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THE WAIFU WARZ - Squirrelly's Build Emporium

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  • THE WAIFU WARZ - Squirrelly's Build Emporium

    A place to place my various builds aside from google docs for a back up.

    I tend to build based on inspiration from existing media, often animations, or just whatever catches my interest. I focus on making characters authentic while still being possibly playable so I try and keep builds within common PL and PP costs.


    Non-Build Index
    [NA]


    Builds
    Anime and Manga
    Digimon
    Renamon

    Hero Academia
    Uraraka Ochako - Uravity
    Asui Tsuyu - Froppy
    Yaoyorozu Momo - Creaty

    Goblin Slayer
    Goblin Slayer

    Highschool Of The Dead
    Saeko Busujima

    Video Games
    Bloodborne
    The Good Hunter

    Type Moon


    Western Media
    Kim Possible
    Kim Possible

    Elena of Avalor
    Marimonda

    Enter The Spiderverse
    Peni Parker and Spidermech

    Teen Titans
    Starfire
    Raven
    Jinx

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

    Original Characters
    Capes and Crawlers
    Speed Demon - Fastest Girl Alive
    Lechuza Ningyo - Chaotic Rock-star Villain
    Idol Hero Cheerful Koto | Bloodthirsty Fox Waifu
    Idol Hero Nereid Juri - Cowardly Fish Waifu
    Idol Hero Lovely Ruka | Sexy Doctor Waifu
    Net Idol Hero Mech-Tech Rider - Yusin Kim | Mecha Piloting FPS Gamer

    Gremlynn - Aiowenobe Hjotlhi | Adorably Stupid Technopathic Imp
    Bengal - Zahira Khan | Man Eating Tiger Waifu
    Helena the Lioness | Indestructible Amazonian Warrior
    Zorra | Ultraviolent Kuudere Berserker

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

    Chainsaw Batman and Tyranoshark | Best Hero Mashup since Spidergun and Bearzilla
    Smug Wendy | Sassy Fastfood Warrior
    Elsa The Boreal Queen
    Elsa The White Rose Knight
    Elsa The Queen Beyond The Wall
    Pretty Soldier Sailor Elsa
    Servant Caster Elsa Alter



    Part-Time Magica
    Minstra Evoca - Tela Vesti Linen Sew | Textilekinetic Magical Girl
    Spook House The Witchling | Small Time Monster Mash Metamorph


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

    Monster Mash Pit
    Zombies | Generic Zombies


    .
    Last edited by Squirrelly-sama; 20th May 2019, 04:23 PM.
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  • #2
    Re: WAIFU WARZ - Squirrelly's Anime and Animation Builds

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


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




    Common Circumstance Modifiers
    Unusual Terrain:
    Terrain unsuited for fighting or habitation can cause certain circumstance penalties to rolls and checks as well as inflict certain status. The various terrains that one can find themselves in can find themselves in are numerous and will get specific mentions. In general this affects both the GM's map and the Environment Power.
    Cold and/or Icy: Icy and cold terrain and environments slowly weaken a character's fortitude over the course of hours with constant exposure. Extremely cold temperatures can even do such over the course of minutes, and if improperly prepared can do fortitude damage. Snow, often found in such environments can be blinding, impairing sight but can also enhance the penalties of cold weather. Icy ground is slick, reducing not only movement speed but also fidelity, requiring a routine Acrobatics (technology for vehicles) check vs 10 + Distance Ranks Moved with an additional +2 if the character is using their full speed ranks plus any additional circumstance penalties. Physical movement requiring similar levels of precision will suffer similar penalties.
    Last edited by Squirrelly-sama; 9th August 2018, 10:05 PM.
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    • #3
      Re: WAIFU WARZ - Squirrelly's Anime and Animation Builds

      The Waifu Warz Info


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

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




      Waifu Wars Combat Classess
      Fly Weight PL4 or less
      Lower FeatherWeight PL5
      Featherweight PL6

      Super Featherweight

      Lower Lightweight PL7
      Lightweight PL8
      Super Lightweight PL9

      Lower Welterweight

      Welterweight PL10
      Super Welterweight PL11
      Middleweight PL12

      Super Middleweight

      Light Heavyweight PL13
      Heavyweight PL14
      Super Heavyweight PL15+
      Last edited by Squirrelly-sama; 9th August 2018, 09:29 PM.
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      • #4
        Re: WAIFU WARZ - Sailor Marx


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

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

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

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

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

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

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

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

        Languages
        English
        Russian

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

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


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

        A rather plain magical girl build based on an old template. Sailor Marx is a communism obsessed magical girl, preaching the benefits of her socialist utopia to the masses as she fights off the capitalist dogs for the working class. Depending on the game she could either be a hero fighting against evil corporations and greedy capitalist tycoons who seek to exploit the working man ala captain planet villains. Or she could be the villain herself, deluding herself into believing destroying the current capitalist system would be to the benefit of all and thus targets the wealthy to seize the means of production to give it to the proletariat.
        Last edited by Squirrelly-sama; 5th August 2018, 07:39 PM.
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        • #5
          Re: WAIFU WARZ - Squirrelly's Anime and Animation Builds


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

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

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

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

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

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

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

          Languages
          Engrish

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

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


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

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

          Deck Master is a weak very unbalanced character. She's easily KO'd due both to her weak civilian level defenses and resistances with only her summoned demons being powerful enough to meet caps. However her various afflictions do act as a deterent, forcing her opponent to fight on her terms. That is by playing A Children's Card Game. The side effect of her powers allow her opponent to similarly summon monsters and activate various spell and trap cards creating a level playing field. But like any good Gaming Anime Protagonist Deck Master is able to cheat her way to victory through the use of satanic powers.
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          • #6
            Re: WAIFU WARZ - Squirrelly's Anime and Animation Builds


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

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

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

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

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

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

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

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

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

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

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

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

            Languages
            English

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

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


            Nots
            The Player Character and protagonist of Bloodborne.

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

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

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

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

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

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

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

            It was a fun and challenging build to do. I wanted to get as much of the game as I could into the build without just sacrificing bits as fluff for Power Attacks or Extra Effort or such. A lot of his equipment is pretty much unneeded in a build and a lot of his advantages can be dropped to focus on a particular type of combat rather than a open style. It wouldn't be very difficult to cut the unneeded parts to make him an even 150 points and a normal PC build. One of the biggest difficulties was trying trying to figure out how to handle Reposts and trying to get across just how fast paced and frenzied combat can get in Bloodborne. It's a great action game, both in the atmosphere and the actual game play, while similar to Dark Souls it is incredibly quick and everything about the mechanics of this encourages an unrelenting offense. You cannot block attacks, instead using your gun to parry and open up an opponent to a devastating follow up, you regain health quickly and much more often than in Dark Souls, the default healing item being much faster to use and always being able to recover a percentage of recently lost health regainable by attacking opponents quickly after being damaged.
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            • #7
              Re: WAIFU WARZ - Squirrelly's Anime and Animation Builds

              Reserved Post
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              • #8
                Re: WAIFU WARZ - RWBY | Ruby Rose




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

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

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

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

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

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

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

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

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

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


                Languages
                English

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

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

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

                She first appeared in the "Red" Trailer visiting the grave of her deceased mother, Summer Rose. She next appears in at the end of the Yellow trailer to show that she's the younger sister of Yang and isn't seen until the series starts properly. After an invitation from Headmaster Ozpin following an altercation with Roman Torchwick, Ruby attends Beacon Academy in order to become a Huntress. During her time at Beacon, she becomes the leader of Team RWBY, consisting of Weiss Schnee, Blake Belladonna and her half-sister, Yang Xiao Long.

                Daughter of Taiyang Xiao Long and his second wife, Summer Rose. Younger sister of Yang Xiao Long. She's energetic, friendly, and kind, but in social situations is very much the youngster in over her head. She prefers talk about weapons and combat with giant monsters and the Grimm, over social engagement. Her Semblance is an ability to cover distance by apparently turning into a cloud of rose petals carried on a powerful wind, strong enough to enhancing her mobility.

                Ruby's weapon, which she had built herself and adores, is named Crescent Rose, a High-Caliber Sniper-Scythe (HCSS) a hybrid between a scythe and a sniper rifle. For extra mobility, she can fire the sniper rifle without bracing first, and be carried by the recoil.

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

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

                Like the rest of her team Ruby is based on a fairy tale character, in her case the heroine in question is Little Red Riding Hood.

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

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

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

                Credit: Based on Jab's build of the same character found here: http://www.echoesofthemultiverse.com...p=35710#p35710
                Credit: Art belongs to Iesupa
                Last edited by Squirrelly-sama; 26th July 2018, 12:17 AM.
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                • #9
                  Re: WAIFU WARZ - RWBY | Weiss Schnee



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

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

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

                  Advantages
                  Accurate Attack, Benefit, Athletics Based on Agility, Benefit, Status 2: Schnee, Benefit, Wealth 2 (independently wealthy), Defensive Attack, Defensive Roll 3, Improved Critical: Rapier, Improved Initiative, Ranged Attack 2, Rapid Attack: Adds Multi-Attack up to ranks in advantage to one type of attack 3

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

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

                  Myrtenaster Multi-Action Dust Rapier (Easily Removable)
                  . . Dust Enhanced Semblance (Precise, Variable Descriptor 2: broad group - Dust Elements, Notes: Adds various dust descriptors to Semblance effects.)
                  . . Rapier: Strength-based Damage 3 (DC 18)

                  Semblance - Glyphs
                  . . Barrier Glyphs: Create 8 (Volume: 250 cft., DC 18; Impervious, Movable; Proportional)
                  . . Explosive Glyphs: Burst Area Damage 8 ([0 active, 0/24 PP, 3/r], DC 23; Burst Area: 30 feet radius sphere, DC 18, Increased Range: ranged)
                  . . Gravity Glyphs: Burst Area Move Object 8 ([0 active, 0/24 PP, 3/r], 6 tons; Burst Area: 30 feet radius sphere, DC 18, Increased Range: perception; Limited: Pulling Downwards)
                  . . Repulsion Glyphs: Shapeable Area Move Object 8 ([0 active, 0/24 PP, 3/r], 6 tons; Shapeable Area: 30 cft., DC 18)
                  . . Speed Glyphs
                  . . . . Deflect: Deflect 8 ([0 active, 0/24 PP, 1/r])
                  . . . . Enhanced Trait: Enhanced Trait 4 ([0 active, 0/24 PP, 1/r], Dodge +2 (+12), Parry +2 (+12))
                  . . . . Speed: Shapeable Area Speed 2 ([0 active, 0/24 PP, 2/r+8], Speed: 8 miles/hour, 120 feet/round, Advantages: Agile Feint, Evasion 2, Improved Charge, Improved Defense, Improved Slam, Move-by Action, Uncanny Dodge; Shapeable Area: 30 cft., DC 12)
                  . . Summoning Glyph: Summon 8 ([0 active, 0/24 PP, 3/r]; Controlled, Type (General): Defeated Enemies; Uncontrolled)

                  Offense
                  Initiative +8
                  Explosive Glyphs: Burst Area Damage 8 (DC 23)
                  Grab, +6 (DC Spec 10)
                  Gravity Glyphs: Burst Area Move Object 8 (DC 18)
                  Rapier: Strength-based Damage 3, +6 (DC 18)
                  Repulsion Glyphs: Shapeable Area Move Object 8 (DC 18)
                  Throw, +4 (DC 15)
                  Unarmed, +6 (DC 15)

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

                  Languages
                  English

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

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

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

                  The heiress of the vastly influential Schnee Dust Company, Weiss made her first appearance in the "White" Trailer. After enrolling in Beacon against the wishes of her father, she becomes a member of Team RWBY alongside Ruby Rose, Blake Belladonna and Yang Xiao Long.

                  Heir to the very wealthy and powerful Schnee Dust Company Wiess is someone of renown. .

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


                  Note: The team represents fairy tale characters, and Weiss is Snow White. Her name is, with a few linguistic liberties, "White Snow" in German.

                  Credits: Based on Jab's version of the character found here: http://www.echoesofthemultiverse.com/viewtopic.php? p=35831#p35831
                  Credits: Art by iesupa
                  Last edited by Squirrelly-sama; 28th July 2018, 12:18 AM.
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                  • #10
                    Re: WAIFU WARZ - RWBY | Blake Belladonna



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

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

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

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

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

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

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

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

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

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

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

                    Languages
                    English

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

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

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

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

                    Daughter of Ghira and Kali Belladonna, rulers of Menagerie, Blake is •gsecretly•h a faunus, using a ribbon to hide her cat ears, though I don•ft know how many people actually failed to notice. Having many catlike traits, she is calm, reserved, mysterious, and introverted, usually preferring books to other people. She used to be a member of the White Fang, but when they went from being an activist group to terrorists, she left. Her Semblance is the ability to leave behind a phantom form to distract and take damage momentarily while she gains distance. Her weapon is some sort of•c double-edged katana-scythe thing, with a sharp scabbard too so she can dual wield, and sometimes use a long ribbon to make the whole thing into a kusarigama, and there•fs a pistol integrated into the katana grip, and•c nothing is simple in this series. Nothing. Unless it has to do with Jaune, maybe.

                    Note: The team represents fairy tale characters, and with her complicated relationship with Adam, represents Beauty and the Beast.

                    GAMEPLAY: Blake, like Weiss is stuck at PL9 as her semblance doesn't directly boost her stats like Yang and Ruby. However creative use of it has let her bypass a few PL limitations to let her effectively act on a higher level in a limited fashion. Who would expect a former terrorist to be such a cheater?

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

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

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

                    Credits: Based on Jab's version of the character found here: http://www.echoesofthemultiverse.com/viewtopic.php? p=35767#p35767
                    Credits: Art by iesupa
                    Last edited by Squirrelly-sama; 28th July 2018, 12:17 AM.
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                    • #11
                      Re: WAIFU WARZ - RWBY | Yang Xiao-Long


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

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

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

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

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

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

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

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

                      Equipment
                      Bumblebee

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

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

                      Languages
                      Native Language

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

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


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

                      She made her first appearance in the "Yellow" Trailer, searching for clues regarding the whereabouts of her mother, who left her when she was very young. At Beacon Academy, Yang becomes a member of Team RWBY alongside her younger half-sister Ruby Rose, Weiss Schnee and Blake Belladonna.

                      Daughter of Taiyang Xiao Long and his first wife, Raven Branwen. She loves her father, her sister, bad puns and good fights. Do not ? DO NOT ? touch her hair. She•fs the heaviest hitter on Team RWBY. Her Semblance is the ability to fight harder as she takes more battle damage. Her weapons are the Ember Celica, a pair of shotgun gauntlets loaded with explosive Dust cartridges that fire as she punches. She•fs a talented martial artist, when her temper and lust for battle aren•ft running away with her.

                      She recently lost an arm in battle with her friend Blake•fs ex-boyfriend, a leader in the faunus terrorist group, the White Fang. This hasn•ft caused much long-term harm, as her high-tech prosthetic replacement is agile and powerful, but she•fs still unsteady.

                      Yang is very aware of her beauty, likes the attention she gets, and isn•ft above flirting and teasing to get something she wants.

                      Note: The team represents fairy tale characters, and Yang is Goldilocks.

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

                      She's straighforward in terms of how she fights though she's a bit more mobile than some bruisers. Her semblance is normally the ability to get stronger with damage taken but that doesn't translate too well into MnM given PL limits so I had to get creative. To get around the mechanical limitations she instead uses Luck to force rerolls in her opponent, her healing bringing her back to full health and Impervious Toughness being high enough to be useful against stronger foes. She relies on burning through saved HPs when boosted to get the full benefit of her semblance. Luck, All Out Attacks combined with Attack Flurry, and Extra Effort should take care of most of damage dealing. Her healing and regeneration would let her reliably stay in the fight longer than most.

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

                      Credits: Based on Jab's version of the character found here: http://www.echoesofthemultiverse.com/viewtopic.php? p=35740#p35740
                      Credits: Art by Iesupa
                      Last edited by Squirrelly-sama; 28th July 2018, 12:15 AM.
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                      • #12
                        Re: WAIFU WARZ - Squirrelly's Anime and Animation Builds

                        I am enjoying your take on RWBY, are you planning to build team JNPR?

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                        • #13
                          Re: HUSBANDO WARZ - RWBY | Juane Arc



                          "Well the name's Jaune Arc. Short, sweet, rolls off the tongue, ladies love it."
                          Jaune Arc - PL 7
                          Sex: Male
                          Age: 17
                          Height: 5'10" | Hair: Short, Blonde | Eyes: Blue
                          Role: Audience Surrogate, Designated Loser, Blank Slate, Supporting Protagonist

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

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

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

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

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

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

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

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

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

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

                          Languages
                          English

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

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

                          Notes
                          Introduced by throwing up on an airship ride, poor Jaune can't catch a break. He acts brazenly, obnoxiously overconfident in the early series to disguise the fact that he has no idea what he's doing. In fact, he faked his transcripts, and has no practical qualifications to be at Beacon. This allows him to receive exposition that's useful for the audience, as well as be a source of cheap laughs at his misfortune.

                          He's in Beacon because he's determined to be a hero, like all his ancestors before him, but the secret of his forgery can be used for blackmail, and, of course, he never attended a Hunsmanr's primary school, so a Hunter's secondary school is WAAAY out of his league. He's immediately infatuated with the beautiful but distant Weiss Schnee, and makes frequent over-the-top romantic gestures, completely overlooking the fact that the much hotter and sweeter Pyrrha Nikos has a massive crush on him. Surprising everyone, he is made leader of Team JNPR. His inexperience and goofiness get in the way sometimes, but he cares deeply for his team, tries hard, and has some natural leadership ability.

                          Jaune's weapon is Crocea Mors, a "classic" according to Ruby, a single-mode weapon that BARELY TRANSFORMS AT ALL. The weapon part, the sword, is just a sword - the only instance of a single-function weapon in the entire series. The scabbard unfolds into a heater-style shield. (Really handy, honestly, as the biggest obstacle to carrying a shield was how big they were. Joking aside, this is a seriously underrated weapon.)

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

                          Juan is... controversial in the fandom. There are a lot of people who don't like him, for very valid reasons. He, despite his blandness and incompetence, is given a disgusting amount of screen time in the early part of the series which should have been more focused developing the core cast and fleshing out the world. Instead we're given an eternity of him suffering the consequences of his selfish actions.

                          While it is interesting that he conned his way into the school the action, as well as his lack of development at the point it's introduced, makes him come off rather unlikable and selfish which only makes him look worse with his overconfident nature and lack of self awareness.

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

                          Team JNPR are all based on historical or mythological characters who were said to have cross-dressed. Juane is based on Jeane d'Arc

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

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

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

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

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

                          Credit: Based on Jab's build of the same character found here: http://www.echoesofthemultiverse.com...p=35854#p35854
                          Last edited by Squirrelly-sama; 6th August 2018, 03:30 AM.
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                          • #14
                            Re: WAIFU WARZ - RWBY | Nora Valkyrie





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

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

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

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

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

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

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


                            Languages
                            English

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

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

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

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

                            Left underdeveloped until a much later in the series, Nora was introduced as the quirky, cheery, cute girl who had the obvious-but-still-developing Thing for her best friend. Later, it was revealed that Nora was a homeless street urchin who befriended Ren in the city of Kuroyuri shortly before its fall to the Grimm. Besides being bubbly, goofy, enthusiastic, and requiring a ridiculous caloric intake, Nora is pretty much just a great soldier, confident in her friends' abilities and following orders without hesitation. She is easily the most physically dominant of the Beacon students, sending multiple people flying with a single swing of her hammer.

                            Nora's weapon is Magnhild, a giant hammer/grenade launcher, and she can ride the explosive force from it to launch herself into the air. She can also use it as a lightning rod to funnel electricity to herself, which her Semblance converts to increased strength. (Basically, Nora is the first place you look for gratuitous displays of physical power. I mean... she's the Thor-alike. The fact that she's adorable and shy around her crush makes the whole thing amazing.)

                            Team JNPR are all based on historical or mythological characters who were said to have cross-dressed. Nora is based on Thor.

                            GAMEPLAY: Nora is a PL9 fighter that can use her semblance to boost up to PL10 when exposed to electricity. She is also somewhat unique in that, unlike most other hunters she's Power shifted, naturally dishing out tons of damage.

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

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

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

                            Credits: Based on Jab's Build of the same character found here: http://www.echoesofthemultiverse.com...p=35915#p35915
                            Credits: Art by Iesupa
                            Last edited by Squirrelly-sama; 28th July 2018, 12:21 AM.
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                            • #15
                              Re: IMOUTO WARZ - Template | Child Assassin


                              She will warm your heart. ...with hot lead.

                              Child Assassin - PL 7
                              Sex: Female
                              Age: 8
                              Height: 4'2" | Hair: Long and Blonde | Eyes: Green
                              Role: Broken Bird, Little Sister, Potential, Assassin.


                              Strength -1/3, Stamina 0, Agility 4, Dexterity 0, Fighting 4, Intellect 1, Awareness 2, Presence 0

                              Advantages
                              Beginner's Luck, Benefit, Child-Sized, Benefit: KGB Agent, Contacts, Daze (Deception), Defensive Roll 4, Equipment 5, Fascinate (Deception), Hide in Plain Sight, Improved Critical: Rifle, Improved Initiative, Precise Attack (Ranged, Cover), Ranged Attack 5, Second Chance: Remaining Hidden, Skill Mastery: Deception, Taunt, Throwing Mastery

                              Skills
                              Acrobatics 1 (+5), Athletics 3 (+6), Close Combat: Knife 4 (+8), Deception 10 (+10), Expertise: Assassin 7 (+8), Expertise: Streetwise 5 (+6), Insight 4 (+6), Investigation 3 (+4), Perception 6 (+8), Persuasion 6 (+6), Ranged Combat: Rifle 4 (+4), Sleight of Hand 2 (+2), Stealth 6 (+10), Technology 3 (+4)

                              Powers
                              Assassin Training
                              . . Conditioning: Enhanced Strength 4 (+4 STR; Tiring)
                              . . Feel No Remorse: Immunity 5 (Interaction Skills; Check Required 4: DC 13 - Assassin)
                              . . Leave No Trace: Movement 3 (Safe Fall, Slithering, Trackless: Visual 1; Check Required 4: DC 13 - Expertise Assassin)
                              . . Surprise Attack: Weaken 6 (Affects: Toughness, Resisted by: Will, DC 16; Feature: Linked to Either Gun or Knife, Increased Range 2: perception, Insidious, Subtle: subtle; Limited: Instant Recovery, Limited: Only On Surprise Attacks, Unreliable (5 uses))

                              Equipment
                              Commlink, Gas Mask, Hidden Compartments 1, Knife, Lock Release Gun, Targeting Scope, Toolkit (Basic), Undercover Shirt, Weapons [Assassin Tools]
                              Assassin Tools
                              . . Assassin's Rifle: Damage 5 (DC 20; Extended Range 2, Feature: Concealable, Increased Range: ranged)
                              . . Grenades: Burst Area Damage 5 (DC 20; Burst Area: 30 feet radius sphere, DC 15, Increased Range: ranged; Diminished Range 2)
                              . . Poison: Progressive Affliction 6 (1st degree: Fatigued, Impaired, 2nd degree: Disabled, Exhausted, 3rd degree: Incapacitated, Paralyzed, Resisted by: Fortitude, DC 16; Extra Condition, Progressive, Subtle: subtle; Limited: Slow, Unreliable (5 uses))

                              Offense
                              Initiative +8
                              Assassin's Rifle: Damage 5, +9 (DC 20)
                              Grab, +4 (DC Spec 13)
                              Grenades: Burst Area Damage 5 (DC 20)
                              Knife, +8 (DC 19)
                              Poison: Progressive Affliction 6, +8 (DC Fort 16)
                              Surprise Attack: Weaken 6 (DC Will 16)
                              Throw, +5 (DC 19)
                              Unarmed, +4 (DC 18)

                              Complications
                              All She's Ever Known: Due to the extreme amounts of training and conditioning needed to produce such a valuable asset so young the Child Assassin has not experienced much of life beyond the cold unfeeling walls of her adjustment center. Even on missions her exposure to the world is normally limited, and her knowledge extends to only what would be needed to complete a mission. Because of this the Child Assassin can easily be distracted by strange things or be shocked by what should be mundane like the taste of icecream.
                              Just a Kid: While often a boon the Child Assassins age often acts against them, making it hard to explain her presence if caught in restricted areas, hard to disguise herself among targets that wouldn't normally have children in the crowd, and general physical difficulties where her size may play a part.
                              Power Loss - Low Damage Threshold: Due to her small stature and young age the Child Assassin is not quite able to shrug off damage as much as her elders. She often suffers circumstance penalties equal to the damage she's taken to her other checks.
                              Responsibility - Mission Objectives: Some targets require special means and methods to take out, from infultrating certain events or buildings to retrieving and planting files prior to the hit. Because of this the Child Assassin may often need to work outside of her normal procedures or abandon certain equipment due to limitations placed on her. She may receive some specialized equipment for a mission but more often than not due to her expendability this isn't the case.

                              Languages
                              Native Language

                              Defense
                              Dodge 8, Parry 6, Fortitude 4, Toughness 6/0, Will 4

                              Power Points
                              Abilities 20 + Powers 13 + Advantages 28 + Skills 32 (64 ranks) + Defenses 12 = 105

                              Notes
                              The Child Assassin is, as the name states, a child assassin. Trained by the KGB, or whatever evil organization the Heroes are fighting, she is a tiny human weapon that efficiently takes out her targets without hesitation. There are few things so terrible as subjecting children to the level of abuse and trauma needed to create killing machines.

                              The Child Assassin looks like any other innocent and sweet, if a little sad, young child on the outside however that appearance hides a merciless and well trained killer. However she does not do so out of her own interests, instead this is simply all she knows. Alternating between her training and her missions the Child Assassin's life is filled with tragety.

                              I've made a few changes from Eld's version. A few adjustments to her Ability scores to make a bit more efficent in Cost/Gain, leading to removing her Dex and slightly higher Agility. Her fighting was increase less for efficiency but to give some Close Combat ability to more align with the descriptions given in Mecha and Manga which implied CQC training.

                              The Child Assassin was given a few more advantages as well. Her Benefit was changed to "KGB Operative" to be more clear on it's meaning, allowing her to occationally gain some support from her handlers to complete missions. This is also complimented by Contacts, though in this case it's more to show her ability to spy on others by pretending to a normal child or otherwise having access to her Handler's information. Beginers Luck allows her to function in more situations, with her Missions likely calling upon different types skill combined with her uneven Ability spread this was more beneficial than Jack of All Trades. She was given Facinate to better function in a team, distracting targets for other Child Assassins to make the kill. Taunt is not actual Taunting but her distracting opponents by making them think she's a child or otherwise making them hesitate due to her age and appearence.

                              I've adjusted her Skills to more align with her new Beginer's Luck Advantage. Anything non-core to her theme was given less than 4 ranks of skills to use the benefit. I gave her some ranks in Athletics and Acrobatics, something that was strangely missing for what should have been a trained assassin, even a small one. I lowered Investigation and Persuasion to also be able to take advantage of Beginers Luck and to move some points into Technology which would be needed to deal with security, something that would likely be a hassle in her line of work.

                              Her equipment is a bit different, I removed the Penetrating aspect of her rifle and purchased a few more gadgets. She has hidden compartments on her clothing to store small weapons as needed. She has a knife to be able to fight in close combat or use as a tool if needed. Some poison darts give her an alternative to lethal weapons if needed. Lastly I provided her with some Grenades for coverage.

                              Since surprise attacks are no longer a thing that do more damage I have made a custom power, a perception range toughness weakening that's linked to either of her other damaging powers. It activates on a surprise attack and the weakening effect disappears instantly afterwards, functioning only to make it easier to score a possible kill shot.

                              Credits: Based on a build by Arthur Eld found here http://www.atomicthinktank.com/viewt...721508#p721508
                              Last edited by Squirrelly-sama; 26th July 2018, 10:56 PM.
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