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About EternalPhoenix

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    Doesn't Always Know What He's Doing
  • Birthday 07/08/1986

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    Curtis Bay, MD
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  1. “Flux is right, sunshine” Queenie folded her arms and looked at the robed figure steadily. “You can’t just tell folk to go away and expect them to obey like you’re the Almighty or somethin’.” A person sized silvery hand construct put itself between the four and the robed figure. Off center, so both sides could still see each other. “We don’t know who you are for one. And for the other we came here to fix a problem so it didn’t get bigger and threaten defenseless people.” She indicated Flux. “He’s been here before, for a while I guess.” And then Traveller. “And she’s a smart one, so she can help him if it needs it.” Lastly Galvanic. “She and I are just here to get these two out of trouble they can’t get out of on their own. So spill it, big fella. What’s the problem with us being here?” She was the very picture of reasonableness, even with her arms crossed.
  2. SUBLET'D by GIZMO Terrifica has 11 PP available, it seems. So let's do some edits. No changes to Ability Scores, Skills, Base Attack/Defense Bonuses, or Saving Throws. Let's have add some Feats. 3 PP for Equipment. Starting with the Terrifi-Cycle, it gets some needed upgrades. Strength is increased to 25 (new Medium Load 533 lbs.) 2 EP Toughness is increased to 10. 2 EP And I'll add a Power. Morph 1 (Ordinary Motorcycle) 1 EP. It now looks like this: Terrifi-cycle (Vehicle) [15EP] Size: Medium [0EP] Strength: 25 (Medium Load: 533 lbs.) [3EP] Defense: 0 [0EP] Toughness: +10 [5EP] Features: [1EP] Remote Control Powers: [5EP] Morph 1 (+5 to Disguise; Ordinary Motorcycle) [1EP] Speed 5 (250mph / 2,500ft per Move Action) [5EP] The remaining 10 EP will be spent on a headquarters. Terrifi-Labs (Headquarters) [10EP] (Location: Hanover, Freedom City) Size: Diminutive [-2EP] Toughness: +10 [1EP] Features: [11EP] Communications Computer Fire Prevention System Garage Gym Laboratory Library Living Space Power System Security System Workshop Fancy name for what's essentially a one bedroom apartment Terrifica's kitted out for her Freedom City needs. As for Powers: Increase Gadgets to rank 2 for 8 PP spent. The sample allocations don't change, really. Just so she can use two of those smaller Devices at once. Occasionally whip out something larger, maybe. And if you could note that it is her Utility Belt, please, and not Assorted Devices.
  3. Queenie was actually the last one in despite being the first one to reach the station. She wanted to be sure it was okay. "Yeah, outside looks fine to me." Then she blinked, genuinely surprised. "Why would we split up? We know where it is, you know the way around. Let's just go." Null gravity had never bothered her. A good chef needs a strong stomach, and Maybelle McQueen's was cast iron. She floated in place, force field glowing. She thought Flux was being a little overcautious. He'd had a bad experience here before, and it was coloring his reactions.
  4. So You Want To Be An Exile? Then you should know the core tenets of being an Exile. 1. Don’t trust anyone over 30. 2. The Exiles are family. We have each other’s backs, no matter what. 3. Protect your friends, the Exiles, and the rest of Earth as best you can. 4. Everybody has flaws. Everybody has damage. Try to be kind about it. 5. Don’t do anything just because you’re scared or angry. 6. If you’re going to get groiny with someone, use protection. 7. The “I” in team is hidden in the “A” hole. Stay out of there. 8. There is only one You. There will never be another. You are more important than you know. 9. Losing is acceptable. Failing is acceptable. Crying is acceptable. Pain is acceptable. Blood is acceptable. Quitting is not. 10. Try not to die. Easy enough, right? Those are the official ones. Unofficially, supporting and encouraging young heroes is also on the list. Now let’s talk mechanics. There aren’t any archetypes that make especially good Exiles, but there are ones that don’t. If your concept lacks any superhuman powers, they’re probably not an Exile. There are occasional exceptions (Electric Lady, for example), but generally Exiles are kids who are legitimately superhuman in some way. Be it alien genetics, magic, mutant powers, technology, or even divine intervention, what sets an Exile apart isn’t something that can be achieved by merely training (though Priestess is kind of an exception). As for background…Exiles don’t typically come from happy, loving and stable homes. There are exceptions (Windstorm, Priestess again, Pathfinder) but those have…unique…personalities compared with the general public. With that said Exiles, generally speaking, don’t have much reason to trust adults. They don’t have much in the way of actual family. The third part varies. It could be that gaining their powers (because they were experimented on by the Agency or its analog in your game, or because a person or persons died as a direct result) or the reaction to them gaining their powers was traumatic (Flare getting thrown out for having “incurable Satanic magic”). Or they could have been at risk of turning into a supervillain before Dreamer intervened (like Tigress, Morphin, or Electric Lady). Or maybe they committed a crime far away and are attempting to turn over a new leaf (like Stormy and Opera). Basically, the third element is a reason for your PC to consider their selves “Exiled” from normal society. The fourth and final element is Radical Dreamer. You haven’t necessarily met him, it could have been any of the core Exiles (yes, even Windstorm), Barry Holden, or even Hummingbird. However, Dreamer was behind your recruitment all the way. You are not a member of the core team. You are not. No exceptions. You may, however, be a member of any other team and do missions with them “off panel”. The age group for the First Gen is 20-22. The Second Gen are three years younger at 17-19. Any PCs who were members of the Third Gen would have to be (as of Jan 1, 2019) 16 as per site rules. The Third Gen will, of course, age, and in future years the age at the stated date may be 14-16. Provided that your PC is 16 at the time of submission. Your PC should at least be familiar with every named Exile, enough to know them on sight. How well your PC gets along with them on a personal level is up to you, though keep in mind Dreamer didn’t put together the teams so they could be dysfunctional messes. Or you could not be a member of any of the Gens. There isn’t any rule that says Exiles not on teams can’t be superheroes, too.
  5. Exile House (Portland) Power Level: 15; Equipment Points Spent: 18 Toughness: +10 Features: Combat Simulator, Communications, Computer, Cover Facility, Fire Prevention System, Gym, Infirmary, Laboratory, Library, Living Space, Pool, Power System, Security System 3, Workshop Totals: Abilities 0 + Skills 0 (0 ranks) + Feats 0 + Features 16 + Powers 0 + Combat 1 + Saves 1 + Drawbacks 0 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 18 ********************************************************** Exile House (Los Angeles) Power Level: 15; Equipment Points Spent: 17 Toughness: +10 Features: Combat Simulator, Communications, Computer, Cover Facility, Fire Prevention System, Gym, Infirmary, Laboratory, Library, Living Space, Pool, Power System, Security System 2, Workshop Totals: Abilities 0 + Skills 0 (0 ranks) + Feats 0 + Features 15 + Powers 0 + Combat 1 + Saves 1 + Drawbacks 0 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 17 Exile House is broken up into two locations, currently. The First Gen doesn’t really have a building of their own as of yet. Both locations are owned by Barry Holden (which is why they’re on his sheet) and the Exile Foundation. Blackrose, Radical Dreamer, Myrcelle, and Flare make up the rest of the foundation’s board, with Barry being the official chairman. The foundation itself is really a legal dodge (though perhaps it is legitimate in the Freedomverse), and in practice Blackrose is chairman. Myrcelle and Flare just go along with what the other three agree on. Portland’s location is an old five story hotel. Flare and Stormy, with help from the rest of the core team and the First Gen, refurbished it into what it is now. Cover Facility is from Agents of Freedom, and represents that the left wing is a functioning hotel run (officially) by the Exile Foundation. The employees, however, are all Exiles. Speaking of, it isn’t just the core team and the Third Gen that currently live here. There are other Exiles here as well who Dreamer has not organized into a superhero team. Generally they’re PL 6 or lower and all in their teen years or equivalent. Their backgrounds, and powers can and do vary as widely as the rest of the Exiles’ do. There aren’t any Phoenix Mutates, but aside from that it is wide open. They’re background extras, for when a villain has the crazy (and whatever the nonlethal version of suicidal is) idea to attack the Exiles at home. There are approximately fifty. They, and the rest of the Exiles, live in the right wing. The basement houses most of the Features. The Combat Simulator is more of a fancy Gym in practice. The Workshop suffices for both Blackrose and Stormy, though not at the same time. And the Laboratory mostly collects dust aside from the occasional visit from Stormy. However the pool is outside, the library is on the ground floor, and the living space…it’s a hotel, so rooms are scattered all over. Exile House in Los Angeles in similar, although the floor plan is slightly different. It isn’t a functioning hotel, yet. And far fewer “background extra” Exiles live there with the Second Gen, numbering approximately twenty five. Barry doesn’t live there, but keeps his law office in a corner of the library.
  6. Android Power Level: 8; Power Points Spent: 120/120 STR: +10 (10/30), DEX: +1 (12), CON: +2 (14), INT: +1 (12), WIS: +2 (14), CHA: +0 (10) Tough: +2/+10, Fort: +5, Ref: +3, Will: +5 Skills: Intimidate 8 (+8), Notice 6 (+8), Sense Motive 6 (+8) Feats: All-Out Attack, Attack Focus (ranged) 2, Attack Specialization (Unarmed Attack), Dodge Focus 2, Power Attack, Takedown Attack, Uncanny Dodge (Auditory) Powers: Cybernetics (Container, Passive 14) Armored Exoskeleton (Protection (+8 Toughness; Impervious) Cyber Arsenal (Array 15) (default power: - linked powers -) Constricting Adhesive Emitter (Snare 10) (Array; DC 20; Constricting) Cyber Might (Linked) Enhanced Strength 20 (Linked; +20 STR) Super-Strength 5 (Linked; +25 STR carry capacity, heavy load: 25.6 tons; +5 STR to some checks) Repeater Cannon (Blast 10) (Array; DC 25; Autofire (interval 2, max +5)) Stunner Ray (Stun 10) (Array; DC 20; Range (ranged)) Immunity 11 (life support, sleep, starvation & thirst) Storable Rocket Pack (Flight 5) (Speed: 250 mph, 2200 ft./rnd) Attack Bonus: +4 (Ranged: +6, Melee: +4, Grapple: +14/+19) Attacks: Constricting Adhesive Emitter (Snare 10), +6 (DC Ref/Staged 20), Repeater Cannon (Blast 10), +6 (DC 25), Stunner Ray (Stun 10), +6 (DC Fort/Staged 20), Unarmed Attack, +6 (DC 25) Defense: +6 (Flat-footed: +2), Knockback: -9 Initiative: +1 Languages: English Totals: Abilities 12 + Skills 5 (20 ranks) + Feats 9 + Powers 70 + Combat 16 + Saves 8 + Drawbacks 0 = 120 Age (as of Jan 2019): 15 Height: 5’ 9” Weight: 225 Ethnicity: Ambiguously Brown Hair: Dark Brown Eyes: Brown Background: Android is another kid taken by the Agency for their nefarious purposes. In this case, building a cyborg super soldier. He was a normal kid living a normal life until suddenly he was kidnapped. Unlike Stoker, this wasn’t an experiment. This was a procedure, well oiled and functioning smoothly. His limbs were removed and replaced with advanced cybernetic ones. His remaining skeleton laced with a titanium-steel alloy. His skin plated in same. His organs augmented with cybernetics. Even his brain had a mind control device implanted. When the boy woke from all that surgery, the only parts of his body that remained untouched by machines were his eyes and ears. There were a hundred people in his batch. Seventy five went completely insane. They killed themselves or forced the lab to kill them. He watched. The remaining 25 went into training. It was brutal. 10 died. He watched. When the First and Second Gen hit the cybernetics lab like the Wrath of God, 15 cyber soldiers were sent to do battle. As one by one they fell, they were forcibly self-destructed to spite the heroes. It was the First Gen (following Clon) who burst into the control room in time to save the last one. Between Clon and Priestess, they made his mind his own again. But there was no changing what he was, and so he became the final member of the Third Gen. The training he underwent plus the mind control device were intended to make him an emotionless, unthinking, and obedient soldier. The memories of his past are disjointed and nonsensical. Powers & Tactics: Android is a cyborg. All his powers are technological in nature. He has no need to eat, drink, breathe or sleep. Environmental dangers, disease, and poison have no effect on him. His skin is plated with a titanium-steel alloy that allows him to outright ignore everything up to artillery fire. He has a storable rocket pack in his back that allows him to fly. His Cyber Arsenal is a series of weapons implanted in his cybernetic limbs as well as the power of the limbs themselves. The Repeater Cannon is equivalent to a high powered fully automatic blaster rifle. The Constricting Adhesive Emitter is exactly that. The adhesive constricts, injuring the target on each round they remain ensnared. And the Stunner Ray is also an energy weapon, but designed for nonlethal applications. Android is as new to combat as the rest of the Third Gen. However, he was trained for combat. The training was to make him attack without heed for self preservation until the target was either dead or ripe for capture, depending on the dictates of the mission. The Agency was unconcerned about injury or lost cyborgs. Without the mind control device, his self preservation instincts function, but the training still dominates. He has to make an active effort to break off combat. There are other weapons inside his cybernetic limbs, but accessing them is…tricky and thus a power stunt. These are could be various blaster weapons (adding extras to Blast such as Range (perception) for a laser, Penetrating for heavy blaster cannon, or Area (burst) for an explosive blaster cannon), a light bomb launcher (Dazzle 8 (visual senses, Burst Area), Nauseate, or Fatigue. Personality: Android is a traumatized young man hiding behind a robotic emotionless façade. What was done to him was monstrous and he’s only beginning to learn how to cope. Let alone actually start coping. He remembers, vaguely, what it felt like to have the sun on his skin. To feel another hand in his own. Now he is made mostly of metal, and feels nothing. Eating or drinking can actually make him sick. He doesn’t even need to sleep anymore! He feels like a monster. Fortunately, the rest of the Third Gen don’t care about what he is. In true Exile fashion, they care about who he is. And that is balm to a badly wounded spirit. He communicates regularly via texting with Clon, who (strangely enough) is taking an active interest in him. He has a crush on Hummingbird, although he doesn’t dream of making a move.
  7. Pathfinder Power Level: 8; Power Points Spent: 120/120 STR: +1 (12), DEX: +2 (14), CON: +2 (14), INT: +3 (16), WIS: +7 (24), CHA: +2 (14) Tough: +2/+3, Fort: +5, Ref: +5, Will: +8 Skills: Acrobatics 6 (+8), Craft (artistic) 12 (+15), Diplomacy 6 (+8), Knowledge (arcane Lore) 12 (+15), Knowledge (theology & philosophy) 12 (+15), Medicine 1 (+8), Notice 8 (+15), Sense Motive 8 (+15), Stealth 6 (+8), Survival 13 (+20) Feats: Artificer, Attack Focus (ranged) 4, Attack Specialization 2 (Bowshot (Blast 3)), Defensive Attack, Defensive Roll, Dodge Focus 4, Improved Critical (Bowshot (Blast 3)), Precise Shot, Ritualist, Skill Mastery (Craft (art), KN (arcane lore & theo/philo), Survival), Track, Uncanny Dodge (Auditory) Powers: Bow (Device 2) (Easy to lose) Bowshot (Blast 3) (DC 19, Feats: Improved Critical (Bowshot (Blast 3)); Improved Range (75 ft. incr), Mighty (+1 to damage), Progression, Increase Range (max range x2, 750 feet)) Never Lost (Super-Senses 2) (direction sense, distance sense) Telelocation 8 (DC 18) Attack Bonus: +4 (Ranged: +8, Melee: +4, Grapple: +5) Attacks: Bowshot (Blast 3), +12 (DC 19), Unarmed Attack, +4 (DC 16) Defense: +12 (Flat-footed: +4), Knockback: -1 Initiative: +2 Languages: English Totals: Abilities 34 + Skills 21 (84 ranks) + Feats 18 + Powers 16 + Combat 24 + Saves 7 + Drawbacks 0 = 120 Age (as of Jan 2019): 14 Height: 5’ 1” Weight: 105 Ethnicity: Indian-American Hair: Jet Black Eyes: Dark Brown Background: Pathfinder is a very mysterious young woman. She says little of her origins or how she gained her powers. And that little is always couched in philosophical allegory and metaphor. Truthfully, she’s just messing with everyone. The truth is far more mundane than she makes it out to be. She was never normal, however. She was always consumed by wanderlust, and has been making Great Journeys since she was old enough to walk. A Great Journey is not necessarily long in physical distance, but mentally and spiritually they go very far indeed. However, as she’s grown older and mastered the art of survival in the wilderness, her Great Journeys have grown longer and longer in physical distance. Her powers have been with her since early memory, so she’s never gotten lost. Her parents learned early they could not stop her from taking a Great Journey. They could stop her body from going anywhere, but nothing else. Even then, when she was physically traveling she would still eat, while when she remained at home she would be essentially comatose and thus not able to eat. So they let her go. She would always find her way back in time for school. Her clothes would be filthy. She would have a new scar or three. And she would be a little wiser than when she left. What her parents do not know is that her Great Journeys have a purpose now. Her knowledge of magical and divine lore has grown to the encyclopedic, and she uses this knowledge (and the small amount of magical skill that comes with it) to guide others to their true paths. Many things in the world are out of balance. Many people dwell in confusion, lost to their purpose. Fortunately, she can help. Her latest Great Journey has led her to the Third Gen. There are many here who need guidance, lest they become lost. That would be most disastrous. She doesn’t know how she knows this, but she does. Powers & Tactics: Pathfinder’s limited powers are magical in nature. She instinctively knows the way she’s come, where true North is, and the exact distance from here to anywhere. With her Telelocation she can find just about anyone within 2000 miles of her, given enough time. Strong willed individuals may resist it, however. She’s a skilled archer with her technically enchanted bow (bows don’t normally come with Improved Crit). She does not know that her skill at finding the path (both her own and that of others) is a developing form of precognition. It has not fully emerged yet, and so it is not on the sheet. In combat she stands back and shoots arrows with her bow at the most appropriate target. Even if it’s only a distraction, one shot could be key to winning. She is conscious of her relative fragility among the Third Gen and works to stay out of the line of fire. She does not typically power stunt, but if she did it would be a different kind of arrow. Powers such as Fatigue, Paralyze, and Stun (all at 4 ranks with the Range (ranged) Extra and Action (full) Flaw) are suitable for those rare instances, as well as Nullify (all magic powers) 4. Personality: Pathfinder is…cheerfully serene. She always has a small smile on her face and never seems to get down in the dumps or depressed. It’s like merely existing seems to please her, and there’s some truth to that. She is very much a “be happy with what you have” kind of girl. She is the member of the Third Gen without some kind of trauma or big issue to get over. She’s still kind of a weirdo, though. Like she’s never entirely present. Part of her mind/attention span/whatever always appears to be elsewhere. Sometimes it’s a smaller part, like in a crisis situation, but all the same.
  8. Brutus Power Level: 8; Power Points Spent: 120/120 STR: +4 (18), DEX: +4 (18), CON: +4 (18), INT: +0 (10), WIS: +0 (10), CHA: +2 (14) Tough: +4/+8, Fort: +8, Ref: +8, Will: +4 Skills: Acrobatics 8 (+12), Gather Information 8 (+10), Intimidate 8 (+10), Knowledge (streetwise) 10 (+10), Notice 10 (+10), Sense Motive 10 (+10), Stealth 6 (+10) Feats: Accurate Attack, Acrobatic Bluff, All-Out Attack, Attack Focus (melee) 4, Challenge - Improved Demoralize, Challenge - Improved Startle, Defensive Attack, Elusive Target, Improved Defense, Improved Disarm, Improved Initiative, Improved Sunder, Improved Throw, Improved Trick, Improved Trip, Power Attack, Prone Fighting, Quick Draw, Startle, Takedown Attack, Uncanny Dodge (Auditory) Powers: Human Beatdown Machine (Container, Passive Enhanced Defense Bonus (Enhanced Trait (Traits: Defense Bonus +4 (+8)) Enhanced Melee (Enhanced Trait 4) (Feats: Attack Focus (melee) 4) Impervious Toughness 8 (Limited (to melee attacks)) Melee Combat Mastery (Enhanced Trait 20) (Feats: Accurate Attack, Acrobatic Bluff, All-Out Attack, Challenge - Improved Demoralize, Challenge - Improved Startle, Defensive Attack, Elusive Target, Improved Defense, Improved Disarm, Improved Initiative, Improved Sunder, Improved Throw, Improved Trick, Improved Trip, Power Attack, Prone Fighting, Quick Draw, Startle, Takedown Attack, Uncanny Dodge (Auditory)) Tough Guy (Protection 4) (+4 Toughness) Melee Arsenal (Device 2) (Easy to lose; Custom 3 (Multiple Weapons 3 (two of each array setting))) Modified Sports Equipment (Array 5) (default power: strike; Custom (Array 4.5)) Twin Baseball Bats (Strike 2) (Array; DC 21; Autofire (interval 2, max +5) [3 extra ranks]; Accurate (+2), Mighty) Weighted Hockey Stick (Strike 4) (Default; DC 23; Penetrating; Mighty) Attack Bonus: +4 (Ranged: +4, Melee: +8, Grapple: +12) Attacks: Twin Baseball Bats (Strike 2), +10 (DC 21), Unarmed Attack, +8 (DC 19), Weighted Hockey Stick (Strike 4), +8 (DC 23) Defense: +4/+8 (Flat-footed: +4), Knockback: -8 Initiative: +8 Languages: English Totals: Abilities 28 + Skills 15 (60 ranks) + Feats 0 + Powers 49 + Combat 16 + Saves 12 + Drawbacks 0 = 120 Age (as of Jan 2019): 16 Height: 6’ 6” Weight: 240 lbs. Ethnicity: Caucasian Hair: Brown Eyes: Brown Background: Brutus comes from what is called “white trash” in the United States. That conjures images of trailer parks, poor mountain folk, or just Southern rednecks. But no, he was born and grew most of the way up in a big city outside of the South. He was always big, strong, and a bit dumb. And he was always a little…different. He had his powers (though significantly weaker) from birth, and with that came his love of violence. Despite his athletic abilities, he was never any good at contact sports. Combat sports were structured so nobody actually got hurt, which wasn’t any fun. So, basically…Brutus got into a lot of fights growing up. His was a family of drug addicts, drunks, and petty criminals. They never particularly cared what he did, as long as it didn’t 1) cost them money or 2) bring down the law. Something about all that street brawling woke up something inside him. Suddenly he wasn’t feeling the blows anymore. He wasn’t missing so much. And his skill level had skyrocketed. He could crack steel with a big baseball bat swing. Weird. It wasn’t long before not even the toughest wanted to deal with him. He guessed he had superpowers, so he guessed he’d go fight crime. Armed with a hockey mask and some modified sports gear, he started crashing what he terms “goon galas”, aka gatherings of street level criminals. Increasing number of hospitalized street level criminals put the police on his tail, in addition to higher level crime figures. Soon he’d be either arrested or shot down, but Brutus wasn’t entirely sure he cared. Until he ran into Radical Dreamer, who beat him unconscious with seemingly no real effort. Teach me, Dreamer-sensei. Now he’s a member of the Third Gen under Hummingbird. He thought he could take her, but then she got real small and flew around with these ranged weapons…ugh, okay. He had a lot to learn, and he’d start here. Powers & Tactics: Brutus’s powers stem from a divine source. Neither he nor anyone else (except, of course, Dreamer) has any idea a distant ancestor of his was a minor war god, or that every so often an echo of said god pops up in his family’s genome. As such, his powers are relatively subtle. They don’t make him stronger, faster, or actually alter his physical abilities in any significant way. What they do is make him a far better melee combatant, granting him a level of skill that normally takes years of training to gain. He’s tougher than normal, as well, able to shrug off melee attacks that would drop other fighters. He carries a set of modified sports equipment (namely weighted hockey sticks and kid sized baseball bats), as his powers don’t make him hit any harder. Brutus doesn’t know the meaning of the word “tactics”. Both literally and figuratively. Stealth is good for a surprise attack, but past that he’s swinging weapons until his lights are out or all the enemies’ lights are. However, in the thick of combat he may not notice (if they’re still upright for whatever reason) an enemy has had their lights put out and thus keep hitting them. He wouldn’t know what a power stunt was if it bit him on the backside. If he ever actually performed one, it would be swapping Enhanced Attack Focus (melee) 4 for Enhanced Attack Specialization (unarmed) 4. It would be because he didn’t have access to his weapons, and he would be entirely unaware of actually doing it. Personality: Brutus is a thug at heart. Not in the villainous connotations of that term, either. He’s simply not too bright and likes to hit things. He’s not a sadist at all. It’s fighting he likes, not inflicting pain. It’s kind of like he was born into the wrong century. He’d be right at home on some ancient battlefield, crushing faces with a mace or warhammer. He’s the opposite of subtle. This does not mean there aren’t other sides to him. He does have a sense of honor, in that opponents that don’t get up again are out of the fight. And he genuinely doesn’t want to kill or even permanently injure anyone. It really bothers him when he gets carried away and keeps beating on someone who’s defeated but not fallen. He’s a caring and protective big brother to Sailor Scout, and pretty much children in general. He won’t allow unfair fights of any kind, from simply being outnumbered (unless he’s on the outnumbered side, in which case yay there’s more to hit) to somebody beating on someone who can’t defend themselves. Deep inside, in a place he’s not entirely aware of, he carries a profound hatred for injustice.
  9. Sailor Scout Power Level: 8; Power Points Spent: 120/120 STR: +2 (6/14), DEX: +5 (12/20), CON: +4 (10/18), INT: +0 (10), WIS: +1 (12), CHA: +4 (18) Tough: +3/+6, Fort: +5, Ref: +8, Will: +5 Skills: Notice 4 (+5), Sense Motive 4 (+5), Stealth 4 (+13) Feats: All-Out Attack, Attack Focus (melee) 2, Attack Specialization (Magic Bow (Blast 3)), Attractive 2 (+8), Dodge Focus, Evasion, Improved Critical (Magic Daggers (Strike 1)), Improved Critical (Magic Sword (Strike 3)), Power Attack, Precise Shot, Uncanny Dodge (Auditory) Powers: Dimensionally Vexed (Shrinking 4) (-4 STR, -1 Toughness, -1 size category, 3/4 movement speed; Permanent; Innate) Magic Sight (Super-Senses 1) (awareness: Magic (visual)) Magical Maiden's Heart (Container, Passive 13) Enhanced Attack/Defense Bonus (Enhanced Trait 20) (Traits: Attack Bonus +5 (+9), Defense Bonus +5 (+10)) Enhanced Constitution 8 (+8 CON) Enhanced Dexterity 8 (+8 DEX) Enhanced Feats (Enhanced Trait 9) (Feats: All-Out Attack, Attack Focus (melee) 2, Attack Specialization (Magic Bow (Blast 3)), Dodge Focus, Evasion, Power Attack, Precise Shot, Uncanny Dodge (Auditory)) Enhanced Strength 8 (+8 STR) Impervious Toughness 6 (Limited (to Magic Damage)) Leaping 3 (Jumping distance: x10) Protection 3 (+3 Toughness) Speed 3 (Speed: 50 mph, 440 ft./rnd) Magical Maiden's Weapons (Array 5) (default power: strike) Magic Bow (Blast 3) (Array; DC 20; Improved Range (75 ft. incr), Mighty 2 (+2 to damage), Progression, Increase Range (max range x2, 750 feet)) Magic Daggers (Strike 1) (Array; DC 18, Feats: Improved Critical (Magic Daggers (Strike 1)); Autofire (interval 2, max +5) [2 extra ranks], Penetrating [2 extra ranks]; Accurate (+2), Mighty) Magic Sword (Strike 3) (Default; DC 20, Feats: Improved Critical (Magic Sword (Strike 3)); Penetrating [2 extra ranks]; Mighty) Attack Bonus: +4/+9 (Ranged: +4/+9, Melee: +6/+11, Grapple: +3/+8) Attacks: Magic Bow (Blast 3), +11 (DC 20), Magic Daggers (Strike 1), +13 (DC 18), Magic Sword (Strike 3), +11 (DC 20), Unarmed Attack, +11 (DC 17) Defense: +5/+10 (Flat-footed: +5), Size: Small, Knockback: -5 Initiative: +5 Languages: English Totals: Abilities 12 + Skills 3 (12 ranks) + Feats 2 + Powers 83 + Combat 12 + Saves 8 + Drawbacks 0 = 120 Age (as of Jan 2019): 8 Height: 4’ 4” Weight: 60 lbs. Ethnicity: Japanese-American Hair: Black (Bright Pink as Sailor Scout) Eyes: Dark Brown (Dark Pink as Sailor Scout) Background: Sailor Scout is an Exile now (as opposed to years from now) because Radical Dreamer made a mistake. He focuses on Earth’s potential futures with his precognition and not the entire cosmos. He knew about the source of Sailor Scout’s powers, a planet of considerable magical power on the edge of the universe. It was a planet involved in a civil war against dark powers. The light side was going to lose (Dreamer didn’t see any way out of it), and the last survivor would flee across the universe to Earth in search of the previous champion of that world. The trip would take a while, considering the distance. He wouldn’t find the previous champion, but he would empower her descendent-Sailor Scout. She was going to be twelve years old, not eight. She would lead the Fourth Gen and she’d save that world and defeat many great evils during her tenure as a hero. To ensure this, in about a year the core Exiles would make a trip out to that world and push back the dark forces. This was the plan. But Dreamer wasn’t looking, as Earth centric events had more than enough for him to watch over. A domino chain of incredibly low probability events left the light side all but destroyed far ahead of schedule and their last desperate hope catching a wormhole that wouldn’t have been there later. Now a formerly normal, average, everyday eight year old girl has a legion of dark magical enemies out to kill her before she can grow both up and powerful enough to threaten them. Because Dreamer thought he had time, and didn’t look. The core Exiles had to swoop in and save her entire town from the initial attack of said dark forces, making yet another powerful enemy. Something does bother Dreamer, though, and not that he made a mistake. If he didn’t know better, he’d swear the dark forces winning early was engineered by someone like him. A precognitive. Powers & Tactics: Sailor Scout’s powers are magical in nature. They stem from the last uncorrupted power crystal of a world built on magic but corrupted by a dark force. It enables her to turn the positive, heroic feelings in her heart into magic power. She has to speak a magic codeword in order to transform and gain the powers. They boost her physical capabilities, combat skills, jumping ability, and speed. Transformed, she can ignore minor magical attacks as well. She has access to magical weapons she can summon at will regardless of her state. However, they (a bow, a sword, and twin daggers) rely on her physical strength, which unaugmented by her magical transformation is merely that of a grade schooler. She can also see magic at all times. Sailor Scout has strict instructions to stand back and use her magical bow exclusively in combat. However, she is a kindhearted eight year old girl and may rush to defend one of her teammates who is in trouble. She is completely inexperienced in combat. With that said, her transformation has given her solid tactical instincts, at least on the individual level. In team combat she is utterly out of her element and generally follows directions. She doesn’t even know power stunting is a thing she can do. If she ever figures it out, a whole range of exotic effects in on the table. Her range of magical weapons is effectively limited only by her imagination and the 10 PP available in her Array. Personality: Light magical forces didn’t pick Sailor Scout because she was an untamable brat. Her powers literally wouldn’t work if she was mean-spirited or selfish. So she’s the opposite, seemingly by nature. Kindhearted, compassionate, selfless, and hardworking, Scout is a real sweetie. Courageous and determined, she’ll never falter when people need her help. Look, name a positive personality trait and Scout has it in spades. With that said, she’s still a child. Not getting a thing she wants drives her crazy, for example. Being a superhero can stress adults beyond endurance, let alone children. She can’t spend too much time with her parents or at her house, as that could make them a target to lure her out. She can’t stand out at school or have any close friends for the same reason. It is monumentally unfair, completely unjust, and it absolutely can push Scout into throwing a monster tantrum. She’s a really good kid, but she’s still a kid.
  10. Redpin Power Level: 8; Power Points Spent: 120/120 STR: +2 (14), DEX: +3 (16), CON: +2 (14), INT: +2 (14), WIS: +2 (14), CHA: +3 (16) Tough: +2/+4, Fort: +5, Ref: +8, Will: +5 Skills: Acrobatics 9 (+12), Bluff 7 (+10), Diplomacy 7 (+10), Gather Information 7 (+10), Knowledge (streetwise) 3 (+5), Knowledge (tactics) 3 (+5), Language 1 (+1), Notice 6 (+8), Sense Motive 6 (+8), Stealth 7 (+10) Feats: Acrobatic Bluff, Attack Focus (ranged) 4, Attack Specialization 4 (Unarmed Attack), Defensive Roll 2, Dodge Focus 5, Leadership, Luck 2, Precise Shot, Uncanny Dodge (Auditory) Powers: Red Energy Pins (Array 12) (default power: blast) Pin Barrage (Blast (Default; DC 23; Autofire (interval 2, max +5)) Pin Down (Snare (Array; DC 18; Regenerating, Transparent; Entangle) Pin Line (Blast (Array; DC 23; Line Area (5x200 ft. line - General)) Pin Spray (Strike (Array; DC 23; Cone Area (80 ft. cone - General)) Sharp Pin (Blast (Array; DC 23; Penetrating) Attack Bonus: +4 (Ranged: +8, Melee: +4, Grapple: +6) Attacks: Pin Barrage (Blast 8), +8 (DC 23), Pin Down (Snare 8), +8 (DC Ref/Staged 18), Pin Line (Blast (DC 23), Pin Spray (Strike (DC 23), Sharp Pin (Blast 8), +8 (DC 23), Unarmed Attack, +12 (DC 17) Defense: +10 (Flat-footed: +3), Knockback: -2 Initiative: +3 Languages: Chinese (Mandarin), English Totals: Abilities 28 + Skills 14 (56 ranks) + Feats 21 + Powers 28 + Combat 18 + Saves 11 + Drawbacks 0 = 120 Age (as of Jan 2019): 15 Height: 5’ 8” Weight: 165 Ethnicity: Chinese American Hair: Black Eyes: Dark Brown Background: Exile House is the first home the young man who calls himself Redpin has ever had. He’s been a street kid all of his life. He learned early on the world is cruelest to the small, and it paid to not be seen by the cruel. He does have vague memories of a woman who spoke softly and very kindly. He likes to think she was his mother, but knows better. She wasn’t even Asian. He developed his powers a few years ago, but used them sparingly. He’d managed to dodge the Triad recruiters by not appearing impressive in any way. Superpowers, even lower key ones like his, were definitely impressive enough to get him dragged in whether he liked it or not. Still, word got out that he had an edge over rank and file street trash. He might have finally had to kill someone to get out of it, were it not for the appearance of a tiny flying woman and the man with her. The man thrashed the Triad “recruitment” squad with no effort at all. He wasn’t even looking at them, man! They introduced themselves as Hummingbird and Radical Dreamer. Redpin had heard about the Exiles, and leaped at the chance to be a part of the Third Gen. They even made him team leader (albeit with the “in training” caveat). Powers & Tactics: Redpin’s power is…not all that impressive. Or so he’d say. He can generate pins (about the length of a average pen, but thinner towards the point and thicker towards the top) of a mysterious red energy. After generating them, he can then throw them for distances and power unexpected for someone of his build. They’re solid objects, and strike like them. Blackrose confirms they’re not magic and Stormy rules out tech. So he’s most likely a genetic mutant. Still, the global pantheon is far from small. A god could have blessed him. Or sired him. Who knows? Redpin is relatively new to combat. He does have a basic knowledge of combat tactics, however. He’ll attempt to strike from Stealth or failing that, attempt to Pin Down individual opponents. Outnumbered he’ll whip out either Area attack, as appropriate. With more even odds and an enemy stuck with Pin Down, he’ll unload with Pin Barrage. Sharp Pin is reserved for enemies with enough Impervious to ignore his usual attacks. He’s acquired his current array settings by power stunting, so he will whip something else out if it occurs to him. Effects that target exotic saves (except for the Pin Down Snare) are beyond him, however, so his typical power stunt would be another Blast variant with the 10 additional PP reallocated. Most likely is adding the Secondary Effect Extra, but any combination is possible. Personality: Redpin is a quiet kid. He doesn’t volunteer much. He’s brand new to being an Exile, and doesn’t know what it means yet. So he sticks to the habits that kept him alive and untethered on the streets. Stay quiet. Don’t get in anybody’s way. Take what you can get, when you can get it. Despite that, it’s fairly obvious he has a soft spot for children from the way he interacts with Sailor Scout. And beyond that he’s not about to allow his people (not friends, not yet, that level of his trust is earned) to get hurt or killed if he can help it. Hell, that’s true of people in general. There’s a true hero budding under his cautious exterior, but it’s going to take time to bring it out.
  11. Hummingbird Power Level: 11; Power Points Spent: 210/210 STR: +0 (10), DEX: +5 (20), CON: +3 (16), INT: +5 (20), WIS: +2 (14), CHA: +2 (14) Tough: +11/+8, Fort: +8, Ref: +12, Will: +8 Skills: Acrobatics 10 (+15), Computers 10 (+15), Concentration 13 (+15), Craft (electronic) 10 (+15), Craft (mechanical) 10 (+15), Diplomacy 10 (+12), Disable Device 10 (+15), Gather Information 10 (+12), Knowledge (physical sciences) 10 (+15), Knowledge (popular culture) 5 (+10), Knowledge (technology) 10 (+15), Notice 8 (+10), Search 3 (+8), Sense Motive 10 (+12), Stealth 3 (+20) Feats: Acrobatic Bluff, Attack Focus (ranged) 2, Attack Specialization 2 (Cyber Wrist Blasters (Array 12)), Challenge - Improved Acrobatic Bluff, Defensive Attack, Elusive Target, Evasion 2, Improvised Tools, Inventor, Luck 3, Move-by Action, Power Attack, Precise Shot 2, Skill Mastery (Craft (elec & mech), KN (phys sci & tech)), Uncanny Dodge (Auditory) Powers: Cyber Wrist Blasters (Array 12) (default power: blast; Limited (to when shrunk)) Autoblaster (Blast (Default; DC 23; Autofire (interval 2, max +5)) Exhaustion Ray (Fatigue (Array; DC 18; Range (ranged)) KO Beam (Stun (Array; DC 18; Range (ranged)) Neuro Dampener (Paralyze (Array; DC 18; Alternate Save (Fortitude), Range (ranged)) Cybernetic Shrink Armor (Linked) Enhanced Trait 2 (Linked; Feats: Evasion 2) Protection 8 (Linked; +8 Toughness) Shrinking 12 (Linked; -3 Toughness, -3 size categories, 1/4 movement speed; Normal Strength) Super-Senses 8 (Linked; darkvision, ladar, radio, ranged: Radio) Super-Strength 2 (Linked; +10 STR carry capacity, heavy load: 800 lbs; +2 STR to some checks) Life Support Systems (Immunity 9) (life support) Mini Rocket Pack (Flight (Speed: 2500 mph, 22000 ft./rnd; Limited (to when shrunk)) Attack Bonus: +8 (Ranged: +10, Melee: +8, Grapple: -8/-6) Attacks: Autoblaster (Blast 8), +14 (DC 23), Exhaustion Ray (Fatigue 8), +14 (DC Fort 18), KO Beam (Stun 8), +14 (DC Fort/Staged 18), Neuro Dampener (Paralyze 8), +14 (DC Fort/Staged 18), Unarmed Attack, +8 (DC 15) Defense: +14 (Flat-footed: +7), Size: Medium/Diminutive, Knockback: -1 Initiative: +5 Languages: English Totals: Abilities 34 + Skills 33 (132 ranks) + Feats 19 + Powers 78 + Combat 28 + Saves 18 + Drawbacks 0 = 210 Age (as of Jan 2019): 26 (chronological)/18 (actual) Height: 5’ 2” (normal size)/6” (shrunk) Weight: 165 lbs (110 lb frame, but metal inside)(normal size)/6 ounces (shrunk) Ethnicity: African American Hair: Black Eyes: Dark Brown Background: Hummingbird is dead. She died fighting Cory’s father, backhanded with enough force that she was unidentifiable to people who didn’t know she was a cyborg and present there. This is not that Hummingbird. This Hummingbird is from the timeline where Flare caught that backhand. She is a chronal aberration. She should not exist. And she wouldn’t…if not for Stormy and Flare. Stormy thought it was a great injustice that the ‘Bird she knew in that timeline simply ceased to exist, and had spent years trying to find a way to bring her back. She found one, but she needed a lot of power to get her machine to work. Violating the space time continuum takes a positively enormous amount of energy. Enter Flare, who can project an enormous amount of energy in the form of light. He was supportive as usual, but questioned the wisdom of, you know, violating the space time continuum. Stormy convinced him by saying one thing. “She’s our friend.” So Flare hung out in the middle of a massive array of solar panels and shone. Stormy flipped switches. Not enough power. Flare pushed out as much energy as he could. Nope, not enough. So Flare unloaded with Plus Overdrive. His eyes disappeared in Phoenix Fire. Even blocked in by solar panels, what shone through the cracks was bright like a second sun. It was just enough. The portal opened. Stormy stuck out her gauntleted hand through it. She called ‘Bird’s name. And a hand grasped hers. One pull later, and the same badly wounded ‘Bird who’d tagged Flare back into the timestream years earlier was sprawled out on the floor of Stormy’s lab. Stormy had pulled her right from that moment. It was staggeringly impossible. Yet, here Hummingbird was. Hummingbird’s parents were renegade cyberneticists. Geniuses, yes. Ethical, hahaha no. Their own bodies could no longer support their experiments, and the authorities were beginning to look into the unusual amount of missing persons their other experiments required. It was a problem, but with a clear solution. Have children! Hummingbird was the first, and the last. Her mother’s tortured flesh would not support another pregnancy. So, knowing this was their last chance to perfect their craft, her parents poured all their best into her. To the point where Hummingbird is as much machine as human being, with said percentage increasing as she grew older. Her parents, however, never considered their child would have a mind of her own and a growing hatred for the two people who were slowly taking away her humanity. When she was 15, she finally ratted them out to the FBI. The Exiles, fresh off losing Wendy, stumbled (seriously, awful luck) into the resulting warzone. Both of her parents were killed, and ‘Bird escaped, joining the Exiles. She fought beside them, earning their friendship through many trials, until she was killed. Or, in the version this Hummingbird knows, Flare was killed. The Exiles without The Brightest Light were a different team. Blackrose was turning noticeably crueler and more callous by the week. Radical Dreamer seemed to be losing his mind at the same pace. Myrcelle had emerged from her cocoon a twisted and incomplete thing. Her cocoon had been smashed after Flare’s death by persons unknown, causing her to emerge early. (In the regular timeline, he and Stormy had not left the Exile HQ so whoever it was didn’t have the opportunity) Astra was getting dangerously reckless with her reality warping powers. Cory had never become Trueblue and was growing dangerously over reliant on his Red Savage mode. Windstorm was missing an arm and more reckless than any Exile. Even Exile House wasn’t a thing, the First Gen just being regular Exiles. They too were versions of themselves heading towards a terrible end or outright villainy. The Exiles, in the Flare-less timeline, were a team on the edge of disaster and slowly falling in. They’d left far more death and destruction in their wake, as well, and were being actively hunted as a menace to society. The main timeline is obviously different, and it has left Hummingbird a little confused. Combine that with the time difference and our ‘Bird is a very confused young woman indeed. But she knows who she is. She’s a hero. And Dreamer (mildly unstable or clearly going insane) has never steered an Exile wrong. So when he asked her to lead/mentor the Third Gen team he was putting together, she instantly accepted. She’d only just finished recovering from her injuries and Stormy, Clon, and Priestess’s combined work to repair and upgrade her damaged cybernetics. It was time to be an Exile again. Powers & Tactics: Hummingbird is a cyborg, as much machine as human. Her powers are all technological in nature. Her main power, such as it is, is shrinking down to 6 inches tall. As she gets smaller the armor under her skin emerges. Originally she had only weaker wrist blasters, slower flight, and she lost strength as one shrinking does. She also had no need to breathe and wasn’t susceptible to environmental factors, poison, or disease. This last one was and is the only system that functions when she is at normal size. However, life on the run necessitated some upgrades and now she’s actually slightly stronger when shrunk. Her armor has been improved. Her wrist blasters are stronger and have multiple settings. She flies at hyper sonic speeds. And she has both Ladar, Radar, and can see in total darkness. Hummingbird takes full advantage of her smaller size in a fight. She’ll hide, let combat start, and then hit the most dangerous enemy with a surprise blaster attack. She’ll then zip around the battlefield, blasting away. If an opportunity comes to hide, she’ll take it and unleash another surprise attack. She doesn’t kill, but she doesn’t show any mercy, either. A relic of time spent in a darker world. Personality: Hummingbird is adjusting to a world where the Exiles are mere renegade heroes instead of feared loose cannons. The friends she remembers are very different people, too. Even Stormy isn’t the one she remembers. The last six months or so, yes, but that Stormy wasn’t the same girl. And besides that, it is years later too. Everyone’s older. The world is different. It’s a lot to take in. But you know…she’s still ‘Bird. She’s still a hero to the bone and a fundamentally decent human being. She’s not perfect by any means. For sheer survival’s sake she developed a hard survivor’s edge that can make her seem standoffish and unfriendly to non-Exiles. Parents harming their children, understandably, pushes all of her buttons. She’s around the worst of all the Exiles at dealing with older heroes. She remembers them being decidedly hostile, if they met at all before. And for her that wasn’t very long ago. However, she’s among the best of all the Exiles at dealing with younger heroes. It is here her hard survivor’s edge disappears and one can see her kindness, compassion, and empathy. She’s just the mentor figure/team leader the fledgling Third Gen needs.
  12. It was a late night getting back to Boston, but tonight’s hero work was done. Terrifica supposed she’d get some sleep. She had removed the blue and neon orange panels that declared it as hers, and then changed clothes. At home again, she figured she might as well have a look at the AMA thread before bed. Ah. Both Salvo and Justice had posted. Well, she had a few minutes, didn’t she? Samantha Carson paused without sending. She fingered the cross around her neck. It was a gift from Stan, her husband. Yes, let’s tell people. Sam browsed Justice’s reply. Ah, a rogue cop. One they’d trusted who turned out to be not so trustworthy. Sam paused and flipped through her mental files. She knew every notable member of the Boston PD by face and name. FCPD, too. She knew a lot about them, too. She had detailed observations and psychological profiles in her head. She knew their favorite kind of doughnut, if they were vegan, how they liked their coffee (or their preference for tea). She’d have to look into this Kidd. There were several with that last name, and a few who might fit the bill. A first name would be useful. She continued typing. Sam flicked off the suit’s datalink, and stored it. Time for bed.
  13. Address on the card is for Lantern Hill Cemetery. It is next to St. Stephen's Church, at the top of (obviously) Lantern Hill. I can do a scene cut, if you like.
  14. Queenie watched them all go. She grinned. She wasn’t a showoff by nature, but sometimes…she shot out of the shuttle bay as if launched from a cannon. Faster, actually. She’d done the calculations (with the help of the internet) a few times, testing how much speed she had. Around 32 and a half times the speed of sound. Any commute is a lot shorter when you’re that fast, even in space. The Ring protected her from all the perils of space just by being on her finger, but she kept her force field up anyway. She kept up the speed (zooming past even Galvanic) and reached the station first. This wasn’t all showing off, either. She wanted to do a quick recon of the outside, too. She wasn’t a structural or any kind of engineer, but if even she could see it they probably shouldn’t go inside. Or at least not stay for long. So, she whipped around the station at Mach 32.5-ish, looking. Man, speed was cool.
  15. Pacer grinned. Time froze. She ran. Hit the usual locations. Warehouses. Run down buildings. Where cults would probably hang out, according to her pop culture knowledge. She searched the entire West End. Lantern Hill. Greenbank. Grenville and Ashton. No dice. She went through South Freedom. The Boardwalk. Southside. Lincoln. Bayview and Claremont Academy. Port Regal. Lonely Point. Set off the alarm at the last one, left an apology note. "Sorry, looking for someone. Pacer." Still nothing. Okay, Downtown then. The Waterfront. Riverside. Wading Way. City Center. Midtown. The North End. Parkside. The Theatre District. The Fens. Man, this city really had a lot of neighborhoods, didn't it? Still, no Jack. Doggone it, North Freedom then. Hanover, Kingston, and even North Bay. Surprised the pants off a rich couple having dinner. "Sorry, looking for someone. Not here, bye." Oh, wait. They weren't wearing pants to begin with. Awkward. She returned to exactly where she'd been, under Hell Girl's hands. Grinned again. "Fast enough for you?" It had been just long enough for her body to blur. "Couldn't find him. Weird. I could check Wharton, or hit Atlantic City. How long has he been gone, anyway? Cars, trains, and planes are slower than me, but they'll get a person far away faster than people think."
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