Catastrophe Academy- Hero High builds

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

Catastrophe Academy- Hero High builds

Post by pathfinderq1 »

So I've been thinking about how to reorganize my woefully lackluster build thread. At this point, I'm just going to move all of my Hero High builds into this new thread, and use the old thread for game specific and more traditional hero builds.

All builds in this thread are original characters (though some are, shall we say, "Heavily Inspired" by comics, movies, and so on.

All builds are PL8, 120PP, with no specific house rules in use (though some use Advantages or ideas from other posters or games- like Withstand Damage).

The overarching concept here ties in to my (as yet 'In development') Catastrophe Academy setting which combines traditional Hero High ideas with darker elements (HP Lovecraft of course, Stephen King's 'The Institute', the Oblivion War from the Dresden-verse, a variant of Aberrant's Taint mechanic, and so on). Sooner or later, this will get a thread in the Settings forum.

>THIS THREAD IS CURRENTLY VERY VERY 'UNDER CONSTRUCTION- don't expect the building to go very quickly.

>Overview (This page)
-Template
-Index
-Characters (No particular order, following the index.
pathfinderq1
Posts: 2222
Joined: Sun Mar 12, 2017 4:04 pm

Re: Catastrophe Academy- Hero High builds

Post by pathfinderq1 »

Character template:

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

Real name: ?
Codename/nickname/other aliases: ?
Concept/archetype: ?
Gender: ?
Age: ?
Height
Weight
Hair
Eyes
Skin:

GAME STATS:
Abilities: (? pp)
STR ? / STA ? / DEX ? / AGI ?
FGT ?/ INT ? / AWE ?/ PRE ?

Defenses: (? pp)
Toughness: +?
Parry: +?
Dodge: +?
Fortitude: +?
Will: +?

Immunity: ?
Immunity (Half effect): ?

Offense:
Initiative: +?
Close attack: ?
Ranged attack: ?

-Specific attacks:
>?

Skills: (? pp)
>Trained: TBD


>Untrained: TBD

Advantages: (? pp)
>Base: -TBD

>Enhanced Advantages (bought as Powers): ?

POWERS:
>TBD

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
Last edited by pathfinderq1 on Sun Nov 19, 2023 9:05 pm, edited 3 times in total.
pathfinderq1
Posts: 2222
Joined: Sun Mar 12, 2017 4:04 pm

Re: Catastrophe Academy- Hero High builds

Post by pathfinderq1 »

Catastrophe Academy Index:
X>>1. Charger: Flight-based speedster (Done)
2. PrettyPlease: Low-level empath and almost mentalist
>>3. Rave: Vibration control (and incidentally sound)(Done)
4. Saber: Force sword-and-shield
5. Buzz: junior speedster
X>>6. Serengeti (base): Animal-based shapeshifter (DONE)
X>>7. Serengeti (Variable pre-sets): Animal forms and traits, prebuilt for 20pp (DONE)
X>>8. Knockdown: Body of stone (Done)
X>9. Grace: Super-soldier legacy (finish background)
10. Mimi Mercury (Base/blob): Liquid metal shifter
11. Mimi Mercury (statue): Metallic 'solid' form
12. Rodeo: Ghostly horse and weapons (Finish background)
X>>13. Pounce! : Very bouncy scrapper (Done)
14. Heartbreaker: Life energy powerhouse
15. Golem: Arcane battlesuit/mini-mech
16. Jackalope: Stealth/intrusion nano-tech battlesuit
17. Hope: Not exactly a ghost
X>18. Shroud: Ectoplasmic 'bubble'
X>>19. Scamp: Teleporter, Bad Girl (DONE)
X>20. Pulse: Alien energy blaster, science whiz
X>>21. Fairwind: Wind/weather controller (DONE)
22. Harrier: Alien symbiote wingsuit

24. Greg the Ork: Living videogame character
25. Heartsease: Life-force manipulation (Mostly Healer)
26. Touchstone: Object animation
28. Tabby: Cat-girl/scrapper
29. Diana: Archer (Magic Bow)
30. Flame: Energy controller (Fire)





>More, TBD:
Last edited by pathfinderq1 on Sun Feb 13, 2022 4:58 pm, edited 18 times in total.
pathfinderq1
Posts: 2222
Joined: Sun Mar 12, 2017 4:04 pm

Re: Catastrophe Academy- Hero High builds

Post by pathfinderq1 »

Charger (Done)


Image


Real name: Allison Jane Sullivan ("AJ")
Codename: Charger
Concept: Flight speedster (KE manipulation)
Gender: female
Age: 16
-5'8"; 125 lbs (tall for her age, but skinny as a beanpole)

PL 8; 120/ 120 pp

GAME STATS:
Abilities: (40 pp)
STR -1 / STA 5 / DEX 1 / AGI 6
FGT 6 / INT 1 / AWE 2 / PRE 0

Defenses: (11 pp)
Toughness: +5 (0pp)(Enhanced to +6)
Parry: +8 (6 base, +2pp)(Enhanced to +10)
Dodge: +8 (6 base, +2pp)(Enhanced to +10)
Fortitude: +6 (5 base, +1pp)
Will: +8 (2 base, +6pp)

Immunity: (Friction heat, own slams)
Immunity (Half effect): Aging, Sleep, Disease, Poison

Offense:
Initiative: +10 (6 base, +Improved initiative 1)
Close attack: +6
Ranged attack: +1

-Specific attacks:
>Unarmed strike: +6, DC 14 (-1)
-Jet punch: +10, DC 21 (crit 19-20; +Multiattack; Force)
-Jet pressure: Close Affliction, +8, DC 18 FORT resist; DC 18 FORT recover; Dazed +Impaired/Stunned +Disabled/Incapacitate; (reach 5', Force)
-Jet blast: Close, 30' cone; Damaging Move Object 8

Skills: (18 sp= 9 pp)
>Trained: Acrobatics +8 (2sp)(+12 while flying); Athletics +7 (1sp); Investigation +2 (1sp); Perception +5 (3sp); Persuasion +2 (2sp); Technology +2 (1sp); Vehicles +2 (1sp)

>Combat skills: Close combat- Jet power (Array) +8 (2sp); Ranged combat- throwing +2 (1sp)

>Expertise Skills: Student +2 (1sp); Outdoor survival +2 (1sp); Mechanic +2 (1sp); Tomboy +2 (1sp)

>Untrained: Deception +0; Insight +2; Intimidation +0; Sleight of hand +1; Stealth +6; Treatment +1

Advantages: (14 pp)
>Base: Agile feint; Attractive x1; Benefit x1 (Athletics based on AGI); Equipment x1; Evasion x1; Great endurance; Improved initiative x1; Luck x1; Move-by action; Power attack; Quick draw; Takedown x2; Uncanny dodge

>Enhanced Advantages (bought as Powers): Favored environment (Flying- open air), (+Others- limited)

POWERS: (46pp)
>Hyper-efficient metabolism:
-Regeneration 1; (1pp)
-Immunities 4 (Half effect): Aging, Sleep, Disease, Poison (2pp)

>Born to fly
-Flight 2, Precise, Subtle (4+1+1= 6pp)
-Feature 1: Dramatic wind (1pp)
-Senses 4: Direction sense, Distance sense; Vision- extended x1, Rapid x1 (4pp)
-Quickness 1 (1pp)
-Enhanced skill 2: Acrobatics +4 (limited- only while in flight); (1pp)
-Enhanced Advantage 1: Favored environment (Flying- open air); (1pp)
-Enhanced Advantage 2: Evasion +1, Improved defense; (Limited- only while flying); (1pp)
-Enhanced Defenses 4: Dodge +2, Parry +2; (Limited- only while flying); (2pp)

>Slip field
-Protection +1, sustained (1pp)
-Immunities 3: Friction heat, own slams (Linked; 3pp)

>"Jet power"(Array; base +3 AE))(17+1+2+1+1)
-Jet boost (Dynamic): Enhanced Flight +6 (8 total), Loses 'Subtle'; +Enhanced Flight ++ 4 (12 total), -Distracting, -Quirk (Slip field must be active); +Enhanced STR +3 (2 total; lift 200 lbs), -Limited- only to carry extra weight in flight)(11+3+3= 17pp, base power, +1 Dynamic)

-Jet strike (D/AE): Close damage 6 (Force), +Multiattack 6, +Accurate 1 (+2= +10 total); +Affects insubstantial 2, +Enhanced Advantages 2 (Improved critical x1, Improved Smash); (6+6+1+2+2= 17pp; +2pp/ DAE)

-Jet blast (AE): Move Object 8, Close range, Area- Cone x1; Damaging; Limited- only to push away; +Affects Insubstantial x2 (Limited- Only against Insubstantial level 1-2); (16+1= 17pp; +1pp/AE)

-Jet pressure (AE): Affliction 8; Close range; Resist- FORT; Recover-FORT; Dazed +Impaired/Stunned +Disabled/Incapacitated; Extra condition; +Reach 1; Force descriptor; (8x2= 16 +1= 17pp; +1pp/ AE)

(TO ADD/ Stunts): Jet lift (Strength/ Power-lift), Jet storm (Burst damage or Affliction)


BACKGROUND:
History: AJ's parents met when they were serving in the US Air Force- her father Jack was a mechanic from west Texas, and her mother Cathy was from rural North Carolina; she was also one of the first female fighter pilots, a truly amazing aviator. The two of them fell in love almost immediately, and while they wanted kids, their life together took a back seat to Cathy's flying career- Jack mustered out at the end of his term so he could follow his wife to a series of bases around the world. When Cathy finally mustered out after 12 years, they moved in with her parents on the family farm in Henderson County, and they had their first child, a boy they named Mack. After a year or so, Cathy was hired by a major defense contractor to work as a test pilot for the next generation of combat aircraft (Secretly using some stolen alien technology). She shuttled back and forth to the west coast, while Jack and Mack stayed on the farm- but the project kept dragging on for years... Cathy never even realized she was pregnant again, until one of her frequent routine physicals found it out- by then she was more than a month along, and who could say what energies she had been exposed to by then. Her employer gave her a generous leave, but when it was over they wanted her back in the cockpit. Unfortunately the project kept hitting snags, financial and otherwise, and it still wasn't complete 5 years later. The official story is that Cathy died when her test plane crashed in the Nevada desert- but in truth she simply disappeared in a burst of unknown energy when the propulsion system 'exploded' (and certainly NOT because the company had begun cutting corners on safety to expedite the testing). The whole family was devastated, and their relationships definitely suffered. Mack had always been close to his grandparents, and only grew closer (and further from his father and sister)- he spent all his time working around the farm, and when the time came for him to go off to college he didn't go far; he ended up just down the road at UNC Asheville, studying Sustainable Agriculture so that he could take over the farm when the time came. AJ on the other hand, had always been her Daddy's darling- they both loved hiking and camping, and AJ grew to share his interests in cars and racing. When she wasn't in school or running around with the other kids in town, she was likely to be in the garage where her father spent almost all his time. She was driving ATVs, tractors, and the farm truck by the time she was 12- and even went with her father whenever NASCAR was at a racetrack nearby. That sort of thing was just a fun hobby, but it kept her close to her father over the years. While she had answered to "Allie" as a child, she started using "AJ" instead, after the legendary driver/owner who was one of her father's idols.

Like most metahumans, AJ first manifested her powers in her early teens, in a particularly stressful moment. In her case, she was 13, and hiking in the mountains with a group of friends (an informal, more adventurous outing than the REAL Girl Scouts ever enjoyed- and AJ didn't like the cookies much either...). The trail was wet and slippery, and AJ was at the back of the group when her friend Debbie started to slip- towards a 300-foot drop. AJ dove for her hand- and came up inches short, as Debbie went over the edge. Without thinking, AJ scrambled and lunged, just brushing Debbie's fingertips before she slid over the muddy edge herself.

Ten seconds of chaos and disorientation later, AJ flew back up over the edge where her friends were still wide-eyed with terror, holding Debbie in a clumsy carry. THAT story made the local papers, made her the subject of tales for the rest of middle school. But no matter how much she enjoyed flying, and no matter how much the other kids JUST WOULD NOT SHUT UP about it, she didn't show off where other could see her- both her father and her grandparents were quite insistent. That doesn't mean she didn't practice, or go flying just for fun- the rural mountains were full of places where nobody was watching, as long as she kept her altitude and speed to reasonable levels... (She even remembered her mother's old jokes about "never break the sound barrier near population"). High school was a whole new world- and a much larger crowd of kids to fade into, especially since she didn't join any of the sports teams, and she wasn't really a prep or a brain. The fact that her older brother had just graduated, as a top student AND a football star before he went to college made her beneath most notice. For most of the year anyway...

The last week of school was low-key, and the whole freshman class signed up for a field trip down into Raleigh to see some sights and museums and so on. Some of the kids had never even left the county, so it was a big deal for them. In fact, it started to turn into kind of a bust for everybody when their bus blew a tire on I-40. Most of the kids ended up having an impromptu picnic sitting by the side of the highway watching airplanes heading in to land at RDU. And once again, everything turned in one terrible moment...

Along with everyone else in her class, AJ was watching when a small business jet, a Learjet 40, was heading in- and its left engine simply exploded. For just a second or two it wobbled- and then it started falling out of the sky, engine fragments having wrecked some of its control surfaces. Most of AJ's classmates screamed, and some of them covered their eyes- AJ had seen some terrible NASCAR crashes so she didn't turn away. Time seemed to slow, and she had enough of a chance to look around as her startled schoolmates reacted in stunned horror- except her friend Debbie, who was looking straight at AJ, who knew what to do, what she HAD to do.

She dropped her jacket and her hat on the ground, took two running steps, and was in the air. She didn't QUITE break the sound barrier- but she was beside the struggling plane in seconds, close enough to see the terrified people inside the windows, and close enough to realize there was no way the plane could land safely. Unless it had some help... AJ slid in under the damaged wing, and pushed upwards- it wasn't anything like she had tried before, and the effort was almost unbearable for few seconds before something shifted, and suddenly it just felt natural, like any other kind of workout. A minute later and the plane touched down on the runway- AJ tumbled to a stop, nearly unconscious from the strain. The plane belonged to a major research company executive who had been flying in for a meeting in RTP, and there were press members waiting for him. The resulting photo of a fireman cradling AJ in a safety blanket by the side of the runway made national news- it pretty much destroyed any hope of her having a normal high school life in Henderson County, but it DID lead to her getting enrolled in "Super School"...

Complications:
-Tomboy/ Spirit of adventure (motivation): AJ is pretty athletic and quite competitive. She can get into all kinds of trouble by getting into competitions with classmates, friends, or random other people- and she can get into almost as much trouble all on her own, if she overestimates her own abilities. It also means she is long on planning or analyzing things- she likes to jump right in. Given her tendency towards physical solutions, she might even REALLY hurt somebody, without meaning to- especially since she seems to be getting stronger... On a lighter side, she has a lot of typically 'boy' oriented interests (cars, hiking, sports), and dresses like a boy to boot (she hasn't worn a skirt since she started climbing trees at the age of seven), which might lead some people to make certain (incorrect) assumptions about her habits. She also tends to think of problems and solutions in a very straightforward, physical fashion- complicated scenarios or diplomatic interactions aren't really her style (she is totally the type to try out her Leatherman on that there Gordian Knot thingy).

-Country girl (prejudice): Annie is rather proudly a country girl, the product of rural America, in speech, dress, and attitudes- in fact, she tends to play up some of those details almost reflexively, as something she is proud of. In any kind of 'cosmopolitan' setting, she definitely stands out. And in a situation like high school where cliques and social status are the order of the day, she is bound to make some waves (and have some trouble fitting in).

-"Raised right" (Motivation): Annie was raised with a strong moral code and fairly traditional standards of good behavior. She is very honest, doesn't swear, and doesn't have any of the bad habits that many kids her age have picked up. She believes in fighting fair (for the most part), and hates liars and bullies of all stripes. Her habits may put her in opposition to less "good" classmates, and make her easy to anticipate (or even manipulate) in many situations- she is rather naive, and by most modern standards she is easily shocked by a lot of things that a jaded 'city kid' wouldn't bat an eyelash at (and conversely, she has seen a lot of bloodshed and violence close up, either at butchering time or in car crashes, so such things don't bother her as much). And her attitudes aren't the sort of thing she could hide very well, even if she wanted to. She also likes helping people out, even if they don't ask for it (And sometimes even if they don't need or want her help).

-Melo-Dramatic wind (Accident): The same air movement that can work to her advantage for a dramatic entrance or stunt can also work against her. Particularly when she is angry or stressed (even a 'pleasant' stress, like the attention of a cute guy), things around her are subject to a sudden burst of air- enough to slam doors, scatter papers or hats, or upset someone's tray in the lunchroom. It isn't enough to actually HURT anyone, but it can make quite a mess, and somehow it draws attention in AJ's direction.

>Relationships (Family)(More RP hooks than real Complications, presented for completeness)
-Idolizes the memory of her mother (and so would likely respect women in a military/police role, even more than one might expect)
-Adores her father, wants to make him proud of her- also maintains shared interests to keep their strong connection
-Fond of her big brother (and doesn't know that he has begun to have friends who are strongly anti-metahuman)
-Distant but basically positive relationship with her grandparents- she was never their favorite grandchild, even before THAT DAY, and they weren't shy about showing it. Even so, their rural hardworking lifestyle is a central part of her personality.


Description: AJ is pretty tall for her age, but currently as thin as a beanpole- she has grown into most of her height, but hasn't filled out yet. She has wavy strawberry blonde hair, just past shoulder-length- she keeps it tied back in a simple braid or pony tail most of the time so it doesn't get in the way. She also has green eyes, a wide engaging smile, and the healthy tan (dotted with a few freckles) of someone who spends most of her life outside. AJ tends to dress in a simple, functional fashion- shorts or jeans, sneakers or cowboy boots, tee shirts- and occasionally a denim vest or flannel shirt. She usually wears a hat (baseball cap or straw cowboy hat) and sunglasses, and often carries a set of heavy work gloves "just in case". Around school, she usually carries her books and stuff in a battered leather backpack, far more suited to a camping trip than a classroom. Since her enrollment in "Super School", she has somewhat reluctantly acquired a costume- in her case, a bright red jumpsuit with a stylized white horse (similar to the Ferrari logo) on the upper left side of the chest.

Point Accounting: Abilities 40pp; +Defenses 11pp; +Skills 9pp; +Advantages 14pp; +Powers 46pp= 120/ 120pp

Future planning: Improve Flight/ speed/ agility; Improve STR and array, boost defenses and combat advantages.

Equipment: Multitool, Basic cell phone, Team commlink, Flash goggles (Flying goggles)

-Base Flight= 2 (8mph, 120 feet/move), +Precise, +Subtle
-Jet boost 1: Flight 8 (500mph, 1 mile/move)
-Jet boost 2: Flight 12 (8000mph), Distracting, Slip field must be active
Last edited by pathfinderq1 on Fri Jan 21, 2022 2:36 am, edited 10 times in total.
pathfinderq1
Posts: 2222
Joined: Sun Mar 12, 2017 4:04 pm

Re: Catastrophe Academy- Hero High builds

Post by pathfinderq1 »

X
(About four weeks ago)
*URGENT* The National Weather Service regional center in Topeka, KS, has issued a Tornado Emergency for the area just west of Junction City, KS, due to sudden severe weather in the immediate area. If you are in Dickinson County, particularly in the area of Chapman, or in western Geary County,TAKE SHELTER IMMEDIATELY! Further bulletins to follow.

-While the area had been part of a "Low Risk" for severe weather, the NWS does note that there has been significant atmospheric instability throughout the Midwestern region for the last few weeks, and this area is in the heart of "Tornado Alley"- sudden changes occur with disturbing frequency...

(Three weeks ago)
While cleanup continues in and around the town of Chapman, just west of Junction City, KS, the National Weather Service has completed their preliminary analysis of the freak storm that struck this area about a week ago. The initial reports have rated the tornado as an EF-4 on the enhanced Fujita scale, with estimated winds of about 250 miles per hour. While nearly the entire town was flattened by the storm, with the heaviest damage between Interstate 70 and the north side of town, there were very few injuries and, miraculously, no confirmed deaths so far- though two teenagers are still listed as missing. Search efforts for Margaret McGuire and Erin Jackson, both 16, are continuing as part of the recovery process. Chapman was very badly damaged by a tornado in 2008, and many of the buildings which were destroyed by this storm were those which escaped destruction during the earlier incident, and some of the others had only recently been rebuilt...

(Eighteen days ago)
Despite frequent online and social media chatter, both the NWS and C.A.S.T.L.E. have issued statements denying the involvement of Alphas, known or unknown, in the area of Chapman. Both agencies insist that the storm, while unexpected and abrupt, was a natural weather event. Local resident Charlie McGuire, whose teenage daughter Margaret is still missing, has continued to call for further investigation- he insists that the other missing girl, Erin Jackson, 16, of Kansas City, used Alpha powers to create the tornado which caused so much damage to this little town... Local authorities have dismissed McGuire's claims as "Obvious trauma response", pointing to his long history of anti-Alpha sentiment and the girls' status as repeated runaways. "He has always been loud, but the poor man may have just lost his daughter- we'll let him say whatever he wants 'til he gets over it," said Dickinson County sheriff Dale Conners... In the meantime, both the cleanup and search efforts are ongoing, assisted by both state and federal disaster declarations.


Stormdancer

PL 8/ PP 122 (120 base +2; Unspent 0)
-HP: 1

Real name: "Allison Erin Carson"
-Actually:
Spoiler
(Margaret Jessica McGuire- Max, Mags, Miss Maggie May from her father when she is really in trouble; the twins, of course, always call her "Maggot" )
Codename/nickname/other aliases: Stormdancer, Dancer, Al, Allie
Concept/archetype: Weather controller
Gender: Female
Age: 16
Height- 5'4"
Weight- 115lbs
Hair- Variable (naturally strawberry blond; military-style buzz cut)
Eyes- Grey
Skin- Caucasian (lightly tanned, freckled)

GAME STATS:
Abilities: (32 pp)
STR 0 / STA 5 / DEX 1 / AGI 4
FGT 2 / INT 2 / AWE 2 / PRE 0

Defenses: (9pp)
Toughness: +5 (0pp,+8 in costume)
Parry: +4 (FGT 2, +2pp)(enhanced up to +8)
Dodge: +4 (AGI 4, +0pp)(enhanced, up to +8)
Fortitude: +6 (STA 5, +1pp)
Will: +8 (AWE 2, +6pp)

Immunity: N/A
Immunity (Half effect): disease, poison, natural aging, need for sleep, fear, interaction effects, mind reading
-Note: Some other Immunities available by Array selection

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

>Specific attacks:
-unarmed strike +2, DC 10 (+0)
-Storm bolt: +8, DC 18 (+8), ranged (80/200/400); Crit 18-20; Force/air (or lightning)
-Storm wave: Close/ cone area Move Object 8; DC 18 Dodge, DC 18/14 (+8/+4); Force/air (or lightning)
-Storm strike: +8, DC 18 (+8), close (10ft reach), crit 18-20; Force/air (or lightning)
-Storm surge: +8, DC 18 FORT (Resist/Recover), Affliction (Dazed+Impaired/ Stunned +Disabled), Ranged (80/200/400), Crit 18-20; Air (suffocation or Lightning "taser"

Skills: (24sp +2 Csp= 8+1= 9pp)
>Trained: Acrobatics +5 (1sp; Enhanced up to +11 flying); Athletics +5 (1sp); Insight +5 (3sp); Investigation +3 (1sp); Perception +7 (5sp); Persuasion +2 (2sp); Technology +3 (1sp); Treatment +3 (1sp); Vehicles (land) +2 (1sp)

>Combat skills: Ranged combat (Stormbringer array) +4 (2 Csp); Ranged combat (Throwing) +2 (0 Csp); close combat (Unarmed) +2 (0sp); Close combat (Stormbringer array) +2 (0 Csp)

>Expertise skills: Profession- Student +3 (1sp); Survival +5 (3sp); Streetwise +3 (1sp); Civics +3 (1sp); Pop culture +3 (1sp); Mechanic +3 (1sp)

>Untrained (Jack of all trades): Deception +0, Intimidation +0, Sleight of hand +1, Stealth +4, Vehicles (exotic) +1

Advantages: (12 pp)
>Base: Benefit x1 (Athletics based on AGI); Benefit x1 (Status- emancipated minor); Equipment x1; Evasion x1; Great endurance; Jack of all trades; Languages x1 (Spanish); Luck x1; Move-by action; Ranged attack x1; Teamwork; Uncanny dodge

>Enhanced Advantages (bought as Powers): Holding back x1; Favored environment (Flying/ open air) (+Others- Linked/ Limited)

>Equipment (free): Academy uniform (Protection 3, subtle; Immunity 2- environmental heat, environmental cold), Commlink/watch/GPS.

>Equipment: Multitool, basic cellphone, mask with built-in flying goggles, inhibitor/tracker bracelet

POWERS: (60pp)
>Natural talents:
-Senses 1: Direction sense; (1pp)
-(Good eyes) Senses 1: Vision- Extended 1 (x10); (1pp)
-(Strong-willed) Immunity 6 (Half effect): Fear (1), Interaction effects (5); (3pp)

>Alpha durability:
-Regeneration 1; (1pp)
-Immunity 4 (Half effect): Disease, Poison, Natural aging, Need for sleep; (2pp)

>Force of nature:
-Enhanced Advantage 1: Holding back x1; (1pp)
-Feature 1: Weather resistant; (1pp)
-Feature 1: Dramatic weather; (1pp)
-Feature 1: Light resistant; (1pp)
-Immunity 2 (Half effect): Mind-reading (2); (1pp)

>Aerial agility:
-Flight 1; (2pp)
-Enhanced Defenses 8: Dodge +4, Parry +4; Limited- only while flying; (4pp)
-Enhanced Advantage 1: Favored environment (Flying/ open air); (1pp)

>Stormbringer (Array): (27+1+2+2+2+2+2+2= 40pp total)
-Weather control (Base power, Dynamic; 27)
-Weather mastery (AE, Dynamic; 27)
-Whirlwind (AE, Dynamic; 27)
-Storm wave (AE, Dynamic; 18)
-Storm bolt (AE, Dynamic; 21)
-Storm strike (AE, Dynamic; 18)
-Storm surge (AE, Dynamic; 21)

-Details:
Spoiler
-Weather control (Base power, Dynamic; 27): Environment 4 (250ft). Maximum of 4pts of effect, from: Intense heat (1), Intense cold (1), Reduce visibility 2 (-2/-5 Perception); Impede movement 2 (-1 movement/ -2 Acrobatics/ Athletics; -2 movement/ -5 Acrobatics/ Athletics)), +Selectivex2 (area, Intensity); +Variable descriptor (Any weather phenomena/ +3);
>(4+2= 6/r x4= 24+3= 27pp base, +1 Dynamic= 28pp)

-Weather mastery (AE; Dynamic; 27):
Feature 1 (Anemometer);
Feature 1 (Micro-storms);
Feature 1 (Gusts);
Weather Prediction (Senses 4/ Precognition; Limited- only weather, Activation- Standard action);
Immunity 2 (Natural weather);
Movement 1 (Environmental adaptation- bad weather);
Immunity 2 (Need to breathe- all; -Sustained);
Senses 1: Awareness (Air);
Senses 1: Awareness (Weather);
+Enhanced Flight +4 (5 total), +Flight gains Precise, Subtle 1;
+Wind-lifting (Enhanced STR +3; 3 total; Limited- only to carry extra weight while flying);
+Enhanced Advantages 2: Evasion +1, Improved defense; Limited- only while flying;
+Enhanced Skill 2: Acrobatics =6; Limited- only while flying;
>(1+1+1+1+2+2+2+1+1+10+3+1+1= 27pp/ +2pp D/AE)

-Whirlwind (AE, Dynamic, 27): Move object 6 (3200lbs), +Area- Cylinder 1 (30ft); +Selective; +Affects insubstantial 2 (full power), +Feat- Precise; (2+1+1= 4/r x6= 24+2+1= 27pp/ +2pp D/AE)

-Storm wave ("Flinging gust") (AE; Dynamic, 18): Move object 8, +Area- Cone 1 (60ft), +Damaging, -Reduced range (Close), -Limited direction (away only), +Feat 1- Affects insubstantial 1 (half power); +Feat: Variable descriptor 1 (Can change to lightning; base is force/ air); (2+1-1+1-1+1=2/r x8, 16+1+1- 18pp/ +2pp D/AE)

-Storm bolt (AE, Dynamic, 21): Ranged damage 8, +Accurate x2 (+4= +8 total); +Feat 1: Affects insubstantial 1 (half effect), +Feat 2: Improved Critcal 2; +Feat 1: Variable descriptor 1 (Can change to 'lightning', base is force/air); -Diminished range 1 (80/200/400); (16+2+1+2+1-1= 21pp/ +2pp D/AE)

-Storm strike (AE, Dynamic, 18): Close-range damage 8, +Accurate x3 (+6= +8 total), +Feat 1: Affects insubstantial 1 (half effect), +Feat 2: Reach 2 (10ft), +Feat 1: Variable descriptor 1 (Can change to 'lightning', base is force/ air); +Enhanced Advantages 3: Improved critical x2, Unbalancing strike; (8+3+1+2+1+3= 18pp/ +2pp D/AE)

-Storm surge (AE, Dynamic, 21: Ranged Affliction 8 (Resist= FORT, Recover= FORT; Dazed +Impaired/ Stunned +Disabled); +Extra condition, - Limited degree; +Feat 1: Variable descriptor (Can change to lightning/ "taser"; base is force/air "suffocation"), +Accurate x2, +Enhanced Advantage 2: Improved critical x2; +Feat 1: Affects insubstantial 1 (half power), -Diminished range 1 (80/200/400); (1+1+1-1= 2 per rank x8= 16+1+2+2+1-1= 21pp; +2pp D/AE; 6pp left)


-Known stunts: Lightning strike (Perception-range indirect damage; outdoors), Rainstorm (large area Environment effect, but slow; outdoors), Suffocation (individual or burst), Weather-related Afflictions (individual or burst, various)
-Feature 1 (Weather resistant): No matter the weather conditions, you remain dry, and your hair and clothing are never mussed by the wind.
-Feature 1 (Dramatic weather): The weather dramatically reflects your emotions, giving you a circumstance bonus for appropriate interaction skill checks (like Intimidation)
-Feature 1 (Sunlight resistant): You have a minor degree of immunity to light effects, enough that you never sunburn, need sunglasses, or otherwise have trouble with any amount of full direct sunlight.

-Feature 1 (Micro-storms): You can create tiny "micro-storms" focused enough to water plants or to shower beneath.
-Feature 1 (Gusts): You can create small gusts of wind, roughly equivalent to a -5 Rank Move Object effect, able to scatter small light objects, ruffle hair or clothing, blow off hats, and so forth.
-Feature 1 (Anemometer): You can accurately determine the speed and direction of prevailing winds in your immediate area.


BACKGROUND:
History: Charlie McGuire has hated Alphas for as long as he can remember, even when he was a kid. He was born and raised in central Kansas, joined the Army right out of high school and spent a few years there, mostly as a mechanic and armourer. While records have been sealed, he MAY have been part of a Counter-Alpha covert action unit- whether that is true or not, he certainly left the military with many more connections to like-minded people. He married Heather Carson and started a family- and kept up his anti-Alpha activities, a philosophy that Heather shared wholeheartedly, coming from an Alphaphobic background as well. Over the years, Charlie was affiliated with a number of violent groups- while he did have a C.A.S.T.L.E. file, he was always on the edges of the bad behavior, not at the center of it (at least as far as the authorities knew...)

Charlie and Heather had a number of children together: Martin (the oldest), Michael, and Margaret. Their youngest children were twins, David and Daniel, but Heather died during childbirth, leaving Charlie to try to raise the kids on his own. They moved around quite a bit- a combination of "following the work", wanderlust, and Charlie's paranoia. Charlie had a succession of girlfriends (none of whom made much of an impression on his rambunctious brood)- he also got even more deeply involved in the anti-Alpha underground, and tried to indoctrinate his children to follow his philosophy (with varying degrees of success). The McGuires moved to Chapman, Kansas in 2016, joining the still-rebuilding town. Charlie cultivated some contacts up the road at Fort Riley, who provided some degree of illicit support for him and his "associates"- weapons smuggled out of Fort Riley were tied to anti-Alpha attacks in several locations, though Charlie was never directly implicated.

Over the years, the McGuire "boys" were the terror of various neighborhoods and schoolyards- between their somewhat insular philosophy and their frequent moves, they often only had one another to rely on. But once they settled in Chapman, some degree of division began to occur- Martin and Margaret did not fully subscribe to their father's near-madness, but Michael, David, and Daniel climbed aboard the crazy train (or seemed to, anyway). When Martin moved away to Boston for college (and made it clear he was never coming back), Margaret ran away to follow him. She was only 12, but she made it all the way to Kansas City before she was caught trying to sneak on to a Boston-bound Amtrak. Her father wanted to teach her a lesson, and left her in the custody of juvenile authorities for almost three weeks before he "bailed her out". During that time, Margaret made friends with her "cellmate" Erin Jackson- Ren was the product of a broken home, and was dancing on the line between "runaway" and "Delinquent". The two of them formed a strong bond, and they kept in contact after they were released from custody.

Over the next few years, the McGuires stayed in Chapman, putting down roots for the first time since Heather died. There were rare trips into Junction City, and even rarer visits to Charlie's family near Salina. Life went on. From time to time, Ren would drop by for a "visit", or Margaret would run away for a while to visit her- she didn't have a lot of friends in Chapman (She was too tomboyish for the local girls, and too "girl with aggressive brothers" for the boys in such a small hick town). The twins, meanwhile, had each other for company, and Michael's athletic prowess meant that he had lots of friends. Charlie kept up a mechanic's shop for just about anything, which earned him some friends around town (among those who could ignore his obvious bigotry), and he kept up his connections with his anti-Alpha buddies.

Then the world turned upside down (and not in a good way, like in "Hamilton"- more like the Upside Down in Stranger Things). After a few weeks out of contact, Ren showed up at the McGuires' front door- she was woozy and unfocused, visibly shaking and not entirely sure how she had arrived there. Thankfully it was Margaret who opened the door- Charlie was back in the garage, Michael was at football practice, and the twins were out causing trouble for somebody. Realizing that her friend was in trouble, Margaret dragged Ren upstairs- but the other girl's condition kept getting worse. By the time Margaret realized that something was very seriously wrong, her father had come back inside and pissed off about who knows what, he decided to go inflict some grief upon his wayward daughter. Given his attitude though, he arrived at the worst possible time- right about the time that Ren was falling into a full-on seizure, but obviously displaying Alpha-level speed...

As one might expect, Charlie took one look at his daughter's best friend, obviously in need and in pain- and he totally flipped out, and went to get his gun. Margaret tried to intervene, to protect Ren, but it was no use.

It was right about this time that the pair of C.A.S.T.L.E. agents who were maintaining surveillance on the McGuire house (as part of an investigation regarding an anti-Alpha attack in Oregon three months earlier) realized that something was very wrong. They had already called for back-up when they saw Ren arrive, since it seemed obvious that she was in the midst of her Alpha breakthrough- and they knew how Charlie would react to THAT. But as they stepped out of their car, they could see that the sky, which had been clear only minutes before, was now boiling with clouds- and the wind was picking up. They heard a gunshot from inside the house, and a piercing scream- and then they saw the funnel drop out of the clouds, a rope tornado so narrow it looked like a laser beam, focused on the McGuire house. As soon as the tornado touched down, it expanded outwards, swallowing the house entirely- but the agents, only fifty yards to the west, were untouched- though they did dive into the dubious shelter of a roadside ditch, just in case. One of the agents looked up long enough to see, quite clearly, a young woman rising into the air at the center of the new-born tornado- before the expanding cloud of debris hid her from view.

One of the agents stayed at the scene- he saved Charlie McGuire's life by pulling his unconscious body to safety. It wasn't really a matter of digging him out of the wreckage of the house though, as there really wasn't any wreckage to speak of left at the scene. The other agent, a veteran of Alpha-level conflicts, hopped back in their vehicle and followed the trail of the tornado for more than a mile, through where the town of Chapman, KS, HAD been- he was just starting the engine when the NOAA radio in the car and the tornado sirens in town blared to life.

Possibly through random chance and possibly through some measure of unconscious control, no one was killed, though a large portion of the town (much of it only recently rebuilt after a tornado in 2008) was destroyed. When the tornado collapsed, the agent quickly located the unconscious body of a teenage girl, later identified as Margaret McGuire, in a windswept field by the side of the road. Bundling her into the car, he headed back to collect his partner. Back where the McGuire house had been, the other agent had begun to search the scene for the other girl, before being interrupted by screams from what had been the house next door. The other newly-manifested Alpha, believed to be Erin "Ren" Jackson, was never found- between her healing factor, her Alpha-level speed, and her distrust of pretty much everyone, she was long gone. By the time emergency responders were in control of the scene in Chapman both the agents and the girl, more comatose than unconscious, were being whisked onto a C.A.S.T.L.E. jet at Marshall Army Airfield, just outside Junction City, en route to one of the agency's medical facilities.

It was quite obvious that Margaret couldn't simply be returned to her family- with Charlie's attitude (and known associates) that would have been a death sentence- for someone. But this wasn't the first time that C.A.S.T.L.E. had dealt with this sort of situation- there were plans and procedures, calls were made. A few other agents were inserted as part of the disaster relief response, though they also did their part to sanitize the scene and manage the curious. Margaret McGuire and Erin Jackson were basically swept under the rug, left to be "Missing and presumed dead". Cooperation with the National Weather Service and other relevant agencies (both federal and state) made sure that the incident was recorded as a severe unexpected (but entirely natural) storm, not unprecedented in the heart of Tornado Alley.

Strictly speaking, Margaret was ready to leave the hospital about an hour after she arrived. But the question of what to DO with her was far more complicated. Discussions were had, procedures were put in motion, lots of serious people did serious things- and there was an awful lot of paperwork, which was completed, certified, and then buried. In a week or two, she was declared legally emancipated, which allowed her to then change her name. Her abilities were tested, as were her attitudes and her mental and academic traits. Soon enough, she was enrolled at the Vanguard Academy under her new name, and she started her new life, a life she would never have expected.

A life as an Alpha...


Complications:
-Do good (Motivation): Allie was raised to be helpful and good at heart. She honestly enjoys helping other people, and she wants to make the world a better place. While she was raised to hate and fear Alphas, no matter how good they SEEMED to be, that idea never really took root- she saw them as no better or worse than ordinary people, and has always believed that Alphas were capable of doing great things for humanity and for the world. Now that she has herself manifested as an Alpha, she wants to be an example of those good deeds and good behavior, and she won't hesitate to step into a situation where it looks like someone is in trouble. Thus her "Not All Alphas" tee-shirt... She is also generally honest, hard-working, and quite responsible for her age (especially compared to her father and most of her brothers).

-Thrills (Secondary motivation): Allie loves having powers, and she really enjoys using them (especially flying).

-Prejudice (Alpha): Like many Alphas, Allie faces the prospect of being hated or feared because of her powers. In addition, her own father and many of his friends or associates are active (and violent) anti-alpha bigots- if any of them were to find out that she was still alive, they would likely want to make her a high-priority target (either for violence, to blame her for something or frame her, or just other shenanigans).

-Raging storm (Accident): Allie has been an Alpha for less than a month. Her instinctive control of her powers is pretty good (thankfully, considering what her powers ARE), but she has had very little training or practice. Especially if she is in a particularly stressful situation, her powers could get out of control. On a smaller scale, if she is startled or upset (or even just excited) sudden gusting winds may surge up around her- scattering papers or small objects, slamming doors, etc. This isn't strong enough to really HURT anyone, but it can be startling, or make a mess. In addition, her emotional state is somewhat tied to local weather patterns- mostly the weather reflects HER emotions, but sufficiently strong weather events (either natural or influenced by another Alpha), could influence her emotions in return...

-Legacy (Cloudburst): Dave Wein was a member of the second Vanguard team, back in the 1980s. A gay man, he died without any children, but he had a older sister named Debra. Debra never manifested as an Alpha, but she carried the potential for such abilities- before his death, she was estranged from her brother for a number of reasons, but more because of his status as an Alpha than because of his "lifestyle". Her daughter Heather never understood why her mother hated Alphas so much, but in time she grew to hate and fear them as well- not knowing that she was herself a potential Alpha. Heather married a fellow Alphaphobe, Charlie McGuire, and started a family of her own. As part of her government intervention and the intake process for the Vanguard Academy, routine backgrounding and genetic testing revealed Margaret's connection to this long-dead hero. She hasn't really come to terms with this revelation yet, but certainly intends to try to live up to the high standards that the Vanguard portrays. (For the most part, this just reinforces her "Do Good" Motivation, but the Legacy aspect could come into play at some point)

-Secret (Identity/ Status): Margaret McGuire is legally "Missing and presumed dead". She has received legal assistance from C.A.S.T.L.E. and the Vanguard Academy to apply for Emancipated Minor status, and to legally change her name. As far as the school is concerned, she is already "Allison Carson"- no one (especially Al) wants to let the can of legal worms get opened back up... As part of her school uniform, she has a mask, and is supposed to wear it whenever she is "in costume".

-PTSD: Allie has a pretty significant amount of unresolved trauma related to the circumstances of her Alpha breakout, which was even more stressful and dramatic than most. She has counselor assigned to her case, as part of her enrollment at Vanguard Academy- but she also has a deep-set distrust of authority figures in general and government-aligned authority in particular, so she hasn't really made any meaningful progress in treating her issues. She is just keeping all of that trauma tightly bottled up- that always works out well, right?

>Relationships (and so on):
Spoiler
-Father (and his associates): Charlie McGuire is in his late 40s- he is a very talented mechanic, especially on heavy equipment (if your combine harvester, bulldozer, or tank is having trouble, he can probably fix it). He is also a vicious anti-Alpha bigot- and he is connected to many people who share that philosophy, some of them far more violent and dangerous than he is. And, of course, he is a smuggler and black market arms dealer, mostly drawing on his Army connections. He also dabbles in any number of conspiracy theories, especially anti-government ones. While he is usually content to incite other people to violence, when he found out his daughter's best friend was one of THEM, he made a serious attempt to kill her- and probably would have tried to kill Margaret as well, as much as he was overcome with rage. Even so, he is her father and Margaret still loves him- but she knows that if they ever meet again one of them probably won't survive... Sadly, it is entirely likely that the "Chapman Incident" has pushed him past the emotional breaking point...

-Oldest brother: Martin McGuire is five years older than Margaret (21, almost 22). Like her, he never hated or feared Alphas the way his parents did, though he usually phrased his disagreements with calm rational analysis, hard facts against his parents' emotional appeals. He is very smart- not an Alpha hyperbrain, just really smart. He left home to attend MIT in the fall of 2018 and has never come back- his last argument with his father was bitter and nearly violent. Of all the kids, he was closest to Margaret, and he has been devastated by her (apparent) death.

-Second older brother: Michael McGuire is two years older than Margaret (18), a high school senior and football star. Strong and aggressive, he has absorbed his father's anti-Alpha screed better than any of the other children. He hates Alphas more than anything, and blames them for almost all of the world's problems- just the way his parents wanted him too.

-Younger brothers: David and Daniel are twins, four years younger than Margaret (12). They don't really hate Alphas, but they act like they do. Mostly they are a pair of troublemakers, for their school and the community at large.

-Erin (Ren, "Renegade") Jackson: Erin was (is?) Margaret's best friend- the two of them met in a juvenile facility after having run away from their respective homes at the age of 12. Mags wasn't used having a friend who was a GIRL, and Erin wasn't used to having anyone who wasn't out to abuse or exploit her. The two of them kept in communication, and over the last few years they have exchanged occasional "visits" (viewed by their respective families as "running away")- Margaret from her home and family, and Erin from whatever foster family or juvenile facility was "home" at the time... After the Chapman incident, she is missing and presumed dead, but she is actually alive (somewhere)- her Alpha abilities include a healing factor. She might show up someday- maybe trying to connect with her friend (or to worm her way into the Academy), maybe needing some kind of help, or maybe as a supervillain-in-training...



>Design notes, etc.:
Spoiler
>Solved the secondary character problem (scrapper/ almost speedster) by having her as a plot device/ guest star/ BFF (and possible Complication)

>I did put in a Legacy connection to one of the earlier Vanguard members (Cloudburst, from the second iteration of the team, back in the 1980s)- while he didn't generate any offspring directly, I gave him an older sister. Let me know if this is okay- I can edit.

>Possible Connections:
-Donar (Vanguard): possible mentor

>General personality cues:
-loves the outdoors
-won't break her word/ turn on a friend
-physically confident, but socially/verbally shy and quiet
-used to being part of a team/pack; REALLY wants a good friend
-generally Ace, but weather-based emotions could mess with this
-Doesn't really think of herself as a girl, or present as female; thinks and acts like "one of the boys" (tomboy, AFAB)

>Description: Allison (Allie, or better yet, Al) is not terribly tall, and is slender but moderately athletic (She has fairly good muscle tone, but not much bulk)- her build is often described as "boyish". Her skin is lightly tanned and dotted with freckles, but she never seems to burn, no matter how much sun she gets. In her previous life she typically wore her hair just past shoulder length, long enough to pull back in a ponytail (but just barely)- when she first arrived at the Academy she wore her hair much shorter, in a ragged mop of floppy curls. After the initial orientation and assessment (and her brief infirmary stay), she went even further, and now keeps her hair cut in very nearly a military regulation buzz-cut. Her hair is naturally reddish-blond, but is typically variable by the day or even the hour. She tends to wear comfortable but sturdy, loose-fitting clothes (military fatigues, jeans, or athletic wear), and prefers combat boots to sneakers. She has no known tattoos or piercings (not even her ears); she rarely if ever wears jewelry or makeup of any kind. Most people, when they first meet her, tend to guess "boy"- this has only been exacerbated by her new shorter haircut.

>Point Accounting: Abilities 32pp; +Defenses 9pp; +Skills 9pp; +Advantages 12pp; +Powers 60pp=122/ 122pp
+2pp: Added Storm surge Dynamic Array slot

>Future planning: Build out array (Add Afflictions, improve base), move minor powers from array to fixed slots, improve basic abilities/skills
Last edited by pathfinderq1 on Fri Feb 23, 2024 1:56 pm, edited 11 times in total.
pathfinderq1
Posts: 2222
Joined: Sun Mar 12, 2017 4:04 pm

Re: Catastrophe Academy- Hero High builds

Post by pathfinderq1 »

Rave (Done)

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

Real name: Harper Jane Hicks
Codename/nickname/other aliases: Thrasher, Rave
Concept/archetype: Punk rock kid, vibration/sound control
Gender: female
Age: 15
Height: 5'2"
Weight: 115
Hair: Black
Eyes: Brown
Skin: Pale
-Spiky hair, dark punk/goth make-up, dark/tattered clothes


GAME STATS:
Abilities: (38 pp)
STR 0 / STA 5 / DEX 2 / AGI 4
FGT 2 / INT 1 / AWE 2 / PRE 3

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

Immunity: N/A (fear)
Immunity (Half effect): Disease, Poison, Natural aging, Need for sleep

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

>Specific attacks:
-Basic unarmed: +2, DC 15 (+0)
-Buzzsaw: +8, DC23 (+8), +Linked Weaken Toughness 6 (DC 16)(Objects only)
-Shockwave: Close/Cone 1 Damaging Move Object 8
-Vertigo (Pulse): DC 18 FORT or Dazed +Impaired/Stunned +Disabled, 30' burst
-'Dog whistle of Doom": Close/ Cone 1, Damage 8 (Resist= WILL)

Skills: (10 pp)
>Trained: Acrobatics +5 (1sp); Athletics +5 (1sp); Deception +5 (2sp; +9 Taunt/feint); Insight +3 (1sp); Intimidate +4 (1sp; Enhanced +8); Investigate +2 (1sp); Perception +3 (1sp); Persuasion +4 (1sp); Technology +2 (1sp; +6 Audio/music tech)

>Combat skills: Ranged combat (Throwing) +2 (0sp); Close combat (Unarmed ) +2 (0sp); Close combat (Projection array) +4 (2sp); Ranged combat (projection array) +2 (0sp)

>Expertise skills: Student +2 (1sp); Music +2 (1sp); Streetwise +2 (2sp); Pop culture +2 (1sp; +6 Music); Perform (singing/PRE) +5 (2sp; +10 Cool, +Enhancement); Perform (guitar/DEX) +3 (1sp); Perform (Drums/DEX) +3 (1sp)

>Untrained: Sleight of hand +2; Stealth +4; Treatment +1, Vehicles +2

Advantages: (13 pp)
>Base: Benefit x1 (Athletics based on AGI); Benefit x1 (Ambidexterity); Cool x1 (Perform- Singing); Defensive roll x1; Equipment x2; Evasion x1; Great endurance; Language x1 (Spanish); ; Luck x1; Move-by action; Taunt, Teamwork

>Enhanced Advantages (bought as Powers): N/A (or by Array selection)

>To buy: ++Equipment, Social/performance- related, combat/adventure-related

POWERS: (47pp)
>Natural talents:
-Senses 1: Direction sense (1pp)
-Encyclopedia of ROCK: Enhanced Skill 2 (Expertise- Pop culture) +4, Limited- music only; (1pp)
-"It goes to 11": Enhanced Skill 2 (Technology) +4, Limited to audio/music tech; (1pp)

>Mutant durability:
-Regeneration 1, Persistent; (2pp)
-Immunity 4 (Half effect): disease, Poison, Need for sleep, Natural aging; (2pp)

>Pulse and wave (sonic tricks):
-Feature 1: Perfect pitch; (1pp)
-Immunity 1: Loud/environmental noise (stadium speakers, thunder, etc.); (1pp)
-Senses 2: Time sense; Ultrahearing; (2pp)
-Feature 1: Tap a regular beat (internal metronome); (1pp)
-Annoying voice: Enhanced Skill 2 (Deception) +4; Limited- Taunt/feint only; (1pp)
-Scary voice: Enhanced Skill 2 (Intimidation) +4, Quirk- must have Microvibration array slot active; (1pp)

>Counter-pulse projection:
-Enhanced Defenses 8: Dodge +4, Parry +4, Sustained; (8pp)
-(+Linked) Enhanced Advantages 2: Evasion +1, Improved Defense; (+2pp)

>Vibration control (Array; 18 pp base, +5 AE= 23pp total):
-Buzzsaw: Close damage 8 (Vibration/cutting), +Accurate x2; +Linked: Weaken Toughness 6, +Affects objects, -Affects objects ONLY; +Enhanced Advantages 2: Improved Smash, Power attack; (8+2+6+2= 18pp; Base power)

-AE 1/ Shockwave: Move object 8, +Damaging (Vibration), +Area: Cone x1; -Close range, -Limited movement (directly away), +Affects insubstantial 2; (16+2= 18pp; +1pp/AE)

-AE 2/ Vertigo pulse: Affliction 8, Dazed +Impaired/ Stunned +Disabled, Resist- FORT, Recover- FORT; Close range, Area- Burst x1; Extra condition, Limited degree; (16pp; +1pp/AE)(To Add: Selective)

+AE 3/ 'Dog Whistle of Doom!": Damage 8 (ultrasonic), Area- Cone x1; Alternate resistance (WILL, DC 18); -Sense-dependent (hearing); +Subtle 1 (Invisible to sight, detectable by Ultra-hearing, etc.)(to normal hearing it is a high, annoying whine); (8+8+8-8+1= 17pp; +1pp/AE)

-AE 4/ Microvibration tricks: Immunity 5 (Vibration damage), +Feature x4 (Personal theme music/soundtrack; Prestidigitation: Audio effects; Personal loudspeaker/ negate up to -20 hearing penalty; generate ultrasonic 'ping' for sonar); +Enhanced Advantages 3 (Startle, Fascinate- Perform/singing; Skill mastery- Perform/singing); +Senses 3 (Ultrahearing adds, +Accurate, Acute; has ranged and radius by default); +Senses 2 (Extended x1, hearing group); (5+4+2+4+2=16pp; +1pp/AE)

-AE 5/ Quiet time: Concealment 2 (all audio), +Area/ Cloud x2 (30'); +Linked: Nullify 4 (Vibration), +Area/ Close burst x1, +Simultaneous; (4x2= 8, +4x2=8= 16pp; +1pp/AE)(Burst nullification, Concealment lingers for 1 round in target area).

+Known Stunts: Intense vertigo (individual Affliction)



BACKGROUND:
History: Harper considers herself a city girl, and life in a small town has really been a let-down for her. She was born in Newark, though she really doesn't remember it much. Of course, she doesn't remember her real family much either- she never met her father, and her mother died when Harper was still very young; she has been caught in the gears of the state care and foster family system for most of her life. The state-run "homes" were uniformly terrible, while some of the foster families were good and others were awful- the only constant was that Harper never seemed to be in one place for very long. From an early age, Harper demonstrated a gift for music, but her education in the arts was rather spotty, depending on where she was being raised at the time...

At the age of twelve, she discovered punk rock, thanks to an older kid in her foster home du jour- and she has never looked back. She continued to endure the carousel of foster homes, but made chances to get out to whatever shows or all-ages clubs were nearby, and her fashion taste skewed to match her musical interests (this didn't really do much to make her more attractive to potential foster families).

About a year ago, she started getting headaches, really bad ones. These turned into random occasional seizures, but medical tests were inconclusive at best. Then one night she was at a show, and she got a little too close to the amps when the band started up- the pulse of sound hit her just wrong, and she screamed in surprise, which blew out the amps and made her pass out. THIS brought her to a a whole different bunch of doctors, and an awful lot more tests- the state care system did not have very many guidelines for kids with super-powers, it seemed. Harper found herself stuck in administrative limbo- not many of the foster families available had the inclination (or the resources) to handle a budding superhuman, so she was stuck in a Home that was a terrible hybrid of orphanage and juvenile hall. Months passed, and Harper finished up her Junior High requirements with no idea where she would be headed in the fall.

Finally, after months of wrangling, Harper was 'bailed out' of the Home and fostered with a family in (Campaign location), one of the few families in the system who had successfully handled super-powered kids. Charlie and Jessica Hansen weren't rich, but they were easy-going and comfortably settled in town- in fact, both of them even had minor superhuman abilities of their own which helped them connect with powered kids. They have almost finished raising their latest "son", a hard-core "jock" and budding powerhouse named Alex, and they were persuaded to take Harper as their next "Project". She moved into the Hansen house at the beginning of the summer, and they have worked together over the summer to get things ready for her to attend 'super school'. While there isn't much of a music scene locally, Harper Has managed to meet a few local kids with similar tastes- they are working on starting a band. The Hansens even let her pick out (most of) her own clothing for school (it was at the thrift shop, but still...), and she is hoping for a guitar for her birthday. Even though her foster brother Alex has managed to ignore her presence, it still feels more like home than anyplace she can remember.

The glorious future of high school awaits!


Complications:
-Punk rock/ Riot Grrl: (Prejudice) Both in attitude and appearance, Harper is a troublemaker. Other people (especially adults) will probably be suspicious of her right from the start. Even other kids may treat her differently, and make certain assumptions about her attitude or character. While she looks and to some degree, acts, like a Bad Girl, Harper is more interested in music (loud angry music) than in criminal misbehavior.

-Responsibility (In a band): Sure, they haven't quite taken off yet. Let's be honest, basically nobody has even heard of them yet. In fact, they aren't quite sure about their lineup, and they haven't entirely picked a band name. But they are a band anyway, and the only way they are going to get anywhere is by sticking to it, practicing, and getting the word out. Harper is in a band with a couple of other kids from town, though she is the only one who is going to "super-school". They all have to adjust their schedules to account for band practice, and maybe for a gig someday...

-Accident: ("BOOM!") Harper has her powers pretty much under control- but the possibility of an accident remains. Maybe a small one, like noise pollution or someone reporting what sounds like a gunshot, maybe a bigger one (Don't put her in a glass building).

-Impulsive/adventure: (Motivation) Harper tends to revel in the expression of her powers. She loves to make noise (or a scene). Sometimes she doesn't do a very good job of weighing consequences or exercising proper precautions about her behavior.

-Motivation (doing the right thing): Harper is, deep down, a good person and she understands many people in bad situations. If presented with an opportunity to help out, she would be very likely to do so- even if it were dangerous (and ESPECIALLY if she could deny it later).

-Short end of the stick (Prejudice): Harper's foster family isn't even close to rich- they live in a reasonable house, and not in the bad part of town, but there isn't a lot of money to spare. Most of her clothes are thrift shop or donation specials (Harper doesn't care, but other kids WILL notice), she is on the free school lunch program, and she doesn't have the kind of money that other average kids might (paying for stuff or replacing equipment might be a challenge).

>RP Hooks (not full Complications):
-Relationship: Foster family (pretend you don't know them...) Charlie and Jessica Hansen have lived in the area for most of their lives, and are pretty familiar with the local environment. They are also one of the few families in the state foster care system who have experience dealing with Powered kids, and both of them have minor superhuman gifts of their own. They have almost finished raising one boy, Alex, who is starting his senior year of high school, and they have taken in Harper as their next "project". For the most part, they are easy-going and good-tempered, but they do have rules, and they believe in a respectful settled household. Which is, to say the least, NOT the sort of environment that Harper is used to. They are willing to tolerate her taste in music and clothing, but she is expected to keep up with her schoolwork, to help around the house a bit, and to not get in trouble (Curfews, grounding, and loss of privileges await her inevitable misdeeds). The Hansens also have an older foster, Alex, who is a senior at school and has some low-level powerhouse abilities- he is a respected member of the Jock clique, and will do everything he can to avoid interacting with his "new sister" anywhere that his buddies might see. He isn't really a jerk, just very different from Harper and not interested in bridging that gap. In addition, Harper is subject to the bureaucratic machine that is the state care system- at the moment everything is pretty settled, but there are rules and procedures and paperwork and "visits" (inspections), and so on that might crop up...

>Relationship (Father ?): Harper's mother died years ago. Harper has never met her father, and has no clue who he is- he isn't listed on her birth certificate and her mother never mentioned him. He could be anybody- but it seems likely that he had (has ?) Powers. Especially now that Harper has powers of her own (and thus is potentially valuable) someone could show up CLAIMING to be her father (or some other relation from that side)- maybe it leads to a real family, maybe he is a liar or con-man...

Description:
Joan Jett (junior edition), or Freefall from Gen 13

-Dresses in punk/thrift-shop Goth clothes most of the time




Point Accounting: Abilities 38pp; +Defenses 12pp; +Skills 10pp; +Advantages 13pp; +Powers 47pp= 120/ 120pp

Future planning: Band as allies/connections (minions?), improve array, Improve base powers (move stuff out of array, to base)
Last edited by pathfinderq1 on Mon Dec 14, 2020 12:14 am, edited 6 times in total.
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Re: Catastrophe Academy- Hero High builds

Post by pathfinderq1 »

Drifter

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

Real name: Catalina Velasquez
Codename/nickname/other aliases: Drifter, "Casquez"
Concept/archetype: Flying paragon (lite)
Gender: female
Age: 23
Height: 5'4"
Weight: 125
Hair: black
Eyes: brown
Skin: light golden brown (hispanic, mildly tanned)

GAME STATS:
Abilities: (62 pp)
STR 6 / STA 5 / DEX 2 / AGI 6
FGT 6 / INT 1 / AWE 2 / PRE 3

Defenses: (?7 pp)
Toughness: +5 (STA 5, +0pp)(+6 with Force Field)
Parry: +6 (FGT 6, +0pp)(Enhanced +8, Limited)
Dodge: +6 (AGI 6, +0pp)(Enhanced +8, Limited)
Fortitude: +7 (STA 5, +2pp)
Will: +7 (AWE 2, +5pp)

Immunity: Disease, Poison
(+Limited: Own slams, Need to breathe/ all, environmental cold, environmental low pressure/ vacuum)
Immunity (Half effect): Natural aging, need for sleep

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

>Specific attacks:
-Basic unarmed: +8, DC 21/+6
(+Grab)
-Throw something: +4, damage variable (up to DC 21/+6)

Skills: (44sp= 22pp)
>Trained: Acrobatics +8 (2sp), Athletics +8 (2sp), Deception +5 (2sp), Insight +5 (3sp), Investigate +2 (1sp), Perception +6 (4sp), Persuasion +5 (2sp), Stealth +8 (2sp), Technology +4 (3sp), Vehicles +3 (1sp)

>Combat skills: Ranged combat (Throwing) +4 (2sp), Close combat (unarmed) +8 (2sp)

>Expertise skills: Pop culture +8 (7sp), Business +4 (3sp), Area knowledge (American Southwest) +4 (3sp), Streetwise +2 (1sp), Survival (uses AWE) +5 (3sp)

>Untrained: Intimidate +3, Sleight of hand +2, Treatment +1

Advantages: (13 pp)
>Base: Benefit x1 (Ambidexterity), Equipment x2, Evasion x1, Fast grab, Great endurance, Improved grab, Luck x1, Move-by action, Power attack, Skill mastery x2 (Acrobatics, Athletics), Uncanny dodge

>Campaign bonus (Free from PRE 3): Attractive x1, Benefit x1 (Status- internet celebrity), Language x1 (Spanish)

>Enhanced Advantages (bought as Powers): Favored environment (Flying/open air), +Others (Limited)

POWERS:
>Normal talents:
-Senses 1: Direction sense; (1pp)
-Skill focus 2: Athletics +4, Limited- only for Climbing; (1pp)

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

>Force Field (All Linked):
-Protection 1, Sustained; (1pp)
+Immunity 6: Own slams 2, Need to breathe/ all 2, Environmental cold, Environmental low pressure/ Vacuum; (6pp)
+Movement 1: Environmental adaptation (High altitude); (2pp)

>Air-mobile:
-Flight 5 (900ft/60 mph), +Precise; (11pp)

>Aerial agility:
-Enhanced Advantage 1: Favored environment 1 (Flying/open air); (1pp)
-Enhanced Defenses 4: Dodge +2, Parry +2; Limited- only while flying/open air; (2pp)
-Enhanced Advantages 4: Agile feint, Evasion +1, Improved Defense, Set-up x1; Limited- only while flying/ open air; (2pp)

BACKGROUND:
History: TBD

Complications:
-Thrills (Motivation) (+competitive streak)

-Brand management

Description: Catalina is an athletic young woman of Hispanic ancestry (primarily Central American)- she has golden-brown skin, black hair, and dark eyes. She is of about average height, with a well-toned build, the result of steady regular exercise (hiking, rock climbing, martial arts). She tends to dress in comfortable athletic clothing. Since her Sunstorm powers manifested, she often has a Go-Pro video recorder (either head-mounted or body-cam style).

Point Accounting: Abilities 62pp; +Defenses 7pp; +Skills 22pp; +Advantages 13pp; +Powers 31pp= 135/ 135pp

Future planning: TBD

Capsule: TBD
Last edited by pathfinderq1 on Sun Nov 19, 2023 9:09 pm, edited 10 times in total.
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Re: Catastrophe Academy- Hero High builds

Post by pathfinderq1 »

>(Stray)
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 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).


>(Kaiju, Wanderer)
At a casual glance, Vera’s early life might have seemed rather mundane, even a bit boring. Her mother was a nurse; her father was a “security contractor” (the kind who wears a nice suit instead of a uniform, who worked for exclusive museums and private collectors). 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; Vera went to a decent Catholic school instead of public schools (or some fancy private academy). Vera was a fairly average student, but not terribly social or popular- just another normal-ish young woman, living a normal-ish life.

But underneath that mundane veneer, things were not entirely as simple as they might appear. There were hints, of course, if you knew where to look for them.
Last edited by pathfinderq1 on Sat Jan 06, 2024 8:11 pm, edited 9 times in total.
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Re: Catastrophe Academy- Hero High builds

Post by pathfinderq1 »

Serengeti (Crunch done; finish background)

>Base form

(PL 8; 120pp)(Unspent= 0)

"Now this is the law of the jungle, as old and as true as the sky, And the wolf that shall keep it may prosper, but the wolf that shall break it must die."- Rudyard Kipling

Real name: Roberta McGregor
Codename/nickname/other aliases: Bobbi
Concept/archetype: Animal shapeshifter
Gender: female
Age: 14
Height: 5'2"
Weight: 110 lbs
Hair- light brown
Eyes: green/gold (cat's eyes)
Skin: lightly tanned (or tawny fur)


GAME STATS:
Abilities: (52pp)(+Powers)
STR 1 / STA 6 / DEX 1 / AGI 6
FGT 6 / INT 2 / AWE 4 / PRE 0

Defenses: (4 pp; +Powers)
Toughness: +6 (STA 6, +0pp)(Or higher)
Parry: +6 (FGT 6, +0pp)(Or higher)
Dodge: +6 (AGI 6, +0pp)(Or higher)
Fortitude: +6 (STA 6, +0pp)
Will: +8 (AWE 4, +4pp)

Immunity: N/A
Immunity (Half effect): Disease, Poison

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

>Specific attacks:
-Basic unarmed: +6, DC 16 (+1)
-Claws (Natural weapons):
-Thrown object: +4; DC variable

Skills: (11 pp= 22sp)
>Trained: Acrobatics +8 (2sp); Athletics +8 (2sp; Mastery); Insight +5 (1sp); Investigate +3 (1sp); Perception +6 (2sp; Enhanced +8, or higher); Persuasion +1 (1sp); Stealth +7 (1sp); Treatment +3 (1sp)

>Combat skills: Ranged combat (throwing) +4 (2sp); Close combat (natural weapons) +8 (2sp); close combat (Unarmed) +6 (0sp)

>Expertise skills: Student +3 (1sp), Nature lore (Plants/animals) +3 (1sp), Outdoor survival +5 (3sp); Pop culture +3 (1sp); Mythology/folklore +3 (1sp; +7 shapeshifters)

>Untrained: Deception +0; Intimidate +0; Sleight of hand +1, Technology +2, Vehicles +1

Advantages: (14 pp)
>Base: Animal empathy, Benefit x2 (Ambidexterity, Athletics based on AGI); Equipment x1; Great endurance; Hide in plain sight; Languages x1 (Kiswahili); Luck x1; Move-by action; Ranged attack x1; Skill mastery x1 (Athletics); Teamwork; Tracking; Uncanny dodge

>Enhanced Advantages (bought as Powers): Various, depending on selection

POWERS: (39pp)
>Natural talents:
-Senses 1: Direction sense; (1pp)
-Skill specialization 2: Expertise- mythology/folklore +4; Limited- shapeshifter lore; (1pp)

>'Unstable molecule' costume: Costume shifts to a thick collar when in full animal forms, holds up to 1 pound of equipment; (1pp)

>Shifter durability:
-Regeneration 1, +Persistent; (2pp)
-Immunity 2 (half effect): Disease, Poison; (1pp)

>Beast-kin: Comprehend Animals 2; (4pp)

>Primal senses:
-Senses 1: (Sight) Low-light vision; (1pp)
-Senses 1: (Hearing) Ultra-hearing; (1pp)
-Senses 3: (Scent) Acute, Extended; (2pp)
-Instinct: Enhanced Skill 1- Perception +2; (1pp)

>Animal Shapeshifting:
-Variable 4, Limited- Mammal forms/traits only; (24pp)(20pp pool)


BACKGROUND:
History: From the werewolves that haunted Europe to the "bear-sarks" of the Vikings, from the Central American Nagual to the Hengeyokai of Japan, shapeshifters have figured in the folklore of many different civilizations throughout history.

Bobbi's parents met while they were in college together- united by their love of animals and the natural world, they have been together ever since, and they have traveled the globe nearly non-stop, even while raising their two children. James McGregor has always loved Stories- with a degree in Cultural Anthroplogy, he has specialized in wild animals and the stories and legends they have inspired in various groups through the years. He also has a hobbyist's interest in cryptozoology, which is All About the stories. Catherine Drake was always a bit more level-headed- she is a biologist who specializes in predator species, and how they adapt to changing ecological factors. James and Catherine have traveled all over studying various species- from the wolves of Yellowstone to various big cats in Africa. Typically Catherine's studies set their agenda and James studies the stories of whatever group they are working with. Even their "vacations' often involve animals, or at least possible animals- they tend to follow cryptozoology rumors like Bigfoot and the Jersey Devil.

David McGregor was their first child, and he spent most of his early years with Catherine's parents, until he was old enough to join their travels. During a trip to Africa, James pursued some locals rumors to find a so-called shaman who dwelled far from civiization. His stories were fascinating, and his personality was magnetic- he had built a small commune of followers who lived by the "Old Ways". James, who was well-versed in the actual history of the region, recognized that these Old Ways were a constructed mish-mash of other cultures but, as noted, the stories were good. James and Catherine even chose to participate in a 'tribal' rite which would supposedly awaken their 'true natures'. During the ritual, the shaman declared that he would speak to the Beast within each of the participants- for James, it meant getting drunk and brawling with several of the other participants; Catherine seemed to feel no effect at all. At the time, she didn't know that she was pregnant...

Roberta was born six months later- and from her first moments, her parents knew she was "different", for her eyes were the gold-green split-pupiled eyes of a cat... Her parents seemed to take this in stride, and continued the globe-trotting ways- for a few years Roberta was handed off to her grandparents, but by the time she was eight both she and her older brother were traveling with their parents quite regularly. Bobbi spent most of her youth wearing dark sunglasses to hide her eyes (her parents insisted that she had "Light sensitivity") but displayed no other obvious abnormalities.

The McGregors traveled all around the world, but they returned to Africa fairly regularly, to one particular village in Kenya that was effectively their second home- the other kids of that village were as close to friends as Bobbi and David could get, given their otherwise nomadic lifestyle. And while the village was modern enough, the people there kept up some degree of shamanic tradition- more for nostalgia than real belief. Still, they did have a ceremony every year for children on the cusp of adulthood. When Bobbi turned 14, she was included in that year's ceremony, mostly because her best friend was part of that 'class' and her father was presiding over the rite. In reality, it was overdone and more than a bit cheesy, the sort of ritual that drew a crop of curious tourists every year.

But in Bobbi's case, the ritual was far more effective than a mere ceremony. Amidst the ritual music and dancing, each child was daubed with a tiny dot of real lion's blood. By that point in the ceremony, Bobbi already felt weird, almost drunk. When the blood was brushed onto her forehead, she lost control entirely- and CHANGED. Where there had been a young girl, there was a young lioness instead. Somewhat understandably, everyone freaked out a bit, including Bobbi herself. After a day or so, she managed to change back- but her old body didn't quite feel right anymore. Her senses were keener, but her actual body felt like a poorly fitted suit of clothes. A week or so later, she was out walking in the bush and she came across an injured antelope, which fled from her (or tried to, given its injuries) as if she were a lioness once more- until she called out to it and it seemed to understand her, then responded, and she could understand it...

All of this was getting too weird. Bobbi delved into researching the legends of shapeshifters in various cultures, and then she started experimenting. She quickly discovered that she could speak with nearly any natural creature, though some were less social and didn't respond much- but they understood her, and she understood them. Her senses were similar to those of many wild animals. And with a bit of concentration, she could alter her shape, adopting the form and traits of various animals. A few more trials showed that she could adopt the traits of mammals, but not reptiles, birds, or other creatures- and only real mammals (no unicorns...). After a few months of this, her parents sent her back to the US, to live with her grandparents- they had a small farm, in a suburban-verging-on-rural area, and her grandfather had been a veterinarian for decades (just in case).

This went well enough at first, but Bobbi had a VERY hard time fitting in to a normal high school. After a bit of research, they decided against home-schooling and packed her off to "Super School".


Complications:
-Dysmorphia: Bobbi thinks of her 'lion-girl' form as her true shape, and maintains it whenever possible. Being stuck in her plain human form is uncomfortable and depressing.

>Accident: Bobbi's shapeshifting is mostly instinctive, and her control is fairly good- but mistakes CAN happen. Most often she can lose the ability to speak in an intelligible fashion, or she may gain an inconvenient feature or mental quirk (the need to chase fleeing 'prey' for instance- or a taste for raw meat). She may also get "stuck" in one form or another- this is most common if she fully shifts into an animal form, rather than just assuming some traits.

>'Magical' creature: Some people (and Not-people) may be interested in her- to use her abilities, to add her to a 'Collection', to hunt her for sport, or to procure certain ingredients. And they may not ask nicely.

>Some kind of beast: (Prejudice) Some people, especially other kids, treat her more like a dangerous wild animal than a person (especially since she usually looks like one). It may be mere social cruelty, or outright fear and hatred.

>Do good/help out (Motivation): Bobbi enjoys having powers, and she wants to use them to help people out, and to generally make the world a better place (including ecology and inter-species cooperation). If she can get a little excitement thrown in, she wouldn't mind it.



Description: In her "normal" human form, Bobbi is a fairly average-looking young woman- average height, average moderately athletic build, skin lightly dotted with freckles. Her only notable trait is that her red-brown hair tends to be cut rather short. She is rarely seen in this form, though, preferring her lion-girl guise- she considers this her "true form". In this shape, she has the same height and very nearly the same build (very slightly rangier and more athletic)- but she also has a long (non-prehensile) tail, a thin coat of tawny fur, and the face of an anthropomorphic lioness. Her hands and feet are shorter and thicker, though still dexterous enough (though she rarely wears shoes). She has the instinctive grace of a cat, but also the tendency to sprawl out instead of sitting properly. She tends to dress in comfortable rugged clothing- hiking shorts and lightweight shirts, with a hooded sweatshirt when out in public, that sort of thing. She rarely wears hats, jewelry, or other accessories since these sort of things could be easily lost as she shifts forms.

With her powers, she can easily adopt the appearance and traits of nearly any normal, natural animal- either as individual traits or full shapeshifting. If she shifts fully, it can be difficult to tell her apart from an actual animal.

Point Accounting: Abilities 52pp; +Defenses 4pp; +Skills 11pp; +Advantages 14pp; +Powers 39pp= 120/ 120pp

Future planning: Improve basic physical traits and skills, add Variable (+1-2)
Last edited by pathfinderq1 on Mon Mar 08, 2021 1:58 am, edited 12 times in total.
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Re: Catastrophe Academy- Hero High builds

Post by pathfinderq1 »

Serengeti (pre-built Variable packages; animal forms and traits, to 20pp)

1. Lion girl (default form)
-Feature 1 (Thin fur); (1pp)
-Feature 1 (Tail- NOT prehensile); (1pp)
-Enhanced Attributes: STR +1 (2); (2pp)
-Enhanced Defenses 4 (Dodge +2, Parry+2); (4pp)
-Enhanced Advantages 2 (Defensive roll x2); (2pp)
-Enhanced Skill 2 (Athletics +4); Limited to climbing; (1pp)
-Natural weapons: Close damage STR +4 (6 total), +Split x1, +Improved Critical x1; (6pp)
-Speed 2; (2pp)
-Leaping 1; (1pp)
-(1+1+2+4+2+1+6+2+1= 20pp)

2. Basically a Bear:
-Growth 4 (STR +4, STA +4, Mass x4, etc.); (8pp)
-Enhanced Attributes 2: STR +2 (7 total); (4pp)
-Feature 1 (Insulating fur); (1pp)
-Natural weapons (Claws): Close damage STR +1 (8), +Split x1; (2pp)
-Enhanced Advantages 5 (Forceful Intimidate, Improved Critical x1- claws, Improved grab, Improved hold, Fast grab); (5pp)
-(8+4+1+2,+5= 20pp)

3. Pursuit predator:
-Speed 4; (4pp)
-Leaping 2; (2pp)
-Movement 2: Sure-footed x2; (4pp)
-Enhanced Advantages 4: Agile feint, Improved trip, Set-up x1, Favored Environment- Forest (or other); (4pp)
-Enhanced Attribute 2: AGI +2 (8); (4pp)
-Enhanced Defense 2: Parry +2 (8); (2pp)
-(4+2+4+4+4+2= 20pp)

4. Rough beast (combat form):
-Enhanced Attributes 3: STR +3 (4 total); (6pp)
-Enhanced Advantages 4: Defensive Roll x2, Takedown x2; (4pp)
-Enhanced Defenses 4: Dodge +2, Parry +2; (4pp)
-Natural weapons (Claws and fangs): close damage STR +4, +Split x1, +Improved critical x1; (6pp)
-(6+4+4+6= 20pp)

5. Bat-Girl:
-Flight 6 (Winged); (6pp)
-Natural weapons (Claws) STR +3 (DC 19/+4), +Split x1; (4pp)
-Enhanced Advantage 1: Evasion +1; (1pp)
-Enhanced Defenses 4 (Dodge +2, Parry +2); (4pp)
-Echo-location: Senses 3- Accurate, Extended x1; For Ultra-Hearing; (3pp)
-Feature 1: Can emit an Ultra-sonic 'Ping' for Echolocation; (1pp)
-Feature 1: Can use her feet as hands (this is where her claws are); (1pp)
-(6+4+1+4+3+2= 20pp)

6. Dolphin-Girl:
-Enhanced Attribute 2: STA +2 (8); (4pp)
-Enhanced Defenses 4: Dodge +2, Parry +2; (4pp)
-Ramming speed: Close damage STR +2 (DC 18/+3); (2pp)(++Improve Charge/Slam)
-Enhanced Advantage 1: Favored environment- underwater; (1pp)
-Immunity 2: Environmental cold, Pressure; (2pp)
-Immunity 2 (Half effect): Need to breathe (all); (1pp)
-Movement 1: Environmental adaptation (underwater); (2pp)
-Swim 4; (4pp)
-(4+4+2+1+2+1+2+4= 20pp)

7. Full beast:
-Morph 3 (Animals- mammals only), +Metamorph 1 (As needed); (19pp)
-Feature 1: Natural animals of that type accept her as one of them; (1pp)
-(19+1= 20pp)
Last edited by pathfinderq1 on Wed Dec 09, 2020 1:56 am, edited 3 times in total.
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Re: Catastrophe Academy- Hero High builds

Post by pathfinderq1 »

Knockdown (Done)
(Not 'Knockout', not yet)

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

Real name: Sharice Janna Winston
Codename/nickname/other aliases: Knockdown, "Little Dancer"
Concept/archetype: Legacy heroine, Powerhouse
Gender: Female
Age: 15
Height: 5'9"
Weight: 605 lbs
Hair- Black (metallic, in long thin braids)
Eyes- black
Skin- Jet black, shiny, unnaturally smooth and hard (like polished black metal)



GAME STATS:
Abilities: (48 pp +)
STR 4 (6; up to 10, lift 12) / STA 6 (8) / DEX 1 / AGI 2
FGT 6 / INT 2 / AWE 2 / PRE 1

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

Immunity: Fear
Immunity (Half effect): Disease, Poison, Natural aging, Need for sleep, Starvation/thirst, need to breath (all/2), environmental conditions (all/5)

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

>Specific attacks:
-Unarmed strike: +6, DC 25 (+10)
-Thrown something: +4, DC variable (up to +10)
-Grab: +6, DC 16 (up to DC 20)
-Trip: +6 (Acrobatics or Athletics, DC 21)

Skills: (9pp)
>Trained: Acrobatics +4 (2sp); Athletics +7 (Enhanced +11; 1sp, +Mastery); Insight +3 (1sp); Intimidate +2 (1sp); Investigation +4 (2sp; +8 Well-informed); Perception +4 (2sp); Persuasion +2 (1sp)

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

>Expertise skills: Student +3 (1sp); Streetwise +3 (1sp); Pop culture +3 (1sp; +5 Supers-related); Current events +3 (1sp; +5 Supers-related); History +3 (1sp; +5 Supers-related); Law +3 (1sp; +5 Supers-related)

>Untrained: Deception +1; Sleight of hand +1; Stealth +2; Technology +2; Treatment +2; Vehicles +1

Advantages: (22pp)
>Base: Animal empathy; Benefit x1 (Ambidexterity); Benefit x1 (Status- legacy); Equipment x1; Evasion x1; Fast grab; Fearless; Great endurance; Improved grab; Improved Smash; Improved trip; Interpose; Jack of all trades; Languages x1 (Spanish); Luck x1; Move-by action; Ranged combat x1; Skill mastery x1 (Athletics); Takedown x2; Throwing mastery x1; Well-informed

>Enhanced Advantages (bought as Powers): None yet

POWERS: (29pp total)
>Mundane talents:
-Senses 1: Direction sense; (1pp)
-Skill expertise 2: Investigation +4 (Limited- only for Well-informed rolls regarding supers-related people/groups); (1pp)
-Skill expertise 4: Expertise- Pop culture, Current events, History, Law; All +2 each; Limited- only for Supers-related knowledge; (2pp)

>Just that tough:
-Regeneration 1, Persistent; (2pp)
-Immunities 12 (half effect: Natural aging, Disease, Poison, Need for sleep, Starvation/thirst, Need to breath (2), Environmental conditions (all 5); (6pp)
-Growth 2 (Density); Permanent; (4pp)(+2 STR, +2 STA, Mass x4)
-Protection +2 (10), Impervious 2; Permanent, Noticeable (Skin is unnaturally hard and smooth, flecked with 'mica', sheds sparks on impact); (2pp)

>Just that strong:
-Enhanced STR +4 (10), Plus Linked Powerlift +2 (12); (8+2= 10pp; 10pp pool for Stunts/future Array)
-Strong hands: Feature 1- Hands like tools; (1pp)
-Strong legs: Leaping 2; (2pp)


BACKGROUND:
History: Both of Sharice's parents had powers. Her mother Mary was an A-list heroine, a paragon who went by 'Stardancer'- she died "in the line of duty". Her father James isn't even a C- or D-list hero, just a low-powered guy getting along in the world (he can speak to animals and works in a zoo). Of course, as a child, Sharice knew none of this. She was born in Newark, and spent most of her childhood there- her father was a stay-at-home dad, and her mother worked "in the city". From an early age, she was interested in superhumans- her father muttered and shook his head, but her mother just gave a faint knowing smile whenever Sharice grabbed the morning paper or flipped on the news for the latest 'episode'. Her projects at school always found a way to add a superhuman 'angle'.

This didn't really change when her mother died stopping some mastermind's destructive plan- or when Sharice found out the truth about her mother's identity. Sure, she went through a few months of blaming other supers, saying her mother had wasted her life, and then losing interest in "the scene" entirely. But six months later, when the memorials to her mother's sacrifice were still coming in, Sharice came back around. She went back to following various supers in the news and on social media, and she began to think about a career in some form of public service, something that would honor her mother's legacy, and her sacrifice.

Just after her 13th birthday, Sharice noticed that something was different- not wrong, exactly, just different. She started gaining weight, though her body didn't visibly change. Then her skin started getting darker and feeling weird, rougher, almost like sandpaper. Her father, concerned, called the official government hotline, and an hour later a plain unmarked van pulled up and took Sharice away. The agents were nice enough, and the doctors were even better- they had dealt with many teenagers who were going through a Power break-out. There were tests- SO MANY tests. Days went by. Sharice was assigned a caseworker- someone who had known her mother in her Hero ID.

As it turned out, part of Mary's powers as Stardancer had involved increasing her density. As was sometimes the case, Sharice had inherited her mother's metagene, and a very similar power- except for the small detail where she couldn't turn the ability off. Over the course of days and weeks, Sharice got heavier and her skin got harder, though it became as smooth as steel instead of staying rough like sandpaper. After about a month, her condition stabilized, and she was cleared to return home. There were more tests- first weekly, then monthly, but her form had solidified (at least for now). Even her father, despite his objections, could see that she would have to go to "Super School".

Complications:
-"Do the job" (Motivation): Ever since Sharice found out the truth about her mother's death, she has been firmly committed to helping people and making the world better. Before she learned that she had powers, she was going to be a doctor or a cop. But once she learned that she DID have powers, she was determined to become a hero, despite her father's wishes to the contrary.

-Hard as steel (accident): Between her increased mass, her ultra-hard skin, and her incredible strength, Sharice can cause a LOT of damage to the local landscape (or even people). Sometimes it is funny (doorknobs come off in her hand), sometimes it is annoying (furniture, stairs, or doors break), and sometimes it is dangerous (assuming an opponent has unnatural toughness when they don't, or misjudging how far she can throw a car).

-Iron maiden (Prejudice): Sharice has permanently changed into a rather unusual appearance- her body appears to be made of jet black polished metal and her hair is black metal 'wire' in thin braids. She is obviously inhuman, though she would be fairly attractive as a statue... She can't blend into a crowd, except by entirely covering her body- and even then her weight and the hardness of her skin might give her away. Her appearance might cause social difficulties, among other issues...

-Relationship (father): James Winston was never comfortable being married to an A-list superheroine, but he loved her- so he kept his mouth shut and played the dutiful "house-husband". They both wanted children, but it wasn't easy- and Mary went right back to "work" after Sharice was born. It was only when Mary died in a super-battle, helping to save the city, that James let his temper go. He swore that his daughter, their daughter, wasn't going to "throw her life away" like her mother had. At first he simply tried to hide the facts, and only told Sharice that her mother had died in the battle (as quite a few civilians had, despite the best efforts of the team). But then one of Mary's surviving teammates sought the family out and made the truth known. James definitely does NOT approve of his daughter's activities, but he has come to the realization that stopping her might make her leave for good and he isn't ready to lose his daughter (at least not yet). He has (reluctantly) allowed her to go off to "Super School" in the hope that she will get at least some reasonable training and oversight instead of going off on her own.

Description: Sharice is fairly tall for her age, with a build that is on the stocky, solid end of athletic. Her skin is jet black in color- but it is unnaturally smooth and hard to the touch, and glitters faintly in the right light (from tiny flakes like a dusting of mica); she looks almost like a very detailed and realistic sculpture of polished metal, rather than a normal person. Her hair is black, and worn in many thin braids- but it has a metallic sheen and feels more like braided wire than human hair. Her eyes look normal (so far), but they are as hard her skin. She has not yet persuaded her father to allow her a real costume, and typically wears casual or athletic clothing- because of her weight, she rarely wears shoes (most of them can't stand the punishment she deals out simply going about her daily activities).

Point Accounting: Abilities 48pp; +Defenses 10pp; +Skills 9pp; +Advantages 22pp; +Powers 31pp= 120/ 120pp

Future planning: Improve immunities and Impervious; add STR-related array and tricks, improve social skills/advantages
Last edited by pathfinderq1 on Tue Jan 26, 2021 1:38 am, edited 9 times in total.
pathfinderq1
Posts: 2222
Joined: Sun Mar 12, 2017 4:04 pm

Re: Catastrophe Academy- Hero High builds

Post by pathfinderq1 »

Grace (Crunch done; finish background)
PL 8/ PP 120 (Unspent 0)
-HP: 1

Real name: Miranda Angela Cortesi
Codename/nickname/other aliases: Mira, Mimi; Grace
Concept/archetype: Scrapper, would-be crimefighter
Gender: Female
Age: 16
Height- 5'6"
Weight- 135lbs
Hair- black
Eyes- brown
Skin- olive/mediterranean


GAME STATS:
Abilities: (58pp)
STR 4 / STA 5 / DEX 2 / AGI 6
FGT 6 / INT 3 / AWE 3 / PRE 0

Defenses: (13 pp)
Toughness: +5 (STA 5, +0pp)(+6 with Defensive Roll 1)
Parry: +10 (FGT 6, +4pp)
Dodge: +10 (AGI 6, +4pp)
Fortitude: +5 (STA 5, +0pp)
Will: +8 (AWE 3, +5pp)

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

Offense:
Initiative: +10
Close attack: +6
Ranged attack: +3

>Specific attacks:
-Martial arts (unarmed): +6, DC 19 (+4); Close
-Chain: +10; DC 21 (+6); Close (Reach 2)
-"Batarang" +10, DC 19 (+4), crit 19-20; Ranged (20/40/100)
-Grab: +6, DC 14
-Thrown object: +6, DC up to 19 (+4)


Skills: (9 pp= 18sp; +Powers)
>Trained: Acrobatics +7 (1sp); Athletics +5 (1sp, Mastery); Deception +1 (1sp); Insight +6 (3sp); Intimidate +1 (1sp); Investigate +4 (1sp); Perception +5 (2sp); Persuasion +1 (1sp); Stealth +8 (2sp)

>Combat skills: Ranged combat (Throwing) +6 (3sp); Ranged combat (guns) +3 (0sp); Close combat (chain) +10 (4sp); Close Combat (Unarmed) +6 (0sp); Close combat (sticks) +6 (0sp)

>Expertise skills: Student +5 (2sp); Streetwise +4 (1sp); Pop culture +4 (1sp); Social work +4 (1sp); Religion/theology +4 (1sp)

>Untrained (Jack of all trades): Sleight of hand +2; Technology +3, Treatment +3, Vehicles +2
>+Expertise: Psychology, Criminology/police procedure, Current events


Advantages: (22 pp)
>Base: Agile feint; Benefit x2 (Ambidexterity; Money 1- well-off); Defensive roll x1; Equipment x4; Evasion x1; Fearless; Great endurance; Hide in plain sight; Languages x2 (Italian; Spanish); Luck x1; Move-by action; Ranged combat x1; Set-up x1; Skill mastery x1 (Athletics); Teamwork; Throwing mastery x1; Well-informed

>Enhanced Advantages (bought as Powers): Assessment, Improved initiative x1, Jack of all trades, Quick draw, Takedown x1, Uncanny dodge

POWERS: (14pp total)
>Natural talents:
-Senses 1: Direction sense; (1pp)

>Uncanny intuition:
-Enhanced Advantages 5: Assessment, Jack of all trades, Uncanny dodge; (3pp)

>Super soldier legacy:
-Regeneration 1, Persistent; (2pp)
-Immunity 2: Disease, Poison; (2pp)
-Immunity 2 (half effect): Natural aging, Need for sleep; (1pp)
-Speed 1; (1pp)
-Leaping 1; (1pp)
-Enhanced Advantages 3: Improved initiative x1, Quick draw, Takedown x1; (3pp)

>Equipment (20ep):
-Fighting chain: Close damage STR +2, +Reach 2, +Improved Trip; (5ep)

-Throwing knives: STR +0, ranged damage (+4, DC 19), +Accurate x2 (+4; +10 total); Improved crit x1; variable damage type (Cut/bludgeon); Diminished range 2 (5/10/25 per rank); (6ep)

-Smartphone w/GPS, camera, police scanner app; (5ep)

-"Utility belt": Multitool, Flashlight, rebreather; (3ep)
-+1EP unspent (to add: Bat-gadgets)


BACKGROUND:
History: Since the Second World War, countless sources have sought to replicate the (very limited) success of the so-called Super Soldier Program. Almost all of these efforts have ended in failure (and typically, the death of the subject.). ALMOST all of them...

Paolo Cortesi was born and raised "in the neighborhood"- but while many of the guys his age were signing up with various organized crime outfits, Paolo was a straight-arrow kind of guy. He joined the Army right out of high school, did his hitch in the Corps of Engineers. When he came home, he went into trade school, then joined a union- after his apprenticeship he set up his own shop as a plumber, married his high school sweetheart, and settled down to a hard-working life. When his kids came along (Paolo junior, Maria, and then little Mikey) he was proud and loving father- even if he was working all hours to provide for his family, and maybe he missed some things here or there.

But that was the life that everybody saw. There were other parts of it, parts he NEVER spoke about- the things he wrote down in a secret diary, things even his confessor at the church never knew about. Like the experiments he had signed up for in the Army, one of many failed Super-Soldier projects whose files were lost in a bureaucratic 'housecleaning' to cover up another fiasco- except that in Paolo's case, the experiment hadn't failed. He did manage to hide his abilities though. And how he used those abilities... The way he had gambled everything he owned to set up a stake for his new business- and lost it all, coming under the thumb of an old friend now known as 'Tony Diamonds'. The 'arrangement' he made with Tony, where Paolo put his abilities to certain very specific uses- an arrangement that only those two men knew of; even Tony's most trusted lieutenants knew nothing of his 'secret agent'...

Complications:
-Gets bored easily
-Must atone for father's crimes
-Bad boyfriend
-Little brother
-Secret (Identity):

Description: Miranda is just a bit taller than average, with a well-toned athletic build (which she keeps carefully concealed under loose, shapeless, unfashionable clothes). She is just on the attractive side of average and, again, deliberately does not try to improve her looks to draw attention. Even at 16, she looks like a stereotypical "Spinster librarian", down to the detail of wearing clunky glasses that she doesn't need, ankle-length skirts, and an overlarge sweater. She typically wears her shoulder-length hair loose, confined by (at most) a hairband or scrunchie. She almost always has an unfashionably oversized shoulder bag with her.

Point Accounting: Abilities 58pp; +Defenses 13pp; +Skills 13pp; +Advantages 22pp; +Powers 14pp= 120/ 120pp

Future planning: Improve movement (+Parkour!), +Senses/Intuition, +Equipment, Improve Social and detective skills (+Advantages)

Capsule: Inherited a Super Soldier upgrade from her father, an enforcer for the local mob. Wants to be Batman.
Last edited by pathfinderq1 on Sun Feb 07, 2021 4:25 pm, edited 9 times in total.
pathfinderq1
Posts: 2222
Joined: Sun Mar 12, 2017 4:04 pm

Re: Catastrophe Academy- Hero High builds

Post by pathfinderq1 »

Mimi Mercury (Crunch done; finish background)

>(Base form= 'blob')

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

Real name: Miriam Amanda Monroe (Mimi)
Codename/nickname/other aliases: Meltdown, Mercury, Mimi Mercury
Concept/archetype: metallic shapeshifter
Gender: female (?)
Age: 15
Height/length: 5'0" (Approximate)
Weight: 200
Hair: N/A
Eyes: N/A
Skin: Shiny silver (liquid metal)


GAME STATS:
Abilities: (42pp)
STR 4 (up to 8) / STA 8 / DEX 0 / AGI 4
FGT 4 / INT 1 / AWE 2 / PRE -2

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

Immunity: Critical hits, (+Life support)
Immunity (Half effect): Aging, need for sleep

>Offense:
Initiative: +4
Close attack: +4
Ranged attack: +0

>Specific attacks:
-Unarmed strike (pseudopod) +8; DC 23 (+8)
-Grab: +8, DC 18 (+8; +Special)

Skills: (7 pp)
>Trained: Acrobatics +5 (1sp); Athletics +5 (1sp; Enhanced up to +9); Insight +3 (1sp); Investigate +2 (1sp); Perception +4 (2sp); Sleight of hand +1 (1sp); Stealth +5 (1sp); Technology +1 (1sp)

>Combat skills: Ranged combat- throwing +2 (2sp); close combat-unarmed +4 (0sp)

>Expertise skills: Student +2 (1sp); Science +2 (1sp); Pop culture +2 (1sp)

>Untrained: Deception -2; Intimidate -2; Persuasion -2; Treatment +1; Vehicles +0

>Advantages: (10 pp)
-Base: Benefit x1 (Ambidexterity); Defensive roll x2; Equipment x1; Evasion x1; Languages x3 (Braille, Morse code, Spanish, Japanese); Luck x1; Move-by action

>Enhanced Advantages (bought as Powers): Various (Depends on power selection)

POWERS: (53pp)
>Liquid metal blob
-Insubstantial 1, Permanent, +Precise; (6pp)
-Feature 1: Increased mass 1; (1pp)
-Feature 1: Internal compartment 1; (1pp)
-Immunity 12 (Life support, Critical hits); (12pp)
-Immunity 2 (Half effect)(Aging, need for sleep); (1pp)
-Movement 1: Slithering; (2pp)
-Regeneration 1, +Persistent, +Regrowth; -Quirk (Slow, 1 per hour, not per minute); (2pp)

>Spatial awareness:
-Senses 1: Direction sense; (1pp)
-Senses 5: Mental sense, +Accurate, +Acute, +Ranged, +Radius; (5pp)

>Form control (Array)(16pp base, +1+2+2+1 extras)
-(D) Combat shifting (base, Dynamic): Enhanced STR +4 (8 total); +Enhanced Advantages 8 (Close attack x4, Fast grab, Improved grab, Improved hold, Prone fighting); (8+8= 16pp base, +1 Dynamic= 17pp)

-(D/AE) Movement: Enhanced Advantages 2 (Hide in plain sight, Uncanny dodge); Movement x5 (Safe fall, Sure-footed x2, Wall-crawling x1; Environmental adaptation- tight/confined spaces); Speed 2; Leaping 1 (Bouncing); Swim 1; (2+10+4= 16pp; +2pp Dynamic/AE)

-(D/AE) Utility: Enhanced DEX +2 (Quirk: only for manual dexterity/close); Enhanced Advantages 3 (Benefit- Burglar/Stealth; Improvised tools; Teamwork); Extra limbs x2; Elongation 2, +Precise; Quickness 2 (Limited- Physical only); Senses 2 (Touch: Add Acute, Precise); Feature 1 (Hands like tools); Feature 1 (Use full STR without leverage): (4-1+3+2+2+1+1+2+1+1= 16pp; +2pp Dynamic/AE)

-(AE) Statue form: Morph 1, Metamorph ('Statue'); Sustained; Subtle 1; (5+1+1= 7pp; +1pp/AE)(See separate sheet, below)(Mimi will automatically revert to her 'blob' form if she cannot sustain this power- if, for instance, she is knocked unconscious)



BACKGROUND:
History: Miriam Monroe was born and raised in the western suburbs of Indianapolis- while she grew up in a world populated by superhumans, she never really gave them much thought. She was a mostly normal girl, growing up in a mostly normal Midwestern suburb, destined for a mostly normal life. Until everything changed...

A few years ago, Mimi and her family were on a camping trip when a meteorite crashed near their campsite. The entire family trooped into the woods in hopes of finding some trace of the impact. Unfortunately for Mimi, she was the one who found it- and it hadn't been a meteorite. It was, in fact, an alien scout ship- and the crash had split it wide open, exposing its drive core and emitting an invisible radiation. By the time the rest of her family found her, Mimi had been thoroughly doused in those energies- and she had picked up a small metallic shard as a souvenir.

Complications:
-Inhuman Appearance: Mimi's (new) natural form is a shapeless blob of silvery metal. She cannot even remotely pass for human. In addition to the social aspects of this,her normal ability to interact with a world designed for humans is somewhat limited. She can speak, but her voice is oddly hollow and artificial-sounding. She can also hear (perhaps a bit TOO well- See below).

-Motivation (Acceptance): While Mimi likes having powers, she would still prefer to be normal- or at least to be able to pass for normal. Failing that, she wants to make friends who can accept her as she is.

-Blind, no sense of smell/taste (Limitation): Mimi has no eyes (though she can look as if she does) and no olfactory receptors. She cannot see at all, and has no sense of smell or taste. While her unnatural senses can compensate to some degree, they are not perfect- she cannot distinguish colors, nor read anything that is plain flat text (which is why she learned Braille). While this may provide her a degree of protection from certain hazards, it has a significant impact on her ability to interact with the world around her. She cannot, for example, watch movies with her friends or enjoy a good meal.

-Vulnerability (Vibration/sonic): Mimi's metallic form is more sensitive to vibration than normal humans are, including sound waves (though it is less a matter of volume and more of frequency). Sonic effects are +2 to resist; Vibration effects are at +5. She has no particular vulnerability to magnetic effects or intense cold- though many people ASSUME she does...

"Wonder metal": Mimi's body is entirely composed of a metallic element of alien origin- a substance with some very unusual properties. Aside form her body, there are few samples of this material, most of which are heavily guarded. Many scientists (Mad or otherwise) might like to have some of this material to analyze or work with- even if that means carving off a piece here and there.

Description: In her "natural" shape, Mimi is a shapeless blob of silvery liquid metal very much like her namesake- she has about the same total volume as her original body, though the shape and proportions are quite different (and she weighs about twice as much as she used to). She can extrude a number of crude pseudopod limbs, or with a bit of concentration something much more like a proper hand (or even the crude outlines of a face).

Point Accounting: Abilities 42pp; +Defenses 8pp; +Skills 7pp; +Advantages 10pp; +Powers 53pp= 120/ 120pp

Future planning: Improve Immunities; Improve senses; Improve combat abilities/options
Last edited by pathfinderq1 on Mon Aug 03, 2020 3:44 pm, edited 8 times in total.
pathfinderq1
Posts: 2222
Joined: Sun Mar 12, 2017 4:04 pm

Re: Catastrophe Academy- Hero High builds

Post by pathfinderq1 »

Mimi Mercury (Crunch done; finish background)

>Metamorph form: Girl of (liquid) steel

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

Real name: Miriam Amanda Monroe
Codename/nickname/other aliases: Mimi, Mimi Mercury
Concept/archetype: metallic scrapper (shapeshifter)
Gender: female
Age: 15
Height: 5'0"
Weight: 200lbs
Hair: silvery metal strands (straight, cut to chin length)
Eyes: metallic silver
Skin: Silvery metal

>GAME STATS:
Abilities: (46 pp)
STR 4 (Up to 10) / STA 8 / DEX 0 / AGI 4
FGT 4 / INT 1 / AWE 2 / PRE 0

Defenses: (8 pp)
Toughness: +10 (STA 8, +2 Protection; Impervious 2, up to +10)
Parry: +6 (FGT 4, +2pp)
Dodge: +6 (AGI 4, +2pp)
Fortitude: +8 (STA 8, +0pp)
Will: +6 (AWE 2, +4pp)

Immunity: Critical Hits, +Life Support
Immunity (Half effect): Aging, Need for sleep

Offense:
Initiative: +4
Close attack: +4 (Up to +8)
Ranged attack: +0

-Specific attacks:
>Basic unarmed: +8; DC 23 (+8)(Combat form)

>Skills: (9pp)
-Trained: Acrobatics +5 (1sp); Athletics +5 (1sp; up to +9); Deception +1 (1sp); Insight +3 (1sp); Investigate +2 (1sp); Perception +5 (3sp); Persuasion +1 (1sp); Sleight of hand +1 (1sp); Technology +2 (1sp)

-Combat skills: Ranged combat (Throwing) +2 (2sp); Close combat (Unarmed) +6 (2sp)

-Expertise skills: Student +2 (1sp); Pop culture +1 (1sp); Science +2 (1sp)

>Untrained: Intimidate +0; Stealth +4 (0sp); Treatment +1; Vehicles +0

>Advantages: (7 pp)
-Base: Benefit x1 (Ambidexterity); Equipment x1; Languages x3 (Braille, Morse code, Spanish, Japanese), Luck x1, Move-by action

>Enhanced Advantages (bought as Powers): N/A (Some by array selection)

-POWERS: (50pp)
>Metallic body:
-Feature 1: Extra mass x1; (1pp)
-Feature 1: Internal compartment 1; (1pp)
-Protection +2 (+10), +Impervious 2, -Noticeable; (2pp)

>Spatial awareness:
-Senses 5: Mental Sense, +Accurate, +Acute, +Radius, +Ranged; (5pp)
-Senses 1: Direction sense; (1pp)

>Unbreakable:
-Regeneration 1, +Persistent, +Regrowth, -Quirk (Slow- 1 per hour, not per minute); (2pp)
-Immunities 12; Critical hits, Life support; (12pp)
-Immunities 2 (Half effect): Aging, need for sleep; (1pp)

>"Body" Control (Array; 19pp base, +1+2+2+1= 25pp total)
-Combat shifting (Base, Dynamic): Enhanced STR +6 (10); +Variable Descriptor (For unarmed damage; Can be Cutting/Piercing/Bludgeoning); +Enhanced Advantages 5 (Accurate attack, Improved Critical x2- unarmed strike; Improved smash; Power attack); (12+2+5= 19pp base, +1 Dynamic)

-Movement (D/AE): Enhanced Advantages 6 (Evasion x2; Interpose; Skill mastery- Acrobatics; Skill mastery- Athletics; Uncanny dodge); Movement x3 (Sure-footed x2, Wall-crawling x1); +Movement 1 (Safe fall; Distracting); Speed 3; Leaping 2; (6+6+1+3+2= 18pp; +2pp Dynamic/AE)

-Utility (D/AE): Enhanced DEX +1 (1); Enhanced Advantage 1 (Improvised tools); +Protection: Impervious +8 (10 total); +Senses 2 (Touch gains Acute, Precise); +Elongation 1; +Quickness 2 (Limited- physical only); +Feature 1 (Hands like tools); +Feature 1 (Can use full STR without normal leverage); +Feature 1 (Minor morph- can change minor appearance details, but retains substance/color); +Instant change 2 (Can change clothing appearance; Limited- same material/color); (2+1+8+2+1+1+1+1+1+1= 19pp; +2pp Dynamic/AE)

-Revert to natural form (AE): Morph 1 (Blob form), +Metamorph, Continuous, +Subtle 1; (5+1+1+1= 8pp; +1pp/AE)


>Complications:
-Inhuman appearance (Prejudice/Limitation):
-Acceptance (Motivation):
-Blind, No sense of smell/taste (limitation):
-Vulnerability (Vibration/sonic):
-Wonder metal:

>Description: In this form, Mimi resembles a fairly accurate statue or figurine of her previous human self. She is a fairly average sized girl, perhaps a bit shorter than average, with a normal unremarkable build. Except, of course, for the part where she is made of shiny silvery metal...


Point Accounting: Abilities 46pp; +Defenses 8pp; +Skills 9pp; +Advantages 7pp; +Powers 50pp= 120/ 120pp
Last edited by pathfinderq1 on Tue Jul 14, 2020 11:54 am, edited 5 times in total.
pathfinderq1
Posts: 2222
Joined: Sun Mar 12, 2017 4:04 pm

Re: Catastrophe Academy- Hero High builds

Post by pathfinderq1 »

Rodeo (Crunch done; finish background)

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

Real name: Morgan Westerly Shaeffer
Codename/nickname/other aliases: Rodeo, Shay
Concept/archetype: Summons ghostly horse and weaponry
Gender: Female
Age: 16
Height: 5'6"
Weight: 135 lbs
Hair: Brown
Eyes: Brown
Skin: Caucasian (tanned)


GAME STATS:
Abilities: (38 pp)
STR 1 / STA 5 / DEX 2 / AGI 4
FGT 4 / INT 1 / AWE 2 / PRE 0

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

Immunity: Fear
Immunity (Half effect): Aging, Disease

Offense:
Initiative: +4
Close attack: +4
Ranged attack: +5

-Specific attacks:
>Ghost pistol: +12, DC 19 (+4), Multiattack 4, Crit 19-20
-Ghostly shotgun: Close/ 60ft cone; Damaging Move Object 8 (DC 18 Dodge; DC 23/19 damage)
-Ghostly rifle: Perception range damage 5
-Ghostly Bowie knife: Close damage

Skills: (8 pp= 16sp)
>Trained: Acrobatics +5 (1sp); Athletics +5 (1sp; Horseback riding +9); Insight +3 (1sp; Enhanced +5); Intimidate +0 (0sp; Enhanced +2); Investigate +2 (1sp); Perception +3 (1sp); Persuasion +1 (1sp); Vehicles +3 (1sp)

>Combat skills: Ranged combat (ghost weapons array) +10 (5sp); Ranged combat (guns) +5 (0sp); Ranged combat (throwing) +5 (0sp); Close combat (Unarmed) +4 (0sp); Close combat (ghost weapons) +4 (0sp)

>Expertise skills: Student +3 (1sp); Pop culture +2 (1sp; +6 Western genre); Survival +2 (1sp); Profession- rancher +1 (1sp);

>Untrained: Deception +0; Sleight of hand +2; Stealth +4; Technology +2; Treatment +2

Advantages: (17 pp)
>Base: Animal empathy; Benefit x1 (Ambidexterity); Benefit x1 (Athletics based on AGI); Defensive roll x1; Equipment x2; Great endurance; Jack of all trades; Languages X2 (Spanish, Lakota); Luck x1; Move-by action; Quick draw; Ranged attack x3; Teamwork

>Enhanced Advantages (bought as Powers): Evasion x1, Fearless, Uncanny dodge

POWERS: (5+43pp)
>Natural talent:
-Senses 1: Direction sense; (1pp)
-Skill focus 2: Expertise- pop culture +4, Limited to Western genre; (1pp)
-Skill focus 2: Athletics +4, Limited to horse riding; (1pp)

>Blessed:
-Comprehend (Spirits) 1, Uncontrolled (GM fiat only); (1pp)
-Immunity 2: (Half effect) Natural aging, Disease; (1pp)

>The Marshal's Badge (Device, Removable; 50pp -10pp Removable= 40, +2 Unbreakable, +1 Restricted- to those chosen by the patron spirit= 43pp total)(4+14+10+22= 50pp)

-Instant change (to 'costume' and back); (1pp)
-Enhanced Advantage 1: Fearless; (1pp)
-Enhanced Skill 1: Insight +2; (1pp)
-Enhanced Skill 1: Intimidate +2 (1pp)

>Ready for a fight:
-Enhanced Advantage 2: Evasion x1, Uncanny dodge; (2pp)
-Enhanced Defenses 12: Dodge +4, Parry +4, Will +4; (12pp)

>Ghostly horse
-Flight 5, Activation (Move action); (9pp)
-Saddlebags: Feature 2- Dimensional Pocket 2; Quirk- only when Flight is active ("Horse" is present); (1pp)
(To add: Extra mass, trample damage)

>Ghostly arsenal (Array; 18pp base, +4 AE= 22pp total)

-Ghostly pistol: Ranged damage 4, Multiattack 4; Affects insubstantial x2; Accurate x1 (+2= +12 total); +Enhanced Advantages 3 (Improved critical x1; Precise attack 2- Ranged/Cover, Ranged/Concealment); (8+4+2+1+3= 18pp, base power)

-Ghostly lasso (AE) : Move Object 6, Diminished range -1; Affects insubstantial x2; +Enhanced advantages 4 (Limited- only while using lasso) Fast grab, Improved grab, Improved hold, Improved trip; +Feature 1 (Use Grab/Trip attacks at range); (12-1+2+2+1= 18pp, +1pp/ AE)

-Ghostly shotgun (AE): Move object 8, +Damaging, +Area/ Cone 1; -Close range; -Limited (only to push away); +Affects insubstantial x2 (full power); +Split x1; -Quirk: Move action to 'reload' after both barrels used; (2+1+1-1-1= 2/rank x8= 16, +2+1-1= 18pp; +1pp/AE)

-Ghostly rifle (AE): Ranged damage 5; +Increased Range (Perception); +Precise, +Affects insubstantial x2; (3x5= 15 +1+2= 18pp; +1pp/AE)

-Ghostly Bowie knife (AE): Close damage, STR +6 (DC 21), +Accurate x3 (+6= +10 total); Affects insubstantial 2; +Feature 1 (Variable damage type- cut/pierce/bludgeon), +Feature 1 (also counts as Magic); +Enhanced Advantages 3 (Improved critical x2, Improved Smash); (6+3+2+1+1+3= 16pp; +1pp/ AE)

-To Add: Ghostly bullwhip, Hogtie/Snare (Alt for Lasso)


>BACKGROUND:
History: Morgan Shaeffer was born and mostly raised on the family 'homestead' just outside Dodge City Kansas. While the place worked as a ranch (primarily for 'working' horses) Morgan's father had been a rodeo rider in his youth and some of the family income came from running a "dude ranch" for tourists visiting historic Dodge City. It was, for the most part, a quiet and rather simple life- Morgan was raised to revere a fairly idealized version of the "Old West". The ranch had been in her family for more than a hundred years and there was an old family graveyard way out on the edge of the property- Morgan felt mysteriously drawn to the place from time to time, mostly when she needed peace and quiet, or when she was wrestling with a tough decision.

So it came as quite a shock when her father called a family meeting and announced that they were going to be selling the ranch to a distant cousin- a man who Morgan had only met once and she definitely didn't like though she couldn't have told you why... Her father didn't seem happy about the situation, but he wouldn't discuss things either. It just seemed WRONG.

Complications:
-Justice (Responsibility): The patron spirit ("The Marshal") who empowers the Badge may withhold powers if his code isn't upheld.

-Do good (Motivation): In addition to helping the Marshal uphold Justice, Morgan is an inherently good person. She is honest, hard-working, and always willing to help out. She has no tolerance for liars or bullies- and most supervillains are both of those... Even with a non-powered problem, Morgan is definitely going to do her best to fix things.

-Morgan tends to favor simple direct solutions, and physical ones.

-If Morgan makes a promise or gives her word on something, she will keep it. She also won't tell a lie- though she may omit things.

Description: Morgan is a year older than most of her classmates, due to some issues with her home-schooling program. She is a little above average height, but tall for her age, with a rangy athletic build. She has brown hair (usually worn in a simple ponytail), brown eyes, and the tanned, weathered look of someone who spends almost all her time outdoors, in all kinds of weather. On her own time, she usually wears jeans and a tee-shirt or flannel, sometimes with a denim jacket. In her "hero identity", she wears a long leather duster, a cowboy hat (which somehow hides her face better than it should)- and a gunbelt.

Point Accounting: Abilities 38pp; +Defenses 9 pp; +Skills 8pp; +Advantages 17pp; +Powers 5+43pp= 120/ 120pp

Future planning: Improve ghostly arsenal (+add slots), Improve self (shift powers off device)

Capsule: TBD
Last edited by pathfinderq1 on Sat Feb 13, 2021 2:12 am, edited 11 times in total.
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