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

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squirrelly-sama
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WAIFU WARZ - Filia (PL8)

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"I am who I am."

Filia - PL 8
Sex: Female
Age: 16
Height: 5'4" | Weight: 142lbs | Hair: Samson| Eyes: Red
Role: Starter Character, The Every Girl

Waifu Stats
Division - Light Weight
Series - Skullgirls
Focus - Rushdown
Waifu Typing - Joshikousei

Strength 6, Stamina 4, Agility 4, Dexterity 2, Fighting 8, Intellect 1, Awareness 2, Presence 3

Advantages
Accurate Attack, All-out Attack, Defensive Attack, Defensive Roll 4, Improved Critical: Parasite Attacks, Improved Grab, Improved Initiative, Instant Up, Move-by Action, Power Attack, Ranged Attack 2, Uncanny Dodge

Skills
Acrobatics 4 (+8), Athletics 2 (+8), Insight 2 (+4), Perception 6 (+8), Persuasion 3 (+6), Stealth 1 (+5)

Powers
Eyes On The Back Of Her Head: Senses 2 (Danger Sense: Sight, Radius: Sight)
Leaping: Leaping 1 (Leap 15 feet at 4 miles/hour)
Parasite Hair: Elongation 1 (Elongation: 15 feet, +1 to grab, Advantages: Improved Grab)
Parasite Play
. . Buzz Cut (Accurate: +2, Improved Critical 2, Multiattack, Variable Descriptor: close group - Slashing, Piercing, Sawing, Notes: 6 Ranks)
. . Gregor Samson
. . . . Damage: Strength-based Damage 2 (DC 23)
. . . . Dash Attack: Feature 1 (Notes: No Accuracy Penalty for Charge or Slam Attacks.)
. . . . Flight: Flight 2 (Speed: 8 miles/hour, 120 feet/round)
. . . . Immunity: Immunity 2 (Uncommon Descriptor: Own Slam Damage)
. . . . Improved Knockback: Feature 1
. . Hair Drills: Strength-based Damage 2 (DC 23; Indirect 3: any point in fixed direction or fixed point in any direction, Reach (melee) 3: 15 ft.)
. . Hairball (Spin Dash): Strength-based Damage 2 (DC 23; Reaction 3: reaction [6 extra ranks]; Limited: Takes Standard Action To Maintain [6 extra ranks], Limited: Only While Moving [6 extra ranks])
. . Salon Treatment: Strength-based Cone Area Damage 2 (DC 23; Cone Area: 60 feet cone, DC 12 [6 extra ranks])
. . Tricobezoar: Damage 12 (DC 27; Increased Range: ranged; Diminished Range 2, Uncontrolled, Notes: Blockbuster)
Parasite Power: Enhanced Strength 4 (+4 STR)
Wai-fu: Strength-based Damage 2 (DC 23)

Offense
Initiative +8
Damage: Strength-based Damage 2, +8 (DC 23)
Grab, +9 (DC Spec 17)
Hair Drills: Strength-based Damage 2, +8 (DC 23)
Hairball (Spin Dash): Strength-based Damage 2, +8 (DC 23)
Salon Treatment: Strength-based Cone Area Damage 2 (DC 23)
Throw, +4 (DC 21)
Tricobezoar: Damage 12, +4 (DC 27)
Unarmed, +8 (DC 21)
Wai-fu: Strength-based Damage 2, +8 (DC 23)

Complications
Disability- Amnesia: After being posessed by a Parasyte Filia lost nearly all her memories prior to the event. Filia wants to regain these memories and discover her hidden past for good or ill. Her lack of memories has left her very nieve and trusting, often times hesitating to fight opponents or being surprised that someone would want to fight her.
Relationship - Painwheel: Her former best friend Carol. Filia is concerned for the girl and feels responsibility to look after the girl to make up for a past wrong.
Relationship - Samson: Filia's parasyte and partner. The two trust and look after each other, with Samson being very protective and Filia relying on him both in battle and for advice.
Reputation - Mafia Princess: Filia is the granddaughter of a prominent Medici mafia member which left her in a somewhat luxerious life and social status.

Languages
English

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

Power Points
Abilities 52 + Powers 30 + Advantages 15 + Skills 9 (18 ranks) + Defenses 14 = 120

Notes:
A once normal Highschool Girl who was one night possessed by a Hair Parasyte resulting in amnesia.

The "Main Character" of skull girls, Filia is the first of the playable heroines available in the Demo and is one of the most often depicted and focused on in promotional art. She's a balanced starter character who's easy for new players to handle to learn the very nuanced fighting system of the Skull Girls fighting game.

Not too much is known about Filia's past and many theories circulate because of it. What is known is that she is the granddaughter of Lorezno Medici, had an isolated school life, was friends with Carol but hurt her in some way, and (in one deleted alternate ending) volunterily accepted Samson as her partner. It's speculated that due to her mob connections and the rather villainous nature of the Medici group Filia may have had some part to play in Carol's transformation into Painwheel prior to partnering with Samson.

Trivia:
Birthday: March 18th | Bloodtype: AB | Measurements: 34C-26-39
Likes - Eating, Coffee, Milkshakes, Reading and learning, Radio dramas, Comics, Romance novels, Dogs
Dislikes - Samson’s bluffing and gambling, Seeing innocents get hurt, Hair getting tangled, Being lied to, Side-effects of Samson's parasitism
  • Filia's winning stance resembles that of Ryu's from the Street Fighter franchise, where he crosses his arms and the wind blows his headband (in this case, Samson is crossing his arms and Filia is fluttering in the air. However, there is also a winning pose where Samson is waving in the air).
  • Filia has an unused second time-out animation where Samson tears apart the top of her shirt in a rage. This animation was left unused due to objections from some Lab Zero staff, but is present in the Digital Art Compendium given to backers of the Keep Skullgirls Growing! fundraiser.
  • If selecting Filia's Madoka Kaname palette, the voice actress of Filia, Christie Marie Cabanos, also shares the voice of Madoka. This also counts for Cerebella, Peacock, and Squigly with their voice actresses playing the roles of Homura Akemi, Sayaka Miki, and Kyoko Sakura; the only exception is Ms. Fortune's Mami Tomoe palette.
  • Despite her amnesia, she seems to retain some vague memories, such as her past with Painwheel. She also seems to remember her mother in some way, sometimes saying "Sorry, mom." if she loses.
  • Filia appeared in the Episode 06 of the 4th Season of the Web series One Minute Melee, where she faced Shantae from the series of the same name and lost.
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squirrelly-sama
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Re: WAIFU WARZ - 2nd Encore

Post by squirrelly-sama »

Notes: Updated Skullgirls intro post to include custom house rules for setting.
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WAIFU WARZ - Ms Fortune (PL8)

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"Curiosity can't kill me!"

Ms Fortune - PL 8
Sex: Female
Age: 20
Height: 5'8" | Weight: 127lbs | Hair: White| Eyes: Blue
Role: The Lovable Rogue, The Pun-isher, The Robin Hood

Waifu Stats
Division - Light Weight
Series - Skullgirls
Focus - Rushdown/Puppeteer
Waifu Typing - Catgirl, Onee-san

Strength 2, Stamina 6, Agility 8, Dexterity 0, Fighting 4, Intellect 0, Awareness 4, Presence 2

Advantages
Attack Flurry, Defensive Roll 2, Hide in Plain Sight, Improved Initiative, Move-by Action, Prone Fighting, Throwing Mastery 4, Uncanny Dodge

Skills
Acrobatics 2 (+10), Athletics 2 (+4), Close Combat: Rogue 6 (+10), Deception 6 (+8), Expertise: Thief 8 (+8), Perception 2 (+6), Ranged Combat: Throw 8 (+8)

Powers
Body Hardening: Feature 1 (Notes: Can use body parts as improvised tools and weapons.)
Detachable Limbs: Feature 1
Footloose (Reach (melee) 2: 10 ft., Subtle: subtle)
Life Gem: Regeneration 2 (Every 5 rounds)
More Than 9 Lives: Immortality 4 (Return after 2 days; Limited: Destruction Of Body or Removal of Blood)
Natural Weapons: Strength-based Damage 4 (DC 21; Improved Critical)
Speed: Speed 1 (Speed: 4 miles/hour, 60 feet/round)
Summon: Summon 6 (Heroic, Increased Range: ranged; Feedback, Limited: Dazed Summon, Self-Powered)

Offense
Initiative +12
Grab, +4 (DC Spec 12)
Natural Weapons: Strength-based Damage 4, +10 (DC 21)
Throw, +8 (DC 21)
Unarmed, +10 (DC 17)

---
Head Cat - PL 6

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

Advantages
Prone Fighting

Skills
Close Combat: Headbutt 10 (+8), Deception 6 (+8), Expertise: Thief 8 (+8), Perception 2 (+6), Stealth 4 (+10)

Powers
Distraction: Concentration Cumulative Affliction 6 (1st degree: Vulnerable, Dazed, 2nd degree: Defenseless, Stunned, Resisted by: Will, DC 16; Concentration, Cumulative, Extra Condition, Improved Critical 2, Multiattack; Inaccurate: -2, Limited Degree)
Hardheaded: Protection 8 (+8 Toughness)
Leaping: Leaping 2 (Leap 30 feet at 8 miles/hour)
Natural Weapons: Strength-based Damage 4 (DC 19; Improved Critical)
Shrinking: Shrinking 8 (-2 STR, -4 Intimidate, +8 Stealth, +4 active defenses, -2 size ranks, -1 speed ranks)

Offense
Initiative -2
Distraction: Concentration Cumulative Affliction 6, -4 (DC Will 16)
Grab, -2 (DC Spec 10)
Natural Weapons: Strength-based Damage 4, +8 (DC 19)
Throw, +0 (DC 15)
Unarmed, +8 (DC 15)

Defense
Dodge 2, Parry 2, Fortitude 4, Toughness 10, Will 8

Power Points
Abilities 12 + Powers 56 + Advantages 1 + Skills 15 (30 ranks) + Defenses 6 = 90
---

Complications
Addiction - Puns: Ms Fortune loves making puns and wise cracks, she won't miss an opportunity to make a joke. However she doesn't like being on the receiving end, complaining when mocked.
Enemy - Medici Family: Due to her theft of the Life Gem the Medici family want her dead.
Motivation: Revenge: As the last surviving member of the Fish Bone Gang Mis Fortune wishes to avenge her friends and kill Lorenzo Medici.
Relationship - Minette: Ms Fortunes best friend, a clumsy waitress Dagonion and daughter of the River King in Little Innsmouth. Ms Fortune is protective of the younger girl, and Minette admires and looks up to the older girl.
Reputation - Wanted Thief: There is a large bounty on Ms Fortune's head for her various acts of thievery.

Languages
English

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

Power Points
Abilities 52 + Powers 29 + Advantages 12 + Skills 17 (34 ranks) + Defenses 10 = 120

Notes:
Nadia Fortune, a feline Feral (anthropomorphic animals races), immortal alley cat thief from Little Innsmouth on a mission to take down the Medici Mafia and avenge her friends.

A friendly, playful, and wisecracking cat girl. Ms Fortune is tricky rogue fighter who uses her head, often literally, to beat her opponents. She loves puns, and looks after her friend Minette, a Dagonian girl.

A former member of the Fishbone Gange, a group of friendly thieves that were all killed by the Medici family after stealing the Life Gem from Lorenzo Medici. Before they could kill her she swallowed the gem and became immortal, able to survive being dismembered and gaining precise control over her body parts.

Trivia:
Birthday: November 24th | Bloodtype: B | Measurements: 32B-23-34
Likes - Making friends, Sunlit naps, Volleyball, Bowling, Golf, Parkour, Subjecting others to terrible puns, Yu-Wan's restaurant, Dim Sum, The Fishbone Gang, Robbing from rich, Giving to poor, Potato chips
Dislikes - The Medici Mafia, Black Dahlia, Sushi, Cops, Bullies, Marsupials, Loud noises, Lemonade
  • Her pre-fight animation is a reference to that of Cammy's in the Street Fighter franchise (More specifically, Street Fighter Alpha).
  • In an unused alternate ending, Ms. Fortune ignores Marie's warning about making a wish to restore dead friends and asks the Skull Heart to revive the rest of the Fishbone Gang. The Skull Heart grants this by transforming Ms. Fortune into the new Skullgirl, with the former Fishbone Gang as the first members of her undead army.
  • Ms. Fortune's Mami Tomoe palette from Puella Magi Madoka Magica is the only one to have different voice actresses (in Mami's case, Carrie Keranen instead of Kimilih Tran). This palette serves as a reference for Mami Tomoe's death in episode 3, thus Ms. Fortune's dismemberment becomes parallel to the tease by fans.
  • Her blockbuster attack Cat Scratch Fever references Wolverine's signature move Berserker Barrage from Marvel Vs. Capcom. She will shout "Fur-serker Purr-age!" at times when executing the move.
  • Her stage, Little Innsmout, is populated by Dagonians which are anthropomorphized fish, a nod to the HP Lovecraft story "The Shadow Over Innsmouth" where in the town is secretly populated by Human/Fishmen hybrids.
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WAIFU WARZ - Cerebella (PL8)

Post by squirrelly-sama »

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"Time for your curtain call!"

Cerebella - PL 8
Sex: Female
Age: 20
Height: 5'6" | Weight: 130lbs | Hair: Teal| Eyes: Black
Role: The Daddy's Girl, The Performer,

Waifu Stats
Division - Light Weight
Series - Skullgirls
Focus - Grappler
Waifu Typing - Electra Complex

Strength 8, Stamina 4, Agility 4, Dexterity 4, Fighting 6, Intellect 0, Awareness 2, Presence 4

Advantages
Agile Feint, All-out Attack, Connected, Contacts, Defensive Roll 4, Extraordinary Effort, Fascinate (Expertise: Circus Performer), Fast Grab, Improved Grab, Improved Hold, Luck (Recover) 2, Skill Mastery: Acrobatics

Skills
Acrobatics 6 (+10), Athletics 2 (+10), Close Combat: Unarmed 4 (+10), Expertise (AGL): Circus Performer 6 (+10), Insight 2 (+4), Perception 4 (+6), Persuasion 2 (+6), Ranged Combat: Thrown 2 (+6), Sleight of Hand 2 (+6)

Powers
Attackrobat: Strength-based Damage 2 (DC 25; Feature: Hidden Blades, Improved Critical, Reach (melee): 5 ft.)
Perfect Balance: Movement 2 (Wall-crawling 2: full speed; Limited: Upright Movement, Platform)
Trained Performer: Movement 4 (Safe Fall, Slithering, Sure-footed 1, Swinging)
Vice Versa (Removable)
. . Diamond Dynamo: Feature 1 (Notes: Multi-attack on strength attacks, limited to only on charge attacks and requiring attacking while moving full distance.)
. . Enhanced Ability: Enhanced Strength 6 (+6 STR)
. . . . Diamond Deflector: Deflect 6 (Alternate; Redirection, Reflect; Reduced Range: close)
. . Extra Limbs: Extra Limbs 2 (2 extra limbs, Advantages: Fast Grab, Improved Grab, Improved Hold)
. . Hand Glider: Flight 2 (Speed: 8 miles/hour, 120 feet/round; Custom: Passive, Gliding)
. . Protection: Protection 2 (+2 Toughness)
. . Ultimate Showstopper: Enhanced Trait 3 (Advantages: Extraordinary Effort, Luck (Recover) 2)

Offense
Initiative +4
Attackrobat: Strength-based Damage 2, +10 (DC 19)
Attackrobat (Vice Versa): Strength-based Damage 2, +6 (DC 25)
Grab, +6 (DC Spec 12)
Grab (Vice Versa), +6 (DC Spec 18)
Throw, +6 (DC 18)
Throw (Vice Versa), +6 (DC 23)
Unarmed, +10 (DC 17)

Complications
Motivation: Electra Complex: Cerebella will do anything to get into her fathers pants... I mean anything to get his attention.
Not Just A River: Cerebella is in complete denial about the fact that she works for criminals, even though she regularly works as a hitman for them.
Temper: Cerebella has an anger problem, getting violently destructive when frustrated.

Languages
English

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

Power Points
Abilities 52 + Powers 33 + Advantages 10 + Skills 15 (30 ranks) + Defenses 10 = 120

Notes:
Acrobat of the Cirque des Cartes and wielder of the Living Weapon Vice Versa. Cerebella as the adopted daughter of Vitale Medici is a leg breaker of the Medici mafia.

A playful, spiritied, and kind young girl Cerebella tries her best to please Vitale and earn his attention. Orphaned at a young age under mysterious circumstances Cerebella was taken in by the Medici family and raised by Vitale. As she was bonded to the powerful Living Weapon Vice Versa as her family heirloom she became an enforcer for the family. Due to her gratitude blinding her despite her better nature Cerebella is in denial about the Medici's wrongdoings, even when placed on a mission to assasinate someone.

Probably one of the more disturbing characters. If not for her hypocrisy then for her origin and motivations. Cerebella was raised by Vitale who not only uses her as a weapon, quite possibly arranging her parent's deaths for this purpose, but has done so in a way similar to "wife husbandry" where she would grow up wanting to be his lover. Her ending has her crushing Ms Fortune to death and presenting the Life Gem she crushed the woman's body into to Vitale while dressed in a bunny girl outfit and all but giving her adoptive father a lapdance. Seriously... the fuck?

In all honesty I didn't care for her, as a character, as a person, nor as an avatar for the game. Her play-style never suited me, her grappling focus and terrible mobility making her incredibly weak to Marie the final boss, and she just seemed like a brat to me.

Gameplay - Cerebella has 2 different sets of attack and effect bonuses, one when attacking with Vice Versa which are more powerful but less accurate, the other is her natural attacks which are more accurate but less less powerful.

Trivia:
Birthday: April 11th | Bloodtype: B | Measurements: 32D-23-36
Likes - Competition, Showing off, Cats, Professional wrestling, Sudoku, Flirting, Pleasing Vitale, Teasing her roommate Feng
Dislikes - Badmouthing of the Circus, Badmouthing of Vitale, Angry people, Quitters, Cockroaches
  • If Cerebella defeats an opponent with her Battle Butt attack, "2000" will appear on screen in a similar fashion as killing an enemy in Battletoads, an intentional reference placed into the game by Mike Z.
  • A random cat has a .02% chance of appearing when Cerebella hits an opponent with her Lock & Load move. This derived from one of the animators doodling a cat in one of the frames, forgetting to take it out. Mike Z insisted that the cat should remain in the game as an Easter egg, with the staff agreeing on the condition that Mike Z would animate it himself.
  • In an unused alternate ending, Cerebella makes a wish on the Skull Heart to have Vitale love her - and only her - forever. She returns to Cirque Des Cartes to find its members (except Feng) murdered by Vitale, who is now obsessed with Cerebella. Feng kills him, but he returns as one of the Skullgirl's undead, still declaring his love.
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Re: WAIFU WARZ - 2nd Encore

Post by Jabroniville »

Damn, and here I was about to bug you to build Sailor Moon or Overwatch characters on request- I'd forgotten about this set you'd teased :). It seems to have a unique visual motif- more cartoony than I'm used to with Fighting Games, but it helps them stand out.

The "Block" option is interesting. In 2nd Edition, there was a Feat introduced in Mecha & Manga called "Withstand Damage", that was a straight +5/-5 trade-off for what you're describing, but it had no limitations, which meant it was rather abuse-able in a system that favored high damage and toughness over accuracy & defenses.

Weird things like "Spacing", "Hitboxes" and "Range", which matter SO MUCH to Fighting Games, and SO LITTLE to M&M, are something I've always reflected by simply upping the accuracy or defenses. However, adding a unique Advantage actually makes for some interesting tactical gameplay, especially in one where area-crossing is such a big deal.
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Re: WAIFU WARZ - 2nd Encore

Post by squirrelly-sama »

Jabroniville wrote: Mon Nov 12, 2018 6:32 am Damn, and here I was about to bug you to build Sailor Moon or Overwatch characters on request- I'd forgotten about this set you'd teased :). It seems to have a unique visual motif- more cartoony than I'm used to with Fighting Games, but it helps them stand out.

The "Block" option is interesting. In 2nd Edition, there was a Feat introduced in Mecha & Manga called "Withstand Damage", that was a straight +5/-5 trade-off for what you're describing, but it had no limitations, which meant it was rather abuse-able in a system that favored high damage and toughness over accuracy & defenses.

Weird things like "Spacing", "Hitboxes" and "Range", which matter SO MUCH to Fighting Games, and SO LITTLE to M&M, are something I've always reflected by simply upping the accuracy or defenses. However, adding a unique Advantage actually makes for some interesting tactical gameplay, especially in one where area-crossing is such a big deal.
Thanks, in MnM tactical options are something that are sadly neglected in gameplay. Sure a GM could wave things in though the narrative and fiat but that sort of feels cheap, like it's less actual strategy and more just spending an HP to get a bonus. The broadness of how the game works normally is to it's benefit for modelling so many different powers but the lack of fidelity comes back to bite it when it comes to trying to emphasize skilled gameplay rather than just smart building. I'm always looking for ways to insert more ways to implement strategy at the gameplay level so fights can become more than smashing two characters together with their most damaging attack until one breaks.

When it comes to fighting games a lot of strategy and tactics come into play, feints, spacing, combos, and hit boxes are super important to keep track of. While that level of fidelity would be impossible to keep in a table top game trying to get some facsimile to capture the feel of fast paced skilled combat would be a godsend. The ideas I have are hit or miss at times, but any advice or ideas are always welcome.
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Re: WAIFU WARZ - 2nd Encore

Post by squirrelly-sama »

Aspects of a fighting game and ideas on how to capture the feel in MnM.

Combos: A chain of attacks leading into each other increasing damage and even stunning opponents to continue chains. It's made up of many little aspects, canceling moves and animations, chaining quick and weak attacks, creating openings with powerful attacks, and ending with strong finishers. Spacing, direction, and knockback are also important aspects to factor in and additional effects can be either advantageous or detrimental depending on how it's executed. In fighting games these combos and chains are memorized, having to be executed in specific orders and at high level play opponents know all the little exploits and combos of not just their main but all the other mains too, leading to combos creating openings and vulnerabilities that can be exploited. In universe for these settings a character would be able to get a better read on opponents styles as they face them, starting with disadvantages to new opponents that wear off over time.

Probably the most obvious way I've seen people model this is just a complication about becoming predictable or having trouble against new rivals. I had similar ideas but I don't feel it should be a complication so much as a house rule, a new mechanic, to introduce to the game. Building accuracy circumstance bonuses that affect both sides, resetting on the combo being broken combined with a way to force a turn around in certain circumstances making the use of combos a tech option that come with risk and reward. To a lesser extent a sort of skill roll can also be added to mix, something like close attack, deception, etc that is also kept track of and can be flubbed to cause a combo to break, though this may just be natural 1 on attack checks. Hit stuns can be an optional alternate to causing damage conditions. Knockback is something that would likely build up during a combo, for good or bad, blasting a character away and leaving them prone or vulnerable but far enough away that most can't pursue to follow up.

Spacing: Due to hitboxes and how quickly combat occurs in a fighting game characters speeds and reaches are key parts of their strategy, being slightly too slow or being quick but jerky or having too little reach can be crippling and land a strong seeming character into the bottom tier of a roster. The difference of a single pixel or animation frame can be indispensable. Naturally this is too detailed to fit into MnM at the level it exists in a video game but small things are still possible. Shortening the time during turns, so it's tiny bursts and shortening movement and requiring a routine check to determine distances moved in feet would make spacing much more important. Reach would default to a small area, about 3 feet or so adjacent to the character by default. Reach would increase this to 6 then 10 feet of range, covering the entire area while Elongation would be a disjointed hitbox and become less accurate when used at short range. AoE effects would be quite overpowered, so the size would need to shrink 1 size rank and a successful dodge while having enough movement to escape the area would completely negate the damage instead of halve it.

To better play in such a situation it would be a good idea to trade a 2D area for a linear stage, similar to a fighting game's, with tics to denote distances. If such a thing is not available or inconvenient then a yard stick or meter long measuring stick can be used instead, with paper clips or similar items attached and moved as needed to easily track the distance between characters in a quick and visually simple manner.

Projectiles: In a world where spacing maters a gun would be king, however in many fighting games projectile weapons are not over powered and function as a normal tool in your belt to use. This is because they alter how projectiles work to maintain balance. The damage is usually slow and can be dodged, is short range and so do not cross the map, or have a disjointed hitbox making it possible to dodge past it by being close. In this case ranged attacks would function as reaching the end of the stage by default (assumed about 60 feet [distance rank 2]) loosing 2 accuracy at about 15 feet and and 5 at about 30 feet. Diminished range would reduce this Cutting the maximum distance to 30 feet, 2 ranks causing -2 accuracy at 6 feet and -5 at 15 feet. 3 ranks cutting max distance to 15 feet. Extended range would remove the -5 penalty, 2 ranks moving the -2 penalty to 30 feet, and 3 ranks removing distance penalties entirely. Projectiles are assumed to move in a straight line and break on contact with something, regardless of it's toughness. Penetrating attacks would be able to pass through objects with less toughness than their penetrating ranks and ignore Blocking Bonuses up to their penetrating ranks though will stop if successfully resisted.

Animation Locks, Hyper-Armor, and Cancels: The puzzle pieces that are fit together to form a strategy to defeat an opponent in a fighting tame. Knowledge of moves is more than just their hitboxs, it also includes the wind up, execution, and cool down animations the cancels to those animations if there are any, and if the move has something called Hyper Armor which prevents flinching or even taking damage while in the wind up. The first can be paralleled by feinting and Uncanny Dodge. Dynamic arrays can also be used to mimic canceling, pausing an attack part way through to activate a defensive ability, Moves may have feats that grant a bonus to feinting mimicking canceling animations into or out of it. A character without Move By Action would be considered motionless while attacking, allowing others to move behind them and launch a "surprise attack" as a way to copy this technique from Fighting games where characters can be locked into an attack animation for too long and showing off more "agile" characters who have attacks with quick animations or good cancels. Hyper armor is harder to copy without altering something fundamental, once can consider it part of Impervious Toughness but that would be more akin to DS Poise (before DS3), it can perhaps be mimicked by Innate where in a fighting game attacks can usually counter each other easily, another option is something like Ultimate Toughness tied to the power to show nigh immunity during part of the attack (similar to various ultimates in Dragon Ball Xenoverse).

Supers, Ultimates, and Limit Breaks: The most powerful abilities available to characters are usually locked behind a Super Meter of sorts and are often extremely powerful to the point of breaking PL. One could allow a Burst system, where certain circumstances allow an attack to break PL like making it very limited in some way. Another way is creating a Super Gauge of your own, counting hits, crits, or cool moves, until it reaches certain thresh-holds and then granting a temporary sort of pseudo-HP that can be used during the match. A Burst Token for a Burst Meter, these tokens being used as a source for certain moves or for some sort of short power up similar to normal HPs or EE. It can also be used to give certain powers additional effects, like a more powerful version of Super Move being an Ultimate/Finisher and having some additional effect like Super Armor. These effects should be stated prior to starting a game, making them consistent.

Fast Paced Action and Momentum:
One thing Fighting Games are known for it is how quick they are and how "momentum" is important, where one mistake can turn a combo into victory into a you getting stomped into the ground right back. Turn based games are a lot slower, and MnM's mechanics can stretch certain parts of combat out further than needed. Time savers are a must, but more important is a way to make a fight feel like a multitude of quick and interwoven back and forths rather than a turnbased combat system like it really is. Shortening the time frame in turns was a suggestion I put forth earlier, however this can be taken further. Instead of actually shortenning it it's a single normal round cut into a number of sections with both characters acting "simultaneously" and blurring the border between turns. A single second turn could allow a short burst of movement and an attack, or allow a character to "borrow" an action saved from the last turn or "steal" one from their next turn, using tokens and coins laid out to keep track. Certain moves or attacks can be kept as "Reactions" throughout the round, allow last second dodges or counters. To shorten check times a single Die Roll's value can be kept for all rolled checks.

Misc:
Reading moves and knowing enemies is important in a fighter, Assessment could allow a sort of Debuff similar to Intimidating or counter New Enemy bonuses. Well Informed could do similar, allowing the user to also have access to certain information on the opponents moves or weaknesses. Instant Up could allow some degree of immunity or resistance to hit-stunning, similar to breaking out of a fall or knockback animation.

These ideas are not really tested in a live setting, more musings I've had than anything concrete. Any feedback would be welcome to improve on them.
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squirrelly-sama
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WAIFU WARZ - Peacock (PL8)

Post by squirrelly-sama »

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"The Merry-go-round broke down bitch!"

Peacock - PL 8
Sex: Female
Age: 13
Height: 4'6" | Weight: 94lbs | Hair: Red and short| Eyes: None
Role: The Agent of Chaos, The Crazy One, The Loony Toon, Best Girl

Best Girl Stats
Division - Lightweight
Series - Skullgirls
Focus - Mix-Up, Ranged
Best Girl Typing - Peacock

Strength 2, Stamina 6, Agility 4, Dexterity 2, Fighting 6, Intellect 0, Awareness 2, Presence 5

Advantages
All-out Attack, Benefit, Child-Sized, Evasion 2, Fast Grab, Favored Foe: The Skull Girl, Fearless, Improved Critical: Cartoonish Violence, Improved Grab, Improved Hold, Improved Initiative, Luck (Recover), Power Attack, Teamwork

Skills
Close Combat: Cartoon Violence 2 (+8), Deception 3 (+8), Insight 2 (+4), Intimidation 3 (+8), Perception 3 (+5), Persuasion 1 (+6), Ranged Combat: Cartoon Violence 6 (+8)

Powers
Artificial Parasyte
. . Bend and Stretch (Reach (melee): 5 ft.)
. . Cartoonishly Tough: Protection 4 (+4 Toughness)
. . Portable Holes: Teleport 2 (120 feet in a move action, carrying 200 lbs.; Change Direction, Feature: Can Use on Limbs Only, Increased Mass 2, Subtle: subtle, Turnabout)
Toon Attacks
. . Argus Agony: Line Area Damage 8 (DC 23; Line Area: 5 feet wide by 30 feet long, DC 18; Activation: move action)
. . Bang Bang!: Damage 4 (DC 19; Accurate 2: +4, Improved Critical, Increased Range: ranged, Multiattack)
. . Lonesome Lenny
. . . . Damage: Burst Area Damage 8 (Linked; DC 23; Burst Area: 30 feet radius sphere, DC 18, Triggered: 1 use - timer; Limited: Can Damage Self, Limited: Detonates after random number of turns)
. . . . Weaken: Burst Area Weaken 8 (Linked; Affects: Toughness, Resisted by: Fortitude, DC 18; Affects Objects, Burst Area: 30 feet radius sphere, DC 18, Triggered: 1 use - Timer; Limited: Can Damage Self, Limited: Detonates Randome Number of Turns After Launched)
. . Merry Mayham: Strength-based Damage 6 (DC 23, Advantages: Fast Grab, Improved Grab, Improved Hold; Custom: Grabbing, Improved Critical 2, Reach (melee): 5 ft., Variable Descriptor 2: broad group - Cartoon Effects)
. . Say Hello To My Little Friends: Summon 4 (Increased Duration: continuous, Type (General): Fellow Experiments; Quirk: Summons Have Limited Time and Actions)
. . Shadow of Impending Doom: Create 6 (Volume: 60 cft., DC 16; Indirect 2: any point away or fixed point in fixed direction, Variable Descriptor: close group - Cartoon Objects)

Offense
Initiative +8
Argus Agony: Line Area Damage 8 (DC 23)
Bang Bang!: Damage 4, +12 (DC 19)
Lonesome Lenny: Burst Area Damage 8 (DC 23)
Lonesome Lenny: Burst Area Weaken 8 (DC Fort 18)
Grab, +6 (DC Spec 12)
Merry Mayham: Strength-based Damage 6, +8 (DC 23)
Throw, +2 (DC 17)
Unarmed, +6 (DC 17)


Complications
Addiction - Smoking and Cartoons: Peacock took up smoking after her transformation, constantly creating and puffing on oversized cigars. Likewise she loves watching cartoons, specifically "Annie Girl of The Stars" and will not forgive anyone butting into her TV time. She often tries To imitate things she sees in violent cartoons.
Monstrous: The incident that left her dying and in need of surgeries performed by Dr. Avian permanently disfigured the poor girl, and even the advanced technologies of ASG Lab 8 could repair all the damage. All her limbs were replaced by machines, her eyes are simply portals, and her teeth were replaced with a set of bear trap dentures,
Motivation: Responsibility: Peacock was created to destroy the Skullgirl and save the world.
Relationship - Marie Korbel: Patricia's oldest and most cherished friend from before being tortured by slavers. However in a cruel twist of Fate the current Skullgirl is none other than her former friend.
Relationship - The Lab: Peacock is close to the various other members of Lab 8, including Dr. Avian and the other cartoony characters that she often summons during some of her attacks.
Weakness - Avery Unit: A cartoonish bird creature that lives in Peacocks hat. It is in fact one of the Parasytes bonded to her and is the one controling most of her reality warping hijinx. If sufficiently hurt, distracted, or otherwise taken out Peacock's powers will be impossible for her to control on her own.

Languages
English

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

Power Points
Abilities 54 + Powers 35 + Advantages 11 + Skills 10 (20 ranks) + Defenses 10 = 120

Notes:
Patricia Wilson was a young unloved orphan left to die on the uncaring streets of Canopy City. Saved by the good Doctor Avian Patricia was rebuilt using the latest technology. Grafted to 2 Artificial Parasytes and reborn meaner, better, faster, and stronger she has become Peacock, the worlds greatest weapon to stop the Skullgirl.

The objectively best character of the game bar none. There is no competition, she is the best. THE BEST!. C'mon fight me!

By far the most cartoony design so far, Peacock is designed to evoke old school cartoons. From her round head, noodly limbs, Gloves, and black pit eyes being taken from 30s era animation styles and her attacks and attitude being more reminiscent of 60s to 70s area loony toons. Her attacks also show hints of anime inspiration, such as her giant mass of lasers she shoots through the Argus Eyes on her arms. She's a love letter to the various eras of animation all rolled up into one.

She's a loud mouthed, outspoken, and very brash young girl. She tends to rather combative and has a love of violence which comes both from her traumatic past as well as her love of cartoons. She is rude and rather impersonal to her allies though does care for them, going to great lengths to protect her gang despite also using them weapons or blowing them up in her attacks. Despite this Peacock is kind and optimistic, her various threats of violence more an invitation to a fight than a promise she plans to fulfill and often serves as comic relief to the darkness present in the setting. In her dropped ending after gaining the Skullheart she tries to make a bunch of stupid self destructive wishes such as making all the air into chocolate that the skull can't grant, slowly driving the eldritch wish granting device up the wall.

Peacock's power is using a combination of advanced technology and insanity to warp reality. The Argus system would normally only warp space, creating portals but Peacocks unstable mind warped the device to be able to alter reality to more closely act like how she perceives it should, allowing her to look and act like a cartoon character and summon "imaginary friends" like George the bomb or sapient anvils. In game she often does things outlandish even by the setting's standards like summon objects from thin air, turn her eyes into knives, and in a deleted attack paint a tunnel on a wall and summon a train.

Peacock's backstory is possible the darkest of all the characters, ironic for one of the most light hearted characters. She was originally an orphan, along with Marie, the two growing up in an orphanage where they acted as maids to a nobleman. At some point they were captured by slavers and Patricia was mutilated to set an example to the other slaves by having her eyes ripped out and limbs cut off. The group was rescued by the Anti-Skullgirl Labs joint efforts, though Valentine declared her too far gone and was willing to leave her to die, she was only saved by Bigband taking her to Dr. Avian.

Peacock is my favorite character, in the game she's a powerful switch up character. Very mobile, great attacks with high damage and knockback, and her attacks are so strange they tend to be hard to read. She has great range game and decent enough moves to maintain spacing. In MnM she has the ever troublesome Turnabout Teleport, with the added benefit of not having to fully travel through the hole before returning. Her Argus Agony, is usually easy dodged by jumping high enough, though in game this instantly detonates Lonesome Lenny and allowing a ludicrous amount of damage to be delt at once.

Trivia:
Birthday: November 13th (HAPPY BIRTHDAY!) | Bloodtype: B | Measurements: 18A-17-20
Likes - Cartoons, TV Show “Annie: Girl of the Stars,” Movies, Violence, Junk food, Fast Cars, Explosives, Cigars, Being in charge
Dislikes - Weaklings, Bureaucracy, Authority figures, People, The Skull Heart, Nerds, Salad, Chopsticks
  • People who donated $50 to the Skullgirls Evo 2013 Breast Cancer Donation Drive could request a personalized voice mail message from one of the game's voice actors. Peacock's voice actress was requested to sing "Yakko's World" from the cartoon show Animaniacs and two versions of this cover exist, the original with the voice unmodified and the Lab Zero edit which has the voice modified to match the filter Peacock's voice has in-game.
  • The name of Peacock's "Robo With a Shotgun" move is a reference to the 2011 film "Hobo With a Shotgun," which in turn is based on a fake trailer in the intermission of the Quentin Tarantino/Robert Rodriguez double feature film Grindhouse.
  • In an unused alternate ending, Peacock decides to "wish for something cool" and proceeds to make numerous outrageous wishes (such as turning the world's oxygen into chocolate), which the Skull Heart is unable to fulfill. Comically frustrated, she begins questioning its legend, and the Skull Heart laments that, in the thousands of years it has been doing its work, Peacock is the worst wisher it has met.
  • Peacock's alternate title, The Murder-go-Round (and the full phrase from her character poster, "The 'Murder-go-Round' Broke Down") is a reference to the Looney Tunes theme song, from 1937 to 1969, known officially as "The Merry-go-Round Broke Down", reflecting her vintage cartoon theme.
  • Her Shadow of Impending Doom Level 3 - Avery drop, where in she drops a steam roller on top of the opponent, is a reference to DIO's 'Road Roller Da!' super move from the 1998 arcade game JoJo's Bizarre Adventure.
  • he name of her Parasite, Argus, is a reference to Argos Panoptes of Greek mythology. After being slain by Mercury, Hera ensured that the giant's hundred eyes would live forever in the tail of a peacock. "The eyes of Argus," is an expression referring to being under constant, watchful scrutiny.
Jabroniville
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Re: WAIFU WARZ - The Murder-Go-Round Broke Down

Post by Jabroniville »

Eesh -yeah, arm-head lady has the creepiest story ever. Soooooo “Weird Japanese Manga Writer”.
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Re: WAIFU WARZ - 2nd Encore

Post by Jabroniville »

Okay, a lot of interesting stuff, here. It's taking me a while to go through it all, though :):

Combos: I generally just use this as a descriptor to unarmed damage- like, writing out that you hit a guy with a combo instead of just a regular, single punch. So some can connect, while others miss. Pretty much every RPG system I've seen try to do combos has over-complicated things in a hurry :).
Probably the most obvious way I've seen people model this is just a complication about becoming predictable or having trouble against new rivals. I had similar ideas but I don't feel it should be a complication so much as a house rule, a new mechanic, to introduce to the game.
Yeah, I list this as a Complication for almost all of my Fighting Game characters (except in MK, which generally rewards cheeseball "repetition" tactics), but it's really more of a standard HouseRule I would nearly always apply. I guess it's fair to give guys a Hero Point if they suffer from it, but the negatives to hit are actually potent enough that many wouldn't risk it. I got some very positive feedback from one person who used my Street Fighter characters in a fighting tournament, as they said it forced them to try new tactics a lot.

The "Trouble against new rivals" thing is absolutely something I suggest for nearly all of my Marvel builds especially, as brand-new villains get that "New Villain Stink" (as I call it), defeating the hero in his first match against the baddie. And then the hero wins the rematch... at which point the villain just becomes a background jobber and never matters again.

I think characters being experienced against a certain kind of foe should allow for some in-game benefits, too. Once upon a time, I gave some hero's rivals a bonus to hit JUST AGAINST THAT HERO for this very reason.

Hit Stuns/Knockback: Yeah, I like Knockback in theory, and it's too bad M&M doesn't make it a baseline thing any more. Though to me it's more of a fun description (though occasionally in comics you see a guy knocked into another guy) than "you are dealt X amount of damage for Distance Y and Intervening Object Z". Hit Stuns are a solid Affliction to use occasionally (one supplement suggests using them as a Critical Hit instead of more damage). The issue with the Hit Stuns was in M&M 2e, where damage naturally did stuns at higher successes. This negative to defenses would lead to a VERY common battlefield situation- the guy who hit his foe, they'd get stunned, and the first guy would IMMEDIATELY launch into the biggest Power Attack he could. It led to a cascade where the guy who got damaged first was basically 100% screwed in the rest of the fight.

Spacing: Some interesting ideas. I generally made "Reach = Accuracy", but a degree of covering distance and requiring checks would make those incremental powers a LOT more useful. I noticed with my thread in the Game Room, almost every single person threw on a few ranks of Movement powers, however, just for the sake of getting across the battlefield more quickly.

Projectiles: Always a mess in Fighting Games. Partially because adaptations of the work make a single Fireball the ultimate Coup De Grace maneuver that destroys the bad guy... but the in-game effect is a slow-moving thing that does the damage of a good punch. So my Fireballs are nearly always lower-accuracy (compared to unarmed attacks) and of reasonable damage- ending up about one PL lower than the hero's unarmed strikes. To counter this, most guys have a weaker Dodge than Parry, especially if they're large.

HOWEVER, the true purpose of Projectiles in Fighting Games is to control movement- force the enemy to jump, dodge or give up their tactics. In essence, a Fireball in M&M terms should be equal parts Blast and an Affliction that diminishes the target's ability to attack.

Super Moves: Something I usually do by assuming Critical Hits, Extra Effort, and Extraordinary Effort (any game with Super Moves, I give the characters Extraordinary Effort), because these are all things you can only do once or twice per fight, at best, just like a Super Move. The building of a Super Meter is just too granular for me in a tabletop game :).

I hope some of this helps!
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Re: WAIFU WARZ - The Murder-Go-Round Broke Down

Post by squirrelly-sama »

Your thoughts on projectiles did give me an idea for a house rule sort of mechanic, a sort of Risky Dodge.

Basic idea a maneuver that can be taken as a reaction anytime during a round, granting +5 to defenses but immediately afterwards get a -5 penalty to defenses for the rest of the round or the character's next turn.

So a character can see they're not going to be able to dodge an attack, take a risky dodge to get enough defense to overcome it but be more at risk for any follow up attacks. Thinking about it, it's sort of what a lot of feints in Fighting games do, shooting an attack to make the opponent panic roll and then punish them.
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Re: WAIFU WARZ - The Murder-Go-Round Broke Down

Post by Jabroniville »

Glad I could help :).

Who's next on the list? Are there more characters from this game?
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Re: WAIFU WARZ - The Murder-Go-Round Broke Down

Post by squirrelly-sama »

Jabroniville wrote: Wed Nov 28, 2018 7:45 am Glad I could help :).

Who's next on the list? Are there more characters from this game?
I have Parasoul, Painwheel, and Valentine already built and just in need of filling out the complications and writing out the summaries to complete. Mostly I just got bored and wandered off while in the middle of the process.
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WAIFU WARZ - Parasoul (PL8)

Post by squirrelly-sama »

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"Egrets, dispatch."

Parasoul - PL 8
Sex: Female
Age: 25
Height: 5'10" | Weight: 156lbs | Hair: Red and Long | Eyes: Amber
Role: The Serious One, Badass Princess, The Cool Big Sis, The She-Wolf, The Benevolent Dictator

Waifu Stats
Division - Lightweight
Series - Skullgirls
Focus - Ranged Area Control and Puppeteer.
Waifu Typing - Kuudere, Onee-sama, The Baroness

Strength 2, Stamina 4, Agility 2, Dexterity 0, Fighting 8, Intellect 2, Awareness 6, Presence 2

Advantages
Assessment, Benefit, Status 4: Crown Princess, Close Attack 2, Defensive Attack, Defensive Roll 4, Evasion 2, Improved Defense, Improved Disarm, Improved Initiative, Instant Up, Interpose, Leadership, Ranged Attack 8, Tactical Fighting: Feint with Expertise Tactics, Tactical Maneuvering, Teamwork, Uncanny Dodge, Weapon Bind

Skills
Expertise: Tactics 8 (+10), Insight 2 (+8), Intimidation 3 (+5), Vehicles 5 (+5)

Powers
Egrets
. . Egret Call: Summon 4 (Increased Duration: continuous, Sacrifice, Subtle: subtle; Self-Powered)
. . Inferno Brigade: Damage 6 (DC 21; Accurate: +2, Improved Critical 3, Increased Range: ranged, Multiattack; Distracting, Uncontrolled)
. . Motor Brigade: Line Area Damage 8 (DC 23; Line Area: 5 feet wide by 30 feet long, DC 18; Uncontrolled)
. . Silent Scope: Damage 8 (DC 23; Improved Critical, Increased Range: ranged, Indirect 4: any point, any direction, Subtle: subtle; Uncontrolled, Unreliable (5 uses))
Krieg (Easily Removable)
. . Grace: Flight 1 (Speed: 4 miles/hour, 60 feet/round; Gliding)
. . Napalm Shot: Damage 4 (DC 19; Accurate 2: +4, Improved Critical, Increased Range: ranged, Ricochet: 1 bounce, Triggered 3: 3 uses - Contact)
. . . . Quake Piller: Burst Area Damage 6 (Alternate; DC 21; Burst Area: 30 feet radius sphere, DC 16, Indirect: fixed point, directed away, Precise, Variable Descriptor: close group - Explosives, Napalm, or Piercing)
. . . . Umbrella Block: Deflect 8 (Alternate; Advantages: Defensive Attack, Evasion 2, Improved Defense, Interpose, Uncanny Dodge; Feature 2: Provides Cover, Feature: Improved Feint: No Drawback for Feinting as a Move Action; Reduced Range: close)
. . . . Umbrella Combat: Strength-based Damage 4 (Alternate; DC 21, Advantages: Improved Disarm, Weapon Bind; Improved Critical, Multiattack [2 extra ranks], Precise, Reach (melee): 5 ft.)

Offense
Initiative +6
Grab, +10 (DC Spec 12)
Inferno Brigade: Damage 6, +10 (DC 21)
Motor Brigade: Line Area Damage 8 (DC 23)
Napalm Shot: Damage 4, +12 (DC 19)
Quake Piller: Burst Area Damage 6 (DC 21)
Silent Scope: Damage 8, +8 (DC 23)
Throw, +8 (DC 17)
Umbrella Combat: Strength-based Damage 4, +10 (DC 21)
Unarmed, +10 (DC 17)

Complications
Motivation: Skull Heart: Parasoul seeks to defeat the Skullgirl and take the Skull Heart. Due to her mother being the previous Skullgirl she knows full well the tragedies that the evil entity causes and seeks to destroy it so none may suffer from it's manipulations again.
Motivation: The Good Queen: Parsoul seeks to protect her kingdom and subjects to the best of her ability. She loathes undue suffering and seeks to make her land one of peace and prosperity.
Relationship - Sister: Umbrella is Parasoul's younger sister, as her only surviving family Parasoul keeps careful watch over her. She cares deeply for her sister, and would pay any price to protect her.
Responsibility - Black Egrets: Parasoul is the commander of a group of elite soldiers started to hunt down and destroy the Skull Heart.
Responsibility - Princess: Parasoul is the future queen of the kingdom, she has many duties to fulfill to maintain her land's prosperity and security.

Languages
English

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

Power Points
Abilities 52 + Powers 24 + Advantages 25 + Skills 9 (18 ranks) + Defenses 10 = 120

Notes:
Parasoul is the princess of the Renoir family, the rulers of the Canopy Kingdom, and the older sister of Umbrella. She is the daughter of King Franz and Queen Nancy, the previous Skullgirl, and wields the Living Weapon, Krieg, in battle. Under her command are the Black Egrets.

The calm, stoic, and firm ruler of the Canopy Kingdom, wielding a the heirloom Living Weapon Krieg and strengthing the Kingdom's military many could compare the young woman to her Tyrannical and war-mongering father the missing King Franz. However this is incorrect. She is firm, but fair, a wise and caring ruler who cares for her nation and citizens more than power and control. A noble lady who always thinks of what is best for her family and nation, Noblesse Oblige. She becomes furious when her family is threatened and grieves when she sees her citizens suffering.

She was trained at a young age in the art of combat and war, her father wishing to forge her into a powerful warrior to continue his legacy. However her mother, the advocate of peace, secretly made a pact with the Skull Heart to stop the endless wars the nation was embroiled in. However, nothing seemed to change, despite this the good Queen Nancy slowly began to succumb to the evils of the Skull Heart in her body eventually transforming into the Skullgirl and nearly destroying the world. In the end the Queens wish was granted, as the nations of the world were forced to come together, lead by her husband King Franz to destroy her and end the threat she posed. Seeing firsthand the horrors that can be inflicted by the Skullheart Parasoul vowed to destroy the evil artifact and prevent such horrors from plaguing the world again.

Parasoul is a graceful fighter, not an acrobat nor a powerhouse. She fights with cunning and skill, using her abilities to control the pace and distance, defending herself while whittling down her opponents with ranged attacks and powerful stabs. That is not to say she is weak, she simply seeks to create the perfect opportunity to land her most powerful attacks to do the most damage.

Probably one of my favorite characters, even if the one I have the hardest time playing as. While I enjoy the others, and she is not the one I use the most nor the one I find most attractive (both of which are Valentine) she is the one I like most out of all the core characters. Sure the others are cute and have their strong points (except Cerebella, she can go jump into a woodchipper), Parasoul just resonates with me the most. Her strong loyalty to family is something I absolutely love in a character and her ending has her about to achieve her goal of destroying the Skullheart but knowing that indoing so would kill her sister. So she instead wishes for her sister to never become the Skullgirl, dooming herself in the process but knowing that she would have the time needed to train her sister to destroy the monster she'd become and end the threat for good.

Rather unfortunately due to the way her Egrets dressed, and her militarization of the nation she tends to be tied to Nazi imagery in a lot of fan made and OFFICIAL art. Seriously. There's official art of her in nazi-esque uniforms flanked by her military police.

In the game she plays as a ranged attacker with REALLY good spacing options. She creates Napalm Tears that can float in midair, bounce off the floor, and fly in arcs to keep opponents at a distance as well as keep distance in melee due to her rapier like weapon Krieg. Her Egrets also give her some decently strong Blockbusters, with one appearing like it does nothing but is actually a built in universal Cancel and another that can tank any projectile for her.

Building her was an ordeal, let me tell you. She suffers heavily from some of MnMs most frustrating point sinks, she has the ability to use many different types of weapons and can fight unarmed necessitating the use of Close Attack and Ranged Attack instead of just the skill, she's not that tough and thus has to have at least balanced Defense/toughness shifts, she's has multiple sources of powers in her Egrets and a device to attack meaning that she has to have split arrays, and because she has high status she spends points in that advantage. It was hard to get her to fit into 120pp and I feel it doesn't do her justice but sadly she needs to stay in line with the other girls as a PC, I feel she could really use higher Agility, presence, and dex but those couldn't fit in the budget which was penny pinched hard enough as it was. Tis sad.


Trivia:
Birthday: December 22 | Bloodtype: A | Measurements: 34DD (Yowza!)-24-38
Likes - Logic, Wine, Chess, Fencing, Training, Tennis, Diplomacy, Philosophy, Black Egret troops, Secretly watching “Annie: Girl of the Stars,” Her sister Umbrella
Dislikes - Overly emotional people, Relying on others, Those who speak ill of her family, Injustice, The Medici Mafia, The Skullgirl, Her sister’s antics
  • Parasoul's napalm attacks are named after a thickening agent often mixed with petroleum or similar fuels to make incendiary bombs, like ones used during the Cold war and Iraqi war.
  • The design of Parasoul's 4th and 11th alternate color palettes were changed in a patch implemented on May 13th 2014, changing the coloration of the red crosses on her necklace to appear silver and white respectively. This change was announced on May 2 2014 after the Skullgirls Encore publisher Marvelous AQL couldn't guarantee legal action against a potential copyright claim regarding similarity to the Red Cross' emblem, which involves any red cross against a white background.
  • In an unused alternate ending, Parasoul decides to shoot the heart and Umbrella gets caught in the explosion. Parasoul sadly apologizes to her sister, saying it was the only way to save the kingdom, and Umbrella assures her that she "always does the right thing" before presumably dying.
  • Some of Parasoul's Palette Names in Skullgirls Mobile have hidden references:

    No Egrets (Color 4) is a play on the phrase "No Regrets".
    Princess Pride (Color 5) is a parody of the 1987 movie "The Princess Bride".
    Primed (Color 18) is a parody of the game "Metroid Prime".
    Heavy Reign (Color 8) is a play on words with the game titled "Heavy Rain".
  • It isn't clear why Parasoul is referred to as the crown princess when she appears to be the current ruler, and therefore a queen. It may have something to do with her father's unknown status.
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