Re: WAIFU WARZ | Halloween Edition - Servant Caster Elsa Alter
"The starting penalty is five..."
Caster Elsa Alter - PL 12 (PL10 Defensively)
Height: 5'8" | Hair: Black | Eyes: Red
Role: Evil Counterpart, Corrupted Hero, Evil Sorceress
Division - Middle Weight
Series - Frozen/FGO
Focus - Magic (DPS/Support)
Waifu Typing - Dark Seductress, Ice Queen
Strength 0, Stamina 4, Agility 4, Dexterity 0, Fighting 0, Intellect 6, Awareness 6, Presence 6
Artificer, Attractive 2, Fascinate (Expertise: Performance), Favored Environment: Snowy, Improved Initiative, Ritualist
Expertise (PRE): Performance 8 (+14), Expertise: Magic 8 (+14), Ranged Combat: Magic 12 (+12)
. . Avalanche: Cone Area Damage 12 (DC 27; Cone Area: 60 feet cone, DC 22, Increased Duration 3: continuous, Incurable, Precise)
. . Black Ice: Create 12 (Volume: 4000 cft., DC 22; Feature: Does Not Melt, Increased Duration: continuous, Movable, Precise, Regrowth)
. . Eternal Winter: Environment 10 (Cold (Extreme), Impede Movement (2 ranks), Visibility (-5), Radius: 2 miles; Increased Duration: continuous, Precise, Subtle: subtle; Limited: Slow Build Up)
. . Freeze: Transform 12 (Affects: Broad > 1 Thing - Anything to Ice and Snow, Transforms: 3200 lbs., DC 22; Increased Duration: continuous, Increased Range: ranged)
. . Freezing Blood: Progressive Affliction 12 (1st degree: Dazed and Vulnerable, 2nd degree: Defenseless and Stunned, Resisted by: Dodge, overcome by Damage or Sleight of Hand, DC 22; Extra Condition, Feature: Does Not Melt, Increased Range: ranged, Multiattack, Progressive, Reversible; Limited Degree)
. . Frozen Seeds: Summon 6 (Horde, Multiple Minions 3: 8 minions, Sacrifice, Type (General): Snow Golums)
. . Hoar Frost: Progressive Affliction 18 (1st degree: Impaired, Dazed, 2nd degree: Disabled, Stunned, 3rd degree: Dying, Paralyzed, Resisted by: Fortitude, DC 28; Accurate 3: +6, Extra Condition, Improved Critical 4, Progressive, Subtle: subtle; Limited: One Check A Day)
. . Winter Mirage: Illusion 12 (Affects: Two Sense Types - Vision, Area: 4000 cft., DC 22; Increased Duration: continuous, Independent, Selective)
Ice Armor: Protection 8 (+8 Toughness; Activation: move action)
Snow Travel: Teleport 2 (120 feet in a move action, carrying 50 lbs.; Accurate, Change Direction, Change Velocity, Extended: 4 miles in 2 move actions, Turnabout; Medium: Snow and Ice)
. . Icy Slick: Flight 5 (Alternate; Speed: 60 miles/hour, 900 feet/round; Increased Mass 4; Platform)
The Cold Never Bothered Me Anyway: Immunity 1 (Environmental Condition: Cold)
Avalanche: Cone Area Damage 12 (DC 27)
Freeze: Transform 12, +12 (DC Dog 22)
Freezing Blood: Progressive Affliction 12, +12 (DC Fort/Will 22)
Grab, +0 (DC Spec 10)
Hoar Frost: Progressive Affliction 18, +6 (DC Fort 28)
Throw, +0 (DC 15)
Unarmed, +0 (DC 15)
Curse Sworn - Command Seals: As a Servant Elsa will be forced to obey any command given with Command Seals.
Hatred - Arendel: Her once home filled with those she believed betrayed her.
Power Loss - Leaving Territory: As a Caster Elsa is most powerful in her prepared territory, leaving it weakens her abilities greatly.
Weakness - Master: As a servant Elsa has no physical body and is sustained by the Prana supplied from her master. Should her master die so too will Elsa.
Dodge 8, Parry 8, Fortitude 8, Toughness 12, Will 10
Abilities 52 + Powers 87 + Advantages 7 + Skills 14 (28 ranks) + Defenses 20 = 180
An evil version of Elsa built as a Caster Class Servant from the Fate series.
A powerful witch betrayed by her kingdom and corrupted by the Grail, this Elsa seeks to turn the world into a frozen wasteland and be alone.
Re: WAIFU WARZ | Old Man Henderson
"MUCKLE DAMRED CULTI 'AIR EH NAMBLIES BE KEEPIN' ME WEE MEN!?!?"
Old Man Henderson - PL 7
Age: Old Man
Height: 5'8" | Hair: Grey Mohawk| Eyes: Aviator Shades
Role: Agent of Chaos, Anti-GM Weapon, The Crazy Old Guy, An Hero
Division - Feather Weight
Series - TG (Call of Cthulhu)
Focus - DPS
Husbando Typing - Drunken Scotsman
Strength 1, Stamina 2, Agility 0, Dexterity 2, Fighting 0, Intellect 0, Awareness 8, Presence 0
Diehard, Equipment 3, Improvised Weapon 5, Languages 1, Ranged Attack 4, Seize Initiative, Takedown 2
Acrobatics 2 (+2), Athletics 1 (+2), Close Combat: Unarmed 9 (+9), Deception 8 (+8), Expertise: Anarchist Cookbook 8 (+8), Intimidation 6 (+6), Stealth 4 (+4), Vehicles 4 (+6)
300 Pages of Back Story: Variable 2 (effects you can convince the gm to stop fighting you on; Action 3: reaction, Innate; Check Required 2: DC 11 - Deception, Uncontrolled)
. . Expert Fighter
. . . . Shoryuken!: Strength-based Damage 4 (DC 20; Improved Critical)
Already Insane: Immunity 10 (Common Descriptor: Mental Effects)
Insight Into Madness: Enhanced Awareness 8 (+8 AWE; Unreliable (roll))
Just A Scratch!: Protection 6 (+6 Toughness)
Heelie Boots: Speed 1 (Speed: 4 miles/hour, 60 feet/round)
. . Homemade Explosives: Damage 4 (DC 19; Contagious, Increased Range: ranged, Secondary Effect, Variable Descriptor 2: broad group - Bombs, Fire, Acids; Diminished Range 2, Unreliable (5 uses))
. . Sawn Off Shotgun: Damage 6 (DC 21; Accurate: +2, Improved Critical, Increased Range: ranged; Diminished Range 2)
. . Tear Gas: Cumulative Cloud Area Affliction 6 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 16; Cloud Area: 15 feet radius sphere, DC 16, Cumulative; Unreliable (5 uses))
Grab, +0 (DC Spec 11)
Homemade Explosives: Damage 4, +6 (DC 19)
Sawn Off Shotgun: Damage 6, +8 (DC 21)
Shoryuken!: Strength-based Damage 4, +9 (DC 20)
Tear Gas: Cumulative Cloud Area Affliction 6 (DC Fort 16)
Throw, +6 (DC 16)
Unarmed, +9 (DC 16)
Accident - Friendly Fire: Henderson does not recognize allies nor the idea of moderation in a fight and will fire on friend or foe without hesitation.
Disability - Incomprehensible Scottish Accent: "MUCKLE DAMRED CULTI 'AIR EH NAMBLIES BE KEEPIN' ME WEE MEN!?!?"
Disability - Mentally unbalanced: Old Man Henderson is both dyslexic and suffers from Schizophrenia.Even before getting involved in eldritch shenanigans he was already a little crazy. He often consults his stuffed parrot Rupert for advice and thinks the other players are hallucinations.
Hatred - Religion, Cutlery, and books
Motivation: Lawn Gnomes
Dodge 6, Parry 6, Fortitude 6, Toughness 8, Will 8
Abilities 10 + Powers 41 + Advantages 17 + Skills 21 (42 ranks) + Defenses 16 = 105
The legend of Old Man Henderson is a crazy-ass tale about a player who accidentally figured out how to "win" at Call of Cthulhu (only it was really Trail of Cthulhu).
In summation the tale of Old Man Henderson (found here) is about a crazy ass old guy named Henderson, no first name given. The character was created with the soul purpose of screwing with the GM, someone who had a track record of screwing with the players' characters by giving unexplained sanity penalties and other things that pissed off Henderson's creator. So, in order to get his revenge Henderson was made as insanely as possible, with many odd and strange abilities, preferences, and prejudices specifically tailored to "win" the game. He was made to be completely at odds with the setting, a silly looking badass and almost cartoonish character contrasting the grim dark and hopeless tone of a normal CoC game.
Henderson was given a several hundred page backstory, written in various languages, cobbled together piecemeal together from 1st, 3rd, and even 2nd person accounts and much of it hand written. The purpose was to give a "believable" reason for the oldmans many eccentricities and explain away certain strange skills that would otherwise make no sense, to convince everyone this was a seriously made character and not a blatant attempt to troll the GM, and lastly to be able to secretly edit it to add anything he wanted and know it was too long for anyone to have bothered reading it fully to contradict him. Among his various odd bits of lore is his ability to speak portugese, his brief career as a prostitute in Thailand, and that despite blaming all his problems on Vietnam he never went to war and was in fact 12 during that conflict.
Henderson was unleashed upon a poor unsuspecting world. On a quest to rescue his lawn gnomes that he believed were kidnapped by cultists, but were in fact donated to charity by him but he was too high to remember, he set out to rid the world of cultists. On their first encounter he ended up killing a shaggoth, a dozen cultists, and one of his fellow players, then pissing on the corpses and only later feeling regret at the possibility he may have accidentally hurt innocent lawn gnomes when he burned the building down afterwards.
WAIFU WARZ | Skull Girls
Legend tells of a mysterious artifact known as the “Skull Heart” that has the power to grant a young woman’s wishes. Of course, there’s a catch. If she has an impure heart, even a selfless wish will be twisted in the most vile of ways: peace brought through brutality, eternal life through perpetual childhood, or a lost love returned as an undead monster.
Hundreds have sought the Skull Heart, but so far none have been deemed worthy and spared its cruel power. Those judged impure are transformed into the fearful instrument of their twisted wish… a pale and lovely tempest, a beautiful nightmare – the Skullgirl!
...A new Skullgirl has risen. Who will defeat her and claim the Skull Heart?
Medium: Video Game (Console and PC)
Genre: Fighting Game
Released: 2013 (Re-released 2015)
Studio: Developed by Lab Zero Games Published by Autumn Games)
A downloadable 2D fighting game from Lab Zero Games. The general plot is rather simple and the story modes fairly short, though unique to each character. In Canopy city a new Skullgirl has been born, now various young women are seeking to defeat her for their own purposes, some to stop a dangerous threat others for more selfish reasons. They fight it out throughout the city, seeking to settle personal grudges, eliminate rivals, and discover the location of the Skullgirl.
The design of the game, both in play and aesthetic is what makes it so unique. In game play the characters handle very differently and require precision much like any other fighting game, however the game has rather unusual character concepts to fight with with such oddities as Ninja-Nurses, self-decapitating cat girls, Loonie Toon Terminators, and acrobats with extremely muscular hats, the cast and move list stand out from the rest. As a "Waifu Wars" fighter, an action game with a nearly entirely female cast, the aesthetic design also needs to pop to get attention and this very much did so. With animated 2D characters, rather than 3D meshes or retro pixel art, the game is able to use an mix of western and anime design for the girls. Cute and attractive looks with more cartoonish body proportions and is able to use Bend and Stretch techniques to give more fluid and exciting movement to attacks and animations. In set design and core aesthetic the game seems to blend a strange mixture of 50s era film noir and cartoons with a more modern and anime inspired world.
I've built the girls on a PL 8 scale, where I generally place the PC characters of most Fighters. This would place them about equal to the likes of most of the Street Fighter, SNK, Mortal Combat, and Smash Bros rosters. It also has it's own unique mechanics, including universal complications that should be applied to all characters.
Infinity Burst: A unique mechanic to Skull Girls, the computer detects when a combo would lead to an infinite loop and allow the stun-locked character to get a turnaround by breaking the combo and knocking back the attacker to give the victim breathing room. In terms of MnM gameplay this will result in repeated chains, attacks, or exploitative measures eventually leaving the user vulnerable and allowing a reaction attack (or trip/knockback) from the victim. It can can also be used by the Player by spending a hero point to burst out of a combo.
Combos and Hit Stun: A common Fighting Game mechanic, certain more powerful hits stunning or staggering opponents momentarily to make it easier to land another hit. To simulate this in MnM characters every consecutively landed strike between failed resistance rolls adds a +1 circumstance bonus to the next hit for both attacker. Second and Third Degree damage conditions can be Stunned and Paralyzed instead of Dazed and Staggered, on player's choice however these conditions recover immediately on the opponents turn the next round.
Fidelity of Movement and Spacing: In fighting games spacing matters a lot, with quick paced action the difference between moving even a foot more than the opponent can be the difference between victory and certain defeat. Spacing is everything. Not so much in MnM, where movement powers are cheap and have vague lengths attached to them, the value of a Move Action and the exact distance between one's self and their opponent is less important. In an effort to simulate this emphasis on motion and distance control the time between rounds can be sped up, becoming 1 second of time and the maximum distance moved similarly being cut. Distance moved in around would be a routine check of Athletics/Acrobatics/Initiative with the result halved for the number of feet can be moved in a round. Each rank of a movement power adding +5 to the check result. To add more importance to Move Actions Maneuvers without the associated Advantage will cost a move action, and with the advantage will not for the default +2 bonus but still cost it for the +5 bonus.
Blocking: A universal part of Fighting and action games that doesn't have a good MnM equivalent. While some could say Defend action is an accurate approximation it doesn't really capture the idea of Tanking an attack for less damage. In this case it can be treated like a Maneuver and act similar to a Defend Action. Blocking would cost a Standard Action, gaining a +5 to your resistances at an equal cost to defenses. However Blocking only covers a limited area and as such leaves you vulnerable from attacks that catch you by surprise such as those from behind or striking at an unexpected angle. Penetrating Attacks ignore Block bonuses.
Re: WAIFU WARZ | Squirrelly's Build Emporium
well i was planning to come back and start posting some of the builds i made on Echos here but sadly I was reminded why I stopped posting here in the first place. This was supposed to be a post containing a build for Filia from Skull Girls followed by the rest of the builds I made on echos, but for reasons I can't begin to fathom this site not only refuses to actually post it it locks me out of the site unless I change the server on my VPN to another freaking country (not even just another state, it completely screws me out of posting in this thread unless it's a damn foreign nation. wtf?). I'd try to post the others but I'm pretty sure most will get the same result as happened increasingly more often while i was still active here. Since the only thing that seems to have gone through is the post for the series I'll just leave a link to the Echo's thread. Here.
Sorry for the false alarm but I honestly forgot about this bizarre and quite infuriating issue. I can't edit half my old posts to update them because it locks me out of the site. I can't post new builds because half the time it locks me out of the site, i'm afraid that just visiting other threads will spontaneously lock me out of the site as well. Given that prior to the last time i posted it also broke my internet connection for several minutes until i reset my router I honestly don't want to chance it. If anyone can tell me why this is happening and how to fix it I can start posting here again but unless that bug gets fixed I just can't.
Re: WAIFU WARZ | Squirrelly's Build Emporium
IIRC, the last time those of us still here complained about it, the mods said they've never been able to replicate the error
Originally Posted by Squirrelly-sama
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