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

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Woodclaw
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Re: WAIFU WARZ - HERO HIGH ARCHETYPES | ALIEN EXILE - REFUGE FROM BEYOND THE STARS

Post by Woodclaw »

squirrelly-sama wrote: Thu Jun 27, 2019 12:09 pm
Woodclaw wrote: Thu Jun 27, 2019 10:37 am
squirrelly-sama wrote: Thu Jun 27, 2019 6:54 am I gotta say it's annoyingly difficult to design at PL8 while still leaving room for customization.
I have to disagree, some of my best design in 2e I did at PL8.
I don't play 2e, this is 3e. 3e with it's very annoying habit of forcing double payments for very stupid things.
Like what?
"You're right. Sorry. Holy shit," I breathed, "heckhounds.”

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squirrelly-sama
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Re: WAIFU WARZ - HERO HIGH ARCHETYPES | ALIEN EXILE - REFUGE FROM BEYOND THE STARS

Post by squirrelly-sama »

Woodclaw wrote: Thu Jun 27, 2019 1:59 pm
squirrelly-sama wrote: Thu Jun 27, 2019 12:09 pm
Woodclaw wrote: Thu Jun 27, 2019 10:37 am

I have to disagree, some of my best design in 2e I did at PL8.
I don't play 2e, this is 3e. 3e with it's very annoying habit of forcing double payments for very stupid things.
Like what?
Like I've complained about in several build notes the system seems designed to hate characters who don't specialize. Arrays help but often even if it makes mechanical sense to array some things you just can't because of descriptors or because GMs don't believe in continuous. Without the point discount system from 2e for adding complications for extra points you can't really get out of the point costs easily by adding weaknesses or such. Then there's the annoying overcharge on defense since for some reason dodging bullets from 5feet away is unrelated to avoiding a punch. There is the accuracy double charge meaning you have to pay extra to both punch and grab accurately or to shoot a gun and toss a grenade. It gets worse when you want to also have close and range options which mechanically offers no benefit since there's no penalties for range attacking in melee, so now for your hulk wannabe to toss a rock you need to buy up more accuracy. So just about every build just tosses like 15 points down the toilet which only gets worse the more you Branch out. It isn't even that you're paying the extra points to buy the needless addition of a ranged attack choosing to go with Dodge despite toughness mechanical being superior, it's that the system then also taxes you for the privilege of choosing to rp over efficiency in top of that.
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squirrelly-sama
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WAIFU WARZ - HERO HIGH ARCHETYPES | The Half Human Hybrid (PL8)

Post by squirrelly-sama »

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A child of both worlds, a citizen of neither.

The Half Human Hybrid - PL 8

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

Advantages
Defensive Roll 2

Skills
Acrobatics 2 (+4), Athletics 2 (+4), Close Combat: Unarmed 4 (+6), Deception 2 (+2), Insight 2 (+4), Perception 4 (+6), Persuasion 2 (+2), Stealth 2 (+4)

Powers
Base Power: 65pp
Pick One wrote:Base Power Options
. . The Body Snatcher
. . . . Envelope: Progressive Affliction 10 (Linked; 1st degree: Dazed and Vulnerable, 2nd degree: Defenseless and Stunned, 3rd degree: Asleep and Paralyzed, Resisted by: Dodge, overcome by Damage or Sleight of Hand, DC 20; Extra Condition, Progressive; Unreliable (5 uses))
. . . . Impersonate: Enhanced Trait 6 (Linked; Traits: Deception +10 (+12), Advantages: Skill Mastery; Limited: Acting)
. . . . Summon: Summon 8 (Linked; Controlled, Heroic, Type (Broad): Opponent; Concentration, Feedback, Source: Eveloped Targets)
. . The Chimera: Variable 8 (biological; Action: move, Increased Duration: continuous, Innate; Limited: Must have consumed DNA of mimicked subject)
. . The Elemental
. . . . Elemental Avatar: Immunity 10 (Common Descriptor: Own Energy)
. . . . Elemental Awareness: Senses 5 (Accurate: Awareness, Acute: Awareness, Awareness: Own Energy type, Extended: Awareness 1: x10)
. . . . Elemental Shield: Protection 6 (+6 Toughness)
. . . . Energy Blasts: Damage 8 (DC 23; Accurate 4: +8, Affects Insubstantial 2: full rank, Improved Critical, Increased Range: ranged, Multiattack, Precise)
. . . . . . Elemental Absorption
. . . . . . . . Absorb Energy: Nullify 8 (Linked; Counters: Own Element, DC 18; Accurate 4: +8, Simultaneous)
. . . . . . . . Recovery: Healing 6 (Linked; Energizing, Restorative; Limited: Self Only, Source: Own Element)
. . . . . . Elemental Manipulation: Burst Area Move Object 8 (Alternate; 6 tons, DC 23; Burst Area: 30 feet radius sphere, DC 18, Damaging, Selective; Source: Own Element)
. . . . . . Energy Shielding: Create 8 (Alternate; Volume: 250 cft., DC 18; Increased Duration: continuous, Movable, Selective; Concentration)
. . . . Enhanced Trait: Enhanced Trait 1 (Traits: Strength -2 (+0), Fighting -2 (+0), Close Combat -4 (+2), Parry +4 (+8), Dodge +2 (+6), Awareness +2 (+4), Advantages: Power Attack)
. . . . Flight: Flight 4 (Speed: 30 miles/hour, 500 feet/round)
. . The Enigma
. . . . Amorphous: Insubstantial 1 (Fluid)
. . . . Concealment: Concealment 2 (Sense - Sight; Blending)
. . . . Eldritch Physiology: Immunity 12 (Critical Hits, Life Support)
. . . . Elongation: Elongation 1 (Elongation: 15 feet, +1 to grab, Advantages: Fast Grab, Improved Hold)
. . . . Enhanced Trait: Enhanced Trait 13 (Traits: Dodge +4 (+8), Parry +4 (+8), Intimidation +6 (+6), Advantages: Fascinate (Intimidation), Startle)
. . . . Extra Limbs: Extra Limbs 2 (2 extra limbs, Advantages: Improved Grab)
. . . . Immortal: Regeneration 10 (Every 1 round)
. . . . Massive: Growth 8 (+8 STR, +8 STA, +4 Intimidate, -8 Stealth, -4 active defenses, +2 size ranks, +8 mass ranks, +1 spee)
. . . . Slither: Speed 1 (Speed: 4 miles/hour, 60 feet/round, Advantages: Prone Fighting)
. . The Host
. . . . Summon: Summon 8 (Heroic, Increased Duration: continuous, Innate, Mental Link, Subtle: subtle; Feedback)
. . . . Symbiotic: Feature 30 (Notes: Use to purchase powers similar to summoned creature.)
. . The Inchling
. . . . Flurry of Blows (Multiattack; Activation: move action)
. . . . Inch High Samurai: Enhanced Trait 30 (Traits: Acrobatics +4 (+8), Close Combat +4 (+10), Dodge +2 (+6), Parry +4 (+8), Awareness +2 (+4), Stamina +2 (+4), Defensive Roll 2 +2 (+4), Agility +2 (+4), Advantages: Defensive Attack, Improved Defense, Improved Disarm, Quick Draw, Uncanny Dodge, Weapon Bind)
. . . . Nimble: Speed 1 (Speed: 4 miles/hour, 60 feet/round)
. . . . Sewing Needle Sword: Strength-based Damage 4 (Easily Removable, DC 21; Improved Critical, Precise, Reach (melee) 3: 15 ft.)
. . . . Shrinking
. . . . . . Enhanced Trait: Enhanced Trait -16 (Linked; Traits: Toughness -8 (-4), Fortitude -8 (-4))
. . . . . . Movement: Movement 1 (Linked; Safe Fall; Limited: Only While Shrunk)
. . . . . . Shrinking: Shrinking 16 (Linked; -4 STR, -8 Intimidate, +16 Stealth, +8 active defenses, -4 size ranks, -2 speed ranks)
. . . . . . Size Surprise: Feature 1 (Linked; Notes: Can use Shrinking Ranks for a Feint Attacks)
. . . . Tiny Traveler: Movement 6 (Safe Fall, Sure-footed 2, Swinging, Wall-crawling 2: full speed; Limited: Requires Acrobatics Check)
. . The Mimic
. . . . Acrobatic Feats: Leaping 2 (Linked; Leap 30 feet at 8 miles/hour; Acrobatics Check Required)
. . . . Changeling: Morph 2 (Linked; humanoids recently seen, +20 Deception checks to disguise; Narrow group; Limited: Only Normal Vision and Aural Senses)
. . . . Close Combat: Strength-based Damage 2 (Linked; DC 19; Accurate: +2, Improved Critical)
. . . . Quick Learner: Variable 1 (Linked; Action 2: free; Limited: Imitating Skills Seen Performed)
. . . . Quisling: Enhanced Trait 44 (Linked; Traits: Agility +4 (+6), Fighting +4 (+6), Stamina +4 (+6), Deception +8 (+10), Awareness +4 (+6), Investigation +6 (+6), Advantages: Fascinate (Deception), Set-up, Skill Mastery, Taunt, Uncanny Dodge)
. . The Monster
. . . . Enhanced Trait: Enhanced Trait 30 (Traits: Stamina +4 (+6), Strength +4 (+6), Dodge +2 (+6), Intimidation +4 (+4), Perception +2 (+8), Parry +2 (+6), Advantages: All-out Attack, Fast Grab, Improved Grab, Improved Hold, Improved Smash, Improvised Weapon, Startle)
. . . . Extra PP: Feature 15 (Notes: Use to purchase additional traits.)
. . . . Growth: Growth 4 (+4 STR, +4 STA, +2 Intimidate, -4 Stealth, -2 active defenses, +1 size rank, +4 mass ranks, Advantages: Diehard; Innate; Permanent)
. . . . Quick Healing: Regeneration 5 (Every 2 rounds)
. . . . Speed: Speed 3 (Speed: 16 miles/hour, 250 feet/round)
. . . . . . Burrowing: Burrowing 3 (Alternate; Speed: 0.5 miles/hour, 6 feet/round)
. . . . . . Leaping: Leaping 3 (Alternate; Leap 60 feet at 16 miles/hour)
. . The Spirit
. . . . Enhanced Trait: Enhanced Trait -8 (Traits: Strength -2 (+0), Fighting -2 (+0), Parry +2 (+6), Close Combat -4 (+2))
. . . . Enhanced Trait: Enhanced Trait 44 (Traits: Awareness +6 (+8), Intellect +2 (+2), Dodge +4 (+8), Parry +4 (+8), Expertise +10 (+10), Presence +4 (+4), Ranged Combat +8 (+8), Deception +2 (+4), Advantages: Attractive, Ritualist)
. . . . Fae Touched: Comprehend 2 (Spirits - Communicate, Spirits - Medium; Uncontrolled)
. . . . Magic Hand: Move Object 6 (3200 lbs.; Accurate: +2, Precise, Subtle: subtle)
. . . . . . Assume Form: Morph 4 (Alternate; +20 Deception checks to disguise; Any form; Activation: move action, Distracting)
. . . . . . Magic Attack: Damage 6 (Alternate; DC 21; Accurate: +2, Improved Critical, Increased Range: ranged, Variable Descriptor: close group - Nature Descriptors)
. . . . . . Spirit Form: Insubstantial 4 (Alternate; Incorporeal; Activation: move action, Concentration)
. . . . Senses: Senses 1 (Awareness: Spirit)
. . . . Spirit Barrier: Protection 6 (+6 Toughness)
. . . . Spirit Flight: Flight 2 (Speed: 8 miles/hour, 120 feet/round; Wings)
. . The Therianthrope (Advantages: All-out Attack, Uncanny Dodge)
. . . . Animal Senses: Senses 5 (Acute: Smell, Danger Sense: Hearing, Infravision, Tracking: Smell 1: -1 speed rank, Ultra-hearing)
. . . . Enhanced Trait: Enhanced Trait 30 (Traits: Agility +2 (+4), Awareness +2 (+4), Fighting +2 (+4), Close Combat +2 (+8), Stamina +4 (+6), Strength +2 (+4), Dodge +2 (+6), Parry +2 (+6), Advantages: Animal Empathy)
. . . . Extra PP: Feature 15
. . . . Mobility: Speed 4 (Speed: 30 miles/hour, 500 feet/round, Advantages: Improved Initiative, Notes: Or choose Winged Flight, Swimming, Burrowing, or Leaping.)
. . . . Movement: Movement 2 (Safe Fall, Wall-crawling 1: -1 speed rank, Advantages: Prone Fighting)
. . . . Natural Weapons: Strength-based Damage 2 (DC 19; Improved Critical)

Offense
Initiative +2
Absorb Energy: Nullify 8, +8 (DC Will 18)
Close Combat: Strength-based Damage 2, +8 (DC 19)
Elemental Manipulation: Burst Area Move Object 8 (DC 23)
Energy Blasts: Damage 8, +8 (DC 23)
Envelope: Progressive Affliction 10, +6 (DC Fort/Will 20)
Grab, +3 (DC Spec 13)
Magic Attack: Damage 6, +10 (DC 21)
Magic Hand: Move Object 6, +10 (DC 16)
Natural Weapons: Strength-based Damage 2, +6 (DC 25)
Sewing Needle Sword: Strength-based Damage 4, +6 (DC 21)
Throw, +0 (DC 17)
Unarmed, +6 (DC 17)

Complications
Enemy - Hunted: There are those who seek to capture or kill the hybrid for their own selfish ends.
Motivation: Acceptance: Always an outsider the Hybrid seeks to find a place to belong.
Obsession - Self Identity: The Hybrid questions their nature and humanity and seeks to validate their existence through some means.
Prejudice - Inhuman: The hybrid comes from a race of beings that are feared or hated by normal humans.
Secret - Inhuman: The Hybrid hides his true nature and origins from others, pretending to be a normal human and keeps his history hidden even from his team.
Weakness: The Hybrid often has weaknesses related to their inhuman nature.

Languages
Native Language

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

Power Points
Abilities 20 + Powers 65 + Advantages 2 + Skills 10 (20 ranks) + Defenses 8 = 105 out of 120

Notes:
The Half Human Hybrid, or Escaped Experiment, a revamp of the Hero High archetype Alien Hybrid.

A union of two separate and seemingly incompatible beings the Hybrid has ties to both but is welcomed by neither. Half human half... something else, the hybrid is has known no kindness from humans but is equally if not more reviled by their paranormal progenitors as well. Constantly on the run from those who seek to capture them for nefarious purposes they have only recently entered the team after being rescued by heroes from certain doom. The Hybrid has known little kindness since their heritage was discovered, forced to hide and flee and constantly look over their shoulder for possible threats, they are not the most open of people.

The Hybrid does not trust easily, having learned to distance themselves from others to as a means of self defense. Serious and cautious, the Hybrid is always on the look out, be if opportunities, signs of betrayal, or useful information to help them survive. Their treatment at the hands of humans may have left them actively distrustful of their human peers and guardians, or even afraid of them. But despite their protests and anti-social nature they do seek to connect with others and should a friendship form next to nothing would shake the loyalty and devotion of the Hybrid for their new found family. Anything that seeks to harm those that they cherish is soon to regret that decision.

Customization:
The Half Human Hybrid was built a bit differently from other Archetypes. I did not include any modules or backgrounds for this build. Instead there was simply a multiple choice option for Base Powers. Each one is rather diverse, a couple with some free points left to customize it further.

105 out of 120 points have been spent, and all the options (save the summon and variable options) reach both offensive and defensive caps by default allowing free customization with the remaining PP. When spreading this PP around it's recommended not to alter the defense or offense abilities directly to avoid issues with PL unless you plan to adjust the build to accommodate the new shift. The default 15 points left free should be spent towards adding more personal traits to make the character unique as a character over more combative powers.

Gameplay:
The role the Hybrid plays depends very much on the base power option chosen. Most are generally focused on direct combat, where they are more suited to an offensive role. Mobility and adaptability are also a theme for the Hybrid. The Body Snatcher and Chimera depend heavily on opposition, taking powers from opponents to use against them. Most of the options have some utility ability to also function as a sort of scout, able to gather information by some means to either track down foes or spy on them.

Build Notes:
I ended up completely changing the original archetype. In this case though it had little to do with the build on a functionality standpoint. Nothing was egrigiously wrong it and overall the build was rather balanced and well put together. While the variable may have been a sticky point for some GMs it was somewhat low level and the original build seemed to be able to function without it.

The main issue for me was the concept and lack of customization for a build with a rather vague name. I'm not sure what they were trying to go with here. The powers seem like Beastboy but doesn't have the ranks to actually go that way while the backstory didn't make much sense to me. With the name alien hybrid I assumed he was half human half alien, but no. No he isn't. The Alien Hybrid is a hybrid of two different aliens, which somehow leads to shape shifting and super strength for reasons. He also seems to have way too similar a backstory to the other alien character listed right above him as being an outsider alien hunted down by other aliens for existing and having come to earth to escape. I don't know why but Hero High just really seems to love aliens, like half their template builds are actually aliens. This I found a little annoying, seriously this is comics. They couldn't have spiced things up with making one a time traveler, or a failed experiment, or someone stranded in a different dimension? No it's all aliens being hunted by other aliens.

The build was a bit time consuming. Not for any real difficulty but since it effectively amounted to building like 4 or 5 different characters due to restatting several of them make the base work with a new core power and concept.
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squirrelly-sama
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WAIFU WARZ - HERO HIGH ARCHETYPES | Child of Darkness (PL8)

Post by squirrelly-sama »

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"You should not stare into the abyss. I don't blink."

Child of Darkness - PL 8

Strength -1, Stamina 2, Agility 0, Dexterity 2, Fighting 0, Intellect 2, Awareness 6, Presence 2

Advantages
Fascinate (Intimidation), Favored Environment: In The Dark, Languages 1, Ritualist

Skills
Expertise: Mysticism 8 (+10), Insight 2 (+8), Intimidation 6 (+8), Investigation 2 (+4), Ranged Combat: Dark Magic 6 (+8), Sleight of Hand 2 (+4), Stealth 4 (+4)

Powers
Dark Magic Array
. . Gather Shadows: Create 8 (Volume: 250 cft., DC 18; Increased Range: perception, Movable, Selective; Proportional, Source: Shadows)
. . Inspire Terror: Cumulative Perception Area Affliction 8 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Will, DC 18; Perception Area: DC 18 - Sight, Cumulative)
. . Shadow Bind: Affliction 8 (1st degree: Dazed, Vulnerable, 2nd degree: Stunned, Defenseless, Resisted by: Will, DC 18; Extra Condition, Increased Range: ranged, Multiattack; Limited Degree)
. . Shadow Form
. . . . Concealment: Concealment 10 (Linked; All Senses; Passive)
. . . . Immunity: Immunity 2 (Linked; Critical Hits)
. . . . Insubstantial: Insubstantial 3 (Linked; Energy; Limited: Passive)
. . Shadow Gate: Teleport 4 (500 feet in a move action, carrying 50 lbs.; Accurate, Extended: 16 miles in 2 move actions, Portal)
. . Shadow Hands: Move Object 8 (6 tons, DC 23; Damaging)
. . Summon Nightmare: Summon 8 (DC 18; Controlled, Heroic, Type (General): Nightmares of Target; Concentration, Resistible: Will, Tiring)
Optional Array Alternatives wrote:Module - Array Options
  • Abgrund: Burst Area Nullify 8 (Counters: Light, DC 18; Burst Area: 30 feet radius sphere, DC 18, Simultaneous)
  • Abyss Cloak: Perception Area Affliction 6 (1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 16; Perception Area: DC 16 - Sight, Reaction 3: reaction; Limited: Acting Eratically)
  • Curse Of Undeath: Progressive Affliction 8 (1st degree: Fatigued, Impaired, 2nd degree: Exhausted, Disabled, 3rd degree: Transformed, Controlled, Resisted by: Fortitude, DC 18; Extra Condition, Increased Range: ranged, Progressive; Limited: Slow, Tiring)
  • Death Blast: Cumulative Affliction 8 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Dying, Resisted by: Fortitude, DC 18; Cumulative, Increased Range: ranged)
  • Ia! Ia! Shub Niggurath!: Summon 5 (Horde, Multiple Minions 2: 4 minions; Activation: move action, Source: Corpses, Tiring)
  • Intoxicating Lunar Fragrance: Cloud Area Weaken 8 (Affects: Awareness, Resisted by: Will, DC 18; Cloud Area 2: 30 feet radius sphere, DC 18, Custom: Increases PP lowered on success., Increased Range: ranged; Limited: Only Under Moon Light, Sense-dependent: Smell)
  • Life Drain: Damage 8 (DC 23; Alternate Resistance: Will, Increased Range: ranged)
  • Life Hunt Scythe: Cumulative Affliction 8 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Incapacitated, Resisted by: Will, DC 18; Cumulative, Increased Range: ranged)
  • Mind Crush: Weaken 8 (Affects: Will, Resisted by: Will, DC 18; Increased Range 2: perception)
  • Moon Scent: Cloud Area Healing 8 (Cloud Area: 15 feet radius sphere, DC 18, Increased Range: ranged; Sense-dependent: Smell)
  • Reanimation: Summon 8 (Heroic, Type (Broad): The Dead; Limited: Retains attitude and attributes of original, Source: Subject's corpse, Tiring)
Levitation: Flight 2 (Speed: 8 miles/hour, 120 feet/round)
Protection of Darkness: Protection 8 (+8 Toughness)
Optional - 10pp each wrote:Module - Greater Powers
. . Abyss Watcher: Immunity 20 (Very Common Descriptor: Mental Effects; Limited - Half Effect)
. . Corruptive Aura: Immunity 20 (Common Descriptor: Light, Common Descriptor: Holy; Limited - Half Effect)
. . Dark Evocation: Summon 8 (Heroic, Mental Link, Sacrifice; Attitude: indifferent, Limited: Exhausting, Tiring)
. . Darkness: Burst Area Concealment 2 (Sense - Sight; Affects Others, Burst Area: 30 feet radius sphere, DC 12, Increased Range: ranged, Selective; Activation 2: standard action)
. . Ia! Ia! Shub Niggurath!: Summon 5 (Horde, Multiple Minions: 2 minions; Distracting, Source: Corpses or flesh, Tiring)
Dark Young Summon wrote:Dark Young - PL 8

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

Advantages
Fascinate (Intimidation), Favored Environment: Darkness, Improved Grab, Improved Hold

Skills
Acrobatics 4 (+6), Intimidation 14 (+10), Perception 4 (+4), Stealth 2 (+8)

Powers
Chokehold: Cumulative Affliction 5 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 15; Cumulative; Grab-based)
Immunity: Immunity 10 (Life Support)
Insubstantial: Insubstantial 1 (Fluid)
Movement: Movement 2 (Slithering, Wall-crawling 1: -1 speed rank)
Regeneration: Regeneration 5 (Every 2 rounds)
Senses: Senses 3 (Darkvision, Radius: Sight)
Shrinking: Shrinking 4 (-1 STR, -2 Intimidate, +4 Stealth, +2 active defenses, -1 size rank)
Speed: Speed 2 (Speed: 8 miles/hour, 120 feet/round)
Tentacles: Elongation 5 (Elongation: 120 feet, +5 to grab, Advantages: Improved Grab, Improved Hold)

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

Power Points
Abilities 6 + Powers 49 + Advantages 2 + Skills 12 (24 ranks) + Defenses 6 = 75
. . One With The Shadows: Immunity 10 (Common Descriptor: Darkness)
. . Return From Beyond: Immortality 10 (Return after 1 hour; Limited: Body must be placed in darkness)
. . Shadow Snare
. . . . Elongation: Elongation 6 (Elongation: 500 feet, +6 to grab; Subtle: subtle; Quirk: Only Extra Limbs, Source: Shadows)
. . . . Enhanced Ability: Enhanced Strength 5 (+5 STR; Quirk: Only on extra limbs, Source: Shadows)
. . . . Extra Limbs: Extra Limbs 1 (1 extra limb, Advantages: Improved Grab, Improved Hold; Projection, Subtle: subtle; Source: Shadows)
Optional - 5pp each wrote:Module - Lesser Powers (Free device, Removable)
. . Abysmal Servant: Enhanced Trait 5 (Advantages: Minion 5)
. . Arcane Collection: Variable 1 (Removable; Slow, Notes: Contains 5pp worth of equipment with magic descriptors.)
. . Communion With Spirits: Comprehend 2 (Spirits - Communicate, Spirits - Medium, Advantages: Contacts)
. . Dark Recovery: Regeneration 10 (Every 1 round; Source: Deep Shadows)
. . Dark Senses: Senses 5 (Accurate: Awareness, Awareness: Shadows, Darkvision)
. . Eldritch Form: Morph 1 (+20 Deception checks to disguise; Single form; Metamorph; Activation: move action)
Eldritch Alternate Form wrote: Image
"Tekeli-li"
Shaggoth - PL 8

Strength 12, Stamina 12, Agility 2, Dexterity 0, Fighting 2, Intellect 0, Awareness 4, Presence -2

Advantages
All-out Attack, Fascinate (Intimidation), Fast Grab, Improved Grab, Improved Grab, Improved Hold, Move-by Action, Prone Fighting, Skill Mastery: Intimidation, Startle, Takedown

Skills
Close Combat: Unarmed 2 (+4), Intimidation 16 (+18), Perception 2 (+6)

Powers
eldritch: Morph 1 (+20 Deception checks to disguise; Single form; Metamorph; Uncontrolled)
Elongation: Elongation 1 (Elongation: 60 feet, +1 to grab)
Extra Limbs: Extra Limbs 4 (4 extra limbs, Advantages: Improved Grab)
Growth: Growth 8 (+8 STR, +8 STA, +4 Intimidate, -8 Stealth, -4 active defenses, +2 size ranks, +8 mass ranks, +1 spee)
Immunity: Immunity 12 (Critical Hits, Life Support)
Insubstantial: Insubstantial 1 (Fluid)
Regeneration: Regeneration 10 (Every 1 round)
Senses: Senses 3 (Darkvision, Radius: Sight)
Speed: Speed 4 (Speed: 30 miles/hour, 500 feet/round)

Defense
Dodge 4, Parry 4, Fortitude 12, Toughness 12, Will 4

Power Points
Abilities 28 + Powers 60 + Advantages 10 + Skills 10 (20 ranks) + Defenses 12 = 120
. . Inky Blackness: Insubstantial 1 (Fluid)
. . Lights Out: Environment 3 (Visibility (-5), Radius: 120 feet; Activation: move action)
. . Shadow Sight: Remote Sensing 5 (Affects: 2 Types, Range: 900 feet; Limited: Can only see in black and white)
. . Silhoette: Illusion 2 (Affects: Two Sense Types - Sight, Area: 4 cft., DC 12; Independent, Subtle: subtle; Limited: Shadows)
Offense
Initiative +0
Abgrund: Burst Area Nullify 8 (DC Will 18)
Abyss Cloak: Perception Area Affliction 6 (DC Will 16)
Curse Of Undeath: Progressive Affliction 8, +8 (DC Fort 18)
Death Blast: Cumulative Affliction 8, +8 (DC Fort 18)
Grab, +0 (DC Spec 15)
Inspire Terror: Cumulative Perception Area Affliction 8 (DC Will 18)
Intoxicating Lunar Fragrance: Cloud Area Weaken 8 (DC Will 18)
Life Drain: Damage 8, +8 (DC Will 23)
Life Hunt Scyth: Cumulative Affliction 8, +8 (DC Will 18)
Mind Crush: Weaken 8 (DC Will 18)
Shadow Bind: Affliction 8, +8 (DC Will 18)
Shadow Hands: Move Object 8, +8 (DC 23)
Throw, +2 (DC 14)
Unarmed, +0 (DC 14)

Complications
Motivation: Responsibility: The Child of Darkness feels a sense of duty to protect the world from the evil that created them and to prevent it from corrupting the world.
Prejudice - Cursed Child: Due to their dark powers, often the result of being descended from dark entities, the Child of Darkness is seen as evil and cursed, and thus feared and hated by the superstitious.
Quirk - Uncanny: There's always something a bit... off about the Child of Darkness. Something about their actions or appearance is just subtly off putting and inspires distrust and suspicion.
Responsibility - Emotions: The Child of Darkness tries to keep herself calm and collected and avoids becoming attached as she fears her powers and her enemies could harm those she cares for. Becoming too emotional may also cause her powers to activate on their own.
Weakness: Light and Holy effects are very dangerous to the Child of Darkness, often dealing additional damage or being harmful when they are meant to be supportive.

Languages
English, Latin

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

Power Points
Abilities 26 + Powers 42 + Advantages 4 + Skills 15 (30 ranks) + Defenses 18 = 105 out of 120

Notes:
A rebuild of the Child of Darkness template from Hero High.

A literal child of darkness, this young heroine was born from great evil and rose above it. Be it demons, monsters, or some other ancient hateful entity, the Child of Darkness was created by them to serve some purpose in their malicious goals. Born and raised in the abyss and suffering the constant abuse of their progenitor the Child of Darkness eventually managed to escape them and found their way to the Earth. Now free they seek to protect their new home from falling prey to the same evil that once harmed them.

The Child of Darkness is a dark and mysterious heroine. She is rather mature and in control if a bit lonely even if she doesn't show it. An introvert by nature the Child of Darkness prefers to enjoy situations as an observer rather than a participant, though their gloomy attitude may lead them to simply sitting out of it entirely. An oasis of common sense in an oasis of insanity that is a group of teens, let along teen heroes, the Child of Darkness is also the premier supplier of dry wit and clever commentary. Still, she does have her own issues to work through, feeling a sense of personal responsibility to stop the evil her own escape has caused and being unwilling to accept help in facing her demons, both figurative and literal.
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Re: WAIFU WARZ - Kim Possible

Post by Egyptoid »

squirrelly-sama wrote: Fri Oct 12, 2018 9:49 pm
Kim Possible - PL 8

Thanks for posting this. Very useful to me in upcoming campaign.
hopefully my players will find it as interesting as I do
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Re: WAIFU WARZ - Kim Possible

Post by squirrelly-sama »

Egyptoid wrote: Mon Jul 01, 2019 6:34 pm
squirrelly-sama wrote: Fri Oct 12, 2018 9:49 pm
Kim Possible - PL 8

Thanks for posting this. Very useful to me in upcoming campaign.
hopefully my players will find it as interesting as I do
Cool thank you! I'm glad it was useful.
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WAIFU WARZ - HERO HIGH ARCHETYPES | The Artificial Lifeform (PL8)

Post by squirrelly-sama »

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"I am more than just what I was made to be."

The Artificial Being - PL 8

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

Advantages
Eidetic Memory, Power Attack

Skills
Close Combat: Unarmed 2 (+8), Investigation 1 (+5), Perception 2 (+6), Technology 1 (+5)

Powers

External Weapon (Free device, Easily Removable)
. . Rifle: Damage 8 (DC 23; Accurate 3: +6, Improved Critical, Increased Range: ranged)
OR
Internal Weapons: Damage 4 (DC 19; Accurate 3: +6, Increased Range: ranged, Precise, Stacks with: Full Power Blast: Damage 4+4)

Combat Frame
. . Full Power Blast: Damage 4+4 ([Stacking ranks: +4], DC 23, Advantages: Power Attack; Improved Critical, Increased Range: ranged)
. . Mechanical Strength: Enhanced Strength 4 (+4 STR, Advantages: Improved Grab, Improved Hold)
Mechanical Being: Immunity 10 (Common Descriptor: Biological Effects)
Reinforced Frame: Protection 2 (+2 Toughness)
Optional - 5pp each wrote:Modules - Lesser Upgrades
. . Arm Extenders: Elongation 5 (Elongation: 250 feet, +5 to grab)
. . Calibrate Cameras: Senses 10 (Analytical: Vision, Extended: Vision 1: x10, Infravision, Microscopic Vision 1: dust-size, Penetrates Concealment: Vision, Radius: Vision, Ultravision; Limited: One Sense at a Time)
. . Jet Pack: Flight 5 (Speed: 60 miles/hour, 900 feet/round; Wings)
. . Liquid Metal: Insubstantial 1 (Fluid)
. . Machine Efficiency: Quickness 4 (Perform routine tasks in -4 time ranks, Advantages: Move-by Action)
. . Self Repairing: Regeneration 5 (Every 2 rounds)
. . Specialized Design: Feature 5 (Notes: Purchase 8 ranks of skills and Skill Mastery for highest ranked skill.)
. . Tonka Tough: Immunity 5 (Environmental Conditions (All))
. . Uncanny: Immunity 10 (Emotion Effects, Interaction Skills; Limited - Half Effect)
Optional - 10pp each wrote:Modules - Greater Upgrades
. . Artificial Intelligence: Enhanced Intellect 4 (+4 INT, Advantages: Inventor, Skill Mastery)
. . Back Up Copy: Immortality 5 (Return after 1 day)
. . Calculated Coordination
. . . . Acrobatic Leaps: Leaping 2 (Leap 30 feet at 8 miles/hour; Acrobatics Check Required)
. . . . Enhanced Trait: Enhanced Trait 7 (Traits: Agility +6 (+6), Dodge -6 (+0), Acrobatics +2 (+2))
. . . . Movement: Movement 1 (Safe Fall)
. . Cloaking Technology: Concealment 10 (All Senses; Partial)
. . Data Mining: Cumulative Mind Reading 8 (DC 18; Affects Objects Only, Cumulative, Feature 2: Ability to store and later display information gathered to others; Distracting, Limited: Machines)
. . Evasive: Enhanced Trait 5 (Traits: Dodge +4 (+10), Parry +4 (+10), Toughness -4 (+6), Advantages: Uncanny Dodge)
. . Ghost In The Machine
. . . . Connect: Comprehend 2 (Machines / Electronics; Broad Type: Computers)
. . . . Entering The Matrix: Movement 2 (Dimensional: Cyberspace 2: group, 50 lbs.; Feedback, Source: Electronic Devices)
. . . . Virtual Avatar: Morph 1 (+20 Deception checks to disguise; Single form; Metamorph; Limited: Only While in Virtual World)
. . . . Wifi Connection: Senses 2 (Awareness: Radio, Radio)
. . Hacking: Cumulative Affliction 8 (1st degree: Impaired, Entranced, 2nd degree: Disabled, Stunned, 3rd degree: Controlled, Transformed, Resisted by: Will, DC 18; Affects Objects Only, Cumulative, Extra Condition, Insidious, Subtle: subtle; Grab-based, Limited: Machines)
. . Learning Algorithm: Variable 1 (Action 2: free, Increased Duration: continuous, Notes: Reproduce Skills by observation and calculation.)
. . Reinforced Frame: Impervious Toughness 10
. . Security Bypass: Remote Sensing 4 (Affects: 2 Types, inc. Visual - Hearing and Vision, Range: 500 feet; No Conduit, Simultaneous; Activation 2: standard action, Limited: To senses of medium, Medium: Electronics)
. . User Friendly: Enhanced Trait 10 (Traits: Persuasion +8 (+8), Insight +2 (+6), Advantages: Assessment, Attractive 2, Fascinate (Persuasion), Teamwork)
Offense
Initiative +0
Data Mining: Cumulative Mind Reading 8 (DC Will 18)
Full Power Blast: Damage 4+4, +2 (DC 23)
Grab, +8 (DC Spec 18)
Hacking: Cumulative Affliction 8, +6 (DC Will 18)
Internal Weapons: Damage 4, +8 (DC 19)
Rifle: Damage 8, +8 (DC 23)
Throw, +2 (DC 19)
Unarmed, +8 (DC 19)

Complications
Enemy: The Artificial Lifeform is hunted by those seeking to capture them to either use as a weapon or to dismantle them to discover the secrets of their construction.
Motivation: Acceptance: The Artificial Being seeks to be recognized as a normal person and find a place to belong among humanity.
Prejudice - Construct: Due to their inhuman nature the Artificial Being faces discrimination and fear due to not being human and possibly their uncanny nature.
Quirk - No Social Skills: Prior to joining the team The Artificial Being did not have any experience interacting with those besides their creator and tend to become confused by social interaction.
Relationship - Creator: The Artificial Being was made someone else and seeks to please them.
Weakness - Materials: Because they are not made of normal living flesh and blood the Artificial Being faces some issues when it comes to the materials that construct them.

Languages
English

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

Power Points
Abilities 56 + Powers 35 + Advantages 1 + Skills 3 (6 ranks) + Defenses 10 = 105

Notes:
A rebuild of The Construct template from Hero High.

An artificial inhuman being that is the ultimate creation of a mad genius. Made of the finest materials, crafted with the greatest care by one of the worlds top minds, they were made to surpass everything created before them. Despite their artificial origins they are a self aware and free thinking being, capable of forming opinions and feeling human emotions. Perhaps it's an unintentional product formed from random segments of code that have grouped together to form unexpected protocols, or maybe it was the creators intention all along and The Artificial Lifeform is the first to have developed true intelligence. In either case they are a new life, curious and innocent, seeking to learn more about the amazing new world they have been brought into.

While knowledgeable the Artificial Lifeform is inexperienced, having only just recently come into being. They lack the intrinsic knowledge of human behavior and have a habit of misunderstanding colloquialisms or non-literal statements. They are curious and seek to admire and experience new situations and stimuli, gathering knowledge and becoming closer to the humans in who's image it was built. While a little naive they are not immature, and often are quite philosophical, pondering on the nature of their existence and the human condition as they see it from an outsider's point of view. Despite their incredible potential as a weapon they do not seek to harm others, and in fact are quite peaceful and tend to love life and nature. Ironic that the one who is least human is the one who is the most "human".
Last edited by squirrelly-sama on Tue Dec 17, 2019 9:37 am, edited 1 time in total.
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PRINCESS WARZ - The Forgotten Princess Eilonwy (PL8)

Post by squirrelly-sama »

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"I understand you're upset but that's no cause to be rude."

Princess Eilonwy of Llyr - PL 8
Sex: Female
Age: 12
Height: 5' | Weight: 70 | Hair: Blonde | Eyes: Blue
Role: The Action Girl, Girly Tomboy, The Captured Princess, Welsh Lass,

Princess Stats
Division - Light Weight
Series - Disney's The Black Cauldron
Focus - Melee Fighter, Disorientation
Dere Typing - Tsundere

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

Advantages
Agile Feint, Benefit, Child-Sized, Defensive Roll 2, Improved Defense, Improved Disarm, Improved Initiative, Improved Trip, Move-by Action, Uncanny Dodge, Weapon Bind

Skills
Acrobatics 8 (+12), Athletics 4 (+4), Close Combat: Unarmed 2 (+8), Stealth 4 (+8)

Powers
Barefoot Run: Movement 1 (Sure-footed 1)
Dyrnwyn (Removable)
. . Enhanced Trait: Enhanced Trait 10 (Traits: Fighting +2 (+6), Dodge +2 (+10), Advantages: Improved Defense, Improved Disarm, Uncanny Dodge, Weapon Bind)
. . Magic Blade: Damage 6 (DC 21; Accurate 2: +4, Improved Critical, Reach (melee) 2: 10 ft., Triggered: 1 use - Proximity)
. . . . Deflect: Deflect 10
Golden Pelydryn
. . Golden Glow: Environment 1 (Light, Radius: 30 feet)
. . Rat Hunt: Senses 1 (Tracking: Sight 1: -1 speed rank)
Rain of Cauldrons
. . Falling Cauldrons: Line Area Damage 8 (Linked; DC 23; Line Area: 5 feet wide by 30 feet long, DC 18, Indirect 2: any point away or fixed point in fixed direction)
. . Kettle Mess: Environment 2 (Linked; Impede Movement (2 ranks), Radius: 60 feet)
Trap Door: Teleport Attack (+self) 8 (1 mile in a move action, carrying 50 lbs., DC 18; Attack (+self): Dodge, Change Direction, Indirect: fixed point, directed away; Limited: Resistance Rolls Only [6 ranks only], Limited: Trip Based)

Offense
Initiative +8
Falling Cauldrons: Line Area Damage 8 (DC 23)
Grab, +6 (DC Spec 10)
Magic Blade: Damage 6, +10 (DC 21)
Throw, +2 (DC 15)
Trap Door: Teleport Attack (+self) 8, +8 (DC Dog 18)
Unarmed, +8 (DC 15)

Languages
Native Language

Complications
Hunted: The Princess is sought by the Horned King for reasons unknown and only recently escaped his dungeon. He seeks to use her Golden Pelyndren to locate the Black Cauldron.
Orphan: Eilonwy's parents are dead, presumably killed by the Horned King.
Pride: Eilonwy does not tolerate disrespect or being looked down upon.

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

Power Points
Abilities 38 + Powers 52 + Advantages 7 + Skills 9 (18 ranks) + Defenses 14 = 120

Notes:
Eilonwy is the heroine of Disney's The Black Cauldron. Released July 24th, 1985 this dark fantasy was Disney's first PG rated animated feature. While that may not sound particularly special this was back in the 80s, where PG did actually mean something other than "G rated but crass". The movie was loosely based on Loyd Alexander's fantasy series The Chronicles of Prydain. Eilonwy, and The Black Cauldron, are ironically most remembered for being forgotten with Eilonwy being given the title of "The Forgotten Disney Princess".

The movies plot is rather simple, an evil dark necromancer attempts to steal a farmboy's "oracular" pig in an attempt to find a magical pot. A tale as old as time. Seriously though, the plot follows a farm hand, an assistant pig keeper, who wishes to be a knight. For reasons unknown the pig he watches has magical fortune telling powers that leads to him and it being abducted by the Horned King. While locked in the castles dungeon he meets Eilonwy and the other secondary characters of the movie and they seek to find the Black Cauldron in an attempt to put a stop the Horned King and his evil ways.

The production history of this film is somewhat interesting. Prepreduction was started in 1973 shortly after the acquisition of the rights to make a movie by Alexander the author of the original tale. This was apparently spurred by two of Disney's most talented and trusted animators, Ollie Johnston and Frank Thomas, who were fans of the original series and had been confident that if thigns went well the movie would rival the success and aclaim of Snow White. The movie was scheduled to be released in 1980 but had been moved back to the end of 1984 due to the difficulty the studio had in animating the characters and resources were diverted to finishing their other animated movie "The Fox And The Hound". It wasn't until the production of The Fox And The Hound was being wrapped up that actual work was starting to put into developing The Black Cauldron. Hilariously Tim Burton was at one point part of the character designers for the film, though once production was starting his character designs were rejected in favor of those of Milt Kahl. They pulled Milt, one of Disney's "9 Old Men" some of the core animators of the original studio, out of retirement to design the characters and help with production.

An entirely new animation process was developed to animate this movie, called Animation Photo Transfer (APT) process which would greatly improve the efficiency the studio could produce celluloid copies of their assets. It was also their first movie to feature computer animation and CGI was heavily used and experimented with to produce the special effects for the film. The movie was also used to start updating their sound effects, replacing many comonly used and recognized sounds with newer more realistic ones as well as using more new stock sound effects of the time.

Honestly the history of this film is more interesting than the film itself. It's strange mixture of dark fantasy and Disney lightheartedness but in the worst ways. It doesn't quite go far enough to be really dark, despite the imagery and duller pallet, with many bits of zany or typical Disney-esque design ruining it. Likewise the darker toned fantasy setting seems to clash with the more Disney-esque story and characters. It seemed to embody the studio at the time, with a changing of the guard as many of the original animation staff had either retired or were in lead positions while new animators came on with new ideas and were fighting to express themselves.

Gameplay:
Eilonwy, in a theoretical fighting game, would be a mix of Field control with mobility. She's an agile fighter, evading hits, tripping up opponents, and using her "Trap Doors" to make space as needed. Her ability to rain down Cauldrons, not really a thing in the movie but something I just sort of threw on her, is both a high damage attack but also a hazard setter which vastly limits ground based opponents mobility.

Dyrnwyn is the name of the magical sword from the movie. While she never used it herself in the movie, the weapon being used by the movies hero Taran, it was iconic enough to the movie that I added it to her build. That she have very little else to work with helped in this decision. The Sword is a magical sword that appears to swing itself to defend it's user. I represented this with the very accurate damage, with extended reach as the wiki states that the sword was capable of floating and fighting on it's own as well. In essence she has magical sword floating around her that strikes out, giving her a very large but disjointed hitbox on a lot of attacks.

Golden Pelydryn is the little floating ball of light beside her, it doesn't really do anything but in the movie it was an animated seemingly intelligent thing that chased rats. It disappeared partway through the movie as apparently the animators forgot it existed until the ending credits.

Rain of Cauldrons is a line area attack to call down a cascade of falling pots, pans, and cauldrons that both damage the target and leave a trail of objects that reduce mobility.

Trap door is her last power, as the girl appears to travel through them and know them well in the Horned King's dungeon. The attack works by tripping a target (hence the limit) and having them fall into a Trap Door in any number of other locations, from falling out the side of the screen, the top of the screen, or up out of the ground further away.

side-notes
I had this build done for a while, months ago actually, but got distracted before adding the fluff. I revisted it just today and decided to update it a bit from what I originally did. Sadly I had to redo much of the research I did for this as I didn't keep notes for why I built it the way I did or the movie even though I do remember looking into it before even starting on the build. She was less efficient before, with a flashbang sort of effect on the light ball but I scrapped that to give her a bit more well roundedness.
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Re: WAIFU WARZ - DISNEY EDITION | THE FORGOTTEN PRINCESS EILONWY

Post by catsi563 »

Tsundere for her interesting. Curious as to the thought process on that. tsuns usually are cold towards the protagonist or have a cold exterior while their inner feelings are warmer.

Eilonwy's usually very open throughout the movie very positive and warm and friendly. Shes no Pollyanna persay but rarely exudes a cold exterior or feeling. Shes strikes me as a Naïve everygirl or wild eyed idealist.

neat build all told love the Black Cauldron =^_^=
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Re: WAIFU WARZ - DISNEY EDITION | THE FORGOTTEN PRINCESS EILONWY

Post by squirrelly-sama »

catsi563 wrote: Fri Aug 23, 2019 12:12 am Tsundere for her interesting. Curious as to the thought process on that. tsuns usually are cold towards the protagonist or have a cold exterior while their inner feelings are warmer.

Eilonwy's usually very open throughout the movie very positive and warm and friendly. Shes no Pollyanna persay but rarely exudes a cold exterior or feeling. Shes strikes me as a Naïve everygirl or wild eyed idealist.

neat build all told love the Black Cauldron =^_^=
Tsundere are not cold, just prickly and not always honest with themselves about their feelings. A sort of "She's nice once you get to know her" sort of girl. There's generally 2 types of Tsundere, Type A and Type B. One is mean and sometimes violent, the Akane Tendos and Naru Narusegawa's. Then there's Type B tsundere who are mostly just dishonest with their feelings or insecure about their softerside. As a side note there's also an extreme sort of Tsundere, which is all Tsun and no Dere, called the TsunTsun which is generally just a cute way of saying 100% bitch. You can take that concept even farther with something called Gesugao, which is slang for those characters as it's the word for "an expression of disgust", basically a girl or heroine who's legitimately disgusted or disdainful towards the MC and may or may not be evil basically mixing Tsunderes with Yanderes.

Digressing, I decided to call her tsundere mostly because she spends a lot of time chastising Taran after they meet, she struck me as a bit of a nag which generally falls under the Tsundere umbrella.
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Re: WAIFU WARZ - DISNEY EDITION | THE FORGOTTEN PRINCESS EILONWY

Post by catsi563 »

Fair enough and yeah true she does tend to nag a bit through the story.

I would disagree slightly with the notion that they aren't cold though. Sakura From Naruto is an example of one who tends to a colder attitude towards Naruto at first but warms up significantly later as she develops though granted Sakura also subverts much of the tsundere trope.

actually id think the type B is the colder variation because a lot of them tend to put up that cold front as their way of being dishonest Rin from Fate is maybe a better example of the colder tsundere type B or Erina Nakiri from Food wars as example
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Re: WAIFU WARZ - DISNEY EDITION | THE FORGOTTEN PRINCESS EILONWY

Post by Jabroniville »

Good to see you posting again :)!

Yeah, Eilonwy is one of the notable "Princesses, but not DISNEY PRINCESSES" characters, though there's more (Kida, Megara, etc.)- you have to jump through the official hoops to join the true lineup (note: Anna & Elsa still aren't official), but if your movie bombs and you're not marketable... you ain't getting focus.

I also found the movie wanting- a generic story, a forgettable "regular boy" hero, and most of the scenes aren't that interesting. It's mainly good for the truly evil Dark Lord-type villain the Horned King, and how Disney ALMOST pulled off some major gore in an animated feature.

I forget if I showed this in my thread or not, but here's Tokyo Disneyland's most terrifying attraction ever, featuring the King himself: https://www.youtube.com/watch?v=H6rnPqSrE40&t=964s
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PRINCESS WARZ - PRINCESS PEACH (PL8)

Post by squirrelly-sama »

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"Ha-cha!"

Princess Peach - PL 8
Sex: Female
Age: 20+
Height: 186cm | Weight: 70kg | Hair: Blonde | Eyes: Blue
Role: The Princess, The Calm One, The Damsel, Action Princess, The Kind Ruler

Princess Stats
Division - Light Weight
Series - Nintendo's Mario Series
Focus - Melee Fighter, Juggler, Edge Guarder, Knockback Recovery
Waifu Typing - Deredere, Princess

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

Advantages
Aerial Combat, Agile Feint, All-out Attack, Attack Flurry, Attractive, Benefit, Status 2: Prncess, Defensive Attack, Favored Environment: Air, Improved Critical: Unarmed, Improved Defense, Improved Trip, Improvised Weapon, Inspire 2, Leadership, Luck (Recover) 4, Move-by Action, Power Attack, Quick Draw, Ranged Attack 8, Uncanny Dodge

Skills
Acrobatics 6 (+10), Close Combat: Elegant Fighter: Strength-based Damage 6 6 (+8), Insight 4 (+8), Perception 2 (+6), Persuasion 4 (+8), Vehicles 6 (+6)

Powers
Combo Chain: Enhanced Trait 4 (Advantages: Luck (Recover) 4; Limited: When using extra effor to gain extra attack)
Elegant Fighter: Strength-based Damage 6 (DC 21)
Flight: Flight 4 (Speed: 30 miles/hour, 500 feet/round; Limited: Horizontal Movement)
Leaping: Leaping 1 (Leap 15 feet at 4 miles/hour; Feature: Double Jump)
Pichi~
. . Parasole
. . . . Glide: Flight 2 (Speed: 8 miles/hour, 120 feet/round; Stacks with: Flight: Flight 4)
. . . . Jab: Damage 2 (DC 17; Stacks with: Elegant Fighter: Strength-based Damage 6)
. . . . Recovery: Movement 1 (Environmental Adaptation: Air)
. . Peach Blossom
. . . . Dancin': Burst Area Affliction 8 (3rd degree: Asleep, Resisted by: Will, DC 18; Burst Area: 30 feet radius sphere, DC 18, Custom 2: Increased Degree (Third); Limited 2: One Use Only, Limited Degree (third only), Source: Smash Ball)
. . . . Healing Peach: Healing 10 (Action: move; Limited: Self, Limited 2: One Use, Source: Smash Ball)
. . Vegetathrow: Damage 4 (DC 19; Improved Critical 2, Increased Range: ranged; Activation: move action, Quirk: Requires Activation with each use)
Poise: Protection 6 (+6 Toughness)

Offense
Initiative +4
Dancin': Burst Area Affliction 8 (DC Will 18)
Elegant Fighter: Strength-based Damage 6, +8 (DC 21)
Grab, +2 (DC Spec 10)
Jab: Damage 8, +8 (DC 23)
Throw, +8 (DC 15)
Unarmed, +8 (DC 15)
Vegetathrow: Damage 4, +8 (DC 19)

Complications
Enemy - Bowser the King Koopa: The large dragon turtle king of the Koopas, he is constantly trying to kidnap her to either take over her kingdom or in some scheme to marry her.
Power Loss - Damsel In Distress: Despite various showings of her ability to save herself Peach unfortunately tends to lose her self sufficiency as the plot demands, getting captured by Bower at the start of most games.
Relationship - Mario: A lost short and chubby plumber that has time and again saved her kingdom from being taken over by Bowser or various other threats. Peach's paramour, she often invites him over for cake or visits only to get kidnapped before they can actually have a date.
Responsibility - Princess: Peach is the ruler of the Mushroom Kingdom, despite her title she acts as the nations queen.
Weakness - Fighting Game Mechanics: A playable character in Smash Bros Peach has a few limitations on her fighting abilities. She cannot hover indefinitely and will eventually fall. She is a Light Weight fighter who gets knocked back easily. Continuous blocking will result in becoming stunned. Special moves can be interrupted and cancelled.

Languages
Native Language

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

Power Points
Abilities 32 + Powers 30 + Advantages 28 + Skills 14 (28 ranks) + Defenses 16 = 120

Notes:
Princess Peach, as mostly represented by the Smash Bros Franchise.

I decided to build this after seeing Jab's build of her based on the platformers and RPG games. This is the Peach from the Smash Bro's universe built to a standard PL8 and 120pp build. Some creative choices were made to try and balance accuracy to the game, Peach's lore, and playability in MnM. She's mostly based off the Ultimate Smash version, ie the only actually good version of the character.

Peach in Smash Bros... kinda sucked in casual play. Like, consistently terrible to play for all but high skilled players due to how Nintendo balanced for her gimmick. See, for those who haven't played any of the Smash Bros games, all 2 of you, Peach's schtick was that she floated. A useless gimmick in other fighting games, but since smash had nearly all the stages as very small flying islands over bottomless pits any sort of aerial maneuverability makes characters nearly unkillable. Now, this would and should logically have made Peach a godly master of the stage even if all of her normal attacks sucked but sadly Nintendo kinda screwed up in how the implemented her making her floating ability sadly not worth using her. Which is kind of amazing actually, it should take actual effort to make floating not worth the trouble when roughly 50% of all KOs are the result of edge guarding the stage till your opponent plummets to their death.

See, Peach's game style hasn't changed much over the years and a combination of traits has lead to her being very hard and risky to use. Up until Ultimate, where she saw a lot of buffs, she was rather slow on the ground while also being very light, meaning that for anyone who didn't know how to tech properly (pretty much anyone who doesn't play competitively) she could be very easily rushed and KO'd by either heavy hitters or those with good combos. Her Vegetable special is luck based, 95% of the time pulling up just a generic thrown item and having less than a 1% chance of getting the actual good variants of it which either deal high damage and knock back (stitch face), piece shields (Saturn), or explode (a bob-omb). Her Toad special is a rather niche counter attack move that is not only slow but due to how it functions can actually be deflected back at Peach by the ever popular Fox and Mario if they counter her counter. Her up-special is an okay damaging move, however it's best use isn't as a damaging attack but as either a recovery, a chaser if ever off stage and lower than an opponent, or a juggle finisher to spike a high damage opponent off stage. As much as I've been shitting on her playstyle, she's consistently in the upper tiers in tournaments, since most competitive players can usually make much better use of her strengths and ignore most of her weaknesses.

Her strength however comes with her aerial control, similar to Jiggly Puff and Kirby. She's capable of chasing down characters who've been knocked off stage and either finishing them them off or guarding the edge so they just plummet. Ultimately a Peach player would wait until someone gets knocked off the edge and either just toss turnips to stop their recovery specials or just jumped over to keep kicking them in the face until they exploded off the side of the screen and then float back. A valid strategy in a tournament, a dick move against friends and family. High skill players can exploit Peach's aerial grace while on land, either floating just off the ground continuously to speed across the stage or using her very quick mid-air and special dashes to dodge attacks or close in with finishers. It wasn't until Smash ultimate until Peach became much more noob friendly, her speed, dps, and weight increasing and a few changes to her moveset to make her knockback more consistent ended up making her much more intuitive to use in the hands of shit players like me and turned her from a pretty good option for a skilled player to GOD OF THE AIR, BRINGER OF DEATH!
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PRINCESS WARZ - BOWSETTE (PL8)

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"Your princess is in another castle, but you can stick around here if you want~"

Bowsette - PL 8
Sex: Female
Age: 20+
Height: 186cm | Weight: 170kg | Hair: Blonde | Eyes: Blue
Role: The Overlord, The Warrior Princess, The Berserker, The Tank, Rule 64

Princess Stats
Division - Light Weight
Series - Meme Waifu
Focus - Melee Fighter, Tank
Waifu Typing - Himedere, Amazon

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

Advantages
All-out Attack, Attractive 2, Benefit, Status 3: Koopa Queen, Deep Ties: Super Crown, Defensive Roll 2, Fascinate (Intimidation), Fast Grab, Favored Foe: Mario, Improved Defense, Improved Grab, Improved Hold, Improved Initiative, Improved Smash, Improvised Weapon, Power Attack, Prone Fighting, Startle, Withstand Damage: Can take up to a -5 penalty to Defense for equal bonus to toughness

Skills
Acrobatics 4 (+6), Close Combat: Unarmed 4 (+6), Deception 8 (+10), Insight 2 (+4), Intimidation 8 (+10), Perception 4 (+6), Ranged Combat: Throw 6 (+6)

Powers
Bulldoze: Movement 1 (Sure-footed 1; Resistible: Toughness)
Heavy Weight: Density Growth 2 (+2 STR, +2 STA, +2 mass ranks; Density, Innate)
Koopa King
. . Double Bowser Smack Down: Summon 10 (Heroic; Limited 2: Single Use, Source: Smash Ball)
. . Fire Breath: Cloud Area Damage 8 (DC 23; Cloud Area: 15 feet radius sphere, DC 18, Reach (melee) 2: 10 ft.; Distracting)
. . Shell Shield: Deflect 6 (Reflect; Reduced Range: close)
. . Shell Toss (Feature: Returns to User, Increased Range: ranged, Triggered: 1 use - Contact; Diminished Range 2, Notes: Tosses shell, either keeping it spinning in place until it hits an object then it returns to Bowsette.)
Leaping: Leaping 1 (Leap 15 feet at 4 miles/hour; Feature: Double Jump)
Shield: Feature 1 (Advantages: Improved Defense, Withstand Damage: Can take up to a -5 penalty to Defense for equal bonus to toughness, Notes: Defensive Action bonuses apply to toughness instead.)

Offense
Initiative +6
Fire Breath: Cloud Area Damage 8 (DC 23)
Grab, +2 (DC Spec 20)
Throw, +6 (DC 25)
Unarmed, +6 (DC 25)

Complications
Enemy - Princess Peach: Once love interest now love rival. After being rejected by the princess one too many times the Koopa King decided to become the Koopa Queen and donned the Super Crown to steal the heart of Peach's plumber prince.
Monstrous - Super Crown: While Bowsette appears to be a slightly more wild looking version of Peach she is in fact just a magically disguised Bowser. Should the crown be removed she will revert to her previous form.
Relationship - Mario: Once love rival turned love interest. After being rejected by the princess one too many times Bowser donned the Super Crown and entered a relationship with Mario.
Temper

Languages
Native Language

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

Power Points
Abilities 44 + Powers 24 + Advantages 20 + Skills 18 (36 ranks) + Defenses 14 = 120

Notes:
One of the great surprise hit memes to come out of 2018, Bowsette started as a small comic by a relatively unknown webcomic artist (pictured above) where in as a one off joke Bowser decided to put on the Super Crown (an item that turns the wearer into a clone of Peach) after both he and Mario get rejected by the princess. Literally over night the comic spread all over the internet with fan art appearing within the hour of it being uploaded. It spiralled out of control, as more and more artist began to draw up Bowsette, it became trending of various social media, and even well known mangaka (such as the authors of Dragon Maid and Dagashi Kashi) drawing the character themselves. There is literally thousands of images of Bowsette circulating the web today, and a good chunk of that was drawn up within the first couple weeks. There were petitions to Nintendo to get her as a DLC character in the upcoming Smash Bros games. She even got splintered into several different versions such as the redhaired dark skin and blonde versions but also a "Koopa Peach" a prototype design from Mario Odyssey from a dropped plotline where Bowser possesses Peach. She even has her own shipping war, shipping her with Mario, with Peach, with evil peach, with genderbent peach, with genderbent mario, and even with Bowser.

There's so much fanart of Bowsette I had to go through like a gigabyte of saved images I had on my HD to pick out ones I thought showcased her the best (and were SFW). It even spread to other fandoms as the super crown appeared in joke fan arts or comics to surprise genderbend some unfortunate character or to have the male characters fleeing from it lest they be Waifu'd too. It's kinda funny, no one expected this to get as popular as it did as quickly as it did, the author even did a follow up comic the week after about how he was actually kinda low key scared after getting so popular so fast.
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