Catastrophe Academy- Hero High builds

Where in all of your character write ups will go.
pathfinderq1
Posts: 2204
Joined: Sun Mar 12, 2017 4:04 pm

Re: Catastrophe Academy- Hero High builds

Post by pathfinderq1 »

"Bruiser" (Vanguard Academy)

PL 8/ PP 120 (Unspent +3)
-HP: 1

Real name: Sophia Garcia-Sherman
Codename/nickname/other aliases: Bruja, Bruiser, Sophie Sherman
Concept/archetype: Nature magic (scion), scrapper
Gender: Female
Age: 15
Height: 4’10”
Weight: 105
Hair: Black
Eyes: brown
Skin: pale gold (Hispanic)

GAME STATS:
Abilities: (44 pp)
STR 2 / STA 4 / DEX 1 / AGI 8
FGT 6 / INT 0 / AWE 2 / PRE -1

Defenses: (10 pp)
Toughness: +4 (STA 4, +0pp)(+6 in uniform)
Parry: +8 (FGT 6, +2pp)(Enhanced to +10)
Dodge: +8 (AGI 8, +0pp)(Enhanced to +10)
Fortitude: +6 (STA 4, +2pp)
Will: +8 (AWE 2, +6pp)

Immunity: n/a
Immunity (Half effect): Disease, Poison, Aging, Need for sleep; Fear, Interaction effects (5)
(+Some others, depending on Array selection)

Offense:
Initiative: +12
Close attack: +6
Ranged attack: +1

>Specific attacks:
-Basic unarmed: +6; DC 12 (+2), Close, Crit 20
-Throw something: +3; DC Variable (to 12/+2)
-Kinetic strike: +10; DC 16 (+6); Close, Crit 18-20 (force/magic)


Skills: (36/12sp +2/1csp= 13 pp)
>Trained (3sp/pp): Acrobatics +12 (4sp), Athletics +8 (6sp), Deception +2 (2sp), Insight +4 (2sp), Investigation +1 (1sp), Perception +5 (3sp), Persuasion +1 (1sp), Sleight of hand +2 (1sp), Stealth +9 (1sp), Technology +1 (1sp), Treatment +1 (1sp)

>Combat skills (2csp/pp): Ranged combat (throwing) +2 (1csp); Close combat (unarmed) +8 (0csp); Close combat (kinetic strike) +9 (1csp)

>Expertise skills (3sp/pp): Magic +3 (3sp), Pop culture +4 (4sp), Business +1 (1sp), Streetwise +1 (1sp), Exercise/ fitness +1 (1sp), Folklore/ mythology +1 (1sp), Perform- Dance (AGI) +9 (1sp)

>Untrained: Intimidation +0, Vehicles (any) +0

Advantages: (15 pp)
>Base: Benefit x1 (Cipher x1), Benefit x1 (Ambidexterity), Benefit x1 (Use Agi to resist/escape grapples and entrapment effects, instead of STR), Equipment x1, Evasion x1, Great endurance, Improved trip, Languages x1 (Spanish, Latin), Luck x1, Move-by action, Skill mastery x2 (Acrobatics, Athletics), Sweeping strike, Uncanny dodge

>Enhanced Advantages (bought as Powers): Improved initiative x1, Improved critical x1 (Kinetic strike), +Others by Array selection

POWERS: (18+14= 32pp)
>Normal talents:
-Senses 1: Direction sense; (1pp)
-”Jaded”; Immunity 6 (Half effect): Fear 1, Interaction effects 5; (3pp)

>Inherent magic:
-Regeneration 1; (1pp)
-Immunity 4 (Half effect): Disease, Poison, Aging, Need for sleep; (2pp)
-Superspeed 1; (3pp)(Speed 1, Quickness 1, Improved initiative x1)
-Leaping 1; (1pp)
-Enhanced Advantages 2: Untapped potential, Luck x1 (Recover); (2pp)

BACKGROUND:
History: Sophia was born as the latest in a long heritage of wizards- but she didn’t find that out until quite recently. The hereditary talent was primarily centered around Transmutation magic, but it tended to express itself in different ways across the generations, and also varied quite a bit in terms of power level (some generations were quite powerful, while other generations had very little ability- enough that some, like Sophie’s mother, could easily pretend that they had no magic at all).

Sophie’s great-grandmother is moderately powerful, and she is well-known to the locals in her village in Honduras.

Complications:
-Thrills (Motivation)(+competition)

-Master her powers/ Control (Motivation)(aka “Boring wizard stuff”):

-Power loss (Magic):

-Child of two worlds:

-Relationship (parents):

-Relationship (grandmother):

-Fame game:

Description: Sophie is noticeably short, even for her age, and has the stocky "fireplug" build common in elite gymnasts.

>Point Accounting: Abilities 44pp; +Defenses 10pp; +Skills 12pp; +Advantages 12pp; +Powers 42 (17+25)pp= 120/ 120pp
>+3pp (01/01/2024): Teamwork, Ritualist, Skills +1
Last edited by pathfinderq1 on Sat Feb 03, 2024 2:03 am, edited 24 times in total.
pathfinderq1
Posts: 2204
Joined: Sun Mar 12, 2017 4:04 pm

Re: Catastrophe Academy- Hero High builds

Post by pathfinderq1 »

Stray (Vanguard Academy)

PL 8/ PP 120 (Unspent +3)
-HP: 1

Real name: Theresa Rose O’Keefe
Codename/nickname/other aliases: Stray, Malk, Calico, Tessa
Concept/archetype: Naturally sneaky, catgirl, changeling
Gender: Female
Age: 15
Height: 4’9”
Weight: 85lbs
Hair: Black
Eyes: green/gold (cat pupils)
Skin: pale

GAME STATS:
Abilities: (30 pp)
STR 0 / STA 4 / DEX 1 / AGI 6
FGT 2 / INT 0 / AWE 4 / PRE -2

Defenses: (10 pp)
Toughness: +4 (STA 4, +0pp)(+6 in uniform)
Parry: +6 (FGT 2, +4pp)(+10 Combat Concealment)
Dodge: +6 (AWE 6, +0pp)(+10 Combat Concealment)
Fortitude: +6 (STA 4, +2pp)
Will: +8 (AWE 4, +4pp)

Immunity: Disease, Poison
Immunity (Half effect): Aging, Sleep, (+Mind-reading 2, Interaction effects 5, Emotion effects 5)

Offense:
Initiative: +10
Close attack: +2
Ranged attack: +1

>Specific attacks:
-Basic unarmed: +2; DC 10 (+0); Close/ crit 20
-Throw something: +1; Damage variable (up to DC 10/ +0)
-Claws (basic): +8; DC 14/ +4; Close/ Crit 19-20
-Cat scratch fever: +8; DC 18 WILL Affliction; Close/ Crit 18-20

Skills: (36/12 +6/3= 15 pp)
>Trained (3sp/pp): Acrobatics +9 (3sp), Athletics +5 (5sp), Deception +0 (2sp), Insight +6 (2sp), Investigation +1 (1sp), Perception +8 (4sp), Sleight of hand +2 (1sp), Stealth +12 (6sp), Technology +1 (1sp)

>Combat Skills (2sp/PP): Ranged combat (Throwing) +1 (0csp), Close combat (unarmed) +2 (0csp), Close combat (Claws/ array) +8 (6csp)

>Expertise Skills (3pp/PP): Profession (Delinquent) +1 (1sp), Streetwise +2 (2sp), Pop culture +1 (1sp), Mythology/ folklore (Faerie/Sidhe) +1 (1sp), Magic +5 (5sp), Urban survival (AWE) +5 (1sp)

>Untrained: Intimidation -2, Persuasion -2, Treatment +0, Vehicles (all) +1

Advantages: (17 pp)
>Base: Animal empathy, Benefit x1 (Ambidexterity), Benefit x1 (Burglar), Benefit x1 (Cipher x1), Equipment x1; Evasion x1, Great endurance, Hide in plain sight, Improved initiative x1, Language x1 (Latin), Luck x1, Move-by action, Ritualist, Skill mastery x2 (Athletics, Stealth), Teamwork, Uncanny dodge

>Enhanced Advantages (bought as Powers): n/a (some by Array selection)
>Equipment (5ep): Multitool, Toolkit (Ritualist)
>Equipment (Campaign bonus): Training uniform (Protection +2 subtle; hidden pockets, GPS, commlink, Immunity 2- environmental heat/cold)

POWERS: (24+10+14= 48pp)
>Basic talents:
-Senses 1 (Direction sense); (1pp)

>Changeling vitality:
-Regeneration 1, +Regrowth; -Quirk: Does not work on wounds from pure iron or enchanted weapons; (2-1= 1pp)
-Immunity 2: Disease, Poison; (2pp)
-Immunity 2 (Half effect): Natural aging, need for sleep; (1pp)
-Feature 1: Iron stomach; (1pp)

>Moves like a cat:
-Speed 1; (1pp)
-Movement 1: Safe fall, -Check required (Acrobatics); (1pp)

>Untamed spirit:
-Concealment 2 (Mental senses); -Permanent; (4pp)
-Immunity 14 (Half effect): Mind reading 2, Mind control 2, Emotion effects 5, Interaction effects 5: Quirk: does not work if “Aggressor” has Animal Empathy or Comprehend (Animals); (7-1= 6pp)

>Feline senses:
-Senses 1: Low-light vision; (1pp)
-Senses 1: Ultrahearing; (1pp)

>Attuned to the Otherworld:
-Senses 1: Awareness (magic/ mystic effects); (1pp)(Mental sense)
-Senses 2: Detect (Magic), +Acute; (2pp)(Scent)
-Feature 1: Cats (and malks) accept her as one of them; (1pp)

>Claws and Effect (Container; 1+8+1= 10pp)
-”Snag a corner” Feature 1: Dimensional pocket 1; (1pp)
>Supernaturally sharp (Array):
-Savage claws (Base power): Close damage, STR +4, cutting; +Feature 1 (Affects insubstantial 1; half power); +Enhanced Advantage 2 (Improved trip, Improved critical x1/ savage claws); +Enhanced Skill 2 (Athletics +6; limited-only for climbing); (4+1+2+1= 8pp; base power)
-Cat scratch fever (AE): Affliction 8, close; Resist/recover= WILL; +Extra condition 1; -Limited degree 2; (Dazed+Vulnerable); +Feature 1 (Affects insubstantial 1; half power), +Feature 1 (Subtle 1/ Perception DC 20), +Enhanced Advantage 2 (Improved critical x2); (4+1+1+2= 8pp; +1pp/ AE)

>Wyldfae Predator Magic (Array)(9pp base, +5pp AE):
-Predator’s Veil (Base power; 9pp)
-Combat concealment (AE/ +1pp):
-Toy with the prey (AE/ +1pp)
-Hunter’s form (AE/ +1pp)
-Rend the Veil (AE/ +1pp)
-Shifting shadows (AE/ +1pp)

>Array Details:
-1. Predator’s Veil (Base power):

-2. Combat concealment (AE): Enhanced defenses 8 (+4 Dodge, +4 Parry); +Enhanced Advantage 1 (Evasion +1); (8+1= 9pp total; +1pp/AE)

-3. Toy with the prey (AE): Feature 4 (Indirect 4 for normal voice/ vocal mimic/ Taunt); Feature 1 (vocal mimic); +Enhanced Advantage 3 (Agile feint, Set-up x1, Taunt); +Skill focus 2 (Deception +6, Limited: Taunt/feint only); (4+1+3+1= 9pp total; +1pp/AE)

-4. Hunter’s Form (AE): Morph 1, +Continuous, +Metamorph 1 (Malk form); +Feature 1 (Dimensional storage; anything worn or held when changing); (5+1+1+1= 8pp total; +1pp/ AE)

-5. Rend the Veil (AE): Movement 2: Dimensional travel 2 (Avalon, pocket/hq); Quirk: only usable in dim light, shadows, or darkness; (4-1=3pp)
-Movement 1 (Environmental adaptation: Avalon/ Faerie); (+2pp)
-Equipment 1: HQ/ pocket dimension (Undefined for now; Placeholder for later); (+1pp)
-Senses 3: Detect (dimensional opening/weak point; Mental); +Acute, +Ranged; (3pp)
(3+2+1+3= 9pp total; +1pp/AE)
(TO ADD: Time sense, Distance sense, +Dimensional for ‘wayfinding senses’)

-6. Shifting Shadows (AE):


BACKGROUND:
History: Once upon a time (And it really was Once Upon A Time, given who was being discussed) there was a powerful woman of the realm known as Avalon, a Faerie noblewoman of the Winter Court with vassals and retainers of her own. But when she was drawn away to the realm of mortals and imprisoned there, many of her subjects fell back under the sway of the Winter Queen. One of those vassals, however, was a malk of unusual size and ability, who had served the noblewoman as a far-ranging agent- already rather independent by nature, he did not remain within the bounds of Winter and instead became one of the Wyldfae, dwelling within the unsettled part of Avalon that lay between the lands of Summer and Winter.

As the years (and even ages) passed, he became nameless, known to few other folk as The Cat Who Walked By Himself. He wandered all of Avalon and even farther afield, amongst the other realms of the Imagineria. Sometimes, his wandering and his curiosity even brought him into the realms of mortals. It was said that while he himself might rarely be called (or even known), it sometimes amused him to respond to errant summonings of other beings, instances where the summoner's intent was not clear, or their ritual was incorrect or incomplete. Sometimes he simply used the opening to wander the mortal realm for a bit, and sometimes he engaged in other mischief...

One such visit occurred about 16 mortal years ago, when he heard the call of a young human witch- whatever being she had intended to reach was unclear, but the Cat heard her and chose to respond. Elaine O'Keefe was, at best, a middling witch- she was considered rather flighty and eccentric even in the nonjudgmental neopagan circles in which she traveled. But there was something within her, a spark of sorts, which drew the Cat's attention- perhaps the tiniest trace of faerie blood far back in her heritage. He dallied in the mortal world for nearly a month that time- and when he left, he left his mark on the young witch. Her magic was stronger than it had been, and she had been given the dubious gift of (uncontrolled, random) Sight into Avalon and even other realms of the Imagineria. She was also pregnant.

By the time her daughter was born, Elaine's new gift of Sight had driven her ever-so-gently mad. She continued to drift through life, an endless round of Renaissance Faires, New Age shops, and (mostly well-intentioned) small covens- though now she had her young child in tow. She always seemed to be waiting for something, or searching (though she could not say what she was searching FOR).
Tessa remembers very little of those early years- her mother moved around quite a bit, and sometimes life was hard. She does remember that her mother loved her though; maybe she still does. Sometimes her mother would speak to people that weren’t there, and sometimes Tessa would see or hear things that those around her didn’t seem to notice. And sometimes her mother forgot who Tessa was, or how they were connected…

By the age of twelve, Tessa was on her own. Sometimes she wasn’t really all that sure where she was, and sometimes she was in some kind of trouble or another, but everything seemed to work out sooner or later. But about six months ago, things took a sharp turn for the worse.

Tessa had been hanging around with a group of runaways and street kids who were about her age for… Had it been a month? Maybe three months? Who knows? It was a small, rather nondescript city- maybe in the Midwest somewhere?

Well, this guy showed up one night, looking to hire some of the kids for a bit of work. Tessa got a very bad feeling from this guy, and she was pretty sure that the goons who were with him weren’t actually human. But he made a gesture and spoke a word, and suddenly Tessa couldn’t move, and things got dark. When she awoke, she was in a broken-down warehouse with about a dozen other kids about her age, none of whom she recognized. Like several of the other kids, Tessa had an iron cuff around one wrist. She was tired and somewhat sick, and none of her “tricks” seemed to work- but her mind was strangely clear. Pieces of her memory were still missing of course, but it was easier to focus, to concentrate- which was good because the man who had assembled this group of kids as unwilling apprentices wanted them to learn some things...


Complications:
-Curiosity (Motivation):

-Acceptance (Motivation):

-Wyldfae changeling (Ironbound; weakness/ power loss): Tessa is not full-blooded fae, but pure iron still causes problems for her. Wounds dealt by iron weapons (or enchanted ones, though not other attacks with the “Magic” descriptor) do not heal normally, as noted above. In addition, the simple touch of pure iron (and even steel alloys to a far lesser degree) is uncomfortably cold, and too much iron in the general area can weaken her abilities (or cause them to work in unpredictable ways). Furthermore, bindings of iron, even a simple cuff on one wrist or ankle, can prevent her from using any of her powers.

-Wyldfae changeling (Words): Tessa is not full-blooded fae, but she is subject to some of the rules which constrain faerie behavior. She may not ever speak a direct lie, though she may keep silent (And strictly speaking, she can shade or twist the truth when speaking, but she is just naturally bad at this, not having been raised amongst the Winter Court). If she makes a promise or an Oath, she must keep it- at the risk of weakening her own power, or granting the subject of the promise some degree of power over her.

-Amnesia: Most of Tessa’s early life (up until a few months ago) is a mystery to her- not exactly forgotten, but rather foggy and indistinct; she remembers vague impressions, but few concrete details (at best, treat this as “reverse eidetic memory; all rolls to remember specific facts or details are at -5). She has certainly traveled to all kinds of places (in this world and others) and done all kinds of things (including many that were illegal or shady, and some that may have been hurtful). Perhaps someone claims to know her (or her mother) from somewhere: Are they telling the truth? And what do they want?

-Faerie agent: Under normal circumstances, it is rather difficult for creatures of the Imagineria to access the mortal world, even beings as powerful as the Sidhe. But because of her hybrid nature, it is easier for such beings to interact with Tessa, especially when she steps across to Avalon (and sometimes even in the mortal realm, such as when she is sleeping). Perhaps they might use her as a stepping stone to enter the mortal worlds for whatever mischief, or perhaps they might want her to accomplish something for them, something that would be more difficult for a pure Faerie...

>Connections and RP Guidelines: (some rather tenuous or theoretical)
-Weird (Prejudice): Tessa is not fully human, and sometimes normal people, even Alphas, can find her to be a bit strange, even unsettling. Like all Malks, her voice is odd, with a strange resonance; the louder she speaks the more unsettling it sounds, which is why she rarely speaks above a whisper. Sometimes she acts in an instinctive, almost feral fashion, especially if surprised or stressed.

-Catspaw: Both Tessa and Amanda Share the “Cats accept them” feature, and are likely to have some degree of kinship or comfort around one another. Perhaps they might become friends, or at least go hunting together. Maybe they might have enough of a bond to help pull Amanda out of Paco’s orbit...

-Aurelia (and Chris); Tessa’s otherworldly nature might make Aurelia rather uncomfortable around her (And her concealment from Mental senses might make Chris a bit jumpy)

-Tony Black: While he is responsible for training and managing students with magical abilities, Tessa’s natural and instinctive gifts might be difficult to work with. But his world-wandering nature might help them bond- or at least help him crack her solitary nature.

-Los Salvajes: The animal-related criminals are active in the area near the Academy. Perhaps the leader of their group might notice Tessa’s very feline nature and aura and seek her out, possibly as a potential replacement for Carnivora, who “turned good”…

-Queen of Fables: While she is still imprisoned (for now), Tessa’s father was once one of her strongest vassals (and the most powerful one who is still alive and did not return to the Winter Court). Perhaps someone seeks to use Tessa’s family connection as a way to weaken the Queen’s prison or to otherwise gain her favor.

-Brimstone House (etc.): Tessa’s tormentor’s scheme was part of an ill-conceived “audition” to join the ranks of the Brimstone House. Despite his failure, that doesn’t mean his contacts within the House didn’t notice the attempt, and maybe one of them decides to “follow up” on some loose ends...

Description: Tessa is a tiny slip of a girl, barely larger than a child; this is accentuated because she is almost always slouched, crouched, or curled up. She is easy to NOT notice, or to lose track of… She is rather pale, with rounded features and large eyes. While there is nothing that one could specifically describe, she conveys a vaguely feline impression. She tends to move with a languid relaxed grace, interspersed with bursts of sudden motion. In general, she speaks very quietly (if at all)- at normal volume, her voice is odd and somewhat unsettling, with bit of a rasp and some weird resonance. She tends to dress in comfortable cast-off/ thrift shop clothing with a vaguely Goth style.


Point Accounting: Abilities 30pp; +Defenses 10pp; +Skills 15pp; +Advantages 17pp; +Powers 48pp= 120/ 120pp (+3pp earned)

Future planning: Improve sneaking, Improve wyldfae magic
Last edited by pathfinderq1 on Fri Jan 19, 2024 1:35 am, edited 10 times in total.
pathfinderq1
Posts: 2204
Joined: Sun Mar 12, 2017 4:04 pm

Re: Catastrophe Academy- Hero High builds

Post by pathfinderq1 »

"He will come in one of the pre-chosen forms. During the rectification of the Vuldrini, the traveler came as a large and moving Torg! Then, during the third reconciliation of the last of the McKetrick supplicants, they chose a new form for him: that of a giant Slor!"
(Note: Terror Dogs and Marshmallow Man not included in basic gameplay; please download the expansion pack, or upgrade your account now for the Full Experience!)


Kaiju (In Progress)
(Base Form)

PL 9/ PP 165 (Unspent 0)
-HP: 1; Luck : 3

Real name: Sarah Jane Melnitz
Codename/nickname/other aliases: Kaiju
Concept/archetype: Battle shapeshifter (Powerhouse)
Gender: Female
Age: 28
Height: 5'2"
Weight: 120
Hair: Dark brown
Eyes: Brown
Skin: pale caucasian

GAME STATS:
Abilities: (48 pp)
STR 0 / STA 8 / DEX 0 / AGI 2
FGT 2 / INT 5 / AWE 6 / PRE 1

Defenses: (12 pp)
Toughness: +12 (Impervious 2)(STA 8, +4 Power)
Parry: +6 (FGT 2, +4pp)
Dodge: +6 (AGI 2, +4pp)
Fortitude: +8 (STA 8, +0pp)
Will: +10 (AWE 6, +4pp)

Immunity: Disease, Poison, Mental effects (20)
Immunity (Half effect): Aging, Need for sleep, Fear, Interaction effects (5)
+Concealment from Mental senses

Offense:
Initiative: +2
Close attack: +2
Ranged attack: +0

-Specific attacks:
>?

Skills: (44sp= 22 pp)
>Trained: Acrobatics +3 (1sp); Athletics +3 (3sp); Deception +2 (1sp); Insight +19 (13sp); Investigate +9 (4sp); Perception +9 (3sp); Persuasion +4 (3sp); Stealth +3 (1sp); Technology +7 (2sp)

>Combat skills: Ranged combat (throwing) +2 (2sp); Close combat (unarmed) +2 (0sp)

>Expertise skills: Profession- librarian/ archivist +8 (3sp); Profession- Superhero +6 (1sp); Pop culture +8 (3sp); Current events +6 (1sp); Computers +6 (1sp); Mythology/folklore +6 (1sp); Ritual Magic +6 (1sp)

>Untrained (Eidetic memory, Jack of all trades): Intimidate +1, Sleight of hand +0, Treatment +5, Vehicles +0

Advantages: (19 pp)
>Base: Benefit x1 (Cipher 1); Benefit x1 (money 1- well off); Benefit x1 (Research expert); Diehard; Eidetic memory; Equipment x1; Evasion x1; Great endurance; Jack of all trades; Languages x2 (Japanese, Latin); Luck x2; Move-by action; Ritualist; Skill mastery x1 (Insight); Teamwork; Uncanny dodge; Well-informed (+9)

>Enhanced Advantages (bought as Powers): n/a

POWERS:
>"What?"
-Feature 1: Charmed Life; (1pp)

>Awakened (better than caffeine)
-Senses 1: Direction sense; (1pp)
-Senses 1: Awareness (dimensional); (1pp)
-Senses 1: Danger sense; (1pp)
-Quickness 2; Limited- mental quickness only; (1pp)
-Immunity 6 (Half effect): Fear (1), Interaction effects (5); (3pp)

>Unnatural vigor:
-Regeneration 1, +Persistent, +Regrowth, +Restore stats; (4pp)
(After healing all damage conditions, this restores Weakened/Impaired/Disabled Attributes one point at a time)
-Immunity 2: Disease, Poison; (2pp)
-Immunity 2 (Half effect): Aging, Need for sleep); (1pp)
-Luck x1 (Recover); (1pp)
-Immortality 1; (2pp)
-Protection +4 (Permanent), +Impervious 2 (Toughness); (6pp)

>Impenetrable Mind:
-Immunity 20: Mental effects; (20pp)
-Concealment 2 (Mental senses)(Permanent); (4pp)






>Empowered Host:
-Feature 1: Dimensional pocket 1; (1pp)
-Morph 2 (Servitor beasts), +Continuous; +Metamorph 3 (Monkey, hellbat, big lizard); (12+3= 15pp)
(Stunt: Deepspawn, Starspawn, REALLY Big Lizard).

BACKGROUND:
History: TBD

Complications:
-(At least 2; TBD)

Description: TBD

Point Accounting: Abilities ?pp; +Defenses ?pp; +Skills ?pp; +Advantages ?pp; +Powers ?pp= ?/ ?pp

Future planning: TBD

Capsule: TBD



>Outside the Game: Natasha Rabinowitz (under the stage name "Natalie Robbins") was a child actress, best known for starring in the sitcom "Lady of the House" from 2033-2036. It was a sitcom of the "precocious moppet" format (and totally not a ripoff of Two-And-a-Half Men), part of the retro-revival television wave that dominated 2030s entertainment. But after a horrifying fan incident at a Convention (also retro-style), she developed a crippling case of Social Anxiety and retreated from public life. Over time, as part of her therapy, she began to engage in some online gaming as a form of social interaction. She also began to do some Voice Acting work, for both animation and gaming productions that wanted a "real" voice instead of computer-generated sound files. She had dabbled a bit in VR gaming, and the MMVR project seemed interesting- after years as a virtual recluse, the idea of being a Superhero was quite compelling. What she doesn't know is that one of the developers remembers her acting career and has a secret unrequited crush on her (See the "Charmed Life" feature.

>Inside the game: Sarah Melnitz is 28 years old and works as an archivist/librarian at (Premium City University)- she specializes in media preservation, restoring or converting old audio or video storage tech before it is lost to time. She was also a very minor metahuman, with slightly enhanced intelligence and healing ability. Her powers were weak enough that they would never have been enough to support a career as a super, but they did make her life easier. And, more importantly, when Doktor Metallik and his goons raided the university, and interrupted a ritual that Sarah wasn't even aware she was conducting, those minor powers allowed her to survive as the Host for, well, SOMETHING...

Strictly speaking, she isn't a host for the thing ITSELF, but for some of its servitor creatures- no one could survive hosting the thing ITSELF (but see Complications). Functionally, she can assume a number of (appalling and monstrous) forms- almost incidentally her "normal" form is all-but invulnerable, as the thing ITSELF does not wish to risk its only conduit to the mortal world (puny dimension that it is). Her most common form (which she refers to as a "Monkey Suit") is that of a large biomechanical beast- a nine-foot-tall cross between a gorilla and a xenomorph. She can also take the shape of a winged, acid-spitting "hellbat". In dire circumstances, she can assume the form that she is named for, a thirty-foot-tall vaguely lizard-like beast- but she rarely uses this as it is much more bestial, more primal (read "dumber"), and its size makes collateral damage a real concern.

>Complications:
-1. Civilian identity (out of game), + "I know that voice": Outside the game, Natasha is a virtual recluse- while she is (to some degree) comfortable interacting by voice, VR, or (maybe) video, she still suffers from Social Anxiety approaching phobia level regarding physical, in-person meetings. In addition, her VR voice (as Sarah, anyway) is her actual voice, which may be recognizable to particularly knowledgeable or obsessive types, because of all the Voice Acting work she has done over the last ten years or so. They may not be able to connect it to her actual identity (without delving deep into the game registration for instance), but it might be RECOGNIZED. (Because she has done so much voice work, some people might also mistake her for an NPC or other "system voice").

-1A. Secret Identity (In Game): Sarah is a research librarian and archivist at PCU. She has a job, an apartment, friends, and so on. She also has a persistent Secret Admirer, whose identity she has never been able to determine, but has been around for years... Sarah is shy and reserved, but she still enjoys dealing with people, and simply being out in the world, to a far greater degree than Natasha does in real life (though Natasha herself has actually come to enjoy the VR world interactions as well- perhaps there is hope for her IRL yet).

-2. Motivation: Do good/help out. With great power, etc. In her case, Sarah realizes that the entity from which she draws her powers might be some kind of extradimensional "Big Bad" (and even in the "best case", it is incomprehensible and alien in outlook, and probably views humans as meaningless to its ideals), so she is extra determined to put those powers that she does have to use on the side of Good. In addition, she is very protective of the university campus and community, and of children generally (though they are most often terrified of her assumed forms)...

-3. Monstrous appearance: All of her assumed forms are rather monstrous in outward form- they may frighten people (especially children), and they have a hard time inspiring trust or goodwill, especially in heroes or first responders that don't know who she is. In addition normal animals HATE them, and react with fear or violence, according to her nature. Even in "normal" form, natural animals and many "sensitive" humans or superhumans (magically or psychically gifted, or just those with unusually high Insight) may feel uneasy around her, even though they couldn't say why- "just a feeling"... In addition, her "giant lizard" form is big enough (30 ft tall, 25 tons) that its sheer size is a de-facto Complication...

-4. Monstrous urges: In her normal form, she is quite capable of keeping the ITSELF and its constant whispering voice in her head properly contained. This becomes harder when she is in one of her assumed forms- the "giant lizard" form is hardest of all (one of the reasons she uses it rarely). While the most common urges are for rampaging and destruction, the thing ITSELF might also urge her to complete less straightforward tasks which serve its UNKNOWABLE PURPOSES... (or rather, those of the Story AI Shard which "plays" the thing ITSELF)

-5. Power loss (Dimensional warding): Because Sarah's primary ability is that of acting as a conduit for an extradimensional BEING, and assuming the forms of some of its servitors, certain dimensional barriers may interfere with her abilities- either making it difficult to assume those forms, or weakening forms she has already taken.

-6. Enemy: Doktor Metallik is a techno-villain, and an unusual number of his schemes require substances, items, or processes which are found around PCU- so he is a recurring foe for Kaiju. It is assumed that he is an NPC/ Shard character, and that he has a secret ID connected to the University- but who knows if those assumptions are correct...

One day she was doing an inventory assessment on some boxes of tapes which had been found in a long-deserted spooky mansion. There were a number of other trinkets randomly stowed in the boxes- like many librarians, Sarah had a hobby-level interest in the occult, and she really should have recognized the props of a rather odd wizard. She should also have known better than to try to sound out some of the phrases on the tapes, but sometimes that was the best way to determine the quality of the recordings.

It was simple misfortune that she was hard at work on the project when Doktor Metallik and some of his hired goons raided the university in search of some particularly unique substance being developed in one of the Material Science labs as part of a project that the government wasn't doing a very good job of keeping secret. How they mistook the Archives for Materials Science, no one will ever know...

The tape was still hissing, and Sarah was still repeating a string of words phonetically (since she didn't know the language) when the wall collapsed, knocking over the table where the ritual trinkets had been piled. Sarah tumbled to the floor with them, and accidentally touched one of the items, which looked like a particularly hideous bracelet- and which acted as a sort of conduit to SOMETHING which had been listening to the incantation that she didn't even know she was speaking. There was a brief moment of disorientation, and instead of the incredible pain she was expecting (as teh building continued to collapse, there was a comforting, enveloping sensation, like that time she had tried on Steve's Cyclon armor for a costume party... She felt safe somehow, protected- and much stronger than she ever had before.

A few seconds later, she also realized that she was incredibly angry (later analysis indicated that the anger wasn't hers, exactly). But, lost in the meoment, she stood up, brushing aside what remained of her project. And the table. And the collapsed wall and ceiling.
Last edited by pathfinderq1 on Fri Jan 05, 2024 4:12 pm, edited 9 times in total.
pathfinderq1
Posts: 2204
Joined: Sun Mar 12, 2017 4:04 pm

Re: Catastrophe Academy- Hero High builds

Post by pathfinderq1 »

Hellcat

PL 9/ PP 165 (Unspent 0)
-HP: 1

Real name: Parker Ariel Barr
Codename/nickname/other aliases: Hellcat (fka Rascal)
Concept/archetype: Speedster
Gender: female
Age: 18
Height: 5'1"
Weight: 115
Hair: Reddish-blond
Eyes: grey-green
Skin: caucasian (light tan, freckles)


GAME STATS:
Abilities: (60 pp)
STR 2 / STA 5 / DEX 2 / AGI 8
FGT 6 / INT 1 / AWE 4 / PRE 2

Defenses: (10 pp)
Toughness: +5 (STA 5, +0pp)(+6 with Defensive roll 1)
Parry: +8 (FGT 6, +2pp)(Enhanced +12)
Dodge: +8 (AGI 8, +0pp)(Enhanced +12)
Fortitude: +8 (STA 5, +3pp)
Will: +9 (AWE 4, +5pp)

Immunity: Disease, Poison
Immunity (Half effect): Natural aging, need for sleep, Fear, Interaction effects
>(Other immunities possible depending on array selection)

Offense:
Initiative: +12
Close attack: +6
Ranged attack: +2

>Specific attacks:
-Basic unarmed:
-Basic throwing:
(+Array dependent options)
-Unarmed (Fight like hell):
-Jackhammer strike:
-Sonic snap:
-Fastball:
-Running slam:


Skills: (26sp= 13pp)
>Trained: Acrobatics +11 (3sp; or higher); Athletics +10 (2sp; or higher); Deception +5 (3sp); Insight +5 (1sp); Investigate +2 (1sp); Perception +5 (1sp); Persuasion +3 (1sp); Sleight of hand +3 (1sp); Stealth +9 (1sp; or higher); Technology +2 (1sp)

>Combat skills: Ranged combat (throwing) +4 (2sp); Close combat (unarmed) +6 (0sp); Close combat (Speed array) +6 (0sp)

>Expertise skills: Profession (student) +2 (1sp); Profession (superhero) +2 (1sp); Profession (restaurant worker) +2; Pop culture +5 (4sp); Streetwise +3 (2sp)

>Untrained: Intimidate +1; Treatment +1, Vehicles +2

Advantages: (20 pp)
>Base: Attractive x1 (Adorbz); Benefit x1 (Ambidexterity); Benefit x1 (Athletics based on AGI); Benefit x1 (Status- Legacy); Defensive roll x1; Equipment x1; Evasion x2; Great endurance; Improved initiative x1; Improved trip; Languages x1 (Spanish); Luck x1; Move-by action; Quick draw; Skill mastery x2 (Acrobatics, Athletics); Taunt; Teamwork; Uncanny dodge

>Enhanced Advantages (bought as Powers): Luck x1 (Recover), Luck x2 (Recover; Limited)
(Other possibilities dependent on array selection)

POWERS: (18+44= 62pp)
>Super-suit: Feature 1 (costume is self-cleaning and self-repairing); (1pp)

>Natural talents:
-Senses 1: Direction sense; (1pp)
-Unperturbed: Immunity 6 (Half effect)- Fear (1), Interaction effects (5); (3pp)

>Physical enhancement:
-Leaping 1; (1pp)
-Quickness 1; (1pp)
-Speed 1; (1pp)

>Time management 101:
-Senses 1: Time sense; (1pp)

>Enhanced metabolism:
-Regeneration 1, +Persistent; (2pp)
-Immunity 2: Disease, Poison; (2pp)
-Immunity 2 (half effect): Aging, Need for sleep; (1pp)
-Feature 1: Iron stomach; (1pp)
-Feature 1: Can recover fatigue at normal rate even without resting; (1pp)
-Enhanced Advantage 1: Luck x1 (recover); (1pp)
-Enhanced Advantage 2: Luck x2 (recover), Limited- only for Fatigue for extra actions; (1pp)

>The need for speed (Array, Dynamic):
(Because "Manipulation of temporal physics" sounds way too Suss)
-Run, Run, Away (Base power, Dynamic): (Aka Run Like Hell)
-Gotta Catch 'Em All (AE, Dynamic): (Aka Altered Time Rate)
-Fight Like Hell (AE, Dynamic):
-Cartoon Physics (AE, Dynamic): (Aka "How The Hell...")
-Jackhammer Strike (AE, Dynamic):
-Sonic Snap (AE, Dynamic):
-Fastball, not-so-special (AE, Dynamic):

>Known stunts (or future AEs):
- *Break local physics (Teleport, tiring)
-Wrap it up (Snare, multi-snare)
-Sonic Boom
-Run over (Line damage)
-Temporal drift (Actual time powers, mostly senses and/or uncontrolled)

>Description:
-Civilian ID: Parker is fairly short and has an athletic build- she has a decent amount of muscle for her size and excellent muscle tone. She tends to hide this by wearing loose-fitting or oversized clothing- but she does favor knee-length shorts or pleated skirts, so her legs are a bit of a giveaway. She favors light-colored clothing,and prefers pale pastels to bright (or dark) colors. She generally wears lightweight sneakers or minimalist sandals- she never wears heels. She has a round face, pleasant features, and a wide, engaging smile. She is lively and energetic- even without her powers, she is often in motion. She tends to come off as a bit spacy, kind of a ditz- but a very friendly, upbeat, likable ditz...

>(I don't have much luck poaching images, but Enid Sinclair, from the Netflix 'Wednesday' series is the model for this- though with a decent California tan and a dusting of freckles; Parker spends a lot of her free time outside).

-As Hellcat: In her official Super-Identity, Hellcat has a an official super-costume. It is a sleek full-body suit (not exactly spandex- something a bit heavier and definitely more durable; you know, "unstable molecules" or some other kind of super-material). It is mostly black, with red tiger-stripes- a closer look reveals that the stripes are subtly shaded with orange and yellow highlights that appear to shift ever-so-slightly as she moves (that's right- both stripes AND flames at the same time, so like, what, twice as fast? Five times as fast?). The head covering has cat ears, which fold down at speed, and goggles/sunglasses with "cat's eye" design. It also has thin fiber "whiskers" and fangs (painted on, to match the claws painted onto the gloves). In her Super-Identiity, she comes off as more serious, more focused- and she doesn't smile nearly as much.

>Point Accounting: Abilities 60pp; +Defenses 10pp; +Skills 13pp; +Advantages 20pp; +Powers 62pp (18+44)= 165/ 165pp



>Capsule: Hellcat is, strictly speaking, a speedster- but she usually acts and operates more like a skirmisher/light scrapper. Her powers are primarily based on time manipulation (and incidentally "modifying" local physics)- she is decently athletic, but not superhumanly so. Most of her powers (and incidentally some degree of her memory) were actively suppressed for several years (until about six months ago), so she is still learning her full capabilities...

-Background:

>Outside the game:
Spoiler
Kendall Hamilton was an incredibly talented gymnast (and by some measures, she still is)- in addition to Olympic competition, she did some work with Cirque du Soleil, and some motion capture work for gaming studios (including some earlier generation VR studios, where she made some important connections). All of that came to a (literally) crashing halt when she was in a transport accident (they aren't really "cars" anymore, are they?)- both of her legs were horribly mangled. Between modern neurosurgery and prosthetics technology (and a few years of physical therapy), she was able to walk normally (MOST of the time), and even engage in some more complicated movement (some of the time)- but nowhere near where she had been. As part of her therapy, she did more motion modeling work for "The Studio" focusing on performing motion capture for physically non-standard forms (like mermaids and the "cloud from the waist down" slyph- that was how she got involved in the Beta testing phase of Superheroics Unlimited. Well, that and the fact that her (almost) fiance was a much more hardcore VR gamer, who skills the developers definitely wanted.

The beta phase went pretty well- she and her fiance operated in a smaller city as a pair of allied heroes, more than slightly based on Mr. Incredible and Elastigirl from the old classic movies. But as the beta phase progressed, their experiences began to diverge. Kendall simply enjoyed the physical experiences that the VR system provided- not just the super-battles, but simply bouncing around the city and doing stuff, while her fiance grew more and more interested with the game's metaplot, and unraveling all the secret machinations of the AIs that were running the gameworld. Their cooperative gameplay began to suffer, both the super-based aspect and all of the ongoing storyline minigames of the characters' shared lives (including the raising of three super-powered children). As the beta phase wrapped up, they had a whole adventure "As a family" with an AI runing their kids as active junior supers. It was, to put it mildly, a disaster. Just after the beta phase wrapped, Kendall and her fiance broke up, and she moved back home- she wasn't living WITH her parents, but quite nearby. For a time, she wasn't even sure she wanted be part of the game anymore. But the limitations of her physical body grated on her, and when the game moved forward, she signed up again. There were discussions (mostly lawyer-free) between Kendall and her ex-fiance, and later bewteen the two of them and some of the game's representatives, over how their in-game interactions would be limited, and how their intertwined backstories would be scripted out. Luckily, they each had their own areas of interest, which would help to keep them separated. Her ex-fiance would be operating at a global/cosmic level, exploring the secrets of the multiverse, and dealing with "Threats to all existence"- that is, the game's metaplot. Meanwhile Kendall would be, at least initially, a much more "grounded" hero- a young rookie, if not solely street-level, certainly at most local-level.

By mutual agreement, they used the character basics from the NPC children of their original hero marriage. Kendall took up the identity of 18-year-old Parker- in addition to her evolving hero career, she would get to live out some of the life of a normal young adult, exploring the world and life on her own. This was the sort of experience she had never had on her won- her gymnastics career and her very-involved parents had led to a very structured (and not even remotely normal) life, until her accident.

Her ex-fiance, meanwhile, took up the role of the family's eldest child- by the start of the game her had graduated from college and was beginning to make his mark in the world. This allowed him to drop all trappings of a normal civilian life to focus on his super-career. While they retained some degree of connection to their shared backstory, the narrative differences would serve to keep them apart, the way they both wanted (though the connection remained in the background in case the AIs needed to exploit it- the studio was insistent that this was part of both their contracts).

For her part, Kendall's game membership is paid for by a patchwork structure of sources. Her parents are reasonably rich (having invested in a number of significant technologies over the years), and Kendall herself has some degree of a trust fund, in addition to the medical coverage provided as part of her settlement after the transport accident which left her permanently injured. She also has a smaller contract covering some motion modeling work for the studio itself, which gets her a bit of a price break. Since she is more interested in the gameplay itself and the experiences that the VR Environment provides, she has actually licensed any streaming rights and other residuals back to the studio. She spends as much time as she can in the game, but when she must "log out" she does some motion modeling and motion capture work for video and gaming studios, and she does some physical therapy and training work, especially focusing on other "physically impacted" individuals. There are videos or AIs to do this, of course, but even in 2053 some people prefer to work with other actual humans.



>Inside the game:
(First off, watch both of The Incredibles movies- it is just possible that some ideas may have been borrowed here)

Years ago (ie. back in beta-testing times) Rebound and Valiant were the hottest super-couple in town. Sure they took it easy for a few years after they got married and started a family- but no low-life criminals were going to set up shop in CarmenMirandapolis (and WOW, did THAT place get re-named after moving out of Beta), and even seasoned supervillains usually stayed clear of the place (it was technically a city, but too small and too nondescript to have much to interest a REAL villain, with a few exceptions- archenemy style exceptions). After a particularly upsetting series of incidents when their oldest child was about 16, they tried to retire for real, moving to an even smaller town and (mostly) staying out of the business. Sure they did some All-Star teamups, and maybe a few vacations turned into "Old archenemy escapes super-prison" incidents, but for the most part things were quiet. While all three of their children had some degree of superpowers, they were forbidden from using them, practicing with them, or anything of the sort. They even began dosing all of their children with power-suppressing drugs.

Outside the game, the players behind Rebound and Valiant had been a couple, but while they both remained committed to the game, they broke up IRL. So when the game moved to actual release, a compromise of sorts was reached- and the developers (or the AIs, who can tell the difference theses days) agreed to the "new plot". In the MMVR world, Rebound and Valiant vanished right about the time their oldest child was graduating from college- their younger children were 18 and 12 years old, respectively. Everyone assumed that the disappearance was part of a devious scheme by one of the old arch-enemies, but none of them took credit for it. Their oldest child, taking the Supername "Horizon", went more than a little crazy, becoming obsessesd with solving the "mystery" of the disappearance- and not letting anyone get in the way. (Outside the game, Valiant's player had opted out of the "pure Hero" role, and was interested in walking the line between "antihero" and "sympathetic villain", as well as participating in some deeper metaplot; Kendall, as Rebound's former player, opted to stay "full hero", and to focus on the physical aspects and senstaions of a full VR world).

Inside the game, the years of power-suppressing drugs started to wear off after a while. Vincent Barr finished college and vanished as well- he became a full-time Super with no known civilian ID. Parker Ariel Barr and Robert (Bobbob) moved in with the grandparents in suburban Premium City. Parker graduated from high school and started community college- but secretly she took the heroic identity of Hellcat, a rookie speedster in the superhuman ecology of Premium City. The grandparents are entirely clueless, and Bobbob seems content to live the live of a normal suburban 12-year old (in his case, the power-suppressing drugs HAVEN'T worn off, which is probably a good thing).

Rebound and Valiant vanished on the night of Parker's senior prom- this led to all kinds of chaos right at the end of her senior year. Her grandfather moved in temporarily, just to keep Parker (and Bobbob) on track- but after graduation they both moved to Premium City to live with the grandparents full time. (This move coincided with the 'start' of the in-game timeline- so that at the beginning of the game, Parker was a new arrival to Premium City).

>(In ancient times, ie. pre-beta-test; specifically backstory for the beta characters/timeline): Kendall and her almost-fiance are enrolled as beta-testers, and agree to develop characters together, sharing in-game connections and backstory. The game developers and the AIs are intrigued by this sort of connection, since it may yield different dynamics than a more-traditional hero team. Rebound and Valiant operate as a two-person hero team for several years, dating and then marrying in their civilian identities. After the birth of their first child, they enter semi-retirement, move to a smaller city, and have two more children.

>(In the past, ie. during the beta-testing gameplay timeline): Rebound and Valiant return to active superhero work, as their home city faces a time of dire need. They attempt to maintain secret identities, and to raise three (powered) children, during a very turbulent time for their home city. During the climax of the beta-phase, they are forced to work together (despite increasing stresses on their relationship, both in and out of game) to save both their children and their family.

>(And then, ie. during the time break between beta-testing and the "start of the current age"): Outside the game, Kendall and her fiance break up in a fairly irreparable fashion. After the "Big Family Adventure", Rebound and Valiant retire (as much as they can- there are some narrative "Events"). They stay together "for the children", but also does all three children with power-suppressing drugs (which also, incidentally, interfere with the memories associated with those powers). Several years pass, during which the family has what appears to be a normal life. In the last narrative segment before the launch of the actual game, both Rebound and Valiant vanish without a trace. The eldest (Vincent) is already on his own, but the two younger children are taken in by their grandparents. The power-suppressing drugs which their parents had been dosing them begin to wear off- both Vincent and Parker begin to experiment with their "New" abilities...

>(So Far, ie. since the start of the actual game): Parker and Bobbob move to the suburbs of Premium City to live with their grandparents. Vincent, no longer bothering to maintain a civilian identity, cleans out the secret super-lair beneath their parents' house and disappears- the enigmatic psychic paragon Horizon enters the ranks of "cosmic level" beings. Parker enrolls part-time at the local community college, and takes a part-time job at the restaurant her grandparents run (a very over-the-top Retro version of a classic diner). She spends the rest of her time just being an eighteen-year-old in the suburbs and the city at large- she even starts to make some new friends to replace those she moved away from. Unknown to her grandparents (who never really knew about the hero career her parents led), Parker also begins operating as a rookie superhero- mostly in the city. Kendall (and thus Parker) are in the game on launch day, but with only a few months of play so far, Hellcat has not made much of an impact on the local Super-ecology...
As far as anyone knows, her younger brother Bobbob has not displayed superhuman abilities and seems entirely happy as a normal suburban twelve-year-old. For now the studio is keeping him in reserve as an NPC/system character- at this stage all PCs are supposed to be at least 18, and he might be useful plot leverage for either of his siblings (but who knows- if they change the character age guidelines, maybe some well-funded user might purchase the character rights).

Outside the game, Kendall has structured her life so that she can spend as much time as possible in the VR environment- even when not actively playing, she does some work for the studio. She does have some off-line responsibilities, but her heart is in the game (or, more accurately, in the VR world, which she is certainly NOT addicted to...


















>Complications:
1. Civilian Identity (Out of Game): Kendall Hamilton WAS a very talented gymnast before being badly injured. While she has regained some mobility, she is nowhere near where she once was- and that bothers her, all day every day. In the VR World, she can be as good as she used to be- in a VR Super game, she can be better. She is not precisely addicted to the VR world experience, but she is pretty close to that line. In addition, her ex-almost fiance is also a player in the game- he is more highly ranked and more experienced, but he is far more interested in "the metaplot", while Kendall enjoys the physical rush that full-VR gameplay allows; they mostly manage any tension by avoiding one another. Most of the time.

2. Secret identity (In Game): Parker Ariel Barr is an eighteen-year-old "kid", a high school graduate and community college student who lives with her grandparents in the suburbs of Premium City. Nobody seems to know where her parents are- but in a world full of superheroes that sort of thing happens all too often. She has a younger brother (Robert aka Bobbob, age 12), some part-time student work, and a part-time job at the restaurant her grandparents own- they would really like her to focus more on one or the other. But what they don't know, don't understand, COULDN'T understand, is that the rest of her time is mostly spent as rookie hero Hellcat, learning the ropes of the trade in the Big City...

2a. Relationships: (Grandparents- own very retro diner; Bobbob- "normal" 12 year-old brother)

3. Motivation (thrills): Both Kendall the player and Parker the character revel in the rush of movement, the sheer physical joy of superhuman speed and agility. Even when Parker isn't out roaming the city, doing the whole "hero thing", she loves having her powers (and using them)...

4. Secondary Motivation (responsibility/ do good/ help out): Parker knows that her parents are (were?) famous superheroes, even if those years were a little fuzzy. But the whole "with great power..." speech was drilled into her head from a very young age, and she understands that, whatever else she does with her powers, whatever she does in her life, she must do what she can to make the world better, in ways large or small.

5. Accident (temporal distortion): Parker's powers are primarily temporal in nature (ie. time manipulation) and somewhat incidentally physics-based, but she is most comfortable with the physical aspects. Occasionally something weird with happen with time (or the way people experience time) to her or in her general area- she is subconsciously used to this, to some degree, and might not even notice (but everyone else at the bus stop might wonder why it feels like they have been waiting for HOURS, instead of just a minute or two). In addition, Parker's powers were actively suppressed for several years- and the part of her brain that deals with time management (and thus governs her powers) is closely related to memory; while her powers are coming back quite nicely and she is learning to use them more effectively, her memory can still be, shall we say, spotty. In general, she is pretty good with important stuff (anything she has spent points on, or otherwise reinforced), she is a bit forgetty- the GM can penalize any attempt to "roll to remember x" to whatever degree is wanted, or rule that she has forgotten a particular detail. Her long-term memory is also a bit hazy- in general she often comes off as a bit of a ditz, or a space-case, and she makes even more use of the notes and recording function of her phone than most teenagers do. It is likely that this particular problem will improve as she improves her control of (and understanding of) her more esoteric time-based abilities.

6. Lost legacy: While Hellcat is strictly speaking, a legacy hero, she does not publicly acknowledge it very much. She has entirely abandoned her juvenile hero ID (Rascal), and is not engaged in finding out what happened to her parents- Horizon is far too obsessed with that mystery, and won't tolerate anyone interfering in his search, even a sibling. But in a dire situation, Parker might have to reach out to one of her parents' old allies- or one of their old enemies might track her down. Or, AI shard/gods forbid, maybe Bobbob starts displaying superpowers where other people (or worse, the grandparents) can see...

7. Not-exactly-enemy: Parker's brother Vincent, using the Supername "Horizon" is obsessed with their parents' disappearance- his methods are suspect, his pursuit ruthless. He is constantly dancing across the line between "Antihero" and "Sympathetic villain"- and outside the game IRL he and Kendall were a long-time couple who broke up pretty permanently. Despite their family connection, he is not a friend or even a reliable neutral party. And maybe, someday, he might get the idea that Parker is responsible for their parents' disappearance (or partially responsible, or an unwitting tool)- and then things might get ugly. But for now, an uncomfortable silence reigns... Outside the game, Vincent's player is Kendall's ex-fiance, so that definitely contributes to some in game tension, which they mostly deal with by avoiding one another. But maybe the AIs might steer their plotlines closer together, to see how that tension evolves...
Last edited by pathfinderq1 on Sun Dec 04, 2022 8:13 pm, edited 19 times in total.
pathfinderq1
Posts: 2204
Joined: Sun Mar 12, 2017 4:04 pm

Re: Catastrophe Academy- Hero High builds

Post by pathfinderq1 »

Fianna (Vanguard Academy)

PL 8/ PP 120 (Unspent +3)
-HP: 1

Real name: Veronica Michaela Antonelli
Codename/nickname/other aliases: Mikey, Vera
Concept/archetype: Apprentice mage
Gender: Female
Age: 16
Height: 5’3”
Weight: 120lbs
Hair: Black
Eyes: grey
Skin: pale caucasian

GAME STATS:
Abilities: (20 pp)
STR 0 / STA 4 / DEX 0 / AGI 1
FGT 0 / INT 3 / AWE 3 / PRE -1

Defenses: (18 pp)
Toughness: +4 (STA 4, +0pp)(+6 in uniform)
Parry: +6 (FGT 0, +6pp)(+10 with ‘Protective spirits’)
Dodge: +6 (AGI 1, +5pp)(+10 with ‘Protective spirits’)
Fortitude: +6 (STA 4, +2pp)
Will: +8 (AWE 3, +5pp)

Immunity: fear
Immunity (Half effect): Disease, Poison, Aging, Sleep, Mind-reading 2
(Others are possible depending on Array and Variable settings)

Offense:
Initiative: +5
Close attack: +0
Ranged attack: +0

>Specific attacks:


Skills: (45/15 +2/1= 16 pp)
>Trained (3sp/PP): Acrobatics +4 (2sp), Athletics +3 (3sp), Deception +1 (1sp), Insight +6 (2sp), Investigation +11 (8sp), Perception +5 (1sp), Persuasion +1 (1sp), Stealth +3 (1sp), Technology +3 (1sp), Treatment +5 (2sp)

>Combat Skills (2sp/PP): Ranged combat (Throwing) +0 (0 csp); Close combat (Unarmed) +2 (0csp); Close combat (Spellblade/array) +4 (2csp; Enhanced +8)

>Expertise Skills (3sp/PP): Magic +8 (5sp), CASTLE +4 (1sp), Mythology/ folklore +4 (1sp), Streetwise +4 (1sp), Religion +4 (1sp), Exercise/ fitness +4 (1sp), Psychology +4 (1sp), Criminology +4 (1sp), Civics +4 (1sp)

>Untrained: Deception +0, Intimidate +0, Sleight of hand +1, Vehicles (any) +1
>Untrained Expertise: Pop culture +3, History +3, Current events +3

Advantages: (21 pp)
>Base: Artificer; Benefit x1 (Research expert); Benefit x2 (cipher x2); Eidetic memory, Equipment x1; Evasion x1; Great endurance; Languages x2 (Spanish, Latin); Luck x1; Move-by action; Ritualist; Uncanny dodge, Well-informed

>Enhanced Advantages (bought as Powers): n/a
(-some possible depending on Array or Variable selections)

POWERS: (15+14+22= 51PP)
>Basic talents:
-Senses 1: Direction sense; (1pp)

>Durability:
-Regeneration 1; (1pp)
-Immunity 4 (Half effect): Disease, Poison, Natural aging, Need for sleep; (1pp)


BACKGROUND:
History: At a casual glance, Mikey’s early life might have seemed rather mundane, even a bit boring. She is the oldest of seven children born to Margaret (O'Keefe) and Marco Antonelli. Her parents are rather thoroughly Catholic, and they tend to talk about their faith and their family far more than they talk about their jobs (in fact they almost never talk about their jobs, except in the vaguest terms). Mikey knew that they worked for some government agency or another. Her family was fairly well-off, but certainly not spectacularly rich or anything- they lived in one of the nicer suburbs of the Quad Cities and went to church every week; Mikey went to a decent Catholic school instead of public schools (or some fancy private academy). Mikey was a fairly good student, but not terribly social or popular; she didn't have a lot of friends but the few she had were good ones. She also didn't have a lot of time for hobbies or extracurricular activities- as the oldest child she had significant responsibilities around the house. Overall, she was just another normal-ish young woman, living a normal-ish life.

And then this guy with a magic sword showed up out of nowhere and tried to kill them all...

Obviously there was a lot going on behind that normal-ish life.

Mikey's parents worked for the government all right- in fact they both worked for CASTLE, in the not-quite-infamous Department 13, which dealt with supernatural and metaphysical matters. Marco, if pressed, generally told people that he "mostly moved papers around, and on an exciting day he might move some boxes"- this was true, but those papers were usually spellbooks and other dangerous writings, and any boxes were locked and magically warded. In actuality he did security for some of the Department's most dangerous assets- and sometimes he was called in as part of the Department's equivalent to a SWAT team, the magical equivalent of a bomb squad. Margaret was mostly a stay-at-home mother, but she was also a specialized consultant on certain magical matters- unknown to almost everyone, she also maintained a subtle web of protective enchantments over her husband and her children; these spells allowed Marco to survive some very dangerous situations.

In some sense, this was only fair- Marco had saved Margaret's life years before, even before they started dating. Margaret had been raised Irish Catholic, but she was part of a far older lineage as well, a heritage of witches that had begun in pre-Christian Ireland more than 2000 years ago. As a teenager her magical talent nearly drove her mad, and she ran away from home. She fell in with a pagan crowd, and began to learn how to use and understand her supernatural abilities- but in time she and her friends were caught up in the machinations of a more powerful (And quite evil) wizard.

Complications:
-The Responsible One (Motivation):

-Power Loss: like most wizards, Vera must be able to speak and gesture to use her Minor Magics power.

Description: Mikey is fairly tall for her age, with an athletic build (and broad shoulders for a young woman)- she may not be done growing, as both of her parents are quite tall. She has long black hair, typically tied back in a simple braid, brown eyes, and olive-toned skin which clearly shows her European/Mediterranean heritage (most new acquaintances tend to guess Hispanic or Middle-eastern). She generally dresses in comfortable simple clothes on her own time and a private school/Catholic school uniform while on school time. In general, she tends to convey a quiet, bookish appearance.

Point Accounting: Abilities 30pp; +Defenses 10pp; +Skills 13pp (12+1); +Advantages 16pp; +Powers 51pp= 120/ 120pp (+3pp earned)
Last edited by pathfinderq1 on Mon Feb 05, 2024 2:18 am, edited 17 times in total.
pathfinderq1
Posts: 2204
Joined: Sun Mar 12, 2017 4:04 pm

Re: Catastrophe Academy- Hero High builds

Post by pathfinderq1 »

Shroud (In Progress)

PL 8/ PP 120 (Unspent 0)
-HP: 1

Real name: Annabelle Leigh Wentworth
Codename/nickname/other aliases: Shroud
Concept/archetype: Telekinetic, little rich girl
Gender: Female
Age: 15
Height: 5'2"
Weight: 110lbs
Hair: Brown
Eyes: Grey
Skin- Pale, Perfect


GAME STATS:
Abilities: (42 pp)
STR -1 / STA 5 / DEX 1 / AGI 4
FGT -1 / INT 4 / AWE 6 / PRE 3

Defenses: (7 pp)
Toughness: +5 (STA 5)(+6 with Defensive Roll; Up to +8, Impervious 8 with Defensive Force)
Parry: +4 (FGT -1, +5pp)(Up to +8)
Dodge: +4 (AGI 4, +0pp)(Up to +8)
Fortitude: +5 (STA 5,+0pp)
Will: +8 (AWE 6, +2pp)

Immunity: N/A
Immunity (Half effect): Fear, Interaction effects, Aging, disease

Offense:
Initiative: +4
Close attack: -1
Ranged attack: +1

>Specific attacks:
-Shaped force bolt: +10, DC 21 (+6); Ranged (60/150/300)
-Force ram: DC 18 Dodge, DC 23/19 (+8/+4), Close, Area: 60' Cone
-Grasping hand: +6, Move Object 10 (Non-damaging)
-Force pulse: +8, DC 18 (FORT) Affliction; Ranged (80/200/400)

Skills: (8pp= 16sp)
>Trained: Athletics +0 (1sp); Deception +5 (2sp; Taunt +9); Insight +7 (1sp); Intimidate +4 (1sp); Investigate +5 (1sp); Perception +5 (1sp); Persuasion +5 (2sp)

>Combat skills: Ranged combat (Force array) +2 (1sp), Ranged combat (Throwing) +1 (0sp), Close combat (Unarmed) -1 (0sp)

>Expertise skills: Student +5 (1sp); High society +8 (4sp); Business +5 (1sp), Pop culture +5 (1sp)

>Untrained (Jack of all trades): Acrobatics +4, Sleight of hand +1, Stealth +4; Technology +4, Treatment +4; Vehicles +1
+Expertise: Art, Civics, Law, History, Current events, Perform- Dance (AGI) +4


Advantages: (18 pp)
>Base: Attractive x1; Benefit x2 (Money- independently wealthy); Benefit x1 (Status- family); Connected; Defensive roll x1; Eidetic memory; Equipment x3; Evasion x1; Great endurance; Jack of all trades; Languages x1 (French); Luck x1; Move-by action; Taunt; Uncanny dodge

>Enhanced Advantages (bought as Powers): Luck +3 (4 total)

>To Add: Improved Social-fu, Resources
>Equipment (15ep): Smartphone with camera/GPS/etc. (5ep); Extensive and impressive wardrobe/accessories (5ep), Flash goggles, (+4ep)

POWERS: (46pp)
>Natural talents:
-Senses 1 (direction sense); (1pp)
-Immunity 6 (Half effect): Fear, Interaction effects (5); (3pp)
-Skill focus: Deception +4, Limited- only for Taunt; (1pp)

>Blessed: (But by Who? Or by What?)
-Feature 1: Charmed life; (1pp)
-Enhanced Advantage 3: Luck +3 (4 total); (3pp)
-Immunity 2 (Half effect): Aging, Disease; (1pp)
-Feature 1: Prestidigitation; (1pp)

>Shaped force projection (Array; 26pp base, +5 Dynamic, +3AE= 34pp total)
-Force Constructs (Dynamic, base power): Create 8, +Stationary, +Movable, +Affects insubstantial 2; (3/rank x8= 24+2= 26, +1 Dynamic= 27pp total)

-Defensive Force Screen:
-Grasping hand: Move object 10
-Shaped Force Bolt: Ranged damage 6 (Force)
-Force pulse (kinetic stun):Ranged Affliction
-Force ram (AE): Move Object 8, +Damaging, +Area: Cone x1, -Reduced Range: Close, -Limited: Only to push away; +Affects insubstantial x2 (Full power); (2+1+1-1-1= 2per rank x8= 16 +2= 18pp; +1pp/ AE)

>Known stunts: Force snare, Force Arrow, Force Armor, Control field, Force "butler" (Summoned force construct)

BACKGROUND:
History: Annabelle Wentworth (and it IS Annabelle, certainly NOT " Annie"; Ms. Wentworth is preferred) comes from a very respected, Old Money family- the sort of family that would never want or need anything as common as "superpowers". The sort of family that might produce unpowered manipulator villains, or inventors- not that they have, I mean really, perish the thought. Annabelle herself certainly never wanted powers- as an only child, she had the family name and legacy to uphold. But, as they say, "Life finds a way"... In this case, one of her ancestors dabbled in a bit of 'magic'

Complications:
-(Motivation): Noblesse Oblige
-Family/responsibility:
-Vessel (alien/interdimensional being)

Description: Annabelle is just below average height (a bit tall for her age) with a slender, willowy build- she rarely gets enough exercise to build any muscle mass or tone. She has long, slightly wavy, light brown hair, with just the faintest tinge of red, and piercing grey eyes. She is fairly attractive, but it is a cold, distant sort of beauty.

Point Accounting: Abilities 42pp; +Defenses 7pp; +Skills 8pp; +Advantages 18pp; +Powers 45pp= 120/ 120pp

Capsule: Annabelle can create shapes of pure force- these shapes tend to give off a faint bluish glow and trail wisps of blue-grey mist from their edges.
Last edited by pathfinderq1 on Sun Feb 14, 2021 3:08 am, edited 10 times in total.
pathfinderq1
Posts: 2204
Joined: Sun Mar 12, 2017 4:04 pm

Re: Catastrophe Academy- Hero High builds

Post by pathfinderq1 »

Scamp (DONE)

PL 8/ PP 120 (Unspent 0)
-HP: 1

Real name: Theresa Marie Davis
Codename/nickname/other aliases: Tessa, Scamp, Presto!
Concept/archetype: Teleporter, Bad Girl
Gender: Female
Age: 15
Height: 4'10"
Weight: 95lbs
Hair: Black
Eyes: Green
Skin: pale caucasian


GAME STATS:
Abilities: (34pp)
STR -1 / STA 5 / DEX 1 / AGI 6
FGT 2 / INT 2 / AWE 2 / PRE 0

Defenses: (10 pp)
Toughness: +5 (STA 5, +0pp; +6 with Defensive roll)
Parry: +6 (FGT 2, +4pp; Enhanced to +10)
Dodge: +6 (AGI 6, +0pp; Enhanced to +10)
Fortitude: +5 (STA 5, +0pp)
Will: +8 (AWE 2, +6pp)

Immunity: Fear
Immunity (Half effect): Disease, Poison, Natural aging, Need for sleep, Mind-reading

Offense:
Initiative: +10
Close attack: +2
Ranged attack: +1

>Specific attacks:
-Basic unarmed: +2, DC 14 (-1)
-Railgun (ranged): +10; DC 21 (+6)(Damage by projectile type)
-Blink strike (close): +8; DC 21 (+6)

Skills: (19 pp)
>Trained: Acrobatics +7 (1sp; Enhanced up to +9); Athletics +7 (1sp); Deception +10 (10sp; Taunt/feint +14); Insight +4 (2sp); Intimidate +1 (1sp); Investigation +3 (1sp); Perception +5 (3sp); Persuasion +1 (1sp); Sleight of hand +4 (3sp; Pick pockets +8); Stealth +8 (2sp); Technology +3 (1sp)

>Combat skills: Ranged combat (Railgun) +2 (1sp), Ranged combat (throwing) +1 (0sp), Close combat (Unarmed strike) +2 (0sp; or higher), Close combat (Trip) +2 (0sp; or higher)

>Expertise Skills: Student +3 (1sp), Streetwise +8 (+6), Profession- Delinquent +5 (3sp), Pop culture +3 (1sp)

>Untrained: Treatment +2, Vehicles +1

>Advantages: (17pp)
-Base: Benefit 1 (Ambidexterity); Benefit 1 (Athletics based on AGI); Benefit 1 (Burglar- Stealth); Connected (Uses Expertise- Streetwise); Defensive roll x1; Equipment x1; Evasion x1; Fearless; Hide in plain sight; Improved initiative x1; Languages x1 (Spanish); Luck x1; Move-by action; Quick draw; Skill mastery x1 (Deception); Taunt; Uncanny dodge

-Enhanced Advantages (bought as Powers): Great endurance

>Equipment (5ep):

>POWERS: (40pp)
>Clever girl:
-Enhanced Skill 2: Deception +4, Limited- only for Taunt/feint; (1pp)
-Enhanced Skill 2: Sleight of hand +4, Limited- only for Pick Pockets; (1pp)

>Spatial awareness
-Senses 2: Direction sense, Distance sense; (2pp)

>Enhanced reflexes
-Quickness 1; (1pp)

>Mental conditioning (Mercurio's Secrets)
-Immunity 2 (Half effect): Mind-reading; (1pp)

>Metahuman durability
-Regeneration 1, +Persistent; (2pp)
-Immunities 4 (Half effect): Disease, Poison, Natural aging, Need for sleep; (2pp)
-Enhanced Advantage 1: Great endurance (Permanent); (1pp)

>Hold-out trick
-Feature 1: Dimensional pocket 1; (1pp)

>Pattern-walking (Array)(20+8pp)
-Sidestep (Base power, Dynamic): Teleport 5, Accurate; +Change velocity, +Change direction/orientation, +Turnabout, +Precise, +Subtle 1; (15+1+1+1+1+1= 20pp base, +1pp Dynamic)

-Railgun (Teleport throw)(AE/Dynamic): Ranged damage 6, +Indirect 4 (any direction or origin), +Accurate x4, Enhanced Advantage 1 (Throwing mastery 1), +Variable damage type (Cut/pierce/bludgeon- by projectile type), -Quirk (requires small projectiles to throw), -Diminished range 1 (60/150/300); (12+4+4+1+1-1-1= 20pp; +2pp D/AE)

-Combat blink (AE/Dynamic): Enhanced Defenses 4 (Dodge +2, Parry +2); Enhanced Advantages 5 (Defensive roll x2, Power attack, Takedown x2); Enhanced Skill 3 (Close combat- unarmed +6; +8 total); Speed 1 (Microport); Close damage STR +7, unarmed attack (6 total); (4+5+3+1+7= 20pp; +2pp D/AE)(All powers have 'Teleport' descriptor)

-Always underfoot (AE/Dynamic): Enhanced Defenses 8 (+4 Dodge, +4 Parry); Enhanced Advantages 5 (Agile feint, Evasion +1, Improved Defense, Improved Trip, Set-up x1); Enhanced Skill 4 (Acrobatics +2, Close combat- trip +6), Feature 1 (Can make a Free Sleight of hand/Pick Pockets attempt after a successful Feint or Trip action), Flight 1 (Microport movement); (8+5+4+1+2= 20pp; +2pp D/AE)(All powers have 'Teleport' descriptor)

-Long step (AE- NOT dynamic): Teleport 7, +Accurate, +Extended, -Extended only, -Tiring, +Feature 1 (Visualization), +Subtle 1



History: Tessa was born in the Bronx to a young single mother who had escaped the confines of her small New Jersey town to work as a nurse in the big city. Katie Davis had a long history of bad decisions where men were concerned, and she wasn't too sure who, exactly, Tessa's father was- she often left her daughter in the care of a neighbor in her apartment building so that she could work. It was this neighbor, Mrs. Sanchez, who first noticed that Tessa was, well, different...

Even before she could walk, Tessa could occasionally (and at that point entirely unconsciously) simply 'skip' from place to place without traversing the space in between- from her crib to the kitchen, for instance. Once she did learn to walk, the strange incidents happened much less often- until she got to be about 10 years old- and when they started up again, they were now (almost) entirely deliberate. She didn't walk home from school- she was simply there, and even locking her in her room did no good unless she felt like staying there.

Her mother quickly grew desperate for a solution- and luckily one of the doctors where she worked had an answer- he knew a child psychologist who specialized in kids with powers. Unfortunately, the psychologist was actually a mentalist, and he had grown bored and disillusioned with mundane work. Tessa's "talents" offered another opportunity, one he had planned for for some time. Taking the alias of "Mercurio the Mystic", Doctor Cassidy began to dabble in superhuman crime- he disguised his psychic powers by using a "stage magic" persona. Using telepathy and mental illusions, he controlled the scene of each crime, while his "apprentice" used her own gifts to obtain what Mercurio really wanted. He also used subtler mental trickery to influence Tessa's mother (erasing any memories which might relate to her daughter, so his activities would be unhindered). He even used Suggestions to influence Tessa herself, so that she saw the crimes as fun and wholesome activities.

In fact, using a youthful "Sidekick" (Although, in this case, 'Accomplice' was more accurate) was also part of his plan, as was a complete aversion to any kind of physical violence- Mercurio hoped that these strategies would make the inevitable interfering heroes take him less seriously, and be less inclined to hurt him. In the long term, he was right- but they still brought him down in the end. Mercurio was active as a villain for the better part of two years, mostly operating in and around New York- during this time Tessa grew from 12 to 14, though honestly she doesn't actually remember much of it...

Finally, Mercurio and Presto! (as Tessa was known, in her stage rabbit costume) were caught robbing a fancy charity ball. Mercurio was remanded to superhuman prison, but Tessa represented a more complicated problem. Her mother was in no shape to take custody of her- Mercurio's mental influence had rendered her functionally insane, and she didn't even remember her daughter. Tessa was, of course, far too young for normal superhuman confinement, and traditional juvenile detention was not even remotely equipped to handle her situation.

After six months or so in the custody of the state, a solution was found- Tessa's grandparents were located, and they agreed to take charge of her, letting her stay with them in (?). She would, of course, be enrolled at the local "Super School"- in addition to the legal requirement of youthful education, successful participation in the school system was part of her legal rehabilitation (though she was too young for it to be real Probation).

Complications:
-Follow the rules/ Monitored (Responsibility): Tessa was too young to be sentenced to jail, or even meaningful juvenile confinement (not that most juvenile facilities could hold her). But she IS effectively on probation, at least until she turns 18 and her youthful offenses are stricken from the record- or until she commits a more serious offense... She has been assigned a juvenile counselor, who could show up at an inconvenient time (the equivalent of a Parole Officer) and must abide by certain restrictions (most noticeably a curfew, and successful completion of her schooling). Tessa has been known to refer to her status as "Double Secret Probation". This is exacerbated by the following Complication...

-Break the rules (Motivation/Prejudice): Tessa has an almost unavoidable compulsion to push boundaries and test (or break rules). She is bitterly sarcastic (especially towards adults), swears a lot, and indulges in all kinds of bad behavior (mostly minor transgressions). She routinely has cigarettes, coffee, and even beer (though she avoids harder drugs, unsure of how they would effect her powers). She will absolutely steal things (though only things she actually wants or needs- she is not a kleptomaniac) and go places that she shouldn't. She isn't mean about it, or a bully, and she would never FORCE anyone to join her misbehavior. This is the mental/emotional side of her fear of confinement. Adults (and straitlaced or 'Good' kids) will almost always assume she is up to no good, and will rarely take her word (even when she is, like, totally telling the truth). If there is trouble, most people will assume she is responsible for it (whether she is or not).

-Acceptance (Motivation): Tessa has never really had friends her own age, and she really wants some (though it could be hard to tell, given her sarcastic and dismissive demeanor). Friends, REAL friends, after all, can provide an alibi- or can be Accomplices to whatever trouble Tessa has gotten into...

-Fear (Confinement/containment; not exactly claustrophobia, but close): Tessa has a deep-seated aversion to being confined or restrained. Confined spaces aren't really a problem, nor are (normal) handcuffs- but effects that nullify her powers, or worse any kind of paralysis or immobility effect, would make her freak out.

>RP Hooks (Guidelines, not full Complications):
-DON'T BECOME A SUPERVILLAIN (Motivation): Tessa wants to be good person, and to, in general, make the world a better place- this is one area in which her grandparents have been a good influence. She isn't sure she wants to be a full-time Hero, but she especially doesn't want to fall into full-on Villainy- being beat up by heroes and locked away or de-powered sounds terrible. If only being good wasn't so darned tough all the time...

-Muddled memories: As part of his machinations, Mercurio made a mess of Tessa's memories- there are notable gaps, and things that she remembers which never happened (or happened VERY differently). No one is quite sure how much is missing, or what might be wrong in there.

-Relationship (Handler): As part of her rehabilitation, Tessa has been assigned a "Counselor" (what for an adult would be a Probation Officer), who is supposed to monitor her compliance with the program (and occasionally to help her navigate the system she has fallen into). She has recently been switched to a Counselor who works in the (?) area (her previous Counselor was NYC based). She has barely met the " new guy" and doesn't know what to make of him. (THIS is left wide open for the GM to create whatever Counselor might be appropriate).

-Relationship (Mercurio the Mystic): Mercurio is a gifted psychic, and he considered Tessa a very valuable asset. If he ever gets out of prison, he would be likely to try to recapture his "assistant". It is also possible that he left some inconvenient Suggestions buried in her mind, and he has definitely erased or modified some of her memories...

-Relationship (Grandparents): Tessa is currently in the custody of her mother's parents, who have lived in (?) for years. They are very easy-going hippie types who run an organic grocery and health-food store in town, and live on the outskirts of (?) on a small farm (raising vegetables and chickens, mostly). They are no fans of "The Man" (their general term for governmental and legal authority) and aren't too concerned with Tessa's transgressions (as long as she doesn't offend their sensibilities- and as long as she doesn't engage in actual violence). Tessa thinks they are kind of weird- she is more of a city girl at heart...

Description: Tessa is notably short and slender, even for her age. She has a pale complexion, sparkling green eyes, a tousled mop of black curly hair, and a near-permanent scowl- she only smiles when she is up to something. She tends to dress in a tattered thrift-shop clothes, favoring a scruffy punk fashion. She rarely carries a backpack, purse, or bag, instead favoring her dimensional pocket ability (if she is carrying a purse, one would be advised to return it to its Actual owner).


Point Accounting: Abilities 34pp; +Defenses 10pp; +Skills 19pp; +Advantages 17pp; +Powers 40pp= 120/ 120pp

Future planning: TBD

Capsule: TBD
Last edited by pathfinderq1 on Sun Dec 06, 2020 2:42 pm, edited 6 times in total.
pathfinderq1
Posts: 2204
Joined: Sun Mar 12, 2017 4:04 pm

Re: Catastrophe Academy- Hero High builds

Post by pathfinderq1 »

Pulse (In Progress)

PL 8/ PP 120 (Unspent 0)
-HP: 1

Real name: Margaret Anne McGuire
Codename/nickname/other aliases: Pulse, Maggie, Mag-Lev
Concept/archetype: Alien energy-powered blaster, science whiz
Gender: Female
Age: 15
Height: 5'0"
Weight: 110
Hair- red-brown
Eyes- dark blue
Skin: pale, freckled


GAME STATS:
Abilities: (32 pp)
STR -1 / STA 5 / DEX 1 / AGI 2
FGT 2 / INT 5 / AWE 2 / PRE 0

Defenses: (11 pp)
Toughness: +5 (STA 5, +0pp)(+6 with Force Field)
Parry: +4 (FGT 2, +2pp)(Enhanced up to +10)
Dodge: +4 (AGI 2, +2pp)(Enhanced up to +10)
Fortitude: +6 (STA 5, +1pp)
Will: +8 (AWE 2, +6pp)

Immunity: Fear, Disease, Radiation
Immunity (Half effect): Poison, need for sleep

>Flight 1: (Base) 60 feet/ 4mph
-Flight 8: 1 mile/ 500mph
-Flight 11: 8 miles/ 4000mph (Distracting, Q- Force field must be active)

Offense:
Initiative: +2
Close attack: +2
Ranged attack: +2

>Specific attacks:
-Basic unarmed: +2, DC 14 (-1)
-Cosmic bolt: +8; DC 23 (+8), Crit 19-20, Ranged (80/200/400)
-Cosmic strike: +8, DC 23 (+8), Crit 19-20, Spilt 1, Close (Force)
-Cosmic pulse (Bio-EMP): +8, DC 18/FORT Affliction, Ranged

Skills: (12 pp)
>Trained: Acrobatics +3 (1sp; +7 Flying); Athletics +1 (2sp); Investigate +8 (3sp); Perception +4 (2sp); Persuasion +1 (1sp); Technology +6 (1sp); Vehicles +2 (1sp)

>Combat skills: Ranged combat (Throwing) +2 (0sp); Close combat (Unarmed) +2 (0sp); Ranged combat (Cosmic energy) +4 (2sp); close combat (Cosmic energy) +4 (2sp)

>Expertise skills: Student +6 (1sp); Science +8 (3sp); SCIENCE! +6 (1sp); Tomboy +6 (1sp); Computers +6 (1sp); Mechanic +6 (1sp); Pop culture +6 (1sp; +10 Science fiction)

>Untrained: Deception +0; Insight +2; Intimidate +0; Sleight of hand +1; Stealth +2; Treatment +5

Advantages: (12 pp)
>Base: Benefit x1 (Ambidexterity); Connected; Eidetic memory; Equipment x2; Fearless; Jack of all trades; Languages x1 (Spanish); Luck x1; Move-by action; Ranged attack x1; Uncanny dodge

>Enhanced Advantages (bought as Powers): Great endurance, Holding back x1

POWERS:
>Natural talents:
-Senses 1: Direction sense; (1pp)
-Skill focus 2: Expertise (Pop culture) +4, Limited to Science Fiction material; (1pp)

>Energized:
-Regeneration 1; (1pp)
-Enhanced Advantage 1: Great endurance; (1pp)
-Immunities 2: Disease, Radiation; (2pp)
-Immunities 2 (Half effect): Poison, need for sleep; (1pp)
-Energy reserves- Enhanced Advantage 1: Holding back x1; (1pp)

>Enhanced processing:
-Quickness 2, Limited- mental only; (1pp)
-Senses 1- Awareness (magnetic fields); (1pp)

>Field manipulation:
-Move object 1, +Precise, -Diminished range 2 (5/10/25); (1pp)

>(Lift>Mass= !):
-Flight 1, +Precise; (3pp)
-Enhanced Defenses 8 (Dodge +4, Parry +4); -Limited- only while flying; (4pp)
-Enhanced Skill 2 (Acrobatics +4); -Limited- only while flying; (1pp)

>Force field:
-Protection 1, Sustained; (1pp)
-Immunity 1 (Friction heat), Linked- to Protection; (1pp)
-Enhanced Defenses 4 (Dodge +2, Parry +2), Linked- to Protection; (4pp)

>Cosmic energy control (Array)
-1. Control field (Base power, Dynamic): Move object 6, - Close range, +Area- burst 1, +Selective; ++Affects insubstantial 2; (2-1+1+1= 3/r x6= 18+2= 20pp, base, +1pp Dynamic; 21 pp total)

-2. Enhanced flight (AE, Dynamic): Enhanced Flight +7 (8 Total); ++Enhanced Flight +3 (Stacks, 11 Total), -Distracting, -Quirk (Force field must be active); +(Linked) Movement 1 (Environmental adaptation- high altitude); + (Linked) Immunity 4 (Half effect; Need to breathe- all, environmental cold, low pressure/ vacuum); ( 14+2+2+2= 20pp, +2pp/DAE)

-3. EM Field analysis (AE): Senses 2 (Detect EM spectrum energy- broad category)(+Acute, Analytical, +Precise, +Ranged, +Tracking 1); +Senses 2 (Distance sense, Time sense); +Senses 2 (Vision; +Infravision, Ultravision); Senses 1 (Radio; base= Acute, Radius, Ranged)(+Analytic, Extended x2, Precise); (2+5+2+2+1+4= 16pp; +1pp/ AE)

-4. Maneuver drive (AE): Flight +4 (5 total); +Aquatic; +Feature 1 (Perfect maneuverability); +(Linked) Movement 1 (Sure-footed x1); +(Linked) Enhanced Advantages 8 (Agile feint, Evasion +1, Fascinate- Acrobatics; Favored environment- flying/open air; Improved defense; Set-up x1; Skill mastery- Acrobatics); (8+1+1+2+8= 20pp; +1pp/ AE)

-5. Cosmic bolt (AE): Ranged damage 8, -Diminished range 1 (80/200/400); +Accurate x2 (+4; +8 total); +Affects insubstantial 2, +Improved critical x1; (16-1+2+2+1= 20pp; +1pp/ AE)

-6. Cosmic Strike (AE): Close damage STR +9 (8 total; DC 23), +Accurate x2 (+4; +8 total); +Affects insubstantial 2; +Split x1; +Precise; +(Linked) Enhanced Advantages 3 (Improved critical x1, Improved Smash, Power attack); (9+2+2+1+1+3= 18pp; +1pp/ AE)

-7. Cosmic pulse (Bio-EMP)(AE): Affliction 8, Ranged; (Resist= FORT, Recover= FORT), (Dazed+Impaired/ Stunned +Disabled)(+Extra condition, -Limited degree); +Accurate x2 (+4; +8 total); +Split x1; +Improved critical x1; (16+2+1+1= 20pp; +1pp/ AE)





BACKGROUND:
History: The McGuire family is a (very) large group, most of whom live in the Youngstown/ Austintown area of northeastern Ohio. They run the gamut from hard-working blue collar folk all the way down to pure white trash- members of the McGuire family are involved in construction, demolition, trucking, and any kind of salvage work you could name; a few of them even do a bit of "farming"... Their most visible outpost is the large, sprawling junkyard just outside Austintown, marked by a billboard-sized sign proclaiming "McGuire Auto Salvage", which is visible from the interstate.

Complications:
-(At least 2; TBD)

Description: TBD

Point Accounting: Abilities 32pp; +Defenses 11pp; +Skills 12pp; +Advantages 12pp; +Powers 53pp= 120/ 120pp

Future planning: TBD

Capsule: TBD
Last edited by pathfinderq1 on Mon Mar 08, 2021 6:41 pm, edited 6 times in total.
pathfinderq1
Posts: 2204
Joined: Sun Mar 12, 2017 4:04 pm

Re: Catastrophe Academy- Hero High builds

Post by pathfinderq1 »

"Dash"

PL 7/ PP 135 (Unspent +4)
-HP: 1

Real name: Tiffany Thorn
Codename/nickname/other aliases: Neko, Dash
Concept/archetype: teen speedster/ daredevil
Gender: female (-ish)
Age: 14
Height: 4' 10"
Weight: 105
Hair: yes (color wildly variable)
Eyes: blue
Skin: pale caucasian, freckles

GAME STATS:
Abilities: (46 pp)
STR 2 / STA 5 / DEX 2 / AGI 6
FGT 4 / INT 0 / AWE 2 / PRE 2

Defenses: (9 pp)
Toughness: +5 (STA 5, +0pp)(+6 with Defensive Roll 1)
Parry: +6 (FGT 4, +2pp)
Dodge: +6 (AGI 6, +0pp)(Enhanced up to +8)
Fortitude: +7 (STA 5, +2pp)
Will: +7 (AWE 2, +5pp)

Immunity: Disease, Poison, Fear, Own slams 2, friction heat
Immunity (Half effect): Natural aging, need for sleep

>Offense:
Initiative: +14
Close attack: +4
Ranged attack: +2

>Specific attacks:
-Basic unarmed: +4, DC 17/+2
-Speed strike: +10, DC 19/+4, Crit 18-20, multiattack
-Throw something: +4, DC variable (up to 17/ +2)

Skills: (36sp = 18 pp)
>Trained: Acrobatics +8 (2sp), Athletics +8 (2sp), Deception +9 (7sp; Taunt/feint +17), Insight +5 (3sp), Investigate +1 (1sp), Perception +4 (2sp), Persuasion +5 (3sp), Sleight of hand +3 (1sp), Stealth +8 (2sp), Technology +4 (4sp)

>Combat skills: Ranged combat (throwing) +4 (2sp), Close combat (Unarmed) +4 (0sp)

>Expertise skills: Pop culture +5 (5sp), Streetwise +2 (2sp)

>Untrained: Intimidate +2, Treatment +0, Vehicles +2

Advantages: (16 pp)
>Base: Benefit x1 (Ambidexterity), Benefit x1 (Athletics based on AGI), Cool (Persuasion), Defensive roll x1, Equipment x1, Evasion x2, Fearless, Great endurance, Hide in plain sight, Improved trip, Luck x1, Move-by action, Quick draw, Skill mastery x1 (athletics), Uncanny dodge

>Campaign bonus (Free from PRE 2): Language x1 (Spanish), Taunt

>Enhanced Advantages (bought as Powers): Luck x1 (Recover)

POWERS: (46pp)
>Normal abilities:
-Senses 1: Direction sense; (1pp)
-Sass: Skill focus 4 (Deception +8), Limited- only for Taunt/feint; (2pp)
-Back-sass (Feature 1): Can use a Reaction to make a free Taunt check whenever she is subject to an Intimidation check or Fear effect; (1pp)

>Sunstormer durability:
-Regeneration 1; (1pp)
-Immunity 2: Disease, Poison; (2pp)
-Immunity 2 (Half effect): Natural aging, need for sleep; (1pp)
-Luck x1 (Recover); (1pp)

>Need for Speed:
-Superspeed 2 (Speed 2, Quickness 2, Improved initiative 2); (6pp)
-Leaping 2; (2pp)
-Enhanced Defenses 2: Dodge +2; (2pp)
-Senses 2: Rapid 1 (10x) for normal vision, normal touch; (2pp)
-Immunity 3: friction heat, own slams 2; (3pp)

>X-treme Speed (Array)(17+1+2+2= 22pp total)
-1. Really moving (Base power, Dynamic): Speed +7 (9 total; 1000mph); +Feature 1 (Does not create a sonic boom or leave a pressure wake), +Movement 1 (Environmental adaptation- urban), +Movement 2 (Wall-walking 2; Limited: only while moving at speed), +Movement 1 (Water-walking 1; Limited- only while moving at speed), +Concealment 4 (All visual; Partial/ blur, not invisible; Limited- only while moving at speed), +Enhanced Advantages 2 (Agile feint, Set-up x1); (6+1+2+2+1+2+2= 16pp base, +1pp Dynamic)

-2. Speed strike (AE, Dynamic): Close/unarmed damage STR +2 (4 total), +Multiattack 4, +Subtle 1 (Rapid senses), +Accurate x3 (+6= +10 total), +Enhanced Advantages 4 (Takedown x2, Improved critical x2); (2+4+1+3+4= 14pp; +2pp D/AE)

-3. Speed shuffle (AE, Dynamic): Normal STR 2 gains +Area 3 (+Burst 3/ 120 ft), +Selective; +Precise, +Subtle 1 (Rapid senses); +Enhanced Quickness +6 (8 total), Limited- physical quickness only; +Enhanced Senses 1 (Normal touch, gains Rapid +1, +2 total, x100); (3+1= 4 x2= 8+1+1+3+1= 14pp, +2pp D/AE)

BACKGROUND:
History: Tiffany was born in the greater Los Angeles area, and grew up (mostly) in and around San Jose- her parents both originally from the Midwest and came to California in search of riches and fame (as so many do). They found just enough to survive, and to build a life, but not enough to be truly rich or famous. Her mother is a fitness instructor, and her father is some kind of lawyer/ agent/ fixer- both of her parents originally tried to break into the entertainment industry, and failed. They are currently on the fringes of the social media/ technology industry- Tiffany doesn't really know exactly what they do, and doesn't even remotely care- it is all so unbelievably BORING, after all...

Her parents have been divorced for about ten years, but are still quite friendly and travel in many of the same social circles. From time to time they will have a bit of a "rough patch" (typically when one or the other is dating someone unspeakable)- at times like these, Tiffany usually spends a few weeks crashing with friends (which is much preferable to being shipped off to her grandparents in the suburbs of Chicago).

Tiffany has always been athletic and a bit of a tomboy, fond of her skateboard or BMX bike- that sort of activity gets her out of the house and away from her parents (sometimes they don't seem to care about what she is up to, and sometimes they seem to care WAY TOO Much). She is also fairly outgoing- the COVID pandemic was kind of a rough period for her, as she didn't get to go and hang around with her friends nearly as much as she wanted to. And just when things looked like they were starting to get back to something like normal, there was this whole crazy Sunstorm thing...

Tiffany was one of those who lapsed into a coma- her parents being kind of crazy at first thought that it was some sort of reaction to her recent COVID vaccine (just like they saw on Fox), but it quickly became obvious that there was something far bigger going on. Tiffany woke up right on time, with all of the other Stormers, but she didn't immediately demonstrate any obvious changes. Her parents took her home and kept a close eye on her (for a few days anyway)- still nothing. Every once in a while they try to get her in to take some more tests- and with the rumblings of some kind of government Sunstorm testing-and-registration program, they will probably make her sign up whenever that happens.

If they only knew...

Complications:
-Thrills (Motivation): Tiffany has always been athletic and a bit of a tomboy- she loves running around, climbing things she shouldn't, and zooming around on her bike or a skateboard. This sort of activity has only intensified now that she can run fast enough to break the sound barrier. While she is a basically good person, and inclined to help out in a bad situation, she is much more interested in having fun and doing cool stuff. In all but the most dangerous situations, she is prone to showing off and acting out, instead of anything boring, complicated, or otherwise un-fun"...

-Just a kid: Tiffany is only fourteen, and kind of small and skinny even for her age- most adults have a hard time taking her seriously. She is not terribly mature, and is prone to reckless behavior- this does not help make grown-ups think better of her. In any kind of combat or danger situation, "heroic types" might see her as someone to be protected (possibly to the point of doing something dumb), and villainous types might see her as a particularly juicy target. Also, as a minor, she faces a number of legal and social constraints on her activities- her parents control most of her financial resources, for instance (though she has been able to get around that hurdle before).

-Responsibilities: Tiffany has social responsibilities to her parents and to her friends. As a teenager, she also has structured school time, homework, and chores around the house.

>Secret (Identity/Powers): Tiffany has been pretty successful at keeping her powers a secret- especially from her parents. If they did find out, they would probably get all caught up in figuring out how they could monetize those abilities, or otherwise profit from them. And theyw ould probably make her sign up for any government testing or registration programs (in hopes they could get something out of that). While she loves having powers, and doing fun or cool stuff with those powers, she definitely doesn't want anyone to connect the powers or activities to her mundane identity. So far she has managed to avoid showing off to her friends- she does show off, but generally far from home, to people that she doesn't know. so far...

Description: TBD

Point Accounting: Abilities 46pp; +Defenses 9pp; +Skills 18pp; +Advantages 16pp; +Powers 46pp= 135/ 135pp
+4pp: Enhanced Parry +2, Rapid- vision +1 (2), Regeneration 1 gains Persistent;
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