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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Imouto WARZ - Disney Edition: Mad Alice (PL8)

Post by squirrelly-sama »

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"It's a world of my own~"

Mad Alice - Alice Liddell - PL 8
Sex: Female
Age: 10
Height: 4'8" | Weight: 94lbs | Hair: Blond (Long) | Eyes: Blue
Role: The Ophelia, The Charming Lunatic, The Power Pint, That One Boss

Imouto Stats
Division - Lightweight
Series - Disney
Focus - Powerful Area Attack, Boss
Imouto Typing - Undere, Himedere

Strength -2, Stamina 2, Agility 4, Dexterity 0, Fighting 0, Intellect -1, Awareness 1, Presence 2

Advantages
Beginner's Luck, Benefit, Child-Sized, Daze (Deception), Eidetic Memory, Fascinate (Expertise: Madness), Favored Environment: Wonderland, Improved Initiative, Languages 1, Seize Initiative, Set-up, Skill Mastery: Expertise (PRE): Madness, Taunt

Skills
Acrobatics 1 (+5), Expertise (PRE): Madness 10 (+12), Expertise: Wonderland 11 (+10), Insight 4 (+5), Perception 4 (+5), Persuasion 3 (+5), Stealth 1 (+5)

Powers
Cartoon Violence: Protection 8 (+8 Toughness)

Cheshire Grin: Teleport 2 (120 feet in a move action, carrying 50 lbs.; Accurate, Extended: 4 miles in 2 move actions, Subtle: subtle, Turnabout; Quirk: Must Be able to physically move to location)

Dress (Removable)
. . Flight: Flight 1 (Speed: 4 miles/hour, 60 feet/round; Gliding)
. . Movement: Movement 1 (Safe Fall)

Mad Ravings: Feature 2 (Advantages: Daze (Deception), Taunt, Notes: Use Expertise Madness for any Deception Check)

One Flew Over The Cuckoo's Nest: Immunity 15 (Common Descriptor: Mental, Interaction Skills)

Through The Looking Glass
. . Drink Me!
. . . . Key Hole Sized: Insubstantial 1 (Fluid; Absent Strength, Quirk: Only Able to Escape and fit through small holes)
. . . . Return to Form: Damage 6 (DC 21; Accurate 5: +10, Improved Critical)
. . . . Smaller Than The Eye Can See: Concealment 10 (All Senses; Blending, Passive)
. . Eat This!
. . . . Enhanced Trait: Enhanced Trait -8 (Traits: Dodge -4 (+2), Parry -4 (+2))
. . . . Growth: Growth 8 (+8 STR, +8 STA, +4 Intimidate, -8 Stealth, -4 active defenses, +2 size ranks, +8 mass ranks, +1 spee)
. . . . Smash!: Strength-based Damage 4 (DC 17, Advantages: Fast Grab, Improved Grab, Improved Hold, Improved Smash; Accurate 3: +6, Improved Critical)
. . House of Cards: Create 10 (Volume: 1000 cft., DC 20; Movable; Proportional)
. . Jabberwocky: Summon 10 (Heroic; Feedback, Uncontrolled)
. . Take a Puff: Move Object 8 (6 tons; Accurate 4: +8, Increased Duration: continuous; Unreliable (5 uses))
. . Vorpal Blade: Damage 6 (DC 21; Accurate 5: +10, Improved Critical 2, Incurable, Multiattack)
. . We're All Mad Here!: Cumulative Perception Area Affliction 8 (1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 18; Perception Area: DC 18 - Sight, Cumulative, Incurable, Innate, Insidious, Subtle: subtle; Limited: Enciting Erratic Actions)

Offense
Initiative +8
Grab, +0 (DC Spec 8)
Return to Form: Damage 6, +10 (DC 21)
Smash!: Strength-based Damage 4, +6 (DC 17)
Take a Puff: Move Object 8, +8 (DC 18)
Throw, +0 (DC 13)
Unarmed, +0 (DC 13)
Vorpal Blade: Damage 6, +10 (DC 21)
We're All Mad Here!: Cumulative Perception Area Affliction 8 (DC Will 18)

Complications
Disability - Mad Alice: After an extended stay in Wonderland Alice has slowly lost touch with the world of sanity and has learned to accept and understand the madness of the strange realm.
Power Loss - Sanity: As her adventures in Wonderland has left her in a constant dreamlike trance, which is necessary to utilize the powers that Wonderland offers fully, waking up returns her to sanity. After being Incapacitated she becomes a normal little girl just waking up and not fully aware of her actions as Mad Alice.
Relationship - Cheshire Cat: One of Alice's closest friends, he sits on her shoulders or lurks around her to help her in a fight. He is the source of her Cheshire Smile trick.
Relationship - Me Myself and I: There are multiple versions of Alice running around of which Mad Alice is only one. The others are Blacik Alice a more sane but gothic version, The Alice of White who is more cheerful but also violently insane, and herself who's childish and dreamlike. None of which really like interacting with the others. Mad Alice finds Black too dreary and hard to understand while White is seen as too excitable and rude. They however do look out for each others.

Languages
English, Riddlish

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

Power Points
Abilities 12 + Powers 64 + Advantages 10 + Skills 17 (34 ranks) + Defenses 17 = 120

Background: Alice Liddelle, the main character of Lewis Carroll's Alice in Wonderland, She made her debut to the big screen in 1904 in a silent live action adaption of Alice in Wonderland nearly 50 years before Disney's adaption in 1951.

The Story follows the adventures of Alice who follows a white rabbit into a strange nonsensical land where the madmen reside and non-sense makes perfect sense and perfect sense is non-sense. Everything is what it isn't and what it is it wouldn't be. The book was an adventure through this land exploring it and observing the strange madness of the characters, the film is faithful in spirit but does take a lot of liberties to adapt this giving the film a strange tone that hadn't really been seen before, it wasn't a piece of art in motion like Snow White nor could it be considered a story in the same way as many of it's other story adaptions, even it's other releases at the time which were adventure tales strung together of various animations like Saludos Amigos or Three Cabelleros didn't come close to it. Alice in Wonderland was an Experience.

It was a major attempt by Disney to adapt one of his favorite books, and one he'd been trying to do since the 30s but was always pushed back due to complications such as WW1, financial issues, and other adaptions being made prior that made him scrap his ideas. In fact, Alice in Wonderland was supposed to be a mix of a Live Action Alice with animated animals to pay respects to a previous adaption Walt loved. If you pay close attention to Pinocchio you can actually see that in one scene there's two books that hint at Alice in Wonderland being one of their next movies, though sadly that didn't come to be.

Eventually Disney did manage to get the perfect opportunity to make his Wonderland. Riding high on the success of Cinderella which uplifted the company back into the public eye he started production. It was amazingly chaotic, which I suppose matched the film but may have been to it's detriment. There were dozens of directors, constant rewrites, and various production teams that were encouraged to compete with each other through out the process. And during all this was Walt making outrageous demands, such as forcing the teams to use unscripted audio from test shoots that weren't supposed to be properly recorded. There was almost enough cut content in there to create a whole other movie and a lot of the resources from Alice in Wonderland would be resused for decades to come.

Walt even created the first television advertisement for a movie, starting his own channel and airing a 1 hour long making of special as one of the first broadcasts of The Wonderful World Of Disney. This brought a lot of hype to the project.

Sadly the movie tanked in theaters, something that's hard to believe today. Critics gave mixed reviews, finding it interesting but directionless and confusing. Something that is often blamed on the multitude of directors placed in charge of the feature. However it did find success on the small screen, becoming incredibly popular and eventually seeing a giant boom in views in the 70s.

Alice herself was voiced by Kathryn Beaumont, a young girl that Walt discovered during an MGM shooting for On an Island With You and instantly knew she would be his Alice. Kathryn was 10 at the time, an upcoming and very good child actress and was used as the real life model inspiration for the appearance of Alice, much like many of the other actors had their characters designed to look like them. In fact, due to the studio's insistence of shooting live action reference footage so that animators could draw accurate facial expressions for the characters there's a lot of archived footage of her playing the role of Alice on set with Live Action versions of the Wonderland characters. Beaumont went on to voice Wendy Darling in Peter Pan and reprised these roles decades later in movies staring the characters and more impressively was able voice Alice and Wendy once again in 2002 for Kingdom Hearts. She retired in 2005, replaced by Hynden Walch.

Mad Alice here is a future version of Alice, having stayed in Wonderland and become adjusted to the madness. She's a kind and polite young girl as she always was but is still stubborn and childish and has no patience for "Non-nonsense". She lives in a constant dreamlike state, not fully aware of reality and unable to properly remember what the world outside of Wonderland is like other than boring and silly. In this hypothetical fighting game she is a secret boss character, the player falling into Wonderland one day and having to fight their way out coming across Alice and slighting her in some way and entering a fight. Defeating her breaking her out of the dream and plopping both outside of Wonderland.


Gameplay:
Despite being built with the same PP and PL limits Alice is a very powerful fighter she has strong wide area attacks and many abilities that play havoc with caps such as her shrinking to avoid hits (a plus 5 circumstance bonus defenses thanks to concealment), and several options to force openings in her opponents to land devastating hits. Her immunity lets her shrug off many other princesses afflictions, her cards let her hide behind and control the movement of opponents, Cheshire Grin gives her mobility and the ability to launch sneak attacks fairly easily.

Jabberwoky is her biggest asset, Alice summoning the creature as a pretty monster girl she rides on the shoulders of. Said monster girl attacks by partially transforming into the Jabberwok, a massive dragon that can reach across the screen with tal or claw attacks and breath fire.
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squirrelly-sama
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Re: WAIFU WARZ - Disney Edition: Jabberwok

Post by squirrelly-sama »

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"Snicker-snack~"

Jabberwock - PL 10
Sex: Female
Age: Forever and A Day
Height: 8'8" | Weight: ??lbs | Hair: Purple (Long) | Eyes: Red
Role: The Ancient Evil, The Leashed Monster, Evilly Affable, Noble Demon

Imouto Stats
Division - Lightweight
Series - Disney
Focus - Powerful Area Attack, Boss
Imouto Typing - Kamidere, Sadodere

Strength 10, Stamina 10, Agility 5, Dexterity 0, Fighting 4, Intellect 4, Awareness 4, Presence 4

Advantages
Agile Feint, All-out Attack, Attack Flurry, Eidetic Memory, Fast Grab, Favored Environment: Forest, Improved Block, Improved Critical 4: Claws, Improved Grab, Improved Hold, Improved Initiative, Interpose, Move-by Action, Power Attack

Skills
Acrobatics 5 (+10), Close Combat: Unarmed 2 (+6), Intimidation 2 (+10), Stealth 9 (+6)

Powers
Claws and Tail (Advantages: Fast Grab, Improved Critical 4, Improved Hold)
. . Elongation: Elongation 2 (Elongation: 120 feet, +2 to grab)
. . Extra Limbs: Extra Limbs 1 (1 extra limb, Advantages: Improved Grab)
Dragon Attacks
. . Falling Stars: Damage 8 (DC 23; Accurate 4: +8, Improved Critical, Increased Range: ranged, Indirect 3: any point in fixed direction or fixed point in any direction, Multiattack; Tiring)
. . Fire Storm: Cone Area Damage 8 (DC 23; Cone Area 2: 120 feet cone, DC 18, Secondary Effect; Tiring)
. . Fireball: Damage 10 (DC 25; Accurate 3: +6, Improved Critical, Increased Range: ranged)
Flight: Flight 4 (Speed: 30 miles/hour, 500 feet/round; Wings)
. . Speed: Speed 4 (Alternate; Speed: 30 miles/hour, 500 feet/round)
Growth: Growth 8 (+8 STR, +8 STA, +4 Intimidate, -8 Stealth, -4 active defenses, +2 size ranks, +8 mass ranks, +1 spee)
Gyre and Gimble: Movement 3 (Slithering, Trackless: Tactile 1, Wall-crawling 1: -1 speed rank)
Monmusu: Morph 1 (+20 Deception checks to disguise; Single form; Precise)

Offense
Initiative +9
Falling Stars: Damage 8, +8 (DC 23)
Fire Storm: Cone Area Damage 8 (DC 23)
Fireball: Damage 10, +6 (DC 25)
Grab, +6 (DC Spec 22)
Throw, +0 (DC 25)
Unarmed, +6 (DC 25)

Complications
Monstrous - Monmusu
Temper - Sadism
Weakness - Vorpal Blade

Languages
Riddlish

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

Power Points
Abilities 50 + Powers 68 + Advantages 10 + Skills 9 (18 ranks) + Defenses 13 = 150

Notes:
The summon of Mad Alice. She was beaten in battle by Alice who spared her life to serve as her steed cheat in an upcoming race where everyone wins. The Jabberwoky agreed but decided to stay by the girl's side, finding her amusing.
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squirrelly-sama
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Re: WAIFU WARZ - Disney Edition: BLACK ALICE Cuts in

Post by squirrelly-sama »

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"My Wonderland is shattered. It's dead to me."

Black Alice - Alice Liddell - PL 8

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

Advantages
Aggressive Counter, Extraordinary Effort, Fearless, Improved Initiative, Seize Initiative, Startle, Uncanny Dodge

Skills
Acrobatics 1 (+5), Close Combat: Knife 8 (+10), Deception 1 (+4), Insight 4 (+8), Intimidation 5 (+8), Perception 4 (+8), Persuasion 3 (+6), Stealth 2 (+6)

Powers
Butterfly Dodge: Feature 1 (Notes: Temporarily turns into butterflies on activation. Improved Defense.)
Cartoon Violence: Protection 4 (+4 Toughness)
Grasshopper Dress: Leaping 1 (Leap 15 feet at 4 miles/hour)
Through The Looking Glass
. . Cheshire's Claws
. . . . Concealment: Concealment 2 (Sense - Sight; Passive)
. . . . Surprise Attack: Affliction 8 (1st degree: Vulnerable, Impaired, 2nd degree: Defenseless, Disabled, Resisted by: Will, DC 18; Alternate Resistance (no cost): Parry, Extra Condition, Increased Range 2: perception, Insidious, Subtle: subtle; Limited: vs. your attacks, Limited Degree)
. . Drink Me!
. . . . Movement: Movement 3 (Permeate 3: full speed; Limited: Through Obsticals With Holes)
. . . . Return to Form: Damage 6 (DC 21; Accurate 4: +8, Improved Critical, Precise)
. . . . Smaller Than The Eye Can See: Concealment 10 (All Senses; Partial, Passive)
. . Eat This!
. . . . Enhanced Trait: Enhanced Trait -8 (Traits: Dodge -4 (+4), Parry -4 (+4))
. . . . Gigantify: Strength-based Damage 2 (DC 17, Advantages: All-out Attack, Fast Grab, Improved Grab, Improved Hold, Improved Smash; Accurate 2: +4, Feature: Can Use Ranks of Damage to Feint, Improved Critical 2)
. . . . Growth: Growth 8 (+8 STR, +8 STA, +4 Intimidate, -8 Stealth, -4 active defenses, +2 size ranks, +8 mass ranks, +1 spee)
. . Hysteria Mode
. . . . Enhanced Damage: Progressive Affliction 8 (1st degree: Impaired, 2nd degree: Disabled, Resisted by: Will, DC 18; Increased Range 2: perception, Insidious, Progressive, Subtle: subtle, Triggered: 1 use - On first Switching To Power; Fades, Limited: vs. your attacks, Limited Degree, Uncontrolled)
. . . . Stagger: Luck Control 1 (Force a Re-roll; Limited: Damage Resistance Rolls)
. . . . Unstoppable: Regeneration 20 (2 per round; Increased Duration: continuous; Fades, Limited: Only Wounds Sustained After Activation, Uncontrolled)
Vorpal Blade: Damage 6 (Easily Removable, DC 21; Improved Critical 2, Incurable, Multiattack, Penetrating 6, Precise)

Offense
Initiative +8
Enhanced Damage: Progressive Affliction 8 (DC Will 18)
Gigantify: Strength-based Damage 2, +6 (DC 17)
Grab, +2 (DC Spec 10)
Return to Form: Damage 6, +10 (DC 21)
Surprise Attack: Affliction 8 (DC Dog 18)
Throw, +0 (DC 15)
Unarmed, +2 (DC 15)
Vorpal Blade: Damage 6, +10 (DC 21)

Complications
Enemy - Queen of Hearts
Power Loss - Real World: Outside of Wonderland Alice's power disappear as she is simply just a normal young woman. However inside dreamlike worlds like Wonderland she can access her strength.
Relationship - Me Myself and I: There are multiple versions of Alice running around of which Black Alice is only one. The others are Mad Alice who is a delusional young girl, The Alice of White who is more violent and insane, and herself who's dark and ruthless.. None of which really like interacting with the others. Black Alice finds Mad Alice too childish and hard to predict while White is seen as too violent and irrational. They however do look out for each others.
Reputation - Insane: In the real world Alice is locked in a psych ward. She is also obviously paranoid and mentally unstable.

Languages
English

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

Power Points
Abilities 38 + Powers 43 + Advantages 7 + Skills 14 (28 ranks) + Defenses 18 = 120

Notes:
Based off the American Mcgee version of Alice.

A darker version of Alice from the Future. Having returned to the past by traveling through Wonderland she wishes to avoid the real world and the horrors that would occur there. Her original Wonderland is gone and she simply wanders this new, much brighter one.
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Re: WAIFU WARZ - Disney Edition: MAD ALICE Crashes The Party

Post by Jabroniville »

Disney's stuff with Alice is so interesting for many reasons:
* Possibly the greatest example of Disney's ubiquitousness in pop culture is the fact that ALICE IN WONDERLAND is even most well-known through its Disney version! Like, this is a FAMOUS STORY! Lewis Carroll is extremely well-known! But nope- even HE takes a backseat to Disney's creation. This is particularly annoying for Alice fans, since the Disney version actually takes TWO Alice stories and combines them together into one.

* Walt felt that it lacked heart, and Ward Kimball suggested that the animators tried too hard to top each other, ending up nullifying the final project.

* The film gave its name to a ton of Disney Parks attractions- the infamous Spinning Teacups (which can be turned into the most hurl-worthy action ride in the parks if you do it right), the "Alice" dark ride in Disneyland (with a great sequence where you look like you're "flying", though Fall Safety Regulations has ruined the illusion of that scnee), and a hedge maze in Disneyland Paris. Alice stuff also appears in some parades, especially the Main Street Electric Parade.

* Alice, the Queen of Hearts, the Mad Hatter and the White Rabbit have all become cultural icons, with their Disney versions being most prominent.

It's just funny that movies that lose a ton of money at the box office can be redeemed so greatly over time- almost all of the post-Snow White filmography either disappointed badly or was a cash-grab collection of shorts. But history redeemed Pinocchio, Bambi, Alice and others. The company itself more or less re-released these films over and over again until they become indelible elements of pop culture.
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squirrelly-sama
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Re: WAIFU WARZ - Alice: Madness Return Pics 2

Post by squirrelly-sama »

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I found a lot of good pics of Alice Madness Returns while looking up pics for the Alice's.
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Re: WAIFU WARZ - Disney Edition: ALICE ALBA Enters The Race (PL8)

Post by squirrelly-sama »

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"Love and Madness go hand and hand don't you think? Mania is love in it's purest form."

Alice Alba aka The Alice of White - Alice Liddell #3 - PL 8

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

Advantages
Agile Feint, Defensive Roll 2, Evasion 2, Extraordinary Effort, Improved Defense, Improved Initiative, Move-by Action, Uncanny Dodge

Skills
Acrobatics 6 (+12), Close Combat: Vorpal Reaper 8 (+10), Deception 2 (+2), Insight 2 (+6), Intimidation 8 (+8), Perception 4 (+8), Persuasion 2 (+2), Stealth 2 (+8)

Powers
Cheshire Grin: Teleport 1 (60 feet in a move action, carrying 50 lbs.; Change Direction, Turnabout)
Madwoman: Immunity 5 (Interaction Skills)
Through The Looking Glass
. . Cheshire's Claws
. . . . Peek-a-Boo: Teleport 1 (60 feet in a move action, carrying 50 lbs.; Subtle: subtle; Limited: Locations You Can Physically Move To)
. . . . Surprise Attack: Affliction 8 (1st degree: Vulnerable, Impaired, 2nd degree: Defenseless, Disabled, Resisted by: Will, DC 18; Alternate Resistance (no cost): Parry, Extra Condition, Increased Range 2: perception, Insidious, Subtle: subtle; Limited: vs. your attacks, Limited Degree)
. . Drink!: Progressive Affliction 8 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Transformed, Resisted by: Fortitude, DC 18; Accurate 3: +6, Feature: Grabbing, Progressive; Uncontrolled)
. . Off With Your Head!: Move Object 8 (6 tons, Advantages: Improved Grab, Improved Hold; Accurate 4: +8, Indirect 4: any point, any direction, Multiattack, Subtle 2: undetectable; Limited: Breaks Once Struck, Limited: Immobilizing)
. . Tea Time: Move Object 6 (3200 lbs., DC 19; Accurate 5: +10, Damaging [4 ranks only], Multiattack; Limited Direction: Away, Quirk: Reduced Against Airborn Targets)
. . Two Days Slow: Progressive Burst Area Affliction 8 (1st degree: Dazed, Vulnerable, 2nd degree: Stunned, Defenseless, 3rd degree: Incapacitated, Paralyzed, DC 18, Advantages: Evasion 2, Improved Defense, Move-by Action; Alternate Resistance (Dodge), Burst Area: 30 feet radius sphere, DC 18, Extra Condition, Progressive; Fades, Tiring, Uncontrolled)
Vorpal Reaper: Damage 6 (Easily Removable, DC 21; Feature: Shape Changing, Improved Critical 2, Incurable, Indirect 4: any point, any direction, Multiattack, Precise, Reach (melee): 5 ft.)

Offense
Initiative +10
Drink!: Progressive Affliction 8, +8 (DC Fort 18)
Grab, +2 (DC Spec 10)
Off With Your Head!: Move Object 8, +8 (DC 18)
Surprise Attack: Affliction 8 (DC Dog 18)
Tea Time: Move Object 6, +10 (DC 19)
Throw, +0 (DC 15)
Two Days Slow: Progressive Burst Area Affliction 8 (DC Dog/Fort/Will 18)
Unarmed, +2 (DC 15)
Vorpal Reaper: Damage 6, +10 (DC 21)

Complications
Disability - Insanity: A complete psychopath Alice is no where near as functional as even her "Mad" counterpart. Her brand of irrationality incompatible with the Wonderland she finds herself in. She is kind and caring but seems to have no ability to realize she can harm others and forgets her bursts of psychotic violence the moment they're done.
Motivation: Doing Good: For all she is feared and rends to resort to deadly force Alba genuinely wants to help others and wants to be loved.
Obsession - Love: Alice Alba wants the love of the residents of Wonderland, specifically the Hatter, White Rabbit, Cheshire Cat, and March Hair. She is willing to do anything to ensure they love her and can never leave her nor hurt her.
Relationship - Me Myself and I: There are multiple versions of Alice running around of which Alice Alba is only one. The others are Mad Alice who is a delusional young girl, The Black Alice who is who is a more Gothic and slightly more rational aspect of herself.. None of which really like interacting with the others. Alice Alba finds Mad Alice too fun to tease and a wonderful target for violence while Black is seen as too dour and boring.
Weakness - Solitude: Alba is completely dependent on the attention and acknowledgement of others. While she tends to delude herself on how others perceive her it is possible to break through her lies and have her see the truth. She becomes completely unable to react, usually freezing up or screaming and crying as she is reminded of her trauma.

Languages
English

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

Power Points
Abilities 32 + Powers 47 + Advantages 6 + Skills 17 (34 ranks) + Defenses 18 = 120

Notes:
A yandere version of Alice.

Alice Alba, or The Alice of White, is an Alice who fled original Wonderland. Her Wonderland became corrupted and the happy carefree nonsensical world started to rot under it's attractive outer appearance. The residents became abusive and far more prone ot much more vicious bursts of insane violence. These interactions eventually warped the girl who started to see the abuse as normal even if she also feared it. Eventually she snapped and ended up killing many of the residents as the world started to unravel and fled to another Wonderland.

In the current Wonderland Alice Alba wishes to once again be loved by the denizens, expressing this through violent obsession and occasionally even abuse.
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WAIFU WARZ - Souls Boss Santa (PL 12)

Post by squirrelly-sama »

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Nicolas The Renegade - PL 12

Strength 8, Stamina 8, Agility 0, Dexterity 0, Fighting 6, Intellect -2, Awareness 2, Presence 0

Advantages
All-out Attack, Attack Flurry, Fast Grab, Favored Environment: Artic, Improved Critical 2: Axe: Strength-based Damage 8, Improved Initiative 3, Move-by Action, Startle

Skills
Close Combat: Axe 2 (+8), Intimidation 10 (+14), Perception 2 (+4)

Powers
Axe: Strength-based Damage 8 (Easily Removable, DC 31; Improved Critical)
Blizzard: Environment 2 (Cold (Extreme), Visibility (-2), Radius: 60 feet; Activation 2: standard action)
Boss Size: Growth 8 (+8 STR, +8 STA, +4 Intimidate, -8 Stealth, -4 active defenses, +2 size ranks, +8 mass ranks, +1 spee)
Christmas Spirit
. . Frost Breath: Cloud Area Damage 12 (DC 27; Cloud Area: 15 feet radius sphere, DC 22)
. . Frostbite: Cloud Area Broad Simultaneous Weaken 8 (Affects: Strength, Stamina, Agility, Fighting, Dexterity, Resisted by: Fortitude, DC 18; Cloud Area: 15 feet radius sphere, DC 18, Broad: Physical Abilities, Simultaneous; Distracting)
. . Icy Beam: Damage 8 (DC 23; Accurate 8: +16, Increased Range: ranged, Multiattack; Distracting)
. . Roar
. . . . Deflect: Deflect 8 (Linked; Redirection, Reflect; Reduced Range: close)
. . . . Move Object: Cone Area Move Object 8 (Linked; 6 tons; Cone Area: 60 feet cone, DC 18; Concentration, Limited Direction: Away)
. . Spirit Of Giving: Healing 8 (Action 2: free, Persistent, Restorative, Stabilize; Activation 2: standard action, Limited: Self, Limited: Healing Over Time)
Immunity: Immunity 10 (Common Descriptor: Frost)
Leaping: Leaping 2 (Leap 30 feet at 8 miles/hour)
Movement: Movement 1 (Environmental Adaptation: Snow and Ice)
Protection: Protection 8 (+8 Toughness)
Reindeer: Summon 9 (Heroic, Multiple Minions: 2 minions; Feedback, Self-Powered)
snow cloak: Concealment 4 (All Visual Senses; Passive)
Snow Stalker: Teleport 5 (900 feet in a move action, carrying 50 lbs.; Medium: Snow)

Offense
Initiative +12
Axe: Strength-based Damage 8, +8 (DC 31)
Frost Breath: Cloud Area Damage 12 (DC 27)
Frostbite: Cloud Area Broad Simultaneous Weaken 8 (DC Fort 18)
Grab, +6 (DC Spec 18)
Icy Beam: Damage 8, +16 (DC 23)
Move Object: Cone Area Move Object 8 (DC 18)
Throw, +0 (DC 23)
Unarmed, +6 (DC 23)

Complications
Disability - Insane
Patron Saint of Prostitutes

Languages
Growl

Defense
Dodge 8, Parry 8, Fortitude 12, Toughness 16, Will 10

Power Points
Abilities 12 + Powers 120 + Advantages 11 + Skills 7 (14 ranks) + Defenses 30 = 180


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Reindeer - PL 10

Strength 8, Stamina 10, Agility 4, Dexterity 0, Fighting 0, Intellect -4, Awareness 0, Presence -4

Advantages
Evasion 2, Favored Environment: Artic, Improved Critical: horns, Improved Initiative 3, Improved Smash, Inspire 5, Move-by Action, Power Attack, Uncanny Dodge, Weapon Break

Skills
Acrobatics 2 (+6), Close Combat: Unarmed 12 (+12), Perception 8 (+8), Stealth 10 (+6)

Powers
Flight: Flight 4 (Speed: 30 miles/hour, 500 feet/round)
Growth: Growth 8 (+8 STR, +8 STA, +4 Intimidate, -8 Stealth, -4 active defenses, +2 size ranks, +8 mass ranks, +1 spee)
Immunity: Immunity 20 (Common Descriptor: Frost, Common Descriptor: Lightning; Limited - Half Effect)
Movement: Movement 1 (Environmental Adaptation: Artic)
Snow Cloak: Concealment 4 (All Visual Senses; Passive, Source: Snow)
Thundeer
. . Call Thunder: Burst Area Damage 10 (DC 24; Burst Area: 30 feet radius sphere, DC 20, Selective)
. . Choir Bell: Burst Area Healing 10 (Burst Area: 30 feet radius sphere, DC 20, Selective; Distracting)
. . Lightning Charge: Line Area Damage 10 (DC 24; Line Area: 5 feet wide by 30 feet long, DC 20, Selective)
. . Lightning: Damage 8 (DC 23; Accurate 6: +12, Increased Range: ranged, Multiattack)
. . Shock Cloud: Cloud Area Damage 10 (DC 24; Cloud Area: 15 feet radius sphere, DC 20, Selective)

Offense
Initiative +16
Call Thunder: Burst Area Damage 10 (DC 25)
Grab, +0 (DC Spec 18)
Lightning Charge: Line Area Damage 10 (DC 25)
Lightning: Damage 8, +12 (DC 23)
Shock Cloud: Cloud Area Damage 10 (DC 25)
Throw, +0 (DC 23)
Unarmed, +10 (DC 23)

Languages
Native Language

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

Power Points
Abilities -4 + Powers 72 + Advantages 17 + Skills 16 (32 ranks) + Defenses 34 = 135
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squirrelly-sama
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HUSBANDO WARZ - Circumstantial Idiot Template (PL7)

Post by squirrelly-sama »

Image
"Wait this isn't what it looks like, I swear!"

Circumstantial Idiot - PL 7

Strength 0, Stamina 4, Agility 0, Dexterity 0, Fighting 0, Intellect 0, Awareness -1, Presence 0

Advantages
Diehard, Evasion 2, Fast Grab, Improved Defense, Improved Disarm, Improved Trip, Redirect, Seize Initiative, Uncanny Dodge, Weapon Bind

Skills
Close Combat: Unarmed 4 (+4), Deception 4 (+4), Stealth 4 (+4)

Powers
Damage Sponge: Regeneration 10 (Every 1 round, Advantages: Diehard; Subtle: subtle)
Immortality: Immortality 10 (Return after 1 hour; Limited: Does not recover injuries, Limited: Does not pretect against certain types of dying such as decapitation)
Narrow Escape: Protection 4 (+4 Toughness; Subtle: subtle)
Strange Fortunes
. . Fake Expert: Variable 1 (luck; Action 3: reaction, Subtle: subtle; Uncontrolled)
. . Flailing Defense: Deflect 6 (Advantages: Improved Disarm, Improved Trip, Weapon Bind; Reflect, Subtle: subtle; Reduced Range: close)
. . Fools Fortune: Luck Control 3 (Bestow Luck, Force a Re-roll, Spend on Other; Subtle: subtle)
. . Unwitting Casanova: Cumulative Affliction 7 (1st degree: Vulnerable, Impaired, Dazed, 2nd degree: Defenseless, Disabled, Stunned, Resisted by: Will, DC 17; Cumulative, Extra Condition 2, Increased Range 2: perception, Innate, Insidious, Subtle: subtle; Limited: Checks Vs Yourself, Limited: Women, Limited Degree, Sense-dependent: Sight, Uncontrolled)

Optional Modules
Fighter (10 PP)
Enhanced Trait: Enhanced Trait 9 (9 PP)
Traits: Close Combat (Unarmed)-4 ( +0), Fighting +4 ( +4), Parry -4 ( +2), Close
Combat (Weapon of Choice) +6 ( +6), Strength +2 ( +2)
Weapon of Choice: Strength-based Damage 2 (1 PP)
Easily Removable, DC 17; Improved Critical

Jerk (10 PP)
Senses: Senses 4 (2 PP)
Precognition; Limited: Determining Impending Doom
Snark: Enhanced Trait 8 (8 PP)
Traits: Deception +8 ( +12), Insight +6 ( +5), Advantages: Taunt

Kind (10 PP)
Advantages: Attractive 2
Adorkable: Enhanced Trait 2 (2 PP)
Traits: Persuasion +4 ( +4) (Free - Personal - Sustained)
Conviction: Feature 1 (1 PP)
Notes: Substitute Persuasion Skill in place of your Intimidation for
Demoralization checks. This is not seen as a hostile action.

Inner Strength: Enhanced Presence 8 (4 PP)
+8 PRE; Distracting, Uncontrolled
Voice of Reason: Feature 1 (1 PP)
Notes: Use Persuasion to halt combat and attempt to talk things
out.


Pervert (10 PP)
Advantages: Improved Grab, Improved Hold
Quick Hands: Enhanced Trait 2 (2 PP)
Traits: Close Combat +4 ( +8)
Senses: Senses 2 (2 PP)
Analytical: Touch (Determine physical attributes of females),
Danger Sense: Mental (Sense Killing Intent)
Sticky Fingers: Enhanced Strength 6 (3 PP)
+6 STR; Limited 2: Grabing and Holding
Vapor Wear: Feature 1 (1 PP)
Notes: Can use smash attack instead of a Grab after an
unarmed attack check, using the same bonuses for the check.


Student (10 PP)
Advantages: Eidetic Memory
Enhanced Trait: Enhanced Trait 9 (9 PP)
Traits: Intellect +2 ( +2), Awareness +3 ( +2), Will -1 ( +5)

Offense
Initiative +0
Grab, +0 (DC Spec 10)
Throw, +0 (DC 15)
Unarmed, +4 (DC 15)
Unwitting Casanova: Cumulative Affliction 7 (DC Will 17)

Complications
Accident Prone: As part of their strange luck the Circumstantial Idiot is prone to suffering from frequent accidents and bouts of clumsiness. Attacks that would normally miss an ally tend to strike him, or he bumbles into the way of attacks aimed at their foe, in either case they are struck or suffer some embarrassing mishap.
Power Loss - Schrodinger's Loser: With a sort of luck based power the Circumstantial Idiot's abilities do not function when observed too closely or to most attempts at manipulating them. They often backfire in such cases.
Relationship - Unwanted Harem: There are usually 2 or more girls close to the Circumstantial Idiot with some sort of interest or relationship with them. Usually this is to his detriment as their interests in him run counter to his own wants.Examples are violent tsunderes, creepy stalkers, overly affectionate sisters, underage girls with crushes, and crossdressing boys who look way too good in a skirt.
Reputation - Pervert: Due to their frequent accidents the Circumstantial Idiot has gained a nasty reputation as a pervert. Exactly how warrented this reputation is is debatable, but even close friends and allies will often doubt their claims when it comes to such circumstances.

Languages
Native Language

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

Power Points
Abilities 6 + Powers 35 + Advantages 7 + Skills 6 (12 ranks) + Defenses 21 = 75

Notes:
One of the most common archetypes in romantic comedy manga, the (un)lucky everyman who's placed in the middle of harem shenanigans and suffers for the amusement of the readers. Despite his constant torment he's still the subject of envy from nearly any man, both in and out of universe.

The Circumstantial Idiot is a low PL, low skilled, and usually non-combative character who tends to soak up damage and abuse and bounce back with comedic looking injuries but not really any worse for the wear. They tend to have incredible luck, both good and bad, with stretches one's ability to believe such coincidences as repeatedly landing face or hands first into the cleavage of the nearest female.

One of the most famous of this sort of character is Keitaro Urashima from Love Hina, probably the most perfect example of what the archetype is. A bumbling, nerdy, kind hearted guy prone to tripping over his own two feet into some sort of misunderstanding forced by circumstances beyond his control to cohabitate with a large cast of attractive females who while caring for him in their own ways make his life a living hell. While the character type existed prior to Love Hina, such as in Maison Ikkoku, Urusei Yatsura, and Tenchi Muyo the trope was codified by Akamatsu in Love Hina as the most recognizable and purely distilled version of the character type, inspiring knock offs for years to come.

This is a loose conversion of old Mecha and Manga archetype, taking inspiration from it rather than attempting a 1 to 1 translation. I also included module options to insert for common variants of the Circumstantial Idiot.

Note: There is another conversion by Dreaming Psion that I took slight inspiration from found here: http://www.atomicthinktank.com/viewtopi ... 81#p721481
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Re: WAIFU WARZ - Now With More Harem Comedy Tropes

Post by catsi563 »

A variation also of Crouching moron Hidden bad@ss :D
Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

Showdown at the Litterbox

Catsi stories
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squirrelly-sama
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Re: WAIFU WARZ - Highschool Templates - Cool Senpai (PL7)

Post by squirrelly-sama »

Image
Image
Image
*Hair dramatically blows in the wind*

Cool Senpai - PL 7
Sex: Female
Age: 17+ or 1 Year older than rest of party.
Height: 5'8" | Weight: 12lbs | Hair: ?? | Eyes: ??
Role: The Cool One, The Competent One, The Straightman, The Friendly Rival, The Princess

Waifu Stats
Division - Featherweight
Series - Template
Focus - Skill Use, Combat (Melee)
Waifu Typing - Nadesico, Onee-sama

Strength 2, Stamina 4, Agility 2, Dexterity 0, Fighting 2, Intellect 1, Awareness 2, Presence 4/2

Advantages
Attractive 2, Beginner's Luck, Connected, Defensive Roll 3, Fascinate (Persuasion), Improved Initiative 2, Uncanny Dodge, Well-informed

Skills
Acrobatics 4 (+6), Athletics 4 (+6), Close Combat: Sword 8 (+10), Deception 4 (+8), Insight 4 (+6), Intimidation 4 (+8), Perception 4 (+6), Persuasion 4 (+8)

Powers
Evil Eye: Feature 1 (Notes: Demoralize subtly with a glare.)
Meaningful Gesture: Perception Area Affliction 7 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Will, DC 17; Perception Area: DC 17 - Sight; Limited: Only Those Already Attracted to Cool Senpai)
. . Fighting Charm: Perception Area Affliction 7 (Alternate; 1st degree: Vulnerable, 2nd degree: Defenseless, 3rd degree: Paralyzed, Resisted by: Will, DC 17; Perception Area: DC 17 - Sight; Limited: Only those already attracted to Cool Senpai)
. . Inspire Love: Cumulative Perception Area Affliction 7 (Alternate; 1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 17; Perception Area: DC 17 - Sight, Cumulative; Limited: Against those normally attracted to Cool Senpai, Limited: Inspiring love (targets act on their own accord))
Motivate: Feature 1 (Notes: Use one preselected interation skill to attempt to aid an ally. DC 15 check, if it is successful it counts as an Aid Action for the target.)
Practice Sword: Strength-based Damage 2 (Easily Removable, DC 19; Improved Critical)

Sample Powers
Air Cutter (Accurate 5: +10, Increased Range: ranged; Tiring, Notes: Launch a powerful strike projecting your Chi into a dangerous blast.)
Cold Senpai: Enhanced Trait 5 (Traits: Intimidation +6 (+14), Advantages: Fearless, Startle)
Delinquent Senpai: Enhanced Trait 5 (Traits: Deception +6 (+14), Advantages: Dirty Fighting: +2 circumstance bonus to hit vulnerable targets, Taunt)
Expert Fighter (Advantages: All-out Attack, Cunning Fighter, Improved Disarm, Improved Trip, Takedown)
Kendoka (Multiattack, Reach (melee): 5 ft., Notes: Attack with a flurry of blade strikes, the force is enough that even the air pressure is dangerous extending the reach of the attack.)
Kind Senpai: Enhanced Trait 3 (Traits: Persuasion +6 (+14); Feature: Use Persusasion to detect influence and deception, Feature: Charming: Feint with Persuasion skill)
Kouhai: Enhanced Trait 5 (Advantages: Minion 5)
Responsible Senpai: Enhanced Trait 5 (Advantages: Inspire 2, Interpose, Leadership, Set-up)
Seductive Senpai: Enhanced Trait 4 (Traits: Presence +2 (+4); Feature: Equally Attractive to Members of the Same Sex)
Smart Senpai: Enhanced Trait 5 (Traits: Intellect +1 (+2), Advantages: Eidetic Memory, Luck (Inspiration) 2)
The Perfect Senpai: Variable 1 (skill; Action 3: reaction, Notes: Alter skill bonuses to overwhelmingly succeed in a given task.)

Offense
Initiative +10
Fighting Charm: Perception Area Affliction 7 (DC Will 17)
Grab, +2 (DC Spec 12)
Inspire Love: Cumulative Perception Area Affliction 7 (DC Will 17)
Meaningful Gesture: Perception Area Affliction 7 (DC Will 17)
Practice Sword: Strength-based Damage 2, +10 (DC 19)
Throw, +0 (DC 17)
Unarmed, +2 (DC 17)

Complications
Accidental Seductions: Cool Senpai is blissfully unaware of their attractiveness and how their actions tend to seen by others. They often activate their social powers unintentionally, leading to mishaps later down the road.
Motivation: Responsibility: Given their popularity and studious nature the Cool Senpai is often placed in positions of power among students, from club captains to student council president.
Prejudice - Too Cool: Thanks to their mystique the Cool Senpai is often left out of many social activities, as are either too intimidated to try approaching them or simply assume they have better things to do.
Rivalry: With their seeming perfection and high status the Cool Senpai is often the target of ire by many people jealous of their success who will seek to dethrone them.

Languages
Native Language

Defense
Dodge 7, Parry 7, Fortitude 6, Toughness 7/4, Will 8

Power Points
Abilities 30 + Powers 12 + Advantages 12 + Skills 18 (36 ranks) + Defenses 18 = 90

Notes:
The Cool Senpai is one of the core characters to any highschool style anime. The much more competant and popular than the hero character. They may start off as a rival but usually turn into an ally or love interest soon after their first appearance.

There's usually 3 core types of Cool Senpai:
The Aniki/Anego rebellious version who whisks away the straighlaced protagonist into an exciting new type of life.
The Onee-sama/Prince type that are cool and aloof.
And the Rival type who are generally more specialized into the skills the campaign focuses on which is usually combat.

This is based on the 2e Mecha and Manga source book, loosely inspired.

Here is another version made by Dreaming Psion: http://www.atomicthinktank.com/viewtopi ... 77#p723477
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Re: WAIFU WARZ - Highschool Templates - Ninja Trainee (PL7)

Post by squirrelly-sama »

Image
"Nin Nin~"

Ninja Trainee - PL 7
Sex: Female
Age: 12+
Height: 5'4" | Weight: 12lbs | Hair: ?? | Eyes: ??
Role: The Cool One, The Scary One, The Mercenary

Waifu Stats
Division - Featherweight
Series - Template
Focus - Skill Use, Combat (Melee), Tricky Fighter
Waifu Typing - Kuudere, Dandere

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

Advantages
Agile Feint, Beginner's Luck, Benefit, Athletics Based on Agility, Close Attack 2, Defensive Roll 2, Hide in Plain Sight, Improved Defense, Improved Disarm, Improved Trip, Move-by Action, Uncanny Dodge

Skills
Acrobatics 2 (+10), Deception 4 (+4), Expertise: Shinobi 4 (+4), Intimidation 4 (+4), Investigation 4 (+4), Ranged Combat: Thrown 10 (+10), Stealth 2 (+10), Treatment 2 (+2)

Powers
Kunai: Strength-based Damage 2 (Easily Removable, DC 19; Improved Critical)
Leaping: Leaping 1 (Leap 15 feet at 4 miles/hour)
Ninjutsu
. . Bunshin: Concealment 10 (All Senses; Limited: Decoy Images)
. . Henge: Morph 3 (+20 Deception checks to disguise; Broad group; Activation 2: standard action, Limited: Dispells When Failing Resistance Check)
. . Kawarimi: Teleport 2 (120 feet in a move action, carrying 50 lbs.; Reaction 3: reaction (On Successful Dodge))
. . Shuriken: Strength-based Damage 2 (DC 19; Improved Critical, Increased Range: ranged [2 extra ranks], Multiattack [2 extra ranks]; Quirk: Limited Ammo)
Shinobi: Movement 4 (Safe Fall, Sure-footed 1, Trackless: Sight 1, Wall-crawling 1: -1 speed rank; Limited: Acrobatics Check)
Speed: Speed 1 (Speed: 4 miles/hour, 60 feet/round)

Offense
Initiative +8
Grab, +10 (DC Spec 12)
Kunai: Strength-based Damage 2, +10 (DC 19)
Shuriken: Strength-based Damage 2, +10 (DC 19)
Throw, +10 (DC 17)
Unarmed, +10 (DC 17)

Complications
Disability - Loneliness: The Ninja Trainee has been raised harshly to be a good shinobi and did not have much in the way of social interaction prior to being allowed to explore the outside world.
Enemy - Warring Clans: The various shinobi clans are embroiled in a secret war with each other, even allies are not to be trusted as any other shinobi could easiy turn traitor to further their own position.
Honor: Ninja trainees are honor bound to be loyal to the clan and it's traditions.

Languages
Native Language

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

Power Points
Abilities 52 + Powers 20 + Advantages 13 + Skills 16 (32 ranks) + Defenses 4 = 105

Notes:
The young Kunoichi is an expertly trained fighter, learning a multitude of skills needed to succeed in her craft. A spy, a warrior, an actor, and a saboteur, the Ninja Trainee is very capable and dangerous. What they lack in overall power they more than make up for in versatility and skillful tricks.
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Re: WAIFU WARZ - Now With More Harem Comedy Tropes

Post by Jabroniville »

The cool senpai is AWESOME. I’ve seen way too little of that in anime, not viewing the right genres, I guess. Sailor Uranus is probably the closest version I’ve seen, adding wrinkles like being very antagonistic and dangerous after a point.
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Re: WAIFU WARZ - Anime Templates - The Martial Artist (PL 7)

Post by squirrelly-sama »

Image
Image
"You look strong, lets fight!"

Martial Artist - PL 7
Sex: Female
Age: 12+
Height: 5'4" | Weight: 12lbs | Hair: ?? | Eyes: ??
Role: The Aggressive One, The Impulsive One, The Lancer, The DPS

Waifu Stats
Division - Featherweight
Series - Template
Focus - Mixed Combat (Melee focus)
Waifu Typing - Genki, Tomboy, Childhood Friend, Rival, Amazon

Strength 4, Stamina 7, Agility 6, Dexterity 2, Fighting 6, Intellect 0, Awareness 2, Presence 0

Advantages
Agile Feint, All-out Attack, Fast Grab, Improved Critical: Martial Arts, Improved Defense, Improved Disarm, Improved Grab, Improved Hold, Improved Trip, Move-by Action, Power Attack, Redirect, Takedown, Training Trip: Use Expertise Martial Arts to perform a Ritual, Uncanny Dodge, Weapon Bind, Weapon Break

Skills
Acrobatics 4 (+10), Close Combat: Unarmed 2 (+8), Expertise (FGT): Martial Arts 2 (+8), Insight 2 (+4), Perception 2 (+4)

Powers
Chi Reading: Senses 5 (Accurate: Detect Chi, Acute: Detect Chi, Danger Sense: Mental (Killing Intent), Detect: Chi 1)
Combo Attack: Feature 1 (Notes: After landing a Critical Hit can take a second standard action (including switching between array slots) in place of other benefits from the critical hit.)
Leaping: Leaping 1 (Leap 15 feet at 4 miles/hour)
Martial Arts
. . Echoing Fist: Strength-based Damage 2 (DC 21; Secondary Effect [4 extra ranks])
. . Flowing Fist: Deflect 7 (Reflect, Subtle: subtle; Reduced Range: close)
. . Hurricane Fist: Strength-based Damage 2 (DC 21; Multiattack [4 extra ranks])
. . Ki Blast (Accurate 4: +8, Increased Range: ranged)
. . Pressure Poiint Strike: Affliction 6 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Paralyzed, DC 16; Alternate Resistance (Dodge), Insidious, Subtle: subtle)
Perfect Balance: Movement 2 (Wall-crawling 2: full speed; Limited: Upright Movement, Platform)
Speed: Speed 1 (Speed: 4 miles/hour, 60 feet/round)

Offense
Initiative +6
Echoing Fist: Strength-based Damage 2, +8 (DC 21)
Grab, +6 (DC Spec 14)
Hurricane Fist: Strength-based Damage 2, +8 (DC 21)
Pressure Poiint Strike: Affliction 6, +8 (DC Dog/Fort/Will 16)
Throw, +2 (DC 19)
Unarmed, +8 (DC 19)

Complications
Addiction - Battle Junkie: The Marital Artist loves to fight, they will place having a good fight above nearly everything else.
Motivation: Recognition: Being the greatest fighter is their goal, they enter tournements and constantly train to improve their strength.
Power Loss - Chi: Chi is the body's natural energy adn what powers the Martial Artist. When fatigued the Martial Artist may also become weakened or lose the ability to use some of their powers.
Rivalry : The martial artist has no shortage of Rivals, some friendly some not so friendly. They constantly battle and scheme against each other.

Languages
Native Language

Defense
Dodge 7, Parry 7, Fortitude 7, Toughness 7, Will 7

Power Points
Abilities 54 + Powers 21 + Advantages 17 + Skills 6 (12 ranks) + Defenses 7 = 105

Notes:
The Martial Artist is a proud and energetic kid pushing themselves to be the best. They constantly train their bodies through sometimes insane means in order to surpass their limits.

The Martial Artist is a jack of all trades when it comes to their art, often employing aspects of their opponents styles into their own at a later date (buying AEs with the PP earned defeating them). And despite not being exceptionally bright are clever, capable of thinking on their feet and using Hero Points throughout a fight to counter and improvize new moves to catch opponents by surprise.

There are many manga based on Martial Artists, often with unique takes on how they handle powers in the setting. Kenichi where the hero learns under 4 different masters of entirely different styles, Ranma which is a gag manga about a gender changing martial artist and his romantic shenanigans, and Ikki Tousen which is fanservice. It's always been a popular archetype and genre in manga though never overly popular, reaching a good equilibrium. It also has it's own sub-sub Genre on types of martial arts from sword fighting (Ruroni Kenshin), Boxing (Hajime no Ippo), and many more.

Where the Martial Artist and their stories shine is Fighting Games, there's an uncountable number of fighting games and their ever growing rosters of fighters. While there's things like Skull Girls or Fighting Herds which focus on powers or some gimmick by far the most popular and largest of these are simply just martial artists punching each other or blasing each other with chi balls.

Gameplay Notes:
Training Trip: A custom Advantage, the Martial artist takes a trip to train for a coming encounter, learning some new power or counter to the trick of their coming opponent. It functions like the Ritualist power, using Expertise Fighting Skill instead as rather than studying magic they train their body to be able to perform the technique.

This custom advantage is based on a build by Dreaming Psion of Mugen from Samurai Champloo found here: http://www.atomicthinktank.com/viewtopi ... 29#p731229
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