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Found 11 results

  1. West End, Freedom City, 645PM, 27 October Moira had kept up with Mickey and Mona ever since they met in August. They'd meet up to bust criminals in Freedom City. It was a friendly relationship, but Moira took affection to Mick, spending more time with him after the heroics. After a couple of months, she finally broke down and asked him If he wanted to do something less on the books. She didn't come right out and say 'a date', which was weird for her, but they decided somewhere nice. Dinner, movie, stargazing, a ride home. All that first date stuff. It almost felt like a formal declaration or something. Something Moira didn't do often. While not dressed to the nines, Moira did more than just casual clothes. A short, white, lace dress, and heels, of which the latter she dreaded to wear, but it was for something nice. She smelled lightly tropical due to the concoction of perfumes, nothing overpowering. And light make up too, enough to 'accent'. It was a little before time. So she shot a message to him through text Moira 18:45:57 [Hey Mick. Hope everything's going smooth on your end.] [It's almost seven, love.] [See you when you get here. ]
  2. For this. In which Moira and Mickey keep getting interrupted and go further and further out! @EternalPhoenix?
  3. GM Lots of things happen in a city of heroes and villains. About a month ago the Terminus invaded and left a stamp on the landscape in the form of mutated citizens. Terra, Razor, Silk, and Crush were some of the 'lucky' ones. Friends through the same neighborhood, they looked after each other. These powers made it easier to do. Razor got a voice that could melt minds. Terra was lucky all the time, though she could never hit the numbers. Silk and Crush, the twins, got fire and ice powers, respectively. Things were looking up for Plantation Circle. Except for when their plans started going off. The lure of cheap thrills hit them all too easy. Terra was their lynchpin in getting away scot free. If they got caught theyd slip through the cracks and be out on a technicality. Cops in The Fens were starting to call it the Plantation Circle Clause. So much so when they were called to the scene, they almost gave up. A police call to Cleary's Jewelers? Thats where they were today. The precinct preferenced it with PCC. Plantation Circle Clause.
  4. Left to right: Terra, Razor, Silk, and Crush. All wearing bandanas. But people around here know who they are. Terra is Scarlet Witch build. Razor is Songstress build with dances converted to song, dropped to PL8. Silk and Crush are Energy Controllers PL6.
  5. Title unrelated to thread content. But seriously now. I have three PCs and a Sidekick I'm not using right now. Queenie's got Praetorian things to do, so I'm happy enough with that. Who would like to GM something for me? Terrifica, the prickly costumed detective Waverider, the Claremont senior and vibration controller Pacer and Stalwart, Speed and Strength Incarnate, twins, and Claremont juniors
  6. GM June 4, 2017 The New Beginnings Ranch wedding venue. Outside Abilene, Texas The story had been on all the news channels in Texas. It was both very strange and not so strange at the same time. The not so strange part was that a disgruntled ex had crashed a wedding. Which in and of itself was not newsworthy. What was strange, and newsworthy, was the rest of it. The disgruntled ex had high tech weaponry, from the few wedding guests who had managed to flee, they had what seemed like sci-fi plasma rifles. The whole situation had gone bad fast. Hostages were taken and the police had cordoned off the venue. One psychotic screaming ex with a plasma rifle would have been more than enough for the Abilene police department. But there wasn't just one. There were three. One man and two women with high tech weaponry who had taken hostages inside of the ranch. "Listen just let us go!" One bride cried. One of the crashers responded by smacking her across the face. "Home Wrecker!" She snarled back and waved the rifle, discharging a few shots over the heads of the very terrified hostages.
  7. 6:50 pm February 25th, 2017 Earth-Prime Freedom City The arrival of an extra dimensional entity to earth prime was strange enough. Oh sure it happened, but it was rare for it to happen the way it had. An entire pirate ship sailing out of a shadow as the sun dropped below the horizon? It was odd to say the least. The black streak that had left the ship faster than most people could track? Concerning. The black streak raced through Freedom. Reports over the next few minutes began to come in. Crimes being stopped by a black specter of death. A bone hook hand and a terrible voice. A long black coat and a skull for his mask with the left eye blacked out. A speedster that bullets passed straight through as it stopped crimes in the slums of the city. "Have ye seen someone like me, ye scurvy dogs?" Most crooks survived the encounters. Killers and the like? Many were left maimed at the least by slashes from the hook. All the while the sun sun began to set on this new ship in foreign waters.
  8. Friday, August 26th, 2016 Aaron Cage Gymnasium, Claremont Academy, Bayview 8:03 PM The Kick-Off Dance was the first major event of any school year at Claremont Academy. Traditionally it was held on the Friday before the start of the year the next Monday. It was no different this year, and people had flocked to the gym, much to the delight of various students who had spent many hours during their summer break to organize it. Banners were hung alongside the wall. Somebody had actually brought a disco-ball. Along a table on the wall various bowls of punch had been set up, and bar tables with peanuts and chips on them stood scattered around the gym and just outside of it. A stage had been set up too, elevated just slightly, a DJ table slightly off to one side, with the rest of the stage for people that wanted to dance where everyone could see them, or some pre-dance entertainment. A smoke machine was not needed, the DJ, a now-senior student, provided the smoke with his powers. Outside, the sun began to set, while inside the lights had been dimmed, spotlights towards the stage. The entertainment phase had just ended, and the dance was about to start. A new arrival , taller and more muscular than most students, had just left the stage after a short vocal performance, the DJ was currently giving a few final words before switching to music for the rest of the evening. “Okay people, that was Hau Ta … Tayou … just Hau! He’s still looking for bandmates everybody, go talk to him if you’re interested! And now, a short break while somebody fetches a cup of punch for me, they’re free after all, and then it’s gonna be music the rest of the night. I’ve got some good songs planned, so don’t leave anytime soon!”
  9. GM Wednesday, July 13th, 2016 The Theatre District, Freedom City Afternoon Mona and Mickey Simms had arrived in Freedom City a few days ago. That meant, it had been time for a little tour around the city, learn about various places the locals went to. While Mona had probably visited most spots in the city a few times before, it still felt like a good idea to walk around the place together with Mickey, show him some stuff she’d seen the last times she’d been here. Today plan had been the Theatre District. Unless one was looking for theatre, or night clubs, one didn’t really go there. There were a few exceptions, like a really good and somewhat well known Chinese restaurant, or a museum on the history of theatre, but all in all, it wasn’t the most populated area. Still, it was one of the few places the two siblings hadn’t been yet, and why leave out one? The two had been walking around for some time, enjoying various sights, when suddenly a group of roto-drones flew past them a few feet above at high velocity, turning a corner behind one of the many theatre buildings. And just as they turned, a cloud of smoke appeared from the direction the drones had been coming, flying at about the same height but slower. The cloud headed the same direction as the drones, when it suddenly started speaking. “ ----. Lost them.” The cloud continued moving the same direction, addressing the two teenagers. “Hey, you two. Any ideas where those drones headed? They’re pretty dangerous”
  10. Pacer Power Level: 11 (195/199 PP) Trade-Offs: None (Offensive); +4 Defense, -4 Toughness (Defense) Unspent PP: 4 In Brief: Literally Speed Incarnate. A cosmic energy being has become the soul of a mortal human. Residence: Claremont Academy dorms Base of Operations: Earth, basically. Catchphrase: “A moment is all I need.” And variations thereof. Alternate Identities: Mona Simms Identity: Secret Birthplace: Glen Burnie, Maryland Occupation: Student Affiliations: Claremont Academy in general Family: Silver Streak (Holly Wood, grandmother & retired Golden Age hero), Hannah Simms (mother, deceased), Miss Invincible (Francine Simms, aunt, hero, secret agent, & twin of Frank), Frank Simms (uncle & twin of Francine); Stalwart (Mickey Simms, twin brother) Age: 16 Apparent Age: 16 Gender: Female Ethnicity: White Hispanic Height: 4’ 10” (5’ 1” in costume) Weight: 90 lbs Eyes: Brown Hair: Black Description: Mona is…well, tiny. Really, really tiny. Occasionally mistaken for a grade schooler tiny. She covers for it as best she can with baggy clothing, but now and again there’s just nothing she can do about it. Anyone who actually takes a good look at her will see she is a teenage girl. Just, you know, in miniature. She doesn’t do makeup or jewelry. Hell, she doesn’t even carry a purse. Definitely rocking that tomboyish aesthetic. Her costume is a bulky, dark blue bodysuit with a full cowl (though her hair sticks out in the back. That’s about it. No special markings or anything. History: Mona Simms has been fast ever since the day she was born. Fortunately, it took until she could walk reliably before she discovered the sound barrier wasn’t one to her. She’s been running ever since. She’s been quite literally everywhere on earth that’s above water. There probably isn’t a person alive who doesn’t have a story about the little girl who did something, then disappeared in an instant. If global urban legends were a thing, she’d be one. Not that she was ever late for dinner, mind you. Aunt Francine would’ve kicked her butt up between her shoulder blades. Of course, if one travels long enough, you start to see things you can’t let happen. Not and keep sleeping at night. The quickest way around all the annoying obstacles about doing the hero thing without actually being one is just putting on the mask already. Pacer was born. It started in the Golden Age, with the hero Silver Streak. Her speed (rivaling that of even Johnny Rocket) was the name of the game, but that wasn’t her only power. She was strong, tough, and hella smart, too. She had no idea how powerful she really was, and never found out. Until long after she retired, and her three children not only inherited her powers, but took them to heights she never imagined. Francine got the toughness, and is so close to being literally invincible as to make no real difference. Frank got the intellect, and he’s frightening with how much he understands about everything sometimes. And Hannah, her baby, got the speed and the muscle. None of the three went into heroics, not really. Francine’s dabbled, but she’s spent far more time as a freelance secret agent than anything else. They…lived not ordinary lives, exactly, but lives out of the spotlight. Then Hannah got pregnant. Frank’s never shown any signs of being interested reproducing, and Francine’s powers prohibit it. Even her eggs are hella tough. Unfortunately, that very same toughness was the reason Holly Wood survived birthing her children in the first place. A toughness Hannah did not share. Frank and Francine adopted the newborn twins in their sister’s memory. The thing that none of the four know (barring maybe Frank, he’s hella smart and might’ve checked) is that their powers have nothing to do with genetics, magic, or technology. Their souls aren’t human souls. They’re cosmic energy beings, each with a section of nigh-infinite power all its own. Speed, Strength, Stamina, and Mind. Holly Wood was possessed by all four, and passed on each one to one of her children. Hannah did the same. It’d have taken nullifying manacles to get young Mona to stay at Nicholson. So Francine bided her time. When she (well, Frank noticed first) that the two were starting the superhero thing, she called in a few favors to get her niece and nephew admitted to Claremont. Personality & Motivation: Pacer is someone who could dance in the virtual eternity between seconds. She is speed incarnate. The fastest thing on the planet. And since she’s always been this fast, she knows it. Impulsive, impatient, and apparently suffering from the worst case of ADHD of all time. Her emotions appear ephemeral and fleeting. Often capricious and unpredictable, but never actively malicious. She’s someone who’s never had to slow down unless she wanted to. But even the most carefree of children gets older. Sees things. Things their conscience won’t allow to stand. Somebody has to do something. The faster the better, amirite? Power Descriptions: As before, Pacer is someone who could dance in the virtual eternity between seconds. She is speed incarnate. The fastest thing on the planet. A blur, borderline impossible to hit. A swarm of tiny fists and flying pebbles, all supersonic and strong enough to crack steel. Everything she does comes from raw speed. She’s not strong, tough, or particularly skilled, but the speed makes up for a lot of failings. Also, weirdly, her powers don’t entirely do business with physics. She does not gain mass as she gets faster, and she lacks the hyperfast metabolism of other speedsters. She’s shown the fleeting ability to lend her speed to others, making regular Bystanders into PL10 Speedsters…somehow. Note: That’s not an I don’t know, that’s a she don’t know. Cosmic energy can be lent, apparently. Above Speed 10, for those who can actually see her, energy is crackling off her as if she was an electric controller. One last thing. For anyone who can perceive cosmic energy, she is a beacon in a dark universe. As impossible to miss as the sun would be if it was at the moon’s distance from earth. Powers & Tactics: Pacer’s tactics aren’t complicated. Hit the enemy until he stops getting up. She’s got a couple of tricks up her sleeve, though. She’s great at overruns, and can do that speedster trick of vibrating so fast she turns intangible. Lastly, she can do the twin thing with her brother, borrowing some of his strength at no cost to him. After all, he’s got plenty to go around. Complications: Too Fast, Too Furious: Pacer is fast, and this has made her reckless. She’ll do just about anything on a dare, because she thinks she’s fast enough to escape the negative consequences. It doesn’t even have to be a dare. She could just get bored with the plan and improvise. A GM may award a hero point for Pacer’s impulsive recklessness getting the better of her. Tokyo Drift: Pacer lives in a world the vast, vast majority of people wouldn’t understand. Her mind processes information faster than most neurons fire once. Staying still long enough for sound to enter her ears can be torturous at times. So…it’s entirely possible she was having an epic, 13 hour long episode TV series of a daydream, and missed the entire conversation. Or she ran to Japan for some ramen because the speaker was taking too long, and is just now getting back. Things like that. A GM may award a hero point when this becomes a problem. Turbo Charged:Pacer’s powers come from the nigh-infinite power of the cosmic energy being that is her soul. And all that energy has to go somewhere, if she’s not actively using it. If her powers are nullified, she’s kept immobile for a significant portion of time, or she’s just plain knocked out, the speed can…leak…and cause all sorts of zany hijinks. Hijinks that I’ll leave to a GM’s imagination, as he or she awards the hero point. La Bandolera: Pacer can borrow some of her brother’s immense strength, as they’re twins. However, this doesn’t work if one of them has their powers nullified, one’s knocked out, or they’re just way too far from each other for it to work. Sometimes it just doesn’t work for no apparent reason. A GM may award a hero point for this occurrence. Fast Future: Future Pacer is incredibly powerful, enough to make present Pacer seem weak and kittenish. She zips through time itself, doing the hero thing with no regard for the laws of time. Too fast for time itself to catch, let alone any of its servants and defenders. Naturally, the various guardians of the timestream don’t like her very much and wish she would just stop, already. This can…complicate present Pacer’s life. A GM may award a hero point for Future Pacer’s actions having a negative effect on Present Pacer. Also, plot hook! Abilities: 0 + 10 + 6 + 4 + 0 + 2 = 22PP Strength 10 (+0) (20 [+5], Lifting STR 40 w/ Borrowing From Mickey) Dexterity 20 (+5) Constitution 16 (+3) Intelligence 14 (+2) Wisdom 10 (+0) Charisma 12 (+1) Combat: 10 + 14 = 24PP Initiative: +25 (+5 Dex, +20 Improved Initiative) Attack: +5 Base (+11 Speed Attacks) Grapple: +5 (+15 w/ Borrowing From Mickey) Defense: +15 (+7 Base, +8 Dodge Focus, +4 Flat Footed) Knockback: -2 Saving Throws: 2 + 10 + 8 = 20PP Toughness: +7 (+3 Con, +4 Defensive Roll) Fortitude: +5 (+3 Con, +2) Reflex: +15 (+5 Dex, +10) Will: +8 (+0 Wis, +8) Skills: 36R = 9PP Acrobatics 5 (+10) Knowledge (Current Events) 3 (+5) Knowledge (Pop Culture) 3 (+5) Notice 10 (+10) Search 5 (+7) Sense Motive 10 (+10) Feats: 56PP Accurate Attack Acrobatic Bluff Defensive Attack Defensive Roll 2 Dodge Focus 8 Evasion 2 Fast Overrun Improved Initiative 5 Improved Overrun Luck 3 Move by Action Power Attack Seize Initiative Sidekick 33 (Stalwart) Uncanny Dodge (Auditory) Powers: 30 + 6 + 1 + 22 + 5 = 64PP All Speed Array 12.5 (25PP; Power Feats: Alternate Power 5) [30PP] Base Power: (Setting The Pace) Concealment 6 (All Visual Senses, All Auditory Senses; Power Feat: Close Range; Extra: Linked [+0]; Flaw: Limited to While Moving) + Enhanced Quickness 9 (to 20, Extra: Linked [+0]) + Enhanced Speed 9 (to 20, Extra: Linked [+0]) {7 + 9 + 9 = 25/25} Alternate Power: Damage 11 (Extra: Autofire; Power Feats: Accurate 3) {25/25} (One Million Punches) Alternate Power: Damage 11 (Extra: Area [Targeted, Burst]; Power Feats: Accurate 3) {25/25} (Crowd Control) Alternate Power: Damage 11 (Extra: Ranged; Power Feats: Accurate 3) {25/25} (Throwin’ Stuff) Alternate Power: (Borrowing From Mickey) Enhanced Strength 10 (to 20, Extra: Linked [+0]) + Leaping 5 (Extra: Linked +0) + Super Strength 5 (Lifting STR 45, Extra: Linked +0) {10 + 5 + 10 = 25/25} Alternate Power: Insubstantial 4 (Incorporeal; Power Feats: Subtle 2) {22/25} (Vibrating At The Speed Of Awesome) Enhanced Feats 6 (Improved Initiative 5, Seize Initiative) [6PP] Luck Control 1 (Force Reroll; Flaw: Limited 2 [Attacks against Pacer]) [1PP] Quickness 11 (Extra: Linked [+0]) + Speed 11 (Extra: Linked [+0]) [11 + 11 = 22PP] (Speed Incarnate) Super Movement 5 (Sure Footed 2, Wall Crawling 2, Water Walking; Flaw: Limited to While Moving) [5PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness Damage Unarmed w/ BfM Touch DC 20 Toughness Damage One Million Punches Touch DC 26 Toughness (Autofire) Damage Crowd Control Area [Targeted, Burst] DC 26 Toughness Damage Throwin' Stuff Ranged DC 26 Toughness Damage Totals: Abilities (22) + Combat (24) + Saving Throws (20) + Skills (9) + Feats (56) + Powers (64) - Drawbacks (0) = 195/199 Power Points
  11. Player Name: Eternal Phoenix Character Name: Pacer Power Level: 10 (180/180 PP) Trade-Offs: None (Offensive); +5 Defense, -5 Toughness (Defense) Unspent PP: 0 Progress towards Bronze: 0 In Brief: Literally Speed Incarnate. A cosmic energy being has become the soul of a mortal human. Residence: Claremont Academy dorms Base of Operations: Earth, basically. Catchphrase: General assertions of her being faster than anyone. Alternate Identites: Mona Simms Identity: Secret Birthplace: Glen Burnie, Maryland Occupation: Student Affliations: , Claremont Academy in general Family: Silver Streak (Holly Wood, grandmother & retired Golden Age hero), Hannah Simms (mother, deceased), Miss Invincible (Francine Simms, aunt, hero, secret agent, & twin of Frank), Frank Simms (uncle & twin of Francine); Stalwart (Mickey Simms, twin brother) Age: 16 Apparent Age: 16 Gender: Female Ethnicity: White Hispanic Height: 4’ 10” (5’ 1” in costume) Weight: 90 lbs Eyes: Brown Hair: Black Description: Mona is…well, tiny. Really, really tiny. Occasionally mistaken for a grade schooler tiny. She covers for it as best she can with baggy clothing, but now and again there’s just nothing she can do about it. Anyone who actually takes a good look at her will see she is a teenage girl. Just, you know, in miniature. She doesn’t do makeup or jewelry. Hell, she doesn’t even carry a purse. Definitely rocking that tomboyish aesthetic. Her costume is a bulky, dark blue bodysuit with a full cowl (though her hair sticks out in the back. That’s about it. No special markings or anything. History: Mona Simms has been fast ever since the day she was born. Fortunately, it took until she could walk reliably before she discovered the sound barrier wasn’t one to her. She’s been running ever since. She’s been quite literally everywhere on earth that’s above water. There probably isn’t a person alive who doesn’t have a story about the little girl who did something, then disappeared in an instant. If global urban legends were a thing, she’d be one. Not that she was ever late for dinner, mind you. Aunt Francine would’ve kicked her butt up between her shoulder blades. Of course, if one travels long enough, you start to see things you can’t let happen. Not and keep sleeping at night. The quickest way around all the annoying obstacles about doing the hero thing without actually being one is just putting on the mask already. Pacer was born. It started in the Golden Age, with the hero Silver Streak. Her speed (rivaling that of even Johnny Rocket) was the name of the game, but that wasn’t her only power. She was strong, tough, and hella smart, too. She had no idea how powerful she really was, and never found out. Until long after she retired, and her three children not only inherited her powers, but took them to heights she never imagined. Francine got the toughness, and is so close to being literally invincible as to make no real difference. Frank got the intellect, and he’s frightening with how much he understands about everything sometimes. And Hannah, her baby, got the speed and the muscle. None of the three went into heroics, not really. Francine’s dabbled, but she’s spent far more time as a freelance secret agent than anything else. They…lived not ordinary lives, exactly, but lives out of the spotlight. Then Hannah got pregnant. Frank’s never shown any signs of being interested reproducing, and Francine’s powers prohibit it. Even her eggs are hella tough. Unfortunately, that very same toughness was the reason Holly Wood survived birthing her children in the first place. A toughness Hannah did not share. Frank and Francine adopted the newborn twins in their sister’s memory. The thing that none of the four know (barring maybe Frank, he’s hella smart and might’ve checked) is that their powers have nothing to do with genetics, magic, or technology. Their souls aren’t human souls. They’re cosmic energy beings, each with a section of nigh-infinite power all it’s own. Speed, Strength, Stamina, and Mind. Holly Wood was possessed by all four, and passed on each one to one of her children. Hannah did the same. It’d have taken nullifying manacles to get young Mona to stay at Nicholsen. So Francine bided her time. When she (well, Frank noticed first) that the two were starting the superhero thing, she called in a few favors to get her niece and nephew admitted to Claremont. . Personality & Motivation: Pacer is someone who could dance in the virtual eternity between seconds. She is speed incarnate. The fastest thing on the planet. And since she’s always been this fast, she knows it. Impulsive, impatient, and apparently suffering from the worst case of ADHD of all time. Her emotions appear ephemeral and fleeting. Often capricious and unpredictable, but never actively malicious. She’s someone who’s never had to slow down unless she wanted to. But even the most carefree of children gets older. Sees things. Things their conscience won’t allow to stand. Somebody has to do something. The faster the better, amirite? Power Descriptions: As before, Pacer is someone who could dance in the virtual eternity between seconds. She is speed incarnate. The fastest thing on the planet. A blur, borderline impossible to hit. A swarm of tiny fists and flying pebbles, all supersonic and strong enough to crack steel. Everything she does comes from raw speed. She’s not strong, tough, or particularly skilled, but the speed makes up for a lot of failings. Also, weirdly, her powers don’t entirely do business with physics. She does not gain mass as she gets faster, and she lacks the hyperfast metabolism of other speedsters. she’s shown the fleeting ability to lend her speed to others, making regular Bystanders into PL10 Speedsters…somehow. Note: That’s not an I don’t know, that’s a she don’t know. Cosmic energy can be lent, apparently. Above Speed 10, for those who can actually see her, energy is crackling off her as if she was an electric controller. One last thing. For anyone who can perceive cosmic energy, she is a beacon in a dark universe. As impossible to miss as the sun would be if it was at the moon’s distance from earth. Powers & Tactics: Pacer’s tactics aren’t complicated. Hit the enemy until he stops getting up. She’s got a couple of tricks up her sleeve, though. She’s great at overruns, and can do that speedster trick of vibrating so fast she turns intangible. Lastly, she can do the twin thing with her brother, borrowing some of his strength at no cost to him. After all, he’s got plenty to go around. Complications: Too Fast, Too Furious: Pacer is fast, and this has made her reckless. She’ll do just about anything on a dare, because she thinks she’s fast enough to escape the negative consequences. It doesn’t even have to be a dare. She could just get bored with the plan and improvise. A GM may award a hero point for Pacer’s impulsive recklessness getting the better of her. Tokyo Drift: Pacer lives in a world the vast, vast majority of people wouldn’t understand. Her mind processes information faster than most neurons fire once. Staying still long enough for sound to enter her ears can be torturous at times. So…it’s entirely possible she was having an epic, 13 hour long episode TV series of a daydream, and missed the entire conversation. Or she ran to Japan for some ramen because the speaker was taking too long, and is just now getting back. Things like that. A GM may award a hero point when this becomes a problem. Turbo Charged:Pacer’s powers come from the nigh-infinite power of the cosmic energy being that is her soul. And all that energy has to go somewhere, if she’s not actively using it. If her powers are nullified, she’s kept immobile for a significant portion of time, or she’s just plain knocked out, the speed can…leak…and cause all sorts of zany hijinks. Hijinks that I’ll leave to a GM’s imagination, as he or she awards the hero point. La Bandolera: Pacer can borrow some of her brother’s immense strength, as they’re twins. However, this doesn’t work if one of them has their powers nullified, one’s knocked out, or they’re just way too far from each other for it to work. Sometimes it just doesn’t work for no apparent reason. A GM may award a hero point for this occurrence. Fast Future: Future Pacer is incredibly powerful, enough to make present Pacer seem weak and kittenish. She zips through time itself, doing the hero thing with no regard for the laws of time. Too fast for time itself to catch, let alone any of its servants and defenders. Naturally, the various guardians of the timestream don’t like her very much and wish she would just stop, already. This can…complicate present Pacer’s life. A GM may award a hero point for Future Pacer’s actions having a negative effect on Present Pacer. Also, plot hook! Abilities: 0+10+6+4+0+2=22 Strength 10 (+0) (20 [+5] w/ Lifting STR 40 Borrowing From Mickey) Dexterity 20 (+5) Constitution 16 (+3) Intelligence 14 (+2) Wisdom 10 (+0) Charisma 12 (+1) Combat: 8+10=18 Initiative: +25 (+5 Dex, +20 Improved Initiative) Attack: +4 Base (+10 Speed Attacks) Grapple: +4 (+13 w/ Borrowing From Mickey) Defense: +15 (+5 Base, +10 Dodge Focus, +3 Flat Footed) Knockback: -2 Saving Throws: 2+7+8=17 Toughness: +5 (+3 Con, +2 Defensive Roll) Fortitude: +5 (+3 Con, +2) Reflex: +10 (+5 Dex, +7) Will: +8 (+0 Wis, +8) Skills: 36 SP= 9PP Acrobatics 5 (+10) Knowledge (current events) 3 (+5) Knowledge (pop culture) 3 (+5) Notice 10 (+10) Search 5 (+7) Sense Motive 10 (+10) Feats: 54PP Accurate Attack Acrobatic Bluff Defensive Attack Defensive Roll Dodge Focus 10 Evasion 2 Fast Overrun Improved Overrun Luck 2 Move by Action Power Attack Sidekick 30 (Muscleteer) Uncanny Dodge (auditory) Untapped Potential (Extra Effort gives powers 3 ranks instead of 2) Powers: 28+32=48 All Speed (Array 11.5 [23 PP], Power Feats: Alternate Power 5) [28 PP] Base Power: Concealment 4 (All Visual Senses; Power Feat: Close Range; Extra: Linked +0; Flaw: Limited to While Moving) + Enhanced Quickness 9 (to 19, Extra: Linked +0) + Enhanced Speed 9 (to 19, Extra: Linked +0) (Setting The Pace) Alternate Power: Blast 10 (Power Feats: Accurate 3) (Throwin’ Stuff) Alternate Power: Strike 10 (Power Feats: Accurate 3; Extra: Autofire) (One Million Punches) Alternate Power: Strike 10 (Power Feats: Accurate 3; Extra: Targeted Burst Area) (Crowd Control) Alternate Power: Insubstantial 4 (Incorporeal; Power Feats: Subtle 2) (Vibrating At The Speed Of Awesome) Alternate Power: Enhanced STR 10 (to 20, Extra: Linked +0) + Leaping 5 (Extra: Linked +0) + Super Strength 4 (Lifting STR 40, Extra: Linked +0) (Borrowing From Mickey) Enhanced Feats 6 (Improved Initiative 5, Seize Initiative) Luck Control 1 (Force Reroll; Flaw: Limited 2 [attacks against Pacer]) Quickness 10 (Extra: Linked +0) + Speed 10 (Extra: Linked +0) Super Movement 5 (Sure Footed 2, Wall Crawling 2, Water Walking; Flaw: Limited to While Moving) (Speed Incarnate) DC Block: Unarmed (+4 Hit, Melee, DC 15/20 Toughness) One Million Punches (+10 Hit, Melee, DC 25 Toughness+Autofire) Crowd Control (+10 Hit, Targeted Burst Area Melee, DC 25 Toughness) Throwin’ Stuff (+10 Hit, Ranged, DC 25 Toughness)
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