WAIFU WARZ - Now with Marimonda

Where in all of your character write ups will go.
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squirrelly-sama
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WAIFU WARZ - Now with Marimonda

Post by squirrelly-sama » Thu Oct 11, 2018 6:01 am

A place to place my various builds aside. I had a copy on Roninarmy but it the site keeps freaking out when I edit, quote, or even just post certain things at random and blocks off the site for several hours. So moving it over here where hopefully that problem doesn't exist. I'll be replacing links on this post to versions on this site as I repost them.

I tend to build based on inspiration from existing media, often anime and manga, or just whatever catches my interest. I focus on making characters authentic while still being possibly playable so I try and keep builds within common PL and PP costs. So this is usually PL10/150pp, PL8/120pp. or PL10/180pp and avoid house rules that can affect pricing.


Non-Build Index
[NA]

Builds
Anime and Manga
Hero Academia
Uraraka Ochako - Uravity
Asui Tsuyu - Froppy
Yaoyorozu Momo - Creaty

Goblin Slayer
Goblin Slayer

Highschool Of The Dead
Saeko Busujima

Video Games
Bloodborne
The Good Hunter

Type Moon

>Fate Series
>>Saber - Nero Claudius (Fate/Extra, Fate/Extella, Fate/Grand Order)


Western Media
Kim Possible
Kim Possible

Elena of Avalor
Marimonda

Web Animations and Comics
RWBY
Ruby Rose
Weiss Schnee
Blake Belladonna
Yang Xiao-Long
Jaune Arc
Nora Valkyrie
Pyrrha Nikos
:arrow: Lord Seeker Pyrrha
Lie Ren
Best Girl Penny Polendina
Velvet Scarlatina

Original Characters
Capes and Crawlers
Speed Demon - Fastest Girl Alive
Lechuza Ningyo - Chaotic Rock-star Villain
Idol Hero Cheerful Koto | Bloodthirsty Fox Waifu
Idol Hero Nereid Juri - Cowardly Fish Waifu
Idol Hero Lovely Ruka | Sexy Doctor Waifu
Net Idol Hero Mech-Tech Rider - Yusin Kim | Mecha Piloting FPS Gamer
:arrow: METaL GEAR - Manned Exotic Tank Line Ground Effective Armored Reinforcement
Gremlynn - Aiowenobe Hjotlhi | Adorably Stupid Technopathic Imp
Bengal - Zahira Khan | Man Eating Tiger Waifu
Helena the Lioness | Indestructible Amazonian Warrior
Zorra | Ultra-Violent Kuudere Berserker

Misc.
Sailor Marx - Pretty Soldier of The Proletariat
Deck Master - Satanically Empowered Card Game Enthusiast
Arthur Eld - Re:CREATOR | Best Builder and Isekaitis Victim
Gnome Ann | Living Pun
Sir Bearington | Rugged Yet Cultured Husbando
Bueno Excellente | No. Just... No.
Sandwhich Stoutaxe | Elvish Dwarf Girl
Donah Trumpette | Lolified Real-estate King

:arrow: Wrestler For Justice Mysterious Masked Millionaire of Mystery Masked Money | Totally Not Donah Trumpette
Chainsaw Batman and Tyranoshark | Bane of Trees and Marine Life.
Smug Wendy | Sassy Fast Food Warrior

Part-Time Magica
Minstra Evoca - Tela Vesti Linen Sew | Textilekinetic Magical Girl
Spook House The Witchling - Childish Halloween Villain
:arrow: Spook House The Werepupper
:arrow: Spook House The Candy Count
:arrow: Spook House The Franken Brat
:arrow: Spook House The Ghost Gal
:arrow: Spook House The Mini Mummy

Archetypes and Templates
Child Assassin | Adorable Little Killing Machine
School Girl Nemesis | Teenage Girl School Drama Villain
Aspiring Idol | Heartwarming Support Class
Child Soldier | Confused Military Boi
The Fashionista | Melodramatic Fabulous Waifu
Star Athlete | Tomboy or Beefcake

Monster Pit
Generic Zombie (PL5)
.
Last edited by squirrelly-sama on Mon Oct 22, 2018 2:33 am, edited 13 times in total.

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squirrelly-sama
Posts: 76
Joined: Thu Oct 11, 2018 2:07 am

Re: WAIFU WARZ - Squirrelly's Anime and Animation Builds

Post by squirrelly-sama » Thu Oct 11, 2018 6:09 am

House Rules and Advantages

Custom Advantages
Cunning Fighter - Combat; You have a natural talent for combat and are more than capable of shifting the flow of battle to your advantage. Rather than deception you feint using your Close Combat skill rank. The target resist using the better of their close combat or insight skill. Credit: I do know where this originates from but credit to Kreuz as his builds is where I found it.
Tactical Maneuvering - Fortune; With a quick wit and a plan you can spend a hero point to allow another character to act immediately regardless of their place in the turn order. This does not grant them extra actions and if they have already used all the actions needed for the turn then extra effort will be needed to allow them to act again. The target of this affect acts on the same initiative as the user, allowing the user to delay the rest of their turn until after the target acts if needed. This benefit can be used multiple times during a turn but only on different targets. Use of this benefit is considered Subtle, requiring an insight check of 20 or the user's Deception or Expertise tactics plus 10 (which ever is higher) to determine something is amiss, allowing the targeted actor to possibly give a surprise attack. Notes: A custom advantage of my own design created to work for more tactical and intelligent characters. A good support skill that would work in the system without being too overpowering. It works similar to Seize initiative but used on others; while it can be used multiple times it will only allow the targets to reach the user's own initiative.
Adorable Appearance - Skill (Ranked); You are incredibly cute, able to use your unassuming and lovable appearance to manipulate others with ease. For 1 rank you gain a +2 circumstance bonus to on deception and persuasion checks against adults who find your appearance cute. For 2 ranks it is a +5 circumstance bonus. Notes: This modifier is essentially a reskin of the Attractive advantage for use by children.


Custom Extras and Flaws
Regrowth (Create), Ranked, +1/r - Extra for Create Effect Your created objects quickly recover from damage (including being destroyed so long as their pieces were not dismissed) and all other toughness penalties, removing 1 toughness penalty equal to your ranks in this extra after a number of rounds equal to the object's volume. Spread the recovery out evenly over the course of this timeframe so that having equal ranks of this extra as volume ranks of created objects recovers 1 toughness penalty each turn. Purchasing a second level of this effect, increasing the cost to +2/r causes the object to always fully recover by the end of the round it is damaged. This Extra also degrades the effect of Transform, recovering one rank of mass altered in place of a damage penalty, these missing ranks of mass do not affect the time calculations for recovery.
Build Up, Ranked,-1 or -2/r Flaw - A power with this flaw is built up over time and cannot be used to it's full ranks until the charging time has been reached, it can however still be used at partial ranks prior to being fully charged. Each turn you take a free action to build up your power and increase the number of ranks that can be used. If you are unable to take a free action the charge instead lowers by 1 rank that turn and if you are incapacitated all ranks disappear and the power must be built up from scratch. You can increase the flaw to -2r by adding one of the following drawbacks to the power as well -
  • All or Nothing - Being unable to maintain the power causes it to fail (returning charge back to 0) and each use of the power reduces the charge by 2 (effectively lowering the power's rank by 1 the next turn if it is successfully charged).
  • Surge - Interrupting the charge by using the power early or being unable to build up the powers rank causes a fail condition and rebounds the power's effect (up to ranks charged) on the user. The flaw functions similar to a side effect and so an alternate rebounding power can be used as well. The charge can be interrupted by failing a resistance check, requiring a standard action to prevent the failure condition from happening. Every time the power Surges it looses 2 charges.
  • Overclock: Once started the charging sequence does not require input from the user and always increases the powers rank at the start of each turn. At the GM's discretion the power may even increase when the user is exposed to an effect of the same descriptor as the power, when the power is not used that turn, or other appropriate circumstances. However once the power reaches it's maximum ranks it will continuously damage the user at the start of each turn, resistible by a DC of 15+ranks of this flaw, the resistance being done by either Will or Fort depending on the effect's descriptor and will not end nor weaken until the effect's charge reaches 0. Every time the user activates this power they can choose to expend 2 or more charges on the attack, if all charge is used before the end of the turn the user may not suffer the backlash the following turn including when the flaw is initially activated as determined by the GM.

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squirrelly-sama
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Re: WAIFU WARZ - Squirrelly's Anime and Animation Builds

Post by squirrelly-sama » Thu Oct 11, 2018 6:14 am

The Waifu Warz Info
[video=youtube;ueX_QV6CXU8]https://www.youtube.com/watch?v=ueX_QV6CXU8[/video]

Dere Typing
A shorthand to describe the various personality types for Waifus.

Dandere - Quiet, shy, and harmless. Dandere characters typically wear glasses and are always buried in books. However, they can become talkative when around their love interest.
Deredere - The most cheeful, hyper, and loving of the “-dere” archetypes. Deredere characters are constantly smothering their love interests with affection.
Himedere - This archetype is restricted to female characters. They want to be treated like a princess by everyone, even if they are not actual royalty. Himedere characters may act stuck up as a mask to hide insecurities. The classic “ohoho” laugh is their favorite weapon. This Dere Type is often paired with Tsundere, some consider it a sub-class of the Tsun typing.
Hinodere - An Evil type of Waifu. They are cruel, petty, and generally rather negative, their dere aspects usually stem from tragic circumstances more than their personalities.
Kamidere - Arrogant, proud, and sporting a god complex. They believe everyone should treat them as divine beings, and will force their views on everyone. They are not necessarily aggressive, so much as just egotistical.
Kuudere - Emotionless, cold, and distant. On the rare occasional that a kuudere does speak, they tend to be very blunt and cynical. A blank face and a flat voice is a must. Despite their icy nature, kuudere characters are capable of caring and forming romantic bonds.
Mayadere - An Enemy Waifu, this type is an antagonistic love interest who despite their love or affection for their target will remain an enemy. Often times they do not realize their affection and fixate on their love interest as a worthy rival other times they do and seek to turn their love interest to their side. This Dere type is often given Yan traits, turning them into a psychotic enemy obsessed with killing or hurting their love interest.
Sadodere - One of the more assertive and seductive Waifu types the Sadodere is often very aware of their feelings and seeks to fulfill them by tormenting their love interest. Teasing, flirty, and a bit sadistic they often manipulate their love interest for their own amusement. This Deretype is usually combined with Kamidere or Himedere.
Shundere - A melancholic and often depressed waifu. They can be given tragic circumstances or simply be deeply introverted and lonely. This type almost always paired with another Dere type.
Tsundere (Aggressive) - One of the most popular Dere types. The Tsundere is one who switches between Tsun (Harsh) and Dere (Sweet). The Aggressive variant is Tsun by default having a prickly attitude towards most people and often their love interest as well. However they do have their softer side that is shown every so often.
Tsundere (Passive) - The “dere” state is their default personality. They have a friendly public face and are usually generous. Their “tsun” state appears when their love interests does something to upset them.
Undere - A rather sweet if slightly creepy sort of Waifu. The Undere combines traits of Dandere, Deredere, and Yandere, they are genuinely meek helpful and friendly and do not have the natural selfish and violent tendencies of their Yan cousins. However their devotion to their love interest means they will go to just as horrifying of extremes to please or assist them.
Utsudere - An extremely depressed waifu, unlike the Shundere the Utsudere appears to revel in their own misery, seeking out reasons to angst. One of the most melodramatic Dere types, the Utsudere can frequently be found dressed in Gothic clothing and complaining.
Yandere - This Waifu may appear sweet, friendly, and caring on the outside but beneath that exterior is much more sinister. Possessive, violent, and often more than willing to go to extreme measures such as murder or worse to win Senpai's coveted Notice. The Yandere is the most dangerous Dere Typing, and often a one way ticket to a bad end.




Waifu Wars Combat Classes
Featherweight PL6
Lightweight PL8
Welterweight PL10
Middleweight PL12
Heavyweight PL14

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squirrelly-sama
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Re: WAIFU WARZ - Squirrelly's Anime and Animation Builds

Post by squirrelly-sama » Thu Oct 11, 2018 6:16 am

Image
"In the name of The Revolution I will punish you!"
Sailor Marx - PL 8

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

Advantages
Attractive, Defensive Roll 2, Demonic Glare, Fascinate (Expertise: Communism), Language: Russian, Inspire 2, Uncanny Dodge

Skills
Acrobatics 2 (+8), Expertise: Communism 8 (+8), Expertise: Pop Culture 4 (+4), Insight 2 (+2), Intimidation 2 (+10), Perception 4 (+4), Persuasion 2 (+10), Technology 2 (+2), Vehicles 2 (+4)

Powers
Magical Attack (array)
. . Healing: Healing 5 (Restorative, Resurrection)
. . Magic Blast: Damage 8 (DC 23; Accurate 3: +6, Improved Critical, Increased Range: ranged)
. . Purify: Nullify 8 (Counters: Magic, DC 18; Accurate 3: +6, Broad)

Sickle Hammer Power! (Alternate Form) (Activation: Standard Action)
. . Enhanced Ability: Enhanced Presence 3 (+3 PRE)
. . Enhanced Trait: Enhanced Trait 30 (Traits: Agility +4 (+6), Fighting +2 (+4), Parry +2 (+6), Close Combat +6 (+10), Stamina +4 (+4), Strength +2 (+2), Advantages: Fascinate (Expertise))
. . Leaping: Leaping 2 (Leap 30 feet at 8 miles/hour)
. . Protection: Protection 4 (+4 Toughness)
. . Scycle and Hammer: Strength-based Damage 2 (DC 19)

Offense
Initiative +6
Grab, +4 (DC Spec 12)
Magic Blast: Damage 8, +8 (DC 23)
Purify: Nullify 8, +8 (DC Will 18)
Scycle and Hammer: Strength-based Damage 2, +4 (DC 19)
Throw, +2 (DC 17)
Unarmed, +4 (DC 17)

Complications
Enemy - Bourgeoisie: The exploiters of the working class, it is Sailor Marx's duty to bring them down.
Hatred - Capitalism
Motivation: Communism: Sailor Marx wants to spread the communist regime.
Obsession - Marxism
Power Loss - Tools Of the Working Class: Sailor Marx power is gained through the use of a small iron Star pendant, if she looses this item she is no longer able to transform from her civilian identity of Stalina Karlson.
Weakness - Capitalism: When confronted with the success of Capitalism and the failures of Communism Sailor Marx looses power.

Languages
English
Russian

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

Power Points
Abilities 22 + Powers 64 + Advantages 8 + Skills 14 (28 ranks) + Defenses 12 = 120


Notes
Sailor Marx, or Stalina Karlson, is a Russian-American teenager who was one day given a pamphlet by some kind masked strangers about the wonders of socialism. Enthralled by this world view she decided to spread the message. Despite the ridicule she received Stalina refused to listen to other's logic and facts about why communism wouldn't work. Eventually she was rewarded for her faith, a small talking bear cub finding her worthy bearing The Symbol of The Proletariat, a star pendant holding the will of the working class to be used to protect them from the Bourgeoisie seeking to take advantage of them.

A rather plain magical girl build based on an old template. Sailor Marx is a communism obsessed magical girl, preaching the benefits of her socialist utopia to the masses as she fights off the capitalist dogs for the working class. Depending on the game she could either be a hero fighting against evil corporations and greedy capitalist tycoons who seek to exploit the working man ala captain planet villains. Or she could be the villain herself, deluding herself into believing destroying the current capitalist system would be to the benefit of all and thus targets the wealthy to seize the means of production to give it to the proletariat.

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squirrelly-sama
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Re: WAIFU WARZ - Squirrelly's Anime and Animation Builds

Post by squirrelly-sama » Thu Oct 11, 2018 6:18 am

Image
"Prepare... To Dual!"
Deck Master - PL 8

Strength 0, Stamina 0, Agility 0, Dexterity 4, Fighting 0, Intellect 2, Awareness 2, Presence 10

Advantages
Assessment, Daze (Deception), Defensive Roll 2, Fascinate (Intimidation), Favored Foe: Dualists, Fearless, Seize Initiative, Skill Mastery: Expertise: Childrens Card Games, Skill Mastery: Ranged Combat, Throwing Mastery, Well-informed

Skills
Deception 4 (+14), Expertise: All other types of card games 8 (+10), Expertise: Childrens Card Games 13 (+15), Insight 4 (+6), Perception 4 (+6), Ranged Combat: Cards 1 (+5), Sleight of Hand 4 (+8)

Powers
A Bond With My Cards: Comprehend 2 (Objects; Limited: Trading Cards)
Get Your Game On!: Summon 7 (Multiple Minions: 2 minions, Type (Broad): Monsters; Side Effect 2: always - Opponent Gains Same Power, Uncontrolled)
King of Card Games Array
. . A Wager: Progressive Affliction 8 (3rd degree: Controlled, Resisted by: Will, DC 18; Increased Range 2: perception, Insidious, Progressive, Triggered: 1 use - Making a Bet; Limited: Fulfilling agreements, Limited Degree (third only), Sense-dependent: Hearing, Side Effect: on failure - Will Backfire In Failing Bet)
. . Heart of The Cards: Senses 12 (Acute: Detect, Analytical: Detect, Danger Sense: Detect, Detect: Trading Cards 1, Postcognition, Precognition; Check Required 2: DC 11 - Expertise: (Relevant) Card Games)
. . It's Time... To DUAL!: Affliction 8 (1st degree: Dazed, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 18; Feature: Not Seen as An Attack, Increased Range 2: perception, Insidious; Instant Recovery, Sense-dependent: Hearing)
. . Psyche Up: Healing 10 (Restorative; Limited: Mental Effects, Limited: Self)
. . Smack Talk: Cumulative Affliction 8 (1st degree: Impaired, 2nd degree: Disabled, Resisted by: Will, DC 18; Cumulative, Increased Range 2: perception, Insidious, Reversible; Limited: Mental Abilities, Limited Degree, Sense-dependent: Hearing)
. . TELL ME!: Cumulative Effortless Mind Reading 5 (DC 15; Cumulative, Effortless, Insidious, Subtle: subtle; Check Required 2: DC 11 - Expertise [Relevant] Card Games, Limited: Resistible by Deception or relevant Expertise skills, Side Effect: on failure - Gather Wrong Info)
King of Games: Enhanced Presence 8 (+8 PRE, Advantages: Daze (Deception), Fascinate (Intimidation), Favored Foe: Dualists, Fearless, Well-informed; Limited: Card Games)
My Deck Has No Lame Cards!: Variable 5 (Affects Others Only; Limited: Boosting Summon, Side Effect 2: always - Opponent Gains Same Abilities, Uncontrolled)

Offense
Initiative +0
A Wager: Progressive Affliction 8 (DC Will 18)
Grab, +0 (DC Spec 10)
It's Time... To DUAL!: Affliction 8 (DC Will 18)
Smack Talk: Cumulative Affliction 8 (DC Will 18)
TELL ME!: Cumulative Effortless Mind Reading 5 (DC Will 15)
Throw, +5 (DC 16)
Unarmed, +0 (DC 15)

Complications
Disability - Idiot Ball: Deck Master's intelligence and perception varies wildly, often becoming as stupid as she needs to be to advance the plot.
Enemy - Normie-Senpai: A normal guy with no distinguishing features, Normie-Senpai is the only person who completely refuses her challenges to play A Children's' Card Game and simply manhandles her instead. She just wants to beat him, i-it's not like she likes him or anything! ...Baka!
Flashbacks: As an Anime Protagonist of a long running shounen series the Deck Master is prone to random and extremely long flashbacks to events that are either only very tangentially related to the current situation (if at all) and often does so in the middle of very important card games.
Monstrous - Anime Protagonist: As the protagonist of a long running children's anime Deck Master looks nothing like a normal human being should; a head larger than her torso, giant eyes, noodle limbs, and technicolor hair that defies all logic and physics. Also, she dresses funny.
Obsession: Card Games: The Deck Master's entire world revolves around A Children's' Card Game. Despite having the power to summon demons, crush minds, and many other incredible satanic abilities she chooses to use them to challenge and beat people at A Children's' Card Game.

Languages
Engrish

Defense
Dodge 2, Parry 0, Fortitude 4, Toughness 2/0, Will 4

Power Points
Abilities 20 + Powers 66 + Advantages 7 + Skills 19 (38 ranks) + Defenses 8 = 120


Notes
Anna Thomas was a normal school girl who lived a completely uninteresting life. Despite being a fairly attractive anime girl with a nerdy streak she was somehow lacking in any social life prior to becoming Deck Master.

One day she decided to take part in a satanic ritual, as one does, and gained the powers of the long dead King Soloman. Now blessed with the power of conjure demons and dark magic she turned those abilities to the best cause she could find. Playing Childrens' Card games.

Deck Master is a weak very unbalanced character. She's easily KO'd due both to her weak civilian level defenses and resistances with only her summoned demons being powerful enough to meet caps. However her various afflictions do act as a deterent, forcing her opponent to fight on her terms. That is by playing A Children's Card Game. The side effect of her powers allow her opponent to similarly summon monsters and activate various spell and trap cards creating a level playing field. But like any good Gaming Anime Protagonist Deck Master is able to cheat her way to victory through the use of satanic powers.

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squirrelly-sama
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Re: WAIFU WARZ - Squirrelly's Anime and Animation Builds

Post by squirrelly-sama » Thu Oct 11, 2018 6:19 am

Image
“We are born of the blood, made men by the blood, undone by the blood. Our eyes are yet to open..."
The Good Hunter - PL 10

Strength 2, Stamina 8, Agility 8, Dexterity 2, Fighting 10, Intellect 0, Awareness 4, Presence 2

Advantages
All-out Attack, Attack Flurry, Benefit: Athletics Based on Agility, Close Attack 2, Defensive Attack, Defensive Roll 2, Dual Wielding, Equipment 4, Evasion, Follow Up Strike: Can launch second attack after landing a critical hit., Great Endurance, Improved Critical: Trick Weapon, Improved Defense, Power Attack, Precise Attack (Close, Cover), Quick Draw, Ranged Attack 4, Seize Initiative, Takedown, Uncanny Dodge

Skills
Athletics 2 (+10), Expertise: Hunter 8 (+8), Insight 2 (+6), Perception 4 (+8), Ranged Combat: Firearms 4 (+6)

Powers
Blood Rally: Healing 5 (Action 2: free; Limited: Self Only, Limited: Only Damage Suffered That Round, Source: Blood)
Eyes On The Inside: Senses 2 (Counters Concealment: Insight)

Hunter Tools (Array)(Removable)
. . Augur of Ebrietas: Affliction 8 (1st degree: Vulnerable, 2nd degree: Defenseless, Resisted by: Will, DC 18; Multiattack, Reach (melee) 2: 10 ft.; Limited Degree)
. . Beast Roar
. . . . Deflect: Immunity 10 (Linked; Common Descriptor: Projectiles; Affects Others, Sustained; Concentration, Limited: Only Once Per Turn)
. . . . Knock Back: Move Object 10 (Linked; 25 tons; Limited: Shoving Away, Reduced Range: close)
. . Blood Vials: Healing 10 (Action: move; Distracting, Limited: Self)
. . Call From Beyond: Damage 4 (DC 19; Accurate 4: +8, Alternate Resistance: Will, Increased Range: ranged, Multiattack; Diminished Range 2, Distracting, Unreliable (5 uses))
. . Choir Bell: Burst Area Healing 5 (Burst Area: 30 feet radius sphere, DC 15; Distracting)
. . Empty Phantasm Shell (Affects Insubstantial 2: full rank, Alternate Resistance: Will)
. . Madara's Whistle: Damage 8 (DC 23; Custom: Can Attack Multiple Adjacent Targets, Feature: Static location, Indirect: fixed point, directed away; Side Effect: on failure - User Must Dodge As Well)
. . Messanger's Gift
. . . . Easily Overlooked: Concealment 10 (Linked; All Senses; Partial, Passive)
. . . . Messanger Form: Morph 1 (Linked; +20 Deception checks to disguise; Single form; Limited: Passive)
. . Old Hunter's Bone (Advantages: Enhanced Feint, Improved Feint:, Skill Mastery, Sneak Attack: Feint With Stealth Skill)
. . . . Enhanced Trait: Enhanced Trait 2 (Traits: Stealth +4 (+12))
. . . . Teleporting Dodge: Concealment 4 (All Visual Senses; Limited: Visible Until Attacked)
. . Tiny Tonitrus: Line Area Affliction 5 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Will, DC 15; Line Area: 5 feet wide by 30 feet long, DC 15)

Left-hand Pistol (Array)(Easily Removable)
. . Blunderbus: Cone Area Affliction 8 (1st degree: Vulnerable, Impaired, 2nd degree: Defenseless, Disabled, Resisted by: Fortitude, DC 18; Alternate Resistance (no cost): Toughness, Cone Area: 60 feet cone, DC 18, Extra Condition; Instant Recovery, Limited Degree)
. . Evelyn: Affliction 8 (1st degree: Vulnerable, Impaired, 2nd degree: Defenseless, Disabled, Resisted by: Fortitude, DC 18; Alternate Resistance (no cost): Parry, Extra Condition, Increased Range: ranged; Instant Recovery, Limited Degree)

Never Ending Nightmare: Immortality 7 (Return after 8 hours; Feature: Transported to Hunters Dream; Limited: While Under Contract)

Trick Weapons (Array)(Easily Removable)
. . Blades of Mercy: Strength-based Damage 2 (DC 19; Accurate 2: +4, Multiattack [2 extra ranks])
. . Burial Blade (Alternate; Easily Removable)
. . . . Burial Blade
. . . . . . Scythe Blade: Strength-based Damage 4 (DC 21; Feature: Detatchable Blade, Reach (melee) 2: 10 ft.)
. . . . . . Spinning Attack: Strength-based Burst Area Damage 8 (DC 25; Burst Area: 30 feet radius sphere, DC 18 [2 extra ranks]; Distracting [2 extra ranks], Quirk: Only along a single plane)
. . Chikage (Alternate; Easily Removable)
. . . . Chikage: Strength-based Damage 6 (DC 23; Penetrating 8; Activation 2: standard action, Side Effect 2: always - Self Damage [4 ranks only])
. . Ludwig's Holy Blade (Alternate; Easily Removable)
. . . . Ludwig Holy Blade: Strength-based Damage 6 (DC 23; Improved Critical, Variable Descriptor: close group - Slashing / Bludgeoning)
. . Reiterpallasch (Alternate; Easily Removable)
. . . . Reiterpallasch
. . . . . . Firearm Mode: Damage 4 (DC 19; Increased Range: ranged; Diminished Range)
. . . . . . Rapier Mode: Strength-based Damage 4 (DC 21; Accurate: +2, Improved Critical, Precise)
. . Saw Cleaver (Alternate; Easily Removable)
. . . . Saw Cleaver: Strength-based Damage 6 (DC 23; Feature: Serrated, Feature: Extending Blade)
. . Threaded Cane (Alternate; Easily Removable)
. . . . Threaded Cane: Strength-based Damage 2 (DC 19; Accurate 2: +4, Feature: Hidden, Feature: Serrated, Reach (melee) 2: 10 ft.)

Equipment
Tool Belt
Antidote: Nullify 5 (Counters: Status Effects, DC 15; Broad; Reduced Range: close)
Bolt Paper: Feature 1 (Notes: Adds Bolt Descriptor Weapon)
Bone Marrow Ash: Feature 4 (Notes: Improves Fire Arm Damage by 2 ranks)
Fire Paper: Feature 1 (Notes: Adds Fire Descriptor to weapon)
Hunters Mark: Movement 1 (Dimensional: Hunters Dream 1: one dimension, 50 lbs.; Distracting)
Lanturn: Feature 1
Molotov: Damage 4 (DC 19; Increased Range: ranged; Diminished Range 2)

Offense
Initiative +8
Antidote: Nullify 5, +12 (DC Will 15)
Augur of Ebrietas: Affliction 8, +12 (DC Will 18)
Blades of Mercy: Strength-based Damage 2, +16 (DC 19)
Blunderbus: Cone Area Affliction 8 (DC 18)
Call From Beyond: Damage 4, +14 (DC Will 19)
Chikage: Strength-based Damage 6, +12 (DC 23)
Evelyn: Affliction 8, +6 (DC Dog 18)
Firearm Mode: Damage 4, +6 (DC 19)
Grab, +12 (DC Spec 12)
Knock Back: Move Object 10, +12 (DC 20)
Ludwig Holy Blade: Strength-based Damage 6, +12 (DC 23)
Madara's Whistle: Damage 8, +12 (DC 23)
Molotov: Damage 4, +6 (DC 19)
Rapier Mode: Strength-based Damage 4, +14 (DC 21)
Saw Cleaver: Strength-based Damage 6, +12 (DC 23)
Scythe Blade: Strength-based Damage 4, +12 (DC 21)
Spinning Attack: Strength-based Burst Area Damage 8 (DC 25)
Threaded Cane: Strength-based Damage 2, +16 (DC 19)
Throw, +6 (DC 17)
Tiny Tonitrus: Line Area Affliction 5 (DC Will 15)
Unarmed, +12 (DC 17)

Complications
Relationship - The Doll and Gehrman: The Doll is the curious minder of the Dream and one of the few comforting presences in the life of the Hunter. She offers solace, strength, and unconditional love to the Hunter and will support them regardless of any actions they perform. Gehrman is the mentor of the Hunter and the one who acts as a guide and leads the Hunter to where they want to go and offers clues about the nightmarish world the Hunter has found himself in.

Languages
English

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

Power Points
Abilities 72 + Powers 45 + Advantages 28 + Skills 10 (20 ranks) + Defenses 10 = 165


Nots
The Player Character and protagonist of Bloodborne.

The Good Hunter is a man who came to Yharnam seeking Pale Blood and accepted a contract with the Hunters Dream and a Blood Ministration to become a Hunter. As the one who holds the contract with the Hunters Dream the Good Hunter will return to the dream upon death until he once again is able to return to the waking world.

Hunters are those who Hunt beasts and seek to rid the world of the scourge of blood. They however must be wary of becoming drunk on blood and becoming a best themselves. These mad Hunters are the pray of the Hunter of Hunters such Eileen and the Good Hunter himself.

The Good Hunter seeks to fulfill his contract and leave the dream behind. To do so he must enter nightmares and seek forbidden knowledge to slay the Kin that first infected man with the Old Blood.

GAMEPLAY: The Good Hunter is very balanced offensively and Defensively and relies on his Advantages or weapons to alter his checks to better suit a foe. However the Hunter favors a more defensive approach, but one that only lasts until it's time to deliver a decisive and final attack. The Hunter has a few custom advantages, Enhanced and Improved Feint allow him to feint as a move action without suffering a penalty and grants him small circumstance bonus to feints. Dual Wielding (From 2E) lets him link both his Trick Weapon and his left hand weapon, and Follow Up Strike (from 2E) allows a second attack to be done as the bonus granted from making a critical hit.

The Hunter has a wide array of special tools and weaons to choose from, each greatly altering how he can approach combat. Some favor greater aggression while others allow him to attack safely from a distance.

The Hunter's Gun is not one that is meant for damaging opponents but rather a weapon that is made to create openings. It both lowers defenses and impairs resistance, mimicking the repost system from the game.

Lastly the Hunter has a form of regeneration, able to quickly regain his health through the blood of his foes. By immediately retaliating against an opponent he can activate the regeneration for a short while, the bonus only last as long as he is spilling blood.

It was a fun and challenging build to do. I wanted to get as much of the game as I could into the build without just sacrificing bits as fluff for Power Attacks or Extra Effort or such. A lot of his equipment is pretty much unneeded in a build and a lot of his advantages can be dropped to focus on a particular type of combat rather than a open style. It wouldn't be very difficult to cut the unneeded parts to make him an even 150 points and a normal PC build. One of the biggest difficulties was trying trying to figure out how to handle Reposts and trying to get across just how fast paced and frenzied combat can get in Bloodborne. It's a great action game, both in the atmosphere and the actual game play, while similar to Dark Souls it is incredibly quick and everything about the mechanics of this encourages an unrelenting offense. You cannot block attacks, instead using your gun to parry and open up an opponent to a devastating follow up, you regain health quickly and much more often than in Dark Souls, the default healing item being much faster to use and always being able to recover a percentage of recently lost health regainable by attacking opponents quickly after being damaged.

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squirrelly-sama
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Re: WAIFU WARZ - Squirrelly's Anime and Animation Builds

Post by squirrelly-sama » Thu Oct 11, 2018 6:22 am

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~Red like roses...~
Ruby Rose - PL 10
Sex: Female
Age: 15
Height: 5'2" | Hair: Short and Black (Red Highlights) | Eyes: Silver
Role: The Cute One, Naive Optimist, Team Leader, Mixed Range DPS

Strength 0, Stamina 4, Agility 10/8, Dexterity 0, Fighting 8/6, Intellect 0, Awareness 2, Presence 2

Advantages
Agile Feint, All-out Attack, Benefit, Athletics Based on Agility, Benefit: Silver Eyes, Defensive Attack, Evasion 2, Improved Aim, Improved Critical 2: Cresent Rose, Improved Defense, Improved Initiative 2, Move-by Action, Power Attack, Quick Draw, Ranged Attack 6, Seize Initiative, Skill Mastery: Acrobatics, Takedown 1/2(Semblance)

Skills
Acrobatics 6 (+16), Close Combat: Scythe 4 (+12), Expertise: Huntsman 5 (+5), Expertise: Weaponry 8 (+8), Perception 4 (+6), Persuasion 3 (+5), Ranged Combat: Firearms 4 (+4)

Powers
Aura
. . "Nobody Sells Anything" - No indication of Damage Until Incapacitated: Feature 1
. . Landing Strategy: Movement 1 (Safe Fall)
. . Leaping: Leaping 2 (Leap 30 feet at 8 miles/hour)
. . Protection: Protection 2 (+2 Toughness)
. . Regeneration: Regeneration 1 (Every 10 rounds)

Cresent Rose (Easily Removable)
. . Collapsable: Feature 1
. . High-Caliber Sniper-Scythe (Array)
. . . . Recoil Propelled Scythe Form: Strength-based Damage 8 (DC 23; Improved Critical 2, Penetrating 8, Reach (melee) 2: 10 ft.)
. . . . Sniper Rifle: Damage 8 (DC 23; Extended Range 2, Increased Range: ranged, Variable Descriptor 2: broad group - Dust Rounds)
. . Recoil Speed Boost: Feature 1

Natural Agility: Speed 1 (Speed: 4 miles/hour, 60 feet/round)

Semblance - Speed (Advantages: Agile Feint, All-out Attack, Evasion 2, Power Attack, Seize Initiative)
. . Enhanced Trait: Enhanced Trait 9 (Linked; Traits: Agility +2 (+10), Fighting +2 (+8), Takedown 2 +1 (+2))
. . Flight: Flight 6 (Linked; Speed: 120 miles/hour, 1800 feet/round; Fades)
. . Flurry of Slashes (Linked; Multiattack)
. . Rose Petals: Feature 1

Offense
Initiative +18
Grab, +8 (DC Spec 10)
Recoil Propelled Scythe Form: Strength-based Damage 8, +12 (DC 23)
Sniper Rifle: Damage 8, +10 (DC 23)
Throw, +6 (DC 15)
Unarmed, +8 (DC 15)

Complications
Immaturity: Ruby is a great warrior, but shows her age when interacting with others. She is an idealist in a world that is unfortunately close to breaking down. She is also brash and immature, leaping into various situations.
Power Loss - Aura: Hunters & Huntresses slowly lose power as their energy depletes with use. Both attacking and taking damage deplete this battery of energy, with Semblance use being much more expensive. This does not weaken their defenses or offensive until the entire reserve runs dry. Their Scrolls keep them updated on their condition. Since endurance is also determined by Aura running out affects both one's defense and offense.
Relationship - Family: Ruby's closest relationship is with her sister Yang. She loves and admires her father Taiyang. She was trained by her Uncle Qrow, who along with her father were members of Team STRQ.
Responsibility - Leadership: Leader of Team RWBY


Languages
English

Defense
Dodge 14, Parry 14, Fortitude 6, Toughness 6, Will 8

Power Points
Abilities 44 + Powers 52 + Advantages 19 + Skills 17 (34 ranks) + Defenses 18 = 150

Notes
Ruby Rose is a student of Beacon Academy and the main protagonist of the web series RWBY.

She first appeared in the "Red" Trailer visiting the grave of her deceased mother, Summer Rose. She next appears in at the end of the Yellow trailer to greet Yang bringing them full circle. After attempting to stop a robbery by the Not-So-Gentleman Thief Roman Torchwich and being saved by Glenda Goodwitch she gets an invitation to join beacon by it's Headmaster Ozpin 2 years early. During her time at Beacon, she becomes the leader of Team RWBY, consisting of Weiss Schnee, Blake Belladonna and her half-sister, Yang Xiao Long.

Daughter of Taiyang Xiao Long and his second wife, Summer Rose. Younger sister of Yang Xiao Long. She's energetic, friendly, and kind, but in social situations is very much in over her head. She prefers gushing over weapons and fighting giant monsters and the Grimm, over social engagement. Her Semblance is an ability to cover distance by apparently turning into a cloud of rose petals (themeing!) carried on a powerful wind.

Ruby's weapon, which she had built herself and adores, is named Crescent Rose, a High-Caliber Sniper-Scythe (HCSS) a hybrid between a scythe and a sniper rifle. For extra mobility, she fires the sniper rifle without bracing first, and be carried by the recoil. This is a recurring thing in RWBY, amazing and creative fight coreography thanks to the late great Monty Oum.

She's the leader of her team,which is coincidentally named after her, and despite being so young and inexperienced compared to her peers she's fairly gifted in the role, coming up with complex strategies utilizing the unique abilities of her teammates.

Ruby has silver eyes. Commenting on that is the first thing that Ozpin did when he met Ruby. It isn't until later that an explanation is given for why it is noteworthy, as an ancient line of powerful warriors where known for their silver eyes. That their abilities were so great that they could slay the Creatures of Grimm with just a look. As it turns out this was fairly accurate as midway through the series, in one of only 2 times it's activated, the eyes are able to petrify a Grimm Dragon.

Like the rest of her team Ruby is based on a fairy tale character, in her case the heroine in question is Little Red Riding Hood. Coincidentally she makes her debut killing a bunch of giant wolves.

GAMEPLAY: Ruby is normally a PL9 hero, heavily defense shifted with several advantages to assist her evasive style. When her semblance activates however she jumps up to PL10 as her Melee accuracy and defenses are boosted. She is incredibly dangerous in melee, her weapon providing not only reach but stacking Improved Critical gives her a critical range of 15-20.

With her semblance active Ruby can, for a few turns at least, hold her own against or even defeat some higher PL characters if she's lucky. Her Multi-attack combined with her All Out attack can give her a very risky means of hitting above her normal punching class with proper support.

I chose not to provide any power for her Silver Eyes. This is for a few reasons, for one there's not to much information on what benefits her eyes give her. In the show, as far as I'm aware, the only time they become relevant is during the end of Season 3, which is more fit for a GM deus ex machina meant to save an otherwise unsalvageable situation and later in Vol 5 which didn't really do anything. Instead it's simply an advantage for now as a place holder, I suppose it can be used like the Holding Back advantage from Hero High.

Credit: Based on Jab's build of the same character found here: http://www.echoesofthemultiverse.com/vi ... 710#p35710
Credit: Art belongs to Iesupa

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squirrelly-sama
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Re: WAIFU WARZ - Squirrelly's Anime and Animation Builds

Post by squirrelly-sama » Thu Oct 11, 2018 6:53 am

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"We should always be working toward the best versions of ourselves. There is no time to stand idly by. The honor of the Schnee family rests on my shoulders. I'll be sure not to tarnish it. If we're going to do this, we're going to have to do this together."

Weiss Schnee - PL 9
Sex: Female
Age: 17
Height: 5'3" | Hair: Long White Ponytail | Eyes: Blue
Role: The Snobby One, "Well Excuse me, Princess.", Tsundere, Mixed Support

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

Advantages
All-out Attack, Benefit, Athletics Based on Agility, Benefit, Status 2: Schnee, Benefit, Wealth 2 (independently wealthy), Defensive Attack, Defensive Roll 3, Improved Initiative, Move-by Action, Rapid Attack 3: Rapier, Uncanny Dodge

Skills
Acrobatics 6 (+10), Athletics 2 (+6), Close Combat: ???? 8 (+12), Deception 2 (+4), Expertise (PRE): Singing 2 (+4), Expertise: Business 4 (+6), Expertise: Dust 6 (+8), Expertise: Huntsman 4 (+6), Insight 2 (+6), Perception 2 (+6), Persuasion 2 (+4), Ranged Combat: Semblance - Glyphs 8 (+10)

Powers
Aura
. . Landing Strategy: Movement 1 (Safe Fall)
. . Leaping: Leaping 2 (Leap 30 feet at 8 miles/hour)
. . Nobody Sells Anything: Feature 1 (Notes: Does not visibly show damage.)
. . Protection: Protection 2 (+2 Toughness)
. . Regeneration: Regeneration 1 (Every 10 rounds)

Myrtenaster Multi-Action Dust Rapier (Easily Removable)
. . Dust Enhanced Semblance (Precise, Variable Descriptor 2: broad group - Dust Elements, Notes: Adds various dust descriptors to Semblance effects.)
. . Rapier: Strength-based Damage 2 (DC 17; Improved Critical 2)

Semblance - Glyphs
. . Barrier Glyphs: Create 10 ([0 active, 0/30 PP, 3/r], Volume: 1000 cft., DC 20; Increased Duration: continuous)
. . Glyph Blasts: Damage 10 ([0 active, 0/30 PP, 3/r], DC 25; Increased Range: ranged, Multiattack)
. . Gravity Glyphs: Burst Area Move Object 10 ([0 active, 0/30 PP, 3/r], 25 tons; Burst Area: 30 feet radius sphere, DC 20)
. . Speed Glyphs
. . . . Deflect: Deflect 10 ([0 active, 0/30 PP, 1/r])
. . . . Enhanced Trait: Enhanced Trait 4 ([0 active, 0/30 PP, 1/r], Dodge +2 (+12), Parry +2 (+12))
. . . . Immunity: Immunity 2 ([0 active, 0/30 PP, 1/r], Uncommon Descriptor: Own Slam Damage)
. . . . Speed: Speed 3 ([0 active, 0/30 PP, 3/r+2], Speed: 16 miles/hour, 250 feet/round, Advantages: Evasion 2; Affects Others, Increased Range: ranged)
. . . . Thrust: Damage 6 ([0 active, 0/30 PP, 1/2r], DC 21; Limited: Charging)

Offense
Initiative +8
Glyph Blasts: Damage 10, +10 (DC 25)
Grab, +4 (DC Spec 10)
Gravity Glyphs: Burst Area Move Object 10 (DC 20)
Rapier: Strength-based Damage 2, +12 (DC 17)
Throw, +2 (DC 15)
Thrust: Damage 10, +10 (DC 21)
Unarmed, +4 (DC 15)

Complications
Motivation: White Sheep: Weiss seeks to change the Schnee Dust Corp from what her father has turned it into.
Power Loss - Aura: Hunters & Huntresses may slowly lose power as their energy depletes. Their Scrolls keep them updated on their condition.
Prejudice - Faunus: Weiss starts off with some predjudice views of the Faunus, especially the White Fang due to experiencing their terrorism and the influence of her father. While she is trying to overcome this she may occasionally and unconsciously lapse back into that mindset.
Relationship - Family: Her family is a metric sackful of assholes. With the exception of her sister whom she admires the rest are rather horrid, her father Jaques and brother Whitley fail at humanity. Weiss lived a life completely under the thumb of her father until she went to Beacon Academy.
Relationship - Team RWBY
Reputation - Ice Queen: Wiess has earned distaste from others both from her family as well as her own arrogant personality. Faunus often dislike her on principle alone, her attitude just gives them even more cause.
Responsibility - Huntsman

Languages
English

Defense
Dodge 10, Parry 10, Fortitude 6, Toughness 8/5, Will 8

Power Points
Abilities 46 + Powers 47 + Advantages 17 + Skills 23 (46 ranks) + Defenses 17 = 150

Notes
Weiss Schnee (pronounced Why-ss Sh-nee) is a student of Beacon Academy and one of the main protagonists of RWBY. Her weapon of choice is a Multi Action Dust Rapier (MADR) named Myrtenaster.

The heiress of the vastly influential Schnee Dust Company, Weiss made her first appearance in the "White" Trailer where she sang her own theme song while kicking the shit out a giant robot. Sadly she did not maintain this level of cool badassery in the series itself, turning into a rather stuck up straightman and backrow support instead of frontline combat mage. After enrolling in Beacon against the wishes of her father, she becomes a member of Team RWBY alongside Ruby Rose, Blake Belladonna and Yang Xiao Long.

She is a very technical fighter, fencing with a Multi-Action Dust Rapier, allowing different sorts elemental effects to be added to her Semblance using Dust via a revolver chamber integrated into the design. Her Semblance is Glyphs which produce a variety of effects related to force and its direction, including pulling, launching, or holding objects, and creating platforms that can be stood or run on, even along walls. The glyphs can also summon the spirits of defeated enemies, and Weiss can (eventually) summon a spectral suit of armor to fight for her. Not the most powerful fighter of the group, but by far the most versatile.

Gameplay:
Weiss uses a dynamic array, allowing her to trade out effects as she needs them. Generally this is to allow her to partially use her passive Speed enhancing glyphs and still attack. When going full tilt on an attack she reaches PL10 offensively. She can also reach PL10 Defensively with her Speed Glyphs, even being able to still maintain PL 9 blasts while doing so. I had originally given her a summon but took that off, as this is supposed to be her in the early season prior to the Vital Festival.


Note: The team represents fairy tale characters, and Weiss is Snow White. Her name is, with a few linguistic liberties, "White Snow" in German.
Credits: Based on Jab's version of the character found here: http://www.echoesofthemultiverse.com/vi ... 831#p35831
Credits: Art by iesupa

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squirrelly-sama
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Re: WAIFU WARZ - Squirrelly's Anime and Animation Builds

Post by squirrelly-sama » Thu Oct 11, 2018 7:27 am

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"Unfortunately, the real world isn't the same as a fairy tale."

Blake Belladona - PL 9
Sex: Female
Age: 17
Height: 5'7" | Hair: Long Black | Eyes: Amber
Role: The Quiet One, Straight man, Kuudere, Token Faunus, Assassin

Strength 0, Stamina 4, Agility 8, Dexterity 4, Fighting 8, Intellect 1, Awareness 4, Presence 1

Advantages
Agile Feint, Benefit, Athletics Based on Agility, Defensive Roll 2, Enhanced Feint, Evasion 2, Hide in Plain Sight, Improved Feint, Move-by Action, Takedown, Uncanny Dodge

Skills
Acrobatics 4 (+12), Close Combat: Gambol Shroud 4 (+12), Deception 5 (+6), Expertise: "Fine Literature" 2 (+3), Expertise: Huntsman 5 (+6), Expertise: White Fang 7 (+8), Insight 1 (+5), Investigation 2 (+3), Perception 4 (+8), Ranged Combat: Firearms 6 (+10), Sleight of Hand 2 (+6), Stealth 4 (+12)

Powers
Aura
. . Always Lands On Her Feet: Movement 1 (Safe Fall)
. . Leaping: Leaping 2 (Leap 30 feet at 8 miles/hour)
. . Nobody Sells Anything: Feature 1 (Notes: Does not visibly show damage)
. . Protection: Protection 2 (+2 Toughness)
. . Regeneration: Regeneration 1 (Every 10 rounds)

Faunus - Catgirl: Senses 2 (Extended: Hearing 1: x10, Low-light Vision)

Gambol Shroud (Easily Removable)
. . Pistol: Damage 4 (DC 19; Increased Range: ranged, Multiattack)
. . Variant Ballistic Chain Scythe
. . . . Grappling Blade: Movement 1 (Swinging; Platform)
. . . . Katana: Damage 4 (DC 19; Improved Critical)
. . . . Kusarigama: Elongation 3 (Elongation: 60 feet, +3 to grab, Advantages: Fast Grab, Grabbing Finesse, Improved Grab)

Semblance - Duplication (Array)
. . Clone Combat: Variable 2 (Action 3: reaction, Notes: Enhances traits in combat to mimic teamwork.)
. . Clone Decoys: Concealment 10 (All Senses; Subtle: subtle; Limited: Decoys)
. . Fire Clone: Damage 8 (DC 23; Accurate 3: +6, Feature: Looks Like Blake, Homing: 1 extra attempt, Increased Range: ranged, Triggered: 1 use - Contact)
. . Phantom Double: Summon 6 (Active, Mental Link, Sacrifice, Subtle: subtle)
. . Stone Clone: Create 6 (Volume: 60 cft., DC 16; Indirect 3: any point in fixed direction or fixed point in any direction, Movable, Subtle: look natural)

Offense
Initiative +8
Fire Clone: Damage 8, +10 (DC 23)
Grab, +11 (DC Spec 13)
Katana: Damage 4, +8 (DC 19)
Pistol: Damage 4, +4 (DC 19)
Throw, +4 (DC 15)
Unarmed, +8 (DC 15)

Complications
Faunus - Catgirl: Blake betrays some cat-like characteristics, such as a love for tuna, and a discomfort around dogs.
Power Loss - Aura: Hunters & Huntresses may slowly lose power as their energy depletes. Their Scrolls keep them updated on their condition.
Prejudice - Faunus: Blake is secretly a faunus, hiding her cat ears beneath a ribbon.
Relationship - Team RWBY
Responsibility - Ex-Terrorist: Blake is an ex-member of the White Fang, having left after coming to the realization she could not morally continue working with the organization. She feels responsible for their actions.
Responsibility - Huntress

Languages
English

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

Power Points
Abilities 60 + Powers 43 + Advantages 12 + Skills 23 (46 ranks) + Defenses 12 = 150

Notes
Blake Belladonna is a student at Beacon Academy and one of the main protagonists of RWBY. Her weapon of choice is a Variant Ballistic Chain Scythe (VBCS) named Gambol Shroud.

She first appeared in the "Black" Trailer alongside Adam Taurus, her then-boyfriend/mentor/commander (and eventual psycho stalker), partner and mentor in the White Fang, a Faunus terrorist group. After leaving the organization, Blake enrolled at Beacon Academy, where she becomes a member of Team RWBY alongside Ruby Rose, Weiss Schnee and Yang Xiao Long.

Daughter of Ghira and Kali Belladonna, rulers of Menagerie, Blake is secretly a faunus, using a ribbon to (poorly) hide her cat ears. She has many catlike traits, she is calm, reserved, mysterious, and introverted, usually preferring books to other people. This sparked a rather uncomfortable question from me about how racist it was that she seemed to act very stereo-typically catlike, especially with her love of Tuna and hatred of dogs.

Her Semblance is the ability to leave behind a not-shadow clones to distract and take damage momentarily while she gains distance. Her weapon. Gambol Shroud, acts as a combination Katana, Uzi, and kusarigama.

Blake joined the White Fang, a once civil rights group started by her parents, wanting to fight for equal rights only leaving after she felt they lost their way. Unfortunately this comes across as rather shallow and ill thought out due to how the series presents things. The first is the lack of any signs of faunus discrimination in the first three seasons aside from Team Douchebag, erm Team CRDL, and a couple insults by classy asshole (classhole) Torchwick until Season 4. They tried to make Weiss seem to be slightly racist but her ire was directed towards the Whitefang which had executed several of her family members. She also is essentially a Princess, being the daughter of the rulers of a freaking continent with few to no humans, basically being a rich sheltered child with no experience being oppressed who went and joined a terrorist organization to fight "the man".

Note: The team represents fairy tale characters, and with her complicated relationship with Adam, represents Beauty and the Beast. She also shares a love of books with the Disney version of Belle.

GAMEPLAY: Blake is generally PL 9 and her variable power can occasionally let her jump up to PL 10. Other creative uses of it can let her bypass a few PL limitations to let her effectively act on a higher level in a limited fashion. Who would expect a former terrorist to be such a cheater?

Blake has two custom advantages. One is Improved Feint, in this case it is to allow her to ignore penalties normally associated with Feinting, most notably the penalty that comes with attempting to use an interaction skill as a Move action during combat rounds. Her second Advantage is Enhanced Feint, granting a bonus to feint checks.

Blakes Semblance gives her quite a few options, though not as versatile as Weiss' it's more than enough to allow her to act rather tricksy. She can block attacks with Earth Clones, send out suicide exploding clones that look no different from her normal ones, use her clones as decoys to escape and increase her Defense thanks to circumstance bonuses, or just plain old be her own back up.

Her weapon is rather mundane in terms of damage though gives her range options beyond firing bullets and lets her make distant grabs and an extra bit of mobility.

Credits: Based on Jab's version of the character found here: http://www.echoesofthemultiverse.com/vi ... 767#p35767
Credits: Art by iesupa

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Re: WAIFU WARZ - Squirrelly's Anime and Animation Builds

Post by squirrelly-sama » Thu Oct 11, 2018 7:50 am

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"I always kick my semester off with a 'Yang'!"

Yang Xiao-Long - PL 10
Sex: Female
Age: 17
Height: 5'7" | Hair: Long Yellow Fabulous | Eyes: Purple
Role: The Dangerous One, Party Girl, Berserker, Tank

Strength 5/3, Stamina 6, Agility 4, Dexterity 0, Fighting 6, Intellect 0, Awareness 2, Presence 2

Advantages
All-out Attack, Attack Flurry, Equipment 2, Extraordinary Effort, Improved Critical 1/3: Unarmed, Improved Initiative, Last Stand, Luck 5, Ranged Attack 2, Takedown, Ultimate Effort: Healing, Ultimate Effort: Intimidation, Withstand Damage

Skills
Acrobatics 2 (+6), Athletics 7 (+12), Close Combat: Unarmed 4 (+10), Deception 2 (+4), Expertise: Huntsman 6 (+6), Intimidation 4 (+6), Investigation 2 (+2), Perception 2 (+4), Persuasion 4 (+6), Ranged Combat: Ember Celica 7 (+7)

Powers
Aura
. . Landing Strategy: Movement 1 (Safe Fall)
. . Leaping: Leaping 2 (Leap 30 feet at 8 miles/hour)
. . Nobody Sells Anything: Feature 1 (Notes: Does not visibly show damage)
. . Protection: Protection 4 (+4 Toughness)
. . Regeneration: Regeneration 2 (Every 5 rounds)

Ember Celica (Removable)
. . Bullets Help You Jump: Flight 2 (Speed: 8 miles/hour, 120 feet/round; Limited: Unable to Maintain)
. . Concealable: Feature 1 (Notes: Folds into bracelets)
. . ShotGauntlets: Damage 7 (DC 22; Increased Range: ranged)
. . . . Explosive Blows: Strength-based Damage 5 (Alternate; DC 25; Improved Critical, Penetrating 8)

Semblance
. . Berserker Strength: Enhanced Strength 2 (+2 STR)
. . Enhanced Trait: Enhanced Trait 2 (Traits: Improved Critical 3 +2 (+3))
. . Overwhelming Force: Luck Control 1 (Force a Re-roll, Advantages: Luck 5; Limited: Own Attacks)
. . Second Wind: Healing 5 (Advantages: Ultimate Effort: Healing; Energizing, Restorative, Triggered: 1 use - Activating Semblance; Limited: Self Only, Temporary, Unreliable (5 uses))
. . Wrecking Ball: Protection 2 (+2 Toughness; Impervious [8 extra ranks])

Equipment
Bumblebee

Offense
Initiative +8
Explosive Blows: Strength-based Damage 5, +6 (DC 25)
Grab, +6 (DC Spec 15)
ShotGauntlets: Damage 7, +2 (DC 22)
Throw, +2 (DC 20)
Unarmed, +6 (DC 20)

Complications
Hair Trigger: Yang is a good fighter, but has a violent temper that can leave her easily-goaded and very predictable in combat. And Do NOT touch her hair.
Motivation: Missing Mom: Yang's mother Raven abandoned her soon after being born. A core part of Yang's goals center around finding and confronting her.
Motivation: Thrills
Power Loss - Semblance: Yang's Semblance is fueled by a combination of her emotions and the hits she's taken through an encounter. If she's not sufficiently angered nor has been struck enough the boost is negligable. When she activates is based only on her anger the boost quickly fades.
Relationship - Family: Yang is the older sister of Ruby whom she is very protective of and wants to help make friends and come out of her shell. She takes after her father Taiyang.
Relationship - Team RWBY
Responsibility - Huntsman
Quirk - Dad Jokes: Yang makes horrible puns all the time. All. The. Time.

Languages
English

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

Power Points
Abilities 46 + Powers 57 + Advantages 13 + Skills 20 (40 ranks) + Defenses 14 = 150


Notes
Yang Xiao Long is a student at Beacon Academy and one of the main protagonists of RWBY. Her weapons of choice are a pair of Dual Ranged Shot Gauntlets, Ember Celica.

She made her first appearance in the "Yellow" Trailer, searching for clues regarding the whereabouts of her mother Raven (not then revealed), who abandoned her when she was very young. At Beacon Academy, Yang becomes a member of Team RWBY alongside her younger half-sister Ruby Rose, Weiss Schnee and Blake Belladonna.

Daughter of Taiyang Xiao Long and his first wife, Raven Branwen. Older half-sister of Ruby Rose. She loves her father, her sister, bad puns and good fights. Her dislikes most includes messing with her do, but seriously you should know not to aim for a girls hair. That's just common curtesy. She's the heaviest hitter on Team RWBY, at least in terms of melee. Her Semblance is the ability to fight harder as she takes more damage and gets angrier, you classic berserker package. Her weapon is Ember Celica, a pair of shotgun gauntlets that let her punch people in the face with explosions. She's flirty but not overly so, mostly acting playfully and teasingly, however she has a hot temper and a lust for battle unlike her teammates.

Note: The team represents fairy tale characters, and Yang is Goldilocks. coincidentally her first opponents in the series proper were Ursa, though sadly there were 2 of them and not 3.

GAMEPLAY: Like the other members of RWBY Yang normally operates at PL 9 with her semblance boosting her to PL10. Unlike all the other members of her team, and huntsmen in general, she has a lean towards toughness.

She's straightforward in terms of how she fights though she's a bit more mobile than your usual bruisers. Her semblance is normally the ability to get stronger with damage taken but that doesn't translate too well into MnM given PL limits so I had to get creative. To get around the mechanical limitations she instead uses Luck to force rerolls in her opponent, her healing bringing her back to full health and Impervious Toughness being high enough to shrug off attacks from her more accuracy shifted peers. She relies on burning through saved HPs when boosted to get the full benefit of her semblance. Luck, All Out Attacks combined with Attack Flurry, and Extraordinary Effort should let her smash through just about anything or at least soften it up significantly. Her healing and regeneration would let her reliably stay in the fight longer than most.

Yang is tough, and she even has a couple old school Advantages added to show that. Last Stand allows an HP to be used to let her temporarily ignore incapacitation for a turn and Withstand Damage to be used to trade defense for extra toughness.

Credits: Based on Jab's version of the character found here: http://www.echoesofthemultiverse.com/vi ... 740#p35740
Credits: Art by Iesupa

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squirrelly-sama
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Re: WAIFU WARZ - Squirrelly's Anime and Animation Builds

Post by squirrelly-sama » Thu Oct 11, 2018 8:13 am

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"Well the name's Jaune Arc. Short, sweet, rolls off the tongue, ladies love it."

Jaune Arc - PL 7
Sex: Male
Age: 17
Height: 5'10" | Hair: Short, Blonde | Eyes: Blue
Role: Audience Surrogate, Designated Loser, Blank Slate, Supporting Protagonist

Strength 2, Stamina 4, Agility 2, Dexterity 1, Fighting 4, Intellect 0, Awareness 0, Presence 8/2

Advantages
Beginner's Luck, Benefit, Cipher, Improved Defense, Inspire 2, Interpose, Leadership, Luck (Edit Scene) 2, Luck 2, Power Attack, Ultimate Effort: Toughness

Skills
Athletics 2 (+4), Close Combat: Sword 'n Board 5 (+9), Deception 4 (+12), Expertise: Huntsman 4 (+4), Perception 4 (+8/+4)

Powers
A Semblance!?: Enhanced Trait 1 (Advantages: Ultimate Effort: Toughness)

Aura
. . Nobody Sells Anything: Feature 1 (Notes: Does not visibly show damage)
. . Protection: Protection 4 (+4 Toughness)
. . Regeneration: Regeneration 5 (Every 2 rounds)

Crocea Mors (Easily Removable)
. . Block: Enhanced Trait 2 (Advantages: Improved Defense, Interpose)
. . Shield: Deflect 8 (Reduced Range: close)
. . Sword: Damage 3 (DC 18; Improved Critical)

Hidden Depths: Enhanced Trait 19 (Traits: Presence +6 (+8), Insight +8 (+8), Perception +4 (+8), Advantages: Beginner's Luck; Uncontrolled)

How Do You Even!?
. . Fake Expert: Variable 5 (Linked; Action 3: reaction, Subtle: subtle; Check Required: DC 10 - Deception, Notes: Gain Skills and Abilities needed to pass inspection)
. . The Man Who Knows Too Little: Morph 2 (Linked; +20 Deception checks to disguise; Narrow group; Psychic, Subtle 2: undetectable; Limited 2: Does not change Appearence)

Offense
Initiative +2
Grab, +4 (DC Spec 12)
Sword: Damage 5, +9 (DC 20)
Throw, +1 (DC 17)
Unarmed, +4 (DC 17)

Complications
Disability - Oblivious: Jaune is... simple. He's not the brightest crayon in the drawer. He often overlooks very obvious clues and social tells. He is unaware of his partner's attraction, that his attraction to Wiess is entirely one-sided, and his knowledge of the world he's part of is spotty at best.
Reputation - Buffoon: Jaune is dangerously unqualified for his current career path getting by mostly on a combination of luck, bluffing, and a series of critically failed insight checks by his peers and superiors. Whle only 2 people know his secret it's readily apparent he's not up to par with his "peers"
Reputation - Loser: It's a reputation that isn't exactly entirely inaccurate. Juane, for how much his team and friends care for him, is considered both a weakling and more than a little dim. While his friends and team don't bring this up or bully him for it other Huntsman-in-Training are not always so nice. His own actions do not help matters, doing such lame things as badly playing acoustic guitar, wearing feetie pajamas, and using terrible pick up lines.
Responsibility - Huntsman: As a Huntsman Jaune will will eventually need to put his life on the line to defend humanity from the creatures of Grimm.
Responsibility - Team JNPR: Jaune, somehow, is the leader of team JNPR and feels he's very unqualified for the position. For obvious reasons.
Secret - Ascended Fanboy: Jaune always wanted to be a Huntsman, only he never actually trained for it. So with no education, no skills, and without even his aura unlocked he scammed his way into the most prestigious Huntsman school using a fake transcript.
Weakness - Motion Sickness: Jaune is rendered unable to act while on any sort of flying or sailing vehicle due to his motion sickness. His nausia becomes so bad that he needs to stay near a window or trash can to prevent any messy incidents.

Languages
English

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

Power Points
Abilities 30 + Powers 87 + Advantages 9 + Skills 10 (19 ranks) + Defenses 14 = 150

Notes
Introduced by throwing up on an airship ride, poor Jaune was cemented as a loser from his very introduction. He acts brazenly, obnoxiously overconfident in the early series to disguise the fact that he has no idea what he's doing. In fact, he faked his transcripts, and has no practical qualifications to be at Beacon. This allows him to receive exposition that's useful for the audience, as well as be a source of cheap laughs at his misfortune.

He's in Beacon because he's determined to be a hero, like all his ancestors before him, but the secret of his forgery can be used for blackmail, and, of course, he never attended a Huntsman's primary school, so a Huntsman's secondary school is WAAAY out of his league. He's immediately started attempting to woo the beautiful but distant Weiss Schnee almost immediately after seeing her, and makes frequent over-the-top romantic gestures, completely overlooking the fact that the much hotter, sweeter, and (most importantly) actually receptive Pyrrha Nikos has a massive crush on him. Surprising everyone, he is made leader of Team JNPR despite being even less qualified than even his younger peer Ruby. His inexperience and goofiness get in the way sometimes, but he cares deeply for his team, tries hard, and has some natural leadership ability.

Jaune's weapon is Crocea Mors, Ruby calls it a "Classic" which was likely a polite way to say it was boring. A single-mode weapon, just a sword and a shield that can turn into a scabbard, in a setting where handbags can turn into gattling guns. The Sword is just that, a sword, nothing special about it like catching on fire or even turning into another sword. It's not even that big and sadly he doesn't really know how to use it either. The other half is a scabbard that turns into a shield, or rather a shield that can also be a scabbard which seems kinda pointless since pretty much every other weapon can fold into a pocket sized form. He doesn't even throw it either.

Jaune's Semblance is... unknown, at least until THE END OF VOLUME 5. Spoiler: It's healing, the thing everyone guessed it would be. He has not yet unlocked the ability during the first volume. His Aura is notably strong, however but this doesn't really come up.

Jaune himself is... controversial in the fandom. There are a lot of people who don't like him, for very valid reasons. He, despite his blandness and incompetence, is given a disgusting amount of screen time in the early part of the series which should have been more focused developing the core cast and fleshing out the world. Instead we're given an eternity of him suffering the consequences of his selfish actions. While it is interesting that he conned his way into the school the action, as well as his lack of development at the point it's introduced, makes him come off as rather unlikable and selfish which only makes him look worse with his overconfident nature and lack of self awareness.

He gets better as the series goes on, having some strong character development moments. Probably the most humanizing being when he follows through on a bet and embarrasses himself in a public event just to cheer up his partner Pyrrha.

Team JNPR are all based on historical or mythological characters who were said to have cross-dressed. Jaune is based on Jeane d'Arc. There's not really too many parallels between the too though.

GAMEPLAY: Jaune is a weaker than everyone else in RWBY and JNPR, there's just no other way around it. He's built with with an even lower natural PL, being PL7 with no real way of boosting up. To actually give him some use I decided to base him less on his actual appearance in the show and more on the better Fan Interpretations of him. Namely those of Coeur Al'Aran who is one of the more popular and prolific writers in the fandom. His stories tend to have the boy somehow accidentally bluffing his way into success and being mistaken as much more badass than he actually is.

In terms of offense he's incredibly weak compared to his peers. He doesn't do much damage and isn't incredibly accurate. He would do well enough in 1v1 for common grim who are usually about PL 6 to 8. However he lacks in range attacks which is rather important since many of them have movement powers or attack in groups. He is woefully inadequate compared to other Huntsmen in training, where even the weaklings are at least PL8.

Jaune's Skills are subpar, with the only one worth mentioning being his Deception skill. However even that skill is midling at best due to the limits on his Presence enhancement, though he is capable of using his Fake Expert or Knows Too Little power to allow him to miraculously deceive all but the most perceptive when the chips are down.

Jaune fits best in a non-combat supportive roll. He is capable of providing help in a fight through his Leadership or Inspire abilities but doesn't really contribute too much otherwise. His power however can give him some incredible feats, as somehow he is able to bluff the universe into going along with with insanity surrounding him. The stars align to let him solve a problem that would bring down the house of cards he's built for himself only so he can build the dang thing even higher.

His Aura gives him a bit more regeneration than a normal huntsman and he is still a bit tougher than most of the others his age, throw in an Ultimate Toughness as needed and Jaune is something of a poor man's tank.

Credit: Based on Jab's build of the same character found here: http://www.echoesofthemultiverse.com/vi ... 854#p35854

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Re: WAIFU WARZ - Squirrelly's Anime and Animation Builds

Post by squirrelly-sama » Thu Oct 11, 2018 6:36 pm

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"Let's break his legs!"
Nora Valkyrie - PL 10
Sex: Female
Age: 17
Height: 5'1" | Hair: Short, Red| Eyes: Green
Role: The Crazy One, Heavy Weapons Girl, Genki Girl, DPS

Strength 5/3, Stamina 8/6, Agility 6, Dexterity 0, Fighting 6, Intellect 0, Awareness 2, Presence 0

Advantages
All-out Attack, Extraordinary Effort, Fearless, Great Endurance, Luck (Recover) 5, Ranged Attack 4, Seize Initiative, Takedown

Skills
Acrobatics 4 (+10), Athletics 5 (+10), Close Combat: Warhammer 2 (+8), Deception 4 (+4), Expertise: Huntsman 6 (+6), Intimidation 5 (+5), Perception 2 (+4), Ranged Combat: Heavy Weapons 4 (+4)

Powers
Aura
. . Landing Strategy: Movement 1 (Safe Fall)
. . Leaping: Leaping 2 (Leap 30 feet at 8 miles/hour)
. . Nobody Sells Anything: Feature 1 (Notes: Does not visibly show damage.)
. . Protection: Protection 4 (+4 Toughness)
. . Regeneration: Regeneration 2 (Every 5 rounds)
Magnhild (Easily Removable)
. . Explosive Combat
. . . . Explosive Warhammer: Strength-based Burst Area Damage 7 (DC 25; Burst Area: 30 feet radius sphere, DC 17 [1 extra rank], Improved Critical 3, Penetrating 8, Reach (melee): 5 ft.)
. . . . Gatling Grenader: Damage 8 (DC 23; Accurate: +2, Improved Critical 2, Increased Range: ranged, Multiattack)
. . . . Grenade Launcher: Burst Area Damage 10 (DC 25; Burst Area: 30 feet radius sphere, DC 20 [8 ranks only], Increased Range: ranged; Diminished Range)
. . Rocket Jumping: Flight 2 (Speed: 8 miles/hour, 120 feet/round)
Semblance - Electro Dynamo
. . Electro Boost: Enhanced Trait 8 (Traits: Strength +2 (+5), Stamina +2 (+8); Source: Electricity)
. . Impervious Defense: Impervious Toughness 12 (Source: Electricity)
. . Lightning Rod: Feature 1 (Notes: Redirects environmental electricity towards herself.)
. . Queen of the Mountain: Immunity 5 (Damage Effect: Electricity)
. . Recharge: Healing 5 (Action 3: reaction, Energizing; Limited: Self, Source: Electricity, Temporary)

Offense
Initiative +6
Explosive Warhammer: Strength-based Burst Area Damage 7 (DC 25)
Gatling Grenader: Damage 8, +10 (DC 23)
Grab, +6 (DC Spec 15)
Grenade Launcher: Burst Area Damage 10 (DC 25)
Throw, +4 (DC 20)
Unarmed, +6 (DC 20)

Complications
Power Loss - Aura: Hunters & Huntresses may slowly lose power as their energy depletes. Their Scrolls keep them updated on their condition.
Quirk - The Crazy One: Nora is very odd. She has an addiction to Pancakes, a love of violence that is frankly disturbing, and her outlook on life makes no sense to anyone else.
Relationship - Lie Ren: Her best friend since forever. The two are always together. But not "Together" together. But god help anyone trying to get between their totally platonic relationship.
Responsibility - Huntsman: As a Huntress in Training Nora will someday need to join the forces that defend humanity from the Creatures of Grimm.
Responsibility - Team JNPR: The craziest and most proactive member of Team JNPR.


Languages
English

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

Power Points
Abilities 46 + Powers 61 + Advantages 15 + Skills 16 (32 ranks) + Defenses 12 = 150

Validation: Explosive Combat - Explosive Warhammer: Strength-based Burst Area Damage 7: Save DC exceeds Power Le; Complications: At least 2 Complications are required

Notes
Nora Valkyrie is a student at Beacon Academy, a member of Team JNPR. Her weapon of choice is Magnhild, a hammer that can transform into a grenade launcher and her Semblance lets her absorb electricity to power up.

One of the first characters introduced outside of the core team Nora made her debut as a somewhat odd, violent, and somewhat crazed but still cheerful and rather adorable girl with a "Everyone but them can see they're together" relationship to her bestie Lie Ren. A whooping 4 seasons later we finally get a look into the pair's backstories showing her as a orphaned street urchin who befriended Ren as a child, only for the town to fall to Grimm shortly after leaving both as the only survivors. Despite her childish and somewhat crazed personality Nora is no slouch as a fighter, able to fight off multiple opponents that should be on her level at once, and capable of quickly and competently following orders as needed. She is one of the few who could give the brawler Yang a run for her money in terms of sheer burst damage output.

Nora's weapon is Magnhild, a giant hammer that transforms into a grenade launcher. She's capable of shooting the explosives without transforming it though allowing her tricks like riding the explosions of her strikes like some sort of demented pogo stick. Her Semblance gives her an immunity to electricity and a boost once struck, one strong enough to let her solo a whole team of another academies best in seconds. In truth, if anyone on the team should be considered the one to avoid in a fight it's not Pyrrha, at least she doesn't consider "Let's reak their legs!" as the go to solution to most of life's problems.

Team JNPR are all based on historical or mythological characters who were said to have cross-dressed. Nora is based on Thor, rather fitting in more ways than is immediately obvious given that Thor himself was actually a Redhead.

GAMEPLAY: Nora is a PL9 fighter that can use her semblance to boost up to PL10 when exposed to electricity. She is also somewhat unique in that, unlike most other hunters she's Power shifted, naturally dishing out tons of damage, with a combination of partial area modifiers to allow her area control and some amount of success even if she misses a swing.

Noras advantages favor a more reckless and aggressive playstyle. All Out Attack lets her increase her accuracy at the cost of defense and her Extraordinary Effort can give her 2 bonus actions when she needs it. Combined with her Recovery Luck Nora can quickly enter combat deal a lot of damage with little cost. With Takedown and her Burst Area attacks Nora is very capable of acting as support in situations where her team is out numbered as well as her normal DPS role. She is the second most combat effective member of her team, only behind Pyrrha.

Proving that Explosions really can solve any problem Nora is able to increase her mobility through the use of her Grenade launching war hammer. She's also able to deal enhanced strength based damage combined with a partial burst area. In play she makes an attack, if it hits it hits normally as a ranged or close attack depending on which type she is using, if she misses the normal attack check the target still saves against the splash damage. Since she is still making normal attack checks she benefits from the Improved Criticals.

With a Semblance that provides a bit of a physical Boost Nora is able to temporarily fight at PL10 when exposed to a large amount of electricity. However this ability also has some other benefits. She is not only immune to Electrical Damage but has a Feature allowing her to effectively redirect electrical hazards away from her teammates to herself (within logical limits of course). The feature also allows her to attract things like Lightning strikes power herself up. In a pinch Lightning Dust will also suffice. This Recharge also rejuvenates her, activating a low ranked Healing effect.

Credits: Based on Jab's Build of the same character found here: http://www.echoesofthemultiverse.com/vi ... 915#p35915
Credits: Art by Iesupa

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Re: WAIFU WARZ - Squirrelly's Build Tank | Now with RWBY

Post by squirrelly-sama » Thu Oct 11, 2018 7:01 pm

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"When I think of destiny, I don't think of a predetermined fate you can't escape. But rather... some sort of final goal, something you work towards your entire life."

Pyrrha Nikos - PL 10
Sex: Female
Age: 17
Height: 5'6" | Hair: Long Red Ponytail | Eyes: Green
Role: The Strongest One, Nice Girl, Sacrificial Lion, Best Girl Runner Up, OP Plz Nerf

Strength 3, Stamina 4, Agility 8, Dexterity 4, Fighting 10, Intellect 0, Awareness 4, Presence 0

Advantages
Benefit, Athletics Based on Agility, Benefit, Renown, Close Attack 2, Cunning Fighter, Defensive Attack, Defensive Roll 2, Evasion 1/2, Improved Critical: Gun, Improved Critical: Sword, Improved Defense, Improved Initiative, Power Attack, Precise Attack (Close, Cover), Precise Attack (Ranged, Cover), Ranged Attack 6, Takedown, Uncanny Dodge

Skills
Acrobatics 6 (+14), Athletics 6 (+14), Close Combat: Sword and Spear 2 (+12), Expertise: Hunter 6 (+6), Insight 2 (+6), Perception 4 (+8), Ranged Combat: Thrown 2 (+6)

Powers
Aura
. . Landing Strategy: Movement 1 (Safe Fall)
. . Leaping: Leaping 2 (Leap 30 feet at 8 miles/hour)
. . Protection: Protection 2 (+2 Toughness)
. . Regeneration: Regeneration 1 (Every 10 rounds)

Milo (Array)(Easily Removable)
. . Rifle Form: Damage 6 (DC 21; Increased Range: ranged)
. . . . Sword Spear
. . . . . . Javelin (Advantages: Improved Aim; Increased Range: ranged, Precise)
. . . . . . Sword: Strength-based Damage 3 (DC 21; Improved Critical)

Akouo (Removable)
. . Enhanced Trait: Enhanced Trait 3 (Traits: Evasion 2 +1 (+2), Advantages: Defensive Attack, Improved Defense)
. . Hoplite: Feature 1 (Notes: Provides Partial Cover while Blocking)
. . Protection: Protection 2 (+2 Toughness)

Semblance - Polarity (Array)
. . Alter Motion: Affliction 8 (1st degree: Impaired, Vulnerable, 2nd degree: Disabled, Defenseless, DC 18; Alternate Resistance (Dodge), Extra Condition, Increased Range 2: perception, Insidious, Subtle: subtle; Limited: Against Opponents with Ferrous Equipment, Limited Degree)
. . Magnetism: Move Object 8 (6 tons; Increased Range: perception, Throwing Mastery 2; Limited Material: Ferrous Material)

Offense
Initiative +12
Alter Motion: Affliction 8 (DC Dog/Fort/Will 18)
Grab, +12 (DC Spec 13)
Magnetism: Move Object 8 (DC 20)
Rifle Form: Damage 6, +10 (DC 21)
Sword: Strength-based Damage 3, +14 (DC 21)
Javelin: Strength-Based Ranged Damage 3, +12 (DC 21)
Throw, +12 (DC 18)
Unarmed, +12 (DC 18)

Complications
Power Loss - Aura: Hunters & Huntresses may slowly lose power as their energy depletes. Their Scrolls keep them updated on their condition.
Relationship - JNPR: One of the members of Team JNPR under the leadership of Jaune.
Relationship - Jaune: Her partner and secret crush. Pyrrha has been infatuated with Jaune since soon after their meeting due to his oblivious and goodhearted nature. Fearful of ruining their friendship she keeps her feelings to herself.
Reputation - The Invincible Girl: Pyrrha is the champion of the Mistral Tournaments and is famous the world over for her skills and battle prowess for her age. She is leagues above her classmates both in terms of ability and social clout. Pyrrha however hates her fame, wanting to be a normal girl.
Responsibility - Huntsman: As a Huntress in Training Pyrrha will someday become part of the forces that defend humanity from the Creatures of Grimm.

Languages
English

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

Power Points
Abilities 66 + Powers 38 + Advantages 22 + Skills 14 (28 ranks) + Defenses 10 = 150

Notes
Pyrrha Nikos was a student at Beacon Academy and a member of Team JNPR. Her weapon of choice, called Milo, was a red-and-bronze spear-like weapon that could transform into a rifle or a short sword. She used this alongside a shield called Akouo, which resembled a classic hoplon.

Prior to even joining beacon and becoming a huntress-in-training Pyrrha was a famous combatant, winning tournaments and getting sponsorship deals. Her face was even on the most unhealthy of cereal boxes, like any pro-athlete celebrity. She is probably the most skilled and powerful huntress in her age group, even rather knowledgeable outside of the more physical aspects of her prospective profession, and is capable of teaching others such as her much weaker and rather inept crush Jaune Arc. However this fame and power cost her the chance to interact with others and form friendships, the fame leading many false attempts to take advantage of her and her strength alienating her due to intimidating by her reputation alone. She developed feelings for Jaune initially due to his ignorance of her existance, even going so far as to seek to make him her hunter partner, a major commitment which if looked at in hindsight shows just how desperate she was for even a chance at a normal relationship.

She uses two paired weapons Milo and Akouo, a shield and gladius/spear combination. The weapon can change between a sword, a javelin, and a rifle, and even compared to others in this series, she has exceptionally fluid movements. She is strong, but is more noteworthy for her level of skill, not over powering her foes so much as outclassing them.

Her Semblance, Polarity/Magnetism, can aid her in positioning her attacks or defenses, or even her opponent's if they're using metal due to her ability to telekinetically control ferrous materials. She usually uses it subtly, keeping it as a discrete ace in the hole.

Team JNPR are all based on historical or mythological characters who were said to have cross-dressed. Pyrrha is based on Achilles. This becomes a rather tragic connection later on in season 3.

GAMEPLAY: P-money is a boss, and I'm rather surprised I was able to give her as much as I did within the limits I had set.

Pyrrha is PL10 by default, unlike all other huntress' her age she does not need to rely on her Semblance to increase her own PL limits but rather it is used to decrease her opponent's abilities making her act as an even higher PL fighter against anyone using metal equipment. That is to say, the majority of Huntsmen. It's still considered a limit given that rather than other Huntsman, as one herself she'd be more involved in fighting Grimm.

Pyrrha has pretty much no social abilities to speak of, though does have some Insight to prevent being taken advantage of too easily on that front. Something she gained both in the arena and for having to deal with her fame. However she isn't quite able to lie convincingly nor persuade others or drop hints that people can pick up on (though that might have been Jaune being a incompetent). Though given her social interactions in the show this seems fitting. She does however have a large bonus to both her Acrobatics and Athletics which are more useful to a Champion Fighter.

With a rather long list of advantages Pyrrha is rather dangerous as an opponent due to the options she has available. I provided her with a Custom Advantage in the form of Cunning Fighter, a 2E advantage that allows feinting with the Close Combat skill. Likewise she also has Power Attack, to allow her to capitalize on her opponent's vulnerabilities. Both her Ranged and melee attacks come with Improved Critical to provide a bit more punch on occasion, her sword and spear noticeably more so. Her precise attack lets her take down opponents who are hiding or taking cover. Lastly she has Takedown to be able to fight multiple groups of mooks (like team CRDL) and style all over their butts.

Her Sword/Spear combo may require a bit of explanation. It is strength based damage for the sword, doing 6 total damage with 2 combined ranks of improved critical and a bit of Reach, she can also use Javelin, which is 6 ranks of enhanced Range on her strength based damage along with improved aim and precise. Basically she can quickly throw her spear and retrieve it.

Her shield is built differently than the standards you see in equipment. Instead of boosting her Defenses it instead provides a boost to her Evasion and toughness, gives her more Defensive Advantages, and lastly can provide her with Partial Cover as a feature something that will not hinder her combat effectiveness thanks to her Precise Attack advantages.

Credits: Based on Jab's build of the same character found here: www.echoesofthemultiverse.com/viewtopic ... 5877#p3587
Credit: Art by iesupa

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Re: WAIFU WARZ - Squirrelly's Build Tank | Now with RWBY

Post by squirrelly-sama » Thu Oct 11, 2018 7:19 pm

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"I don't think sloths make a lot of noise."

Lie Ren - PL 10
Sex: Male
Age: 17
Height: 5'9" | Hair: Black with Pink Accent | Eyes: Pink
Role: The Quite One, Straight Man, Voice of Reason, Designated Nerd, Warrior Monk

Strength 0, Stamina 2, Agility 8, Dexterity 4, Fighting 10, Intellect 2, Awareness 4, Presence 2

Advantages
Benefit, Athletics Based on Agility, Close Attack 2, Defensive Attack, Defensive Roll 2, Improved Defense, Power Attack, Teamwork, Uncanny Dodge

Skills
Acrobatics 4 (+12), Close Combat: Twin Blades 2 (+12), Deception 6 (+8), Expertise: Huntsman 4 (+6), Insight 6 (+10), Perception 4 (+8), Persuasion 4 (+6), Ranged Combat: Pistols 8 (+12), Stealth 2 (+10)

Powers
Aura
. . Landing Strategy: Movement 1 (Safe Fall)
. . Leaping: Leaping 2 (Leap 30 feet at 8 miles/hour)
. . Protection: Protection 2 (+2 Toughness)
. . Regeneration: Regeneration 1 (Every 10 rounds)
Force Palm: Damage 8 (DC 23; Alternate Resistance: Fortitude, Improved Critical 2; Tiring)
Semblance Emotion Control
. . Concealment: Concealment 1 (Other Sense: Empathic; Affects Others)
. . Immunity: Immunity 5 (Emotion Effects; Affects Others)
Sixth Sense: Senses 1 (Danger Sense: Hearing)
Storm Flower (Easily Removable)
. . Twin Blades: Strength-based Damage 4 (DC 19; Improved Critical, Multiattack, Split: 2 targets)
. . Twin Machine Pistols: Damage 4 (DC 19; Increased Range: ranged, Multiattack)

Offense
Initiative +8
Force Palm: Damage 8, +12 (DC Fort 23)
Grab, +12 (DC Spec 10)
Throw, +4 (DC 15)
Twin Blades: Strength-based Damage 4, +14 (DC 19)
Twin Machine Pistols: Damage 4, +12 (DC 19)
Unarmed, +12 (DC 15)

Complications
Power Loss - Aura: Hunters & Huntresses may slowly lose power as their energy depletes. Their Scrolls keep them updated on their condition.
Relationship - Nora: Joined at the hip with his childhood friend Ren and Nora are rarely seen apart. He often has to reign her in, a arduous and thankless task. The two have always been together, but not "Together" together according to Nora.
Responsibility - Huntsman: As a Huntress in Training Pyrrha will someday become part of the forces that defend humanity from the Creatures of Grimm.
Responsibility - JNPR: One of the membes of Team JNPR under the leadership of Jaune.
Weakness - Lack of Energy: Ren has low stamina, he tends to tire out quickly and may suffer additional damage to his aura due to it's lacking amount.

Languages
English

Defense
Dodge 12, Parry 12, Fortitude 8, Toughness 6/4, Will 10

Power Points
Abilities 64 + Powers 38 + Advantages 10 + Skills 20 (40 ranks) + Defenses 18 = 150

Lie Ren, more commonly referred to by his last name Ren, is a student at Beacon Academy and a member of Team JNPR. His weapons of choice are a pair of green, fully automatic pistols with sickle-like blades attached vertically under the barrels, named StormFlower.

Ren is rather introverted, calm collected and quiet, a man of few words but isn't necessarily incapable of them. He's the childhood friend of Nora Valkyrie, the two becoming friends prior to their small town was overrun by Grimm leaving the two as the only survivors. There's not really much more to him officially, as he is given about as much backstory as the rest of his team (more so than Jaune actually) but has significantly less screen time and presence due to his preference to simply calmy observe the shenanigans of his friends.

He's a very quick, agile fighter, very acrobatic, with great hand-to-hand abilities and Aura-control techniques, making his debut ripping out the fang of a giant muck-fothering snake, using it to stab it's other half in the face, and then exploding it with a single palm strike. This set him up as a potential powerhouse as no one else was able to even last in a fight with a big Grimm (not even Pyrrha vs a much smaller giant scorpion) and he solo'd it with ease. Sadly he did not do anything near this awesome later in the series. His strength and stamina seem to be lacking, though. His Semblance is masking and suppressing negative emotions, effectively hiding himself and others from the Grimms' senses.

His weapon is the StormFlower, automatic pistols with sickle blades on the end shaped like fangs or flower petals.

His "Heroic Crossdresser" basis is Hua Mulan, Fa Mulan to all you uncultured swine who only know the Disney version. Like me. Not too many parallels other than being asian and coming from a rather well off family.

GAMEPLAY: Ren is a dodge/accuracy shifted character and and is the second weakest after Juan due to being overshadowed, though he has the highest Will Resistance of his team and is the only huntsman-in-training to meet his Resistance caps.

His advantages mark him as a defensive fighter, though he is capable of acting as support with his Teamwork advantage and can hit hard if needed with his Power Attack.

Ren's Semblance gives him a rather unique and useful ability. He is immune to emotional effects and able to grant this immunity to others with a touch letting him quickly calm down allies and shut down certain types of trickery from opponents. But most importantly his semblance allows him and those near him to hide from the Creatures of Grimm which are able to locate prey through their negative emotions.

Storm Flower, Ren's weapon, is a rather weak in damage output but is able to compensate for this through Multi-attack.

Lastly Ren has one last very dangerous damage power in Force Palm. While it's ranks are a bit lower than normal finishers it is resisted by Fort, a stat that is usually weaker in hunters along with 2 ranks in improved critical a successful hit could be devastating.

Credits: Based on Jab's build of the same character found here: http://www.echoesofthemultiverse.com/vi ... 938#p35938
Credits: Art from Iesupa

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squirrelly-sama
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Re: WAIFU WARZ - Squirrelly's Build Tank | Now with RWBY

Post by squirrelly-sama » Thu Oct 11, 2018 7:31 pm

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"I'm combat ready!"

Penny Polendina - PL 10
Sex: Male
Age: 17
Height: 5'5" | Hair: Orangette Curly Bob-cut | Eyes: Green
Role: The Quirky One, Robo Waifu, Smile That Must Be Protected, Best Girl, Sword Elementalist.

Strength 10, Stamina 10, Agility 6, Dexterity 2, Fighting 8, Intellect 0, Awareness 2, Presence 0

Advantages
Accurate Attack, Fearless, Improved Defense, Interpose, Power Attack, Takedown 2, Uncanny Dodge

Skills
Acrobatics 2 (+8), Expertise: Huntsman 6 (+6), Expertise: Military 6 (+6), Perception 4 (+6)

Powers
No Strings On Me (Removable)
. . Combat Ready! (Array)
. . . . Frikken Lasers: Line Area Damage 10 (DC 25; Line Area 2: 5 feet wide by 60 feet long, DC 20, Penetrating 10; Distracting, Tiring)
. . . . Sword Dance
. . . . . . Elongation: Elongation 4 (Elongation: 120 feet, +4 to grab, Advantages: Fast Grab, Improved Grab, Improved Hold)
. . . . . . Strength Effect (Accurate: +2, Improved Critical, Multiattack, Precise)
. . Movement: Movement 1 (Swinging)
. . Parry: Enhanced Trait 6 (Traits: Dodge +2 (+10), Parry +2 (+10), Advantages: Improved Defense, Uncanny Dodge)
. . Speed: Speed 3 (Speed: 16 miles/hour, 250 feet/round)

Salutations!: Immunity 10 (Emotion Effects, Interaction Skills; Unreliable (roll))

She's A Doll: Immunity 20 (Very Common Descriptor: Biological and Physiological Effects)

Offense
Initiative +6
Frikken Lasers: Line Area Damage 10 (DC 25)
Grab, +10 (DC Spec 20)
Throw, +2 (DC 25)
Unarmed, +8 (DC 25)

Complications
Prejudice - Robot Lives Matter Too!: Due to her nature as an artificial life form Penny is doubtful of her nature as a true being and questions whether or not she's a "Real girl."
Quirk - Cannot Tell A Lie: Penny is not just terrible at lying, she also hiccups (adorably) whenever she attempts to be deceptive making it obvious to even the most obtuse person that she's attempting a bluff.
Salutations Fellow Humans!: For all she wants to be one Penny is terrible at the whole human thing. She comes off as a weirdo and often lacks a lot of basic social knowledge. From her choice of vernacular to her confusing greetings for invitations of friendship.
Secret - Doll Waifu: Despite her terrible deception skills Penny is somehow able to keep her nature as a robot girl a secret from the public.
Weakness - Magnets: Not only do they threaten to reveal her secret if too near to her Penny is also effected by magnetism. Since her whole body, including her inner workings, are made of ferrous material she's especially vulnerable to electromagnetic attacks.

Languages
English

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

Power Points
Abilities 76 + Powers 51 + Advantages 6 + Skills 9 (18 ranks) + Defenses 8 = 150

Validation: Elongation puts Grab over PL, do not use Elongation's Grab Bonus.

Notes
Penny Polendina is one of the Atlas students who has come to Vale in preparation for the Vital Festival. She is secretly a prototype gynoid created by them and is the first synthetic being to have an Aura. Her weapon is nameless and gives her a number of blades telekineticly controlled by the user. She does not have a Semblance.

The best girl of the series who didn't get enough screen time. She's a cute friendly robot girl who is rather naive and curious about the world outside of the lab she was created in.

Penny is first introduced while team RWBY are chasing down Sun Wukong, Ruby crashing into her and the two accidentally becoming friends as a result of their compounding social awkwardness forming a singularity of adorable misunderstandings from which none can escape. She later appears during the search for Blake, eventually helping Ruby track down the errant catgirl. And when they see said Cat Girl and Monkey Boy in trouble Penny, who was until then just a quirky cutie steps in and single handedly stomps down the White Fang, explodes a giant airship with a laser, and sends Roman Torchwick running.

Eventually we get to PvP, where in Penny fights Pyrrha and manages to both hold her own and pressure the champion for a period of time though suffered a critical fail and sadly got sent to the scrap heap, and as is appropriate the tragic loss of Best Girl is what sparks the downfall of beacon.

GAMEPLAY:
Penny is a contender for the strongest girl, the only other character other than Pyrrha who consistently reaches PL10.

Penny is a balanced fighter, equally accurate and strong though with the use of Accurate and Power Attack she can shift to either extreme as needed. Elongation and her Laser attack give her a means of ranged combat making her good at both melee and moderate range. Her only glaring weakness is an inability to attack at extreme ranges which isn't really much of a weakness at all.

Penny's backpack weapon is what lets her act at PL10, without it she's essentially a PL9 bruiser with a power and toughness shift.

Rather than go for the default Construct baseline I decided to break the mold for our little adorable automaton. She uses a 20 point immunity to "Biological and Physiological Effects" that defends from effects that would require some amount of biology to work, however wouldn't work against things like Fort Damage nor fort resisted afflictions of the appropriate descriptor. This also neatly bypasses both the common issues I have for Fort Immunity which are the inability to Extra Effort and the weird inconsistencies in what it should block and what it actually does block.

Credits: Art is by iesupa.

Edit: Kreuzritter has built a version of this character as well, some inspiration was taken from that build. https://roninarmy.com/threads/62-Kreuz- ... post251710

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