equals to his Speed. He also gets 2 Moves.
Each Move can be spent to do stuff. As a general rule, any action that requires an active Roll also takes
up a Move. Each Move can be spent to double the character Speed for that turn.

Initiative
To decide which character involved in the action gets to act first, everyone rolls 3d6 + Initiative.
The Initiative of each character is equal to his Agility, but it can be individually raised by Traits or Powers.
The character with the highest Initiative roll takes his Turn first. Everyone else goes after him,
moving down from the second highest Initiative roll to the lowest Initiative roll.

Attributes
Every character has the same 5 Attributes.
Robustness​: How physically BIG you are. Not in the size sense, but in the ripped, tough or muscular
sense. Gaston has high Robustness.
Agility​:​ How coordinated and dexterous you are. Also how steady your hands are, if it comes down to
that. Abu the monkey has high Agility.
Intelligence​: How smart you are, how well you can recover information from memory and how quick your
are when doing calculations. Milo Thatch was very Intelligent.
Sensibility​: How perceptive, intuitive and shrewd you are. It's really a measure of how much attention
you pay to the world around you. Basil of Baker Street has high Sensibility.
Charm​: How charming you are. How strong your force of personality is. How much people like you. This
is of course disconnected from your looks, but not ​really​. Grunkle Stan is very Charming.
An average Non Player Character has a 7 in every Attribute, with 4 being the crippling human
minimum and 12 being the amazing human maximum. High Tier characters can go even higher than that.
Player Character begin with 6 in every Attribute and have 10 points to spread around. Until they
reach a new Tier, the highest they can get in an Attribute is 12.

Will
Each Player Character has 3 Will Points. He can spend these points whenever he wants.
By spending one Will Point, a character can:
● Grant himself a +3 bonus to a roll he’s about to make,
● Reroll a roll he just made,
● Stop being affected by a magic effect that’s affecting him, or
● Add details or make minor changes to the scene that would help him out.
A character gets back his Will Points each morning. A character can also get one Will Point back
by fulfilling one of his Ideals or by doing something extremely cool that relates to his identity as a
character.

Species 
The average character is a Human. Human Player Characters can never go lower than 6 or
higher than 12 in their Attributes, unless they move up a Tier. Humans Players Characters begin the
game with three Traits, instead of the one or two Traits other species get.

Beasts and Chimeras


You may also choose to play as a Beast or Chimera. As the rules for playing a Beast or Chimera
were taking up about 15 pages, the rules have been relocated to ​here​ in order to make the Core
Rulebook smaller.
Basic Roles
Each Player Character belongs to one of the five Basic Roles. The Basic Roles, one for each
Attribute, are very general concepts, easily customizable thanks to Traits, Powers and choice of Skills.

Strong Guy:
● He gets a rank in Athletic and a rank in Prevent Harm.
● Having HUGE GUTS and an even bigger heart, he can safely take 4 Strikes instead of 3.
● He rolls 4d6 and drops the lowest die every time he rolls on ROBUSTNESS!
● He gets a Power of his choice taken from the Strong Guy’s list.

Agile Guy:
● He gets a rank in Acrobatics and a rank in Prevent Harm.
● Being way faster than normal, he gets a +5 bonus to his Speed and ignores the speed penalties
you normally get when climbing or moving in stealth.
● He rolls 4d6 and drops the lowest die every time he rolls on Agility.
● He gets a Power of his choice taken from the Agile Guy’s list.

Smart Guy:
● He gets a rank in Academic, Science, Mechanic or Occult.
● Having always one more trick up his sleeves, he gets 4 Will Points instead of 3.
● He rolls 4d6 and drops the lowest die every time he rolls on Intelligence.
● He gets a Power of his choice taken from the Smart Guy’s list.

Sensible Guy:
● He gets a rank in Insight.
● Knowing very well both himself and the people around him, he never gets Strikes from illusions or
from the Skill Deceit.
● He rolls 4d6 and drops the lowest die every time he rolls on Sensibility.
● He gets a Power of his choice taken from the Sensible Guy’s list.

Charming Guy:
● He gets a rank in Deceit, Music or Persuasion.
● Being a fast talker and a fast singer, he gets one extra Move each turn that he can use to roll on
Deceit, Music, Intimidate, or Persuasion, but only against Mooks.
● He rolls 4d6 and drops the lowest die every time he rolls on Charm.
● He gets a Power of his choice taken from the Charming Guy’s list.
Skills
Every character has access to the same 22 basic Skills. Untrained Skills are equal to 0. The first
time you put a point in a Skill, that Skill goes up to 3. Every point you spend on that Skill after the first only
raises it by one. So, from 0 to 3, from 3 to 4, from 4 to 5 and from 5 to 6. While normal humans can't get
past 6 in a Skill, High Tier Characters can go beyond that. An average guy has a 3 in all Skills that most
relate to his identity.
Player Characters begin the game with 0 in every Skill and have 10 points to spread around. Until
they reach a new Tier, the highest they can get in a Skill is 6. If a skill you need for your campaign (say,
Profession: Agricultural Engineer​) is not already in the game, you may add it as a custom Skill as long as
it doesn’t override a preexisting skill.
The following list describes every skill in the core version of the game. Most skills are followed by
a list of sample Test Numbers, providing an example of the level of skill needed to perform each action.

Academics:​ Remembering or calling up knowledge from the humanities or non-science inhumanities.


● TN15: Remember a trivial piece of academic knowledge; Moby Dick is a book about a whale!
● TN20: Remember a standard piece of academic knowledge: Moby Dick was written by Herman
Melville!
● TN25: Remember a complicated piece of academic knowledge; Moby Dick is a book about Ahab
and his journey to hunt down the white whale, a metaphor for a search for meaning.
● TN30: Remember a detailed and complicated piece of academic knowledge; At this difficulty, you
could recite the first chapter of Moby Dick, more or less word for word.

Acrobatics:​ Jumping, balancing on things, climbing up things, and gymnastics.


● TN15: Do something fairly simple; Walk a balance beam, slowly.
● TN20: Do something challenging; Run a balance beam.
● TN25: Do something difficult; Walk a balance beam, on your hands.
● TN30: Do something very difficult: Run a balance beam on your hands.

Athletics:​ Running long distances, climbing for long periods of time, and more running.
● TN15: Sprint a short distance.
● TN20: Run away from a pursuing Mook.
● TN25: Compete on the level of a competitive athlete.
● TN30: Catch up to and jump onto a moving train.

Brawl:​ Martial arts and all forms of unarmed combat. In the case of beasts, it also includes natural
weapons. This is rolled against someone else’s Prevent Harm.

Craft:​ Used to create things. You should have the tools and material on your hands, but time and difficulty
are largely set by the GM. Traits involving Crafts can involve a crafting specification, such as Craft: Clocks
or Craft: Marionettes.
● TN15: Whittle a set of cutlery, make a sock puppet
● TN20: assemble a somewhat accurate hourglass, sculpt a small figurine
● TN25: build a marionette, build an accurate clock
● TN30: Assemble a complex puppet, build a fancy watch, sculpt a large, ornate statue

Deceit:​ Used to Strike at an enemy in a Social manner, or convince somebody of a lie or falsehood.
Deceit is also used for creating or maintaining disguises. This is rolled against someone else’s Endure.

Driving:​ Piloting any water, ground, and air vehicles that you are familiar with. If you've never driven a
vehicle, you can't drive one without either an hour of instruction or a day of practice. If you've never driven
a specific kind of vehicle in particular before, you need eight hours to get used to this kind of vehicle
before you do anything stupid. Driving doesn't cover regular, ​boring​ driving - it covers stunt driving or
trying to escape fast. In the case of travelling long distances, Drive may be used in the place of Travel if
you are driving to reach your destination.
● TN15: Do something that most people can already do; Drive your car to work.
● TN20: Do something requiring training or reflexes; Get a plane to take off.
● TN25: Do something requiring training and reflexes; Weave a plane through a dogfight without
taking damage.
● TN30: Do something requiring training and reflexes while something is impeding you; Fly a plane
through stormy mountains while pursued by Gwythaints.

Endure:​ Avoiding to take a Strike from any mental, spiritual, or social attack. Usually, you would avoid
them using Sensibility or Intelligence. It is also used to avoid taking Strikes from poison, dehydration,
heat, sunlight, or other attacks that cannot be avoided with Prevent Harm.
● TN15: Brushing off a insult
● TN20: Going without water for a day
● TN25: Enduring prolonged psychological torture
● TN30: Surviving a deadly poison without treatment

Insight:​ Detecting someone trying to deceive you, judge someone's emotional state if they're trying to
hide it, spot things, search for things, or hear things. It's a wide range of finding and perceiving. Always
rolled with Sensibility.
● TN15: Noticing a tell in a casual game of poker
● TN20: Picking up a quiet conversation from across the room
● TN25: Finding a needle in a haystack
● TN30: Correctly guessing the dark secret of a complete stranger

Intimidate:​ Striking at an enemy in a Social manner. Also used to coerce someone to agree with you or
submit to your will. This is rolled against someone else’s Endure.

Legerdemain:​ Sleight-of-hand, minor 'magic' tricks, and escaping bonds/squeezing through spaces. For
thieving characters, it also covers larceny and lockpicking.
● TN15: palm a coin while a shopkeeper is distracted
● TN20: squeeze through a space 1/4th your size, minor card tricks
● TN25: secretly slip an ace into your poker hand, perform an average act of “street magic”
● TN30: pull a rabbit out of your hat, slip a guard’s sword out of its sheath, escape well made
manacles

Linguistics:​ Decipher ancient languages, crack a code, or speak in code. You know a number of
languages (other than your own) equal to your level in Linguistics. This includes speaking ‘animal’
(Organized by group, such as Mammals, Lizards, or Birds) and speaking ‘human’ for animals. Beasts
speaking ‘human’ could be speaking a language, but is more often somehow magically communicating.
Unless otherwise stated by your Game Master, all humans speak English.
● TN15: decipher a thick accent in a language you know
● TN20: decode a simple cypher, translate non verbal “charades”
● TN25: non verbal interspecies communication, decipher an unfamiliar alphabet
● TN30: translate through multiple languages accurately, decode an ancient tome in a dead
language

Mechanics:​ Repair mechanical devices, or disable them in a more complex way than smashing them.
The Mechanics skill is also used to pick locks or handle clockwork. As Atlantean tech is state of the art in
Disney Villains Victorious​, special training (or at least extreme familiarity) is required to safely work with it.
● TN15: Make basic repairs; Swap out a broken bicycle chain.
● TN20: Make extensive repairs; Rebuild a motorcycle after it's been run over.
● TN25: Construct a complex machine; Build a motorcycle from scratch.
● TN30: Design or heavily modify a complex machine; Build a jet engine into a motorcycle.

Melee:​ Usage of all melee weapons (one and two handed), but not unarmed combat. This is always
rolled against someone else’s Prevent Harm.

Music:​ Playing music, which can be used once per scene to grant a bonus to the roll of another character
that can hear you or sing along with you. When you start your musical number, choose either a specific
skill or your party in a fight. If your roll reaches Target Number 20, you grant everyone in your party a +3
bonus to that Skill or to every attack your group makes. For every 5 points over TN 20, this bonus
increases by 1. TN20 grants +3, TN25 grants +4, TN30 grants +5 and such forth. This bonus lasts until
the beginning of your next Turn.
● TN15: A simple tune. People don’t mind it, assuming it doesn’t play for too long.
● TN20: A slightly more complicated song, but not particularly hard to play. It’s not one of the best
songs out there, but it has its fans.
● TN25: A good song that requires musical skill to be played. It’ll get caught in the heads of lesser
willed minds.
● TN30: A pretty good and catchy song. If it was on an OST, people might purchase it just for this
song.

Occult:​ Remembering or calling up knowledge about magic, magicians, and supernatural creatures. In
some cases, Occult can be used to perform acts of magic.
● TN15: You can recall a trivial piece of Occult knowledge; Pixies are a kind of fairy.
● TN20: A standard piece of mystical knowledge; Fey are weak to iron and fire.
● TN25: A specific or complicated piece of Occult knowledge; Sorcery cannot be used to directly
kill!
● TN30: An incredibly specific or obscure piece of Occult knowledge; The marks left by the fey in
these woods are evidence of a ritual happening in the next full moon.

Persuasion:​ Striking at an enemy in a Social manner. Also used to convince somebody of your point of
view or get them to otherwise agree with you. This is rolled against someone else’s Endure.

Prevent Harm:​ Avoid taking a Strike from a physical source. This could involve taking the hit and
toughing it out with Robustness, or dodging the hit and avoiding it entirely with Agility.
● TN15: Taking a punch to the gut
● TN20: Being stabbed in the back with a shiv
● TN25: Getting impaled on a sword
● TN30: Surviving a point blank bullet to the face

Ranged:​ Using any and all ranged weapons. If you aren't familiar with a particular ranged weapon, it
takes a day of practice (or an hour of training with a skilled instructor) to use the weapon properly. You
can use the weapon without training at a -4 penalty. This is rolled against someone else’s Prevent Harm.
● TN15: Shoot an arrow and hit a target.
● TN20: Shoot an arrow and hit a bullseye.
● TN25: Shoot an arrow and hit an apple off of someone’s head.
● TN30: Shoot an arrow and hit an arrow that hit an apple with a target on it off of someone’s head.

Science:​ Remembering or calling up knowledge from the sciences or scientific humanities. Science can
also be tested against TN20 to remove a Strike from a resting ally in the span of five minutes. For social
Strikes, consider this giving them some ‘happy pills’ and calming them down with a pep talk or something.
● TN15: Treating a minor burn
● TN20: Calculating the trajectory of a catapult
● TN25: Amputating a limb
● TN30: Designing a portable nuclear reactor

Stealth:​ Hiding from people and moving around without being detected. What did you think 'stealth' was?
This is always rolled against someone else’s Insight.

Travel:​ Riding animals, traveling large distances, finding your way, and not getting lost without
navigational tools. The general survival skill.
● TN15: Making a suitably safe and comfortable campsite
● TN20: Riding a horse through some rough weather without losing any supplies (or the horse)
● TN25: Gather supplies to feed your whole party while lost in the woods
● TN30: Survive a week alone on a desert island
Traits
Traits are particular bonuses, abilities and specializations that make each character a little bit
more special and unique. Regardless of their Basic Role, characters can use their Traits to further
customize themselves.
Every Player Character that picked Human as a Species begins the game with 3 Traits. Beasts
get to choose only one Trait, since they already have natural Traits of their own. During the game, Players
Characters can spend Lessons to buy more Traits. If possible, every Trait should be a Disney reference
or at least a pop culture reference of some kind.
Usually, a Trait should give a +1, +2 or +3 bonus to certain specific applications of 3, 2 or 1 Skills.
The more specific these applications are, the bigger is the bonus granted or the number of Skills it applies
to. For example, the Trait-
This Man is Obviously a Charlatan: You gain a +2 on Insight checks against people who
are obviously villains.
-could be changed to give a +3 bonus if the condition was: ​"against people who are obviously
villains and that you already saw hurting somebody"​. Instead of making the bonus bigger, this same
very specific condition could extended the +2 bonus to Prevent Harm as well.
As a general rule, Traits shouldn't apply to every possible use of a roll: You don't want them to
become the absolute best choice for every character who likes using that Skill. Also, Traits should never
give bonuses to Attributes.

List of Sample Traits

Powers
Powers are large and usually temporary bonuses that the system gives to Player Characters and
Villains. Players Characters begin the game with one Power they chose from their Basic Role’s list.
During the game, they can get more Powers by trading in Lessons. Players Characters also begin the
game with one extra Power of their choosing. This Power can come from their Role's List, or players may
create their own from scratch.
As a general rule, the character should spend a Will point to activate one of his powers, but some
powers, like-
Ride'm!: You can ride any animal large enough to carry your weight as if it was an animal
trained for the purposes of Travel.
-are entirely passive.
Powers should provide big bonuses to Skills or create meaningful, flashy effects. However, a
Power should never guarantee a success unless it is a Villain power (In which case go ahead, they're
supposed to have the advantage).
An example of a solid (if bland) Power would be-
Force Of Will - You can spend a Will Point to gain +5 to your Endure Rolls for the rest of
the Scene.

List of Sample Powers


The following Powers are exclusive to each Class, and can be picked up by any character of that
class. The Powers each Player Character gets from his basic Role come from this Lists.

Role Powers 

Strong Guy:
● Charge of the Light Brigade: When charging into odds that are certain death (or at least
near-certain death), you may spend a Will Point. Gain a +5 bonus to all rolls for the rest of the
Scene as long as your life is in immediate danger.
● Clank Clank Clank: While wearing heavy armor, you may spend a Will Point. Double your
movement speed for the next three turns and gain +3 to all Melee rolls made in this time.
● Test your Might: Spend a Will Point to challenge an enemy to HONORABLE, SINGLE COMBAT.
Neither you nor the target may attack others while in single combat, nor may you be attacked by
outside forces. You and your target must close to melee as soon as possible. This effect lasts 3
Rounds.

Agile Guy:
● Fastest Fingers In All The Lands: Spend a Will Point. You gain a +5 bonus to Mechanics,
Acrobatics, and Athletics checks for the remainder of the scene.
● An Impressive Performance: Spend a Will Point. Gain a +5 bonus to Acrobatics or Athletics for
the rest of the scene and you may use it in the place of Music. Additionally, your movement
speed doubles.
● Draw!: Spend a Will Point. You gain an extra action this turn, and gain a +5 bonus to do a trick
shot with a Ranged weapon (such as shooting the weapon out of someone's hands).

Smart Guy:
● I Read About That!: Spend a Will Point. Gain +3 to the next Academics, Occult, or Science roll
you make. Roll twice and take the better result.
● No More Chinese Laundry: Spend a Will Point to assemble an explosive from everyday materials.
Must have something on hand that could conceivably explode -- can't just magic bombs out of
thin air. Coconuts are okay. At the end of the round you have at least one pound of highly
unstable explosive material that will miraculously not go off in your hands. We'll leave it to you as
to what to do with it.
● Work, Damn You!: Spend a Will Point. For the rest of the scene, you have +5 to Mechanics and
Drive as long as your focus is entirely on the task at hand.
Sensible Guy:
● Pierce the Truth: Spend a Will Point. Grant your allies a +5 bonus to overcome Fear and +5 to
recognize Illusions.
● I'm Gonna Need You to Fill These: Spend a Will Point. Test Science against TN20. If you
succeed, then one ally has all their Strikes healed. You may continue attempting this for the next
three Rounds.
● Ever Thought About Unionizing?: Spend a Will Point to test Persuasion against a group. TN 10+1
for every person in the group. If you succeed, everyone in the group takes a Social Strike. Does
not work against Villains, Kings or Gods.

Charming Guy:
● Rock and Roll Will Never Die: Spend a Will Point; Apply Music against Tin-Ear characters with
only a -5 in effectiveness!
● Everybody Hold It!: Spend a Will Point. +5 bonus to halting a fight in progress via diplomacy or
just shouting loudly. You have three rounds to stop the fight from resuming.
● How Dashing: Spend a Will Point; +5 to Deceive and Persuasion as long as you are doing
something suitably ridiculous like dancing in front of armed guards.

Powers are mostly up to GM discretion, and they only really need to be balanced against the
Powers of the rest of the group.
Ideals 
Ideals are small things that a character would like to do or that would further his line of growth.
They don't need to be big and grandiose: they just need to be something a character truly believes in.
Fulfilling an Ideal in a meaningful way restores one Strike and one Will Point, plus it gives out one Lesson
at the end of the session.
A good example of an Ideal would be ​“Get into trouble,” ​which gives the character a reason to
do something (probably stupid) and to move the story along. Or it could be something like ​“Get Glory,”
which would result in the player doing things for their own sake. Not particularly heroic, but we're not here
to judge.

Goals 
A Goal is something a character knows, deep within his heart, that he must accomplish. Goals
are one of the main mechanical means of character development: when every Player Character in the
party completes his first Goal, every Player Character moves up a Tier, going from Zero to On-a-Roll.
After that, when every Player Character in the party completes another one of his Goals, every Player
Character moves up a Tier, going from On-a-Roll to Hero.
Goals should be suitably large undertakings, but (at least in the beginning) Players should avoid
having ​"take down (King X)"​ as a Goal, as that is something he probably won't be able to accomplish
until his party is well into the higher Tiers. Instead, Players should settle for something more like ​"free
your land from Alameda Slim's grip"​, or some other large, difficult but not impossible goal. Of course,
Goals don't need to be strictly heroic: they could very well be something like ​"Personally take down a
full grown Tyrannosaurus Rex"​, which is a perfectly normal Goal for a hunter character.
When a character completes one of his Goals he gets two new Goals in its place. This way,
On-a-Roll characters have 4 Goals while Hero characters get 5. The bigger you go, the bigger you dream.
Lessons (Experience)
Experience is earned in the form of Lessons.

You get one Lesson every time you:


● fulfill one of your Ideals in a meaningful way,
● take a meaningful step towards one of your Goals, or
● get out of a dangerous situation.

You can spend your accumulated Lessons to:


● get new Skills,
● increase Skills you already have, or
● raise your Attributes or to get new Traits.

How many Lessons you need depends on the learning curve you are playing by.

Progression Rate New/Improved New Trait Improved Attribute New Power


Skill

Fast 2 Lessons 4 Lessons 6 Lessons 10 Lessons

Medium 2 Lessons 5 Lessons 8 Lessons 15 Lessons

Slow 2 Lessons 6 Lessons 10 Lessons 20 Lessons


Tiers

There are 3 Tiers that Player Characters can achieve: ​Zero​, ​On-a-Roll​, and ​Hero​.

Zero​ is the Tier that every Player Character begins the game on. The rules for it are the rules we
explained up until now.

On-A-Roll​ is the second Tier. Player Characters on this Tier get one more Will Point and can
safely take one Strike more than they could when they were Zero Tier characters. Also, they can now
raise their Skills up to 7 and their Attributes up to 14. Additionally, Player Characters of each Basic Role
now roll 5d6 instead of 4d6 every time they roll on their favorite Attribute, and 4d6 instead of 3d6 on every
roll of a different attribute of their choice. They still keep the 3 best results in both cases.

Hero​ is the third Tier. Player Characters on this Tier get one more Will Point and can safely take
one Strike more than they could when they were On-a-Roll Tier characters. Also, they can now raise their
Skills up to 8 and their Attributes up to 16. Additionally, Player Characters now keep an extra 1d6 to all
their rolls, still keeping three, so their favorite attribute would be 6d6 keeping the best three, their second
favored 5d6 keeping the best three, and all other rolls 4d6 keeping the best three.

Your character progresses from Zero to On-A-Roll when everyone in the group completes their
first Goal. You go from On-A-Roll to Hero when everyone in the group completes their second goal.
Equipment

In ​Disney Villains Victorious​, Equipment, as a necessity of the system, is an abstraction.


Equipment refers to any item that provides a skill bonus when used. A starting character gets 5 free
Equipment Points (EP) to spend on purchasing Equipment at character creation. Weapons to fight with,
books to learn with, and masks to lie with are all considered in Equipment. A single piece of Equipment
can provide bonuses to several different skills, but the EP price will be as high as an item that provides a
large bonus to a single skill.

WEAPONS
If you want to attack using the Melee or Ranged skills, you first need a weapon. Unless you put
Equipment points into the attacking type of a weapon, your weapon cannot attack that way. An example
would be a +1 Melee Knife that cannot be used as a throwing weapon unless it has at least +1 in Ranged.

Most weapons should adhere to the following guidelines. Don’t let them constrict your creativity.
● One Handed Weapons should be +1 Melee.
● Two Handed Weapons should be +2 Melee.
● Handguns and side arms should be +1 Ranged.
● Rifles should be +2 Ranged.
● Anything that provides +3 bonus should have an appropriate drawback or is unique and magical
in some way. In other words, probably not something for starting characters.
● Thrown Weapons can rely on Robustness or Agility, but Ranged Weapons rely on Agility unless
otherwise noted by your Traits or Powers, or the weapon itself.
● Dual wielding weapons grants an additional +1 bonus to whatever weapon skill is currently being
used in the main (read; attacking) hand.

Here are some example weapons to play around with.


● Great Swords give +3 Melee, but can only be used effectively by someone with Robustness 10.
Anyone with less Robustness than that takes a -1 penalty for every point of difference between
his Robustness and 10.
● Crossbows give a +3 Ranged, but it takes two consecutive Moves to reload them.
● Bows give +2 Ranged, but can only be used effectively by someone with Robustness 8. Anyone
with less Robustness than that takes a -1 penalty for every point of difference between his
Robustness and 8.
● Shotguns give a +3 Ranged, but can only be used effectively by someone with Robustness 10.
Anyone with less Robustness than that takes a -1 penalty for every point of difference between
his Robustness and 10. Also, guns are loud.
● Extremely well done or just straight up advanced weapons (like the sword of a prince or the
crystal firearms of Atlantis) can grant a bonus one point higher than average of their kind. They
are, however, incredibly hard to get ahold of without the right connections.
SHIELDS
● Shields provide +1 Prevent Harm.

ARMORS
● Light Armor provides +1 Prevent Harm
● Medium Armor provides +2 Prevent Harm
● Heavy Armor provides +3 Prevent Harm, but decreases your Movement Speed by 4 meters and
Agility by 1 point.

BOOKS
Books provide +1 to Academics, Science, or Occult, depending on their content.

OTHER THINGS
There are many different kinds of Equipment that your character can start with that don’t follow
the trends set so far. Magic items should be encountered very rarely - it’s part of what makes them
special. Not to mention that having one could make you a target of greedy sorcerers.

● Medkit: Basic medical supplies. They can be refluffed as food or healing potions. Either way, you
can spend an action to expend this item and regain one Strike. Costs 1 EP.
● Atlantean Crystal Necklace: Along with granting eternal youth to whoever wears this necklace,
the crystal can be used to power atlantean technology and (in a pinch) be expended to
overcharge an atlantean device. Costs 1 EP, but you better have a good reason to have one
without being an Atlantean yourself.
● Genie Ring: A minor genie is bound to this ring. He/she can do minor errands for your character,
but nothing that requires a roll. Other powers (such as teleportation or being aware of modern
pop culture) depend on the genie. Costs 3 EP.
● There’s also basic commodities, like pencils and paper for scholars or the clothes off of the
characters’ backs. You shouldn’t bother charging for these, or even list them unless a player
wants to spend points on them.

Your GM has the final say on what your character can and cannot have at character creation.
Character Creation

1. Choose a Species and Country of origin.


2. Assign Attributes. You've got a 6 in every Attribute and 10 points to spread around. You can't go
higher than 12.
3. Choose a Role. There are five Roles, one for each attribute. Note the bonuses you get for each
Role.
4. Spend Skill Points. There are 22 skills. You've got a 0 in every Skill and 10 points to spread
around. First point raises a Skill to 3, each following point raises it by one. You can't go higher
than 6. Remember to add any skills from your species or role.
5. Choose Traits. Some species have less traits available than others due to Racial traits, as
depicted in Species. If you are Human, you get 3 Traits of choice. If you are a Beast you only get
1 Trait of choice. Other Species get their number of Traits. You can pick these Traits from the
Generic Traits List or from some other Traits List open only to your Race or Role.
6. Choose Powers. Characters get two powers at character creation, one from their Basic Roles and
one from whatever they want, except the Powers from Roles they do not have.
7. Choose Equipment. You get Equipment Points you can spend to determine your starting items.
Most characters start with 5. These Points represent starting items that are often difficult, but not
impossible, to acquire on your journey. Each EP you spend gets you a piece of equipment with a
+1 bonus to a specific skill. You can spend 2 EP together to get a piece of equipment with a +2
bonus, or 3 EP together to get a piece of equipment with a +3 bonus. You can't spend 4 or 5 EP
on the same piece of Equipment.
8. Choose Ideals. The average hero has three ideals. Choose well, because these are how your
character advances.
9. Choose Goals. The average starting character has three Goals. These goals are things your
character should be ultimately working towards, but out of your character's reach at the beginning
of the game.
You have 3 Will Points.
Your Speed is equal to your Robustness + Agility.
That's it. Give your character a brief Rundown and you’ll be ready to play!
Enemies
Every hero needs a nemesis. Every ragtag bunch of misfits needs an evil empire. In a world
where the villains have won, there is no shortage of them. The enemies of the Player Characters are both
the Kings and their evil minions. For the Game Masters out there, these rules should come in handy when
you need to throw a living obstacle at your Players.

MOOKS
The most common type of enemy, Mooks are a dime a dozen: lacking the abilities and the sheer
power of the Player Characters, they are forced to rely on their numbers. Luckily for them and unluckily
for the good guys, numbers are something the Mooks are never lacking in.

The average, archetypal Mook has:


● a 7 in every Attribute (before applying Species Modifiers);
● a 3 in every Skill that most relates to his identity, plus a 5 in Prevent Harm and Endure;
● only one Move per Turn
● no Will Points
● no Strikes he can soak before going down;
● no Role
● no Traits, Powers, Ideals or Goals;
● normal weapons, but usually no armors.

Since rolling Prevent Harm for each one of them could take a while and really slow down combat,
the GM is encouraged to avoid rolling for it and just assume they got a 10. This makes their defense a
stable 22. As rolling Initiative for each Mook would have the same issues as PH, the GM should say that
they got a 10. This makes their Initiative a stable 17.
Not every Mook is equal to the other, of course: a big guy could have a 9 in ROBUSTNESS!, an
excellent archer could have a 5 in Ranged, while Facilier’s and Alameda Slim’s enforcers have guns
(which would be of +2 Ranged value). Depending on who they are working for, Mooks may also have all
kinds of weird and mystical abilities. After all, the Fish Men that fill Ursula’s armies are better swimmers
than the average soldier.

LACKEYS
The second most common type of enemy, Lackeys lead Mooks into battle and take care of
important business. Higher than a Mook, but lower than an Inner Circle. Lacking the abilities and the
sheer power of the Player Characters, but still armed with dark strength and dark minds, they rely on
underhanded tactics and on sacrificing Mooks.

The average, archetypal Lackey has:


● a 7 in every Attribute (before applying Species Modifiers);
● a 4 in every Skill that most relates to his identity, plus a 5 in Prevent Harm and Endurance;
● only one Move per Turn;
● no Will Points;
● 2 Strikes he can soak before going down;
● no Role;
● no Traits except Trying to Catch Me Fighting Dirty, which gives them +1 Initiative and a +3 to
every attack and defense skill
● no Powers, Ideals or Goals;
● normal equipment, which usually translates to normal weapons and armors.

Since rolling Prevent Harm for each one of them could take a while and really slow down combat,
the GM is encouraged to avoid rolling for it and just assume they got a 10. This makes their defense a
stable 25. As rolling Initiative for each Lackey would have the same issues as PH, the GM should say that
they got a 10. This makes their Initiative a stable 18.
Not every Lackey is equal to the other, of course: a steady handed sniper could have a 10 in
Agility, a ferocious brute could have a 6 in Brawl, and Frollo’s inquisitors have his Holy Fire to rely on.
Depending on who they are working for, Mooks may also have all kinds of weird and mystical abilities.
After all, the demons of Chernobog's legions aren't exactly what you would call common thugs.

INNER CIRCLE
By the time you get to this point, you'll really need to be making your own stat blocks. These are
the small-town crooks; the corrupt sheriffs, gang leaders, mad wizards, and injun chiefs that will try to get
in your way. They can even have a Role if you want to give your Players a more challenging experience.

Here's a suggested stat block:


● Robustness: 8/12
● Agility: 8/12
● Intelligence: 8/12
● Sensibility: 8/12
● Charm: 10/12
● Will: 2
● Strikes: 2+1x, where x = the number of members in the party.
● Skills: 6 in Skills directly related to their job. 5 in Prevent Harm, 5 in any offensive Skill, 5 in
Endure, 5 in Occult, Academics, Mechanics, Travel, or Science. 4 in all other Skills.
● Traits: Any two.
● Powers: Any two; can be drawn from the Enemy Powers or from any Power List that fits their tier
or Role. The GM may also opt to make special Powers for them.
● Medium to high quality Equipment.

As with Mooks and Lackeys, Inner Circle enemies can have special qualities depending on who
they work for. A corrupt soldier with a shotgun? That’s bad. A corrupt super soldier with a crystal laser
beam shotgun? That’s ​really​ bad. Don’t be afraid to add some more Attribute points (no more than 4) to
make him a real threat to a Zero-tier group.
VILLAINS
A serious threat. This person has likely been appointed by the King of their Land themselves, and
should not be taken lightly. They should probably have a background and their own unique stat block by
this point. Most will require a unique way to defeat them. Remember to give them a Role. Possibly two. If
a character you recognize isn’t already a King, then they are likely a Villain working for one.

The default Villain stat block looks something like this:


● Robustness: 9/14
● Agility: 9/14
● Intelligence: 9/14
● Sensibility: 9/14
● Charm: 12/14
● Will: 3
● Strikes: 3+2x, where x = the number of members in the party.
● Skills: 7 in Skills related to their job. 6 in any offensive Skill, Prevent Harm, and Endure. 5
in all other Skills.
● Traits: Any three, from any list. Powers: Any two, from any list and at least one from the
Enemy List.

This enemy type is configured for early On-a-roll heroes. Add up to 10 attribute points to
represent higher level On-a-roll enemies and Hero-tier enemies.

KINGS AND GODS


Each will have their own unique stat block. No two will be the same, and parties must often often
employ specialized strategies to defeat them.

The Kings & Villains document can be found ​here​.

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