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

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HUSBANDO WARZ - Child Soldier (PL7)

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"A gun is as effective in my hands as any adult, more so even. I know that, they know that, and little things like morals come second to survival to people like us."

Child Soldier - PL 7
Sex: Male
Age: 16
Height: 5'8" | Hair: Black | Eyes: Grey
Role: Comically Serious, Tragic Backstory, The Fish Out Of Water, The Soldier

Waifu Stats
Division - Fly Weight
Series - Templates
Focus - Combat (Mid to Long Range)
Husbando Typing - Kuudere, Baka

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

Advantages
Beginner's Luck, Benefit, Security Clearance: AEGIS Institute, Connected, Equipment 1, Evasion, Fearless, Great Endurance, Improvised Weapon 3, Instant Up, Quick Draw, Teamwork

Skills
Close Combat: CQC 4 (+8), Expertise: Soldier 6 (+8), Expertise: Survival 4 (+6), Ranged Combat: Rifles 4 (+9), Sleight of Hand 1 (+6), Treatment 4 (+6), Vehicles 1 (+6)

Powers
A Soldier Is Never Without Arms: Variable 2 (Removable; Action 2: free, Subtle: subtle, Notes: Gives Equipment Points.)
Combat Training: Immunity 10 (Emotion Effects, Interaction Skills; Sustained; Activation 2: standard action, Limited - Half Effect)

Equipment
Binoculars, Bulletproof Vest, Camo Clothing

Offense
Initiative +4
Grab, +4 (DC Spec 14)
Throw, +5 (DC 19)
Unarmed, +8 (DC 19)

Complications
Disability - Does Not Social: The Child Soldier, having grown up in a war torn environment did not develop proper people skills and is often completely baffled by civilian customs and morals. He does not understand simple things like restraint, recreational items, and how to resolve conflicts non-violently.
Enemy - Illuminati: The Child Soldier is tasked to to protect the VIP in response to a threat by a large secret organization seeking to either kidnap or kill her, thus they must go through the Child Soldier to do so.
Relationship - VIP: The VIP is probably the first person his own age, who was not also a child soldier, that the Child Soldier has interacted wtih regularly. Despite their conflicts and disagreements the two slowly grow to care for the other outside of a professional capacity. The Child Soldier often goes to them for advice on how to deal with the many daily issues he faces his training did not cover about normal civilian life.
Reputation - Crazy Military Nut: Due to his many overreactions and penchant to use soldier lingo the Child Soldier has not been able to be discreet. His classmates recognize him as a crazy stalker of the VIP, or a millitary otaku, his reputation is rather poor among the students or others his age he is forced to interact with to remain beside the VIP.
Responsibility - VIP: The child Soldier is often hired or recruited to watch over a young VIP based solely on their similar ages and his ability to accompany her to school. He is tasked to defend her against any threat, something that she often objects to for many reasons not the least of which being his definition of threat not being anywhere close to hers.

Languages
Native Language

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

Power Points
Abilities 54 + Powers 18 + Advantages 13 + Skills 12 (24 ranks) + Defenses 8 = 105

Notes
From the war torn front-lines comes the Child Soldier, a youth who has known nothing but the strife and chaos of war and distinguished himself to king and country there. He is the perfect soldier, loyal, efficient, and incredibly skilled in all things military and he's been chosen for a special mission only he can do... to protect the VIP, a young girl of great importance who is the same age as the Child Soldier. In order to do this he must face an entirely new battlefield he that nothing he's experienced could have prepared him for, Highschool.

As a boy who's known nothing but war the Child Soldier is rather naive and ignorant of the world outside his perspective as a soldier. He is constantly baffled by civilian practices, especially those made for recreation as he has never had the chance to experience even simple things like toys or deserts in his life. It's usually the self appointed duty of the VIP to try and educate him about the world, even if she is also learning herself.

The child soldier is usually the first and last line of defense for the VIP against threats she is unaware of. He has been chosen by either his countries leader or a secret but benevolent organization to act as her stalwart guardian and will do his duty to the fullest regardless of the risk like any good soldier. Due to the secret nature of his mission he can't expect too much help if any however.

Often the Child Soldier has more to fall back on than their own personal combat ability and has a mecha of some kind to fight similar mecha or giant monsters to protect his client. In this case a Heroic summon with both Feedback and Self-powered should be added to appropriate ranks (usually 10). This mecha is experimental, a new prototype, so is both powerful but also comes with it's own draw backs due to either untested tech or the pilot's own inexperience with such incredible devices.
Last edited by squirrelly-sama on Sat Oct 13, 2018 2:21 am, edited 1 time in total.
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WAIFU WARZ - Gremlynn (PL8)

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"*trills happily*"

Gremlynn - Aiowenobe Hjotlhi - PL 8
Sex: Female
Age: ??
Height: 3'8" | Hair: White| Eyes: Red
Role: The Wild Child, Imouto bait, Ambush Predator

Imouto Stats
Division - Light Weight
Series - Capes and Crawlers
Focus - Combat (Ambush/Melee)
Imouto Typing - Baka, Deredere

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

Advantages
Adorable Appearance 2, All-out Attack, Benefit: Athletics Based on Agility, Benefit: Child-Sized, Defensive Roll 2, Fast Grab, Grabbing Finesse, Improved Grab, Improved Hold, Improvised Tools, Move-by Action, Prone Fighting, Sabotage: +5 bonus to sabotage Technology checks

Skills
Acrobatics 4 (+12), Close Combat: Unarmed 4 (+8), Expertise (AWE): Survival 4 (+6), Expertise (PRE): Singing 6 (+5), Perception 4 (+6), Sleight of Hand 2 (+10), Stealth 2 (+10)

Powers
Anti-Tinker: Enhanced Trait 10 (Traits: Technology +16 (+15), Advantages: Improvised Tools, Sabotage: +5 bonus to sabotage Technology checks)
Clingy: Movement 2 (Wall-crawling 2: full speed; Limited: Requires handholds)
Comprehend: Comprehend 2 (Machines / Electronics; Limited: Only While Maintaining Contact)
Control Technology: Progressive Affliction 12 (3rd degree: Controlled, Resisted by: Fortitude, DC 22; Affects Objects Only, Insidious, Progressive, Subtle: subtle; Grab-based, Limited: Technology, Limited Degree (third only))
Great Constitution: Immunity 2 (Disease, Poison; Limited - Half Effect)
Gremlin Senses: Senses 6 (Acute: Detect, Analytical: Smell, Analytical: Detect, Detect: Electronics 2: ranged, Low-light Vision)
Leaping: Leaping 1 (Leap 15 feet at 4 miles/hour)

Natural Weapons (Array)
. . Bite: Strength-based Damage 6 (DC 23; Improved Critical; Grab-based)
. . Claws: Strength-based Damage 2 (DC 19; Accurate: +2, Improved Critical)

Parrot: Illusion 2 (Affects: One Sense Type - Aural, Area: 4 cft., DC 12)
Prehensile Tail: Extra Limbs 1 (1 extra limb, Advantages: Fast Grab, Improved Grab)
Sneaky Creature: Concealment 2 (skill, Sense - Sight; Passive)
Speed: Speed 1 (Speed: 4 miles/hour, 60 feet/round)
Techbane: Luck Control 1 (Force a Re-roll; Limited 2: Resistance to Control Technology Only)

Offense
Initiative +8
Bite: Strength-based Damage 6, +8 (DC 23)
Claws: Strength-based Damage 2, +10 (DC 19)
Control Technology: Progressive Affliction 12, +4 (DC Fort 22)
Grab, +4 (DC Spec 18)
Throw, +8 (DC 17)
Unarmed, +8 (DC 17)

Complications
Disability - Idiot: Even beyond her lack of education, formal or informal, Aiowenobe is still somewhat dim. She tends to be too trusting, even when suspicious she can usually be bought off with sweets. She is also fairly overconfident, even boastful, in various skills she's terrible in such as her Intimidation.
Disability - Speech: Due to growing up on her own from early childhood Aiowenobe has extremely impaired speech. While she is able to understand simple English spoken plainly she is completely lost on less common words or when someone speaks with a heavy accent or too quickly. She also has issues speaking, often mispronouncing words and taking a several seconds to formulate a sentence more than a few short words. She sadly also has a bad habit of biting her tongue when attempting to talk.
Monstrous: With red skin, glowing green eyes, horns, and a spaded tail Aiowenobe fits the stereotypical appearance of a Demon.
Relationship - Young Blood: The two have always been together and are incredibly close. Gremlynn would do anything in her power to protect Young Blood, valuing his life more than anyone else's.
Wild Child: Aiowenobe has very little understanding of social norms and acts rather feral. She eats with her hands, often strips off uncomfortable clothing, attacks or threatens people she doesn't like, and does not recognize things like "Property" or "Personal Space".

Languages
???

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

Power Points
Abilities 56 + Powers 43 + Advantages 11 + Skills 13 (26 ranks) + Defenses 12 = 135

Notes
A small demonic looking child who has been on the streets since before she learned how to speak. She has no memory of where she came from or what she is, simply her name, that she isn't a human, and that humans tend not to like her.

She is a feral child, often acting like various types of animal. Affectionate as a dog, curious as a cat, shy as a bird, and as mischievous as a fox. The girl has little knowledge nor care for social norms even after having lived with humans for several years.

Aiowenobe is a young Case 53 child who had woken up in a hostile and unfamiliar world. Having come to in the heart of the Latin American Empire, a conglomerate of fiefdoms that were once Central American states that had been taken over by parahumans, there were many factors at play to work against the child. Every day was a struggle to survive, attempting to find food, avoiding paranoid humans, and escaping attempts to capture or kill her by local parahumans. Her first few weeks of consciousness were a terrifying and traumatizing time for her, the girl coming close to death many times and was isolated the entire time. It was only after a being captured by parahumans did she meet her eventual companion Young Blood, a then nameless and voiceless child parahuman who was similarly fleeing the people of the area. The boy rescued her and the two quickly partnered up, becoming inseparable and highly protective of the other.

Overtime the two made their way north, eventually crossing the border into Texas.

The custom advantage provided to her acts similar to the Attractive advantage, though rather than offering a bonus against those finding her attractive it works against those who would find her cute.
Her Tech control does not violate PL when combined with her fast grab, rather than activating as a reaction it will only work on subjects already in a grab, using her normal attack bonus instead of unarmed.


===== Tactics =====
Tactics - Before Combat: Often tries to lure in targets by mimicking sounds they would investigate. Often this is bird calls for hunting or cries from opponent's allies.
Tactics - During Combat: Shies away from direct combat on her own, most often looking for a chance to escape. When she does have back up she fights defensively, hiding nearby and doing hit-and-run attacks or running interference for her ally's offense. Only when she's confident she can win will she take gambles, use combat maneuvers, or use creative power tricks. When desperate or cornered she will go for an all out attack to scare away a purser and refrain from taking any other risks.
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WAIFU WARZ - Gnome Anne (PL6)

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"I am Gnome Ann!"

Gnome Ann - PL 6

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

Advantages
Defensive Roll 4, Fascinate (Expertise: Things Gnome Ann Was Meant To Know), Gnome Ann Of Woman Born, Ranged Attack 6

Skills
Expertise: Things Gnome Ann Was Meant To Know 11 (+11), Insight 3 (+5), Perception 2 (+4)

Powers
Gnome Ann Should Have This Power! (Array)
. . Gnome Ann Can Kill You: Progressive Affliction 6 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Transformed, DC 16; Alternate Resistance (Dodge), Increased Range 2: perception, Insidious, Progressive, Subtle 2: undetectable; Limited: Removing Defensive/Healing/Resurective Effects, Limited: Vs Gnome Ann)
. . Gnome Ann Could Survive That: Healing 6 (Action 3: reaction; Limited: Self)
. . The Wicked Flee When Gnome Ann Persueth: Progressive Affliction 6 (1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 16; Increased Range 2: perception, Progressive; Limited: Fleeing or cowering in terror)
. . Time and Tide Wait for Gnome Ann
. . . . Nullify: Nullify 6 (Counters: Water, DC 16; Increased Range: perception)
. . . . Quickness: Quickness 10 (Perform routine tasks in -10 time ranks; Subtle 2: undetectable)
. . Time Ripens All Things; Gnome Ann is Born Wise
. . . . Enhanced Ability: Enhanced Intellect 5 (+5 INT, Advantages: Beginner's Luck, Jack-of-all-trades)
. . . . Immunity: Immunity 6 (Aging, Interaction Skills)
. . . . Impervious Defense: Impervious Will 6
. . To Boldly Go Where Gnome Ann Has Gone Before: Movement 6 (Dimensional 3: any dimension, 50 lbs., Space Travel 3: other galaxies; Portal)
. . What Therefore God Hath Joined Together, Let Gnome Ann Put Asunder: Nullify 6 (Counters: Contracts, DC 16; Broad, Increased Range: perception, Simultaneous)

Offense
Initiative +2
Gnome Ann Can Kill You: Progressive Affliction 6 (DC Dog/Fort/Will 16)
Grab, +6 (DC Spec 12)
Nullify: Nullify 6 (DC Will 16)
The Wicked Flee When Gnome Ann Persueth: Progressive Affliction 6 (DC Will 16)
Throw, +6 (DC 17)
Unarmed, +6 (DC 17)
What Therefore God Hath Joined Together, Let Gnome Ann Put Asunder: Nullify 6 (DC Will 16)

Complications
Gnome Ann is An Island: Gnome Ann's many abilities leaves her separated from her fellows and so she is lonely.

Languages
A Language That Gnome Ann Speaks

Defense
Dodge 6, Parry 6, Fortitude 6, Toughness 6/2, Will 6

Power Points
Abilities 28 + Powers 30 + Advantages 12 + Skills 8 (16 ranks) + Defenses 12 = 90

Notes
A parody build based on a popular XKCD strip where the joke is a pun based on phrases using the words "No Man".
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HUSBANDO WARZ - TG TALES - Sir Bearington (PL7)

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"GROWWWWWWL"

Sir Bearington - PL 7

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

Advantages
Benefit, Status 2: Noble, Benefit, Wealth 2 (independently wealthy), Connected, Daze (Deception), Fascinate (Deception), Minion (Butler), Skill Mastery: Deception

Skills
Close Combat: Unarmed 6 (+8), Deception 6 (+12), Expertise (PRE): Uppercrust 4 (+10), Expertise: Arts 4 (+6), Perception 4 (+6), Persuasion 2 (+8), Ranged Combat: Throw 2 (+6), Stealth 6 (+4)

Powers
He Just Needs A Shave: Protection 2 (+2 Toughness)
He Works Out: Growth 4 (+4 STR, +4 STA, +2 Intimidate, -4 Stealth, -2 active defenses, +1 size rank, +4 mass ranks; Innate; Permanent)
Totally Not A Bear: Morph 1 (+20 Deception checks to disguise; Single form; Increased Duration: continuous)

Offense
Initiative +2
Grab, +2 (DC Spec 16)
Throw, +6 (DC 21)
Unarmed, +8 (DC 21)

Complications
Addiction: A lover of fine cuisine Sir Bearington loves sushi, often going out to streams to catch his own salmon to eat.
Disability: Sir Bearington is originally from a different country and his thick accent often makes him hard to understand.
Monstrous: Sir Bearington's appearance is rather intimidating, being extremely tall, rather hairy, and with a thick build, however he is a fine upstanding pillar of the community.

Languages
Native Language

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

Power Points
Abilities 44 + Powers 17 + Advantages 9 + Skills 17 (34 ranks) + Defenses 18 = 105

Notes:
Sir Bearington, fancy man and thespian and most definitely not a bear in a suit.
Last edited by squirrelly-sama on Tue Feb 23, 2021 7:56 am, edited 1 time in total.
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HUSBANDO WARZ - Bueno Excelente (PL8)

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"He he he... Excellente!"

Bueno Excelente - PL 8

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

Advantages
Daze (Intimidation), Fascinate (Intimidation), Hide in Plain Sight, Improved Hold, Luck (Instant Counter) 4, Seize Initiative, Skill Mastery: Intimidation, Startle, Ultimate Effort: Intimidation

Skills
Insight 4 (+4), Intimidation 20 (+18), Perception 4 (+4), Stealth 6 (+8)

Powers
...Bueno: Protection 4 (+4 Toughness)
Bueno...: Concealment 10 (All Senses; Passive)
Excellente!: Cumulative Perception Area Affliction 8 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Paralyzed, Resisted by: Will, DC 18; Perception Area: DC 18 - Visual, Cumulative, Subtle: subtle)
. . Bueno!: Damage 12 (Alternate; DC 27; Alternate Resistance: Will, Increased Duration: concentration, Incurable; Grab-based)
Hehehe...: Immunity 5 (Interaction Skills)
Mmmm...: Enhanced Trait 4 (Traits: Parry +4 (+8); Resistible: Will)

Offense
Initiative +2
Bueno!: Damage 12, +4 (DC Will 27)
Excellente!: Cumulative Perception Area Affliction 8 (DC Will 18)
Grab, +4 (DC Spec 12)
Throw, +1 (DC 17)
Unarmed, +4 (DC 17)

Complications
Addiction - Lust: Bueno is a lust filled creep who is willing and eager to get with anyone and anything. Women, Men, Aliens, impossibly dimensioned eldritch abominations...
Enemy - Any Decent Human Being: It should go without saying that anyone with a working moral compass will find themselves aligned against Bueno.
Monstrous: More than just his character is rotten, Bueno is a fat, sweaty, balding man.
Quirk: Bueno Excelente only speaks by chuckling menacingly and speaking one of the words of his name.

Languages
Bueno

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

Power Points
Abilities 26 + Powers 47 + Advantages 12 + Skills 17 (34 ranks) + Defenses 18 = 120

Notes
Bueno Excellente was a perverted sex offender whose "skills" earned him a place on the "hero" team Section Eight. His M.O. was sneaking up behind people to... serve justice.
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WAIFU WARZ - VILLAINOUS VILLAINESS - Bengal (PL10)

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"Wait, let me get this straight. A fight to the death is A-okay, but eating you afterwards is where you draw the line? Heroes are weird."

Bengal - Zahira Kahn - PL 10
Sex: Female
Age: 19
Height: 4'10" | Hair: Red| Eyes: Green
Role: The Tomboy, Literal Man-eater, Cute Brute, Battle Maniac, Baka

Waifu/Husbando Stats
Division - Welterweight
Series - Capes and Crawlers
Focus - Combat (Melee)
Waifu Typing - Tomboy

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

Advantages
All-out Attack, Animal Empathy, Close Attack 2, Daze (Intimidation), Defensive Roll 2, Equipment 1, Extraordinary Effort, Fascinate (Intimidation), Fast Grab, Favored Environment: Forest, Flawless Dodge, Grabbing Finesse, Improved Hold, Power Attack, Prone Fighting, Startle, Uncanny Dodge

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

Powers
Ambush: Broad Weaken 10 (Affects: Toughness, Escape, Fort, Will, Etc Rolls, Resisted by: Will, DC 20; Broad: Resistance, Increased Range 2: perception, Subtle: subtle, Triggered: 1 use - Launching Another Attack; Limited: Vs Surprise Attack, Limited: Own Attacfks Only, Limited: Instant Recovery)
Cat's Eye: Senses 2 (Low-light Vision, Tracking: Sight 1: -1 speed rank)
Cat's Paw: Movement 2 (Safe Fall, Trackless: Tactile 1; Check Required 2: DC 11 - Acrobatics)
Feline Grace: Immunity 2 (Uncommon Descriptor: Crit. Failure; Limited: Physical Feats)
Jungle Cat: Movement 1 (Wall-crawling 1: -1 speed rank; Check Required: DC 10 - Athletics)
Natural Weapons
. . Bite: Strength-based Damage 6 (DC 25; Improved Critical 2; Grab-based, Inaccurate 2: -4)
. . Claws: Strength-based Damage 2 (DC 21; Improved Critical)
Pounce: Leaping 2 (Leap 30 feet at 8 miles/hour; Subtle: subtle)
Prowl: Concealment 1 (Sense - Hearing; Passive)
Sprint: Speed 4 (Speed: 30 miles/hour, 500 feet/round)

Equipment
Spear

Offense
Initiative +8
Ambush: Broad Weaken 10 (DC Will 20)
Bite: Strength-based Damage 6, +8 (DC 25)
Claws: Strength-based Damage 2, +12 (DC 21)
Grab, +12 (DC Spec 18)
Spear, +12 (DC 22)
Throw, +8 (DC 19)
Unarmed, +12 (DC 19)

Complications
Addiction - Fresh Meat: Zahira loves eating meat, raw meat. She doesn't care much from where it comes from, cows, pigs, dogs, people, it's all the same to her. She tends to kill small animals in the area and eat them raw. She at least recognizes hunting people would be a bad idea but doesn't have an issue with taking a bite out of fallen foes.
Disability - Babohorangi: For all her fearsomeness Zahira is... remarkably dim. Her level of intelligence is about equal to the average 5th grader, a rather generous estimation. Despite her obvious idiocy Bengal not only does not realize her ineptitude but will confidently act on her stupidity.
Motivation: Hedonism: Zahira really only cares about her own comfort. She acts as a mercenary to get the money required to support her easy living and get a good fight when the need hits her.
Obsession - Predator: A cat's natural instinct to hunt is strong in Zahira, the feeling of stalking and killing prey is almost drug like to her. She will seek animals to hunt, often toying with them, before killing them.
Quirk - Narcissism: Like any cat Zahira is supremely confident of her self assumed superiority. She does not seem to believe it is possible for her to fail and does not accept it when she does.

Languages
English

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

Power Points
Abilities 80 + Powers 30 + Advantages 19 + Skills 13 (26 ranks) + Defenses 8 = 150

NOTES:
A young parahuman with a bestial power. With monstrous power and an apatite to match she's an opponent that few would want to face.

Normally a rather energetic and friendly girl Zahira is a ruthless killer when the urge to hunt strikes her. She follows "The Rule of The Jungle", where one has the right to kill and eat their prey, seeing this as the natural order. While it would be a lie to say she does not enjoy this, it would also be a lie to say she is cruel or callous or that she feels any animosity towards victims. She has only recently been able to grasp the consequences targeting unpowered humans, but only in so much to believe that targeting intentionally is often more trouble than it's worth.

Zahira loves to fight, or more specifically she loves to Hunt. She often prioritizes facing off against a powerful opponent over completing more intangible or less immediately pressing goals. If she ends up facing them in a fight she will declare her intentions to kill and eat them in a cheerful manner. If she hears about one who isn't aware of her presence she will instead attempt to stalk and ambush them instead.
Last edited by squirrelly-sama on Tue Feb 23, 2021 7:54 am, edited 1 time in total.
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WAIFU WARZ - VILLAINOUS VILLAINESS - Helena The Lioness (PL11)

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"A fight then? Excellent! Impress me and I'll clean that sword of yours, disappoint me and I will be cleaning you off mine."

Helena The Lioness - PL 11
Sex: Female
Age: 25
Height: 6'10" | Hair: Blond | Eyes: Green
Role: The Amazon, Lady of War, Battle Maniac, Berserker

Waifu/Husbando Stats
Division - Super Welterweight
Series - Capes and Crawlers
Focus - Combat (Melee)
Waifu Typing - Warrior, Amazonian

Strength 8/6, Stamina 12/10, Agility 2, Dexterity 2, Fighting 8, Intellect 0, Awareness 2, Presence 0

Advantages
All-out Attack, Attractive 2, Close Attack 2, Diehard, Equipment 2, Extraordinary Effort, Fast Grab, Great Endurance, Improved Grab, Improved Hold, Improved Initiative, Improved Smash, Improvised Weapon, Power Attack, Prone Fighting, Startle, Takedown, Tracking

Skills
Close Combat: Unarmed 2 (+10), Expertise: Survival 6 (+6), Intimidation 9 (+10), Perception 4 (+6), Ranged Combat: Thrown 8 (+10), Stealth 5 (+5)

Powers
Amazonian Build: Growth 2 (+2 STR, +2 STA, +1 Intimidate, -2 Stealth, -1 active defenses, +2 mass ranks; Innate; Permanent)
Brawling: Strength-based Damage 2 (DC 25, Advantages: Improvised Weapon; Improved Critical)
Nemian Blood
. . Impervious Skin: Immunity 2 (Critical Hits; Limited: Damage)
. . Lady of War: Enhanced Trait 11 (Traits: Stamina +2 (+12), Strength +2 (+8), Advantages: Diehard, Extraordinary Effort, Great Endurance)
. . Leaping: Leaping 1 (Leap 15 feet at 4 miles/hour)
. . Nemian Skin: Immunity 80 (Toughness Effects; Limited - Half Effect)
. . Speed: Speed 1 (Speed: 4 miles/hour, 60 feet/round)
. . Tough Hide: Protection 2 (+2 Toughness)
Heavy Ax: Strength-based Damage 4 (DC 27; Improved Critical 2, Reach (melee) 2: 10 ft.)

Equipment
New Constructed Device [Heavy Ax: Strength-based Damage 4, DC 27; Improved Critical 2, Reach (melee) 2: 10 ft.]

Offense
Initiative +6
Brawling: Strength-based Damage 2, +12 (DC 25)
Grab, +10 (DC Spec 18)
Heavy Ax: Strength-based Damage 4, +10 (DC 27)
Throw, +10 (DC 23)
Unarmed, +12 (DC 23)

Complications
Addiction - Battle Junkie: Helena is a fighting maniac and loves nothing more than the thrill of battle and the hunt. She will often charge after dangerous beasts or warriors to try and fight them regardless of the current circumstances.
Honor: Helena has odd morals, while willing to mug pedestrians she is disgusted with those who target the weak or torture others. She always fights fair with no hidden tricks but doesn't react with more than mild annoyance, if at all, should her opponents cheat. And despite acting like a bandit she does not accept payment beyond what she feels she's earned or asked for. She is especially protective of children.
Quirk - Easily Satisfied: Helena only cares about eating, fighting, and sleeping. She views anything more a waste and a hassle, often she will choose the more immediately, and physically, satisfying reward regardless of the value of the alternative. This leads to her being easily bribed and often choosing a buffet currently in front of her over several thousand dollars paid out later.
Weakness - Magic: Helena's power is not all encompassing. Often times certain effects can completely bypass her enhanced resistances depending on thier functions. Usually this is through direct magic attacks.
Weakness - Willful Ignorance: Seeing no reason to bother Helena does not even try to be clever in most circumstances or educate herself. While capable of thinking her way out of problem she will always choose to simply brute force the solution no matter how terrible an idea it would be simply because she doesn't want to bother using her head. She is likewise rather uneducated, having a very spotty and more often then not completely wrong idea of how the world works.

Languages
English

Defense
Dodge 8, Parry 8, Fortitude 12, Toughness 14, Will 8

Power Points
Abilities 52 + Powers 65 + Advantages 17 + Skills 17 (34 ranks) + Defenses 14 = 165

NOTES:
A frighteningly powerful parahuman, Helena's is a well known name for those who keep track of cape affairs.

Born a slave Helena's early life was a constant struggle for survival. Forced into mock gladiatorial fights from childhood she knew almost nothing but constant violence and blood. From her fellow slaves to wolves to bears, Helena killed without mercy and hesitation to climb to the top. However as she became a young woman and her looks turned the heads of those overseers she was then forced to kill her owner to defend herself. Not willing to let such a thing stand the other overseers decided to have her killed, throwing her into a ring with a monstrously large beast. The Nemian Lion.

The creature was nigh unkillable, it's claws able to cut through steel and it's hide breaking any blade that struck it. Helena nearly died to the beast herself, but in the end she was able to fell it by abandoning her weapons and shield to wrestle the beast to death. Before her captors could stop her she used the beasts claws to carve out it's heart to devour it, gaining it's incredible power for herself. She slaughtered he way through her former captors to escape, seeing the sky and the outside world for the first time.

Helena is a much as her moniker would imply. Like a lion she's a powerful predator, but also lazy and proud. She does not hide, she does not compromise, she will do as she pleases with supreme confidence that none can stop her. She often simply finds herself lazing about in luxury until the itch to fight strikes where upon she will go seek a suitable challenger.
Last edited by squirrelly-sama on Tue Feb 23, 2021 7:54 am, edited 1 time in total.
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WAIFU WARZ - TG TALES - Sandwich Stoutaxe (PL7)

Post by squirrelly-sama »

Image
"I am Sandwich Stoutaxe of the Stoutaxe clan. I may have been born a drow, but the heart that beats in my chest is that of a Stoutaxe."

Sandwich Stoutaxe - PL 7
Sex: Female
Age: 20
Height: 6'0" | Hair: Silver | Eyes: Red
Role: Paladin, Lady Knight, Tomboy

Waifu/Husbando Stats
Division - Lightweight
Series - Capes and Crawlers
Focus - Combat (Melee)
Waifu Typing - Dandere

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

Advantages
All-out Attack, Attack Flurry, Defensive Roll 2, Diehard, Extraordinary Effort, Great Endurance, Improved Smash, Ultimate Effort: Toughness

Skills
Acrobatics 1 (+5), Athletics 3 (+5), Close Combat: Axe 2 (+8), Expertise: Smith 8 (+8), Expertise: Warrior 6 (+6), Insight 2 (+4), Perception 2 (+4), Persuasion 2 (+4), Ranged Combat: Throwing 4 (+8)

Powers
Dwarven Armor (Removable)
. . Enhanced Trait: Enhanced Trait 1 (Advantages: Ultimate Effort: Toughness)
. . Immunity: Immunity 22 (Critical Hits, Very Common Descriptor: Slashing / Piercing; Limited - Half Effect)
. . Impervious Defense: Impervious Toughness 6
War Axes 2 (Easily Removable)
. . Twin Axes: Strength-based Damage 4 (DC 21; Improved Critical, Split: 2 targets)
. . War Axes 1 (Alternate; Easily Removable)
. . . . Halberd: Strength-based Damage 4 (DC 21; Improved Critical, Reach (melee): 5 ft.)
. . War Axes 3 (Alternate; Removable)
. . . . Throwing Axes: Strength-based Damage 4 (DC 21; Improved Critical, Increased Range: ranged [2 extra ranks]; Unreliable (5 uses) [2 extra ranks])

Offense
Initiative +4
Grab, +6 (DC Spec 12)
Halberd: Strength-based Damage 4, +8 (DC 21)
Throw, +4 (DC 17)
Throwing Axes: Strength-based Damage 4, +8 (DC 21)
Twin Axes: Strength-based Damage 4, +8 (DC 21)
Unarmed, +6 (DC 17)

Complications
Honor - Dwarves: Sandwich does not consider herself a Drow in any way and instead acts as a member of the Stoutaxe Clan of dwarves.She is an honorable warrior, seeks to save herself for marriage, and is very loyal.
Prejudice - Least Attractive Dwarf Girl: Sandwich has much trouble finding a good husband due to her being very unattractive by Dwarf standards. What with the long legs, long silky silver hair, soft smooth skin, melodic airy voice, and complete lack of a beard.
Relationship - Dorn Rogan: A human Paladin of Lathander whom had once saved Sandy's life. He inspired her to become an adventurer and take the oath to become a paladin of the dwarven god Moradin.

Languages
Basic

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

Power Points
Abilities 48 + Powers 20 + Advantages 8 + Skills 15 (30 ranks) + Defenses 14 = 105

Notes:
A young drow girl who was adopted by a Dwarf as an infant. When the Dwarf had finished killing his way through a horde of Drow he called dibs on a picnic basket only to find out, to his disappointment it did not contain any sandwichs but a Drow baby. And thus the story of Sandwich Stoutaxe began.

From /tg
Last edited by squirrelly-sama on Tue Feb 23, 2021 7:55 am, edited 1 time in total.
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WAIFU WARZ - Donah Trumpette and Mysterious Masked Millionaire of Mystery Masked Money! (PL5)

Post by squirrelly-sama »

Image
*Angry Trump Noises*

Donah Trumpette - PL 5
Sex: Female
Age: 72
Height: 4'0" | Hair: Blonde (and totes there) | Eyes: Blue
Role: The Token Mini Moe, The Zap Branigan

Waifu/Husbando Stats
Division - Fly Wieght
Series - NA
Focus - I don't even
Waifu Typing - Loli

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

Advantages
Benefit, Child-Sized, Benefit, Diplomatic Immunity, Benefit, Status 4: President, Benefit, Wealth 5 (billionaire), Defensive Roll 2, Fast Grab, Improved Grab, Improved Hold, Luck (Edit Scene) 2, Luck 2, Second Chance: Win Votes, Taunt

Skills
Expertise (PRE): Politician 4 (+8), Expertise (PRE): Wealth 2 (+6)

Powers
4D Chess Master: Perception Area Weaken 5 (Affects: Will, Resisted by: Will, DC 15; Perception Area: DC 15 - Sight, Reaction 3: reaction; Limited: Always On, Source: Own Ignorance of Effect, Uncontrolled)

Bullheaded: Immunity 5 (Interaction Skills)

Can't Stop The Trump Train: Immortality 1 (Return after 2 weeks; Limited: Career)

Mysterious Masked Millionaire: Morph 1 (+20 Deception checks to disguise; Single form; Metamorph; Limited: Only Fools Idiots)

The Donald
. . It's All Fake News: Concealment 10 (All Senses; Increased Duration: continuous; Limited: Own actions, Uncontrolled)
. . Make America Great Again!: Cumulative Perception Area Affliction 5 (1st degree: Impaired, 2nd degree: Disabled, Resisted by: Will, DC 15; Perception Area: DC 15 - Hearing, Cumulative, Selective, Variable Descriptor: close group - Speaking/Shitposting (visual); Limited: Mental Abilities, Limited Degree, Quirk: Imprecise)
. . Once Again My Lies Have Been Proven True!: Luck Control 3 (Bestow Luck, Force a Re-roll, Negate Luck, Advantages: Luck (Edit Scene) 2, Luck 2; Uncontrolled)
. . Professional Shitposter: Other Area Communication 4 (Sense Type: Internet; Area, Rapid 2; Distracting, Feedback, Uncontrolled)
. . You reposted in the wrong wall: Create 5 (Volume: 30 cft., DC 15; Increased Duration: continuous; Limited: Slow)
. . You're Fired!: Nullify 5 (Counters: Contracts, DC 15; Increased Duration: concentration, Selective; Reduced Range: close)

Offense
Initiative +0
4D Chess Master: Perception Area Weaken 5 (DC Will 15)
Grab, +0 (DC Spec 10)
Make America Great Again!: Cumulative Perception Area Affliction 5 (DC Will 15)
Throw, +0 (DC 15)
Unarmed, +0 (DC 15)
You're Fired!: Nullify 5, +0 (DC Will 15)

Languages
American

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

Power Points
Abilities 8 + Powers 36 + Advantages 18 + Skills 3 (6 ranks) + Defenses 10 = 75

-------------------

Image

Wrestler For Justice Mysterious Masked Millionaire of Mystery Masked Money - PL 5

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

Advantages
Benefit, Child-Sized, Chokehold, Fascinate (Expertise: WRASTLING!), Improved Grab, Improved Hold, Improved Initiative, Improved Trip, Prone Fighting, Taunt

Skills
Close Combat: WRASTLING! 6 (+6), Deception 2 (+6), Expertise: WRASTLING! 8 (+8)

Powers
The Power of Money!
. . Bill Fold Barage (Accurate 3: +6, Alternate Resistance (no cost): Will, Improved Critical 3, Increased Range: ranged)
. . Make It Rain: Cloud Area Affliction 5 (1st degree: Vulnerable, 2nd degree: Prone, 3rd degree: Controlled, Resisted by: Will, DC 15; Cloud Area: 15 feet radius sphere, DC 15)
. . Pay Your Way: Cumulative Affliction 10 (3rd degree: Controlled, Resisted by: Will, DC 20; Cumulative, Improved Critical 4, Subtle: subtle; Limited Degree (third only), Sense-dependent: Hearing)
Totes Not Donah Trumpette: Morph 1 (+20 Deception checks to disguise; Single form; Metamorph; Limited: Only Fools Idiots)

Offense
Initiative +4
Grab, +6 (DC Spec 14)
Make It Rain: Cloud Area Affliction 5 (DC Will 15)
Pay Your Way: Cumulative Affliction 10, +0 (DC Will 20)
Throw, +0 (DC 19)
Unarmed, +0 (DC 19)

Defense
Dodge 5, Parry 5, Fortitude 5, Toughness 5, Will 5

Power Points
Abilities 26 + Powers 17 + Advantages 9 + Skills 8 (16 ranks) + Defenses 15 = 75

Complications
Enemy - Hillary Clinton And the News: A greater evil the world has never seen.
Motivation: Patriotism: He promises to Make America Great Again!
Obsession - The Wall: It will totes be built yall, and we'll make Mexico pay for it. I swear, it'll have solar power and lasers, it will be totally awesome!
Responsibility - President: Donah is the president of the USA. She is perhaps not the one we all want, nor the one we all need. But she is the one we all deserve.
Weakness - Her Own Worst Enemy: Please, Donah... Please just stop. For your own sake.

NOTES:
The 45th President of the United States and the "King of Realistate".

President by day, masked wrestler for justice by night, Donah Trump keeps a busy day doing stuff. Important stuff. For serious.
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HUSBANDO WARZ - Chainsaw Batman and Tyranoshark (PL8)

Post by squirrelly-sama »

Image

Chainsaw Batman - PL 8

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

Advantages
Beginner's Luck, Benefit, Wealth 3 (millionare), Daze (Intimidation), Defensive Roll 2, Evasion, Fascinate (Intimidation), Sidekick 16, Skill Mastery: Investigation, Teamwork, Uncanny Dodge

Skills
Acrobatics 2 (+10), Deception 4 (+8), Insight 4 (+8), Intimidation 8 (+12), Investigation 10 (+14), Perception 2 (+6), Persuasion 2 (+6), Ranged Combat: Thrown 6 (+10), Sleight of Hand 2 (+6), Technology 2 (+6), Treatment 2 (+6), Vehicles 2 (+6)

Powers
Chainsaw: Strength-based Damage 4 (Easily Removable, DC 23; Improved Critical)
Utility Belt: Variable 1 (Removable; Action: move)

Offense
Initiative +8
Chainsaw: Strength-based Damage 4, +8 (DC 23)
Grab, +8 (DC Spec 14)
Throw, +10 (DC 19)
Unarmed, +8 (DC 19)

Languages
English

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

Power Points
Abilities 84 + Powers 9 + Advantages 28 + Skills 23 (46 ranks) + Defenses 6 = 150

-----

TyrannoShark - PL 8

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

Advantages
All-out Attack, Fast Grab, Favored Environment: Water, Improved Grab, Improved Hold, Improved Smash, Move-by Action, Teamwork

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

Powers
Bite (Advantages: Fast Grab, Improved Grab, Improved Hold, Improved Smash; Improved Critical 3)
Gills: Immunity 1 (Suffocation: Drownning)
Growth: Growth 8 (+8 STR, +8 STA, +4 Intimidate, -8 Stealth, -4 active defenses, +2 size ranks, +8 mass ranks, +1 spee)
His Vision is Based On Movement: Senses 4 (Accurate: electromagnetic, Distance Sense, Tracking: Smell 1: -1 speed rank; Quirk: Distance and Tracking based on blood)
Powerful Jaws: Enhanced Strength 2 (+2 STR; Limited: Grabbing)
Speed: Speed 5 (Speed: 60 miles/hour, 900 feet/round)
. . Swimming: Swimming 5 (Alternate; Speed: 16 miles/hour, 250 feet/round)

Offense
Initiative +2
Grab, +2 (DC Spec 20)
Throw, +0 (DC 25)
Unarmed, +6 (DC 25)

Languages
Shark

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

Power Points
Abilities 16 + Powers 35 + Advantages 4 + Skills 5 (10 ranks) + Defenses 20 = 80

Complications
Motivation - Doing Good
Enemy - Katana Joker and PteroBear
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Re: WAIFU WARZ - Squirrelly's Build Tank | Now with 20% More Meme Builds

Post by squirrelly-sama »

And Now we're about back up to date with my other thread. From here on out builds will be posted a bit slower, as this was just the backup/rehost of already made and posted ones.

Still I have a few more to share as now that it's the month of October I feel a lot of people are probably going to be looking for Halloween theme builds. I'll try to get out at least 1 or 2 a week until Halloween does come around. So, lets start it all off with a rather large build, even if she has a smaller than average PL she makes up for it with spunk.
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WAIFU WARZ - Spook House The Witchling

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Image
"Trick or Treat?"

Spook House The Witchling - PL 8

Sex: Female
Age: 10
Height: 4'7" | Hair: Blonde | Eyes: Amber
Role: Mischief-Maker, Caster, Thrill Seeker, Metamorph

Waifu Stats
Division - Featherweight
Series - Part-Time Magica
Focus - Misc (Ranged/Magic & De-buff)
Imouto Typing - Kamidere, Sadodere

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

Advantages
Benefit 2: Adorable Appearance - +5 to interaction checks vs Adults Who Find Her Cute, Benefit, Child-Sized, Defensive Attack, Defensive Roll 4, Fascinate (Deception), Favored Environment: Urban, Favored Foe: Small Children, Hide in Plain Sight, Improved Initiative, Move-by Action, Taunt

Skills
Acrobatics 4 (+6), Deception 10 (+10), Expertise: Occult 8 (+8), Insight 2 (+4), Perception 2 (+4), Persuasion 6 (+6), Ranged Combat: Magic 6 (+8), Sleight of Hand 6 (+8), Stealth 6 (+8), Vehicles 2 (+4)

Powers
Costume Swap!: Morph 2 (+20 Deception checks to disguise; Narrow group; Metamorph 5; Activation: move action, Source: Costumes)
Magic
. . Cursed!: Progressive Affliction 8 (1st degree: Dazed, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 18; Increased Range: ranged, Insidious, Progressive; Limited: Acting Against Own Interests)
. . Hallabaloo A Monster Is You!: Summon 8 (Increased Range: ranged, Type (Broad): Monsters; Attitude: indifferent, Source: Halloween Costumes)
. . Jynx!: Nullify 8 (Counters: Effects That Can Be Negated By Circumstance, DC 18; Broad, Contagious, Increased Duration 3: continuous, Randomize, Reversible; Limited: Instantly countered by Luck and resisted by Pre, Limited to Minds, Uncontrolled)
. . Magic Missle: Damage 8 (DC 23; Improved Critical, Increased Range: ranged, Multiattack)
. . Trick or Treat!: Illusion 8 (Affects: Three Sense Types - Sight and Hearing, Area: 250 cft., DC 18)
. . Welcome To The Monster Mash!: Progressive Burst Area Affliction 1 (3rd degree: Transformed, Controlled, Resisted by: Will, DC 11; Burst Area: 30 feet radius sphere, DC 11, Extra Condition, Progressive; Limited: Only Affects Those Dressed Up, Limited Degree (third only))
Magic Shield!: Protection 4 (+4 Toughness; Activation: move action)
Riding Broom: Flight 3 (Easily Removable, Speed: 16 miles/hour, 250 feet/round; Platform)
Spook: Feature 1 (Notes: Use Deception to Intimidate Minions)
Trixie Witch: Concealment 2 (Sense - Sight; Source: Cluttered Enviroments)

Offense
Initiative +6
Cursed!: Progressive Affliction 8, +2 (DC Will 18)
Grab, +2 (DC Spec 8)
Jynx!: Nullify 8, +2 (DC Will 18)
Magic Missle: Damage 8, +2 (DC 23)
Throw, +2 (DC 13)
Unarmed, +2 (DC 13)
Welcome To The Monster Mash!: Progressive Burst Area Affliction 1 (DC Will 11)

Complications
Addiction - Candy: Sweets and treats are Spook Houses greatest weakness. She constantly seeks to add more of it to her holiday horde and often steals it from other children. She is very picky about candy, having a complex rating system for trading and reacts violently to "looser candy".
https://www.youtube.com/watch?v=xLNplefdGKo
Honor - Trick Or Treating: Spook House follows the various complex rules of Trick Or Treating, governing who to prank, who to protect, how to trade, and the code of conduct for "Spook Offs".
Obsession - Halloween: As a creature of the night (in training) Spook House is enamored with the holiday of Ghosts and Ghouls.She cannot resist mischief around the holiday and will torment those she thinks are not abiding by the spirit of the holiday.
Power Loss - Costume: If ever her costume comes off or is damage Spook House looses all her supernatural powers and is nothing more than an ordinary, if exceptionally bratty, girl.
Quirk - Child: As a 10 year old little witchling Spook House is just a child. She is not overly intelligent for her age and often acts immature. Her appearance is that of just a small child in a rather well made costume which often leads to adults treating her as such, which she hates.

Languages
English

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

Power Points
Abilities 16 + Powers 49 + Advantages 15 + Skills 26 (52 ranks) + Defenses 14 = 120

Notes:
A young metahuman with the strange power to gain powers from Halloween costumes.

Diane Wicca, a young girl fascinated by the occult, wants to enjoy herself over over the Halloween holiday. In the days leading up to the main even she sneaks out at night to do mischief across the city.

A villain for some small time heroes and perfect for a just a fun little Halloween one shot. Spook House is precocious child with super powers acting out, ultimately there's little if no harm done other than being a menace. Either during Halloween night itself or during the days leading up to it there's incidents popping of weird pranks or vandalism done by a child in a costume. Halloween stores being broken into, candy shops being raided, houses being TP'd, and people getting scared by things in the dark. The heroes, either being victims of themselves or just getting roped in by request are now on a personal mission to put a stop to the girl's shenanigans, and need to figure out who is behind these little monster girls terrorizing the city and how to stop them.
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WAIFU WARZ - Spook House The Werepupper (PL8)

Post by squirrelly-sama »

Image
"Awoo!"

Spook House The Werepupper - PL 8
Waifu Stats
Division - Featherweight
Series - Part-Time Magica
Focus - Melee (Blitz/Tank)
Imouto Typing - Kamidere, Sadodere, Awoo~

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

Advantages
Animal Empathy, Benefit 2: Adorable Appearance, Benefit, Child-Sized, Defensive Roll 4, Fascinate (Deception), Fast Grab, Favored Environment: Urban, Favored Foe: Small Children, Hide in Plain Sight, Improved Hold, Improved Initiative 1/2, Move-by Action, Prone Fighting, Taunt, Teamwork

Skills
Acrobatics 4 (+6), Deception 10 (+10), Expertise: Occult 8 (+8), Insight 2 (+4), Perception 2 (+8/+4), Persuasion 6 (+6), Sleight of Hand 6 (+6), Stealth 6 (+8), Vehicles 2 (+2)

Powers
Awoo!: Comprehend 2 (Animals - Speak To, Animals - Understand; Narrow Type: Dogs)
Claws and Teeth: Strength-based Damage 2 (DC 21; Improved Critical)
Costume Change!: Morph 2 (+20 Deception checks to disguise; Narrow group; Custom 5: Metamorph; Activation: move action, Source: Costumes)
Little Lycan: Enhanced Trait 28 (Traits: Strength +6 (+4), Stamina +4 (+6), Dexterity -2 (+0), Close Combat +8 (+10), Perception +4 (+8), Improved Initiative 2 +1 (+2), Advantages: Animal Empathy, Fast Grab, Improved Hold, Prone Fighting, Teamwork)
Spook: Feature 1 (Notes: Intimidate Minions with Deception)
Wolf Run: Speed 4 (Speed: 30 miles/hour, 500 feet/round)
. . Dig a hole: Burrowing 4 (Alternate; Speed: 1 mile/hour, 15 feet/round)
Wolf Senses: Senses 3 (Analytical: Smell, Tracking: Smell 1: -1 speed rank, Ultra-hearing)

Offense
Initiative +10/+6
Claws and Teeth: Strength-based Damage 2, +10 (DC 21)
Grab, +2 (DC Spec 14)
Throw, +0 (DC 19)
Unarmed, +10 (DC 19)

Languages
Awoo~

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

Power Points
Abilities 16 + Powers 53 + Advantages 14 + Skills 23 (46 ranks) + Defenses 14 = 120

Notes:
Spook House in a werewolf costume. She focuses more on melee attack and clipping opponents while rushing past. In this form she acts more dog-like, often getting distracted by normal dog things like squirrels and bones.
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WAIFU WARZ - Spook House The Candy Count

Post by squirrelly-sama »

Image
"Bleh ble-bleh!"

Waifu Stats
Division - Featherweight
Series - Part-Time Magica
Focus - Misc
Imouto Typing - Kamidere, Sadodere

Spook House The Candy Count - PL 8

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

Advantages
Benefit 2: Adorable, Benefit, Child-Sized, Defensive Roll 4, Fascinate (Deception), Favored Environment: Urban, Favored Foe: Small Children, Hide in Plain Sight, Improved Defense, Improved Initiative, Move-by Action, Skill Mastery: Stealth, Taunt, Uncanny Dodge

Skills
Acrobatics 4 (+6), Deception 10 (+10), Expertise: Occult 8 (+8), Insight 2 (+4), Perception 2 (+4), Persuasion 6 (+6), Sleight of Hand 6 (+8), Stealth 6 (+8), Vehicles 2 (+4)

Powers
Costume Change: Morph 2 (+20 Deception checks to disguise; Narrow group; Custom 5: Metamorph; Activation: move action, Source: Costumes)
Echolocation: Senses 3 (Accurate: Hearing, Analytical: Hearing)
Hemophagia: Variable 2 (enhance traits; Action 2: free; Source: Drained Vitality, Unreliable (5 uses))
Levitate: Flight 2 (Speed: 8 miles/hour, 120 feet/round)
Shadow Sneak: Concealment 3 (Sense - Hearing, Sense - Sight, Advantages: Skill Mastery; Source: Shadows)
Spook: Feature 1 (Notes: Intimidate Minions with Deception)
Vampiric Magic
. . Batty Fighting: Enhanced Trait 10 (Traits: Dodge +4 (+10), Parry +4 (+10), Advantages: Improved Defense, Uncanny Dodge)
. . Healing Bite
. . . . Affliction: Affliction 8 (Linked; 1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 18; Grab-based)
. . . . Healing: Healing 8 (Linked; Grab-based, Limited: Self)
. . Magic Eye: Perception Area Affliction 8 (1st degree: Entranced, 2nd degree: Compelled, Resisted by: Will, DC 18; Perception Area: DC 18 - Sight, Selective, Subtle: subtle, Triggered: 1 use - Manual; Instant Recovery, Limited Degree)
. . Reform: Teleport 4 (500 feet in a move action, carrying 50 lbs.; Change Direction, Change Velocity)
. . Shadow Snare: Move Object 6 (3200 lbs.; Accurate 4: +8, Increased Duration: continuous; Limited: Holding Still, Source: Shadows)
. . Swarm of Bats: Insubstantial 2 (Gaseous)

Offense
Initiative +6
Affliction: Affliction 8, +2 (DC Fort 18)
Grab, +2 (DC Spec 8)
Magic Eye: Perception Area Affliction 8 (DC Will 18)
Shadow Snare: Move Object 6, +10 (DC 16)
Throw, +2 (DC 13)
Unarmed, +2 (DC 13)

Languages
English

Defense
Dodge 10/6, Parry 10/6, Fortitude 4, Toughness 6/2, Will 6

Power Points
Abilities 16 + Powers 53 + Advantages 14 + Skills 23 (46 ranks) + Defenses 14 = 120

Notes:
A rather versatile mixed attacker, however she lacks a good enough way to deal out too much damage quickly. Her healing requires her to grab targets, something that's hard to do with her natural abilities but she can accomplish it through using one of her other skills to make the target unable to resist such as snaring them with her Shadow Snare. Her Hemophagia lets her have 5 boosts before requiring she feed again.

Spook House suffers from more vampiric weaknesses and quirks in this form. She talks in a very stereotypical vampire way and reacts badly to normal anti-vampire measures though they don't actually affect her like it would a true vampire. In truth she does not drink blood, she just bites the victim and uses magic to drain vitality from them, though she pretends to drink blood which is actually tomato juice.
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WAIFU WARZ - Spook House The Franken Brat (PL8)

Post by squirrelly-sama »

Image
"Fire bad!"

Spook House The Franken Brat - PL 8
Division - Featherweight
Series - Part-Time Magica
Focus - Melee (Tank)
Imouto Typing - Kamidere, Sadodere

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

Advantages
Benefit 2: Adorable, Benefit, Child-Sized, Defensive Roll, Fascinate (Deception), Fast Grab, Favored Environment: Urban, Favored Foe: Small Children, Hide in Plain Sight, Improved Grab, Improved Hold, Improved Initiative, Move-by Action, Taunt

Skills
Acrobatics 4 (+4), Deception 10 (+10), Expertise: Occult 8 (+8), Insight 2 (+4), Perception 2 (+4), Persuasion 6 (+6), Sleight of Hand 6 (+4), Stealth 6 (+6), Vehicles 2 (+0)

Powers
Costume Change!: Morph 2 (+20 Deception checks to disguise; Narrow group; Custom 5: Metamorph; Activation: move action, Source: Costumes)
Galvanized
. . Immunity: Immunity 30 (Fortitude Effects)
. . Protection: Protection 12 (+12 Toughness)
. . Rigormortis: Enhanced Trait -36 (Traits: Stamina -8 (+0), Fortitude -2 (+0), Defensive Roll -4 (+0), Dexterity -4 (-2), Fighting -2 (+0), Agility -2 (+0))
. . Unarmed: Enhanced Trait 3 (Traits: Close Combat +6 (+6))
. . Undead Grip: Enhanced Strength 10 (+10 STR, Advantages: Fast Grab, Improved Grab, Improved Hold)
Spook: Feature 1 (Notes: Intimidate Minions with Deception)
Strength Alternate Effects
. . Galvanize: Healing 10 (Alternate; Restorative; Limited: Self, Source: Electricity)
. . Stone Wall: Damage 10 (Alternate; DC 25; Reaction 3: reaction; Limited: Rendered Defenseless, Limited: to effect or Damage rank, Limited: Must Successfully Resist Damage)
Through The Walls: Burrowing 4 (Speed: 1 mile/hour, 15 feet/round; Limited: Objects Less Tough than Own Strength)

Offense
Initiative +4
Grab, +0 (DC Spec 20)
Stone Wall: Damage 10, +0 (DC 25)
Throw, -2 (DC 25)
Unarmed, +0 (DC 25)

Languages
English

Defense
Dodge 4, Parry 4, Fortitude Immune, Toughness 12, Will 6

Power Points
Abilities 20 + Powers 49 + Advantages 14 + Skills 23 (46 ranks) + Defenses 14 = 120

Notes:
Spook Houses Frankenstein form. An implacable wall and absurdly strong, it focuses on tanking hits to give them back even harder. In this form Spook House is much more passive and slow, speaking slower and with a more simple vocabulary. She developed a fear of fire.
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