Small Town Heroes: Inactive

For all of your Play-By-Post games.
User avatar
Tony Jones
Posts: 3170
Joined: Tue Oct 22, 2019 8:54 pm

Re: Small Town Heroes (OOC/Recruitment Open)

Post by Tony Jones »

Sorry to hear it, but hope it all goes well! Yes, happy to stay on the waiting list.
MrTweedy
Posts: 281
Joined: Sun Mar 31, 2019 8:56 pm
Location: England

Re: Small Town Heroes (OOC/Recruitment Open)

Post by MrTweedy »

Ok guys! I have set up the new ic for you guys. The game will begin a few days after the last session (around Thursday). For into's this is a chance to reintroduce characters to one another. Perhaps a bit on what they've done at school for the last couple of days (you can keep it vague, focusing on studies, skiving off etc), what they've been doing out of school, stuff like that. I've listed notable npc's on page one who you guys have currently met, so feel free to use that in the information.

Also if you have any questions about the wider world for this game, feel free to ask!

For example, some things that are different in this world include the soviet bloc still being a very real thing at this time and going strong (in our world it ended in 1991, it is currently 1997), America is one of the few countries to have privatised superheroes (most either ban them or are controlled by the state), and a large portion of non-human species still reside in hidden settlements around the world, in defiance of current international law (this stuff probably isn't all that relevant, but it helps build the world a little).
jmucchiello
Posts: 3815
Joined: Sat Feb 09, 2019 7:59 pm

Re: Small Town Heroes (OOC/Recruitment Open)

Post by jmucchiello »

Has Sarah's brother returned home in the interim? He blew up in front of the parents and ran off IIRC. He was acting oddly when we stopped before. It's something Sarah might think about on the way to school.
MrTweedy
Posts: 281
Joined: Sun Mar 31, 2019 8:56 pm
Location: England

Re: Small Town Heroes (OOC/Recruitment Open)

Post by MrTweedy »

jmucchiello, he has returned yes. He has been very in an out of the house, seemingly preoccupied with something he as of yet has not talked about.

As a quick point as well, the freshers fair hasn't actually happened yet (though ic you've probably seen students heading to set things up, so only minor changes to ic posts), as I intend to run through that as part of the session.

pathfinder, I just need your intro and I will move things into the next section. Gotta say, looking forward to trying my hand at running M&M again! :)
pathfinderq1
Posts: 2203
Joined: Sun Mar 12, 2017 4:04 pm

Re: Small Town Heroes (OOC/Recruitment Open)

Post by pathfinderq1 »

I'll get something up tonight, and I'll get AJ's replacement up in the OOC thread as well.
Hawk
Posts: 360
Joined: Sun Aug 06, 2017 2:50 pm

Re: Small Town Heroes (OOC/Recruitment Open)

Post by Hawk »

MrTweedy wrote: Thu Jul 02, 2020 11:27 pm jmucchiello, he has returned yes. He has been very in an out of the house, seemingly preoccupied with something he as of yet has not talked about.

As a quick point as well, the freshers fair hasn't actually happened yet (though ic you've probably seen students heading to set things up, so only minor changes to ic posts), as I intend to run through that as part of the session.

pathfinder, I just need your intro and I will move things into the next section. Gotta say, looking forward to trying my hand at running M&M again! :)
Glad to have the game running again. :D
Hawk
Posts: 360
Joined: Sun Aug 06, 2017 2:50 pm

Re: Small Town Heroes (OOC/Recruitment Open)

Post by Hawk »

pathfinderq1 wrote: Thu Jul 02, 2020 11:37 pm I'll get something up tonight, and I'll get AJ's replacement up in the OOC thread as well.
Can't wait to see your new character. 8-)
pathfinderq1
Posts: 2203
Joined: Sun Mar 12, 2017 4:04 pm

Re: Small Town Heroes (OOC/Recruitment Open)

Post by pathfinderq1 »

Audrey ought to like her, at least. They can totally, absolutely Obey The Rules together. ;)
pathfinderq1
Posts: 2203
Joined: Sun Mar 12, 2017 4:04 pm

Re: Small Town Heroes (OOC/Recruitment Open)

Post by pathfinderq1 »

Scamp

(FKA Presto!)

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

Real name: Theresa Marie Davis
Codename/nickname/other aliases: Tessa
Concept/archetype: Teleporter; trickster/thief
Gender: Female
Age: 15
Height: 4'10"
Weight: 95 lbs
Hair- black
Eyes- green
Skin- pale caucasian


GAME STATS:
Abilities: (44 pp)(Base of -1, except STA at 0)
STR -1 / STA 5 / DEX 1 / AGI 4
FGT 2 / INT 2 / AWE 2 / PRE 0

Defenses: (11 pp)
Toughness: +5 (STA 5, +0pp)(+6 with Defensive Roll 1)
Parry: +6 (FGT 2, +4pp)(up to +10)
Dodge: +6 (AGI 4, +2pp)(up to +10)
Fortitude: +5 (STA 5, +0pp)
Will: +7 (AWE 2, +5pp)

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

Offense:
Initiative: +4
Close attack: +2
Ranged attack: +1

>Specific attacks:
-Basic unarmed: +2, DC 14 (-1)
-Railgun: +10, DC 19 (+4), ranged, variable damage (by projectile)
-Combat blink: +10, DC 19 (+4); close/unarmed

>Skills: (17 pp)
-Trained: Acrobatics +7 (3sp); Athletics +5 (1sp); Deception +8 (8sp; +12 Taunt/Feint); Insight +4 (2sp); Intimidate +1 (1sp); Investigate +3 (1sp); Perception +4 (2sp); Persuasion +1 (1sp); Sleight of hand +4 (3sp; +8 Pick Pocket); Stealth +8 (4sp); Technology +3 (1sp)

-Combat skills: Ranged combat (Railgun) +2 (1sp); Ranged combat (throwing) +1 (0sp); Close combat (unarmed) +2 (0sp); Close combat (knife) +2 (0sp)

-Expertise skills: Student +3 (1sp); Streetwise +5 (3sp); Criminal +3 (1sp); Pop culture +3 (1sp)

>Untrained: Treatment +2, Vehicles +1

>Advantages: (15 pp)
-Base: Benefit x1 (Ambidexterity); Benefit x1 (Burglar- Stealth); Benefit x1 (Athletics based on AGI); Connected (Uses Expertise- Streetwise instead of Persuasion); Defensive roll x1; Equipment x2; Evasion x1; Fearless; Hide in plain sight; Luck x1; Move-by action; Quick draw; Skill mastery x1 (Deception); Taunt; Uncanny dodge

>Enhanced Advantages (bought as Powers): Great endurance, Uncanny dodge

>POWERS: (34pp)
>Natural talents:
-Senses 1: Direction sense; (1pp)
-Skill focus: Deception +4; Limited- only for Taunt/feint; (1pp)
-Skill focus: Sleight of hand +4; Limited- only for Pick pockets; (1pp)

>Mutant durability:
-Regeneration 1, Persistent; Quirk: Slow (1/hour, not 1/minute); (1pp)
-Immunity 4 (half effect); Natural aging, Need for sleep, Disease; (2pp)
-Enhanced Advantage 1: Great endurance; (1pp)

>Traveler's tricks:
-Sense 1: Distance sense; (1pp)
-Feature 1: Dimensional pocket 1; (1pp)(Where else would she keep her knife and lockpicks, after all?)

>Mercurio's secrets:
-Immunity 2 (half effect) Mind reading; (1pp)

Step sideways (Teleportation, Array)
-Sidestep (Base power, Dynamic): Teleport 4, Accurate (500 ft); +Precise; + Subtle 1; +Change velocity; +Change Orientation/Direction; +Turnabout; (2+1= 3/rank x4= 12, +1+1+1+1+1= 17, +1pp Dynamic)
-(AE) Railgun (teleport throw): Ranged damage 4, +Indirect 4, +Accurate x4 (+8= +10 total), +Variable damage type (Cut/pierce/bludgeon- by projecile), -Quirk (requires small projectiles to throw), +Advantage 1 (Throwing mastery x1); (8+4+4+1+1-1= 17pp; +1pp/ AE)

-(AE) Combat blink: Enhanced Defenses 4 (Dodge +2, Parry +2); +Enhanced Skill 3 (Close combat- Unarmed +6; +8 total); +Enhanced Advantages 3 (Defensive Roll +2, Power attack); +Close Damage 7 (Unarmed, STR +7= +6/DC 21); (4+3+3+7= 17pp; +1pp/AE)(All powers add 'Teleport' descriptor)

-(AE) Always underfoot: Enhanced Defenses 8 (Dodge +4, Parry +4); +Enhanced Skill 3 (Close combat- Trip +6; +8 total); +Enhanced Advantages 5 (Agile feint, Evasion +1, Improved Defense, Improved Trip, Set-up x1), +Feature 1 (Can make a free Sleight of Hand/Pickpocket check after a successful Feint or Trip action); (8+3+5+1= 17pp; +1pp/AE)(All powers add 'Teleport' descriptor)

-(AE) Long step: Teleport 4, Accurate; +Extended (16 miles), -extended only; Subtle 1, +Feat 1 (Visualization), +Extra mass 3 (+400 lbs); (2+1+1-1= 3/ rank x4= 12+1+1+3= 17pp; +1pp/ AE)





BACKGROUND:
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 Bass City. 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 the 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 clearly but 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 Bass City 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 Bass City 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 Bass City on a small farm (raising vegetables and chickens, mostly). They are no fans of "The Man" (there 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 44pp; +Defenses 11pp; +Skills 17pp; +Advantages 15pp; +Powers 33pp= 120/ 120pp

Future planning:Improve array (+add Dynamic), improve non-powered skills and advantages.

>Equipment: Lockpicks (Fine/MW; +2)(2ep); folding knife (Close +1 damage, cut; +Imp crit x1, +Precise, +subtle- concealable)(4ep); multitool, Flash googles, flashlight; sack of golf balls (for Railgun)(10ep total) +good set of gloves, soft leather jacket.
Spectrum
Posts: 3128
Joined: Fri Nov 04, 2016 8:08 pm

Re: Small Town Heroes (OOC/Recruitment Open)

Post by Spectrum »

Different groups handle things a little differently, so before I rolled, wanted to feel out the group.

Is it polite to make a persuasion check? If so, +13.
What about making well informed rolls on people? Again, for teens, it would also be a +13
We rise from the ashes so that new legends can be born.
CaptainChaos
Posts: 601
Joined: Sat Nov 05, 2016 3:36 am
Location: Massachusetts

Re: Small Town Heroes (OOC/Recruitment Open)

Post by CaptainChaos »

I have no problem if you want to make a well informed or persuasion check on Audrey. She expects everyone to think the worst of her anyway. It's normal for kids to try to impress other kids or to have preconceived ideas about others based on rumors or stories they have heard.
MrTweedy
Posts: 281
Joined: Sun Mar 31, 2019 8:56 pm
Location: England

Re: Small Town Heroes (OOC/Recruitment Open)

Post by MrTweedy »

Social checks against fellow pc's is fine, so long as it is kept in mind that successes on social checks don't necessarily equate to 'mind control' etc.

Mechanically speaking, I'm aiming for 'form time' and the morning of school to act like a sort of hub, both for mini missions/events etc, and a chance for players to try to follow up on things they want to as well.
Flynnarrel
Posts: 6800
Joined: Fri Nov 04, 2016 5:23 pm

Re: Small Town Heroes (OOC/Recruitment Open)

Post by Flynnarrel »

Meghan has a Burning Aura?
"Something pithy this way comes."
Spectrum
Posts: 3128
Joined: Fri Nov 04, 2016 8:08 pm

Re: Small Town Heroes (OOC/Recruitment Open)

Post by Spectrum »

Adjusted a bit to scintillating rather than burning.

The intention has been for her to earn the name of (Little)Fireball, given that she's a flyer that runs into things and I've been picturing an aura around her while she does so.
We rise from the ashes so that new legends can be born.
Spectrum
Posts: 3128
Joined: Fri Nov 04, 2016 8:08 pm

Re: Small Town Heroes (OOC/Recruitment Open)

Post by Spectrum »

I had to check, 'Just a Girl' came out September 21, 1995. Are we before or after that date?
We rise from the ashes so that new legends can be born.
Post Reply