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Pacer (PL12) - Eternal Phoenix


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Posted (edited)

Player Name: Eternal Phoenix

Character Name: Pacer

Power Level: 12 (200/201 PP)

Trade-Offs: +2 Attack, -2 Damage (Borrowing From Mickey; Offensive); +5 Defense, -5 Toughness (Defense)

Unspent PP: 1

 

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

 

Residence: Several tiny islands scattered around the world

Base of Operations: Global, with a focus on Freedom City

 

Alternate Identities: Mona Simms

Identity: Secret

Birthplace: Glen Burnie, Maryland

Occupation: Adventurer, Social Media Influencer

Affiliations:  Claremont alumnus association

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: 21

Apparent Age: early 20s

Gender: Female

Ethnicity: White Hispanic

Height: 4’ 10”

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 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 extra 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 invincible. 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 extremely 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. It would be inaccurate to say Mona thrived there, but she got a high school education. Close enough. It’s been a few years since graduation, but Mona is still Mona. Just more mature. Most of the time. Nobody’s quite sure what her job entails, but she’s always got enough money to eat and a place to sleep somewhere on the planet. The main problem is that she doesn’t seem to have an identity aside from wearing the mask. A social life that doesn’t exist, and a job that doesn’t require her to interact with people outside of the internet.

 

Personality & Motivation: Pacer has matured from that frenetic teenager. Well. Some. She still can be impulsive. Her emotional state can still shift with shocking rapidity, but retains a default state of cheerful confidence. But that childish capriciousness is gone. The Terminus Invasion some years back while she was still in school altered the way she thought about things. Now more than ever, there are things that someone who has the power to do something about them cannot allow happening. And the list of people on the planet with more power than Pacer is a hell of a lot shorter than the list of people with less.

The main problem with her is that she’s found herself profoundly socially isolated. She just…doesn’t know how to relate to normal people. She saves and protects them because it’s good and right, but...she doesn’t have any connections to anyone who isn’t family and thus can borrow some speed to talk to her. It wasn’t supposed to be this way. She was supposed to have lots of friends. But they’re all so slow. Sigh. It ain’t easy being different. She’s lonely in a way she doesn’t know how to articulate.

 

Power Descriptions: Pacer’s powers don’t normally have any visual indicators. She’s just very, very fast. However, above Speed 12, for those who can actually see her, golden energy crackles around her body as the cosmic energy inside pops outside with higher level use. This also applies if she ever uses Extra Effort. 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 is the Avatar of Speed. She has a cosmic energy being of nigh-infinite power for a soul. So she’s phenomenally fast without any effort at all on her part. She can dodge attacks and strike foes with absurd ease should she so choose. 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 can’t even do the air control tricks other speedsters do. In fact, unless she’s specifically being tested for cosmic energy any scanners will only detect a normal if tiny human being. No powers. No special physiology. Nothing.

 

Pacer’s tactics aren’t complicated. She’s either doing damage or using a special trick of speed. One Million Punches. Is literally her punching the target a million times or more inside a few seconds. She’s not very strong, but all the blows add up. She actually shows a sign of her future power here, as a temporal echo continues striking at the target the following round. Crowd Control is a similar amount of punches, just spread out among an area or group of opponents. Throwing Stuff is literally just throwing debris at hypersonic speeds. It is surprisingly effective. Setting The Pace is her basic special trick; unleashing just how fast she really is. Max Reverb is moving so fast while relatively immobile that she is vibrating out of phase with reality and functionally no longer a solid object. Borrowing From Mickey is not really a speed trick per se, as she’s tapping into her brother’s immense strength. She hits harder on her own, but her carrying capacity is massively increased.

 

Complications:

 

Too Fast, Too Furious: Pacer is very, very fast. This makes escaping danger rather trivial, most of the time.  So she’s never been seriously injured or defeated in combat. This has made her more reckless and overconfident then she should be. A GM may award a hero point for making Pacer simply try to do too much.

 

Tokyo Drift: Pacer has been incredibly fast for her entire life. Paradoxically, this has made her very slow on the uptake s ometimes. When a person’s mind moves at anywhere from ten thousand to several million times faster than most anyone else’s, they tend to have attention span issues at the very least. She has a hell of a time understanding people with normal speed brains as while it’s merely a few seconds for them, subjective hours, days, weeks, or even months have passed for her and she’s forgotten what they were even talking about. The rhythm of normal speed conversation, understandably, can and does elude her. Especially under stress. A GM may award a hero point when she misses out on information in this way, or screws a social situation in a way that really matters.

 

Turbo Charged: Pacer has more energy contained within her tiny body than any star could put out. And if, for whatever reasons she can’t use it right now (knocked out, powers nulled, being stealthy for too long, etc), it’s gonna come out anyway. And break stuff she needs right now. Or give bystanders speed powers they can’t control. Or light up the sky in a display that alerts every enemy for miles around. It’s gonna be strange, unexpected, and very unhelpful to the current situation. A GM may award Hero Points as they see fit for the barrage of shenanigans.

 

La Bandolera: Pacer can borrow some of her brother’s immense strength, as they’re twins. However, this doesn’t always work and the reasons are mysterious as the cosmic energy beings they come from. 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: 2+10+10+4+0+4=30

Strength 12 (+0) (30 [+10] w/ Lifting STR 60 Borrowing From Mickey)

Dexterity 20 (+5)

Constitution 20 (+5)

Intelligence 14 (+2)

Wisdom 10 (+0)

Charisma 14 (+2)

 

Combat: 16+14=30

Initiative: +29 (+5 Dex, +24 Improved Initiative)

Attack: +8 Base (+12 Speed Attacks)

Grapple: +9 (+24 w/ Borrowing From Mickey)

Defense:  +17 (+7 Base, +4 Dodge Focus, +6 Enhanced Dodge Focus, +4 Flat Footed)

Knockback: -2/-3 w/ Defensive Roll

 

Saving Throws: 3+6+8=17

Toughness: +7 (+5 Con, +2 Defensive Roll)

Fortitude:  +8 (+5 Con, +3)

Reflex:  +17 (+5 Dex, +6, +6 Enhanced Reflex)

Will: +8 (+0 Wis, +8)

 

Skills: 48 SP= 12PP

Acrobatics 10 (+15)

Bluff 3 (+5)

Diplomacy 3 (+5)

Gather Information 3 (+5)

Knowledge (current events) 3 (+5)

Knowledge (pop culture) 3 (+5)

Notice 10 (+10)

Search 3 (+5)

Sense Motive 10 (+10)

 

Feats: 18PP

Accurate Attack

Acrobatic Bluff

Beginner’s Luck

Challenge - Improved Acrobatic Bluff

Defensive Attack

Defensive Roll

Dodge Focus 4

Evasion

Luck 4

Move by Action

Power Attack

Uncanny Dodge (auditory)

 

Enhanced Feats

Dodge Focus +6 (to 10)

Evasion +1 (to Evasion 2)

Luck +2 (to 6)

Improved Initiative 6

Seize Initiative

 

Powers: 43+50=93

All powers have the Cosmic source descriptor

 

Speed Techniques (Array 19 [38 PP], Power Feats: Alternate Power 5) [43 PP]

Base PowerConcealment 10 (All Senses; Power Feat: Close Range; Flaw: Limited to While Moving); Enhanced Quickness 8 (to 20 [5,000,000x speed]); Enhanced Speed 8 (to 20 [25 mil MPH, 220 mil ft/rnd, ~42k mi/rnd]) (Setting The Pace) [27/38PP]

 

Alternate Power: Blast 12 (Power Feats: Accurate 2, Improved Crit 1, Variable Descriptor [Bludgeoning/Piercing/Slashing]; Extra: Autofire [10 ranks only]) (Throwin’ Stuff) [38/38PP]

 

Alternate Power: Strike 12 (Power Feats: Accurate 2, Improved Crit 2; Extras: Autofire [10 ranks only], Secondary Effect) (One Million Punches, Bludgeoning effect descriptor) [38/38PP]

 

Alternate Power: Strike 12 (Power Feats: Accurate 2; Extra: Targeted Shapeable Area, Selective Attack) (Crowd Control, Bludgeoning effect descriptor) [38/38PP]

 

Alternate Power: Insubstantial 4 (Incorporeal; Power Feats: Precise, Selective, Subtle 2) (Vibrating At The Speed Of Awesome) [24/38PP]

 

Alternate PowerEnhanced STR 18 (to 30); Leaping 3 (x10, 200 ft. running jump, 100 ft standing jump, 50 ft high jump); Super Strength 6 (Lifting STR 60) (Borrowing From Mickey) [36/38PP]

 

Container 10 (Speed Incarnate; 50 PP Container) [50PP]

Enhanced Feats 16 (Enhanced Dodge Focus 6 (to 10), Enhanced Evasion (to Evasion 2), Enhanced Luck 2 (to 6), Improved Initiative 6, Seize Initiative) [16PP]

Enhanced Reflex 6 [6PP]

Luck Control 1 (Force Reroll; Flaw: Limited 2 [attacks against Pacer]) (Microsecond Dodge) [1PP]

Quickness 12 (10,000x speed) (Cosmic Quickness) [12PP]

Speed 12 (50,000 mph, 440,000 ft/rnd,~ 86 mi/rnd) (Cosmic Speed) [12PP]

Super Movement 3 (Wall Crawling 2, Water Walking; Flaw: Limited to while moving) [3PP]

 

Name

Attack Bonus

Range

Save & DC

Effect

Unarmed

+8

Melee

16 Toughness

Damage

Unarmed (Borrowing From Mickey)

+14

Melee

25 Toughness

Damage

One Million Punches

+12

Melee

27 Toughness (Autofire, Secondary Effect, Improved Crit 2)

Damage

Crowd Control

+12

Melee

27 Toughness (Targeted Area)

Damage

Throwin’ Stuff

+12

Ranged

27 Toughness (Autofire, Improved Crit 1)

Damage

 

Abilities 30 + Combat 30 + Saving Throws 17 + Skills 12 + Feats 18 + Powers 93– Drawbacks 0= 200/201

Edited by Thevshi
+1pp for March 2022
Posted

Double-check the Knockback modifier; it rounds down, so with +7/+5 Toughness, the knockback would be -3/-2.

 

I count 17pp of feats, not 18pp, so unless I've missed one you're over-paying.

 

For clarity and auditing, please note the costs of each of the powers inside the array and container. To avoid confusing them with the normal point costs you can annotate them differently (an array slot can be listed as "[38/38]" or such, your choice!) but it's useful to have them there.

 

 

As a pure aside, I really like the use of Luck Control there for the tiny speedster dodge. That's a nice use of the effect.

Posted

Bleh. Knockback. Got it.

 

You didn't miss a feat, I did. Serves me right for copy/pasting without checking.

 

Got the little notations. Bleh, again. Also made several minor fixes to formatting. Those powers were supposed to be multiple powers in one slot, not Linked. Whoops. Copy/paste strikes again.

 

As for the power, like everything I stole it. Somebody on the old Atomic Think Tank pre-nuking used it for their extra dodgy types. Cass Cain. Maybe a Flash, I dunno. As a feat, no less. I mean, it is only 1PP with that limit, but EP don't like that.

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