WAIFU WARZ - MISC. BUILDS - THE INCREADIBLE (NON)SHRINKING MAN

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squirrelly-sama
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WAIFU WARZ - Trainer Gogo

Post by squirrelly-sama »

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"All you struck was just my after image."

Trainer Gogo - PL 8
Sex: Female
Age: 16
Height: 5'6" | Weight: 122 | Hair: Black| Eyes: Black
Role: Badass Normal, Tomboy, World Strongest Woman, Hardcore

Waifu Stats
Division - Light Weight
Series - Pokemon Go
Focus - Melee, Ranged
Waifu Typing - Badass, Gesugao

Strength 4, Stamina 6, Agility 4, Dexterity 0, Fighting 4, Intellect 0, Awareness 2, Presence 0

Advantages
Animal Empathy, Daze (Intimidation), Defensive Roll 4, Favored Foe: Pokemon, Improvised Weapon 5, Move-by Action, Throwing Mastery 4

Skills
Acrobatics 1 (+5), Athletics 4 (+8), Close Combat: Unarmed 6 (+10), Expertise: Survival 5 (+5), Insight 3 (+5), Intimidation 10 (+10), Perception 4 (+6), Ranged Combat: Thrown 8 (+8), Stealth 1 (+5)

Powers
Hardcore
. . Flash Step: Teleport 2 (120 feet in a move action, carrying 50 lbs.; Change Direction, Change Velocity, Subtle: subtle, Turnabout)
. . Invincible: Impervious Toughness 10 (Activation 2: standard action)
. . It Was Just An After Image: Concealment 4 (All Visual Senses; Reaction: reaction; Passive)
Pokeballs (Removable)
. . I Choose You!: Summon 6 (Heroic, Type (General): Captured Pokemon; Attitude: indifferent)
. . Pokeball Go!
. . . . Capture: Affliction 8 (Linked; 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Controlled, Resisted by: Will, DC 18; Alternate Resistance (no cost): Toughness; Limited: Pokemon)
. . . . Heavy Ball: Damage 8 (Linked; DC 23; Improved Critical 2, Increased Range: ranged)
. . . . Movement: Movement 1 (Linked; Dimensional: Choose Dimension 1: one dimension, 50 lbs.; Affects Others Only, Reversible; Limited: Pokemon)

Offense
Initiative +4
Capture: Affliction 8, +4 (DC 18)
Grab, +4 (DC Spec 14)
Heavy Ball: Damage 8, +0 (DC 23)
Throw, +8 (DC 23)
Unarmed, +10 (DC 19)

Complications
Enemy - Pokemon: Gogo's pokemon are incredibly fearful of her and often attack her, she sees this as them just being shy.
Monstrous - Hardcore: Due to her personal training to be able to capture pokemon Gogo has gone far beyond the limits a human is capable of and frightens both humans and pokemon with her actions.
Motivation - Catch'em All: Gogo seeks to capture all pokemon, regardless of the risks or difficulty involved. She will go to increadible extremes to add a single new pokemon to her arsenal regardless of it's actual battle potential.
Weakness - Worst Trainer: Despite being a pokemon trainer Gogo is absolutely terrible at actually training pokemon and battlling with them. She can fight against them rather well, but her own but has negative aptitude when it comes to her actual career of choice.

Languages
English

Defense
Dodge 6, Parry 6, Fortitude 8, Toughness 10/6, Will 8

Power Points
Abilities 40 + Powers 30 + Advantages 17 + Skills 21 (42 ranks) + Defenses 12 = 120

Notes:
Kinda got bored and made this based on an untranslated pokemon doujin I saw. Basically it was a Hardcore pokemon trainer, and I found it rather humorous to imagine such a person in the world of pokemon. The concept would be a girl who trained herself to be able to fight pokemon on equal grounds but is terrible at actual pokemon battles and training. She completely misses the point of the series but tends to overwhelm her opponents before being declared the loser of the fight because she's not supposed to be the one fighting the pokemon. Just a silly thought.
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HUSBANDO WARZ - URSWINE MAN (PL8)

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Beware!

Urswine Man - PL 8

Strength 8, Stamina 8, Agility 0, Dexterity -2, Fighting 4, Intellect 0, Awareness 0, Presence -2

Advantages
All-out Attack, Attack Flurry, Daze (Intimidation), Fast Grab, Favored Environment: Forested, Improved Grab, Improved Hold, Improved Initiative, Improved Smash

Skills
Close Combat: Unarmed 2 (+6), Intimidation 10 (+10), Perception 6 (+6)

Powers
Beast: Immunity 5 (Interaction Skills)
Claws and Teeth: Strength-based Damage 2 (DC 25; Improved Critical 2)
Growth: Growth 4 (+4 STR, +4 STA, +2 Intimidate, -4 Stealth, -2 active defenses, +1 size rank, +4 mass ranks)
Movement: Movement 1 (Environmental Adaptation: Forested)
Snout: Senses 3 (Acute: Smell, Analytical: Smell, Tracking: Smell 1: -1 speed rank)
Thick Hide: Protection 2 (+2 Toughness; Impervious [8 extra ranks])
Unkillable: Regeneration 2 (Every 5 rounds)

Offense
Initiative +4
Claws and Teeth: Strength-based Damage 2, +6 (DC 25)
Grab, +4 (DC Spec 18)
Throw, -2 (DC 23)
Unarmed, +6 (DC 23)

Complications
Addiction - Tasty Manflesh
Enemy - Al Gore
Monstrous - A Pig Bear Man?

Languages
Native Language

Defense
Dodge 6, Parry 6, Fortitude 10, Toughness 10, Will 6

Power Points
Abilities 16 + Powers 36 + Advantages 9 + Skills 9 (18 ranks) + Defenses 20 = 90

Notes:
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MOE WARZ - BASED GOD PACHIRISU!

Post by squirrelly-sama »

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"FOLLOW ME!"

Se Jun Park's Pachirisu - PL 8

Strength -2, Stamina 4, Agility 4, Dexterity -2, Fighting 2, Intellect -2, Awareness 2, Presence 0

Advantages
Adorable Appearance 2, All-out Attack, Benefit, Athletics Based on Agility, Defensive Roll 4, Equipment 1, Improved Initiative 2, Teamwork, Ultimate Toughness

Skills
Acrobatics 1 (+5), Close Combat: Pokemon Moves 4 (+6), Perception 3 (+5)

Powers
Adorable: Feature 1 (Notes: Appears small and non-threatening.)
Moves
. . Follow Me (Advantages: Interpose)
. . . . Affliction: Perception Area Affliction 8 (Linked; 3rd degree: Controlled, Resisted by: Will, DC 18; Perception Area: DC 18 - Sight, Custom 4: Increased Degree, Selective; Instant Recovery, Limited: Targetting User, Limited Degree (third only))
. . . . Deflect: Deflect 8 (Linked; Limited: Others, Side Effect 2: always - Suffer attack)
. . Nuzzle: Progressive Affliction 10 (electricity, 1st degree: Dazed, Hindered, 2nd degree: Stunned, Immobile, 3rd degree: Paralyzed, Paralyzed, Resisted by: Fortitude, DC 20; Extra Condition, Progressive; Uncontrolled)
. . Protect: Immunity 140 (Fortitude Effects, Toughness Effects, Will Effects; Sustained; Concentration, Limited: Every Other Turn, Limited: Direct Attacks)
. . Super Fang
. . . . Damage: Damage 10 (Linked; DC 25; Penetrating 10; Limited: Cannot KO)
. . . . Weaken: Weaken 10 (Linked; Affects: Toughness, Resisted by: Fortitude, DC 20; Alternate Resistance: Dodge)

Squirrel Pokemon: Shrinking 8 (-2 STR, -4 Intimidate, +8 Stealth, +4 active defenses, -2 size ranks, -1 speed ranks)
Volt Absorb
. . Electric Immunity: Immunity 10 (Common Descriptor: Electric)
. . Recovery: Healing 5 (Action 3: reaction; Limited: On being struck by electric attack, Limited: Ranks of triggering effect, Source: Electric)

Equipment
Sitrus Berry [Sitrus Berry: Healing 5, Limited: 1 Use]
Sitrus Berry: Healing 5 (Limited: 1 Use)

Offense
Initiative +12
Affliction: Perception Area Affliction 8 (DC Will 18)
Damage: Damage 10, +6 (DC 25)
Grab, +2 (DC Spec 8)
Nuzzle: Progressive Affliction 10, +6 (DC Fort 20)
Throw, -2 (DC 13)
Unarmed, +2 (DC 13)
Weaken: Weaken 10, +6 (DC Dog 20)

Complications
Motivation: Recognition - Like No One Ever Was: Pachirisu is a common and weak pokemon, considered to weak to even be able to compete in casual fights. However she was chosen to stand among physical gods in a tournament to crown the strongest team in the world.
Responsibility - Support: As she is much weaker than her teammates Pachirisu must contribute through less direct means.
Weakness - Elemental Weaknesses: Pokemon are weak to or resist certain attack types. Pachirisu is weak to Ground Type Moves, it's Electric Attacks cannot affect Ground Type Pokemon.

Languages
Pokenese

Defense
Dodge 8, Parry 8, Fortitude 8, Toughness 8/4, Will 8

Power Points
Abilities 16 + Powers 75 + Advantages 13 + Skills 4 (8 ranks) + Defenses 12 = 120

Notes:
Competitive Pokemon battling is a merciless sport were any sign of weakness is instantly pounced on without hesitation. To succeed one must throw away anything that hasn't been optimized, honed, perfected in the fires of conflict to work as efficiently as possible to secure the win. It is a place filled with monsters and demons and a place were even gods can be consumed in the bloody war for dominance with only the smallest of mistakes. Anything less than perfection is certain death.

It was into this scene that a renowned professional pokemon trainer Se Jun Park brought his Pachirisu. And it was in this blood sport that his little electric mouse climbed a mountain of corpses to the top of the world stage.

So, some background knowledge. Competitive battling in pokemon is much like it is in many other E-sports or card games, there's tiers of powers, monsters, and moves and only those above a certain level are considered viable. Ubers and Legendaries are the norm, creatures that can normally obliterate common pokemon with ease, moves that are completely broken in their functionality, and abilities that can almost be considered cheats. Anything not up a certain standard, a minimum base, would be considered worthless simply due to how easily it's attacks can be laughed off and how easily it in turn can be destroyed. It is the epitome of what the Anime espouses against, showing that some pokemon really are just better than others.

Se Jun Park didn't like that, Se Jun Park thought his Pachirisu deserved to be a world champion. Se Jun Park went on to flip the entire status quo on it's head by winning a the World Championship with Pachirisu being a key participant. He gamed the system, using moves where Pachi's low stats wouldn't matter, support moves, and the skill to read and predict his opponents they were able to take the gold despite the odds. He proved with dedication, skill, and tactics any pokemon can be viable.
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Re: WAIFU WARZ - PACHIRISU - THE VERY BEST THE WORLD HAS EVER KNOWN

Post by Jabroniville »

LOL, a real person actually won using a low-tier Pokemon? Amazing :).
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Re: WAIFU WARZ - PACHIRISU - THE VERY BEST THE WORLD HAS EVER KNOWN

Post by squirrelly-sama »

Jabroniville wrote: Wed Apr 17, 2019 5:45 am LOL, a real person actually won using a low-tier Pokemon? Amazing :).
yup, Park was an absolute madman and his Pachirisu was a monster. Little guy was deceptively bulky, tanking Leafstorms, rock slides, and Draco Meteors from the uber elites. Those last 2 were in the same turn.
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Re: WAIFU WARZ - PACHIRISU - THE VERY BEST THE WORLD HAS EVER KNOWN

Post by Jabroniville »

Huh- looks pretty interesting, and again shows that high-level Pokemon Battling is INSANELY complicated, and much too difficult to really follow unless you know ALL THE RULES- when I played Ruby & Sapphire, I was pretty solid, but had no knowledge of Berries, the "meta", and never considered the "Status Affecter" Buff/Debuff stuff- I just didn't have the mind for it.

Looks like Pachirisu's major focus was high toughness (how was that made? Luck? Berries? Training a certain way?), and using "Follow Me" to get the enemy to waste its biggest attacks on it instead of a stronger, more vulnerable ally.

"Protect" seems to get used a lot. I don't recall that power, but I can see it being important in Team Battles and high-end competitions, where it's almost as important to get your opponent to waste a turn than to do anything else.
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WAIFU WARZ - RE:ARCHETYPE - Battle Suit (PL10)

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"Combat systems online in 3... 2... 1... All clear, ready to engage."

Battle Suit (Archetype) - PL 10
Sex: Female
Age: 21
Height: 5'6" | Weight: 122 | Hair: Black| Eyes: Black
Role: Empowered Badass Normal, Tank, Flying Artillery, Cool Beauty.

Waifu Stats
Division - Welter Weight
Series - None (Archetype)
Focus - Mixed Range, Offensive Tank
Waifu Typing - Badass, Woman in Uniform

Strength 1/6/12, Stamina 1, Agility 1, Dexterity 2, Fighting 1, Intellect 2, Awareness 4, Presence 2

Advantages
Close Attack 7, Defensive Roll 4, Equipment 1, Improved Initiative, Improvised Tools, Ranged Attack 4/6

Skills
Expertise: (Business, Engineering, or Science) 3 (+5), Insight 2 (+6), Perception 2 (+6), Technology 3 (+5)

Powers
Battle Armor (Removable)
. . Combat Systems
. . . . Force Beams: Damage 12 (DC 27; Increased Range: ranged)
. . . . Hard Light Emitter: Create 12 (Volume: 4000 cft., DC 22; Impervious, Movable; Concentration, Proportional)
. . . . Melee Mode
. . . . . . Hammering Blows (Linked; Penetrating 12)
. . . . . . Hydrolic Press: Enhanced Strength 6 (Linked; +6 STR)
. . . . Micro Missiles: Damage 6 (DC 21; Accurate 3: +6, Extended Range, Improved Critical, Increased Range: ranged, Multiattack, Precise)
. . Enclosed System: Immunity 9 (Disease, Environmental Conditions (All), Poison, Suffocation (All))
. . Rockets: Flight 6 (Speed: 120 miles/hour, 1800 feet/round)
. . Sensory Suit: Senses 6 (Communication Link: Choose Medium, Distance Sense, Extended: Sight 1: x10, Infravision, Radio, Ultravision)
. . Servo Motors: Enhanced Strength 5 (+5 STR)
. . Steel Plating: Protection 7 (+7 Toughness; Impervious)
. . Tactical Computer: Enhanced Trait 15 (Traits: Dodge +3 (+8), Parry +3 (+8), Ranged Attack 6 +2 (+6), Advantages: Close Attack 7)

Modular Additions
  • Genius: +5 INT, Advantages: Eidetic Memory, Inventor, Skill Mastery - Technology (13pp)
  • Soldier: Will +2 ( +10), Fortitude +2 ( +8), Expertise - Military, Advantages: Accurate Attack, Assessment, Benefit, Security Clearance: Agency, Great Endurance, Improved Aim, Leadership, Move-by Action, Power Attack, Takedown (13pp)
  • Wealthy: Deception 6 (+8), ( +4), Expertise - Business +4 ( +9), Persuasion +6 (+8) Advantages: Benefit, Wealth 3 (millionaire), Connected, Contacts (13pp)
Power Suit Features:
  • Biometric Lock: Your power suit will only activate for you or for a few select individuals that you allow to access it, anyone attempting to access the suit that does not match the profile of selected users will not be able to use the suit and it will remain inert.
  • Compact Technology: This feature allows the suit to be hidden in a compact form to avoid detection and it can freely shift in and out of this hidden compact mode.
  • Hidden Compartments: The Power Armor has small compartments built in to store and protect small and fragile items.
  • Electromagnetic Shielding: A shielding that protects the battle suit from being disabled by EMP or similar technology nullifying devices.
  • Holograms: The Power Armor has the capability to create small holograms to easily display images and recordings for others. These holograms are small (Volume rank 0) and can be easily distinguished from real objects through tells such as flickering, transparency, or a lack of color.
  • Self Repair System: The Power Armor is capable of recovering from damage automatically over time removing 1 damage penalty every 10 rounds.
  • Summoning Signal: As a standard action you can send a signal to your suit when separated so that it will attempt to travel to your location.

Equipment
Cell Phone (Smartphone), Commlink, 3 points unsorted

Offense
Initiative +5
Force Beams: Damage 12, +8 (DC 27)
Grab, +8 (DC Spec 16/22)
Micro Missiles: Damage 6, +14 (DC 21)
Throw, +8 (DC 21/27)
Unarmed, +8 (DC 21/27)

Complications
Power Loss- Power Source: One of the biggest limitations of power armor is the power requirements. While it can remain active for a long periods of time before running out of energy in ideal conditions the constant stress of combat and needs to exert more force or push the limitations of the suit can quickly drain this limited pool.
Weakness - Normal Human: Underneath all the metal and machinery lies just a man, and while their armor can withstand the stress of clashing with super powered villains his body is not so resilient. Effects that can bypass his suit will ignore the bonuses of the toughness bonus granted by it.

Languages
English

Defense
Dodge 8/5, Parry 8/5, Fortitude 6, Toughness 12/8, Will 8

Power Points
Abilities 28 + Powers 74 + Advantages 11 + Skills 5 (10 ranks) + Defenses 17 = 135 out of 150

Notes:
The archetypal Power Armor hero, a new and improved take on the pre-made character provided by the free source book.
Notable examples of Battle Suits in fiction include: Iron Man from Marvel Comics, Samus Aran from the Metroid series, and the Space Marines from Warhammer 40K.

The Battle Suit is a unique and very recognizable brand of hero, a physically normal human using a powerful device to allow them to close the gap and stand on even ground with super humans. Through the use of their powered armor they are able to achieve super human feats, becoming incredibly tough, strong, mobile, and often gaining many other abilities on top of that. The suit itself is often a piece of advanced technology that the user has gotten ahold of through some means, from building it themselves or being gifted it by some external source or even just stumbling upon a piece of lost alien tech. Because of it's advanced technology the suit tends to be sleek, almost form fitting with flexible metal joints and thin but strong armoring, not giving a clear indication of exactly how tough or powerful it is at a glance though it's easy to tell that there is some form of protection and enhancement. It functions as a second skin, a powerful exoskeleton of armor using machinery to mimic and improve the motions of the user granting them greater strength and protection while negating the downsides that would come from wearing a heavy full metal suit. The Power Armor comes with a host of additional powers, sensory abilities, computer enhancements, and weapons that are integrated into the suit itself.

The main strength of a Battle Suit user is the breadth of their abilities, being able to pack in a variety to tools and weapons to be able to handle a number of situations. Specializing in direct combat this often comes in the form of powerful hidden armaments such as rockets, lasers, or grenades. As the power suit is a device it can be used for power stunts, giving the Battle Suit more ability to improvise things such as new specialized weapons, a new sensor added to their helmet to replace a previous one, or even switching suits entirely for an encounter to one that's more suited for a specific threat. However the cost of this is their reliance on an external tool, as the suit is a device it can be damage and broken in combat or simply stolen before a fight to render the hero effectively powerless. Since the hero is unlikely to wear the suit 24/7 during their daily life it may pose a problem should they encounter trouble while out on the town and their armor miles away.

Customization:
The Battle Suit comes in 3 common types, each given a package of abilities to choose from.
Genius - Genius Battle Suit heroes are those who most likely build their armor on their own. They are incredibly intelligent though tend to specialize in a field like Engineering to have been able to create their power armor. With Inventor they are capable of creating new weapons and tools to use as equipment or jurry-rig a machine if their desperate. A high technology skill and skill mastery gives them a niche outside of battle, being able to bypass or interfere with opposing technology and make repairs to any machines they may need to. The Genius usually does not have the resources to create their technology and are part of an organization or relying on a backer finance their research. They also have a lot of pride in their intellect and may come into conflict with others if they feel it's being stepped on.
Soldier - Battle Suit Soldiers are members of an organization who have been trained to use and then given access to their power armor. While they lack the innate knowledge to understand the principles of their weapon they are quite skilled in it's use and excel in practical application making them much more effective in a fight as well as being a bit more hardy outside of their suit. They are tactical and skilled, being able to be more accurate or apply more force with their weapons, and have resources granted by their organization for when their own personal abilities may not be enough. The Soldier is competent, confident, and controlled, keeping a level head and taking control in perilous situations. As they are not the originators nor owners of their power suit they may lose access to it if they go against them or it may come with fail-safes that a hacker can trigger to neutralize them.
Wealthy - A "billionaire, playboy, philanthropist", the Wealthy Battle Suit user has acquired used their vast resources to acquire access to this incredible technology, either through purchasing it or channeling their own funds to have their scientists design it. The Wealthy Battle Suit are not quite as inherently talented as other power armor users but they have resources and charisma in it's place. With vast wealth and connections they what they can't design or fight around they can crush beneath a figurative pile of burning cash. They are suave, self assured, and canny, being more than capable of playing a crowd as well as their opponents. Wealthy Battle Suit Users are often thrill seekers, using hero work to live an exciting life. They may also be tied down by responsibilities to their company to maintain it's stocks and image but also to prevent corporate sabotage and prevent coming home to find they've lost all their position at the top in a coup.

Further customization to the suit can be done through the use of features, trade offs, alternate effects, or replacing existing parts of it with more fitting powers. A number of features were provided for the battle suit, and if a theme was chose from one of the above then 2 can be afforded. For those who do not want nor may be allowed to use the flight ability it can be replaced by 4 ranks of Speed and Leaping as well as Safe Fall and Sure Footed to have a mobile but grounded power suit user. The Armor rating can also be scaled, increasing or decreasing in sync with the Dodge/Parry ranks in the Tactical Computer.

How to use:
The Battle Suit user is a heavy hitter and defensive tank often paired with decent mobility. They do their best in the middle of combat, either ranged or melee and are capable of supporting others in a fight through suppressing fire. They have some skills outside of this, in the form of resources or intellect but it is not as high as those who specialize in it and it functions less as a fall back and more of a utility to supplement their more combat focused abilities or for situations entirely separated from it.

It is recommended to make good use of power stunts for the Battle Suit, revealing hidden auxiliary weapons or cleverly altering the suit's functionality to have it perform a new ability. Power armor is hardly static, growing and changing over time and often being fine tuned to fit a given situation, they are highly customizable as many powers can fit under the right descriptors to allow them to be integrated into the suit. On this vein it is also important to remember that the game often focuses on a team of heroes rather than just the Battle Suit and so it is best not to build into their niche nor attempt to fit everything into the character and render the rest of the group redundant.

Build Notes:
I made this to replace the Battle Suit archetype on the SRD as I found it a bit too inefficient, static, and lacking in instruction on how to handle it. One of the biggest issues I had was how it tried to fit only a single example of a battle suited hero, Tony Stark, and not only fell short due to the limitations of the system's balancing mechanics but also lacked options for those who would want a battle suit hero of a different kind. To that end I cut most of the fat off the build and shuffled it around a bit to more efficiently use the PP that it had to allow more creative building and some modular options.
Last edited by squirrelly-sama on Tue May 21, 2019 3:20 am, edited 2 times in total.
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Re: Re: WAIFU WARZ - RE:ARCHETYPE - BATTLE SUIT IS COMBAT READY

Post by Jabroniville »

Cool choices for the Powersuit! I agree- the main rulebook can be a tad limiting with regards to archetypes. Not every Powersuit guy is an inventor, or focuses on super-strength.
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Re: Re: WAIFU WARZ - RE:ARCHETYPE - BATTLE SUIT IS COMBAT READY

Post by squirrelly-sama »

Jabroniville wrote: Tue May 21, 2019 3:09 am Cool choices for the Powersuit! I agree- the main rulebook can be a tad limiting with regards to archetypes. Not every Powersuit guy is an inventor, or focuses on super-strength.
Yeah, one of the biggest issues with the Archetypes is that they are very static with little ability to customize them and often being geared to only one specific type pre-existing hero to the point you you may as well make a new one if you want one who fits the trope but not build.

I think I may do a few more, and maybe a couple custom ones, to have a better list of starter options to point to for newbies.
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WAIFU WARZ - RE:ARCHETYPE - The Construct

Post by squirrelly-sama »

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"For as dangerous my capabilities and inhuman my body may be I can still laugh and love just the same. I may have been made a weapon, but that is not all that I am."

The Construct - PL 10
Sex: Female
Age: Unknown
Height: 5'10" | Weight: REDACTED | Hair: Black| Eyes: Blue
Role: The Angsty One/The Naive One, The Power House, The Galatea

Waifu Stats
Division - Welter Weight
Series - None (Archetype)
Focus - Mixed Range, Offensive Tank, Support
Waifu Typing - Robot Girl

Strength 8, Stamina 10, Agility 0, Dexterity 2, Fighting 2, Intellect 0, Awareness 0, Presence 0

Advantages
All-out Attack, Diehard, Extraordinary Effort, Interpose, Power Attack
Pick either Fast Grab and Improved Hold or Improved Critical (Internal Weapon) and Improved Aim.

Skills
Close Combat: Unarmed 10 (+12), Perception 6 (+6), Ranged Combat: Internal Weapon 10 (+12)

Powers
Inhuman Physiology: Immunity 14 (Aging, Critical Hits, Life Support, Sleep, Advantages: Diehard)
Inhuman Power: Enhanced Strength 4 (+4 STR)
. . Bigger Gun: Damage 4 (Alternate; DC 19; Increased Range: ranged, Stacks with: Internal Weapon: Damage 4+4)
Inhuman Psychology: Immunity 10 (Emotion Effects, Interaction Skills; Limited - Half Effect, Noticeable: Uncanny)
Internal Weapon: Damage 4+4 ([Stacking ranks: +4], DC 23; Increased Range: ranged)
. . Shocking Grip: Cumulative Affliction 8 (Alternate; 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 18; Cumulative; Grab-based)

Alternative Alternate Effect Options
. . Blaster Rifle: Damage 6 (Easily Removable, DC 21; Accurate: +2, Improved Critical, Increased Range: ranged, Notes: Can replace Internal weapon entirely.)
. . Capture Device: Move Object 8 (6 tons; Limited: Grabbing and holding in place, Notes: Alternate Effect on secondary combat option and linked to primary combat option.)
. . Explosive Attack: Burst Area Damage 8 (DC 23; Burst Area: 30 feet radius sphere, DC 18; Unreliable (5 uses))
. . Focused Attack (Multiattack, Notes: Alternate Effect on secondary combat option and applies to primary combat option.)
Notes: Alternate effects of either Internal Weapon or Inhuman Power
Modular Design wrote:Large Modules 10 Points Each.
. . Ghost in The Machine
. . . . Comprehend: Comprehend 2 (Machines / Electronics; Broad Type: Wifi Enabled)
. . . . Movement: Movement 1 (Dimensional: Cyberspace 1: one dimension, 50 lbs.; Source: Digital Devices)
. . . . Virtual Avatar: Morph 1 (+20 Deception checks to disguise; Single form; Metamorph)
. . . . Wifi: Senses 1 (Radio)
. . Learning Algorithm: Variable 1 (skills and advantages; Action 3: reaction)
. . Mass Produced: Immortality 5 (Return after 1 day)
. . Reinforced Frame: Impervious Toughness 10 (Notes: Optional increase to defense by trading equal ranks in both Dodge and Parry for further ranks of Impervious and toughness.)
. . Rockets: Flight 5 (Speed: 60 miles/hour, 900 feet/round)
. . User Friendly: Enhanced Trait 10 (Traits: Persuasion +8 (+8), Insight +8 (+8), Advantages: Assessment, Teamwork)
. . User Unfriendly: Enhanced Trait 10 (Traits: Deception +8 (+8), Intimidation +8 (+8), Advantages: Daze (Intimidation), Set-up)

Small Modules 5 Points Each
. . Cold Logic: Feature 5 (Notes: Buy off Inhuman Mentality's limited flaw.)
. . High Mobility
. . . . Leaping: Leaping 2 (Leap 30 feet at 8 miles/hour)
. . . . Movement: Movement 1 (Wall-crawling 1: -1 speed rank; Limited: While Moving)
. . . . Speed: Speed 2 (Speed: 8 miles/hour, 120 feet/round)
. . Multi-tasking: Quickness 4 (Perform routine tasks in -4 time ranks, Advantages: Move-by Action)
. . Sensory Suit: Senses 5 (Analytical: Vision, Infravision, Low-light Vision, Microscopic Vision 1: dust-size, Ultravision)
. . Specialized Design: Enhanced Trait 5 (Traits: Expertise +8 (+8), Advantages: Skill Mastery, Notes: Any trained skill.)
. . Waifu-tron: Enhanced Trait 5 (Advantages: Attractive 2, Fascinate (Persuasion), Favored Foe: Easily Seduced, Skill Mastery, Notes: Best paired with User Friendly)
Offense
Initiative +0
Bigger Gun: Damage 4, +12 (DC 19)
Blaster Rifle: Damage 6, +14 (DC 21)
Capture Device: Move Object 8, +12 (DC 18)
Explosive Attack: Burst Area Damage 8 (DC 23)
Grab, +2 (DC Spec 18)
Internal Weapon: Damage 4+4, +12 (DC 23)
Shocking Grip: Cumulative Affliction 8, +12 (DC Fort 18)
Throw, +2 (DC 23)
Unarmed, +12 (DC 23)

Complications
Phobia - Blade Runner: Do to their inhuman bodies but human consciousness the Construct often worries about the state of their own humanity. If they are a person, or ever were, and if their actions are their own decision or just a lines of code.
Prejudice - Non-human: As a non-human the Construct is often treated to fear and hatred by those who do not understand their nature or see them as a monster due to their nature. Laws and regulations may also not be able to protect them due to their questionable status of Personhood.
Quirk - Hue Mann: Constructs who were never human to begin with often have trouble fitting in with normal people, being very obviously odd and having no experience with human mannerisms or emotions.
Weakness: Constructs often come with a weakness of some form. Robots and androids often can be disabled by electricity or magnetism, elementals can be harmed by opposing elements, and others may face things like enforced subservience or intentionally built in limitations.

Languages
English, Binary

Defense
Dodge 10, Parry 10, Fortitude 10, Toughness 10, Will 10

Power Points
Abilities 36 + Powers 39 + Advantages 4 + Skills 13 (26 ranks) + Defenses 28 = 120

Notes:
The archetypal Construct, a new and improved take on the pre-made character provided by the free source book.
Notable examples in fiction: Alita from Battle Angel Alita, Aegis from Persona 3, Penny Polendina from RWBY.

The Construct is one of the more hard to nail down hero archetypes due to the fact it's nature as a construct is often paired with one or more other hero types where for many their status as a Construct is just a sub-class of their primary archetype. The construct is the "Inhuman" hero, not simply bestial or mutated but rather different in nature. Living dolls, sapient robots, animated statues, undead abominations, these are the sorts of things that Construct heroes are. Because of the sheer variety of flavors the Construct can come in it has one of the largest pool of options to choose from for powers and abilities. This is it's greatest strength, a construct can be just about anything and can mimic any other hero archetype but unfortunately they also come with some rather heavy complications.

The Construct built here is primarily assumed to be a robot, though many of it's options can be easily tweaked to fit other types with some altered descriptors and names. Internal weapons can be elemental attacks or entering cyberspace can be psychically enter minds as an example. They are a balanced defensively and offensively by default are given a melee focus with a secondary, weaker, ranged attack to fall back on. It's default Alternate effects synergize with the main effect on the opposite array. Because of these strong foundations the Construct is free to use it's free points to customize freely.

Customization:
With 30 free points the Construct has a lot of room to customize and has been given many modular pieces to choose from freely. Alternately they can also imitate other archetypes by spending their points, even trading some of their default powers, to purchase powers and skills from other templates. Some thought should be placed into the options to pick or the powers to borrow, requiring a bit more care than other archetypes to properly craft the Construct.

A few options that were not added in for reasons are: Trading Inhuman Body, Fort ranks, and taking Absents stamina in order to afford Immunity to Stamina protection. This was theorized but ultimately not included as the option is rather unfriendly to newbies due to the build's inability to use several important mechanics such as recovery and extra effort as well as how wonky the immunity coverage is compared it's supposed to do. The points still line up for those who wish to go that route but it's not recommended.

There are various minor aspects that can be added to the build depending on the type of robot. Ridiculously human robots may have subtle modifiers on their powers to show their maintaining appearances even in the midst of battle. More inhuman constructs may have Noticeable on their powers as it appears very clearly what they do such as having metal skin or replacing a limb entirely with a weapon.

While by default the Construct does come with both a melee and a ranged attack option it's possible to just ignore one or the other and focus on the remaining one to gain an additional 8-16 points. Both can also be given up to free up even more points towards a specialty such as copying another build. The Blaster Rifle option is a good fall back for a decently ranged option and AEs off it can be similarly increased in power (up to 14 pp's worth each) as long as they are also an easily removed device. If Inhuman Power is not taken the character only reach PL 8 equivalents of damage on their offense abilities with the effect being too unlikely to do much against other PL 10 foes. Inhuman power can be traded for just a stronger Internal Weapon which increases the pool of points available for it's AEs to 16pp (up to 28pp if easily removed devices are used instead). If the Melee route is taken the Inhuman Power effect can simply be added straight to abilities, with AEs based off the strength-based based damage portion. It's a trick that isn't very well known to those new to the game but it is possible to create Alternate Effects based on ranks of strength without losing the strength itself however the PP allowed to these AEs is equivalent to just ranks of strength rather than full strength ranks. This basically means that while in the middle of a grab, rather than doing damage the player could instead do an affliction without releasing the grab itself being broken due to having it's DC to escape diminished. If the player wishes to use Strength based AE's it would be best to do either grab based afflictions or to do damaging effects with an equal number of modifiers and flaws to balance the price.

How to use:
Due to the level of customization available for it the Construct's handly can vary wildly between users of this template. The core powers however are somewhat basic. The Construct is balanced on it's defenses and resistances, however it's powers offer it a greater deal of resilience as it's immunities cover a large spectrum of effects that would target it's resistance saves. It has both melee and ranged options, though is notably more effective in melee but by default lacks the mobility to easily gain or maintain it. They have strong physical capabilities but lack luster social and intelligence based ones.

Build Notes:
The Construct, as built in the core books is rather terrible. A bland build put together with little care, it had very little going for it and was very beginner unfriendly with it's lack of stamina and Fort Immunity. It's stats fell into the standard for the archetypes, being a hyper strong melee fighter with a tacked on ranged attack and no arrays. It ended up being easier just dumping the entire thing and rebuilding the concept from scratch. A thanks to members at the Atomic Think Tank site as their archetype rebuilding thread gave a lot of ideas for how to make this, especially Nunya B who's own build was the origin of many of the modular options.
Last edited by squirrelly-sama on Tue May 21, 2019 3:59 pm, edited 1 time in total.
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Re: WAIFU WARZ - RE:ARCHETYPE - THE CONSTRUCT IS FULLY OPERATIONAL

Post by Woodclaw »

These are some really nice archetypes and I have to agree the ones in the core rules are pretty lackluster.
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Re: WAIFU WARZ - RE:ARCHETYPE - THE Crime Fighter (PL10)

Post by squirrelly-sama »

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"Weak? I guess that's one way of looking at it. But think of it this way, I made a career out of fighting monsters who could squash me like a bug, and take a guess who's still alive and kicking?"

The Crime Fighter - PL 10
Sex: Female
Age: 18
Height: 5'8" | Weight: 120 | Hair: Red | Eyes: Blue
Role: Badass Normal, Skill Monkey, Polymath, The Face

Waifu Stats
Division - Lower Welter Weight
Series - None (Archetype)
Focus - Mixed Range, Support, Harasser, Utility
Waifu Typing - Badass, Girl Next Door, Tomboy.

Strength 2, Stamina 4, Agility 6, Dexterity 2, Fighting 4, Intellect 2, Awareness 4, Presence 2

Advantages
Defensive Roll 4, Improved Initiative, Teamwork, Uncanny Dodge

Skills
Acrobatics 4 (+10), Athletics 4 (+6), Close Combat: Unarmed 6 (+10), Deception 4 (+6), Expertise: Chosen Profession 4 (+6), Insight 4 (+8), Intimidation 4 (+6), Investigation 4 (+6), Perception 4 (+8), Persuasion 4 (+6), Ranged Combat: Chosen Ranged Option 8 (+10), Stealth 4 (+10)

Powers
Select up to 50pp worth of the following options.
Large Modules 10 pp Each, recommended to take 2 with one being either Powerful or Precise.
. . Canny Array
. . . . A Way With Words: Perception Area Affliction 8 (1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 18; Perception Area: DC 18 - Hearing, Insidious; Check Required 2: DC 11 - Persuasion, Deception, or Intimidation, Limited: Single Target)
. . . . Determine Weakness: Affliction 8 (1st degree: Impaired, 2nd degree: Disabled, Resisted by: Will, DC 18; Increased Range 2: perception, Insidious, Subtle: subtle; Custom: Resisted by the higher of Will or Deception, Distracting, Limited Degree, Quirk: Weakness must be communicated to allies for them to benefit.)
. . . . Quick Quips: Perception Area Weaken 8 (Affects: Awareness, Resisted by: Will, DC 18; Perception Area: DC 18 - Hearing; Limited: Single Target)
. . Good Support Array
. . . . Fied Medic: Healing 5 (Restorative; Check Required 2: DC 11 - Treatment, Limited: Others)
. . . . Recon Drones: Remote Sensing 4 (Affects: 2 Types, inc. Visual - Visual and Audio, Range: 500 feet; Concentration)
. . . . Tactical Support: Luck Control 1 (Bestow Luck, Advantages: Luck 5)
. . Polymath: Enhanced Trait 10 (Traits: Sleight of Hand +4 (+6), Technology +4 (+6), Treatment +4 (+6), Vehicles +4 (+6), Advantages: Beginner's Luck, Second Chance: Beginner's Luck)
. . Powerful: Enhanced Trait 12 (Traits: Strength +4 (+6), Toughness +4 (+12); Quirk 2: Reduce 2PP worth of skills., Notes: Incompatible with Precise.)
. . Precise: Enhanced Trait 10 (Traits: Close or Ranged Combat +4 (+14), Dodge +4 (+12), Parry +4 (+12), Notes: Incompatible with Powerful)
. . Ruthless Array
. . . . Fighting Dirty: Weaken 8 (Affects: Toughness, Resisted by: Will, DC 18, Notes: Linked to unarmed attack)
. . . . Interrogation: Cumulative Effortless Mind Reading 8 (DC 18; Contagious, Cumulative, Effortless; Custom: Sense-Dependent: Hearing, Reduced Range 2: close, Resistible: Toughness)
. . . . Sucker Punch: Cumulative Affliction 8 (1st degree: Vulnerable, 2nd degree: Defenseless, Resisted by: Will, DC 18; Cumulative, Subtle: subtle; Check Required: DC 10 - Deception, Limited Degree, Notes: linked to unarmed attack)
. . Shinobi Array
. . . . Genjutsu: Illusion 3 (Affects: Three Sense Types - Sight and Sound, Area: 8 cft., DC 13; Quirk: Damaging illusion will break it.)
. . . . Henge: Morph 2 (+20 Deception checks to disguise; Narrow group; Limited: Will Dispell if Struck)
. . . . Nin Nin: Concealment 8 (All Aural Senses, All Olfactory Senses, All Visual Senses; Passive)
. . Smart: Enhanced Trait 10 (Traits: Intellect +4 (+6), Advantages: Eidetic Memory, Inventor)
Small Modules 5pp Each. Recommended to take at least 2 with one being either Ranged Attacker or Martial Arts.
. . Charming: Enhanced Trait 5 (Traits: Deception -2 (+4), Intimidation -2 (+4), Persuasion +6 (+12), Advantages: Attractive 2, Fascinate (Persuasion), Leadership)
. . Defensive Fighter: Enhanced Trait 5 (Advantages: Defensive Attack, Improved Defense, Improved Disarm, Improved Trip, Weapon Bind)
. . Enduring: Regeneration 2 (Every 5 rounds, Advantages: Diehard, Great Endurance, Ultimate Effort: Chosen Resistance)
. . Gumshoe: Enhanced Trait 5 (Traits: Investigation +4 (+10), Advantages: Connected, Second Chance: Collect Evidence, Well-informed)
. . Martial Arts: Enhanced Trait 5 (Advantages: Improvised Weapon 5)
. . Mobile
. . . . Movement: Movement 1 (Extra Ranks 1, Notes: Pick one Movement power or 2 ranks of leaping.)
. . . . Quick Footed: Speed 3 (Speed: 16 miles/hour, 250 feet/round)
. . Offensive Fighter: Enhanced Trait 5 (Advantages: All-out Attack, Improved Smash, Power Attack, Seize Initiative, Weapon Break)
. . Ranged Attacker: Enhanced Trait 5 (Advantages: Improved Critical, Throwing Mastery 4)
. . Scary: Enhanced Trait 5 (Traits: Deception -2 (+4), Intimidation +6 (+12), Persuasion -2 (+4), Advantages: Daze (Intimidation), Fascinate (Intimidation), Fearless, Startle)
. . Specialized: Enhanced Trait 5 (Traits: Expertise +6 (+12), Advantages: Advantage that fits Skill, Skill Mastery, Notes: Skill Mastery may be substituted for Ultimate Effort)
. . Tricky: Enhanced Trait 5 (Traits: Deception +6 (+12), Intimidation -2 (+4), Persuasion -2 (+4), Advantages: Daze (Deception), Fascinate (Deception), Set-up, Taunt)
. . Utility Belt: Enhanced Trait 6 (Removable, Advantages: Equipment 5, Quick Draw)
Offense
Initiative +10
A Way With Words: Perception Area Affliction 8 (DC Will 18)
Determine Weakness: Affliction 8 (DC Will 18)
Fighting Dirty: Weaken 8, +10 (DC Will 18)
Grab, +4 (DC Spec 12)
Interrogation: Cumulative Effortless Mind Reading 8, +10 (DC Tou/Will )
Quick Quips: Perception Area Weaken 8 (DC Will 18)
Sucker Punch: Cumulative Affliction 8, +10 (DC Will 18)
Throw, +10 (DC 17)
Unarmed, +10 (DC 17)

Complications
Identity: The Crime Fighter is the hero most likely to have a secret identity and more guarded with it. Even teammates are unlikely to be told who they are if not absolutely necessary.
Motivation: Justice/Responsibility/Doing Good: The Crime Fighter is dedicated to a cause they see as bigger than themselves, something they must do. Be it a need to take down the scum of the streets, a feeling of responsibility to protect others, or a high moral compass compelling them to do good because if not them then how?
Prejudice - Just a Man: More often then not the Crime Fighter is simple human with no powers nor special abilities and just using skill and determination to try and stand beside and against gaints. Villains look down on them, allies may not consider them useful or in too much risk, or the Crime Fighter themselves may just feel compelled to prove they have what it takes.

Languages
English

Defense
Dodge 8, Parry 8, Fortitude 8, Toughness 8/4, Will 8

Power Points
Abilities 52 + Powers 0 + Advantages 7 + Skills 27 (54 ranks) + Defenses 14 = 100 out of 150pp.

Notes:
The Crime Fighter archetype, a new and improved take on the pre-made character provided by the free source book.
Examples in fiction: Batman and the Bat-family from DC comics, Spiderman from Marvel, Aizawa Shota (Eraser Head) from My Hero Academia, Zombie Man from One Punch Man

The Crime Fighter is a nebulous hero concept and can fit just about any hero if taken literally. However the more common interpretation is of a weak but skilled hero who often has many useful skills to assist in their hero work that more combat focused heroes would lack. They tend to have very weak non-combative powers, or more often none at all, and fight through a mix of guile, skill, and perseverance. They are underdogs, a hero lacking the advantage of powerful abilities or tools to use and make up for this through hard work and clever use of what little they do have. Crime Fighters are characterized by an accuracy and defense focus as well as their various utility options, often times because of their lack of stopping power they function best as support in a team. They know their limits, and how comparatively weak they are, but have unshakable confidence in their hard earned abilities which may lead to them biting off more than they can chew when encountering an unknown. Because of the scope that the archetype covers their skills, powers, and other traits can vary wildly, from powerless gun toting vigilantes to an stage magician using trickery to fake magic to a shadow based teleporter to a normal man who simply won't stay dead.

For the purposes of this build the Crime Fighter is assumed to be unpowered, with no powers or abilities that wouldn't come from normal training or natural talent. They are a character that works best in a team, being able to contribute through team attacks and general non-combat utility that most other builds are entirely lacking in. They have a wide array of talents and abilities available to them to personalize them, though they do not cover anywhere the full breadth of possible ways to create a Crime Fighter.

Customization
Even more than the Construct the Crime Fighter has a large number of options to choose from and a greater available pool of points to buy them with. The default build only reaches PL 8 on defense and lacks any offensive ability of worth so the first priority should be towards compensating for this weakness but it is required. A more support type build could function viably without increasing defenses and focusing on assisting allies or avoiding combat entirely. Likewise low PL caps could be compensated for with the use of afflictions and weakens which are in abundance among the optional modules. However for beginners it would be best to reach the defensive caps before attempting more advanced play.

The recommended layout to pick is 3 Large Modules and 4 Small Modules. Those the more advanced players wishing to experiment the modules can be skipped in favor of purchasing powers. In the case of empowering the Crime Fighter lower cost and utility abilities work best. Weak or non-damaging attacks, area control, and mobility enhancing powers fit the concept the best and synergize well with the build. 20pp is the recommended budget for super powers.

A PL 8 version of the build can be made by simply only taking 20pp worth of modules except Powerful or Precise in conjunction with one of the attack boosting options.

How to Play
The Crime Fighter is a utility focused build who finds it's best play outside of direct fights but is capable enough to hold their own if it comes to that. They are team players, assisting in team checks, handling all the problems that can be solved by just punching it in the face, and either harassing opponents or backing up their teammates. When it comes to fight they should try and ensure they set up things to give them the biggest advantage, however they are knowledgeable enough to remember their goals and prioritize them making winning a direct confrontation more a bonus than a mission requirement. If a fight is required than it is best to stall, waiting for an opening to deal a precise finishing blow, for back up to arrive, or just for their trickery to bear fruit and finally wear down their opponent.

Outside of a fight the Crime Fighter also sees a lot of play, investigating crimes, dealing with traps, Gathering information, or talking to important players in the setting. Depending on the modules chosen they may have more or less options to choose from but there are few times where a Crime Fighter would have nothing to do in a scene.

Build Notes:
One of, if not, the worst vanilla Archetypes. While the Construct may have been as boring as white bread and as beginner friendly as a FromSoft game it was at least viable. The Crime Fighter was so poorly designed that I would say it's debatable if it would be better to just have the newbie that's supposed to use it just build their own version from scratch. The points are spread so thinly that I'm surprised the page didn't rip in half and as a result the character is effectively crippled. Not helping was poor investment choices only mismanaging the limited point pool even further. High investment in pointless or useless abilities, a number of skills being given way too many ranks for what is reasonable to use them effectively especially with a lack of advantage support. The equipment was, well equipment, but also had such laughably low DCs that they're more likely to stop the villain by asking nicely than by using anything in their tool belt, it's so ineffective that low level goons can regularly pass the check to resist it. The options to modify the character were rather shallow choices to pick from, one just tells you to build a device while tricking the newbie into getting rid of their costume and thus dropping their defenses bellow caps in addition to the optional advantages they desperately need. Another just tells them to swap out for a melee weapon on their utility belt. The last tells them to drop their optional advantages for a Vehicle, once again tricking a new player into essentially crippling themselves further for something they probably don't fully understand how to use. Rebuilding the archetype has made me almost start to become suspicious that it must have been maliciously designed to function so poorly at it's one job.

I can see what they were going for with the original build. They wanted to make Batman, and only Batman, and forgot the limitations of the system hates people trying to build Batman and ran afoul of so many of the worst mechanics of the system. Overpricing due to defense shifting, overpricing accuracy due to wanting to be able to use different attack types, over pricing accuracy again because you want to also have ranged options just in case, over pricing because Presence and Dex are terrible abilities but you need them to fit the theme. It's little wonder that nothing could be accomplished with how the build was concept taxed into destitution, add on top of that the inefficient spending...

Rebuilding this amounted, once again, to tearing the whole build apart and trying to reworking not just from the bottom but all the way down to the concept. The original version had such a narrow focus, it was always meant to be Batman and no one else. Similar to how the Battle Suit was held back and harmed by it's attempt to make the archetype too much like Rich, Playboy, Genius Tony Stark the Crime Fighter could not possibly be made into a character other than a poor man's Batman. So, in order to fix that I had to figure out what exactly defines the Crime Fighter Archetype, what makes them different from other heroes who also happen to stop criminals. This was... actually rather difficult as Crime Fighter isn't really a narrow category for heroes. What is a crime fighter? Is it just a hero without powers? If so what about gadgeteers or battle suit pilots would they fit? Wouldn't that exclude heroes like Canary who just have a single gimic for a power but are othewise badass normal?

After that came the actual building, I gave the character some decent Ability scores to work with as well as a number of skills only leaving out the more niche options to be used in Modules. |'d initially planned to include them by default but decided to cut them out to give more room for options and saving 10pp by turning the cut portion into the Polymath module. One of the biggest hurdles of making the base was trying to figure out what was core the the vague concept I was working with as well as balancing it out to level things off to make building on top of it easier. The advantages I went with were Defensive Roll over a costume to simply things so there werne't 3 or more sources of protection, Improved Initiative as the Crime Fighter should have some quick reflexes, Teamwork to give them a useful functional purpose even with just the default options, and Uncanny Dodge which seemed like a neccesity.

The modules were both the most difficult and the most fun part of making this build. Coming up with so many unique options and creative designs. Getting them all to fit and preventing redundancies was a headache but well worth it. The Arrays were my favorite ones, giving the most freedom to work. I decided to try and be unique with them, going with non-standard sorts of powers as you rarely see skill based powers and especially not social and charisma based powers.

the end result is what I feel is a very customizable character, but one that's still simple enough to grasp for a Newbie to be able to make use of.
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Re: WAIFU WARZ - RE:ARCHETYPE - THE CRIME FIGHTER STAKES OUT THE COMPETITION

Post by catsi563 »

the crime fighter to me suffered from one of the few bad ideas in 3rd ed which namely was the nerfing of skill monkeys. for some reason they thought that making skills more expensive would make the game less crunchy or something im not sure what the idea was frankly. But in the end the Batmans of the world got hit harder for it
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Re: WAIFU WARZ - RE:ARCHETYPE - THE CRIME FIGHTER STAKES OUT THE COMPETITION

Post by Woodclaw »

Aside from all of the above problems (which sums up many of my personal issues with 3e archetypes), I think that the crime-fighter suffers from an attempt to compress way too many ideas in a small space, becoming, basically, a one-size-fits-none container for all characters outside of the other archetypes.
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WAIFU WARZ - RE:ARCHETYPE - The Energy Controller (PL10)

Post by squirrelly-sama »

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"I am much more than just a magician. I assure you. When a magician waves their hands they can make a man disappear. When I wave my hands I can do the same thing to a city block."

The Energy Controller - PL 10

Strength 0, Stamina 3, Agility 4, Dexterity 2, Fighting 2, Intellect 2, Awareness 4, Presence 2

Advantages
Defensive Roll 3, Improved Critical: Energy Control, Takedown 2

Skills
Insight 2 (+6), Perception 2 (+6), Ranged Combat: Energy Manipulation 8 (+10)

Powers
Combat Style(Pick two) 10pp
  • Aggressive: Enhanced Trait 5 (Advantages: All-out Attack, Extraordinary Effort, Improved Initiative, Improved Smash, Power Attack)
  • Defensive: Enhanced Trait 5 (Advantages: Defensive Attack, Evasion, Improved Defense, Ultimate Effort: Toughness, Uncanny Dodge)
  • Mobile: Enhanced Trait 5 (Advantages: Agile Feint, Evasion, Improved Initiative 2, Move-by Action)
  • Precise: Enhanced Trait 5 (Advantages: Accurate Attack, Improved Disarm, Improved Trip, Precise Attack (Ranged, Cover), Teamwork)
Energy Control Array 24pp
. . Energy Blasts: Damage 10 (DC 25; Increased Range: ranged)
. . Energy Creation: Create 10 (Volume: 1000 cft., DC 20)
. . Energy Dissipation: Nullify 10 (Counters: Own Energy Descriptor, DC 20; Increased Duration: concentration)
. . Energy Manipulation: Move Object 10 (25 tons, DC 25; Damaging; Source: Pre-Existing Sources of Energy Descriptor)
. . Refresh Energy: Healing 10 (Action: move, Restorative; Limited: Self, Tiring)
Alternate Array Options wrote: Options chosen from here replace alternate effects in Energy Control Array
. . Energy Absorption: Regeneration 10 (Every 1 round; Increased Duration: continuous, Persistent; Source: Own Energy Descriptor)
. . Energy Bomb: Burst Area Damage 10 (DC 25; Burst Area: 30 feet radius sphere, DC 20, Increased Range: ranged; Distracting)
. . Energy Burst: Burst Area Damage 10 (DC 25; Burst Area: 30 feet radius sphere, DC 20)
. . Energy Construct: Summon 10 (Active, Controlled; Concentration, Distracting)
. . Energy Corona: Damage 10 (DC 25; Reaction 3: reaction; Distracting, Limited: Requires a Standard Action each Turn to Maintain)
. . Energy Deflection: Burst Area Deflect 10 (Burst Area: 30 feet radius sphere, DC 20)
. . Energy Projections: Illusion 10 (Affects: Three Sense Types - Sight and Sound, Area: 1000 cft., DC 20; Custom: Either Will Resisted or Source: Energy Descriptor)
. . Energy Transmutation: Transform 10 (Affects: 1 Thing > 1 Thing - Own Energy Descriptor into another form or Vice Versa, Transforms: 800 lbs., DC 20)
. . Focused Energy Burst: Cone Area Damage 10 (DC 25; Cone Area: 60 feet cone, DC 20)
. . Focused Energy: Variable 2 (Action 2: free, Affects Others, Notes: Improves abilities and powers fitting the correct descriptors.)
Energy Shield: Protection 4 (+4 Toughness; Activation: move action) 3pp

Mobility Module: Pick One 10PP
  • Energy Gateway: Teleport 5 (900 feet in a move action, carrying 50 lbs.; Custom: Either Accurate, Extended, or Affects Others.; Medium: Own Energy Descriptor)
  • Energy Port: Teleport 5 (900 feet in a move action, carrying 50 lbs.)
  • Flight: Flight 5 (Speed: 60 miles/hour, 900 feet/round)
  • Ground Based
    . . Pick Any Two Options: Movement 2 (Extra Ranks 2)
    . . Speed: Speed 5 (Speed: 60 miles/hour, 900 feet/round)
    . . . . Leaping: Leaping 5 (Alternate; Leap 250 feet at 60 miles/hour)
  • Platform Flight: Flight 5 (Speed: 60 miles/hour, 900 feet/round; Affects Others; Platform)
Optional - Pick Two. wrote:Major Modules - 10pp Each
. . Area Control
. . . . Environment: Environment 3 (Other: Chosen Enviroment 2, Radius: 120 feet; Selective; Activation 2: standard action)
. . . . Movement: Movement 1 (Environmental Adaptation: Chosen Environment, Advantages: Favored Environment: Choosen Environment)
. . Energy Form: Insubstantial 2 (Gaseous)
. . Energy Reincarnation: Immortality 5 (Return after 1 day)
. . Iron Will: Immunity 20 (Very Common Descriptor: Mental Effects; Limited - Half Effect)
. . Living Energy: Immunity 10 (Life Support)
. . Martial Arts (Notes: In one or more of the Energy Control Array effects Reduce the range to close range and add another Extra such as Increased Duration, Multi-Attack, or Penetrating)
. . . . Unarmed Attack: Enhanced Trait 4 (Traits: Close Combat: Unarmed +8 (+10))
. . . . Unarmed Strike: Strength-based Damage 6 (DC 21)
. . Powerful Caster (Notes: Purchase a ranked Extra modifier to add to an affect in the array worth up to an extra 10PP or remove up to 10pp worth of Flaw Modifiers.)
. . Scry: Remote Sensing 5 (Affects: Visual Senses, Range: 900 feet)
. . Sorcery: Enhanced Trait 10 (Traits: Expertise: Magic +12 (+14), Intellect +1 (+3), Advantages: Artificer, Ritualist)
. . Untouchable: Impervious Toughness 10
Optional - Pick Two wrote:Minor Modules - 5pp Each
. . Communion with The Spirits: Comprehend 2 (Spirits - Communicate, Spirits - Medium; Innate)
. . Cultured: Enhanced Trait 5 (Traits: Intellect +2 (+4), Advantages: Eidetic Memory)
. . Energy Awareness: Senses 5 (Acute: Detect, Analytical: Detect, Awareness: Chosen Energy Descriptor, Detect: Chosen Energy Descriptor 2: ranged)
. . Energy Deflection: Immunity 10 (Common Descriptor: Own Energy Descriptor; Sustained; Limited: Must succeed the Defense check a second time)
. . Energy Mastery: Feature 5 (Notes: Spend 4 PP on flat extras for powers or features and spend 1 PP on one more Alternate Effect.)
. . Energy Resistance: Immunity 10 (Common Descriptor: Own Energy Descriptor; Limited - Half Effect)
. . Familiar: Senses 1 (Communication Link: Either Mental or Visual, Advantages: Sidekick 4)
Familiar: Pixie wrote: Image

Pixie - PL 10

Strength -5, Stamina -2, Agility 0, Dexterity -2, Fighting 0, Intellect -2, Awareness -2, Presence -2

Advantages
Evasion 2, Hide in Plain Sight

Skills
Deception 7 (+5), Perception 4 (+2), Persuasion 7 (+5)

Powers
Flight: Flight 1 (Speed: 4 miles/hour, 60 feet/round; Subtle: subtle; Wings)
Pick One wrote: . . Clever: Enhanced Trait 5 (Traits: Insight +7 (+5), Perception +3 (+5))
. . Glamour: Concealment 5 (Sense - Hearing, Sense - Sight, Sense - Smell, Sense - Taste; Passive)
. . Helpful: Quickness 4 (Perform routine tasks in -4 time ranks; Innate)
. . Immortal: Immortality 2 (Return after 1 week; Innate)
. . Magical: Move Object 1 (100 lbs.; Increased Range: perception, Precise, Subtle: subtle)
. . One with nature: Comprehend 2 (Animals - Speak To, Animals - Understand, Advantages: Favored Foe: Animals)
. . Trixie: Illusion 2 (Affects: Three Sense Types - Visual and Audio, Area: 4 cft., DC 12; Subtle: subtle; Distracting)
Senses: Senses 1 (Communication Link: Mental)
Shrinking: Shrinking 12 (-3 STR, -6 Intimidate, +12 Stealth, +6 active defenses, -3 size ranks, -1 speed ranks)

Offense
Initiative +0
Grab, +0 (DC Spec 5)
Magical: Move Object 1 (DC 11)
Throw, -2 (DC 10)
Unarmed, +0 (DC 10)

Complications
Disability - Communication: Pixie has a hard time communicating with humans and often has to go through charades to convey information or occasionally misunderstands certain human phrases or customs.
Quirk - Brat: Pixie has the personality of a small child and is rather smug. She is often lazy, easily distracted, and petty.
Relationship - The Master: Pixie is the familiar of the Energy Controller and does her best to make them happy. She cares deeply for her master and will react badly if she thinks he's in danger.
Responsibility - Familiar: Familiars are in expected to serve their mage partner to the best of their ability and follow any direct orders. Unruly familiars are often dismissed and replaced with more obedient ones while more troublesome ones are punished.

Languages
Pix

Defense
Dodge 6, Parry 6, Fortitude -2, Toughness -2, Will -2

Power Points
Abilities -24 + Powers 27 + Advantages 3 + Skills 9 (18 ranks) + Defenses 0 = 15
Offense
Initiative +4
Energy Blasts: Damage 10, +10 (DC 25)
Energy Bomb: Burst Area Damage 10 (DC 25)
Energy Burst: Burst Area Damage 10 (DC 25)
Energy Corona: Damage 10, +2 (DC 25)
Energy Dissipation: Nullify 10, +10 (DC Will 20)
Energy Manipulation: Move Object 10, +10 (DC 25)
Energy Transmutation: Transform 10, +2 (DC Dog 20)
Focused Energy Burst: Cone Area Damage 10 (DC 25)
Grab, +2 (DC Spec 10)
Throw, +2 (DC 15)
Unarmed, +2 (DC 15)
Unarmed Strike: Strength-based Damage 6, +10 (DC 21)


Complications
Power Loss: Some times the abilities of the Energy Controler is derived from an outside source. Maybe a device, maybe some sort of divine blessing, in whatever case there are conditions that can be met to render the Energy Controller entirely powerless.
Weakness - Close Combat: The energy controller is often more used to working at range and many of their attacks may be too destructive to be usable at short range without risking catching themselves in the blast. A villain closing the distance can leave them at a disadvantage and surprise them.
Weakness - Opposing Element: The Energy Controller's powers are often easily nullified by descriptors of the opposite type. They may even suffer additional damage or effects from being in contact with it.

Languages
English

Defense
Dodge 10, Parry 10, Fortitude 6, Toughness 10/7, Will 10

Power Points
Abilities 38 + Powers 27 + Advantages 6 + Skills 6 (12 ranks) + Defenses 23 = 120 Out of 150pp

Note:
The Energy Controller archetype, a new and improved take on the pre-made character provided by the free source book.
Notable examples in fiction: Legend from Worm (Web Novel), Patchouli Knowledge from Touhou, Azula from Avatar: The Last Airbender, and Elsa from Frozen.

The Energy Controller is a powerful hero, able to leverage a lot of force but also able to exercise an impressive degree of finesse. They typically appear as powerful entities, capable of flying high and laying waste to everything bellow in a rain of destruction, those that are grounded are no less dangerous having their mobility options. They could be considered like Artillery units, capable of dealing a lot of damage from a distance but without the vulnerability that more static artillery pieces would have. Elementals, telekinetics, and more combat oriented mages belong to this archetype. The energy controller need not have precise, or even much control over the element they use even just being able to conjure and attack with it is enough.

Energy Controllers vary widely in personality and outlook, but they usually are depicted as rather intelligent and in control. Their mental skill either a result, or perhaps, origin, of their incredible power.

Customization:
A build with many options open to it, but much more structured than the previous ones to narrow down the options. There's a couple required choice options to take, a combat focus and a a mobility power. Each one will change how combat is approached and the Energy Controller's place in combat from support, to front liner, to power house.

The first thing to decide on when making an Energy Controller is the type of energy that is used. It can be things like Fire, Light, Electricity for more easily recognized types but could also cover things like Earth or Water Manipulation, Magic and Psionic blasts, or Magnetism. If it's inanimate and you can control or conjure it it probably counts. Certain descriptors open up and close off different types of options so it's important to choose carefully; A Fire Controller is unlikely to be able to make physical constructs but an Earth Controller may have a hard time having to fight while separated from their element. If the minor module Elemental Mastery is chosen some of the points may be spent on Variable Descriptor, opening up further options.

The Array has a bevy of options available, with the majority being offensive in nature. While capable of support skills the Energy Controller is primarily a hero who sees a lot of combat and finds it's most use contributing to a fight. They are combatants first, supporter second. However more clever ones may have different ways of leveraging their abilities, and some types of Energy Controllers could have access to a wider pool of options like a Sorcerer for example. Still, it is recommended that even for those with a more heavy combat leaning to have at least 1 utility or defensive power in their Array that they can make use of with some regularity.

The Major and Minor modules are optional, if recommended, and help in giving more flavor to the hero to determine what type of Energy Controller they could be. A Sorcerer could, for example, make use of the Sorcery and Familiar modules while an Esper could have Iron Will and Energy Awareness or an Elemental could have Living Energy, Energy Form, and Energy Reincarnation. There's an ability to mix and match to fit the character, but the user could also simply take the points and invest them elsewhere. The character is built to be able to function very well even without these options and so it's a good build for Newbies looking to experiment without worrying about harming the viability of their build.

How to Play
The Energy Controller is a combat based build. While they may have some utility powers they are often just the means to better leveraging their more offensive abilities. Their powers are often fairly straightforward and simple to understand or implement with high enough DCs to be fairly effective against most foes. They usually come in, fly above the battle ground, and fire away. Against foes that are land bound and lacking ranged options they are supremely effective, With Take Down 2 to show their their skill in dealing with large crowds of minions.

More often then not an Energy Controller will have to face villains that are more designed to counter them than more general types. Often this is in the form of other Energy Controllers or tougher more damaging heroes who can match their mobility. Paragons are often the best check to an Energy Controller, able better soak up and dish out damage, and with the Energy Controller's Close Combat Weakness they suffer from a lack of attack options to counter them or may even be made vulnerable by it.

Build Notes:
The original Energy Controller was more middle of the pack when it came to the Archetypes. It had some big issues but it was functional and not too hard for new players to understand and build. It's major issues were rather easy to fix, cutting energy Aura, fixing the parry issue, making the Energy Immunity the right rank to cover most energy types. All in all nothing big and I could have left it at that but I wanted to go the extra mile and redesign it into something more sleek and with good options to choose from for better customization. Which is really a theme with this series of remakes.

Unlike the ones before it I didn't have to tear down this build entirely to make it work. It had an okay base concept (that I further expanded on) and a straightforward and viable build once the points were freed up to patch the holes. I did do a little retooling on the basics, the skills were restructured since they seemed a bit too specific to fit most types of builds characters may want, the same with the advantages. Like, he can fly why does he need such a high acrobatics score? Why does he have taunt, how does that fit the concept unless you're going as the smug asshole villain type? The low Int and Awe scores bothered me, and both Fighting and Dex Seemed too high. A bit of tweaking and everything was shifted around to where I felt it worked best.

Starting with the core abilities I made sure the saves would be potentially balanced for whatever powers are built to end up going on top of them. So Dex and Fight were equalized in the event an adventurous player wanted to swap out ranged options for a more melee focused character, like a Bender in Avatar. I shored up the defense outside his powers so the hero wouldn't be completely screwed if their powers somehow failed them. The advantages were changed to something more useful and fitting to all possible builds using the archetype. I considered going with 4 stamina and just 2 Defensive Roll but that seemed a bit high so I split them evenly.

With the required power options I started to really change things about. I got rid of Quick Change as it always seemed too useless and stupid to me, something that should be a staple of the genre rather than something requiring a feature to use. So I changed it to a flaw, now in order to power up to full defense they need to spend a move action to put on their "costume". I added the removed advantages, and then some, back in as Combat Styles and split them between the categories so the hero could have a focus. I also dropped the Flight ranks and added options for different types of movement for different kinds of energy controllers. Teleportation, speed, flight, and limited but more group oriented versions as well.

The optional modules, like always, were my favorite part to design. There's so many ways to build damaging effects, and so many options that could be available to an energy controller just based on the type of energy they use. Since the build could technically be played as is without much issue I made these modules more superfluous, fluff over substance in a few cases. In general the "hero" I had in my head when making most of them were Psionics and mages, users of more generic types of Energy but capable of doing weird effects.

I'd like to say that my favorite part of the build for me to make was Pixie. She was a late edition, and may not even fully fit the concept except as maybe the assistant to a mage type, but at some point in making her I decided that she needed to stay. Who doesn't want a cute little pixie side kick/lackey to do all their menial chores?
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