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

Where in all of your character write ups will go.
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squirrelly-sama
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Re: WAIFU WARZ - Now With More Harem Comedy Tropes

Post by squirrelly-sama »

Coming up: Angsty Mecha Pilot with customizable extras
Interchangable Mecha (with KUNG FU GRIP!)
And custom pilot extra such as; Soldier, Middle Schooler, and D.va!
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Re: WAIFU WARZ - Anime Templates - The (Angsty) Mecha Pilot (PL7)

Post by squirrelly-sama »

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"Attunement holding at 80%; Preparing Crash Gate; Launch!"

Angsty Mecha Pilot - PL 7

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

Advantages
Attractive, Connected, Defensive Roll 2, Great Endurance, Improved Initiative, Move-by Action, Quick Draw, Uncanny Dodge

Skills
Acrobatics 2 (+4), Athletics 2 (+2), Insight 2 (+4), Perception 2 (+4), Ranged Combat: Firearms 6 (+8), Stealth 2 (+4)

Powers
Call Mecha: Summon 7 (Heroic, Sacrifice; Feedback, Permanent, Self-Powered)
Flight Suit: Protection 2 (Removable, +2 Toughness, Advantages: Great Endurance; Feature: Com Link)
Laser Pistol: Damage 4 (Easily Removable, DC 19; Accurate: +2, Increased Range: ranged)
Mecha Attunement: Feature 1

Mecha Pilot Types:
Diva 20pp
. . Enhanced Trait: Enhanced Trait 20 (Traits: Acrobatics +2 (+6), Attractive +1 (+2), Presence +2 (+2), Expertise (PRE) (Performance) +6 (+6), Persuasion +6 (+6), Advantages: Beautiful Voice, Benefit, Status: Idol, Charming: Use Expertise: Performance to Feint, Fascinate (Persuasion), Flirt: Use Persuasion to Demoralize, Motivate: Uses Expertise Performance to Aid vs DC 15, Skill Mastery, Ultimate Effort: Interaction Skills)
Middle Schooler 0pp
. . Enhanced Trait: Enhanced Trait -6 (Traits: Strength -2 (-2), Stamina -2 (+0), Dexterity -2 (+0), Presence +2 (+2), Advantages: Benefit, Child-Sized, Untapped Potential)
. . Improved Call Mech +3: Feature 6
Sentai 20pp
. . Enhanced Trait: Enhanced Trait 17 (Traits: Strength +2 (+2), Dodge -1 (+7), Parry -1 (+7), Stamina +1 (+3), Acrobatics +4 (+8), Close Combat (Unarmed) +8 (+10), Advantages: Improved Defense, Improved Disarm, Improved Trip, Leadership, Tactical Maneuvering, Teamwork, Weapon Bind)
. . Kung Fu: Strength-based Damage 2 (DC 17)
. . Leaping: Leaping 1 (Leap 15 feet at 4 miles/hour)
Soldier20pp
. . Enhanced Trait: Enhanced Trait 11 (Traits: Strength +2 (+2), Close Combat (Unarmed) +6 (+8), Expertise (Soldier) +6 (+6), Presence -1 (-1), Dodge -2 (+6), Parry -2 (+6), Stamina +2 (+4), Advantages: Improvised Weapon 3; Custom -5pp: Price Offset (Removal of Plasma Gun))
. . Plasma Buster: Damage 6 (Easily Removable, DC 21; Improved Critical, Increased Range: ranged, Multiattack)
. . . . EMP Grenade: Burst Area Affliction 7 (Alternate; Easily Removable, 1st degree: Impaired, Dazed, 2nd degree: Disabled, Stunned, 3rd degree: Incapacitated, Paralyzed, Resisted by: Fortitude, DC 17; Affects Objects Only, Burst Area: 30 feet radius sphere, DC 17, Extra Condition, Increased Range: ranged; Diminished Range 2, Limited: Electronics)
. . . . Grenade: Burst Area Damage 7 (Alternate; Easily Removable, DC 22; Burst Area: 30 feet radius sphere, DC 17, Increased Range: ranged; Diminished Range 2)
. . . . Stun Bomb: Perception Area Affliction 7 (Alternate; Easily Removable, 1st degree: Dazed, Impaired, 2nd degree: Stunned, Disabled, DC 17; Alternate Resistance (Dodge), Perception Area: DC 17 - Visual, Extra Condition, Increased Range: ranged; Diminished Range 2, Limited Degree)

Offense
Initiative +6
Grab, +2 (DC Spec 10)
Grenade: Burst Area Damage 7 (DC 22)
Laser Pistol: Damage 4, +10 (DC 19)
Throw, +2 (DC 15)
Unarmed, +2 (DC 15)

Complications
Disability - No Social Skills: The Soldier Mecha Pilot does not social very well, either through lack of ability or simply not caring. They often do not put any effort into it and fail simple interaction spectacularly.
Motivation: Recognition: The Diva Mecha Pilot does her best to be famous and show off during a fight.
Phobia - Crippling Anxiety: Some Mecha Pilots tend to be rather traumatized by the experience and become paranoid balls of stress and rage.
Power Loss - Mecha: Often the Mecha Pilot does not own or fully control their Mech, being reliant on support staff assistance. They may also have their mecha access restricted by their whims.
Relationship - Team (Sentai Mecha Pilot): The Sentai Mecha Pilot has a team they lead and look after.
Responsibility - Filler (Sentai): Rarely does the Sentai Mecha Pilot open with their Megamecha, instead they take their time working their way up to it until near the end of the episode before calling on it.
Responsibility - VEIN: The Angsty Mecha Pilot is beholden to a greater organization and must answer to them and their requests.

Languages
Native Language

Defense
Dodge 8, Parry 8, Fortitude 6, Toughness 6/4, Will 6

Power Points
Abilities 20 + Powers 24 + Advantages 8 + Skills 8 (16 ranks) + Defenses 20 = 80

Background: The Angsty Mecha Pilot is a trope dating back nearly 40 years, as ween with 1979's Amuro from Mobile Suit Gundam. They are a teenager or young adult who has been put in charge of defending humanity by a somewhat suspicious organization who protect the world from alien monsters.

They tend to be rather selfish in nature, prioritizing their survival and goals over other things. Often they were not properly trained beforehand, literally falling into position during the middle of a crisis and getting picked up for their potential afterwards. These kids shouldn't be doinging what they're doing, no matter how skilled they are at it, but sadly they're the only ones who can and the consequences of them not doing so are even worse.

Gameplay Notes:
The Mecha Pilot has Mecha Attunement, allowing them to use special abilities and personal skills through their mecha as if it were their own body. Generally this is often just for the use of interaction skills.

About Mecha Anime
Mecha anime is one of the largest and oldest genre of the medium. Even going as far back as the start of modern anime in the 60s there are some examples of mecha though it isn't until 1972 with Mazinger Z by Go Nagai that we get our first true Mecha with a pilot along with the inception of the Super Robot subgenre of Mecha Anime.

Mecha has gone through quite a few periods, from the colorful and bright Super Robot genre first popularized by Go Nagai to slowly turn more serious and dramatic over the next few decades. And with this change the mecha genre slowly become quite a bit darker and more sombre.

It was with Gundam, first airing in 1979, that the next major sub-genre of Mecha was born. Real Robots, were before most super robots where large and nigh unstoppable super tech Gundams introduced the world to the idea of them being common weapons of war no different than something like a Tank. And going into the 80s we see echos of it's influence through out mecha, with war and it's many horrors being given a closer inspection through the lens of giant war machines battling it out.

The 80s took a much darker turn, as the genre which had been so thoroughly codified was now ripe to deconstruct. No longer where these faceless monsters simple beings of chaos, no longer were our heroes unflappable or infallible, and no longer were happy endings guaranteed. We have the Gunbuster OVA making a return to the Super Robot genre showcasing the interpersonal side of piloting and the desperation humanity would face when against a foe capable of universal destruction. Various anime started to get more gritty and bloody, the heroes more vicious. Towards the end of the decade Evangelion airs and we have the ultimate example of Mecha deconstruction, with traumatized child soldiers fighting for reasons they don't understand against eldritch horrors, as every character's flaws and psychological wounds are further roped open by the stress of the situation.

The 90scontinued this trend, though to a lesser degree. It existed filled with a lot of different continuations 80s works, filled with more generic schlock which mostly remembered for singular gimics such as Vandred. Though in the later half it began to form it's own identity, Where the previous decade deconstructed the genre itself Mecha of this time used them as a set pieces in a story about more real world problems addressing societal issues.

The 2000s was the start of Mecha Reconstruction, with over 2 decades tearing down the flaws in the genre it was time to build it back up stronger than ever. While still dark it was probably some of the most hopeful and inspirational times for anime. The tortured heroes learn to trust again, the hopeless situations can be stopped even if through great sacrifice, and the bitter sweet endings become a lot more sweet. Improvements to technology pushes for a lot more action, steadily increasing in quality to a degree where even the most cheaply and terribly produced Mecha anime is still at least capable of pulling off technically interesting combat. Diebuster echoes back to it's previous series, showing in 4 ova a quick microcosm of the history of Mecha and later done even better in Gurren Lagann by the same studio. Rebuild of Evangelion gets released upping the production of the previous series with changes made to the story to update it to the new attitudes of Mecha. And Darling in the Franxx serves as a good and entertaining introduction to themes and tropes of mecha anime for the new millenium to people just entering the Otaku scene.
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squirrelly-sama
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Re: WAIFU WARZ - Anime Templates - The Angry Mecha (PL7)

Post by squirrelly-sama »

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*Angry Mecha Sounds*

Angry Mecha - PL 7

Strength 8, Stamina 8, Agility 0, Dexterity 0, Fighting 0, Intellect -5, Awareness 0, Presence -5

Advantages
All-out Attack, Benefit: Acrobatics Based On Strength, Fascinate (Intimidation), Fast Grab, Fearless, Improved Critical 3: Savage Combat, Improved Grab, Improved Hold, Improved Initiative 2, Improvised Weapon, Move-by Action, Prone Fighting, Ranged Attack 6, Seize Initiative, Startle, Takedown

Skills
Close Combat: Unarmed 6 (+6), Intimidation 13 (+12), Perception 5 (+5)

Powers
Beast Mode
. . Force Field: Create 10 (Volume: 1000 cft., DC 20; Feature: Transparent, Stationary, Tether; Concentration, Reduced Range: close)
. . Roar: Perception Area Affliction 7 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Paralyzed, Resisted by: Will, DC 17; Perception Area: DC 17 - Hearing, Feature: Increadibly Loud; Fades)
. . Unrelenting (Multiattack)
Berserker: Immunity 5 (Emotion Effects)
Closed System: Immunity 10 (Life Support)
Cockpit: Feature 2
Giant Mecha: Growth 8 (+8 STR, +8 STA, +4 Intimidate, -8 Stealth, -4 active defenses, +2 size ranks, +8 mass ranks, +1 spee)
Protection: Protection 2 (+2 Toughness)
Rifle: Damage 6 (Easily Removable, DC 21; Accurate: +2, Improved Critical, Increased Range: ranged, Multiattack)
Self Healing: Regeneration 10 (Every 1 round; Uncontrolled)
Speed: Speed 4 (Speed: 30 miles/hour, 500 feet/round)
. . Leaping: Leaping 4 (Alternate; Leap 120 feet at 30 miles/hour)

Complications
Power Loss - Rage: The Angry mech is powered by it's berserker fury. While it's restrained through it's pilots will to stop it from destroying the things they're trying to protect it it suffers a reduction in it's abilities.
Monstrous: The Angry Mecha is alive, a flesh and blood creature welded painfully to metal and mutated to a point it could barely be recognized as ever having once been a person.
Addiction - Rage: The Angry Mecha constantly tries to go into a rage and destroy it's enemies regardless of collateral damage.

Offense
Initiative +8
Grab, +0 (DC Spec 18)
Rifle: Damage 6, +8 (DC 21)
Roar: Perception Area Affliction 7 (DC Will 17)
Throw, +6 (DC 23)
Unarmed, +6 (DC 23)

Languages
Roar

Defense
Dodge 4, Parry 4, Fortitude 8, Toughness 10, Will 6

Power Points
Abilities -20 + Powers 67 + Advantages 24 + Skills 12 (24 ranks) + Defenses 22 = 105
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squirrelly-sama
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Re: WAIFU WARZ - Anime Templates - The Combining Mecha (PL7)

Post by squirrelly-sama »

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Combining Mecha - PL 7

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

Advantages
Extraordinary Effort, Improved Initiative 2, Teamwork

Skills
Close Combat: Unarmed 6 (+6), Perception 6 (+6)

Powers
Cockpit: Feature 4
Flight: Flight 5 (Speed: 60 miles/hour, 900 feet/round)
Giant Mecha: Growth 8 (+8 STR, +8 Tough, +4 Intimidate, -8 Stealth, -4 active defenses, +2 size ranks, +8 mass ranks, +1 sp)
Immunity: Immunity 30 (Fortitude Effects)
Laser: Damage 6 (DC 21; Accurate 5: +10, Increased Range: ranged)
Mental Effects: Immunity 10 (Common Descriptor: Mental Effects)
Sensors And Communicators: Variable 2 (Action 2: free)
Space Fairing: Movement 2 (Environmental Adaptation: Space, Space Travel 1: within solar system)

Offense
Initiative +8
Grab, +0 (DC Spec 18)
Laser: Damage 6, +8 (DC 21)
Throw, -2 (DC 23)
Unarmed, +6 (DC 23)

Complications
Accident - Can't Foil Act 3: Even when they manage to take down a powerful enemy the Combining mech usually finds it's efforts waisted as the enemy is quickly revived into an even larger and stronger version of itself.
Disability - Sum of Its Parts: While the Combining Mecha often work in teams they tend to function poorly on their own as they were designed to work most efficiently with it's sibling mechs.
Disability - Non-human: The Combining mecha is rarely humanoid, they often are a vehicle or robotic animal and thus cannot do anything requiring hands.

Languages
Native Language

Defense
Dodge 6, Parry 6, Fortitude Immune, Toughness 8, Will None

Power Points
Abilities -34 + Powers 109 + Advantages 4 + Skills 6 (12 ranks) + Defenses 20 = 105
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squirrelly-sama
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Re: WAIFU WARZ - Anime Templates - The MegaMecha (PL10)

Post by squirrelly-sama »

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The Ultraborg Megamecha - PL 12

Strength 14, Stamina -, Agility 0, Dexterity 0, Fighting 0, Intellect -, Awareness 0, Presence -

Advantages
Accurate Attack, Improved Initiative 3, Improved Smash, Inspire 5, Interpose, Move-by Action, Takedown 2

Skills
Close Combat: Unarmed 6 (+6), Perception 8 (+8)

Powers
Cockpit: Feature 5
Flight: Flight 4 (Speed: 30 miles/hour, 500 feet/round)
Giant Laser: Damage 14 (DC 29; Accurate 3: +6, Increased Range: ranged)
Humongus Mecha: Growth 14 (+14 STR, +14 Tough, +7 Intimidate, -14 Stealth, -7 active defenses, +3 size ranks, +14 mass ranks, +)
Immunity: Immunity 60 (Fortitude Effects, Will Effects)
Protection: Protection 6 (+6 Toughness; Impervious [14 extra ranks])
Sensor and Communications Array: Variable 3 (Action 2: free)
Space Fairing: Movement 2 (Environmental Adaptation: Space, Space Travel 1: within solar system)

Offense
Initiative +12
Giant Laser: Damage 14, +6 (DC 29)
Grab, +0 (DC Spec 24)
Throw, +0 (DC 29)
Unarmed, +0 (DC 29)

Complications
Disability - Too Awesome to Use: For some reason despite being increadibly powerful the Ultraborg Megamecha is rarely summoned at the start of an encounter and only after the rest of the mecha prove ineffective.
Reputation - Beacon of Hope: The Ultraborg Megamecha is the shining symbol of humanity and it's will to survive in the face of what threatens it. However because of this things that harm it also harms the moral of humanity and should it ever fall so too will earth's will to fight crumble.

Languages
Native Language

Defense
Dodge -, Parry -, Fortitude Immune, Toughness 20, Will Immune

Power Points
Abilities -30 + Powers 189 + Advantages 14 + Skills 7 (14 ranks) + Defenses 0 = 180
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squirrelly-sama
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Re: WAIFU WARZ - Anime Templates - The Transforming Mecha (PL7)

Post by squirrelly-sama »

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Transforming Mecha - PL 7

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

Advantages
All-out Attack, Favored Environment: Roads/Seas/Sky (Choose depending on vehicle), Improved Aim, Improved Defense, Improved Initiative, Move-by Action

Skills
Close Combat: Unarmed 6 (+6), Ranged Combat: Onboard Weapons 8 (+8)

Powers
Cockpit: Feature 1
Flight/Speed/Swimming: Flight/Speed/Swimming 6 (Speed: 120 miles/hour, 1800 feet/round; Wings) [Pick whatever fits chosen Vehicle]
Growth: Growth 8 (+8 STR, +8 Tough, +4 Intimidate, -8 Stealth, -4 active defenses, +2 size ranks, +8 mass ranks, +1 sp)
Howitzers: Damage 6 (Easily Removable, DC 21; Improved Critical, Increased Range: ranged, Multiattack)
Immunity: Immunity 40 (Common Descriptor: Mental Effects, Fortitude Effects)
Mecha Shift: Morph 1 (+20 Deception checks to disguise; Single form; Precise)
Modular Attachments: Variable 3 (Slow)

Offense
Initiative +8
Grab, +0 (DC Spec 18)
Howitzers: Damage 6, +0 (DC 21)
Throw, +0 (DC 23)
Unarmed, +6 (DC 23)

Complications
Disability - Mecha Shift: While the Transforming Mecha is made to be able to have the combined strengths of a giant robot and the vehicle it turns into it requires transforming between these forms; a vehicle form, a Humanoid form, and a Hybrid form with each extreme being overall better than the other in their specific purpose while the hybrid form is balanced.
Power Loss - Maintenance: The Transforming Mecha requires a lot of maintenance to ensure it always works correctly. If it is too badly damage or sabotaged beforehand it suffers impairment or loss of powers until fixed.

Languages
Native Language

Defense
Dodge 6, Parry 6, Fortitude Immune, Toughness 8, Will None

Power Points
Abilities -22 + Powers 98 + Advantages 6 + Skills 7 (14 ranks) + Defenses 16 = 105
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squirrelly-sama
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Re: WAIFU WARZ - Anime Templates - The Mini-Mecha (PL7)

Post by squirrelly-sama »

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Mini-Mech - PL 7

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

Advantages
All-out Attack, Improved Aim, Improved Initiative, Move-by Action, Precise Attack (Ranged, Concealment), Precise Attack (Ranged, Cover)

Skills
Athletics 4 (+10), Close Combat: Unarmed 8 (+8), Perception 6 (+6), Stealth 8 (+4)

Powers
Armaments Stystem Array
. . Heavy Artillary: Damage 8 (DC 23, Advantages: Improved Aim, Precise Attack (Ranged, Concealment), Precise Attack (Ranged, Cover); Accurate 3: +6, Extended Range 4, Increased Range: ranged; Distracting)
. . Micro Missiles: Burst Area Damage 6 (DC 21; Burst Area: 30 feet radius sphere, DC 16, Increased Range: ranged)
. . Rapid Fire: Damage 4 (DC 19; Accurate 5: +10, Improved Critical, Increased Range: ranged, Multiattack)
Armored: Protection 2 (+2 Toughness; Impervious [6 extra ranks])
Cockpit: Feature 5
Growth: Growth 6 (+6 STR, +6 Tough, +3 Intimidate, -6 Stealth, -3 active defenses, +1 size rank, +6 mass ranks)
Immunity: Immunity 20 (Very Common Descriptor: Biological Effects)
Memory Drive: Feature 1
Modular Attachments: Variable 2 (Slow)
Sonar: Senses 10 (Accurate: Radio, Counters Concealment: Technology, Direction Sense, Distance Sense, Extended: Choose Sense 1: x10, Infravision, Radio, Radius: Choose Sense)
Speed: Speed 5 (Speed: 60 miles/hour, 900 feet/round)
Stealth Tech: Concealment 8 (All Aural Senses, All Visual Senses, Other Sense Type: Electromagnetic; Blending, Limited to Machines)

Offense
Initiative +6
Grab, +0 (DC Spec 16)
Heavy Artillary: Damage 8, +6 (DC 23)
Micro Missiles: Burst Area Damage 6 (DC 21)
Rapid Fire: Damage 4, +10 (DC 19)
Throw, +0 (DC 21)
Unarmed, +8 (DC 21)

Complications
Weakness - Maintenance: Power Armor requires a lot of work to keep running as well as a lot of power. They can become weakened from damage or expending too much power.
Weakness - Power Armor: The Mini Mech requires a lot more physical involvement to pilot. If the pilot is unable to fully move their limbs and fingers they cannot use the mech properly.

Languages
Native Language

Defense
Dodge 6, Parry 6, Fortitude None, Toughness 8, Will None

Power Points
Abilities -26 + Powers 99 + Advantages 3 + Skills 13 (26 ranks) + Defenses 16 = 105
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squirrelly-sama
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Re: WAIFU WARZ - ANIME TEMPLATES - Mecha Pilot Ready To Launch!

Post by squirrelly-sama »

Well that's it for the Mecha pilot and their rides. Coming up next will be Magical Girls I choose this because of parallels in the genres. While it may not seem obvious the two seemingly opposed genre often mimic each other. Going through similar types of growth and evolution over the years, and even having a very popular crossgenre hit in Lyrical Nanoha a Magical Girl anime which is basically a mecha anime that uses magical girls instead of the mechs themselves, but keeping all the flying laser battles and hyper destructive blasts of magical power.

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Re: WAIFU WARZ - ANIME TEMPLATES - Mecha Pilot Ready To Launch!

Post by Woodclaw »

Magical Girl/Mecha... food for thought.
"You're right. Sorry. Holy shit," I breathed, "heckhounds.”

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Jabroniville
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Re: WAIFU WARZ - ANIME TEMPLATES - Mecha Pilot Ready To Launch!

Post by Jabroniville »

Wow- awesome mecha history! Was some of that from Mecha & Mabga, or was that all you? I vaguely recall bits and pieces of that, but I don’t recall any specific wording.

I’m liking all the builds- I have to go back and reread them when I have time :).
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squirrelly-sama
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Re: WAIFU WARZ - ANIME TEMPLATES - Mecha Pilot Ready To Launch!

Post by squirrelly-sama »

Jabroniville wrote: Mon Dec 24, 2018 6:46 am Wow- awesome mecha history! Was some of that from Mecha & Mabga, or was that all you? I vaguely recall bits and pieces of that, but I don’t recall any specific wording.

I’m liking all the builds- I have to go back and reread them when I have time :).
That was my general knowledge of mecha helped along with a few quick wiki searchs to get some exact dates.

Mecha is a very popular genre in Japan, owing a lot to Japan's rise as a global power thanks to their technological developement, and many of it's eras are heavily influenced and mirror Japan at the point in their history the anime was made. The earliest Mecha anime were riding off Japan's rise as a power their rapidly growing economy with an optimistic air, but as things took a turn for the worse in the mid to late 80s when the economic bubble popped and they saw the start of what would be one of the worst economic periods in the countries history. The 90s being the "Lost Decade" (an actual economic term for the time period, like wow) was also a very shitty time for the Japanese economy as they slowly tried to recover from the major economic down turn and deflate their currency and fix all the problems that had arose. Come the 2000s they'd finally managed to get stability back, though it is often still included in the Lost Decade (refereed to as the Lost Score) as it was still a time focused on recovery with economic stagnation. However, while the effects of the collapse are still heavily felt and remembered, the country has mostly recovered from the damages even if they haven't reclaimed their previous peak prior to the collapse.

It's all rather interesting, both the history of Japan and how it ties into Mecha anime, and Anime in general. Really the only genre more varied than Mecha is Magical girl, if only because the genre ended up mutating to contain portions of nearly every other genre within it while still having it's own unique categories. We have Nanoha which blends it with Mecha anime, Sailor Moon which started the popular Sentai theme that is now always associated with it in the West, Magical Knights Rayearth which had them in a fantasy setting, Jubei-chan which combined it with Martial Arts, Bubblegum Crisis which had elements of both Mecha and detective manga, Pre-cure which was Magical Girls combined with hard core fighting anime (think Dragon Ball but replace goku with a cute girl in a frilly costume as he punches monsters so hard she cracks mountains in half).
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KorokoMystia
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Re: WAIFU WARZ - ANIME TEMPLATES - Mecha Pilot Ready To Launch!

Post by KorokoMystia »

I do know one anime that has magical girls with mecha - Magic Knight Rayearth.
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Re: WAIFU WARZ - Thoughts on The System - Abilities

Post by squirrelly-sama »

I decided to posts some of my views on the 3E system and it's mechanics. This is mostly my opinions but I'm open to discussion on them.

First off - Abilities.
To me this was a good idea that was executed rather poorly. They server as a great way to start a framework for a character, and to me are a good source of flavor through mechanical options. It's one of the first things I look at and critique, about how high and low a character's abilities scores are since to me it's a good way to get a feel for the character at a glance. However the way they work is rather terrible, and the way they're balanced is pretty non-existant. The core idea of them is to exist as a prepackaged list of traits, a 1-1 purchase with them occasionally being used purely for checks but where buying the component parts would lead to an advantage in the rare tied opposed check. However, right off the bat, there's issues that crop up without getting into specific abilities, the trade off between investment in the ability and it's parts isn't equal since you're far more likely to get Ability checks than tie in a skill check, likewise Abilities are subtle and innate by default. Worse is that if you invest in the component parts you are vulnerable to weakening due to reaching -5 on an ability rendering you crippled in a number of ways. However it seemed that not abilities were created equal and the "tradeoff" here is that some abilities are a must and others are complete trash.

Strength: The first ability that comes to mind to anyone familiar with 3E, and for good reason. Strength is quite honestly the best Ability by a huge margin. It's something that can be made use of by a lot of different types of characters, gives a ton of benefits that far outweighs it's cost granting a big profit from investment. If you look at it from RAW you get half a point back for every point invested in Strength as you get Damage, Power Lifting, and ranks in the Athletics skill. However it's value goes beyond that, Strength is used as an opposed check for a few common hazards such grabs and snares, it's the only ability that you can power stunt off of, it stacks with an existing power in the form of Strength Based Damage, it's skill is very useful in that it accomplish a lot of what Acrobatics does without a need for specific investment as well as being used for a check to get an extra rank of speed. The amount of benefits Strength gives you over other powers is honestly rather ludicrous.

Stamina:
Following close behind strength is Stamina. While not as flashy and blatantly OP as strength is Stamina has the distinction of being a great investment on every build. There's concepts where Strength would be a bad investment, where the MC is just spec'd in such a way that investing there is pointless. However the same can't be said for Stamina. Stamina is basically just pure Toughness and Fort ranks being purchased, however the reason why it's so valuable is due both being used for a few Ability checks and more importantly some rather baffling decisions on game mechanics. I speak of course about the lack of ability to purchase pure toughness outside of the power section, which makes no sense. The only options are Defensive roll, a cost equivalent but vastly inferior option which makes your toughness vanish if you get surprised attacked or otherwise made vulnerable, or by purchasing pure Stamina. The thing is though is that there's no reason other than the oddity of your character having such a high stamina score (even if they'd otherwise still have matching fort and toughness otherwise) for this decision, and you get the pure toughness increase that isn't weighed down by the terribleness of Defensive Roll and can't be nullified or flinched off like purchasing it as a power can cause. There's no legitimate reason, other than some weird stigma, to NOT just purchase Stamina up to the lesser of your Fort or Toughness save.

Agility: Falling a bit behind but an okay investment is Agility. It boosts Acrobatics, stealth, Initiative, and Dodge, all rather useful things. However where it falls behind is how Acrobatics can be rendered moot by Athletics and is also one of those skills that stupidly requires further investment to use. Seriously, who decided that? That little bit of mechanical idiocy is what cripples a couple other Abilities. The other thing that holds Agility back is that there exist ways to invalidate it's skills or otherwise get similar means better for less investment. A couple points in concealment effectively renders Stealth a moot point, Acrobatics is 100% worthless after even a single rank of flight, and Initiative is mostly pointless to the point it's basically just a quarter of a point in value. Dodge is still useful, it's a good defense and a semi-common resistance but Defenses are kinda shit on by the mechanics due to how heavily toughness is favored and the fact that defense investment is 2x the cost of toughness while delivering an inferior product. It's however somewhat redeemed in that purchasing all these things together tends to add up and there's a few flaws present in the replacement powers that would require higher investment still to get rid of rendering it sort of breaking even if you plan to invest equally in all it's attributes, which is rather common as a lot of archetypes that use one are probably going to benefit from investing in the others if only thematically unlike the next ability on the list.

Dexterity: Arguably the most trash tier Ability, it seems to have been shit upon from on high by the developers who decided to pile every single flaw the Abilities concept has into a one individual ability. And then proceeded to kick it while it was down. Dexterity boosts nothing but skills, however all of these skills are heavily flawed. 2 of them are locked, one of those has such ludicrously high DCs that even investing up to the PL cap rarely nets you successes on checks for it. Vehicles is something that rarely comes up in most campaigns, and only fits on a few niche archetypes of which wouldn't require investment into Dex's other skills anyway. And one of the skills it boosts is Ranged Attack, costing 1 pp per rank for the catchall ranged options. The thing is that this is rarely needed as anything more than a bit of flavor, which comes off as a punishment for role playing, and that just buying Accuracy on any inborn powers the character has not only costs half the price but also gives the benefit of adding points to a power so it could be used to buff up an array. This doesn't even cover the inherent flaws of the Attack Skills in general having to be divided between close an ranged but there existing means to just render the attack check a moot point. Even worse is that you already need extra point investment to get ranged attacks so it further flushes points down the toilet just to use ranged attacks. Frankly speaking it's entirely possible to not only get away with not investing in Dex or it's component skills, but that you also wouldn't see a downside in going into negative values to squeeze in a few more points. Dex is truly the redheaded stepchild of Abilities.

Fighting: A subpar ability, it purchases the Parry defense (useful but less so than dodge) and Close Attack which is 1 point per rank and suffers the same from the issues plaguing ranged attack though at least doesn't require a +1 modifier on a power just to use the skill. You're also more likely to have multiple close attack options than ranged such as punching, grabbing, and attacking with weapons. However this is rendered a bit moot through some advantages such as Fast Grab and Improvised weapon making full Close Attack investment pointless. It's an Ability where you're better off purchasing the component parts but not so much that you would hurt to much investing in ranks of Fighting instead.

Intellect: A bad ability. Every single thing Intellect purchases is locked behind trained skills requiring an extra point investment to use all of them without taking a drop your int rank. These skills are not really something that are even commonly found on a single character type either. Investigation is very niche, only required on a single party member if any at all, and can be outdone by relatively little investment in powers such as Postconition (an actual recommended power for an investigator). Treatment is just inferior Healing with most of it's benefits being kinda worthless, Diagnosis is incredibly slow with little benefit, Provide care is just terrible since it only works on the subjects one recovery attempt (a once per encounter thing) and only very slightly reduces recovery time, revive only seems to remove dazed or stunned and does nothing to remove the bruises either so it's likely the character will go right back on the ground the moment they get hit again, and stabilized will almost never see use due to how dying is handled by RAW. Expertise is rather pointless, it's debatable if Jack of All Trades would even let you use Expertise skills requiring more investment to use it on more than 1 of them, even then Expertise is pointless since generally expertise checks are treated like "Looks for a job for aquaman!" moments and only inserted to pretend someone's investment wasn't pointless. Tech is a useful and powerful skill, especially when combined with Inventor though it's just one skill out of the bunch.

Awareness: A passable Ability. It gives ranks of Will defense (a useful resistance), as well as insight and Perception which are rather useful skills that actually don't have cheap alternatives to replace most of their functions. Insight can be partially invalidated by Deception to detect lies but is still useful for detecting traps, illusions, evaluating others, and a a resistance to influence. Amusingly Sensory powers don't invalidate Perception so much as increase it's value since they expand the functions of Perception rather than replace them.

Presence: Another bad ability. Presence is the only ability where you by RAW get less than you invested into it, and doesn't even have any inbuilt benefits that don't have questionable value beyond it's mechanical benefits. It kinda seemed like the developers just gave up halfway through designing it. You get Persuasion, Deception, and Intimidation, nothing stops you from just investing into these skills directly though at least it isn't locked behind Trained skills and the skills are kinda useful and thematically linked. Unfortunately you rarely need more than 2 of these skills, even just 1 can be enough, due to how they overlap in certain functions. It's also somewhat unlikely a character's personality would fit having all 3 skills being high. Deception is a very good skill, Intimidation is so good it actually almost border on over powered when invested in to a decent degree. Persuasion however is more a role play skill and has no innate checks assigned to it like the others, making it kinda pointless to choose over either of the other skills. All in all it's about as terrible as Dexterity.
Jabroniville
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Joined: Fri Nov 04, 2016 8:05 pm

Re: WAIFU WARZ - ANIME TEMPLATES - Mecha Pilot Ready To Launch!

Post by Jabroniville »

Yep- largely agreed. Even in the very early days (how long have you been playing, btw? Were you on the old forums?), I noticed Dex & Pre were highly weak Abilities, and you were far better off just buying the components. I only used Presence because I didn’t feel I needed to stick to keeping them cheap on points on a PC-level, and because of the aforementioned “look at them at a glance” you mentioned. If you look at a Captain America or Batman build and see low Presence, you’ll think something is off.

But I was once famous in my thread for a hatred of Dexterity in particular:).
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