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

Where in all of your character write ups will go.
Jabroniville
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Re: WAIFU WARZ - WELCOME TO WEEB ACADEMY

Post by Jabroniville »

The local video store that used to be near where I live had a ton of anime DVDs, and when I got back into renting stuff regularly, I went through many of them. Oddly, I stopped Peach Girl right before the ending, because I had no interest in the "Will They/Won't They?" thing with the Generic Stoic Guy and the Trickster Smartass. Overall it was kind of funny and cute, and I liked how the tall, tanned, amazonian girl was unpopular because of her non-standard looks and guys would drool over the Alpha Bitch "and her pale skin!".

I didn't realize Slam Dunk featured a "girl in disguise" arc at all.

Your comment about Fashionistas reminds me of the Monster High and Ever After High shows, but there, EVERYONE is a Fashionista, so it's basically a default personal obsession.
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squirrelly-sama
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Re: WAIFU WARZ - WELCOME TO WEEB ACADEMY

Post by squirrelly-sama »

I think it was slam dunk, there was a shoujo manga about basket ball which was about a girl crossdressing to get into a specific highschool.
Jabroniville
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Re: WAIFU WARZ - WELCOME TO WEEB ACADEMY

Post by Jabroniville »

squirrelly-sama wrote: Fri Aug 14, 2020 7:03 am I think it was slam dunk, there was a shoujo manga about basket ball which was about a girl crossdressing to get into a specific highschool.
Oh, Slam Dunk is a boys' manga about a Chicago Bulls-like team of red-wearing warriors.
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DalkonCledwin
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Re: WAIFU WARZ - WELCOME TO WEEB ACADEMY

Post by DalkonCledwin »

You know, the Student Mob stat block would make for an excellent stand in for Naruto's clones XD
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squirrelly-sama
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WAIFU WARZ - Red Hood (PL8)

Post by squirrelly-sama »

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Red Hood - PL 8

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

Advantages
All-out Attack, Favored Environment: Woodlands, Favored Foe: Beasts, Fearless, Improved Initiative, Improvised Weapon, Luck 4, Precise Attack (Ranged, Cover), Quick Draw, Takedown, Tracking, Uncanny Dodge

Skills
Acrobatics 3 (+8), Athletics 3 (+5), Close Combat: Unarmed 3 (+8), Expertise: Ranger 8 (+8), Perception 6 (+8), Ranged Combat: Handguns 4 (+8), Stealth 3 (+8)

Powers
Double Pistols (Removable)
. . Blessed Bullets: Damage 8 (DC 23, Advantages: Precise Attack (Ranged, Cover); Affects Insubstantial: half ranks, Improved Critical, Increased Range: ranged)
. . Cursed Bullet: Cumulative Affliction 8 (1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 18; Cumulative, Improved Critical, Increased Range: ranged, Incurable, Reversible; Unreliable (5 uses))
. . Holy Bullet: Nullify 8 (Counters: Supernatural Effects, DC 18; Broad, Simultaneous; Unreliable (5 uses))
. . Silver Bullet: Affliction 8 (1st degree: Impaired, Dazed, 2nd degree: Disabled, Stunned, 3rd degree: Incapacitated, Paralyzed, Resisted by: Fortitude, DC 18; Affects Insubstantial 2: full rank, Extra Condition, Improved Critical, Increased Range: ranged; Limited: Supernatural Creatures)

Acrobatics: Leaping 2 (Leap 30 feet at 8 miles/hour)
Devils Luck: Luck Control 2 (Force a Re-roll, Negate Luck, Advantages: Luck 4)
Hunter's Eyes: Senses 1 (Low-light Vision)
Hunters Fortitude: Protection 4 (+4 Toughness)

Offense
Initiative +9
Blessed Bullets: Damage 8, +8 (DC 23)
Cursed Bullet: Cumulative Affliction 8, +8 (DC Fort 18)
Grab, +5 (DC Spec 12)
Holy Bullet: Nullify 8, +8 (DC Will 18)
Silver Bullet: Affliction 8, +8 (DC Fort 18)
Throw, +4 (DC 17)
Unarmed, +8 (DC 17)

Complications
Accident: Red Hood's first priority is killing beasts, everything else is secondary. She often causes a great amount of collateral damage and civilian injuries in her pursuits. She feels no remorse for her actions, almost acting gleeful at the opportunity.
Enemy - Beasts: Red Hood hunts super natural Beasts that prey on humanity. While most are mindless monsters some are intelligent and seek her destruction.
Motivation - Responsibility: Red Hood seeks to protect humanity from the Beastly Scourge and sees it as her duty to wipe them out. If there is any hint of Beast activity in an area she will drop everything else to try and destroy the monsters.
Reputation: Red Hood has gained a reputation of violence and is seen by others as a crazed criminal. She is easily recognized by her signature Red Hood.
Wanted: Red Hood is a wanted Criminal, a not at all undeserved title.

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

Power Points
Abilities 44 + Powers 35 + Advantages 10 + Skills 15 (30 ranks) + Defenses 16 = 120

Notes:
A quick build I made because I liked the picture I randomly stumbled across.
Jabroniville
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Re: WAIFU WARZ - WELCOME TO WEEB ACADEMY

Post by Jabroniville »

Reminds me of BB Hood from DarkStalkers, kinda!
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squirrelly-sama
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WAIFU WARZ - WEEB ACADEMY NPCs - The Techie

Post by squirrelly-sama »

Image
Image
"Don't you know everything is online these days."

The Techie - PL 5

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

Advantages
Connected, Contacts, Cyber-Sleuth: +5 Bonus to investigation and Perception checks online 2, Equipment 1, Fascinate (Expertise: Electronics and Computers), Favored Foe: People Online, Inventor, Skill Mastery: Technology, Well-informed

Skills
Deception 4 (+4), Expertise: Electronics and Computers 10 (+12), Insight 3 (+3), Investigation 3 (+5), Perception 5 (+5), Sleight of Hand 3 (+5), Stealth 4 (+4), Technology 8 (+10)

Powers
Hacking
. . Cyber Stalking: Cumulative Mind Reading 5 (DC 15; Cumulative, Custom: Affects Others; Source: Electronics, Uncontrolled)
. . Doctoring Footage: Illusion 5 (Affects: Three Sense Types - Sound and Sight, Area: 30 cft., DC 15; Increased Duration: continuous; Limited: Only of media (Photos and videos), Limited: Slow)
. . Hacking the Comms: Radio Area Communication Perception (Visual) Perception (One Sense) 1 (Area, Feature 2: Vocal and Image mimicry, Perception (One Sense): Sound, Perception (Visual): Sight, Selective; Source: Electronics)
. . Hacking the System: Environment 2 (Other: Variable 4, Radius: 60 feet; Custom 2: Increased Range; Uncontrolled)
. . Information Warfare: Cumulative Affliction 5 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Transformed, Resisted by: Will, DC 15; Cumulative, Increased Range 2: perception; Limited: Social Abilities and Powers, Source: Electronics)
. . Security Hack: Remote Sensing 2 (Affects: 2 Types, inc. Visual, Range: 120 feet; Custom: Affects Others, Increased Duration: continuous)
Wide Array: Feature 10 (Notes: Can use 2 Hacking Array Options.)

Equipment
Cell Phone (Smartphone), Computer, Multi-tool, Toolkit (Basic)

Offense
Initiative +0
Cyber Stalking: Cumulative Mind Reading 5 (DC Will 15)
Grab, +0 (DC Spec 9)
Information Warfare: Cumulative Affliction 5 (DC Will 15)
Throw, +2 (DC 14)
Unarmed, +0 (DC 14)

Complications
Motivation: Thrills: A consummate hacker the Techie enjoys a challenge. Celebrity accounts, popular websites, even government servers are not safe when the Techie is at the keyboard.
Obsession - Nerd Culture: A recluse by nature the Techie immerses themself in nerd culture, being an avid watcher of movies, player of games, and consumer of internet memes.
Power Loss - Internet Access: All of the Techie's abilities are reliant on a consistent and strong internet connection. Interruptions to their service can disrupt their hacking attempts, and they are completely locked out of information that has not been recorded digitally.
Reputation - NEET: Being a recluse with an extreme aversion to any social interaction that doesn't take place through a screen the Techie has gained a negative reputation. They are seen as a weirdo, a creep, and someone who is wasting their lives.
Secret - Hacker: Due to the highly illegal nature of their hobby the Techie hides the fact they are a hacker from others. They instead go by an infamous alias, taking credit for their achievements under an assumed name while they conceal their real identity. However there are still rumors floating around about their hacking skills even if not their connection to their alternate identity.

Languages
LEET

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

Power Points
Abilities 10 + Powers 25 + Advantages 10 + Skills 20 (40 ranks) + Defenses 10 = 75

Notes:
The Techie, also known as the Hacker, the Cracker, or the Computer Nerd. The Techie is a popular character archetype in modern media, being an expert in all things technical and the go to source for any sort of electronics exposition needed.

Often seen as an expert hacker, massive nerd, and engineering wiz, the techie fills a supporting character role more often then not. If ever anything with even the slightest bit of computer or electronic equipment is involved the Techie is more than capable of hacking into it, internet connection be damned. Real life technical knowledge is unneeded, often times even a hindrance, to them as they simply do whatever the plot needs them to do like literal techno-wizardry.

The Techie first really started to show up in popular media with the rapid popularity of the internet. Back in the 90s "Hacking" was the big thing, no one understood computers or how the internet worked, and people were both afraid and intrigued with the possibilities that existed. Back in the days of "Cyberspace" and "Internet Superhighways" a hacker could do anything from turning a computer screen into a portal to the internet, face off against your firewall like it was a level in DOOM, or launch all the nuclear missiles with the press of a button. Even as time went on and the general public began to better understand how computers worked you still came across gems of Hollywood gloriously failing to understand even the basics leading to literally chasing the fleeing fleeing avatars of criminals to arrest them in real life or multiple people typing on the same keyboard to try and out type a hacker or the many many strings of cobbled together computer buzzwords vomited out of the mouths of the resident "expert" to explain or solve some new plot twist.

In Weeb Academy the Techie is a shadowy, suspicious, and somewhat scruffy weirdo who spends all their time online. They are morally ambiguous, or at least have a disrespect for the law and authority, and are willing and eager to commit crimes either for their benefit or based on some ideal they believe in. They are a typical nerd, with typical nerd interests, but despite having no formal training and a cobbled together computer and consumer level internet speeds they are still far more capable than the professionals and experts. In game they act as support; able to scout things out, deactivate traps, gather info, hassle enemies using their own security systems, or counter other Techies.

Because of the nature of how they operate they tend to act as "Bathroom Psychics" capable of fighting from the safety of their own homes or at least well away from physical danger and so steps often need to be taken to account for this. The easiest is to simply disallow the class for PCs, only having a GM PC take up the role if it's needed. If a PC does want to play as a Techie a more difficult, but more rewarding, method is to devise non-standard problems for them to counter similar to how you see in "Hollywood Hacking" scenarios. They could be forced to navigate a maze to collect information, defeat a boss character to take down computer program, or solve a puzzle in order to decrypt program, in essence making them do a "mini-game" to successfully hack.
Jabroniville
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Re: WAIFU WARZ - WELCOME TO WEEB ACADEMY - THE TECHIE SMASHES THE SYSTEM

Post by Jabroniville »

huh- interesting. Turning basic hacking cliches (Doctoring, Hacking, etc.) into actual Super-Powers via Computers as the Source. Probably a lot more fun in play that "roll a check: Computers or Technology" would be.
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squirrelly-sama
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Re: WAIFU WARZ - WELCOME TO WEEB ACADEMY - THE TECHIE SMASHES THE SYSTEM

Post by squirrelly-sama »

Yup, one of the reasons I like doing these low level builds (and thus why I started Weeb Academy) was the chance to try and make some really creative powers. The thing is that at high power levels you generally only think in terms of fire power and damage but being limited to lower levels forces you to get creative. Not just in terms of point or rank limits but in what sorts of problems you're going to be facing and how to fight them. Super human level characters are really just going to be facing things that hit hard and need to be hit hard most of the time, but on the more human level you start seeing more abstract problems where skill and intelligence come into play as something more than just a means to apply more force.

That isn't to say there's not those sorts of problems in high PL settings, but they come up much less frequently. In a conflict between super humans punching something is often a legitimate solution, however in a low level setting where everyone is basically a normal human dealing with everyday problems violence is often the worst way to solve your problems. You tend to face things other than physical danger normally, even in a modern highschool teen drama sort of setting the usual problems are more social than physical and so the solutions are also more abstract.

In a high level setting the Techie is probably going to be more like a Power Armor user, with a lot of points invested into their weapons and such with few left to put into other things and so things like Hacking are generally just a skill check. Likewise a Paragon could be a social butterfly but be too heavily invested into combat to buy a whole power to show they can calm people down instead of just using a Persuasion check. Still, I like to think creative powers like the ones I build in Weeb Academy have their place when scaled up. They can be background NPCs, creative Power Stunt like effects, or even just made into an interesting "Unpowered" high level character like I tend to do with some of my PL8 builds.
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squirrelly-sama
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WAIFU WARZ - Little Leela (Halloween) PL10

Post by squirrelly-sama »

Image
"Only tricks and no treats if you can't say my name right! Hey, what are you laughing at? I'm serious!"

Little Leela (Halloween) - PL 10
Sex: Female
Age: 18+
Height: ~5'4" | Weight: ~96 | Hair: Brunette | Eyes: Brown
Role: The Cutie, The Girly One, The Sleuth, The Brat

Waifu Stats
Division - Welterweight
Series - Final Fantasy Brave Exvius: War of The Visions
Focus - Magic Artillery, Mathmagician, Glass Cannon
Dere Typing - Kawaiiko

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

Advantages
All-out Attack, Attractive, Eidetic Memory, Evasion 2, Favored Environment: The High Ground, Improved Defense, Improved Initiative 2, Move-by Action, Teamwork, Uncanny Dodge

Skills
Acrobatics 2 (+10), Expertise: Arithmetic 8 (+10), Insight 6 (+10), Investigation 8 (+10), Perception 4 (+8), Ranged Combat: Magic 10 (+10), Stealth 2 (+10)

Powers
Job Skills
. . Limit Break - Animal Pumpkin Link
. . . . Dispel: Progressive Affliction 14 (Linked; anti-buff, 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Transformed, Resisted by: Will, DC 24; Increased Range: ranged, Progressive; Inaccurate 2: -4, Limited: One Use, Quirk: Only effects Power Based Buffs, Unreliable (5 uses))
. . . . Pumpkin Bomber: Damage 14 (Linked; DC 29; Increased Range: ranged; Inaccurate 2: -4, Limited: One Use, Unreliable (5 uses))

. . CT Average: Burst Area Luck Control 2 (Force a Re-roll, Spend on Other; Burst Area: 30 feet radius sphere, DC 12, Custom: Use Standard Action To Use for Free; Limited: Initiative Rolls Only)
. . Esuna: Nullify 10 (Counters: Status Effects, DC 20; Broad, Simultaneous)
. . Healing: Healing 15 (Increased Range: ranged, Restorative, Resurrection; Limited: Resurrection, Limited: One Use, Unreliable (5 uses))
. . Height 3 Disable: Burst Area Affliction 10 (1st degree: Dazed, 2nd degree: Stunned, Resisted by: Will, DC 20; Burst Area: 30 feet radius sphere, DC 20, Increased Range: ranged, Selective; Limited Degree)
. . Height Based Aero: Damage 10 (DC 25; Increased Range: ranged, Multiattack)
. . Height Based Cura: Burst Area Healing 10 (Burst Area: 30 feet radius sphere, DC 20, Increased Range: ranged; Unreliable (5 uses))
. . Level 4 Aeroga: Burst Area Damage 10 (DC 25; Burst Area: 30 feet radius sphere, DC 20, Increased Range: ranged)
. . Subjob Ninja
. . . . Decider of Fate: Affliction 10 (1st degree: Vulnerable, 2nd degree: Defenseless, DC 20; Alternate Resistance (Dodge), Increased Range 2: perception, Insidious, Subtle 2: undetectable; Instant Recovery, Limited Degree)
. . . . Hide: Concealment 6 (All Aural Senses, All Visual Senses, Advantages: Hide in Plain Sight; Activation 2: standard action)
. . . . Utsusemi: Deflect 12 (Reduced Range: close)
Magic Protection: Protection 6 (+6 Toughness)

Ninja Training
. . Shadow Runner: Speed 5 (Speed: 60 miles/hour, 900 feet/round; Feature: Leaping)
. . Shukuchi: Enhanced Agility 4 (+4 AGL, Advantages: Evasion 2, Improved Defense, Improved Initiative 2, Move-by Action, Uncanny Dodge)

Offense
Initiative +16
Decider of Fate: Affliction 10 (DC Dog/Fort/Will 20)
Dispel: Progressive Affliction 14, +6 (DC Will 24)
Esuna: Nullify 10, +10 (DC Will 20)
Height 3 Disable: Burst Area Affliction 10 (DC Will 20)
Height Based Aero: Damage 10, +10 (DC 25)
Level 4 Aeroga: Burst Area Damage 10 (DC 25)
Pumpkin Bomber: Damage 14, +6 (DC 29)

Complications
Fame: A former low-ranking soldier Little Leela came to the attention of the crown and the country when she was able to quickly solve a mysterious theft in the castle.
Identity - Little Lulu?: Despite reminding them repeatedly not even Leela's closest allies can remember what her name is and each refers to her by a different and incorrect name. Leela keeps count of the exact number of times they have done this.
Power Loss - Cosplay: Often dressed in strange but if cute outfits Leela is convinced that her wardrobe is the source of her great talents, that dressing for the part unlocks her true potential and that loosing her accessories will halve her powers.
Power Loss - Mathematician: Leela's spells require her targets be in certain positions relative to her to unleash their full potential. This is most often based on their relative heights with her needing to be above them.
Vanity: Leela is very vain, constantly bragging about her looks or investigation skills at the slightest provocation. She is easily convinced of her own deductions and will often rush forward into danger convinced she has figured out the key to victory.

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

Power Points
Abilities 32 + Powers 65 + Advantages 5 + Skills 20 (40 ranks) + Defenses 28 = 150

Notes:
A spellblade who, despite having no battle experience, managed to join Leonis's first division, «Fortem», after her bright and enthusiastic nature caught Sterne's eye. She is very proud of the name given to her by her mother and becomes upset when mistakenly referred to by a different name.

Little Leela enlisted in «Fortem» two years ago after an incident at Leonis Castle. That day, the castle held an evening banquet to welcome noblemen visiting from abroad. In the midst of the frivolity, Queen Helena's tiara was stolen by a mystery thief. While the castle was in a state of panic, it was low-ranking Little Leela who cracked the case. With the exits sealed and guests jumping at shadows, Little Leela stepped forward to observe every detail of the situation, deducing that the culprit must have been someone in the service of the castle who knew that the queen would be donning her tiara for the banquet. After interviewing several castle servants, she ascertained that a debt-riddled nobleman had persuaded one of the handmaidens to fetch the tiara. Her successful sleuthing skills garnered attention, and just a few days later, Sir Owe invited her to join «Fortem».

Little Leela (Halloween) is a limited time UR (Five Star) unit from the mobile gacha game Final Fantasy Brave Exvius War of the Visions that was released and only obtainable for a short time period near Halloween. She is considered one of the strongest units in the game due to a combination of her own impressive personal power as well as her innate passive ability to just boost other units of the same elemental type. The latter unfortunately can't really be translated into MnM well so I just went with a Teamwork advantage. As for her personal ability, Little Leela is a UR unit, thus has much higher stats than other units of lower rarities, but on top of that her stat spread specifically is rather impressive and focused on a cohesive and useful playstyle which puts her leagues above a lot of other URs who only have their general stat total to their name. Leela is a powerful Magic DPS, specifically she's a nuker who is capable of hitting huge areas from long distances for massive damage. While most magic Nukers are generally frail and have a hard time getting into a good position Leela's personal kit actually makes this her strength as she has access to Ninja job skills giving her extreme mobility and evasion on top of her main job being a Calculator/Arithmetician which lets her attack from higher elevations and distances rendering her nearly untouchable on some maps as she rains death from above. This is combined with her White Mage job letting her function as a long ranged area healer letting her function in a dual role of Nuker and Support.

This version of Little Leela is based on a much weaker but popular SR rank (Three Star) unit who was generally relegated to the trash tier of the rankings board. As she was a major story character and fed into Japans love of overly cute characters she was one of the few characters selected to be retrained as a special unit and is the only one who was bellow the MR rank (Four Star).
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squirrelly-sama
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WAIFU WARZ - Shizuka Joestar and Achtung Baby (PL8)

Post by squirrelly-sama »

Image

Shizuka Joestar - PL 8

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

Advantages
Attractive, Defensive Roll 2, Fascinate (Deception), Improvised Weapon 3, Luck (Inspiration), Redirect, Taunt

Skills
Close Combat: Unarmed 4 (+8), Deception 6 (+8), Insight 2 (+8), Intimidation 2 (+4), Investigation 5 (+5), Perception 2 (+8), Ranged Combat: Throw 4 (+4), Stealth 5 (+5)

Powers
Invisible Landscape: Environment 1 (Impede Movement (2 ranks), Visibility (-5), Radius: 30 feet; Precise)
Jojo Pose: Feature 1
Seeing Unseen: Senses 2 (Counters Concealment: Invisibility; Limited: Own Stand)
Stand Powers
. . Achtung Baby: Summon 8 (Heroic, Mental Link; Feedback)
. . Unseen Guardian
. . . . Double Strike: Damage 4 (DC 19; Accurate 2: +4, Improved Critical, Multiattack, Reach (melee) 4: 20 ft.)
. . . . Protector: Enhanced Trait 10 (Traits: Dodge +4 (+10), Parry +4 (+10), Advantages: Improved Defense, Uncanny Dodge)
Unseen: Concealment 2 (Sense - Sight; Affects Others, Increased Duration: continuous, Increased Range: ranged, Precise, Subtle: subtle)
Achtung Baby
Achtung Baby - PL 8

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

Advantages
Improved Critical 4: Unarmed, Interpose, Power Attack

Skills
Close Combat: Unarmed 6 (+10), Ranged Combat: Throw 8 (+8), Stealth 6 (+10)

Powers
Deflect: Deflect 8 (Advantages: Interpose; Reduced Range: close)
Flight: Flight 3 (Speed: 16 miles/hour, 250 feet/round)
Movement: Movement 3 (Permeate 3: full speed)
Mysterious Ways: Concealment 2 (Sense - Sight)
Stand Attacks
. . Interference: Affliction 6 (1st degree: Vulnerable, Dazed, Hindered, 2nd degree: Defenseless, Stunned, Disabled, Resisted by: Fortitude, DC 16; Extra Condition 2, Multiattack; Limited Degree)
. . Light My Way: Teleport 4 (500 feet in a move action, carrying 50 lbs.; Affects Others, Change Direction, Change Velocity, Extended: 16 miles in 2 move actions)
. . Love is Blindness: Create 8 (Volume: 250 cft., DC 18; Increased Duration: continuous, Subtle 2: invisible; Uncontrolled)
. . One Way Window: Senses 4 (Penetrates Concealment: Vision; Affects Others, Increased Duration: continuous)
. . So Cruel (Multiattack, Penetrating 6, Secondary Effect)
. . Throw: Damage 8 (DC 23; Increased Range: ranged, Subtle 2: undetectable)
. . Ultra Violet: Affliction 8 (1st degree: Impaired (Partial Concealment), 2nd degree: Disabled (Full Concealment), Resisted by: Dodge, Then either Insight or Perception, DC 18; Increased Duration 2: Sustained, Increased Range 2: Perception, Incurable, Reversible; Limited Degree, Side Effect 2: always - Always Causes Invisibility to Target)

Offense
Initiative +4
Grab, +4 (DC Spec 16)
Interference: Affliction 6, +10 (DC Fort 16)
Throw, +8 (DC 21)
Throw: Damage 8, +8 (DC 23)
Ultra Violet: Affliction 8, (DC Fort/Will 18)
Unarmed, +10 (DC 21)

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

Power Points
Abilities 44 + Powers 45 + Advantages 5 + Skills 10 (20 ranks) + Defenses 16 = 120
Offense
Initiative +0
Double Strike: Damage 4, +12 (DC 19)
Grab, +4 (DC Spec 12)
Throw, +4 (DC 17)
Unarmed, +8 (DC 17)

Complications
Motivation: Thrills: Shizuka often seeks out trouble and adventure, she pursues things that interest her regardless of consequences or what others would think. Most often she uses her Stand abilities to sneak into dangerous situations or spy on those that spark her interest.
Power Loss - Stress: Achtung Baby is much more attuned to Shizuka than other Stands, reacting instinctively even to her unconcious desires. While she has gained remarkable precision with her powers they still go haywire if she becomes significantly stressed or experiences extreme emotions.
Quirk - Jojo: Even though she is not related by blood Shizuka still has inherited the Joestar spirit and destiny. She is drawn to evil and injustice by the force of "Gravity" and has a strange habit of punctuating situations with dramatic flair.
Relationship - Joseph Joestar: As a baby Shizuka developed a Stand power and was either lost or abandoned. She was saved by Joseph Joestar and his illegitimate son Josuke Higashikata and was adopted into the Joestar family by the elderly Joseph.
Weakness - Stand Limitations: Achtung Baby has a few limitations to it's usage. As a close range Stand it cannot leave a very limited area her. Likewise any damage done to the Stand is reflected on herself. Her Stand can only affect targets within a short distance to herself. The Stand cannot be manifested for very long, keeping it manifested quickly exausts the user.

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

Power Points
Abilities 36 + Powers 45 + Advantages 10 + Skills 15 (30 ranks) + Defenses 14 = 120

Notes:
A "What If" for the popular anime Jojo's Bizarre Adventure. Shizuka Joestar is an infant who developed a Stand power during Part 4 Diamond is Unbreakable and after being saved by the Jojos was adopted by the elderly Joseph Joestar and taken to America after the events of the season. While Jojo is an anime that progressed over various decades and generations of protagonists in the Joestar Family sadly Shizuka never made a reappearance and never would get the chance as the setting and continuity was reset after the events of Part 6 which completely altered the timeline of the series and restarted the setting with a new lineage of an alternate version of the Joestars. The image used for this is a fanmade piece picturing a potential future protagonist Shizuka Joestar and her Stand "Achtung Baby".

For the build itself, the main part of it is Shizuka who is a normal human, if very fit and trained by retired and aging vampire slayer Joseph Joestar. She doesn't have ridiculous power and without her Stand infusing her she would not reach her Caps. With her Stand remaining unmanifested, or rather limited to manifesting inside her body, she is much more defensive and able to strike hard but if they separate she is much more vulnerable but her stand is able to act more freely to use it's more advanced abilities. Shizuka herself maintains some of her Stands powers, capable of turning invisible or partially invisible at will, she is also able to turn the area around her partially invisible giving it the appearance that parts of the terrain have simply disappeared.

Achtung Baby has a few abilities it can only used when separated from Shizuka. Like all stands it is capable of flight and passing through objects. Like other Stands it is significantly stronger and faster than a normal human, possessing a limited sort of flight, is always invisible to normal humans, and can pass through solid objects at will. Achtung Baby itself has greater physical ability than Shizuka and is able to land more devastating strikes and fling invisible projectiles. It can quickly render large objects invisible and use them as shields, it can also turn others invisible and cause great disorientation as they are unable to keep track of themselves in relation to the world around them. It is also able to make objects invisible only from certain directions allowing others to view through objects while it remains visible to those looking back.

This build was mostly done because I really liked the art, though it was interesting to try and come up with powers based on Invisibility that were not simply just "Affects others/objects Concealment".
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Re: WAIFU WARZ - SHIZUKA JOESTAR AND ACHTUNG BABY MAKE AN APPEARANCE

Post by Jabroniville »

oh interesting- I didn't realize Stands were invisible to normal people. How do people in JoJo develop their Stands?

What happened in Part 6 to alter the timeline, and why did they do that?
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squirrelly-sama
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Re: WAIFU WARZ - SHIZUKA JOESTAR AND ACHTUNG BABY MAKE AN APPEARANCE

Post by squirrelly-sama »

Jabroniville wrote: Sun Jan 24, 2021 1:16 am oh interesting- I didn't realize Stands were invisible to normal people. How do people in JoJo develop their Stands?

What happened in Part 6 to alter the timeline, and why did they do that?
Stands are often made by the Stand Arrow awakening the power but some awaken in other ways. It was introduced by Joseph discovering the ability in Act 3 when DIO unlocked the ability through the puppetted body of Johnathan Joestar and awakening it in everyone with Joestar blood. Part 6 was the Joestar family trying to stop DIOs not boyfriend Pucci from enacting the Heaven Plan which would basically fuck up time and erase the Joestar but was killed part way through it which created an alternate timeline where literally nothing in the past 30 years of the manga mattered anymore. It was the jojo infinity crisis reset.
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WAIFU WARZ - QUICKSTARTER - Nighthawk (PL8)

Post by squirrelly-sama »

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"I don't care what you call me, Fear does not need a name. All that maters is you recognize what it really means: Me."

Nighthawk - PL 8
Sex: Female
Age: ~16
Height: ~5'8" | Weight: ~120 | Hair: Black | Eyes: Brown
Role: The Dark Hero, The Determinator, The Token Normal, The Scary One, The Investigator

Waifu Stats
Division - Light Weight
Series - Quickstarter
Focus - Mixed Attacker, Investigator, Counter Fighter
Dere Typing - Kuudere

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

Advantages
Benefit, Wealth 2 (independently wealthy), Equipment 3, Hide in Plain Sight, Power Attack, Takedown, Teamwork, Uncanny Dodge, Well-informed

Skills
Acrobatics 2 (+8), Deception 3 (+5), Expertise: Crime 3 (+5), Insight 2 (+6), Intimidation 8 (+10), Investigation 8 (+10), Perception 2 (+6), Ranged Combat: Throw 8 (+8), Stealth 4 (+10)

Powers
Acrobatics: Leaping 1 (Leap 15 feet at 4 miles/hour)
Athletics: Speed 1 (Speed: 4 miles/hour, 60 feet/round)

Crime Fighter
. . Always Prepared: Nullify 8 (Counters: Powers previously encountered, DC 18; Broad, Subtle, Triggered: 1 use - Manual; Unreliable (5 uses))
. . Deduction Work: Senses 10 (Analytical: Sight, Postcognition, Precognition, Tracking: Sight 1: -1 speed rank)
. . Fully Equipped: Variable 1 (Affects Others, Increased Duration: continuous, Innate, Notes: Replicates Equipment and Tools)
. . Martial Arts: Strength-based Damage 4 (DC 21, Advantages: Takedown; Improved Critical, Precise, Subtle: subtle, Variable Descriptor 2: broad group - Weapons)
. . Sneak Attack: Affliction 8 (1st degree: Vulnerable, 2nd degree: Defenseless, Resisted by: Will, DC 18; Increased Range 2: perception, Insidious, Triggered: 1 use - Manual; Instant Recovery, Limited Degree)
. . Tactical Advantage: Affliction 8 (1st degree: Impaired, 2nd degree: Disabled, Resisted by: Will, DC 18; Increased Range 2: perception, Insidious, Subtle: subtle; Limited Degree, Uncontrolled)
Padded Armor: Protection 4 (Removable, +4 Toughness)

Equipment
Grappling Hook, Motorcycle, Multi-tool

Offense
Initiative +6
Always Prepared: Nullify 8, +8 (DC Will 18)
Grab, +10 (DC Spec 12)
Martial Arts: Strength-based Damage 4, +10 (DC 21)
Sneak Attack: Affliction 8 (DC Will 18)
Tactical Advantage: Affliction 8 (DC Will 18)
Throw, +10 (DC 17)
Unarmed, +10 (DC 17)

Complications
Motivation: Justice: Having suffered at the hands of the criminal elements of her city Nighthawk seeks to protect others from the same fate.
Power Loss - Only Human: Nighthawk is a normal human and despite her hard work and skill a bit of bad luck can easily spell her doom.
Prejudice - Paranoia: Nighthawk does not trust others, especially those with powers or abilities beyond normal humans. She will always have a plan in place to take down her allies and is deeply suspicions of their actions and intents.
Quirk - Loner: Nighthawk prefers to work alone when able, trying her best to keep others from interfering with her responsibilities even if it would make much easier.
Reputation - Unfriendly: Nighthawk is seen as rather standoffish by other heroes, some thinking of her as downright antagonistic. She is curt, cold, and to the point, often stating things in ways that can be seen as a threat. Civilian opinions are split between seeing her as a dark menace or mysterious hero.
Secret Identity: By night she is Nighthawk but by day she is the affluent daughter of local business moguls. None would ever suspect the haughty debutante of secretly being the noble heroine who protects the city.

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

Power Points
Abilities 56 + Powers 20 + Advantages 10 + Skills 20 (40 ranks) + Defenses 14 = 120

Notes:
A Batman styled teen hero build.

Once again another skill monkey who was a bit screwed over by the rules. Thankfully some clever tricks and forethought let me sidestep some of the usual point sink issues. Honestly I'm not really sure how I managed to actually build something workable with the usual limitations, multiple attack types, skill monkey, defense shift, needed investment into fluff abilities because seriously, it's fucking batman of course he's got Intellect and Presence. Didn't put any Dex though, even I'm not that crazy. But yeah, the Batman copycat of course runs into the Batman Tax this system has in place for what ever horrid crime he committed against Kenson and co during the development of MnM.

It took some time to figure out what was needed for a Batman style character specifically. Not just a crimefighter archetype but Batman. He's very skilled as a combatant, very skilled in general really, smart, a detective, a terrifying shadow, A guy who has a solution to every problem with just a little set up, he's basically 2 parts Ninja, 1 part Sherlock Holmes, 1 part Macgyver.

Abilities was where I started, I gave her high Fighting, a necessity for someone who would be using a variety of weapons or gadgets as needed. Agility was originally higher but was cut back for points, I suppose I could have only done it by one rank and used one skill point in Acrobatics and Stealth instead for that extra Initiative but I like round numbers better. Intellect and Presence were later additions, flavor abilities that don't really offer anything and could be cut for points but, once again, it's the goddamn Batman, I'm ashamed I wasn't able to shave more points to make those worthless abilities bigger!

Skills were a nightmare to get right, and I kept slightly tweaking them over and over, trading a couple points between Intimidation, Investigation, and Sneak since those were the 3 core things that needed to be high but I couldn't decide how high and at the sacrifice of what other skills. I wanted higher Insight or perception but I couldn't bring myself to lower any of the other skills to compensate.

As for the Advantages I don't think anyone surprised as to whats in there, though probably it is a bit lacking for a Batman style character. Whelp those points had to come from somewhere, and I felt this was all I felt was really needed to capture the spirit and core playstyle. Perhaps Power Attack could be dropped for something else but I wanted that for a sort of Ambush style fighting, laying in wait to launch a powerful attack when the target is most vulnerable.

As for powers, Acrobatics and Athletics are staples for unpowered characters, everyone needs some way to get across the map and a couple ranks of movement is really all that's needed to make sure you don't get left behind in most situations, the flavor just makes it something you could fit on a normal human. Besides, Batman is generally someone who is able to keep pace with super humans and regularly enters a fight with a massive leap. "Always Prepared" is the usual Batman schtick of coming up with the perfect counter to a villain after learning about their power, it could even cover some weird scenarios such as having something like Shark Repellent. "Deduction Work" is the go to power for investigation stuff when you don't have the time for a thorough search, lets you track down villains, deduce their crimes or plots, and quickly identify objects that may be significant. "Fully Equipped" is probably a bit questionable to most GMs but is honestly the only way to really get a Batman style character without going 500pp over budget buying all the gadgets and shit he keeps locked up just in case. "Martial Arts" is really just the required Damage power, precise and subtle for surgical take downs and can represent the use of many different weapons or gadgets thanks to the Variable Descriptor. "Sneak Attack" is just to compound on the ninja fighting style, Nighthawk will wait out of sight set up the sneak attack for a turn, then the next turn will activate it while launching a power attack from the shadows to seriously fuck up someone's day, but likewise it could be used as a teamwork sort of thing to set up for someone else. "Tactical Advantage" is basically just the ability to read and predict the opponent and take actions to prevent them from succeeding, it's Uncontrolled as it requires set up over time and what exactly it does and covers is mostly up to the GM.

Crimefighters are always neat, but Batman style ones are their own treat. He's really the typical rogue once you get down to it, dark and moody loner, tragic backstory, sneaky and tricky, and with just a hint of the investigator subclass. Nighthawk was an enjoyable few hours spent designing, though I am surprised how hard it was to find some fitting artwork to use for the character image. Sure there's a lot of Batgirl fanart but the Bat Symbol is too specific to just put on a not bat-themed copy, and it's sort of hard to search for things that give of the vibe of "Batman" that isn't just Batman or incredibly generic where you couldn't just slap it onto any other crimefighter or hero in general.
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WAIFU WARZ - QUICKSTARTER - Ultima (PL8)

Post by squirrelly-sama »

Image
"Powers, capes, and gadgets don't matter, all you need to be a hero is the kindness to hold out a hand to someone in need and the drive to go out and find them."

Ultima - PL 8
Sex: Female
Age: ~16
Height: ~5'4" | Weight: ~102 | Hair: Blonde | Eyes: Green
Role: The Paragon, The Icon, The Flying Brick, The Humble Hero

Waifu Stats
Division - Light Weight
Series - Quickstarter
Focus - Bruiser, Tank
Dere Typing - Southern Belle

Strength 12, Stamina 10, Agility 0, Dexterity 0, Fighting 2, Intellect 0, Awareness 2, Presence 4

Advantages
Accurate Attack, Improved Initiative, Improvised Weapon, Interpose, Leadership, Ultimate Effort: Toughness Save

Skills
Close Combat: Unarmed 2 (+4), Perception 3 (+5), Persuasion 1 (+5), Ranged Combat: Throw 4 (+4)

Powers
Flight: Flight 4 (Speed: 30 miles/hour, 500 feet/round)
Invincible: Impervious Toughness 10
Iron Skin: Protection 2 (+2 Toughness)
Ultimate Lifeform
. . Feats of Strength: Variable 2 (Subtle: subtle, Notes: Add Modifiers to Strength Based Damage)
. . Impervious Muscle (Advantages: Ultimate Effort: Toughness Save; Reaction 3: reaction; Limited: Rank of Damage Resisted, Limited: Physical Attacks)
. . Laser Vision: Damage 10 (DC 25; Accurate 3: +6, Improved Critical, Increased Range: ranged, Precise; Distracting)
. . Power Through: Nullify 12 (Counters: Effects that can be physically damaged, DC 22; Broad, Feature: Can be linked to Unarmed Damage, Variable Descriptor 2: broad group - Types of Physical Damage; Reduced Range: close)
. . Super Senses: Senses 15 (Extended: Vision 2: x100, Extended: Hearing 2: x100, Infravision, Low-light Vision, Microscopic Vision 2: cell-size, Penetrates Concealment: Choose Sense, Rapid: Vision 1, Ultra-hearing, Ultravision)
. . Super Speed
. . . . Enhanced Trait: Enhanced Trait 5 (Traits: Improved Initiative +2 (+3), Advantages: Evasion 2, Move-by Action)
. . . . Super Sonic Flight: Flight 2 (Speed: 8 miles/hour, 120 feet/round; Stacks with: Flight: Flight 4)
. . . . Super Speed: Speed 6 (Speed: 120 miles/hour, 1800 feet/round)

Offense
Initiative +4
Grab, +2 (DC Spec 22)
Laser Vision: Damage 10, +6 (DC 25)
Power Through: Nullify 12, +4 (DC Will 22)
Throw, +4 (DC 27)
Unarmed, +4 (DC 27)

Complications
Fame: As a powerful and beloved public figure Ultima is often under a lot of scrutiny from others. Unscrupulous papers will try to smear her, villains regularly make grand spectacles to provoke her, and there are many who come far to seek her out for her abilities for good or ill.
Motivation: Doing Good: Ultima simply wants to help others, she does not limit herself to simply fighting crime but also goes out of her way to perform small kind actions for the citizens of her new home, rescuing cats, volunteering with community projects, or helping in disaster relief.
Quirk - Paragon: Often believing wholly in her own sense of right and wrong Ultima rarely considers that others' morality may not align with her own. She tends to see her own actions as just, or necessary, and may even go against the wishes of her teammates if they conflict with her ethics. This most often manifests in a sense of personal responsibility for others, a need to "help" her teammates even if they do not want nor need assistance and a need to handle all problems, even those of others, herself without help.
Secret Identity: Ultima is the alternate identity of a small town girl recently moved to the big city. Despite the lack of mask the way she holds herself and the presence her hero identity exudes makes people dismiss any connection between the two.
Weakness: Despite her great strength and ability there are many ways to bypass her defenses or nullify her strength. Certain magical or energy type attacks can perform massive damage on her and there exists special exotic materials that can completely rob her of her powers and may even kill her if she is exposed for too long.

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

Power Points
Abilities 60 + Powers 40 + Advantages 5 + Skills 5 (10 ranks) + Defenses 10 = 120

Notes
A Superman styled teen hero.

A rather straight forward Powerhouse build, with a hint of Paragon, there's not much to say here as most of this has been built before in a couple other Quickstarts and Templates. Super heavy Toughness and power lean, more so than my other paragon build, but that is virtue of being a Superman inspired hero. She has some Accurate attack to compensate, and that will likely be used rather frequently. Probably the only real issue was deciding what to put into the kit given Superman's rather eclectic list of powers ranging from ice breath to freaking shapeshifting, honestly I decided to go with the core Laser vision, super senses, and super speed and then just added some traditional powerhouse options in her array.

Only other notable thing is that it was super hard to find what I felt was a fitting picture for this. There were Superman, Supergirl, and Power Girl art of course but I wanted something that wasn't just the originals. Since i couldn't find a fitting image I just drew one myself.
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