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Welcome to the XLI 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
>>
>>36387515
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
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
First Playtest: http://pastebin.com/Vy1E0sHB
Second playtest:http://pastebin.com/qE1kW0YY
Third playtest: http://pastebin.com/sWj8Y87v
Fourth Playtest: http://pastebin.com/SHieN5zL

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
>>
>>36387518
Thank you, kind anon.

Okay, as a note; the next playtest will be tomorrow at 7:00 EST and likely last 2.5 hours. If you want to come, bring an On-A-Roll tier character with 50 Lessons total spent at Medium progression.

You'll be part of a gladiatorial event for one of Hades' managers' amusement, and you'll be working together to face something big and scary (read; playtesting some Villains).
>>
>>36387563
I'll finally get to sit in one, maybe even make a character, I'll see who else is playing tomorrow.
>>
Bum to survive until morning.
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>>36388297
A great and terrible curse has been laid upon us, clearly.


Fucking wizards.
>>
Glad to see that there's a new thread up gentlemen.
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Soooooo, correct me if I'm wrong but the Atlantean crystals are keeping people young right? At least the original crew right? Does that mean Audrey Rocio Ramirez will always be a teenager? Did you guys make a loli in the disney universe? "She only looks 16, she's really 40-50?" Not judging, just asking.
>>
>>36388631
Almost every villain (with the exception of Elsa who's only a year older) is somewhere from five to twenty years older and has some method of immortality. I think there's specific mention of which methods can be provided to other people, rourkes magic therapeutic crystals are one. She'd be roughly 36 but not look it.
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>>36388668
End of this post got cut off-
It's up to the GM to interpret that, we just set the baseline.
>>
>>36387518
Beast races pastebin doesn't have the raptors stats from three threads ago, someone should update it.
>>
Name: Polly Higgins
Role: Nimble Girl
Country of Origin: The Wild West
Size: Medium
Species: Human

---Attributes---
Robustness: 8/12
Agility: 11/12
Intelligence: 5/12
Sensibility: 5/12
Charm: 11/12
Will: 3/3
Strikes: 3/3

---Skills---
Acrobatics: 3
Athletics: 3
Melee:
Ranged: 5 (8)
Brawl:
Prevent Harm: 3
Endure: 3
Stealth:
Legerdemain: (1)
Deceit:
Persuasion: 4
Intimidate:
Academics:
Science :
Occult:
Mechanics:
Linguistics:
Travel:
Driving:
Insight:
Music: 3
Craft:


---Traits---

- Golden Hearted Saint
+4 to any checks made to directly help the poor, the misfortunate and/or the downtrodden.

- Hakuna Matata!
+2 to resist on any sort of mental distress

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


---Powers---

- Heroic Sights
When fighting with a handgun, the character may spend a Will point to gain a +5 shoot a trick shot or hit a specific target (i.e, knocking the weapon out of someone's hands.)

- Quick Draw Queen
You may always make one attack in the surprise round, and never suffer penalties in the surprise round.

---Ideals---

Ought to help people less fortunate than you!

Things really aren’t THAT bad now, are they?

Hey! Look what I can do! Look what I can do!


---Goals---

Zero: Have an adventure! Any adventure at all will do the trick!

On-a-Roll: Acquire some book-learning! Or some common sense!

Hero: Become an honest-to-goodness gun-toting freedom fighter.
>>
>>36388812
---Equipment---

Prototype Photonic Pistol: This odd Atlantean weapon grants +3 to ranged attacks.
Tattered Maid’s Uniform: Looking adorably out of place grants +1 to persuasion.
“Borrowed” Bandolier: Having lots of hidden pouches grants + 1 to legerdemain.
---Physical Description---

Polly is a young woman of average height with a slightly above-average figure. She wears a tattered and dust-caked maid’s uniform, a bandolier-holster with a strange weapon she most certainly should not be carrying and her black hair in a long braid. She looks to be far, far from home.

---Rundown---

Polly was clearly a maid at one point, working on some wealthy cattle baron or railroad magnate’s estate somewhere, but how she came to wander the wild western reaches of the North American continent or came into possession of an Atlantean prototype weapon is a curious and somewhat worrying mystery. For someone who can’t seem to stop talking, none of what she says seems to clear up her enigma of a past. Though none too bright and none too wise, the woman is a cheerful crack-shot (yet another mystery) and has her heart in the right place, even if her head is often lost in the clouds.
>>
>>36388631

Youthfulness is prolonged by the Atlantean Crystals, perhaps indefinitely, but growing up is not prevented, and I thought that Audrey was late-teens besides.

>>36388668

This is correct. Of all the villains, Elsa, Alameda Slim and the Elite Global Huntsmen's Club are the ones discussed so far as not (yet) needing immortality, though the exotic and magical meats eaten at the Huntsmen's dinners are already acting as longevity-enhancers for some of the older members like Charles Muntz.
>>
>>36389049
Elsa HAS immortality- not only is her Winter Magic shit listed as keeping her unaging past 21, and that it could be applied to others through an emotional connection - it's just that she doesn't really need it. It's more of a fail safe than anything else.
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>>36389072

Fair enough.
>>
>>36388812
>>36388816
You're using an out-of date STOP RIGHT THERE, CRIMINAL SCUM!!; it now gives +2 Prevent Harm plus one offensive skill picked when you take the trait. And Golden-Hearted Saint seems OP now that I look back it.

Before we go into beta, someone really needs to dive deep into the archives and update all the pastebins.
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>>36389081
Thanks for the update and sorry for using obsolete character creation information. How does the rest of the character look, mechanically and as far as the concept of "comic relief gunslinger" goes? How might we change Golden-Hearted Saint to be less overpowered?
>>
>>36389115
We have a total of 3 comic relief girls now, a mehanic, a lute player and you.
Entire party of comic relief females + sverd when
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>>36389124
After we get a party composed by a naive but good-hearted young girl and her amazing talking animal friends.
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>>36389115
Bring Golden Hearted Saitn down to 2 or 3.....probably 2, since you'll get plenty of opportunities to use it.
>>
>>36389155
>An adorable klutz with a maid uniform and a laser gun
>A dapper guinea pig with a doctorate
>A devious earwig with ventriloquist powers
>A velociraptor with a crossbow, a mini-gyrocopter and a mean streak against people's faces
>A monkey disguised as a human with a billyclub and a mean streak against people's genitals
>An angry crocodile with a guilt complex

What can possibly go wrong?
>>
>>36388816
>>36388812
Does your character happen to have a cousin named Bartholomew?

https://archive.moe/tg/thread/36277501/#36284741
https://archive.moe/tg/thread/36277501/#36285517
>>
>>36389218

Everything. Everything can go wrong. Spectacularly.

>>36389124

I can't tell if Mary would instsntly befriend this New girl due to their mutual kindness and love of adventure, or if Polly would give her heart palpitations between her apparent dumbness and the way she waves a dangerous Atlantean prototype around like it was a toy.
>>
>>36389218
Nasty Little Beasty never had a crossbow. There is also a bear in armor kicking around somewhere in France.
>>
>>36389657
The bear can meet up with Clarisse and help her out.

>>36389426
Song idea: Mary futilely trying to educate Polly to the tune of something like: https://m.youtube.com/watch?v=x88Z5txBc7w

What else needs doing? More campaign ideas? I remember is trying to codify some KLR campaigns in the last thread.
>>
>>36389855
I'm wondering about what our rules should be for not getting lost, getting lost, realizing you're lost and getting un-lost. I mean, obviously they're all Travel checks, maybe with realizing you're lost being able to be an insight check as well, but we need to determine exactly WHERE and HOW lost you get when you fail those checks. I remember 7th Sea had a good system for it, but I don't have the PDF on hand.
>>
>>36390030
Cripes, that's a good question with a lot of variables to consider. Do you know where your going or have you been there before? Do you have a map or directions? Are you good at orienteering or tracking?
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>>36389218
Don't forget the dino cowboy and the allosaurus with a king complex.
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>>36390188
>>36390030

Maybe we should break it up into three levels like we have with other mechanics. Something like, "places you know well," "places you are familiar with" and "places you've never been" requiring different levels of travel checks to successfully find. Places you know well can always be found unless something like magic or bad weather prevents you. Places you are familiar with require travel checks to find. Places you've never been require travel and insight checks to locate successfully.

Things like maps, compasses, or directions can boost your chances in each case.
>>
What do we have for mostly harmless talking animal sidekicks?
>>
>>36390189
T-Rex. It was a T-Rex with a king complex.

>>36390188
I think we can simplify that to bonuses to your checks; if we want to get really tricky, some of those could even reduce the time in between checks to realize you're lost.

>>36390280
That sounds good, but that last category is an extremely broad range.

>>36390282
Ted and Virgil. Well, Ted won't hurt you directly, anyways.
>>
>>36388631
Fuck off faggot. loli's are absolute cancer.
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>>36390282

There are plenty of character templets that would allow a character to play a plucky animal sidekick in place already, unless you're thinking of playing a character with such a sidekick as if it were a single character. If that's the case, I'm not sure that provisions were ever made for such a scenario.
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>>36390349
>That last category

It does seem wide, so maybe we should change things around to be: "familiar places" "unfamiliar places" and "hidden places" instead?
>>
>>36390349
Wait, wasn't he a charismatic dwarf allosaur? Am I thinking of two completely unrelated characters?

>Ted and Vergil
Unless you're keeping hostages, in that case Vergil will crawl up your pants and bite you in the family jewels. It would be probably impossible for Ted to directly hurt a grown man in any way, but that doesn't mean he can't convince the nearest bear you have a jar of honey in your pants.
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>>36390365
You can't be serious
>>
>>36390404
>>36390280
>>36390349
Under normal circumstances:

>places you know well
Narrow
>places you are familiar with
Kind of narrow
>places you've never been
Extremely broad

>familiar places
So-so
>unfamiliar places
Quite broad
>hidden places
Sort of narow

I think no matter what we do we're going to end up with one category far broader than the others.
>>
>>36390428
Oh, yeah, you are. There was also an allosaur diplomat.

>>36390430
Don't bring that shit in here.
>>
>>36390430
Im not. They are one of the mid tier cancer fetishes, so I'll concede that although pretty bad, that their nowhere near some of high-cancer tiers
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>>36390470
No I mean, except for using the word there wasn't anything like that kind of faggotry there. Hell 16 is barely a kid.

Just a bit too much kneejerk in my opinion.
>>
>>36390404

For instance, say you were a Chinese peasant:

The village you lived in all your life would be considered a "familiar place" and would require no checks to find most things like the market or a friend's home unless something was actively preventing you from doing so.

The countryside outside of your village would be considered an "unfamiliar place" requiring travel checks and the aid of a map or directions in order to find a particular town or landmark you want to go to.

The secret shrine headquarters of Mulan the Undying and her trusted lieutenants would be considered a "hidden place," and not only would require a travel check to find but would also require an additions check of some kind perhaps related to intelligence or sensibility, or to a differet skill like science, occult or the like.
>>
K/L/Rs and villain stats.

Come on niggas final stretch
>>
>>36390588
I guess if an entire campaign takes place in only one part of the world (excluding the climatic assault on Bald Mountain) then the Unfamiliar category becomes way less broad. Anyhow, fucking off to do real work now. I can't playtest tonight, gotta watch The Flash, but when I get home I'll upload the 7th Sea pdf and tell everyone what pages they'll find the travel rules on.
>>
>>36390672

Thanks for helping suss out these ideas. Definitely gives me something to think about. You're right that "unfamiliar places" work best in the context of one campaign, but if your character is a globe-trotting adventurer then most places they travel would be unfamiliar at first. Maybe a provision should be made that "unfamiliar places" become "familiar places after a certain length of time spent there, affected by travel skill and intelligence, etc.

>>36390616

I'm contributing where I can but working off my phone at work is a might tricky.
>>
>>36387518
>King/Land/Rule: http://1d4chan.org/wiki/Disney_Villains_Victorious_K/L/Rs
Might it be a good idea to note the movie of origin for these? I don't recognise several of them, and it would make it easier for GMs to get additional reference material for them.
>>
>>36387515
what happened to egypt?
is it safe or is it now chernodog sending plagues instead?

or did said plagues never end and egypt is now a massive wasteland with only ramsus left, being cursed as an undead.
>>
>>36390945
We're keeping Dreamworks movies for the first splatbook. At the moment Egypt is one of the provinces of Jaffar's Sultanate.
>>
>>36390945

I believe that Egypt has been rolled into Jafar's Caliphate of Agrabah.

>>36390933
That's a good suggestion and a simple enough thing to implement I think.
>>
So what's the least fucked up place in this setting? Like, you could maybe live peacefully and not get your shit bad ended.
>>
>>36390976
makes sense since that would be one of the few dreamworks that wasnt a clusterfuck
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>>36390988
queen grimhilde's mirror kingdom

the only problem is that the queen will merciless execute anyone thats considered too beautiful
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>>36390988
Atlantis. The "king" there isn't any more evil that most modern politicians, as far as I know.
>>
>>36391039
>executing
>not torturing or mutilating them
>not having them tortured in her dungeons and watching through her mirror if they're a guy because that's her fetish
Step it up.
>>
>>36390988
Either Virginia, Atlantis (only the mainland, not one of the colonies) or the EITC territories. People in the Sunless Empire's tributaries, the Spirit Wilds and the Land of the Bear have it pretty cozy if you don't mind being squeezed like a lemon by tax collectors, being respectful of nature 24/7 and living in fear of a giant demonbear respectively.
>>
>>36390988
Plane Crazy made a list of the various countries by starting difficulty level:

Easy
- Mirror Kingdom
- Sultanate of Agrabah
- Pleasure Island
- Land of the Leopard
- Island of Naboombu
- EGHC
- The Free Creatures
- Kingdom of the Red Flower
- EITC
- Imperial Republic of Atlantis
- The Sunless Empire
- Royal Colony of Virginia
- The Old West

Middlin'
- Land of the Bear
- Archidocesis
- Fae Lands
- Pridelands
- Sher Khanate
- Shadowlands
- Pirate Kingdom/Never Never Land

Difficult
- Kingdom of the Cauldron
- Olympus
- Arendelle
- Dino Island
- Hunnic Empire
- Subjugate of Kaa
- Spirit Realm
- El Dorado
- Ursula's Islands

Poor Life Choices
- Japan

Death Flop
- Bald Mountain
- The Charred Lands
>>
>>36390988

The least fucked up places, or the places with the highest standards of living or freedom in this setting are probably, in order:

The Imperial Republic of Atlantis
Huntsmen Ruled Australia
The Wild West
The Virginia Colonies

Somewhere below these, due to having more invasive and oppressive regimes are:

Hun Dynastic China
The Sultanate of Agrabah
Pontifex Frollo's Archdiocese

And below these, hilariously horrible to everyone but its own citizens who have grown used to it:

Empress Yzma's Sunless Empire
>>
>>36391135

Facilier's Shadowlands would be down there below Yzma's Empire probably as liveable but loathsome.
>>
>>36390988
Consensus has been throughout most of these threads that the Imperial Republic of Atlantis is the most advanced and comfortable nation to live in, provided you're an Atlantean. Citizens of the Republic apparently get educated in public schools, have government subsidized housing and enjoy recreational activities like watching professional baseball games. At the same time though, the capital city also has a large population of exiles and refugees who have traveled there in search of a better life and who now live in slums and tent cities around the ports and harbors. Upward mobility is possible and life is still relatively good there, but Atlantis is a crowded place that must use its superior manufacturing, military and technological advantages to trade for or take the resources it needs from other places around the world.
>>
>>36391131
One thing that I would fix on that is that Pleasure Island should be higher on the list. I'm sure they've got some lotus-eater shit going on in there, plus pretty much every consumable is laced with a donkey transmogrification potion
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>>36391653
You know, why would the Coachman continue to transform people ? His entire reason for transforming children was because he was selling the donkeys to salt mines for money, so now that hes just running a Super Casino on crack, would he still want to transform people? Maybe only those who fall into debt?
>>
>>36391131
>>36391653

Yours is a good list.
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>>36391770
Sounds good to me
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>>36391806
>>36391770

Seems reasonable to me. There's more profit in running the "last truly happy place" in all the world than selling donkeys to miners, but if a high-paying client really wants a donkey, or a leopard, or some other animal in short notice, he might still be willing to oblige them.
>>
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>>36391653
>>36391770
>>36391856

I wonder where he gets those transformation potions... and what does his benefactor ask for them....
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>>36391944

A luxurious, private vacation villa available on demand with all expenses paid for by the house and a llama-load of comped casino vouchers.

"PULL THE LEVER KRONK!"

"Wouldja look at that. Triple bars."

"HAA HAA HAA! I LOVE THE SLOTS!"
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>>36391063
even with snow white she killed her in the most harmless of ways
it was litteraly nonvoluntary euthanasia
>>
>>36391770
>Oh, you're growing donkey ears? Oh, well that's a terrible shame. Fortunately I have an antidote right in my office.
>Of course, it's gonna cost you. A lot. Say $100,000 Atlantean? If that's too much, we can always work out an installment plan...
>>
Quick question: its easy to do mythological villains for Greece, but what about Atlantis? Are the four governors going to be crystal-enhanced super soldiers as little as that makes sense, or managers, or should they be characters from the movie? (same goes for the shadowlands, EITC, etc but I have plans for them)
>>
>>36392368, >>36392132, >>36391944, >>36391856, >>36391806, >>36391770, >>36391653

I feel like not a lot of fluff has been come up with for Pleasure Island, which is a bit of a shame considering how much possibility has as a melting pot and quest hub of sorts:

>Advertised as the "Happiest Place on Earth"
>Early 20th century Coney Island/Disney World/Las Vegas
>Atlantean submariners and mercenaries on shore leave blowing their wages away
>Casino Queen Yzma and Cronk on vacation
>Fae or intelligent animals coerced or forced to work in various sideshows and entertainment venues
>Unofficial neutral territory amidst the world's warring factions.
>>
>>36392626

Give them atlantean bazookas and sniper rifles and call it a day
>>
>>36392626

As far as enemies in Atlantis, I had assumed that it would be a more political game rather than one that was more combat oriented. If we want enemies to fight however, I would suggest battles against waves of mooks (using the term in the general sense), or against the various R&D projects currently being worked on. You could also use the characters from the movie in their different capabilities, such as explosives or mechanisms, or could use Atlantean golems as well.

Like the confrontation with Elsa though, I would think that you might be able to reason with the movie characters or appeal to Kidagakrystal instead of fighting if you wanted to.
>>
>>36392626
>Shadowlands
I can think of one place to look
http://en.wikipedia.org/wiki/Haitian_mythology
>>
>>36392788
Atlantean golems, controlled by the Heart of Atlantis should only be used if Kida perceives the PCs as a threat to Atlantis itself, but definitely has a spot on the roster.
>>
>>36392626
Remember also that Atlantis has a lot of refuges from other Lands in its slums and tent cities around the harbors. Any one if them could become a minor villain if you didn't want the campaign to focus on taking down Rourke and his crew directly.
>>
Once I get home from work I'll try to write up a campaign outline for Atlantis and for China and other nations, like we'd started to do last thread.
>>
>>36392921
A rabble rouser leading an uprising from the slums could be an excellent idea to give the player a more ambiguous campaign. Rourke's propaganda makes him look like some kind of crazy nazicommunist Cherrybomb cultist trying to destroy the great Republic, then the PCs actually meet him face to face and he's just some poor sod who wants food and medicine for his daughter.
>>
>>36393409

Exactly. An Atlantean campaign is going to be one of the more complex ones within the setting. Rourke may be a Villain but he's not a stupid man and not beyond reason, and his most trusted lieutenants, Helga, Milo, Mole, Audrey, Sweet and the rest do have consciences and do care about the people of Atlantis. I imagine a campaign set in Atlantis may focus on easing tensions between the refugees and the Atlantean citizens, and convincing the government to use Atlantis' military and technological might for more humanitarian rather than mercenary missions.

Plus we always have Kidagakrystal working in the background, trying to improve things subtly and secretly.
>>
People ahould remember that the vast majority of campaigns are going to be linked across realms to finally build up with fucking up cherry bomb. Most won't be one-off campaigns in a single country.
>>
>>36393692

Oh, you're definitely right in that defeating Cherry Bomb is going to be the ultimate goal for most players. I think, and maybe I'm wrong, that we've been using the word "campaign" not to describe the war against CB as a whole, but to describe the individual storylines that take place in each of the different Lands of the DVV world. Changing Atlantean foreign policy, defeating Shan Yu, or freeing the Olympians are such big feats that they each may take a whole campaign to complete in and of themselves.
>>
I'm gonna work on another KLR.
Don't forget to add the Ursula, Radcliffe and Mor'du ones from the last thread.
>>
>>36394473

Thanks Plane!
>>
>>36394473
Which ones are left by the way?
>>
>>36394732
>Queen La of the Kingdom of the Leopard
>All the Huntsmen of the Elite Global Huntsmen Club
>Davy Jones and the Pirate Lords: The Atlantean Pirate, The Arabian Pirate, The Catholic Pirate
>Cutler Beckett of the East India Tradtion Company
>The Aurora of the Spirit Realm
>King Louis of Kingdom of the Red Flower
>Bagheera of the Free Creatures
>Shere Khan of the Shere Khanate

I'm going to work on the East India Trading Company one.
>>
>>36394772

The Pirate Lords sound interesting, but how would you go about organizing a KLR for so many people?

Also, the Atlantean Pirate should be Captain Nemo aboard his submarine.
>>
>>36394818
Split up the King bit into 2 sections, one for Jones and the other for the pirate lords. Their land and rule will likely remain the same as long as they're allied.
Atlantean Pirate as Captain Nemo sounds pretty rad, though I'm not sure about the details on the other two, they were cooked up a long time ago and haven't been touched since.
>>
I'm here and have updated the K/L/R page to the most recent edition.
>>
>>36394941
Thankye kindly.
>>
>>36394918

I'm very nearly out of work so I'm totally up for writing the Pirate Lords' KLR. Atlantean Captain Nemo is definitely a go, having maybe going AWOL with a prototype "Nautilus" class submarine on its sea trials, and the idea of a Catholic pirate lord really intrigues me.
>>
>>36394941

Good to see you back.
>>
>>36395012
No Nemo should be in the Global Elite Huntsmans Club trying to gain support to drive the beasts out of India
>>
>>36395080
I'm always here around 4:30 on work-days because that's when I get off. I'll be more active the next couple of days because wednesday to friday are off for ameristeinians.
>>
>>36387563
50 lessons? Thats alot
>>
>>36395125
If you earn 5 lessons a session, that's 10 sessions before you are at on-a-roll. We will need to play an actual campaign to see how realistic that is. 5 lessons a session is pretty average, though.
>>
>>36395125
So, anyone actually has a character ready?
>>
>>36395096

I don't know. While he might support the Huntsmen's efforts in India, Nemo himself is much more a pirate than a hunter, I would think. Unless his preferred prey were ships.
>>
>>36395157
>>36395327
http://pastebin.com/xcAicR2F

just made this, what do you guys think?
>>
>>36395741
Remember you automatically gain a new power every 10 lessons. Otherwise looks good.
>>
>>36395808
Do we even have that many powers?
>>
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King - Lord Cutler Beckett
Cutler Beckett's goal of a civilized and law-abiding world was nearly realized when Davy Jones destroyed the Black Pearl with all hands aboard (Jack, Elizabeth, Will, etc.). With no force to rally the pirates of the world, his extermination of piracy continued unhindered. Before he could enforce this new order, however, the world changed, and chaos reigned across the globe. Starting again from square one, Beckett immediately sought out the sea witch Ursula, and made a bargain with her to sail the seas without conflict from her. Despite the deal, Beckett is loath to be at anyone's disadvantage, and is actively seeking a way to wrest control of the seas from Ursula. Beckett himself is not a powerful man, he relies on his money and laws to keep people in line, though he never backs down from conflict. His first tactic is usually to offer deals to any hostile parties, though unlike the deals of Facilier or Hades, every part of the agreement is in black and white (though he depends heavily on legal jargon to confuse his victims instead). If conflict is inevitable, Beckett relies on his ruthless bodyguard Mercer, as well as the vast amount of troops and naval power at his command. He is never far from his flagship the Endeavour, and personally commands it in any major battle. Beckett is relentless in his dealings, and will not rest until the world complies with the laws of the East India Trading Company.
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>>36395933
Land - East India and the Trade Empire
The East India Trading Company is the most widespread network of commerce and communication in the world. Beckett has few direct enemies, and his trade is often the only way that two other kingdoms can keep any relations whatsoever. Lord Beckett's shrewd diplomacy and negotiations have allowed him access to regions that no other has dared, such as Hunnic China or the Land of the Red Flower. This mastery of trade allows Beckett to outfit his ships with the finest materials available, from Agraban silk sails to Hunnic steel cannons and Atlantean lightning rifles, in rare cases. It is also common to see travelers from nearly any country aboard East India vessels, even normally isolated groups such as Frollo's missionaries or Virginian miners. Fighting between these parties is strictly prohibited in the company's territory, though it is often unavoidable. Players traveling through the ports and on the ships of the company can expect expenses to build up quickly, as the company charges heavily for the security they provide.
>>
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>>36395948
Rule - It's Just Good Business
Beckett's company runs a tight ship, and there are laws in place to govern the lives of his citizens. Paperwork and permits, subsections and miniscule portions of the law keep people to the lives that Beckett wants them in. Offenders are rarely shown leniency, fines are common though harsher penalties are just as common. The laws are designed so that once a citizen violates once, it becomes easier to make their next mistake, because Beckett knows the value of desperation. Take away a man's opportunities and he will gladly do whatever you ask him to make a living. The company's most dangerous expeditions are almost always manned by former criminals with nothing left to lose. Beckett prefers to let the local authorities deal with criminals, though if the players prove themselves more than his basic troops can handle, he will seek them out in hopes of drafting them. Beckett does not take chances when it comes to law and order, and if the players have toppled even one kingdom, he will handle them with extreme caution. The more kings that the players have defeated, the more likely Beckett is to manipulate the laws to put them in his debt so he can send them off to be destroyed by proxy.
>>
>>36395896
Don't think so , but thats where IMAGINATION comes into play, right?
>>
So with the playtest being moved to tomorrow, do we have a confirmed cast of characters for the session? I've seen talk of lots of talking animals.
>>
>>36396240
Naacha here, when's the playtest again? I won't be available between 4 PM and 10 PM EST.
>>
>>36396240
I don't think so. If we don't have enough people I'm always available to step in, but I'd prefer not to.
>>
>>36396240
I'd like to make a character if there's space, I should be available for it.
>>
>>36396353

Near the beginning of the thread, Nob said it was going to be around 7:00pm EST.

>>36396389

I'm in the same boat - I've run with two of the four playtests. I'd like to give some other folks a chance to try the system out.

On that note, is Power and Trait development still at a halt?
>>
>>36396436
Power and Trait development is always accepting new things, and people can always make their own traits/powers if they are GM-approved, but we've decided our current lists (The Heroic Traits/Powers pastebin should REALLY be in the assembled pastebins list) are pretty good for now.
>>
>>36396240
Bart/Ted here, I'll try to be there. Still thinking if I should make a new character just for the fight or dust off Tlalec.
>>
>>36396436
Dang. Well,, good luck, you guys!
>>
>>36396483
>>36396411

I think the best bet is to wait until everyone else has a chance to create characters. If there's room, then by all means.

Also, how do Chimeras work again? I was largely absent during their development, but they seem interesting enough.

>>36396478

That's good to hear - I had heard earlier that there wasn't much work getting done on them.
>>
>>36396556
Nob made a pastebin with the rules but we've forgotten to put it in the linkstorm lately.
http://pastebin.com/B8SkUwWB

To create a Chimera character, choose a base species, then an altering species from the list below.
Big Cats: Low To The Ground: +2 to Stealth
Bears: Bear Necessities: +2 on Endure, +3 Travel.
Primates: Monkeyin' Around: +2 to Deceit
Canines: Loyalty- +2 on attack rolls against an enemy that has Struck an ally.
Crocodilia: All-Natural Armor- +2 to Prevent Harm, but cannot wear Armor.
Small Cats: Tree Climber: +3 to Acrobatics(Athletics?) rolls involving climbing.
Elephants: An Elephant Never Forgets: +2 to all Science, Occult, Academia, or Insight rolls to remember something that you know.
Insects: Flight: Whether an incredible jump or actual wings, you possess the ability to stay airborne pretty much indefinitely.
Birds: Shiny!: +3 on Legerdemain when Stealing something shiny. (It's hidden in your beak.)
Horses: Run Like The Wind: +20 Meters of movement speed.
Snakes: Cold Blooded: +2 to Stealth and +2 to avoid Fear.
Carnosaur: Lizard King: +3 to Social Rolls against Lizards and other cold-blooded landdwellers.
Mice: Deft Paws: 1 rank in Mechanics.
Stegosaurid: -Too stubborn to hurt: +2 to Endure checks, but -10 meters of land speed.
Ceratopsid: -Charge!: +2 on Brawl rolls on a charge.

You can choose Human as a base species.
Your size category shifts up or down one category depending on the size differences -- but it only shifts one away from the base animal.

If you choose Human or Primate as a base animal, you can use equipment and armor unless specified otherwise with no alterations. Otherwise you'll have to make do with what Yzma gives you.
If you chose Human as a base species, you get two traits to start, otherwise you only get one trait. This is to compensate for your natural traits as a result of being a Chimera. If you have no Human ancestry, you gain +2 to Brawl from natural weapons that you have... grown.
>>
I might have to update one of my characters to use in a potential playtest.
>>
>>36396629
There was also talk of letting you choose from two or three powers per species (like, if you go insect you can chose either flight or the free rank in Intimidate) but nobody ever actually got around to update the pdf.
>>
Reminder that the next playtest starts in 20 minutes! Bring an on-a-roll character with 50 lessons spent!

Join here; https://app.roll20.net/join/585117/yX0x1w

>>36397528
Eh, traits rather than powers given that most species don't have powers, and the ones that do really shouldn't be giving them out as Chimera.
Read; It's too much work, i'll do it later.
>>
>>36395896
Some traits I thought of while watching Hunchback of Notre Dame

>If i were to fly today: You are eager to try new things. Gain a bonus to things you have never done before

>Topsy Turvy!: spend a will point. You may now swap your highest attribute and lowest attribute and swap the points you have in one skill with another. Lasts for five turns.

>The eyes of Notre Dame: spend a will point. You immediately know all crimes the target

>Just part of the Architecture: You are a expert as t holding still and blending in. Gain a major bonus if you are absolutely still, and perched on a building

>Out there, living in the sun!: You are well acquainted with the outside world. You can blend into any crowd

>Courter of Miracles: Spend a will point. Roll a D3. Remove that many strikes, revealing them to be nothing more than elaborate tricks!

>Every clowns a king!: Spend a will point. Roll a d12. For that many turns/days, all mooks and civilians will be convinced that the player is the king of what ever nation they are in. A successful insight check or presence of a inner circle or lackey will ruin the disguise.

>Stop!: Spend a will point. A higher official will stop what ever combat, regardless of level. Take note, this does not mean they are friendly or neutral, it is just that the attack is being called off.

>God help the outcast: spend a will point. You may escape any combat, no matter how dangerous or cornered

>Quite the acrobat: spend a will point. The next five non-combat actions concerning Acrobats gains massive bonuses
>>
>>36397643
Oh crimeny.
>>
>>36397677
>Heaven's light: The light of what seems to be heaven shines down .You can instantly remove all strikes caused by social attacks, and fills the user up with all the courage of heaven.

>Hell's Fire: The wicked fires of hell lash out at those who have wronged in God's eyes, and seem to fill the uset. Target one enemy in combat. Roll d12. Both the target and user gets that many strikes immediately, with no save

A abomination! : gain 3 robustness and agility, but lose 6 charisma

>Don't hit my horse!: Gain a large bonus in your attack if the enemy is mounted.

My friends....: If alone, the character may summon up to three familiars. The familiars have sixes in all stats, but will disappear if lackeys or higher appear OR another character comes into view of them.


SANCTUARY!: spend three willpoints. You call upon one of the tenets of god, and enact sanctuary. You create a Aurora of nearly impenetrable light, and push back those whose hearts are steeped in darkness. Only the pure of heart may enter, no matter how powerful. Even the strongest of villains can not enter this Aura, except for one(GMs discretion. ) the aura can only be called upon if the person in question is morally pure, and has repented for their greatest sin. The Aura lasts for a hour before fading.
>>
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>>36390672
Shit, file's too big. Ah well, a screencap will work too.

Also, it looks like the black knight's making it to this playtest too.
>>
>>36397643

I was misinformed. GET IN HERE PEOPLE.
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>>36397643
We need more people hizzle. Bring any on-a-roll character, see how you will fare in the Not!Olympics.
>>
Who is ready to fight and die for Hades' amusement in the playtest?

You'll get to fight a giant skeleton!
>>
>>36397980

I would join the play test but I've gotten called back to work. I can try to keep this thread up in the meantime but I'm sorry I couldn't contribute in a meaningful way.
>>
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My computer is still not here. Contemplating making a full music character.
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>>36398286
Go for Music and deceit.

Do it. We need more people anyway.
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>>36398286

Do it. Do a charismusical character.
>>
>>36398286
Bonus points if it's obviously based on Jack Black of Tenacious D fame. Extra lessons for every devil you kill with the power of metal.
>>
>>36398373
That sounds like fun. I already got a picture for the character art.

I ...... Don't have to actually sing do I? Because I live with a coworker and I'm not sure how that would go down.
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>>36398441

Singing is not actually required.
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>>36398441
It's just text. I'm too shy to show my voice.
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>>36398441
The art
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>>36398472
Looks like a fat Kristoff
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>>36398472
>>36398535
It was concept art for Flynn Rider before they made him a nimble thief.
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>>36398583
Yup
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>>36398643
Whene'er you're ready, Jin. https://app.roll20.net/join/585117/yX0x1w
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>>36398673
At least another week until i get my computer. My roommate is convinced I'm looking at porn since I'm following this thread so often on my phone.

That said we need the Ruffians to be part of a secret group looking for Rapunzel. It needs to be a thing.
>>
>>36398746
>25 players show up
>they all brought strong guys, and didn't know what to do for their characterization
>GM claps his hands together
>"Okay, I have an idea....."
>>
>>36398746
Okay, fair enough.
>>
>>36398746
I was considering writing a pub story about the all the tavern thugs (Rapunzel, Beauty & the Beast, Black Cauldron, etc.)
>>
>>36398899
>Black Cauldron thugs have PTSD from seeing the Black Cauldron up close
Write it!
>>
>>36397677
>>36397703
What do you guys think?
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>>36399004
They need some balancing, but they're good concepts.
>>
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>Try to watch playtest on phone while at airport
>Mobile browser is behind paywall.
Damn it all.
>>
I feel like there's going to be a lot of fighting when Nob runs the actual campaign unless we allow, like, 7 people.
>>
>>36387515
Who's the guy on Gaston's right, behind Shere Khan?
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>>36399474
Judge Doom, I think.
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>>36399517
That's probably it actually. The face isn't really drawn accurately so I couldn't tell.
>>
>>36399517
He's going to be a fun power in the expansion. Super powerful I think.
>>
Alright guys, so I'm showing the system to a friend of mine and he might run a session to his group.

If it happens, I will ask him the results and post here. I just can't promise it will be too soon
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>>36399908
Bueno, let the testing continue.
>>
So ends Playtest #5. We made some conclusions, the biggest of which being that Villains are pretty well balanced aside from a couple flaws. There's not much point going over the notes, there is almost no roleplaying. This was almost full-crunch playtesting.
>>
Post-test bump.
>>
>>36399908

This is fantastic news!
>>
Let me give the summary of the play test

>Black Knight got rekt by MR. BONES
>MR. BONES got rekt by Jeremiah
>Jeremiah got rekt by Hydra
>Hydra got rekt by Bart
>>
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>>36401383
The ride never ends does it?
kinda wish I was there
>>
>>36401383
>>36401243
>A cowboy, a pirate and two knights wake up in a dank cell.
>Our heroes must fight terrible monsters in the arena for Hades' pleasure!
>First up it's Mister Bones and his Wild Ride! he messes up the Black Knight but goes down like a bitch!
>The the heroes realize none of them has healing skills.
>Too late! HAIL HYDRAAAAAAAAAA!
>The cowboy rides it like a bronco and sics it on the God of the Dead!
>This is not a very smart move, and ends with the Hydra bruised and burned but still up and Hades now wanting him dead.
>Heroic moment! The pirate strikes a bargain with the god! If they win the fight cowboy can live, but if they lose pirate's soul is forfeit!
>After a terrifying fight the beast is slain. The killing blow given with the unconscious, poisoned and burning body of the cowboy, used as a throwing weapon.
>And they lived happily ever after!
>>
>>36401444
Believe me if Nobody hadn't railroaded it a bit so the Hydra caught on fire, it would've been a TPK
>>
Alright, here's Playtest 5: http://pastebin.com/TGctR8VA
Only partially edited. Lots of dice rolling, too much work. Removed the ~3 page chatter about waifus and shittalking other boards at the top.

>>36401464
Well, Jeremiah did foolishly charge Hades himself on the Hydra, so I'm not sure that's really railroading.
>>
>>36401508
Oh he did it, for some reason I thought you made him do it. Don't know why, sorry.
>>
>>36401464

Oh, so you all didn't party wipe? Thank goodness.
>>
>>36401566
Sverd had 3 strikes left, Bart was full, Black had no strikes left, and Jeremiah was unconscious while on fire and poisoned.

All in all, not ideal but not bad.
>>
Did the guy ride the fucking Hydra?

Jesus I beed to play more tabletop and more of this system if this is the sort of possible insanity. Love it.

>>36401462

Kek
>>
>>36401537
Nah, it was my own plan. It was worth it though
>>
>>36401508
So about the Hydra, should I make the body and the heads two different targets? Or should I keep it as it is, and whenever it dies when not on fire, it rises with another head due to bullshit Hades magic or something?

I already fixed MR. BONES's weak spot, gave it more healh and doubled it's robustness.
>>
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>>36401590
>No strikes left
>Unconscious while on fire and poisoned.

Well shit, what do you have planned for next playtest?
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>>36401598
>Can you ride the fucking Hydra?

It's DISNEY, son. The only limit is what you could reasonably do in a heartwarming musical number.
except for magic
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>>36401462
Sounds like a good time!
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>>36401630
Well, after bum rushing the lord of dead on the back of Hydra, you can only go up

Any one have the pic of the session?
>>
>>36401630
At the moment? Normally I'd say we do another mechanics playtest but since i have 3 days to play with rather than two (not gonna one run one thanksgiving, thanks.) we'll probably do something ~exciting~! like, I dunno, pirate ship gunbattles between Jack Sparrow and Captain Hook or something equally over-the-top.
>>
>>36401739

Alright, do you have a planned time, and should people bring Zero or On-the-Roll characters?
>>
>>36401796
Let's say mid-tier On-a-roll characters (~60 Lessons at Medium progression), with a 7:00EST start time unless some britbongs or continentals want to start earlier so they can get a go at it.
>>
>>36401823
Cool
Name the date and I'll be there
>>
>>36401932
Friday November 28th 2014 at 7:00EST.

Any suggestions for something suitably over the top and heroic would be appreciated -- we're trying to get together a handbook of one-off adventures for starting GMs.
>>
>>36401953
A trek through Bald moutain, with the intent of getting to Asia from Grimhilde. Players must avoid the gaze of Chernobyl amd his minions
>>
>>36401953
Frollo vs the Fae or something. PCs are caught in-between.
>>
>>36401953

Racing through the desert holding an item of great importance and hope for the resistance, trying to get on the ship before your pursuers catch you. Then having to fend them off while the captain starts the thing and the fairy makes it float.

Culminating in one last sky battle against some sort of flying monster the pursuers sent in as a last resort
>>
Alright, Villain guy here, apparently Europe needs to be done in about a week and a half. Which nation should I do first?
>1. Land of the Bear (1 Villain)
>2. Archidocesis Pontificis Immortalis
>3. Fae Lands
>4. The Mirror Kingdom
>5. Sultanate of Agrabah
>6. Arendelle (1 Villain)
>7. Pleasure Island (Not sure on this one, there's not much fluff on it, probably only 1-3 Villains though)
>>
>>36401953
The players have been taken prisoner by el dorado! About to be sacrificed they must band together to escape from tzekel-Kan.


OR we could do something in the beastlands. Let's focus on beast characters. Like fighting scars hyenas or running from the hunters.
>>
>>36402334
Do the Mirror Kingdom first, then the Archidocesis. Save the Fae Kingdom for last, if possible. Maximum creativity and experience will be needed for those.
>>
>>36402358
Alright let me tell you my plans for each of them

>Fae Kingdom
Fairy tales, Little Red Riding Hood, Jack and the Beanstalk, etc. All twisted or gone-wrong versions

>Mirror Kingdom
I'm actually not that sure. More fairy tales? At least one Villain is gonna be some kind of Mirror Creature though

>Archidocesis
I kinda want to do the Power Rangers, and maybe a superhero or Kamen Rider parody too.
>>
>>36402728
>the archdioceses
>karmen rider and power rangers

what
>>
>>36402745
Maybe not Kamen Rider, but Powr Rangers.
Except they're all WAY more focused on Justice. Also they're all shades of red. Also fire.
Think balanced fightere individualy, but work really well together too.
Also the teach kids to believe in justice and shit
>>
>>36402728
>Fae lands
Works.

>Mirror kingdom
Possibly? we'll need some original villains for that one.

>Archidocesis
I.. what? Perhaps we should stick to high-ranking cardinals?
>>
>>36402930
How about some twisted versions of famous saints then?
>>
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>>36402862
I totally get where you are going. Do eeet! Pic related
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>>36402995
Twisted versions of famous saints sounds cool.
>>
>>36401462
That is fantastic
>>
>>36401508
This is going to come up in DTP

Speaking of DTP, I've come up with a bit of writers block. What do you think slim's stronghold looks like, what does he do with his time?
>>
>>36402997
>>36403012
I think I'm gonna combine both. Villainous Inquisition Saint Squad
V.I.S.S.
Balanced fighters individually, have combining attacks with eachother.
Also what manga?
>>
>>36403085
It's probably a tacky Vegas-style casino with an obnoxious wooden cutout of himself covering the entire roof.
Slim himself probably spends most of his time in the saddle, rustling stuff he already owns for the fun of it.
>>
>>36403099
Why would Frollo outright name his crack inquisitor living-saint squad 'villainous'? Doesn't seem like a very Frollo-esque thing to do. Give it a double entendre meaning that cleverly implies they're evil.
>>
>>36403099
>>36403156
The Anointed Saints Squad. Better watch out, or Frollo's ASS will be all over you.
>>
>>36403191
That's totally what it's going to be
Also I'm gonna go research some famous saints
>>
>>36403191
Or it could be the 'Circle of the Most Poigant Felicitiates'.
>>
>>36403367

Wait, I think I get that.
Is the Double Entendre that they're murderers fighting because they can?
>>
>>36403400
Goddamn straight that it is.
I thought that it'd require at least a little more effort to actually look at the meanings, but I guess not. I still think it's pretty good though.
>>
>>36403367
>>36403400
>>36403427
fucking english majors
>>
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>>36392788

I tend to think of Atlantis in terms of Bioshock Infinite's Columbia: patriotism overflowing, blatant racism, heavy-handed police force--all of it. Basically, Atlantis is Columbia. At the bottom of the ocean. And with lightning-lasers.

Of course, Rourke has yet to form a religion based around himself and his kin.
>>
>>36403559
rourke's not that stupid; he knows compared to the ACTUAL gods running around he's small potatoes.

Also with atlantis' population they can't really bother with racism, they have to take what they can get, yeah?
>>
>>36403650
They're not really racist because there's a really small amount of blacks left in the world outside of Louisiana and surrounding regions, but they are super prejudiced to anyone who isn't atlantean. That's why they have refugee camps everywhere and all their state-sponsored stuff is for atlantean citizens only.
>>
>>36403712
whats the population makeup of the population? surely some american citizens got assimilated when they took dc.

What exactly defines an atlantean citizen?
>>
>>36403762
I thought we had an earlier discussion about this where we said that people in the colonies were regarded as less than the Atlanteans.

As for being a citizen, I'd assume it'd be like a hardline U.S. immigration policy - be born there, have two parents there, or go through a long and harsh process to get approved to become a citizen.

If you're talking about blacks in general than they totally do exist in Atlantis - there was an original black member of the expedition and we have a black PC from Atlantis, but they're just a really small percent because of the nature of the Atlantis expedition, 1920s America, and the fact that almost everyone from Africa has been eaten by lions or is living in a hut.
>>
This is a bit out there, but I have an idea for Frollo's backstory since the siege of Notre Dame: Essentially, he became more and more obsessed with the idea of purity, and he realized that the other priests, bishops, and cardinals were showing mercy. This led to him deciding that the Church itself was impure, and he shifted the focus of religion to be heavily focused around himself, Akenhaten-style. Eventually, he sets himself up as a messiah-king. However, he is nervous that people will discover his lack of divine power, so he hoards magical artifacts, which he absorbs the power of through a ritual he discovered from a sorcerer that his Inquisition killed. This leads to him developing immense fire-based magical powers. based on his own ideology of the hellfire of justice, but powered by destroying magical artifacts and even Fae captured in his war with Maleficent. This need to maintain the image of his divine power forces him to keep capturing fairies, sorcerers and other sources of magic.

tl;dr: Frollo becomes a false messiah with fire magic powered by eating fairies and magic items.
>>
>>36404410
Just to clarify, he doesn't literally eat the things, but his fire consumes them and they add to his powers, charging his metaphysical battery
>>
Okay, time to write the pub thug story. How's everyone else?
>>
>>36404410
While thematically good, I think this misses the point of Frollo a bit too much to be the standard tack for him to take; Frollo is very, very religious and believes heavily in god, and his faith SHOULD maintain him, which is why his desire for Esmeralda tears at him so. Frollo stockpiling magical items would partially make sense, if only because the Papal States are surrounded heavily by even more dangerous powers.

>>36405005
About to go to bed, but I'm gonna make a great big list of powers tomorrow and do some numbercrunching over the villains from the last playtest.
>>
>>36402334
https://www.youtube.com/watch?v=sy62mqmqwCQ
didn't we agree that these Guy's were Henchmen on pleasure island?
>>
>>36405005
Pretty good. I'll probably get the new DTP written tonight, post it tomorrow morning. Thanksgiving isn't giving me a whole lot of time to think, so updates may not be quite as regular
>>
>>36405329
fuck, forgot to put may name up
>>
Name: La Mère Pardonne (Mother Teresa for this one)
Role: Villain/Charming Guy
Class: Rose Ranger
Size: Medium
Species: Human

---Attributes---
Robustness: 10/14
Agility: 11/14
Intelligence: 9/14
Sensibility: 8/14
Charm: 12/14
Will: 4/4
Strikes: 7+X2, where X is the number of party members.

---Skills---
Acrobatics: 7
Athletics: 7
Persuasion: 7 + 1 from Golden Mask.
Brawl: 6
Melee: 6 + 3 from Weapon.
Prevent Harm: 6 + 2 from Villain trait.
Endure: 6 + 2 from Villain trait.

---Traits---
-Villain
This unit is a Villain. It gets +2 to Prevent Harm and Endurance.
-Brothers in Arms
+1 bonus to combat rolls for every character in the party that uses the same type of weapon or comes from the same homeland. (Choose one)
-Combo
If your Nimbleness exceeds that of the foe by at least 5 points, you can attack a second time in the same turn.

---Powers---
-Iron Maiden (Unique!)
Spend 1 Will point. This unit summons an Iron Maiden and chooses a target within 15m. Roll Brawl vs. the chosen target's Robustness/Agility. If successful, target is Pinned. (See Pinned Ya Again for details, located in Beast traits) Every time Pinned target fails to escape the Iron Maiden, they take a strike in damage. If roll is failed, nothing happens.
-White Mage
Unit can spend 1 Will point to restore up to 1d6 Strikes on a chosen target. Damages the Undead.
-Burning
This creature's attacks can inflict burns. Burns act like Poison, but the effect comes in to affect 2 turns after the Burn is inflicted.
-Bondage
After making a successful combat roll, unit makes another combat roll to stun the unit, skipping it's combat turn. Can only be used on this unit's last turn.

---Equipment---
Burning Whip Made from Belmont Alloy: Grants +3 to melee. Effective against undead.
Golden Mask: Looks pretty nice, but doesn't show expression. Grants +1 to Persuasion.
Non-Child-Friendly Clothes and High Heels: Completely inappropriate for kids. Don't worry, at least she wears a pink cloak over it.
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>>36405474
Will give the rest of ASS (Most people won't get the other one) either tomorrow or Friday. Depends on when I'm going to visit some family for Turkey Day.
>>
So have we fluffed out the characters from Pirates of the Caribean yet?
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>>36405541
Little bit, I did a KLR for Beckett, and another guy was going to work on one for Davy Jones and the other major pirates.
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>>36405474
For some reason, I'm now thinking of Requiem upon seeing Mother T statted.
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Story's done, pub thugs unite!
http://pastebin.com/xC0D8r0Q
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>>36406336
Minor nitpick: The first sentence doesn't appear to be a complete sentence.
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>>36406522
Think I meant to change that comma to a colon. Oh well.
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>>36403099
Beserk
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>>36403191

What about simply The Anointed? I doubt such a pejorative acronym would escape the Papacy's notice.
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>>36407403
Sorry beRserk
>>
I've got so much shit to do. I promise to have something for you all today in terms of fluff.
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>>36408056
I'm writing the Pirate Lord KLR so I'll be posting too. I'm having trouble finding the fluff already decided on for them in the previous threads though.
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>>36403820
>As for being a citizen, I'd assume it'd be like a hardline U.S. immigration policy - be born there, have two parents there, or go through a long and harsh process to get approved to become a citizen.
>Can't make yourself a citizen of the nation with the highest quality of life just by knocking up/getting knocked up by a citizen....or marrying them under non-shotgun circumstances, for that matter.
Who does Rourke think he is to deny the power of love?

>>36406336
>Coachman
THIS DOES NOT BODE WELL.
>>
Well, I finally got the Blue Knight's tale done.

>King Arthur and his companions continued down the road where the cauldron mist was thin. Many farmers and travelling merchants passed, thanking Arthur for the Green Knight's gate. When Arthur asked Sir Harold the Cunning why he guarded a gate that blocked so many people from going about their lives, he answered thus: "For five generations, five knights have waited for you, training squires to eventually take their place when they get too old to be of much use to you. We all had our own tests you had to pass to prove yourselves; The Green Knight's test was a test of your wits. But to ensure we could offer you a true challenge, we Green Knights had to keep ourselves sharp with practice; placing the gate where it was ensured we never had a shortage of challengers to keep us on our toes."
>The Sir James the Grim, who had thusfar been silent since Arthur smote his helm asunder, spoke up. "We Black Knights were the challenge of your battle prowess; my own predecessor mentioned that even before the rise of the Cauldronborn, the pass that I guarded....and that all those who came before me guarded....was a pass of strategic importance, and soldiers often tried to pass through it."
>"I see." Arthur said, nodding his head. "So what of the other three knights and their tests?"
>Sir Harold spoke again: "The Blue Knight is the next you will encounter; he will test your agility. Then you will cross the Red Knight, who will test your leadership. Finally, you will meet the White Knight, who will test your wisdom. Ask me not how they will test you, for I was not told." He cast a glance at the magnificent sword at Arthur's hip. "Though I suspect Excalibur may be what ultimately lets you pass these tests, as you passed mine and Jame's."
>>
>>36408986
>>36403820
>>36403559

In my mind, Atlantis is painted with shades of all of these posts.

I wouldn't consider the Atlanteans as racists, seeing as how even the original Expedition was remarkably multiethnic for its time period. With the inclusion of native Atlanteans intermarrying with Expedition members and refugees all over the world flocking to it capital city and colonies, I think that race, color or creed in and of itself wouldn't be that big of an issue in the grand scheme of things.

What I do think are the major issues, as have been mentioned, are patriotism taken to extremes, ignorant about the rest of the world and the preferential treatment of Atlantean Citizens above refugee groups.

As to what it takes to become a naturalized Atlantean citizen, I agree that it ought to be difficult but not completely impossible. You are automatically an Atlantean Citizen if both of your parents were Atlantean Citizens, or if one of your parents was an Atlantean Citizen and you were born there, or if you pass a comprehensive and technical citizenship test. The problem with the test is not necessarily its difficulty, but the extremely long line of refugees waiting to take it ahead of you. If you marry an Atlantean Citizen however, you can be put on a much shorter waiting list for the test.
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>>36409349
>In time, the path came to a thick forest-bog, at the crest of which could be found a blond man standing on a branch of a tree, leaning against the trunk. He was handsome-faced, clad in leathers and a shirt of chainmail, a longsword at his waist and a shield strapped to his back, all in a deep shade of blue. "Hail, Sir Knights!" he called out to Arthur's band. "What message do you need ferried across the Black Fen-Wood?"
>The whole band paused, but Arthur was quick to respond. "You are the Blue Knight, then."
>The man in the tree chortled to himself. "I am the knight that takes azure as his heraldry; to join the round table, I must be free. Follow me through the cursed fen-wood, and I'll follow you as I should. That's just a rhyme I learned from my own master, of course. I prefer to go by Sir Brandon the Brash."
>Arthur nodded at this. "Tell me something, Sir Brandon. The path ahead is clear, and would make for a poor ambush, though even if someone were fool enough to try I have a strong warband at my back. You have no horse, so you could not pass a message much faster than I could. We are strangers; why do you think I would trust you to carry my message?"
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>>36409366
Well, shit, wrong pic.

>Again the Blue Knight was stricken by laughter and he held his arms aloft as he explained himself. "You have no choice, sir; when I was not even yet a man I too once thought that this path was clear. But when I tread upon it, horrible thorny braches of ironwood sprouted out of the ground to grasp me! I only escaped because the previous Blue Knight rescued me; he said I had great potential, and took me as his squire, so that I could ferry messages between the nearby Culdrum and Wittleham which lies at the other end of this so-called 'path'. And after years of training, I can cross the Black Fen-Wood!" The knight then dropped his arms as a melancholy overtook him. "And now that my master has joined the Cauldronborn, I am the only one alive who can cross the Black Fen-Wood, and will be the only one alive who can cross the Black Fen-Wood until my own squire comes along."
>"You are wrong." Arthur told him. "I can cross these fen-woods as well."
>At this, Sir Brandon was roused from his gloominess to don an insulted face. "Do not jest! Do you think whatever you've been through could even compare to my training?! I assure you, it cannot!"
>Arthur smirked. "Didn't your master tell you your true purpose in waiting here?"
>The Blue Knight rolled his eyes and turned his back on the band, leaping from branch to branch to move deeper into the forest-bog, dodging the talons of ironwood the emerged to grab him. "If you are just going to waste my time with idle blather and boasting, I might as well go see if anyone from Whittleham needs any messages passed."
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>>36409380
>Arthur drew Excalibur, it's brilliant sheen illuminating every bit of darkness in the thick brambles. "Excalibur can smite down anything this fen-wood can grow; my only test will be cutting it down before it ensnares me!"
>Sir Brandon looked back to see Arthur charging through the fen-wood, hacking away the ironwood claws that burst out of the ground to snatch at him. "Oh, so you actually think your shiny sword will let you pass through this fen-wood? You might as well try to keep my pace while you're at it!"
>As hard as Arthur ran, he could not keep up with the Blue Knight. But deep within the fen-wood, there was a great ironwood tree blocking the path. While the Blue Knight climbed up through its branches, Arthur smote it down, and while the Blue Knight scrambled to keep his footing as the great tree fell Arthur kept on running.
>Arthur was just barely able to reach the end of the path as Sir Brandon did. "Amazing!" he said, laughing and panting. "You can actually keep pace with me! That old sage foretold that no one would ever keep up with me save for….save for….." His eyes widened suddenly with realization. "HAIL, KING ARTHUR!"
And now I have to fuck off to school.
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>>36409390
>>36409380
>>36409366

Well written and suitably "mythic" feeling.
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>>36409390
How did he not realize it was Arthur when Excalibur was referred to by name?
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>>36410345
He dumped Intelligence and Sensibility.
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>>36410345
He probably didn't think it was really Excalibur.
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King- Chakravartin Louis Agni
Emperor Louis of the Red Flower is a beast corrupted by the temptations of Man. Discovering an abandoned temple of Agni revealed a firepiston made out of mysterious horn, which he still keeps around his neck to this very day. Though he did not fully understand fire, he was able to make an "eternal bonfire" in front of his subjects, and finally declared himself a human. His madness deepened to the point where he started dressing in clothes and learning human writing. Soon, he was starting on his real plan- conquering the scattered villages of the jungle and forcing them to live side-by-side with the monkeys and apes. His own individual strength is not as powerful as his 'swing' music, which can change the opinions of others easily. Those who resist the King's music are seen as potential threats, and he at first pretends to retreat to his inner sanctum- then uses his power over Man's Fire to light gunpowder bombs, slung recklessly and far with his long and muscular arms. As a last resort, a hand-crank flamethrower taken from an Inquisitor is in his personal chambers.
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>>36411459
Land- The Kingdom of The Red Flower
The Kingdom of the Red Flower is under constant threat from outside forces and internal pressures. Many Apes and Monkeys seek a return to nature, and would rather just demand tribute from the captured territories. Their disinterest in dealing with Louis' vision of life is especially evident in those beasts that rule over the human settlements- who usually do little more than enforce the laws concerning cruelty to apes. The lush jungle is constantly under an agressive slash-and-burn policy under Louis Agni, who envisions his country as the world's source of grain. These destructive farming practices did much to attract the attention of The East India Trading Company, who officially recognize Louis as a human in exchange for access to trade with his country. Their promises and demands only make Louis more hungry to take advantage of his fertile land. Beasts from the Free Creatures often make raids to release farm animals and humans in menageries; Shere Khan's ape cronies impersonate Louis' subjects and raid docked ships to damage his relations.
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>>36411472
Rule- Tired of Monkeyin' Around
Apes and monkeys are the first-class citizens of the region, though this does not extend at all to other beasts. Louis encourages his animal subjects to go on hunts, slaughter and eat meat, and all the other things that humans do to animals. Though they were initially repulsed by such practises, the beasts adapted well and are just as ruthless as the humans they live side by side with. Any beast that threatens the supremacy of "humans"- whether by giant strength or being part of the hated Rescue Aid Society- will most likely be hunted by a mixed group of humans and apes. Any human that questions the way things are run, or that is cruel to an ape, will quickly find themselves facing the local Captain. Hunters that go to seek out the mad Emporer often find themselves becoming his human ambassadors to their homelands; those who never return are said to be kept in the Emperor's menagerie, where they can earn freedom by revealing technological secrets. Fortunately, nothing more advanced than gunpowder has become a part of Louis' arsenal- yet.

First contribution, go ahead and tear it apart, guys.
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>>36411459
Details King Louis' personal defenses a bit too much, but otherwise looks fine.
>>36411472
Yep, this is pretty much right.
>>36411518
>emporer
Emperor.

Looks good. What's Louie's endgame?
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>>36411459
I like it, kind of Animal Farm-esque.
>>
>Kings: The Pirate King Davy Jones and his Pirate Lords
Even before taking for himself the title of Pirate King, Davy Jones and his Flying Dutchman had long been feared by sailors around the world as both the fabled specters of death upon the high seas and the enforcers of the East India Trading Company's law over the waterways of the world. Unwilling to continue to live beholden to Cutler Beckett's will after the sinking of the Black Pearl, Jones used the naval and spiritual maelstrom caused by Ursula All-Oceans' apotheosis to free himself and the Dutchman from servitude and set out on a new and decidedly more piratical course. Establishing a New Brethren Court of Pirates, who's predecessors he himself had destroyed at his former master's behest, Jones has united all pirates, swashbucklers and freebooters under his Kingship, declaring war against the East India Trading Company, Ursula All-Oceans, the Imperial Republic of Atlantis and anyone else who dares to roam the waves or would think to rule them.
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>>36412332

> Davy Jones the Pirate King:
Aside from the authority he possesses as King over the rest of the Pirate Lords and over all pirates in general, Davy Jones can be considered a prodigious foe based on maritime and magical merits of himself and his flagship alone. Despite having long shirked his original role as ferryman to those poor souls lost at sea, the Pirate King has given up none of the job's perks or powers and continues to captain the Flying Dutchman, an intensely magical vessel able to sail both above and below the waves and and even regenerate from battle damage like some of the abyssal abominations it has grown to resemble. Jones still also prefers to sail with the drowned men, empowering them with supernatural abilities and resilience while damning them to be part of the crew, part of the ship for eternity. His favorite and most devastating weapon by far however, is the Kraken: a gigantic, shipwrecking, tentacular terror, beyond Ursula All-Oceans' control that the Pirate King keeps at his beckon-call. Figuratively and literally heartless, Davy Jones is reckless and fearless in one-on-one combat as well, knowing no mortal weapons can harm him so long as his heart remains hidden away.
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>>36412355

>Captain Nemo the Atlantean Pirate Lord:
Despite having the smallest number of vessels under his command Captain Nemo is just as powerful as the other two Pirate Lords, their king Davy Jones aside, and is also the most unconventional of the quartet. Once upon a time, Nemo was a former Indian national and a decorated captain in the Imperial Republic of Atlantis' Submarine Corps, but grew increasingly disillusioned and sickened by what he perceived as the rampant imperialism of its government and the ignorant jingoism of its citizenry. Working along with a crew of likeminded individuals, Nemo managed to stage a mutiny that allowed him to commandeer the majority of the A.S.C.'s 7th Submarine Fleet including its flagship the Nautilus, with which he intended to teach the Atlantean government an overdue lesson about their own hubris. Though not as cutting-edge as the Atlantean subs manufactured after their mutiny and not as well maintained without Atlantis' sophisticated repair facilities, the Nautilus and its support craft are jam-packed with advanced technology, fervently idealistic and opportunistic pirates, and more than a few innovations and surprises Captain Nemo has picked up in his travels.

And this is what I have so far. I'm sorry for the slow going mom typing all this out on my iPhone st work between tasks.
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>>36412379

"Mom" is supposed to be "I'm." I hate the iPhone keyboard.
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>>36412332
Good start, I like the details. Don't forget to mention that Jones is the only one who can regularly access The Locker (one of the evil other worlds).
>>
I will be lifting boxes and setting up tables for a friend for the next five hours. I'll update and write stuff when I get back.
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>>36412510

Thanks for reminding me! I'm planning on referencing it under the Land section.
>>
I was considering making the Catholic Pirate Lord a French woman guided by "visions." Good idea or bad idea?
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>>36412806
It's an interesting idea, but I think it'd be best to have the pirate lords all be normal humans, allied with Jones because his touch of supernatural is a bit more enticing than Ursula's.
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>>36412868

Indefinitely see what you mean, though I hadn't meant for these "visions" to be anything real or magical. Just the crazy imaginings of an old woman or her justifications for doing whatever the hell she wants.

I'll ditch the visions idea, though I think she might still be an older French woman.
>>
Second member or A.S.S./CotMPF is done

Name: Le Juge Bienveillante (John the Baptist or John of Capistrano, whichever way you interpret it)
Role: Villain/Sensible Guy
Class: Ranger Noir
Size: Medium
Species: Human

---Attributes---
Robustness: 10/14
Agility: 9/14
Intelligence: 11/14
Sensibility: 12/14
Charm: 8/14
Will: 4/4
Strikes: 7+X2, where X is the number of party members.

---Skills---
Insight: 7 + 2 from Blindfold and
Mechanics: 7
Craft: 7
Ranged: 6 + 4 from Ranged Weapon.
Melee: 6 + 3 from Weapon.
Prevent Harm: 6 + 2 from Villain trait.
Endure: 6 + 2 from Villain trait.

---Traits---
-Villain
This unit is a Villain. It gets +2 to Prevent Harm and Endurance.
-Brothers in Arms
+1 bonus to combat rolls for every character in the party that uses the same type of weapon or comes from the same homeland. (Choose one)
-Tin Ear
Immune to all effects of music, beneficial and harmful.
-But I Did Not Shoot the Deputy
+3 to any checks to judge someone's moral character with Insight.
>>
>>36412928
If you want her to claim visions even without having them, that'd be fine. Maybe a French Gypsy who sees herself as a Mary Magdalene kind of person.
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>>36412954
---Powers---
-Judgement Day (Unique!)
Spend a Will point. All units in a 40m area are judged of their crimes against the state/nation. Units make an Insight + Intelligence roll against this Ranger Noir's Sensibility/2 + Insight roll. If Ranger Noir wins the roll, the units are hanged and will take a number of strikes on Ranger Noir's next turn. Can only be freed by an outside force, it's a mechanical noose. If Ranger Noir's roll failed, nothing happens.
Strike:Crime Ratio
1 Strike: Petty Crime
2 Strikes: Minor Crime (Slightly above Petty)
3 Strikes: Engaging in one of the 7 Deadly Sins
4 Strikes: Major Crimes
5 Strikes: Homocide of or Major Crimes against Nobles, Villains, Religious Leaders, or Frollo
-Black Mage
Spend a Will point. Cast/Shoot either a: R+X, X equals Mechanics/Occult, Fireball that cause Burn, a Lightning Bolt that causes stun, or an Ice Shard that causes -2 to Agility and Robustness.

---Equipment---
-Rocket War-Hammer: A War-Hammer with a miniature turbine inside. (Think DeDeDe's hammer) Two Handed, Grants +3 to Melee.
-Arm Ballista: Miniature ballista located on the forearm. Grants +4 to Ranged, but takes awhile to reload. Two-Handed.
-Blindfold: To help with judging, grants +1 to Insight.
-Semi-Mechanical Body: The Judge's body is semi-mechanical, with robot parts and all that shit.

The rest of ASS/CotMPF will be done on Friday. I'm going to go to with some Family in a bit, happy Turkey Day to all of you.
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>>36412985

That's just what I was thinking. I'd even been toying with the name Madeline. I'll continue writing.
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>>36412954
It should just be COMPF, people won't get it otherwise.
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>>36412954
Inquisitor Gadget, nice.
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>>36413024
The Judgement Day power may need to be adjusted, if a player is caught alone it's a Save-Or-Die situation, which everyone hates.
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>>36412379

>Captain Al-Bahdros the Arabian Pirate Lord:
Hailing originally from the Sorcerous Sultanate of Agrabah's holdings along the North African coast, Captain Al-Bahdros is not only the youngest of the Pirate Lords, but is also the brashest, showiest amongst them as well. His ships are always well-kept and brilliantly painted, his sailors and soldiers are always nicely equipped and impeccably uniformed, and his captains are always provided with the most up to date maps and navigational aids available outside of Atlantis. Rumor has it that Al-Bahdros is actually the prodigal son of a wealthy merchant family who liquidated a great deal of his own personal assets in order to purchase and outfit a pirate fleet with which to sail the seas in search of glory. While this story would seem to explain the Pirate Lord's largesse and theatricality, only the foolish would discount Al-Bahdros and his pirates because of it. Despite their somewhat dandified appearance they are to a man well trained and professional, and a force to be reckoned with.
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>>36412355
>beckon-call.
Beck and call.
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>>36413949

Thank you. I was actually debating between the two because I wasn't sure.

I'm going to cut out of work early and drive home, but there's a good deal of snow down now and it might take me a while to continue.
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>>36411990
I would say that for now he's concentrating on getting as much technology as he can- now that he considers himself a human, he's going to try to become the king of humans and then start talking to 'Devas' like Ursula- "Now I'm the king of the world right here, the Human V.I.P.; I've hit the top and had to stop, and that's what's a-bothering me...." Louie has pretty much the same endgame as a PC, now that I think about it.
>>
Hey everyone, the latest DTP is here! Now with 40% fewer spelling errors!
http://pastebin.com/1upx5vZZ
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>>36414412
>part 4
Crap, I think I missed some. Have links to the others?
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>>36414412
>>36414432
Wait, that's part 6. Yeah, I definitely missed some.
>>
Just got home and will complete the Pirate Lord KLR

>>36414447
>>36414432
>>36414412

Great to see another installment of DTP! I missed the last installment too, so I'll try and look through the archives to find it.
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>>36414642
Actually, I have the DTP on a google doc now. Let me just fix it up so it has the episode titles and I'll post that up here
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>>36414642
>>36414447

It seems like part Five is the part where Sverd comes back into town to find out that the rest of his party gone and that his old friend has tracked him down.

It also looks like someone's blown through the archive downvoting everything they could. Damn.
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>>36414725
What does it matter if we get downvoted? Forgive me, I don't know how these things work.
>>
I think we need a lot more lore for Pleasure Island and the Coachman.

The idea behind the transformations is that the kids, by behaving bad, make jackasses of themselves, thus the transformation into donkeys. Once they are completely transformed, they are sold to the salt mines, or whetever anyone needs donkeys.

There's no magic potions for this. It is simply the dark magic of the place, either placed there by the Coachman or the place itself is alive, and the Coachman it's just a proxy of it, or even, it could be that the Coachman is a demon that escaped Chernobog's clutches and converted the island in his own private hell.

Either way, the Island is a place where all vices run rampart, and people trapped there may never come back. Only innocent people may enter freely, since they are the ones more susceptible to be changed and sold. An irredemable evil soul is forbidden to enter the place, since there's no good to corrupt in the first place, and that is of no use to the Coachman.
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>>36414746
I believe, but may be wrong, that the site's owner periodically deletes archived threads below a certain vote threshold to conserve space. Some people may see the voting as a popularity contest, but that's what I've been worried about personally.
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>>36414746
Makes it harder for people to see our work.
Here's the link if you want to upvote some of the stuff to counteract them; http://suptg.thisisnotatrueending.com/archive.html?searchall=Disney+Villains+Victorious
>>
>>36387515
That pic.

Are we really calling Sid a villain?
He was just having fun with toys that he assumed were inanimate, using his imagination to transform them into strange and new monster-like things.

Then, as soon as the toys informed him they were alive (in the most dramatic way possible) he stopped what he was doing.

Hardly seems like a villain by any stretch of the imagination.
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>>36414800
Well, we're linking to it anyway, aren't we?
>>36414884
He's not actually in the system. He'd be a shit boss anyway.
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>>36414884

Not a major one at least... IMO he may have grown into a thug or something. Could be that he turned more bully than he already was but that's it.
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>>36414884
He was a massive dick to sentient beings, though he couldn't possibly have known they were sentient to be fair.

Though Sid being there means Evil Emperor Zerg also has free reign to be considered, which I'm all for, though he might be be for a space expansion or something.
>>
Here's the DTP doc, for all who are interested
https://docs.google.com/document/d/1ONQ38zlRwgmM90MMkENcmSZhsIhN4r1O0KqxdQn3GKs/edit?usp=sharing
>>
>>36415470

Thank you! I've really been loving the whole story!
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>>36415510
Thanks, I enjoy writing it!
>>
>>36413731

>Mother Madeline the Gypsy Pirate Lord:
Far and away the largest and most chaotic pirate fleet sailing the seven seas is the one lead, at least nominally, by an old woman known adoringly as “Mother Madeline” by the cracked and crazy gypsies, tramps and thieves that crew the wildly mismatched ships making up her flotilla. Although this madwoman says that she was originally expelled from France years ago as part of Pontifex Frollo’s Grand Inquisition, she is often under the influence of some mind-altering substance or other and has also claimed to be everything from a fortune teller to a mermaid with legs to God’s own chosen representative upon the seas. Despite or more likely because of her madness, Mother Madeline has somehow managed to attract to her all the flotsam and jetsam the oceans have to offer, welcoming into her family those lost souls too angry, too crazy, or too stupid to fit in with other crews. The danger, therefore, in dealing with Mother Madeline’s Gypsy Fleet is that it’s full of angry, crazy, stupid fanatics that are almost completely unpredictable, and just as likely to burn your ship down to the keel or try to unload excess booty upon you as they are to rob your vessel.


This one went a little differently than I expected. If it's not what people want, I can definitely write another version.
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>>36415470
Bit busy atm, but I'll transfer it over ASAP.
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>>36415470
Top notch!
>>
>>36415617

>Land: Here There Be Monsters:
Just like the frigates of the East India Trading Company or the submarines of the Imperial Republic of Atlantis, the strange and varied vessels of the New Bretheren Court’s Pirate Fleets roam the oceans of the world from Europe to Asia to the Americas, dealing with the same dangers that sailors have faced since mankind first learned the nautical arts as they plunder and pillage. However, it is often said that the Pirate Lords of the New Brethren Court, do not always sail the same seven seas that other seafarers do. While the merchants of the East India Trading Company and the submariners of the Imperial Republic of Atlantis follow their charts and their tables and their science across the globe from port-a to port-b, a Pirate Lord rides the waves and the winds, following an ancient map or an enchanted compass or their intuition to far odder and more rewarding harborages. These stranger tides the Pirate Lords sail are full of dangers all their own like Kraken, ghost ships and cursed treasures, and provide refuge for the nautical myths and legends unable to survive anywhere else. Chief and worst among these hidden “between places” however is called the Locker, and is the surreal personal purgatory belonging to the Pirate King Davy Jones. Many have been sent there, and of the few that have escaped, even fewer still live who could tell you the trick of it.
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>>36414973
I think they showed him as a garbage man in the 3rd movie
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>>36415617

I have no idea who that is...
>>
That lasted longer than expected. Going through the threads to update now.

What's everyone working on?
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>>36418154
Setting up friday's playtest properly. Slacking off, etc.
>>
>>36417785

That's the problem with the Pirate Lords. There aren't a whole lot of Disney Pirates to choose from, as far as I know. The previous one, Al-Bahdros was inspired by a character named "Al-Batross" from the Aladdin cartoon, but "Mother Madeline" is a complete invention meant to try and fit the setting. I have no attachment to the character and no problem changing it, but might need some suggestions as to what to replace her with.

>Rule: The Code is More What You'd Call "Guidelines" Than Actual Rules:
In times of old, all the rules, laws, codes, regulations, statutes, suggestions, hints and guidelines followed by the Brethren Court of Pirates were written down and referenced in the byzantine Pirata Codex. Since the time when Davy Jones destroyed the original Court and established himself as King of a new one however, this thick tome of law and its keeper have seemingly disappeared without a trace, leaving the four Pirate Lords and their fleets to make their own create and enforce their own sets of Codes amongst their fleets. Given how different each of the Pirate Lords is from all the others, everything from rules of engagement to the division of loot to the treatment of both prisoners and crew can vary wildly between them. Generally speaking, Nemo’s rust-bucket submarines and Al-Bahdros’ sleek and stylish cruisers are considered the most humane vessels to be aboard as a sailor or a captive, Jones’ soaked and fishy ghostships are known to be by far the worst, and treatment aboard Mother Madeline’s collection of junks and floating wreckage is troublingly random and subject to the addled whims of the Pirate Lord and her crew.
>>
Everything is now up-to-date.
KLRs left:
Queen La of the Kingdom of the Leopard

All the Huntsmen of the Elite Global Huntsmen Club

The Aurora of the Spirit Realm

Bagheera of the Free Creatures

Shere Khan of the Shere Khanate
>>
>>36418154

Just completed the KLR for Davy Jones and the Pirate Lords, but debating the worth of one of the Lords as she's something of a setting-fitting invention rather than a pre-established character.
>>
>>36418154
Basking in the glory of my shiny new google doc
Also holiday stuff
>>
>>36418299

Not a lot of KLRs left, but I could swear I'd seen ones for Bagheera and Shere Kahn before. The one for the Elite Global Huntsmen's Club is going to be tricky because of how many members it has.

I'm still puttering around with various pieces of fluffy writing, but this week at work has burnt me out a little bit.

There's definitely room for more fluff I think, and also we'd begun brainstorming some main campaigns and side stories for the different Lands in previous threads.
>>
>>36413337
Got any ideas how? Also back, new Villain in a bit.
>>
Just archived this 42nd thread on Sup/tg/ along with all the others. Please remember to vote it up if you'd like to. I hope that all of you who celebrate Thanksgiving have a happy one!

http://suptg.thisisnotatrueending.com/archive.html?searchall=Disney+Villains+Victorious+
>>
We should add modifiers to social rolls. I.e. trying to convince someone that you are their long-lost father (when you are a gerbil) would have a highTN than convincing them that you saw them once at a cafe they go to.
>>
>>36419337
But that would literally just be different difficulties, there's no need to add modifiers

>Convincing them that you saw them once at a cafe they go to.
TN25

>Trying to convince someone that you are their long-lost father (when you are a gerbil)
TN40

What do you mean m8
>>
>>36419391
>convincg them you saw them once at a cafe they go to
>TN 25

That'd be like, TN15 unless the guy was an inquisitor or something.
>>
I've probably been sitting on my laurels for too long so I might as well contribute. Here are some powers, thoughts?

Absolute Terror: Spend a Will point; Gain +5 on the next Intimidation attack made.

Cut The Knot: Spend a Will Point; The character makes an illuminating observation about the scenario that could solve it simply. If the GM declares this impossible, the Will Point is refunded.

Eureka!: Spend a Will Point: Gain +6 to Science tests not used to heal strikes in the current scene.

Bunch Of Pseudo-Scientific Mumbo-Jumbo: You may use Science in the place of Occult at a -2 penalty

>>36419337
>>36419391
This was mentioned repeatedly; we're not going to do a big ol' table of social bonuses, it's just a lower or higher TN.
>>
>>36419391
No, the problem with this is that convincing someone of something is an opposed roll, generally sensibility+insight opposing charm + deceit
>>
>>36419664
Only in combat. Out of combat every NPC uses a TN designated by the GM. We don't really do opposed rolls outside of combat, mate.
>>
>>36419695
I remember you doing multiple non combat opposed rolls in the fourth playtest. At least once when we were convincing the guard at the door that our knight was a guard, one when the raptor stole my geography book, and once when I convinced a guard he was drunk because he saw a monkey in a suit
>>
>>36419808
Pretty sure all but the player v player one was against a predetermined TN, but I'd need to go over my notes. Regardless, if I did I shouldn't have, and I was in the wrong there.
>>
Well, we're on page seven and not even at bump limit yet. Guess this project's winding down on the easy stuff.

I'd still like some thoughts on the powers suggested here; >>36419492
>>
>>36419492
They look like bretty gud powers to me.

I'll probably write some K/L/Rs later tonight. We're pretty much done except for the K/L/Rs and statting up villains, so it's no surprise that not as many people are coming in.
>>
>>36419492
>Absolute Terror
Seems good
>Cut The Knot
I don't really like instant-solves, but it works I guess.
>Eureka!
Seems good. You may want to word that a bit better though.
>Bunch Of Pseudo-Scientific Mumbo-Jumbo
I like it, seems good.
>>
>>36419492

I like those, they're pretty useful. Eureka is already a power though, isn't it? A Smart Guy one
>>
>>36420754
I didn't intent Cut The Knot to be an instant-solve as much as a 'ask the GM for a bit of a hint' button, so I see your point.

Some more power ideas:

Are you a wizard?: Spend a Will Point to gain +5 to Legerdemain when stealing or performing magic tricks.

The Need For Speed: Spend a Will Point to gain +5 to Drive.

Ghost's Shadow: Spend a Will Point to gain +6 to Stealth during nighttime, and +4 during daytime.

Entirely Trustworthy: +5 to Deceit when making a completely unbelievable lie or something equally ridiculous. (questionably trait-level)

IKEA Assembly: Spend a Will Point to gain +6 to Craft when under pressure (a time limit, under fire, etc).


>>36420863
Shit, you're right. I'll have to rename it to something like Brilliant, Brilliant, Brilliant!
>>
>>36420722
There are always more traits and powers and things to do, but the main body of the work seems to be done for now. What comes next is, hopefully, more play testing, more fluff and some actual honest-to-goodness games being run and shared.

Are we starting a new thread, or are we going to hold of until a pre-determined time to start a Beta Thread of some kind?
>>
>>36420956
>The Need For Speed: Spend a Will Point to gain +5 to Drive.
That reminds me, we need to stat hedgehogs and totally give them SANIC stats.
Rest seem fine, but Entirely Trustworthy does seem trait level, just put +4 instead of +5
>>
>>36420995
We should keep starting threads till we have a working beta PDF up, otherwise the project is going to sputter and die in it's mid-development, which is much sadder than dying early development.

>>36421042
Should we really just make hedgehogs super fast for a sonic joke?
>>
>>36421145
Do you think we'll need all the Kings/Villains statted before making a beta PDF, or can we just finish the KLRs and make one?
>>
>>36421228
There's no way we'll need all Villains finished (in fact, we should leave some slots open for the GM to improvise their own), but we should make a concerted effort to finish the Kings -- at least, the mortal ones -- before we make a PDF.
>>
>>36421145

A new thread will need to be made then before we can continue, but I need to get some sleep before I do a little traveling tomorrow. I've archive the current thread and I'd start a new one but I need to get some sleep. Sorry I couldn't be more help.
>>
>>36421145
>Should we really just make hedgehogs super fast for a sonic joke?
Nah, I'll just make a character like that.
>>
King: The Aurora Borealis
The Aurora Borealis does not exert a physical presence on the world – it is instead a primordial force of balance and nature, a shining spirit in the sky. No one is quite sure what the Aurora actually is or how it makes itself known, and theories range from the shining winter lights being anything from a collective mass of souls to the actual manifestation of balance in the universe. Regardless, the Aurora can certainly make its will heard, and all the earth responds to its cry.
Land: The Spirit Realm
The Spirit Realm is largely deserted, the colonists and ill-meaning driven back by the collective force of all the earth itself. The only humans that remain on the land are those who keep in harmony with the earth, taking only as they need to survive and living simple lives in simple villages. These humans hear the call of the Aurora just as all other forces of nature do, and communicate most often through a tribal shaman, that of the village who has the strongest connection to the earth. The land of the Aurora is one free of Chernabog’s influence, but hardly a safe haven – Anything that the Aurora does not wish to be on the land will not stay there for long. The Spirit Realm is one totally cut off from the rest of the world, as there is no true ‘government’ to speak of. The actual land itself is an immensely prosperous one, with each and every species living there thriving as much as they can while in total balance.
Rule: The Force of Nature
Those the Aurora wishes gone find the entire world around them hostile – food is impossible to find, temperatures become unbearable, tomahawk-bearing natives attack, finding one’s way becomes impossible and lightning strikes more than should be possible. Those that come to the land of the Great Spirit seeking advice or peace find their journey largely unhindered, paths opening up and there always being a safe space to rest in.
>>
>>36421618
Just threw that up super-quick to have SOMETHING for the Aurora. There's not much on it, so I kept it pretty vague.
>>
New thread?
>>
>>36421618
I liked that detail that came up a few threads back about the Aurora demanding the occasional sacrifice.
>>
>>36418731
If the players have a chance of escaping on their own, it evens it out a bit.
>>
>>36421846
Yeah, we're on page 9.
>>36421853
I thought that was a cool idea too, but it's kind of weird if you think that the Aurora is supposed to be pure natural balance. We should probably make a note of that in the PDF if GMs want to use that, though.

I just realized that our PDF is gonna be fucking huge.
>>
>>36421883
Yeah, my perception was that the Aurora is TRYING to be a source of natural balance, but between keeping the Firebird contained and Cherno pushing at its borders, it's going a little nutty, and distancing itself from the idea of natural balance in favor of just trying to get rid of anything encroaching on it.
>>
New thread; >>36422115



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