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Pacer

Power Level: 11 (195/200 PP)

Trade-Offs: None (Offensive); +4 Defense, -4 Toughness (Defense)

Unspent PP: 5

 

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) = 195/200 Power Points
Edited by Fox
+1pp for January 2022
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Stalwart

Power Level: 11 (165/165PP)

Trade-Offs: +4 Damage, -4 Attack (Offensive) None (Defensive)

Unspent PP: 0

 

In Brief: Literally Strength Incarnate. A cosmic energy being has become the soul of a mortal human.

 

Residence: Claremont Academy dorms

Base of Operations: Freedom City

Catchphrase: “I can lift it.” And variations thereof.

 

Alternate Identities: Mickey 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); Pacer (Mona Simms, twin sister)

 

Age: 16

Apparent Age: 16

Gender: Male

Ethnicity: White Hispanic

Height: 5’ 10”

Weight: 175 lbs

Eyes: Brown

Hair: Black

 

Description: Mickey is…depressingly ordinary. He dresses ordinary, looks ordinary, and in no real way shows that he’s just about the physically strongest being in all creation. Mona talked him into a proper costume like hers. It’s just a basic dark blue bodysuit, like hers, but he lacks the cowl. Instead he favors a wraparound domino mask.

 

History: Mickey Simms has been strong ever since the day he was born. It took a special invention of Frank’s to get him to stop breaking his cribs. He was casually lifting cars by the time he could walk, and much larger things as he got older. He lived in a world that seemed to be made of cardboard, if not outright tissue paper. Everything he touched broke. Everyone he touched he hurt. Except his aunt Francine. She was the one who taught him how to control it. Uncle Frank homeschooled him until Francine said he could go to school. Still, every now and again he misjudged by a fraction and cracked a metal door. And with a sister like Mona…no wonder he turned to the Church. God was someone he couldn’t touch. Couldn’t hurt. Couldn’t break. And, well, he needed that. When Mona donned the mask of Pacer, she dragged him along for the ride. But honestly? She wasn’t nearly strong enough to drag him anyway. Power came with responsibility, or so Pastor said. He ought to look after his little sister, and in doing so, a lot of other people too.

 

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.

 

Mickey would’ve needed to wear nullifying manacles to attend Nicholson. So Francine bided her time, teaching the boy how not to break the world of cardboard he lived in. 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: Mickey is a sober and serious young man, in contrast to his speedy sister. He does things slowly and carefully, as should be the habit of someone that strong. He’s not mentally or physically slow in the least, but people can make that mistake because of his cautious habits. He doesn’t shake hands or return hugs, which can be off putting for those who don’t know about his powers. He’s also pretty into non denominational Christianity. Which plays into why he’s a hero. Not to spread the faith, but to protect people. People need looking after, and sometimes they can’t do it themselves.

 

Power Descriptions: Stalwart is simply immensely strong. He could punch holes deeper than meteorite craters. Shatter mountains. Lift skyscrapers. There are secondary effects, such as improving his base abilities through exercise is vastly easier compared to normal people and being able to leap so high gravity forgets him for a moment. But yeah, he’s a powerhouse with powerhouse offense. He does, however, lack the usual corresponding toughness that someone so powerful should have. Like his sister, his powers don’t entirely do business with physics. There is simply no way for someone of his mass and apparent physical condition to do what he does. And such might usually comes with downsides. Higher metabolism, rage issues, being a rock monster, something. Not for Stalwart. He’s simply mighty. And he’s shown the fleeting ability to lend it out, turning Bystanders into PL10 Powerhouses (minus the Toughness) Cosmic energy can be lent, apparently. At and above his heavy load, energy is crackles off him as if he was an electric controller. One last thing. For anyone who can perceive cosmic energy, he 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: Like his sister, it’s hit ‘em until they fall down. With that said, he’s constantly fully Accurate Attack shifted, as befits his cautious habits. That means when he does load up and Power Attack, everyone in the neighborhood will know what happened. He can make himself hard to move, leap hella far, and grapple better than a wrestling champion. Lastly, he can do the twin thing and borrow some speed from his sister. She’s got more than enough to go around, after all.

 

Complications:

 

Oh, Hello St. Giles: Stalwart is really, really strong. He tends to assume he can do whatever needs doing, strength wise. Even if it’s something completely ridiculous like catching the moon if it fell from orbit. Or burrowing to China through the Himalayas. Or simply stopping continental drift. Yes, he is incredibly strong, but it does have limits and since he’s never touched them he’s not aware of them. A GM may award a hero point when this overconfidence gets him into trouble.

 

Seraphim of Serov, Aid Me: Stalwart lives in a world of cardboard and tissue paper. Everything is ridiculously fragile to the young man. His control is excellent, but he is only human. He makes mistakes. A GM may away a hero point for Stalwart misjudging something’s material strength and accidently breaking it.

 

The Accidental Blessing of St. Christopher: Stalwart’s powers come from the nigh-infinite power of the cosmic energy being that is his soul. And all that energy has to go somewhere, if he’s not actively using it. If his powers are nullified, he’s kept immobile for a significant portion of time, or he’s just plain knocked out, the strength 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.

 

A Blessing From St. Sebastian: Stalwart can borrow some of his sister’s immense speed, 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.

 

 

Abilities: 14 + 2 + 14 + 2 + 4 + 2 = 38PP

Strength 24 (+7) (40 [+15], Lifting STR 95 w/ Combat Strength; Lifting STR 124 w/ I Lift Things Up)

Dexterity 12 (+1)

Constitution 24 (+7)

Intelligence 12 (+1)

Wisdom 14 (+2)

Charisma 12 (+1)

 

Combat: 14 + 14 = 28PP

Initiative: +1 (+9 w/ Borrowing from Mona)

Attack: +7 Base

Grapple: +14 / +22 / +34 w/ Combat Strength) / +35 w/ I Lift Things Up

Defense:  +11 (+7 Base, +4 Dodge Focus, +4 Flat Footed)

Knockback: -5

 

Saving Throws: 8 + 4 + 6 = 18PP

Toughness: +11 (+7 Con, +4 Protection)

Fortitude:  +15 (+7 Con, +8)

Reflex:  +5 (+1 Dex, +4) (+8 w/ Borrowing from Mona)

Will: +8 (+2 Wis, +6)

 

Skills: 56R = 14PP

Diplomacy 9 (+10)

Gather Information 9 (+10)

Knowledge (Theology and Philosophy) 7 (+8)

Intimidate 11 (+12)

Notice 8 (+10)

Perform (Oratory) 4 (+5)

Sense Motive 8 (+10)

 

Feats: 14PP

Accurate Attack

All Out Attack

Defensive Attack

Dodge Focus 4

Improved Grapple

Improved Pin

Power Attack

Startle

Takedown Attack

Ultimate Effort (Strength Checks)

Uncanny Dodge (Auditory)

 

Powers: 27 + 4 + 22 = 53


Pure Strength Array 12 (24PP; Extras: Alternate Power 3) [27PP]

  • Base Power: Enhanced Strength 16 (to 40; Extra: Linked [+0]) + Super Strength 2 (Power Feats: Groundstrike, Shockwave, Super Breath, Thunderclap; Extra: Linked [+0]) {16 + 6 = 24/24} (Combat Strength)
  • Alternate Power: Super Strength 11 {22/24} (I Lift Things Up And Put Them Down)
  • Alternate Power: Immovable 7 (Extras: Linked [+0], Unstoppable) + Leaping 10 (Extra: Linked [+0]) {14 + 10 = 24/24} (Unstoppable Force & Immovable Object)
  • Alternate Power: (Borrowing From Mona)

Enhanced Feats 3 (Evasion, Improved Initiative 2)

Enhanced Reflex 3

Quickness 6 (Extra: Linked [+0]) + Speed 6 (Extra: Linked [+0])

Super Movement 5 (Sure Footed 2, Wall Crawling 2, Water Walking; Flaw: Limited to While Moving)

{3 + 3 + 6 + 6 + 5 = 23/24}

 

Protection 4 [4PP]

 

Super Strength 11 [22PP]

 

 

DC Block

ATTACK                          RANGE                               SAVE                                                 EFFECT
Unarmed                         Touch                               DC 22 Toughness                                      Damage

Unarmed w/ Combat Strength      Touch                               DC 30 Toughness                                      Damage

Groundstrike                    100' Area [General, Explosion]      DC 20 Trip Check [DC 20 Reflex for Half Effect]      Prone

Shockwave                       100' Area [General, Cone]           DC 25 Toughness [DC 20 Reflex for Half Effect]       Damage

Super Breath                    100' Area [General, Cone]           DC 20 Trip Check [DC 20 Reflex for Half Effect]      Prone

Thunderclap                     50' Area [General, Burst]           DC 20 Reflex [DC 20 Reflex for Half Effect]          Deafened

 

 

Totals: Abilities (38) + Combat (28) + Saving Throws (18) + Skills (14) + Feats (14) + Powers (53) - Drawbacks (0) = 165/165 Power Points

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  • 2 weeks later...

I've added in the notation you still hadn't done and fixed some other notation, like adding PP totals at the bottom of each sheet. Don't forget to reference the sample character sheet in the future to save time.

 

The only immediate issue I see is that Stalwart is only using 49 of his 56 Skill Ranks.

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