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Barry Holden

 

Power Level: 15; Power Points Spent: 250/250

 

STR: +0 (10), DEX: +1 (12), CON: +0 (10), INT: +5 (20), WIS: +3 (16), CHA: +3 (16)

 

Tough: +0/+20, Fort: +5, Ref: +5, Will: +10

 

Skills: Bluff 17 (+20), Concentration 17 (+20), Diplomacy 17 (+20), Gather Information 17 (+20), Intimidate 17 (+20), Knowledge (business) 10 (+15), Knowledge (civics) 15 (+20), Knowledge (current events) 10 (+15), Knowledge (history) 5 (+10), Knowledge (physical sciences) 5 (+10), Knowledge (streetwise) 5 (+10), Language 1 (+1), Notice 12 (+15), Sense Motive 12 (+15)

 

Feats: Challenge - Improved Demoralize, Challenge - Improved Feint, Challenge - Improved Startle, Challenge - Improved Taunt, Connected, Contacts, Dodge Focus 5, Equipment 7, Fascinate (Bluff), Fascinate (Diplomacy), Interpose, Second Chance (Concentration checks to maintain powers), Set-Up, Skill Mastery 2 (Bluff, Diplomacy, Intimidate, Gather Info, KN (15+s), Sense Motive), Startle, Taunt, Uncanny Dodge (Auditory), Well-Informed

 

Powers:

Flight Plane (Flight 5) (Speed: 250 mph, 2200 ft./rnd; Platform)

Force Plane Projection (Array 39) (default power: create object)

   Force Planes (Create Object 20) (Default; Max Size: 20x 5' cubes, DC 30; Impervious [15 ranks only], Movable (Radius: 100 ft., Strength: 100, Force: 13.1k tons); Selective, Stationary, Tether)

   Interior Projection (Blast 15) (Array; DC 30; Alternate Save (Fortitude), Shapeable Area (15 cubes of 125 cu. ft. (5x5x5) - General), Selective Attack; Incurable, Indirect 2 (any point, directed away))

   Plane Snake (Blast 15) (Array; DC 30; Shapeable Area (15-750 cubes of 125 cu. ft. (5x5x5) - General), Selective Attack; Incurable, Indirect 3 (any point, any direction), Precise, Progression, Increase Area 5 (area x50))

   Sudden Projection (Blast 15) (Array; DC 30; Penetrating, Range (perception); Incurable, Precise, Split Attack 2 (3 targets))

Plane Armor (Force Field 20) (+20 Toughness; Impervious [15 ranks only])

 

Equipment: Exile House (Los Angeles), Exile House (Portland)

 

Attack Bonus: +5 (Ranged: +5, Melee: +5, Grapple: +5)

 

Attacks: Interior Projection (Blast 15) (DC Fort 30), Plane Snake (Blast 15) (DC 30), Sudden Projection (Blast 15) (DC 30), Unarmed Attack, +5 (DC 15)

 

Defense: +10  (Flat-footed: +3), Knockback: -17

 

Initiative: +1

 

Languages: English, Spanish

 

Totals: Abilities 24 + Skills 40 (160 ranks) + Feats 29 + Powers 121 + Combat 20 + Saves 16 + Drawbacks 0 = 250

 

 

Age (as of Jan 2019): 25

Height: 5’ 11”

Weight: 165 lbs.

Ethnicity: African American

Hair: Black

Eyes: Dark Brown

 

Background: Barry Holden was more or less the Exiles’ first leader. He is a founder and a member of the original five. Their adventures are recounted in the overview, as well as the bare outline of Barry’s acrimonious departure from the group. Dreamer had finally revealed his full power to the team (now featuring Hummingbird and Astra) after Wendy’s death and a few other adventures. Specifically, after their parents’ wills had been probated, their emancipations had come through, and they received their inheritances. Barry was pissed. Dreamer had been manipulating them all from the beginning. We only have his word that it’s towards a good future to begin with. Even if he’s telling the truth, it didn’t excuse it. And now he had the sheer gall to suggest Barry was coddling Blackrose? Her magic was dangerous to herself and others. And she had always been frail. She wasn’t cut out for this, darn it! His momentum as short circuited by Blackrose asserting herself for the first time in her life. Barry had pissed her off, too, and she let him know she had had just about enough of his overprotectiveness. Myrcelle was feeling very weird, weak and vaguely sick (side effects of imminent cocooning). Even so, she voiced agreement with the other two. The argument resulted in, as previous stated, Barry’s departure. Both from the Exiles, and his friendship with them. Barry abandoned superheroics entirely, choosing to return to school. He was a genius, already ahead of the rest of the O5 in grade. Screw them all, he’d do what he meant to do. His dream of being a lawyer. He’d been studying law for years already in preparation. He scored his high school diploma by the end of the year. He was 15 years old and pre-law at Stanford. “Driven” doesn’t even begin to describe his college days. Money wasn’t a problem. He had a massive class load. Every waking moment he was either in a class or doing work for a class. Sleep was at a premium, as was food. Already skinny, he lost weight. But he did in 3 years what normally takes four. As a bonus, he rarely had time to remember the four people (one dead, three dead to him) that he had grown up with. The word “friend” had been lost from his vocabulary. He aced the LSATs and had his pick of law schools. He went to X, turning down even Harvard and Yale to remain on the West Coast. He didn’t understand why, but it felt important. He wanted to burn through law school at the same furious pace, but the school (after taking a look at his skeletal frame) and his body (when he collapsed shortly afterward) refused.

 

Barry spent a week in a hospital bed. Chronic exhaustion, they called it. He had a bad time there. Most of the time, it hurt to breathe. He wasn’t injured, but it hurt all the same. He wanted to get up. He had class. Somewhere. But he was so tired. He was so tired all the time. Mostly left alone, he had time to think. He did not want this. Yet, here it was. How bothersome. How rude. And then the nurse left the TV on. They did that so he wouldn’t be bored, and that was nice of them. There was a news program on. “Exiles: Heroes or Menace?” Barry had been effectively living under a rock. He didn’t know they’d kept it going. He’d received a phone call from Myrcelle of all people, asking if he minded if she borrowed some money. At the time he was buried in his studies and didn’t care. He told her so. What that the source of this…Exile House? He’d never imagined Blackrose could look so…strong. Myrcelle and Dreamer had changed, too.  Astra seemed the same, and Hummingbird was missing. Oh. She’d died. That was sad. And there were some many more. Flare. Stormy. Cory. Windstorm stopped his musing. Wendy had a successor, huh? There was a whisper in his ear. A voice nearly forgotten. Barely audible. “How long you gonna lie around, B?” He cried, sobbing inconsolably. For Wendy, who he’d loved like a sister. For Hummingbird, who he’d barely gotten to know. And for himself, who he’d almost killed with cowardice and stupidity. The week came to an end with him back on his feet. He entered law school properly. He took a normal pace. Ate and slept as much as any law student does. Got to know people. Made a few new friends. And when he graduated Summa Cum Laude three years later, he had connections to dozens of fledgling lawyers around the country. Money still wasn’t a problem, so he hung out his shingle as a street lawyer in Los Angeles. And about a year after that, with a growing reputation as an excellent (to his clients) and pain in the backside (to his opponents) lawyer, Blackrose came to visit.

 

It was an…interesting conversation, especially after Dreamer and Myrcelle showed up. Almost seven years after they parted, four old friends sat down and talked out what had driven one from the others. Barry admitted to being wrong about Blackrose. She was stronger than he could have ever imagined back then. For her part, she was just as surprised to be angry at the time. Hearing someone actually say how weak she was out loud sparked a fury she’d never felt before. Barry did, however, affirm that Dreamer’s manipulations were some serious shady stuff and not okay. Dreamer 100% agreed with him, but what else could he do? He didn’t make anyone do anything. He just got the right people in the right place at the right time to…be themselves. There was a chain reaction effect because of that pretty often, too. The conversation went back and forth, but eventually Barry agreed to both host and lead the Second Gen. As long as he got to do it his way.

 

Powers & Tactics:  Barry has one power with a few different applications. Their origin is most likely mutant genetics. There are not magical, divinely given, or the result of technology. He lacks a Phoenix spark inside. So, mutant genetics. He can project geometric planes. They can have what appears to be any height or width, but they have no depth and no thickness. They are solid objects, and extremely durable ones at that. In his year of lawyering, Barry practiced with his power for the first time in years and found them far stronger than he remembered. Originally, he could only project them for a second or two, but now there is effectively no time limit. He projects them around his body to protect him, further away to shield others, or inside of people or things to damage them. Training with the Second Gen, he discovered he could even move them around and now uses one to fly around on. He doesn’t seem to have any control over what color the planes are; that seems to be more or less random. Just like in textbooks!

 

To say Barry isn’t an offensive fighter would be an understatement. He doesn’t often take the field with the Second Gen, being as he’s the wise mentor and not the team leader. That would be Cavatina, and he doesn’t compromise her authority there. When he does take the field in a fight, expect him to use his Create Object to shield the team. If he’s take the field, after all, it’s because there’s something he doesn’t believe the Second Gen can handle on their own. If they are really struggling, even with him shielding them (or he already knows they would struggle that hard) then and only then will he pull out his own offensive powers.

 

Personality: Barry is not the same nervous kid he was eleven years ago. Who is? But he’s really grown up. He’s every bit the confident and smooth talking lawyer you might see on TV or in a movie. He oozes confidence, intellect, and competence at all times. Which is good, because he has no idea what he’s doing when it comes to superheroics. He’s practiced a little, but he still has far less experience than the rest of the O5. It does turn out, however, that his power is excellent for training rookie teen heroes. He knows more about combat that he thinks he does. No matter how old he gets or how accomplished he becomes, he will always underestimate himself. Aside from that, he’s a straight arrow. His ethics and morality are completely above reproach. He expects the same of the Second Gen and well, everyone else, really. And he will let you know if you’ve crossed the line. Politely enough if was just a mistake. But slimy shady folks who think they can skirt and bend the rules so they get what they want will receive his full wrath.

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Posted

Cavatina

 

Power Level: 10; Power Points Spent: 150/150

 

STR: +3 (16), DEX: +3 (16), CON: +3 (16), INT: +2 (14), WIS: +2 (14), CHA: +5 (20)

 

Tough: +3/+5, Fort: +7, Ref: +10, Will: +7

 

Skills: Acrobatics 5 (+8), Bluff 3 (+8), Diplomacy 3 (+8), Knowledge (art) 3 (+5), Knowledge (current events) 3 (+5), Knowledge (popular culture) 3 (+5), Notice 8 (+10), Perform (dance) 10 (+15), Perform (singing) 10 (+15), Sense Motive 8 (+10)

 

Feats: All-Out Attack, Attack Focus (melee) 4, Attack Specialization (Collapsible Quarterstaff (Strike 2)), Attractive (+4), Defensive Attack, Defensive Roll 2, Dodge Focus 6, Equipment 1, Evasion, Improved Defense, Improved Initiative, Power Attack, Skill Mastery (Bluff, Diplomacy, Perform (dance & sing)), Uncanny Dodge (Auditory)

 

Powers:

Collapsible Quarterstaff (Strike 2) (DC 20; Extended Reach (5 ft.), Mighty, Subtle (subtle))

Immunity 1 (rare descriptor: Own powers)

Song & Dance (Array 15) (default power: strike)

   Dark Dance (Emotion Control 10) (Array; DC 20; Perception Area (General), Secondary Effect, Selective Attack; Limited to Emotion (Fear & Despair), Range 2 (touch), Sense-Dependent (Visual))

   Dazzling Moves (Dazzle 10) (Array; affects: 1 type + visual - visual & auditory, DC 20; Perception Area (General); Range (touch), Sense-Dependent (Visual))

   Healing Song (Healing 10) (Array; DC 20; Action (standard), Perception Area (General); Limited to Others, Sense-Dependent (Auditory))

   Paralysis Dance (Paralyze 10) (Array; DC 20; Perception Area (General); Sense-Dependent (Visual))

   Sickening Dance (Nauseate 10) (Array; DC 20; Perception Area (General); Sense-Dependent (Visual))

   Song of Light (Emotion Control 10) (Array; DC 20; Perception Area (General), Secondary Effect, Selective Attack; Limited to Emotion (Calm & Hope), Range 2 (touch), Sense-Dependent (Auditory))

   Sonic Song (Strike 10) (Default; DC 25; Perception Area (General), Secondary Effect; Sense-Dependent (Auditory))

 

Equipment: Collapsible Quarterstaff [Collapsible Quarterstaff (Strike 2), DC 20; Extended Reach (5 ft.), Mighty, Subtle (subtle)]

 

Attack Bonus: +5 (Ranged: +5, Melee: +9, Grapple: +12)

 

Attacks: Collapsible Quarterstaff (Strike 2), +11 (DC 20), Dark Dance (Emotion Control 10) (DC Staged/Will 20), Dazzling Moves (Dazzle 10) (DC Fort/Ref 20), Paralysis Dance (Paralyze 10) (DC Staged/Will 20), Sickening Dance (Nauseate 10) (DC Fort/Staged 20), Song of Light (Emotion Control 10) (DC Staged/Will 20), Sonic Song (Strike 10) (DC 25), Unarmed Attack, +9 (DC 18)

 

Defense: +13  (Flat-footed: +4), Knockback: -2

 

Initiative: +7

 

Languages: English

 

Totals: Abilities 36 + Skills 14 (56 ranks) + Feats 23 + Powers 37 + Combat 24 + Saves 16 + Drawbacks 0 = 150

 

Age (as of Jan 2019): 30 (chronologically)/20 (biologically)

Height: 5’ 6”

Weight: 120 lbs.

Ethnicity: Mexican-American

Hair: Dark Brown

Eyes: Brown

 

Background: Tina Chavez was a young up and coming starlet on the independent music circuit. Her mother was her manager, and her father unknown. Without any siblings, it was the two of them taking on the world. Tina had it all. Beauty, charisma, an incredible voice, and a natural talent for dancing. Best of all, she was devoted to her craft, practicing out of a pure love for it rather than anything else. She had a bright future, so naturally this was when her powers emerged. At a concert, no less. Her dance moves inspired not awe, but nausea and vomiting. Others were paralyzed or left blind and deaf. Her singing voice, once a source of such joy, now beat her audience bloody. Remarkably, the incident didn’t outright end her career just as it was truly beginning. If she could get these new powers under control, a comeback was still possible. And therein lay the rub. They simply would not obey her. She could sing, but the chance of the notes turning on her audience was always there. She could dance, but she never knew when she’d put a foot a certain way and people would start screaming and/or puking. She was at her wits’ end and at the edge of despair when the Minstrel happened upon her. The Minstrel, as he explained, was the literal Spirit of Music. He (not that the spirit was always so) was in search of someone with power like his own. There were a few in every generation that had both the talent and devotion to music required to get the power. Not all of them did get it, but the very few that did, well…he liked to teach them how to use it. Someone less desperate may have questioned, but Tina did not. She agreed immediately, and went with the Minstrel. How long could it possibly take?

 

What followed was something Tina remembers like a dream. Traveling to many places (though it was never clear exactly how, besides walking for a day or two) and performing. The venues were never large and the towns they were in always small. Yet the Minstrel always had a rabid (if small) fanbase at every show. It was never clear to her if he simply showed up and grabbed a microphone, or if he’d somehow arranged something beforehand. She doesn’t know how many shows they performed, and she never got any of the names of the towns. The towns were clearly (based on the ethnicity of the crowds) on different continents, and sometimes she could swear they were in the past or the future. Yet there was never any language barrier. After many of the shows, a member of the Minstrel’s fanbase would lure him away. Tina would not see him again until the morning, and she was not fool enough to expect to. Like all things good and bad, their time together came to an end. After their last show (a smashing success even by their high standards), the Minstrel told Tina her training was complete, and turned to walk away to the next gig. She had one question. Some of his fanbase had known him for what appeared to be decades, and she thought she saw her own mother at a young age lead him away once. Was he her father? The Minstrel only smiled and told her she was a good girl. Then he sang a song that engraved itself into Tina’s memory forever. A song of an eternal child in the body of a near adult. Of the burdens and joys of love. Of the beauty that was the human soul, and the joyous duty one eternal child was given to foster it. It was nothing less than the Song of the Minstrel, and such beautiful music was scarcely heard in the world of mortals. Tina was overwhelmed, not by any mystic or divine power in the Song itself, but by the pure skill and talent of the singer. She wept in joy and despair all at once. By the time the last note died away, the Minstrel was gone and Tina was on the same street where she first met him.

 

What Tina Chavez did not know was that she had been gone for ten years, barely aging one in the interim. She had been given up for dead long ago. The reunion with her mother was…difficult. She had not taken the loss of her daughter well, falling into various addictions and vices. She had been clean and sober for some time. However, the realization of her dying hope was too much and she relapsed. Tina wanted to stay with her mother and help her begin recovery again, but it was equally clear her mother needed time to process her return. This left Tina completely at loose ends, until the appearance of Barry Holden. How the member of the original five became an Exile (of sorts) again is detailed in his own entry. Regardless, Tina needed purpose and Radical Dreamer knew it. With the Song of the Minstrel echoing in her mind for (she was dead certain) the rest of her life, she needed to do something good. Something right. Something important. Barry’s offer (to help him form and then lead the Second Gen) was right up her alley. Cavatina was born.

 

Powers & Tactics: Cavatina’s powers are more or less of divine origin, if you can call what the Minstrel is a god. They certainly aren’t from magic, cosmic power, or altered DNA, and she isn’t a Phoenix Mutate. Any information on the Spirit of Music is scant and often contradictory. The one thing they agree on is that the Spirit’s powers are divinely granted by the Almighty Himself. So, divine is as close as we’re gonna get. She can sing and dance normally without her powers activating, due to the Minstrel’s training. Her powers are intuitive, reacting to her intent when using them. She does not know what notes she is singing or how she is singing them. The same goes for the dance moves. Her songs achieve their results through subtle sonics, convincing the body or mind of what it should do and providing energy for the task in the case of her Healing Song. The Sonic Song, however, is the opposite. It bludgeons everyone who can hear it with pure sonic force. With her dances, it is viewing the pattern of her movements that causes the effect. Dark Dance and Paralysis Dance attack the mind, imparting negative emotions or convincing it that the body cannot move. Dazzling Dance and Sickening Dance attack the body, the movement patterns being so unpleasant to view that it causes physical distress. As her tenure with the Second Gen has gone on, she has been trained by Tigress in martial arts and use of the quarterstaff. Her powers are indiscriminate and she was in need of something more precise. She does not, however, have Tigress’s skill as yet.

 

Of all the Second Gen, Cavatina is the most likely to end up intentionally fighting alone. As previously stated, her powers are indiscriminate and harming her teammates is the last thing she wants to do in a fight. With that said, no one on the team has radius vision, so she’ll bust a move if they’re all looking away or otherwise unable to see her. If they have a round of time she’ll take the opportunity to use her Song of Light to buff the team, or sing a Healing Song if anyone (including Stoker) is injured. And of course, she’ll counter fear or despair effects used on her team with Song of Light, unless buffing the enemy is making a bad situation worse. Her favorite power stunt, naturally, is applying Selective Attack to one of her songs or dances. It is a challenging thing for her to do, so it has not yet entered her regular repertoire. It is possible for her to do some kind of Stunning Dance, should she be inspired, and a Boost Song w/Total Fade (to something that doesn’t affect combat caps, of course) is also possible.

 

Personality: Cavatina loves music. Specifically, she loves performing. The connection between artist and audience is a special one, something no one who only composes could ever understand. There’s energy there, something (metaphorically) electric in reaching a given audience and having them respond. You can touch their heart and soul if you’re good enough, and the very best can leave people forever changed for the better. Her life, before her powers emerged, was centered around doing that. Her time with the Minstrel (especially the Song) taught her that she didn’t have to be on a big stage to touch hearts and souls. She didn’t need a stage at all. Or maybe it was Shakespeare (that was who said it, right?) who had it right; that all the world’s a stage. So she chases it still. The connection. Not for its own sake any longer, but instead for the sake of those who would be changed. If enough people change for the better, than the world itself will change. So…yeah, Cavatina’s a friendly and open Japanese style idol. She doesn’t have the cutesy mannerisms, just the typical personality type. It isn’t entirely an act, either. She’s really that kind of a person, with a fundamental decency and moral core you just don’t find every day. However, she is a person and not a doormat. So anyone who takes unwanted liberties (with her or anyone else) is going to get a rougher side of her tongue. Much like Morphin, she’ll willingly listen to the advice of older and more experienced heroes. Also much like Morphin (and every other Exile, really) she’s entirely unwilling to be bossed around by said heroes. She is, however, probably the nicest about it.

Posted

Stoker

 

Power Level: 10; Power Points Spent: 150/150

 

STR: +2 (14), DEX: +3 (16), CON: +5 (20), INT: +0 (10), WIS: +0 (10), CHA: +2 (14)

 

Tough: +10, Fort: +10, Ref: +7, Will: +5

 

Skills: Acrobatics 7 (+10), Bluff 8 (+10), Intimidate 8 (+10), Knowledge (popular culture) 8 (+8), Notice 7 (+7), Sense Motive 7 (+7), Stealth 7 (+10)

 

Feats: All-Out Attack, Attack Focus (melee) 5, Attack Specialization 2 (Claw Attacks (Array 6)), Attractive (+4), Dodge Focus 5, Improved Critical (Multiclaw (Strike 4)), Improved Critical (Strong Claw (Strike 4)), Improved Initiative, Power Attack, Takedown Attack, Uncanny Dodge (Scent)

 

Powers:

Batlike Wings (Flight 5) (Speed: 250 mph, 2200 ft./rnd; Power Loss (Restrainable))

Claw and Fangs (Array 6) (default power: strike)

   Blood Drain Bite(Drain 6) (Array; drains: single trait - con, DC 16)

   Multislash (Strike 4) (Array; DC 21, Feats: Improved Critical (Multiclaw (Strike 4)); Autofire (interval 2, max +5) [2 extra ranks]; Mighty)

   Strong Slash (Strike 4) (Default; DC 21, Feats: Improved Critical (Strong Claw (Strike 4)); Penetrating [2 extra ranks]; Mighty)

Immunity 2 (aging, poison; Limited - Half Effect)

Protection 5 (+5 Toughness)

Regeneration 26 (ability damage 5 (recover 1 / minute), recovery bonus 4 (+4 to recover), recovery rate (bruised) 3 (recover 1 / round without rest), recovery rate (disabled) 6 (recover 1 / round), recovery rate (injured) 4 (recover 1 / round), recovery rate (staggered) 4 (recover 1 / round); Persistent, Regrowth)

Super-Senses 4 (accurate: Normal Scent, acute: Normal Scent, extended: Normal Scent 1 (-1 per 100 ft))

 

Attack Bonus: +5 (Ranged: +5, Melee: +10, Grapple: +12)

 

Attacks: Blood Drain Bite (Drain 6), +14 (DC Fort/Staged 16), Multislash (Strike 4), +14 (DC 21), Strong Slash (Strike 4), +14 (DC 21), Unarmed Attack, +10 (DC 17)

 

Defense: +10  (Flat-footed: +3), Knockback: -5

 

Initiative: +7

 

Languages: Native Language

 

Totals: Abilities 24 + Skills 13 (52 ranks) + Feats 18 + Powers 61 + Combat 20 + Saves 14 + Drawbacks 0 = 150

 

Age (as of Jan 2019): 17 (biologically 14)

Height: 5’ 5”

Weight: 130 lbs.

Ethnicity: African American/bat-like thing?

Hair: Black

Eyes: Black

 

Background: Darrell Brown was an ordinary kid living an unremarkable life. This would have continued, but the Agency (the same lab that produced Jessica Alton, mother of Tigress) needed new test subjects and so Darrell Brown disappeared. His family and the authorities performed a comprehensive search. Unfortunately, he was both poor and black, and so after an dispiritingly short amount of time the authorities gave him up for dead. His family never did. Darrell was not dead, of course. He was having his genetics played with to achieve a desired result. It didn’t work quite the way the Agency lab wished it had, but they did seem to have a new super soldier. He was put through training, brainwashed and conditioned to be an obedient, if needlessly savage killer. For all intents and purposes, Darrell Brown no longer existed. He was sent on missions and reconditioned so he would not remember after each one. Then one day the First Gen (guided by intel from none other than Radical Dreamer) descended on the lab like the Wrath of God. They destroyed the building down to the foundations (mostly thanks to Magi) and rescued the imprisoned experiments. Almost all of them hadn’t been subjected to nearly as much experimentation, brainwashing, and conditioning as poor Darrell, so they remembered their names, and where they’d lived. The remainder was moved into Exile House. To say that Darrell was not prepared to be an independent being was a rather large understatement. He was easily confused and prone to berserker rages. The thing that broke through all of that (and his conditioning) was a Song of Light from Cavatina. He says he doesn’t remember any of his missions, but sometimes his teammates catch him just…staring off in the distance. His memories of before he was taken are hazy at best. He remembers his mother, but not her face or her name. His name is still a mystery. The Agency only saw him as Experiment 2399. It was not a good name, or one he remembered with fondness. So he needed another. He picked Stoker for it’s less than blatantly obvious connections to his powers.

 

Powers & Tactics: Stoker is a genetic experiment. The scientist in charge wanted to know if the powers and abilities of a vampire could be reproduced in a human being. Unfortunately, the mystical being what it is, the experiment was a failure. A failure that left Stoker as a fanged bat/human hybrid. He has bat like wings on his back, razor sharp claws on his hands, and can regenerate from seemingly any injury. His sense of smell was heightened to the degree that he doesn’t need to see a target to successfully attack it. His regenerative abilities are to the degree that both poison and the aging process are significantly weakened. The downside of his powers is that he can no longer digest solid food and is restricted to a liquid diet. Furthermore, his senses of smell and taste were altered so that the blood of carbon based mammals (especially humans) is essentially the most appetizing and delicious thing possible. His regeneration is powered by his metabolism, and significant injuries can leave him ravenous in a world full of people who smell absolutely delicious.

 

Tactically, Stoker isn’t complicated. He’s neither smart nor wise enough to do anything other than what he was trained to do. Claw the enemy until they stay down. These days, of course, he keeps his attack on the non lethal damage side. In fact, he’s actually quite reckless knowing his Regeneration will save him from death. His intention is to do his best to end the fight before having to regenerate leaves his teammates smelling like lunch instead of friends. His mind and will are still weak from being brainwashed and conditioned and thus trickery (in or out of combat) works far easier on him than any other Exile.

 

Personality: Stoker is quiet, and reserved. When he does speak, it’s in short clipped sentences. The conditioning is broken and his mind is his own, but…he doesn’t seem to know how to be a person. He is unsociable at best, preferring to brood in his room. He volunteers little about what he’s thinking or feeling. He has few possessions and can be ready for a mission (or, because the Exiles’ awful luck, action) at a moment’s notice. None of these are conscious behaviors, and he can be easily drawn out as the shy, emotionally damaged young man he is. He has likes and dislikes, he simply doesn’t act on them unless prompted. Fortunately, all of his teammates have personalities too large (especially Electric Lady) to allow him to go unprompted for long. And he’s improving incrementally day by day.

Posted

Electric Lady

 

Power Level: 10; Power Points Spent: 150/150

 

STR: +0 (10), DEX: +1 (12), CON: +2 (14), INT: +5 (20), WIS: +0 (10), CHA: +10 (14/30)

 

Tough: +2/+8, Fort: +7, Ref: +7, Will: +10

 

Skills: Acrobatics 4 (+5), Craft (electronic) 10 (+15), Craft (mechanical) 10 (+15), Knowledge (physical sciences) 10 (+15), Knowledge (technology) 10 (+15), Notice 10 (+10), Sense Motive 10 (+10)

 

Feats: Attack Focus (ranged) 5, Attack Specialization (Electrical Control (Array 12)), Attractive 2 (+8), Defensive Roll 2, Dodge Focus 5, Improvised Tools, Inventor, Move-by Action, Power Attack, Skill Mastery (Craft (elec & mech), KN (phys sci & tech)), Uncanny Dodge (Auditory)

 

Powers:

Electro-Gauntlets (Device 7) (Hard to lose)

   Electrical Control (Array 12) (default power: blast)

      Chain Lightning (Blast ? (Default; DC 23; Autofire (interval 2, max +5))

      Electro-splosion (Blast ? (Array; DC 23; Burst Area (40 ft. radius - General))

      Taser Blast (Stun ? (Array; DC 18; Range (ranged))

   Shock Resistant (Immunity 10) (common descriptor: Electricity; Limited - Half Effect)

Magneto-Suit (Device 6) (Hard to lose)

   Magnetic Leaping (Leaping 3) (Jumping distance: x10)

   Magnetic Shield (Force Field 4) (+4 Toughness)

   Magnetic Speed (Speed 3) (Speed: 50 mph, 440 ft./rnd)

   Personal Magnetism (Enhanced Charisma 16) (+16 CHA)

   Static Cling (Super-Movement 2) (wall-crawling 2 (full speed))

 

Attack Bonus: +5 (Ranged: +10, Melee: +5, Grapple: +5)

 

Attacks: Chain Lightning (Blast 8), +12 (DC 23), Electro-splosion (Blast ? (DC 23), Taser Blast (Stun 8), +12 (DC Fort/Staged 18), Unarmed Attack, +5 (DC 15)

 

Defense: +10  (Flat-footed: +3), Knockback: -4

 

Initiative: +1

 

Languages: English

 

Totals: Abilities 20 + Skills 16 (64 ranks) + Feats 21 + Powers 52 + Combat 20 + Saves 21 + Drawbacks 0 = 150

 

Age (as of Jan 2019): 18

Height: 5’ 4”

Weight: 110 lbs

Ethnicity: African American

Hair: Black

Eyes: Dark Brown

 

Background: Janelle Brown was a prodigy from an early age. She excelled in school and had plenty of friends. Her ego quickly swelled to legendary proportions, but she always backed it up. Seemingly fearless, the girl did things with electromagnetism nobody else would dream of and then charmed her way out of the inevitable problems. So what if people got hurt or property got damaged? She was entirely too awesome to worry about such petty details. Besides, injuries healed and property damage could be fixed. She didn’t understand what all the fuss was about. Her reckless approach to life finally hit a wall in high school, where a no nonsense principal and staff proved immune to her famous charm. Whatever was an awesome prodigy to do, but science her way around the problem? She developed the prototype of the Magneto-Suit. The brain and nervous system uses electrical impulses to convey information, so why not use electromagnetism to influence that? Simple solutions to simple problems. Just like that, her famous charm was back on track. She could be as awesome as she wanted, and skate scot free. But she’d learned that charm had its limits. If she wanted to truly be free to be her most electrically awesome self, she needed more than to just influence brain patterns. She needed to control them. Then her adoring public could be even larger. Icing on the cake, baby. She walked back into her lab at home to find Blackrose, Radical Dreamer, and Barry Holden waiting for her. Huh. She’d never thought of being a superhero before. Saving lives just because? Who does that? Not awesome. But the opportunity to test her combat mods without having to charm her way out of a lawsuit or worse? Definitely awesome. Getting her face on TV kicking bad guy booty in her inimitably awesome fashion? Oh, that’d be electrically awesome, babes. Just one more charming of the ol’ parents, and Electric Lady was born. (This was a very good thing, as her desire to use Mind Control would have quickly escalated to using Continuous Mental Transform. An entire neighborhood or more could’ve been lost, in addition to Janelle herself. She was not the kind of person you wanted to be able to control minds, let alone alter entire personalities on a permanent basis. And doing that is a kind of murder. Janelle would have never been the same, and Dreamer knew it.)

 

Powers & Tactics: Electric Lady has no superhuman powers of her own. She is a technological prodigy, especially with electromagnetism. With this, she has two devices she uses for superhuman abilities. Her Electro-Gauntlets allow her to generate and control electricity. She uses them to deal damage. As a side benefit, they significantly decrease electricity’s ability to affect her. Her Magneto-Suit has a low level force field, lets her jump far higher and run far faster, cling to walls with her hands and feet, and the most important one. The one was that was luring her into destroying both any hope of EL being heroic and the minds of hundreds if not thousands of people. Radiant electromagnetic waves radiate out from her, subtly tweaking the brainwaves of everyone around her to see her as a walking charisma factory. It doesn’t change or control minds on its own. It simply makes the minds around her more receptive to whatever she might be saying or doing.

 

Tactically, Electric Lady does everything with style. Even though her powerset labels her a blaster, she’s never going to just stand there and blast away. She’s always in constant motion. Running up walls. Leaping through the air. Striking poses. She’d never do anything so dull as stand and shoot. Unless she was making something explode behind her. Cool girls don’t look at explosions, after all. Electricity is a bit versatile as an offensive power, so she’ll power stunt if she has to or she gets an awesome idea. She has learned how to both use Mind Control and Continuous Mental Transform. They can technically be stunted off the Enhanced Charisma, but she’s never used the latter and you wouldn’t need a second hand to count the number of times she’s used the former. Very much an absolute emergency power.

 

Personality: Electric Lady is the poster child for the Awesome Ego character trope. If her ego was a physical object, it would likely dwarf the Sun. it does not, however, manifest in the customary superiority complex and mocking of her inferiors. She doesn’t brag that she’s awesome and you’re not, because why tell when you can show? As such she does just about everything in a flashy, ultra-flamboyant way. Naturally, people who think she’s the lamest thing ever will effortlessly get under her skin, provided she can’t see through it if it’s a ruse. In the beginning, she genuinely didn’t understand why doing the hero thing mattered. She was in it for the glory. Though over time, something shifted, and she gets it. Other people are, well, people. It started with Miss Fist, extended to the Second Gen, then the rest of the Exiles, and lastly to people in general. It is no longer “look at how awesome I am, fanboys and girls, and worship me in my awesomeness”. Well…it is, but not in the “Dance, my puppets” way. It’s the “Yes I, Electric Lady the superhero, am the perfect person to idolize, good job” way. Turns out, being a positive role model is far more electrically awesome than being worshipped as a goddess. Who knew? Maybe one day there’ll be a million Electric Ladies. EL is deeply, deeply in lust with Miss Fist. There’s love, yes, but big beautiful muscle girl. Send help, says EL, for she is so gay.

Posted

Opera

 

Power Level: 10; Power Points Spent: 150/150

 

STR: +2 (14), DEX: +5 (16/20), CON: +2 (14), INT: +5 (16/20), WIS: +2 (14), CHA: +2 (14)

 

Tough: +2/+9, Fort: +7, Ref: +10, Will: +7

 

Skills: Acrobatics 10 (+15), Bluff 8 (+10), Diplomacy 8 (+10), Gather Information 8 (+10), Knowledge (arcane Lore) 10 (+15), Knowledge (theology & philosophy) 10 (+15), Notice 8 (+10), Sense Motive 8 (+10), Stealth 10 (+15)

 

Feats: Acrobatic Bluff, Attack Focus (melee) 5, Attack Specialization (Ghostscar (sword) (Device 2)), Defensive Roll, Dodge Focus 5, Improved Critical (Ghostscar Strike (Strike 6)), Luck, Power Attack, Ritualist, Skill Mastery (Acrobatics, KN (arcane lore & theo/philo), Stealth), Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Ghostmail (Device 2) (Hard to lose)

   Impervious Toughness 8 (Limited (to Damage from Insubstantial targets))

   Protection 6 (+6 Toughness)

Ghostscar (sword) (Device 2) (Easy to lose)

   Ghostscar Strike (Strike 6) (DC 23, Feats: Improved Critical (Ghostscar Strike (Strike 6)); Affects Insubstantial 2 (full power), Mighty)

Half-Elven Physiology (Container, Passive 3)

   Enhanced Dexterity 4 (+4 DEX)

   Enhanced Intelligence 4 (+4 INT)

   Immunity 4 (aging, disease, sleep, starvation & thirst; Limited - Half Effect)

   Leaping 1 (Jumping distance: x2)

   Super-Senses 4 (extended (type): Visual 1 (-1 per 100 ft), low-light vision, ultra-hearing)

Utility Magic (Array 7) (default power: morph)

   Cure Spell (Healing 3) (Array; DC 13; Action (standard), Restoration)

   Disguise Spell (Morph 7) (Default; morph: broad group - humans, +35 Disguise)

   Mystic Bolt (Blast 5) (Array; DC 20; Accurate 4 (+8))

   Telekinesis Spell (Move Object 7) (Array; Strength: 35, Carry: 1.1k / 2.1k / 3.2k / 3.2 tons)

   Teleport Spell (Teleport 4) (Array; 400 ft. as move action, 1 mile as full action; Accurate; Change Direction, Change Velocity)

   Transmutation Spell (Transform 3) (Array; affects: broad > broad - inorganic to inorganic, Transforms: 5 lbs., DC 13; Duration (continuous); Action (full), Distracting)

 

Attack Bonus: +5 (Ranged: +5, Melee: +10, Grapple: +12)

 

Attacks: Ghostscar Strike (Strike 6), +12 (DC 23), Mystic Bolt (Blast 5), +13 (DC 20), Transmutation Spell (Transform 3), +5 (DC Fort 13), Unarmed Attack, +10 (DC 17)

 

Defense: +10  (Flat-footed: +3), Knockback: -8

 

Initiative: +5

 

Languages: English

 

Totals: Abilities 28 + Skills 20 (80 ranks) + Feats 19 + Powers 48 + Combat 20 + Saves 15 + Drawbacks 0 = 150

 

Age (as of Jan 2019): 36 (biologically 18)

Height: 6’ 1”

Weight: 175 lbs.

Ethnicity: Half-Elven (human parent was apparently Polynesian)

Hair: White

Eyes: Sea Blue

 

Background: Opera is a half elf born in the realm of the Fae to a minor noble house. A young elf woman’s dalliance with a human went a bit further then her family anticipated. To be accepted back by her family, the young woman turned the boy into a servant rather than a son. He quickly learned he was an unwanted existence no one cared enough to properly dispose of. Being seen or heard outside of his servant duties carried stiff punishments. He still bears the scars. The years wore on and the noble house rose in the ranks of the Seelie Court, enough to be invited to one of the Queen’s legendary banquets. Opera, as a servant, was required to attend and see to his former mother’s every need. When the banquet began, he knew instinctively to leave. He found himself in the halls of the Queen’s indescribably beautiful palace. He roamed about until he found a certain old, disused room. In it were enchanted weapons and armor from ages past, carefully labeled and placed on suitable racks for display. It was a treasure horde to rival any on Earth. A poor boy, abused and unloved for his entire existence for the mortal sin of being born, had a moment of savage anger. Here were such nice things, while he wore rags. Rich food and drink was being consumed in the banquet hall, while he had to make do with scraps and dirty water. One object here was afforded more tender loving care on the day it was put here than he had received in his entire life. It wasn’t right. It. Wasn’t. Right. The boy saw nothing but red, and when he came to he was far away from the Queen’s palace. The sounds of terrible hounds were on the wind. His heart beat furiously in his chest, as he had apparently been running for a long time. And in his arms he had a greatsword and coat of mail. The hounds grew closer, and he ran. Soon he tripped, fell, and found himself in an entirely different world. A world of shaped stone and strange metal carriages. A small black haired girl extended a hand to help him up. “Come with me if you want to live.” She said, smiling. “I always wanted to say that.” He took Blackrose’s hand and became Opera the Exile. Opera, as in Phantom of the. It seemed…fitting.

 

Powers & Tactics: Opera is a Half-Elf, which grants him several minor abilities. His agility and intellect are above human baseline. Time’s passing, diseases and lack of rest or sustenance have a weaker effect on him than normal humans. He leap great heights by comparison, and his sight and hearing are especially keen. His main methods of attack and defense are the stolen greatsword Ghostscar and the Ghostmail. Ghostscar is enchanted to be fully effective against ghosts and spirits. The Ghostmail is enchanted to better resist the attacks of ghosts and spirits. Opera has trained long and hard to wield both effectively in combat, and is now an expert swordsman. In addition to this, solo study (with occasional careful tutelage from Blackrose or Magi) has resulted in his learning several magic spells. They mostly serve as general utility.

 

In combat, Opera is a swordsman, relying on his blade to do damage to the enemy. He is neither reckless nor overly cautious, unless an enemy has earned his special enmity. He does prefer to approach via Stealth and make the first blow a decisive Power Attack. However, being an Exile (with their awful luck) makes that…challenging. He doesn’t tend to use his magic in combat, reserving it for other situations. He prefers to keep his Disguise Spell up as often as possible, so that no Seelie agents can recognize him. With that said, if he can’t reach an enemy with Ghostscar and a Teleport Spell he is not above using a Mystic Bolt or throwing something big and heavy with his Telekinesis Spell. His Cure Spell is for emergencies, and Transmutation has too many downsides (low power & requires too much of his concentration to cast) for use in combat.

 

Personality: Opera is an Exile to the marrow of his bones and the last dregs of his soul. He detests formal authority in all its forms and reserves a special hatred for those who would harm children. He is kind to children, especially poor ones. Older heroes may have his respect, but never his deference. He remembers what it was like to have nothing, and thus has no love for the wealthy. He also remembers what it was like to be unwanted and unloved. Years later, bathed in what it means to be an Exile (surrogate family acquired), the core of him is still a lonely boy. He has not and may never shake the nagging feeling of being an unnecessary thing. He harbors a deep and abiding anger at the Fae side of his family for this, so much so that he has effectively deleted the Elven language from his memory. Outside of this he is quiet and respectful, never saying much. Old habits die hard.

Posted

Miss Fist

 

Power Level: 10; Power Points Spent: 150/150

 

STR: +12 (20/35), DEX: +1 (12), CON: +10 (20/30), INT: +0 (10), WIS: +2 (14), CHA: +5 (20)

 

Tough: +10/+12, Fort: +10, Ref: +5, Will: +7

 

Skills: Acrobatics 4 (+5), Intimidate 8 (+15), Language 4 (+4), Notice 8 (+10), Sense Motive 8 (+10)

 

Feats: All-Out Attack, Attack Focus (melee) 4, Attack Specialization 2 (Throwing), Attractive (+4), Interpose, Power Attack, Startle, Takedown Attack, Uncanny Dodge (Auditory)

 

Powers:

Alien Physiology (Container, Passive 9) (Innate)

   Enhanced Constitution 6 (+6 CON)

   Enhanced Strength 7 (+7 STR)

   Growth 4 (+8 STR, +4 CON, +1 size category; Permanent)

   Impervious Toughness 10

   Super-Strength 5 (+25 STR carry capacity, heavy load: 204.8 tons; +5 STR to some checks)

Combat Training (Container, Passive 2)

   Leaping 1 (Jumping distance: x2)

   Protection 2 (+2 Toughness)

   Speed 1 (Speed: 10 mph, 88 ft./rnd)

   Super-Movement 2 (slow fall, swinging)

   Super-Strength 1 (+5 STR carry capacity, heavy load: 204.8 tons; +1 STR to some checks)

 

Attack Bonus: +4 (Ranged: +4, Melee: +8, Grapple: +25/+31)

 

Attacks: Unarmed Attack, +8 (DC 27)

 

Defense: +8  (Flat-footed: +4), Size: Medium/Large, Knockback: -15

 

Initiative: +1

 

Languages: Alien Language 1, Alien Language 2, Alien Language 3, English, Native Alien Language

 

Totals: Abilities 36 + Skills 8 (32 ranks) + Feats 13 + Powers 56 + Combat 28 + Saves 9 + Drawbacks 0 = 150

 

Age (as of Jan 2019): 18 Earth years, 36 native

Height: 11’

Weight: 1200 lbs.

Ethnicity: Extraterrestrial (light blue skin)

Hair: Dark Blue

Eyes: Dark Blue

 

Background: Miss Fist was born puny (by her race’s standards, anyway). When war broke out between her intergalactic empire and another, she only wanted to serve. However, she just didn’t have the size and strength of even a rank and file soldier. She had a brave and loyal heart inside a frame that was too small and weak. However, there was a certain government program, designed to create a new kind of soldier. Special hormone treatments. Highly invasive surgeries. Brutal physical training. She didn’t care. She signed up. The final phase required bombardment by a special kind of radiation in a specially designed chamber. The head scientist threw the switch, and as the radiation did its work a enemy saboteur assassinated him and set off a bomb. The equipment and the scientist’s notes were destroyed, but inside the chamber Miss Fist had changed. No longer was she small and puny. Her size and musculature had increased dramatically. However, the bomb was not an ordinary bomb, and when she stepped out of the chamber a new person she was not on her home planet anymore. The people on this world were weak and fragile creatures, more than she ever was. They were small, and easily frightened by the presence of a true warrior. And they were all the wrong color. Fortunately, she was good at languages, and picked up their…English…quickly, only to learn they didn’t even have space travel. And even if she did…it was entirely possible she was in the wrong galaxy. Disheartened, Miss Fist sat down. She was stuck here, on this world where the years went by too slowly, everything was too small for her to use, and everyone was terrified by her mere existence. She began to feel lonely, and sad. All she wanted was to fight the good fight. Fortunately, this was when Cory (directed by Radical Dreamer, naturally) found her. In the Exiles and the Second Gen, Miss Fist has found a place where she can fight the good fight. She does not know (or really understand) that her people were a brutal empire of conquest and thus the bad guys in that war, as evidenced by their willingness to experiment on and then send to the horrors of war (if the experiment proved a success) a young teenage girl. The saboteur was a rebel desperate for freedom, and his spatial distortion bomb claimed his life. She also does not know that the moments between the beginning of the bomb going off and her opening the chamber spanned several Earth decades and her people both gave up on and forgot about her long ago.

 

Powers & Tactics: Miss Fist is an alien from a faraway galaxy. Her race is gigantic by human standards, with average males coming in at eleven feet, 8 inches tall and average females a foot shorter. Even without the greater size, they would surpass the average human in physical strength and durability. Miss Fist, due to the experimental process performed on her, is near the peak of her race’s capability in those areas. She is also unexpectedly fast and agile for someone her size.

 

Miss Fist, like her combat trainer Cory, is not a complex fighter. She punches the enemy until they stop getting up. She will Interpose for more fragile teammates, like Cavatina or Electric Lady. But generally speaking she’ll find the toughest looking enemy and pound them to the ground. Rinse and repeat.

 

Personality: Miss Fist is a paragon of all the (perceived) values of her people. She fights for truth, justice, and the Imperial way. Might makes right, and who is mightier than the honest and just? The mighty make the rules and the weak must obey. However, if the rules are not fair and just the mighty leave themselves vulnerable to destruction. And plenty more just like that. Naturally, this was all propaganda and “might makes right” was the only truth to which her empire subscribed. But she believed it and so she is honest to a fault, fair to all, and a great pursuer of justice. Anyone she can beat in a fight will get these things, but not kindness, compassion, or respect. These are reserved for those who can beat her in a fist fight. As such, she has great respect for Myrcelle and Cory. Her English is still broken in a curiously Russian way. She still makes perfect sense, but it’s still wrong to native speakers. She’s a hugger, all 11 feet and over a half ton of her. Hugs for her tiny friends. She is dating Electric Lady, and their relationship is a heck of a thing to witness. She loves her tiny clever girlfriend with all her giant heart. Her enthusiasm for life and her friends is infectious, and she’s generally a happy young (alien) woman. But she does grow homesick, and no longer smiles until Cavatina sings her a lovely Song of Light. She will get home someday. She swears it.

Posted

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.

Posted

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.

Posted

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.

Posted

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.

Posted

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.

Posted

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.

Posted

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.

Posted

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.

  • 10 months later...
Posted

Frostee

 

Power Level: 6; Power Points Spent: 120/120

 

STR: -2 (6), DEX: +1 (12), CON: -2 (6), INT: +0 (10), WIS: +2 (14), CHA: +3 (16)

 

Tough: -2/+6, Fort: +3, Ref: +5, Will: +7

 

Skills: Acrobatics 4 (+5), Bluff 7 (+10), Concentration 8 (+10), Diplomacy 7 (+10), Gather Information 7 (+10), Knowledge (physical sciences) 5 (+5), Language 2 (+2), Notice 6 (+8), Sense Motive 6 (+8)

 

Feats: Accurate Attack, All-Out Attack, Power Attack, Precise Shot, Uncanny Dodge (Auditory)

 

Powers:

Alien Biology (Container, Passive 3)

   Frigid Flesh (Immunity 11) (common descriptor: Ice/Cold, environmental condition: Heat)

   Radiating Cold (Environmental Control 1) (cold (extreme), Radius: 5 ft.; Selective Attack; Range (touch); Precise)

   Thermal Vision (Super-Senses 1) (infravision)

Cold Channeling (Array 12) (default power: blast)

   Frigid Bonds (Snare ? (Array; DC 18; Constricting)

   Hard Ice Objects (Create Object ? (Array; Max Size: 8x 5' cubes, DC 18; Movable (Radius: 40 ft., Strength: 40, Force: 3.2 tons))

   Penetrating Cold (Blast ? (Default; DC 23; Penetrating)

Frozen Armor (Force Field ? (+8 Toughness; Impervious [6 ranks only])

Ice Riding (Flight ? (Speed: 2500 mph, 22000 ft./rnd; Platform)

Shaved Ice Maker (Features 1) (Notes: Can make shaved ice. Flavoring not included.)

 

Attack Bonus: +4 (Ranged: +4, Melee: +4, Grapple: +2)

 

Attacks: Frigid Bonds (Snare 8), +4 (DC Ref/Staged 18), Penetrating Cold (Blast 8), +4 (DC 23), Unarmed Attack, +4 (DC 13)

 

Defense: +6  (Flat-footed: +3), Knockback: -6

 

Initiative: +1

 

Languages: English, Native Alien Language, Other Alien Language

 

Totals: Abilities 4 + Skills 13 (52 ranks) + Feats 5 + Powers 64 + Combat 20 + Saves 14 + Drawbacks 0 = 120

 

Age (as of Jan 2019): 18 Earth years

Height: 6’

Weight: 150 lbs.

Ethnicity: Extraterrestrial (light blue skin)

Hair: White

Eyes: Light blue

 

Background: Frostee is an alien from a monogendered species. They were kidnapped and enslaved for a few years, but their owner’s ship crashed in LA Bay after they discovered their powers and fought back. They did not know where they were in the universe (or where home was) and they needed a place to stay, so Barry recruited them into the Exiles. Frostee has been at Exile House LA since it opened. They were there with Cavatina and Barry on the very first day. They were the unofficial sixth member of the Second Gen until being critically injured on a mission. Priestess’s powers don’t work very well with Frostee’s biology strangely enough, and human medical science isn’t advanced enough. So now, Frostee gets around with two special canes (the ones that have the wraps around the elbows), as leaving ice everywhere would be very rude. They serve as more or less the den parent when Barry is away or busy. It’s easy to cool down arguments when you’re a cold controller. And having shaved ice on request is a good way to make kids like you.

 

Powers & Tactics: Frostee is an alien from another planet. They are naturally immune to cold and environmental heat, can see in the infrared spectrum, and even emit a small field of bitter cold. It is this last power that Frostee has learned to channel. They say all of their people can do this, but maybe they’re especially powerful? They don’t know. They make ice. Ice to blast enemies with. Ice armor. Simple shapes of ice. Ice platforms to ride on. Ice to hold enemies in place. Their injuries have not decreased the power of these abilities, either.

 

All of the “.5” Gen are not meant to participate in combat. With that said, Frostee will throw their self at enemies to make sure the rest can escape. And if pressed, just because they’re disabled doesn’t mean they’ve forgotten how to fight like an Exile. They will keep mobile using Ice Riding. Plan A is to block line of sight and movement with Hard Ice Objects. Plan B is to hit the enemy with Frigid Bonds. Plan C is Penetrating Cold. They can technically power stunt, but it is hard on their disabled physique and so they try not to. Still, they have access to any power stunt an ice/cold controller would have access to.

 

Personality: Frostee is…weird. In the same way that Stormy is…weird. They’re monogender, she’s an amphibian. Both grew up not knowing anything else. Both are missing a significant component of the human experience and thus don’t entirely understand human society. The difference between them is that Stormy is more cerebral, while Frostee is a warm, cheerful soul. They are trying to make the best of their current situation. And of course, the heart of a hero still beats in Frostee’s chest. Even if they can’t act on it anymore.

Posted

Steeltoe

 

Power Level: 6; Power Points Spent: 90/90

 

STR: +1 (12), DEX: +3 (16), CON: +1 (12), INT: +1 (12), WIS: +3 (16), CHA: +1 (12)

 

Tough: +1/+3, Fort: +3, Ref: +7, Will: +3

 

Skills: Acrobatics 7 (+10), Bluff 6 (+7), Craft (chemical) 4 (+5), Diplomacy 4 (+5), Gather Information 4 (+5), Knowledge (physical sciences) 4 (+5), Notice 5 (+8), Sense Motive 5 (+8), Stealth 5 (+8)

 

Feats: Acrobatic Bluff, Attack Focus (melee) 4, Attractive (+4), Defensive Roll, Dodge Focus 4, Equipment 4, Improvised Tools, Inventor, Lionheart 2, Power Attack, Takedown Attack, Taunt

 

Powers:

Flash Bomb (Dazzle 4) (affects: visual senses, DC 14; Burst Area (20 ft. radius - General))

Glue Bomb (Snare 4) (DC 14; Burst Area (20 ft. radius - General))

Sleep Gas Bomb (Fatigue 4) (DC 14; Cloud Area (20 ft. diameter, lingers - General), Range (ranged))

Smoke Bomb (Obscure 4) (affects: visual senses, Radius: 50 ft.; Independent, Total Fade)

Stink Bomb (Nauseate 4) (DC 14; Cloud Area (20 ft. diameter, lingers - General), Range (ranged))

Kinetic Metal Feet (Container, Passive 3)

   Absorb Impact (Super-Movement 1) (slow fall; Limited (Only when landing on feet))

   Metal Feet (Protection 1) (+1 Toughness)

   Steel Toed Kick (Strike 3) (DC 19; Penetrating [1 extra rank]; Mighty)

   Stomp Jump (Leaping 5) (Jumping distance: x50)

 

Equipment: Homemade Chemical Bombs (Flash Bomb [Flash Bomb (Dazzle 4), affects: visual senses, DC 14; Burst Area (20 ft. radius - General)], Glue Bomb [Glue Bomb (Snare 4), DC 14; Burst Area (20 ft. radius - General)], Sleep Gas Bomb [Sleep Gas Bomb (Fatigue 4), DC 14; Cloud Area (20 ft. diameter, lingers - General), Range (ranged)], Smoke Bomb [Smoke Bomb (Obscure 4), affects: visual senses, Radius: 50 ft.; Independent, Total Fade], Stink Bomb [Stink Bomb (Nauseate 4), DC 14; Cloud Area (20 ft. diameter, lingers - General), Range (ranged)])

 

Attack Bonus: +4 (Ranged: +4, Melee: +8, Grapple: +9)

 

Attacks: Flash Bomb (Dazzle 4) (DC Fort/Ref 14), Glue Bomb (Snare 4) (DC Ref/Staged 14), Sleep Gas Bomb (Fatigue 4) (DC Fort 14), Steel Toed Kick (Strike 3), +8 (DC 19), Stink Bomb (Nauseate 4) (DC Fort/Staged 14), Unarmed Attack, +8 (DC 16)

 

Defense: +8  (Flat-footed: +2), Knockback: -1

 

Initiative: +3

 

Languages: English Native

 

Totals: Abilities 20 + Skills 11 (44 ranks) + Feats 22 + Powers 15 + Combat 16 + Saves 6 + Drawbacks 0 = 90

 

Age (as of Jan 2019): 13

Height: 4’ 10”

Weight: 80

Ethnicity: Half Caucasian, Half African-American

Hair: Brown

Eyes: Blue

 

Background: Steeltoe is a normal enough kid, aside from her powers. She’s been an Exile for two years now, but is kind of…part time. She isn’t estranged from her parents at all, and there’s no imminent threat to any of their lives or freedom. So she spends a roughly equal amount of time at home as at Exile House. She joined in Portland to learn to control her emerging powers. A few months back, just after her birthday, she was one of the featured subjects for a web magazine piece on the non superhero Exiles.

 

Powers & Tactics: Steeltoe has a simple mutant power. Her feet have changed into some kind of highly durable organic metal that reflects and amplifies kinetic energy. Even light steps can significantly damage flooring. She wears special shoes, designed by Stormy, so she doesn’t do that anymore unless she actually wants to. Like she wants to take a big leap. Or kick someone who’s being annoying. She attends the martial arts lessons Tigress and Priestess teach when they’re in town (every two-ish weeks or so) and is getting pretty good. She also has a growing gift for chemistry, and has several types of homemade chemical bombs at her disposal. To Blackrose’s eternal annoyance.

 

All of the “.5” Gen are not meant to participate in combat. With that said, if the group can’t get out of danger, Steeltoe will literally leap in. She’ll use her chemical bombs until they run out or she can kick someone. She isn’t stupid or a fool, so if she’s clearly outmatched she’ll run. She doesn’t know what a power stunt even is.

 

Personality: Steeltoe is a thirteen year old girl with a smart mouth and a liking for pranking people who annoy her. A tomboy to the bone, she’s got the rebellious streak all Exiles have in spades. With that said, she’s not mean, cruel, or a jerk. Quite the opposite, actually. She’s a nice, kind, and empathic kid. She’s just going through that phase teenagers do where that kneejerk antipathy to authority is at its strongest. She does, however, hope to join the Fourth Gen whenever they’re formed. That’s why the martial arts lessons. She’s got a strong natural talent for leadership, as well.

Posted

Wingz

 

Power Level: 6; Power Points Spent: 90/90

 

STR: +0 (10), DEX: +3 (16), CON: +2 (14), INT: +0 (10), WIS: +2 (14), CHA: +0 (10)

 

Tough: +8, Fort: +3, Ref: +7, Will: +3

 

Skills: Acrobatics 5 (+8), Concentration 6 (+8), Diplomacy 5 (+5), Intimidate 10 (+10), Notice 3 (+5), Sense Motive 3 (+5), Stealth 5 (+8), Survival 3 (+5)

 

Feats: Accurate Attack, Attack Focus (melee) 4, Interpose, Move-by Action, Power Attack, Precise Shot

 

Powers:

Razor Feather Armor (Protection 6) (+6 Toughness)

Razor Feather Defense (Strike 4) (DC 19; Aura, Duration 2 (sustained), Penetrating)

   Razor Feather Throw (Blast ? (Alternate; DC 23; Penetrating [4 ranks only])

Razor Feathered Wings (Flight 4) (Speed: 100 mph, 880 ft./rnd)

 

Attack Bonus: +4 (Ranged: +4, Melee: +8, Grapple: +8)

 

Attacks: Razor Feather Defense (Strike 4), +8 (DC 19), Razor Feather Throw (Blast 8), +4 (DC 23), Unarmed Attack, +8 (DC 15)

 

Defense: +4  (Flat-footed: +2), Knockback: -4

 

Initiative: +3

 

Languages: English Native

 

Totals: Abilities 14 + Skills 10 (40 ranks) + Feats 9 + Powers 35 + Combat 16 + Saves 6 + Drawbacks 0 = 90

 

Age (as of Jan 2019): 12

Height: 5’

Weight: 120 lbs.

Ethnicity: African American

Hair: Black

Eyes: Silver

 

Background: Once upon a time there a young teen superhero named Samaritan. He had human totemic superpowers. The infamous Agency wanted to know how those powers worked, so they sent some of their creations to capture him. The second one had wings with razor sharp feathers she could throw, but genetic instability meant she died fighting Samaritan. Wingz is the kid who got the perfected version of the procedure. He was one of the kids rescued with Stoker. Unlike most of them, he was an orphan to begin with. So the Exiles took him in. He was never put into the field. In fact, his training and brainwashing were never completed, as the First Gen hit the lab before then. He hasn’t done all that much after that. He’s just one of the faces around Exile House Portland, occasionally getting into trouble alongside the rest of the “.5” Gen.

 

Powers & Tactics: Wingz has enormous razor feathered wings. He can use his wings as blades that cut anything on contact or fling individual feathers with remarkable accuracy for one so young. The feathers are as hard as steel, so his wings also serve well as armor. He can, of course, fly using his wings. The only downside is that he requires a significantly higher amount of iron in his diet. If he doesn’t get enough, he’ll quickly become anemic and suffer all the effects of iron deficiency in rapid fashion.

 

All of the “.5” Gen are not meant to participate in combat. Wingz doesn’t even want to. He’ll defend his friends or bystanders with Razor Feather Throw if he absolutely has to, but otherwise he’s turtling up with Razor Feather Defense and running away. Let the actual superheroes handle things. Said heroes not being available falls under “absolutely has to”. He doesn’t know what a power stunt is.

 

Personality: Wingz isn’t as traumatized as one might expected from being kidnapped and experimented on. He can fly now, and that’s really great. Also, the Exiles have been really good to him. So he’s a reasonably happy kid. His wings do get in the way inside buildings, and he is always concerned about cutting people who pass him in the halls. Or cutting the walls themselves. Other than that, decent enough kid. It’s not his fault having knife feathered wings is scary.

Posted

Illusia

 

Power Level: 6; Power Points Spent: 90/90

 

STR: +0 (10), DEX: +1 (12), CON: +0 (10), INT: +4 (18), WIS: +0 (10), CHA: +2 (14)

 

Tough: +0/+5, Fort: +3, Ref: +3, Will: +7

 

Skills: Concentration 10 (+10), Craft (artistic) 8 (+12), Diplomacy 6 (+8), Gather Information 6 (+8), Knowledge (arcane Lore) 8 (+12), Knowledge (art) 8 (+12), Knowledge (theology & philosophy) 8 (+12), Notice 4 (+4), Sense Motive 4 (+4)

 

Feats: Artificer, Defensive Roll, Dodge Focus 4, Luck 2, Ritualist

 

Powers:

Illusion Magic (Array 12) (default power: illusion)

   Concealius Maius (Concealment 10) (Array; all senses; Close Range, Precise)

   Fabricus Manipulatus (Illusion 6) (Default; affects: all sense types, DC 16)

   Illusory Strike (Blast 6) (Array; DC 21; Alternate Save (Will), Range (perception))

   Obscurus Moderatus (Obscure 6) (Array; affects: all sense types, Radius: 250 ft.)

Illusionist's Robes (Device 1) (Hard to lose)

   Protection 4 (+4 Toughness; Subtle (subtle))

 

Attack Bonus: +2 (Ranged: +2, Melee: +2, Grapple: +2)

 

Attacks: Illusory Strike (Blast 6) (DC Will 21), Unarmed Attack, +2 (DC 15)

 

Defense: +6  (Flat-footed: +1), Knockback: -2

 

Initiative: +1

 

Languages: English Native

 

Totals: Abilities 14 + Skills 16 (62 ranks) + Feats 9 + Powers 31 + Combat 8 + Saves 12 + Drawbacks 0 = 90

 

Age (as of Jan 2019): 15

Height: 5’ 10”

Weight: 175 lbs.

Ethnicity: Caucasian

Hair: Dark Brown

Eyes: Brown

 

Background: Illusia was one of the outcast kids. Tall, naturally chubby, geeky, and socially awkward for all of her life, she never had any real friends and was often bullied. She fell into magic as a way to cope. Not that it was that easy, of course. But the internet is a vast repository of information, and she had some talent. Of course, she had no idea what she was doing or who/what she was attracting. She made a deal for power with a being she really shouldn’t have. Then her school was on fire (did she do that?) and her tormentor’s lives suddenly turned into horror movies (stop, she didn’t want this!). Fortunately, the First Gen were in town so there were no actual fatalities. Magi even managed to break the deal she made with his raw power. However, she was tainted now, and well…most of that small town was scared to death of her. Including her own parents. So, she became an Exile. She’s one of the “.5” Gen now (at Exile House LA), and does her best to not make any more deals with anyone who isn’t 100% proven to be a magic-less human being.

 

Powers & Tactics: Illusia is a mage. She uses illusion magic. She can fool all of the senses in a small area, block them in a larger one, or simply conceal herself from detection. She can also unload with an Illusory Strike on anyone she can perceive and fry their brain, but she’d prefer not to do that. She is also a skilled enchanter, and has simple enchanted robes to protect herself from harm.

 

All of the “.5” Gen are not meant to participate in combat. Illusia doesn’t want to, either. She’ll use Concealius Maius or Fabricus Manipulatus to escape combat, unless her friends or bystanders are in trouble. Then she’ll use Obscurus Moderatus or Fabricus Manipulatus so everyone can escape. If that doesn’t work, then and only then will she start using Illusory Strike. As a mage, she has plenty of power stunts available. Any attack effect with Alternate Save (Will) and Range (perception) will work. Healing with Alternate Save (Will) and the Temporary Flaw is also good. She’s even capable of non illusion magic such as Create Object for simple shapes and Move Object for Telekinesis. Just don’t forget Range (perception) on any stunts, as she doesn’t know any spells that aren’t at that Range.

 

Personality: Illusia is naturally introverted, shy, and socially awkward. She still feels ashamed about making that deal, and doesn’t know how to make up for it. She is also self conscious about her weight and general appearance, hence the bulky robes. In general, she just lacks confidence in anything about herself but her magic. But under all that is a genuine sweetheart who couldn’t possibly be a more loyal or caring friend.

Posted

Malocchio

 

Power Level: 6; Power Points Spent: 90/90

 

STR: +0 (10), DEX: +1 (12), CON: +1 (12), INT: +0 (10), WIS: +1 (12), CHA: +1 (12)

 

Tough: +1/+7, Fort: +4, Ref: +4, Will: +4

 

Skills: Acrobatics 4 (+5), Bluff 4 (+5), Concentration 4 (+5), Notice 4 (+5), Sense Motive 4 (+5)

 

Feats: Dodge Focus 2

 

Powers:

Bad Luck Charm (Force Field 6) (+6 Toughness; Impervious, Reflective 2)

Living Jinx (Array 15) (default power: probability control)

   Misfortunate Spatial Warp (Teleport 9) (Array; 900 ft. as move action, 20000 miles as full action; Accurate; Change Direction, Change Velocity, Easy)

   The Worst Of Luck (Probability Control 6) (Default; Minimum Result: 6; Burst Area (30 ft. radius - General), Jinx; Limited to Jinx)

   Unlucky Break (Strike 6) (Array; DC 21; Burst Area (30 ft. radius - General), Penetrating, Selective Attack; Indirect 3 (any point, any direction), Precise, Subtle (subtle), Variable Descriptor (Narrow group))

 

Attack Bonus: +2 (Ranged: +2, Melee: +2, Grapple: +2)

 

Attacks: Unarmed Attack, +2 (DC 15), Unlucky Break (Strike 6) (DC 21)

 

Defense: +5  (Flat-footed: +2), Knockback: -6

 

Initiative: +1

 

Languages: English Native

 

Totals: Abilities 8 + Skills 5 (20 ranks) + Feats 2 + Powers 56 + Combat 10 + Saves 9 + Drawbacks 0 = 90

 

Age (as of Jan 2019): 14

Height: 5’ 6”

Weight: 145 lbs.

Ethnicity: Ambiguously Brown

Hair: Brown

Eyes: Brown

 

Background: The tale of Malocchio is one of the worst, hardest luck imaginable. For everyone around him. At times it seems that everyone who spends more than a moment around him becomes abandoned by Lady Luck, if not the Almighty Himself. His entire family had died after long, lingering illnesses and in desperate poverty by the time he could walk, despite them being moderately wealthy when he was born. The foster care system took him in after that. Buildings burned down. People tripped and fell backward out of open first (sometimes second) floor windows. He wasn’t doing anything but being alive and nearby. It just got cartoonishly awful. For everyone else. There weren’t many outright deaths, just lots of injuries, sudden illnesses, and financial disasters. Malocchio himself seemed to have perfectly average luck. Sometimes it was even pretty good. Well. Except when he was alone. But that was such a rare thing he didn’t pick up on it. After his 12th birthday (during which the oven baking his cake caught fire, a brand new chair collapsed, and the whole affair got called off after the pizza delivery driver’s brakes failed and he crashed into the building) his social worker threw his paperwork onto said burning oven, quit their job in sheer frustration, and handed him over to Radical Dreamer. He couldn’t possibly make the Exiles’ luck any worse than it already was, right? Right? …right? The “.5” Gen do not have an answer to that question, but they do like having him (at Exile House Portland) around at least.

 

Powers & Tactics: Malocchio is a living jinx. Blackrose says a being with more power than she has (which is saying something, so probably a god or a demon lord) blessed/cursed him with his powers. If something can go wrong around him, it probably will. This does not guarantee things will go right for him, per se, but sometimes they do. As he’s gotten older, he’s learned how to trigger the bad luck more intensely and immediately. Targets in a certain radius will just get attacked by the nearest accident waiting to happen. Or they’ll just screw up something they didn’t expect to. Or he can channel his powers even harder and warp space to put him in an unexpected spot. He…doesn’t have the most control over that one and it can randomly trigger and send him heaven knows where. His powers also protect him from more moderate violence. Attacks without enough power end up damaging the attacker in some ludicrous manner. Steeltoe kicked him. Once. Their powers bounced off each other until the room looked like Windstorm had been fighting someone in it. They were fine. The floor, walls, ceiling, and furniture…less so.

 

All of the “.5” Gen are not meant to participate in combat. And nobody wants Malocchio to. Still, sometimes he’s gotta, and then his Unlucky Break can come in handy. Or if the enemies don’t have anything stronger than an assault rifle, just stand there and let them hurt themselves.

 

Personality: Malocchio is the chillest possible dude. His entire life has consisted of cartoonishly terrible luck happening to all the people around him. That is his normal. So his Weirdness Censor is one of the strongest in the world. Myrcelle? Just a normal chick. Cool wings. Stormy? Nice hair. Fun to chat with. Astra? Talks a little differently, but nice girl. A thing has to be so weird it blows everyone else’s minds before he thinks it’s actually a little weird. Decent human, though.

Posted

Tenshi

 

Power Level: 6; Power Points Spent: 90/90

 

STR: +7 (15/25), DEX: +3 (16), CON: +7 (15/25), INT: +0 (10), WIS: +2 (14), CHA: +3 (16)

 

Tough: +7, Fort: +7, Ref: +3, Will: +3

 

Skills: Acrobatics 5 (+8), Concentration 3 (+5), Diplomacy 5 (+8), Gather Information 5 (+8), Knowledge (theology & philosophy) 10 (+10), Language 2 (+2), Notice 3 (+5), Sense Motive 3 (+5)

 

Feats: Attack Focus (melee) 3, Benefit (Divine Rituals (use KN theo & philo for Ritualist)), Dodge Focus 2, Power Attack, Ritualist, Takedown Attack

 

Powers:

Alien Physiology (Container, Passive 7)

   Enhanced Constitution 10 (+10 CON)

   Enhanced Strength 10 (+10 STR)

   Impervious Toughness 6

   Super-Strength 2 (+10 STR carry capacity, heavy load: 3.2k lbs; +2 STR to some checks)

   Wings (Flight 3) (Speed: 50 mph, 440 ft./rnd; Power Loss (Restrainable))

 

Attack Bonus: +2 (Ranged: +2, Melee: +5, Grapple: +12/+14)

 

Attacks: Unarmed Attack, +5 (DC 22)

 

Defense: +5  (Flat-footed: +2), Knockback: -6

 

Initiative: +3

 

Languages: English, Japanese, Native Alien Language

 

Totals: Abilities 26 + Skills 9 (36 ranks) + Feats 9 + Powers 35 + Combat 10 + Saves 1 + Drawbacks 0 = 90

 

Age (as of Jan 2019): 17 Earth years

Height: 6’

Weight: 180 lbs.

Ethnicity: Extraterrestrial (appears Caucasian)

Hair: Blonde

Eyes: Blue

 

Background: Tenshi follows a familiar story. Doomed planet. Last hope. Kindly couple. His planet was doomed to explode thanks to science gone amok, arrogance from the authorities, and a deeply personal betrayal of his father. As their world was shaking itself apart, baby Tenshi was put in a space craft and shot out into the universe towards a planet called Earth. There it was hoped he would survive and grow to adulthood, last of his people. He arrived in rural Japan. Just as the Meiji Restoration was getting underway. The kindly couple was old, but they did their best. Their son’s surprising strength, stamina, and resistance to injury were certainly a boon to an old couple whose children were all dead. They were even more surprised when he slowly grew brilliant white feathered wings. However, they were very old, and as Tenshi started to look a little more like a man than a boy they died within an hour of each other. An especially zany Second Gen adventure led to the team encountering him at the fresh grave of his beloved parents. He was helpful in the following battle against the demons chasing behind them. The tech from his space craft (the old couple hid nothing from their son once his wings grew in) allowed Electric Lady to rig up something so the team could get home. Tenshi, having nothing left to stay for and knowing he looked like a foreigner in his homeland, accompanied them back as an Exile. Unlike the rest of the Exiles (except Barry, of course), he is still using his actual name. Tenshi means angel in Japanese, and he would never disappoint his parents by taking another name. He was their angel, granting them happiness in their old age and doing the farm work their aged bodies could no longer handle so they would not starve. The modern world is different, but the values of loyalty and honor have not changed. His parents (both sets) are gone, but he still has family in the Exiles.

 

Powers & Tactics: Tenshi is an alien from another planet. He has superhuman strength and durability, and wings to fly with. The library in his craft taught him how to perform rituals that grant miracles from his people’s deities.

 

All of the “.5” Gen are not meant to participate in combat. But Tenshi is among the most likely to do so voluntarily. There are some things he will not allow. So he intervenes, and sometimes that results in combat. In combat, he’ll punch the enemies and fly around for mobility. Rituals take too long for combat, but if there’s enough time and warning beforehand he may whip up a sustained power to help him. He doesn’t know what a power stunt is.

 

Personality: Tenshi is, well, angelic. Moral, ethical, loyal, and honorable. He demonstrates a deep well of kindness, compassion, and empathy. These are not, however, things that necessarily come naturally or easily to him. It is a continual struggle to uphold his standards for himself. He does not always succeed, but he will never stop trying. To do any less would dishonor the memory of his parents. Both sets.

Posted

Tressa

 

Power Level: 6; Power Points Spent: 90/90

 

STR: +0 (10), DEX: +3 (16), CON: +2 (14), INT: +1 (12), WIS: +2 (14), CHA: +3 (16)

 

Tough: +2/+3, Fort: +3, Ref: +7, Will: +3

 

Skills: Acrobatics 7 (+10), Bluff 5 (+8), Escape Artist 3 (+6/+10), Gather Information 5 (+8), Knowledge (streetwise) 4 (+5), Language 1 (+1), Notice 3 (+5), Sense Motive 3 (+5), Sleight of Hand 2 (+5), Stealth 7 (+10)

 

Feats: Acrobatic Bluff, Attack Focus (melee) 4, Chokehold, Defensive Roll, Dodge Focus 4, Grappling Finesse, Improved Grab, Improved Grapple, Improved Pin, Improved Trip, Uncanny Dodge (Auditory)

 

Powers:

Hair Might (Super-Strength 4) (+20 STR carry capacity, heavy load: 1.6k lbs; +4 STR to some checks; Limited (to Prehensile Hair))

Hair Stretch (Elongation 4) (Elongation: 50 ft., range incr 40 ft., +4 Escape & Grapple; Limited (to Additional Limbs))

Hair Strike (Strike 4) (DC 19)

Hair Swing & Parachute (Linked)

   Speed 3 (Linked; Speed: 50 mph, 440 ft./rnd)

   Super-Movement 2 (Linked; slow fall, swinging)

Prehensile Hair (Additional Limbs 3) (5 extra limbs; +3 to Grapple when not using Imp. Grapple, Feats: Chokehold, Improved Grab, Improved Grapple, Improved Pin, Improved Trip)

 

Attack Bonus: +4 (Ranged: +4, Melee: +8, Grapple: +11/+19)

 

Attacks: Hair Strike (Strike 4), +8 (DC 19), Unarmed Attack, +8 (DC 15)

 

Defense: +8  (Flat-footed: +2), Knockback: -1

 

Initiative: +3

 

Languages: Arabic Native, English

 

Totals: Abilities 22 + Skills 10 (40 ranks) + Feats 12 + Powers 24 + Combat 16 + Saves 6 + Drawbacks 0 = 90

 

Age (as of Jan 2019): 15

Height: 5’ 4”

Weight: 115 lbs.

Ethnicity: Saudi-American

Hair: Black

Eyes: Dark Brown

 

Background:  Tressa’s parents came from Saudi Arabia, but she was born in the United States. They are as conservative and deeply Muslim as one might expect. So Tressa’s power coming in was a bit of a shock. That, and they wouldn’t allow the wearing of a hijab. Between the two, Tressa soon found herself out of a home, with relatives that might or might not want to kill her to save the family honor. It was a lot for a good Muslim girl to take. Fortunately, a sympathetic cousin knew Barry Holden from his legal work. Soon, Tressa was an Exile. Just another face at Exile House LA.

 

Powers & Tactics: Tressa’s sole power is her hair. It grows on command, and is incredibly strong for hair. She can strike, grapple, or swing around town. Her hair is magical, and has something of a will of its own. It does not like to be covered or restrained, and will fight its way free if it can. It even moves on its own when she isn’t actively controlling it. It doesn’t pick up or touch anything, but still. Creepy.

 

All of the “.5” Gen are not meant to participate in combat. With that said, Tressa will step in if no one more qualified is available. Her preferred tactic is to simply grab and hold as many of the bad guys as she can to prevent them from causing more harm. But if that’s not possible, the hair will fly and she’ll smack them with it.

 

Personality: Tressa was a staunchly conservative Muslim girl before coming to the Exiles. And truth be told, she still is in many ways. Her faith, general morals, and dress code have not changed. What has changed is her perspective. Her fear and intolerance of the “other” (meaning folks not like her) has dramatically decreased. She’s learned that people are people everywhere. And all of them are deserving of kindness and respect.

Posted

Flutter

 

Power Level: 6; Power Points Spent: 90/90

 

STR: +0 (10), DEX: +4 (18), CON: +2 (14), INT: +0 (10), WIS: +2 (14), CHA: +4 (18)

 

Tough: +5, Fort: +3, Ref: +7, Will: +3

 

Skills: Acrobatics 6 (+10), Craft (artistic) 5 (+5), Gather Information 1 (+5), Knowledge (art) 5 (+5), Language 1 (+1), Notice 3 (+5), Sense Motive 3 (+5)

 

Feats: Acrobatic Bluff, Attractive (+4), Dodge Focus 3, Evasion, Improved Trick, Set-Up

 

Powers:

Exo Skeleton (Protection 3) (+3 Toughness; Subtle (subtle))

Giant Butterfly Wings (Flight 2) (Speed: 25 mph, 220 ft./rnd; Power Loss (Restrainable))

Insectoid Eyes (Super-Senses 4) (infravision, radius (type): Visual, scent)

Poison Immunity (Immunity 2) (poison, rare descriptor: Own Powers)

Toxic Dust Clouds (Array 9) (default power: stun)

   Confuse 6 (Array; DC 16; Cloud Area (30 ft. diameter, lingers - General); Range (touch))

   Fatigue 6 (Array; DC 16; Cloud Area (30 ft. diameter, lingers - General))

   Nauseate 6 (Array; DC 16; Cloud Area (30 ft. diameter, lingers - General))

   Paralyze 6 (Array; DC 16; Cloud Area (30 ft. diameter, lingers - General))

   Stun 6 (Default; DC 16; Cloud Area (30 ft. diameter, lingers - General))

 

Attack Bonus: +2 (Ranged: +2, Melee: +2, Grapple: +2)

 

Attacks: Confuse 6 (DC Will 16), Fatigue 6 (DC Fort 16), Nauseate 6 (DC Fort/Staged 16), Paralyze 6 (DC Staged/Will 16), Stun 6 (DC Fort/Staged 16), Unarmed Attack, +2 (DC 15)

 

Defense: +7  (Flat-footed: +2), Knockback: -2

 

Initiative: +4

 

Languages: English Native, Spanish

 

Totals: Abilities 24 + Skills 6 (24 ranks) + Feats 8 + Powers 35 + Combat 12 + Saves 5 + Drawbacks 0 = 90

 

Age (as of Jan 2019): 13

Height: 4’ 8”

Weight: 70 lbs.

Ethnicity: Mexican American

Hair: Black w/ orange highlights

Eyes: Black, compound, & big

 

Background: Flutter is one of the new kids at Exile House LA. She was a normal Mexican girl in LA until last summer, when her body began to change after a visit to Mexico during the monarch butterfly migration. She was surrounded by them at one point, but who would think anything of that? Until her eyes enlarged and turned compound, her skin hardened into an exoskeleton, and she grew beautiful wings. Truthfully, these parts weren’t a real problem. She was more beautiful than before, and her family and friends didn’t treat her like a freak. The actual problem was after her wings came in. The scales she shed hung in the air, and quickly proved toxic to humans. They weren’t lethally toxic, but she couldn’t so much as twitch a wing without taking someone out. She couldn’t live with normal people anymore, so off she went to Exile House LA.

 

Powers & Tactics: Flutter is essentially a humanoid butterfly. She has compound eyes that let her see all around her and into the infrared and immunity to poisons. Her skin has become a protective exoskeleton. And she has beautiful butterfly wings that allow her to fly and shed poisonous scales. The scales have a variety of incapacitating but non-lethal effects. Blackrose says it’s kind of a mythical thing. The monarch chose her as their avatar, and mutated her with nature magic. Her abilities, however, are purely mundane.

 

All of the “.5” Gen are not meant to participate in combat. So Flutter tends to simply fly away from combat. If she’s forced into combat, Confuse is the least dangerous of her powers. The others she will pull out as she is increasingly pressed. She can drain various ability scores or even do Fort Damage as power stunts, but she won’t do that except in absolute desperation.

 

Personality: Flutter is a sweetheart. She is a kind, compassionate, and caring girl with the soul of an artist. She hopes to one day have full control over her powers. She doesn’t want to hurt people, and has trouble understanding those who do. She is full to bursting with optimism and hope. She’s just a really happy and cheerful person, honestly.

Posted

Pern

 

Power Level: 6; Power Points Spent: 90/90

 

STR: +2 (14), DEX: +3 (16), CON: +2 (14), INT: +0 (10), WIS: +1 (12), CHA: +0 (10)

 

Tough: +2/+5, Fort: +3, Ref: +7, Will: +3

 

Skills: Acrobatics 2 (+5), Bluff 8 (+8), Diplomacy 5 (+5), Gather Information 5 (+5), Handle Animal 5 (+5), Knowledge (tactics) 5 (+5), Language 1 (+1), Medicine 4 (+5), Notice 4 (+5), Ride 5 (+8), Sense Motive 4 (+5), Survival 4 (+5)

 

Feats: Attack Focus (melee) 3, Dodge Focus 3, Improved Critical 2 (Sword (Strike 3)), Sidekick 12, Taunt, Uncanny Dodge (Auditory)

 

Powers:

Dragonrider's Arsenal (Device 2) (Easy to lose; Custom 3 (Multiple Weapons 3))

   Arsenal (Array 3) (default power: strike; Variable Descriptor (Narrow group - Any Physical))

      Dragon Pocket Stone (Dimensional Pocket 5) (Array; Capacity: 2500 lbs., DC 15; Distracting)

      Lance (Strike 3) (Array; DC 20; Extended Reach 2 (10 ft.), Mighty)

      Net (Snare 5) (Array; DC 15; Range (touch); Tether (500 ft.))

      Sword (Strike 3) (Default; DC 20, Feats: Improved Critical 2 (Sword (Strike 3)); Mighty)

Mental Link with Kaida (Super-Senses 1) (communication link: With Kaida (mental))

Shed Dragonskin Cloak (Device 2) (Hard to lose)

   Protection 3 (+3 Toughness; Impervious)

   Super-Strength 2 (+10 STR carry capacity, heavy load: 700 lbs; +2 STR to some checks)

 

Attack Bonus: +4 (Ranged: +4, Melee: +7, Grapple: +9/+11)

 

Attacks: Dragon Pocket Stone (Dimensional Pocket 5), +7 (DC Ref/Will 15), Lance (Strike 3), +7 (DC 20), Net (Snare 5), +7 (DC Ref/Staged 15), Sword (Strike 3), +7 (DC 20), Unarmed Attack, +7 (DC 17)

 

Defense: +7  (Flat-footed: +2), Knockback: -4

 

Initiative: +3

 

Languages: English, Nipponese

 

Totals: Abilities 16 + Skills 13 (52 ranks) + Feats 20 + Powers 18 + Combat 16 + Saves 7 + Drawbacks 0 = 90

 

**************************************************************************************

 

Kaida

 

Power Level: 6; Power Points Spent: 60/60

 

STR: +7 (24), DEX: +1 (12), CON: +5 (20), INT: -2 (6), WIS: +1 (12), CHA: -1 (8)

 

Tough: +7, Fort: +7, Ref: +3, Will: +3

 

Skills: Intimidate 8 (+9), Notice 4 (+5), Sense Motive 4 (+5), Survival 4 (+5)

 

Feats: Attack Focus (melee) 4, Dedication (Ryder), Dodge Focus 4, Startle

 

Powers:

Dragon Scales (Protection 2) (+2 Toughness)

Dragon Wings (Flight 3) (Speed: 50 mph, 440 ft./rnd; Power Loss (Restrainable))

Dragons Are Big (Growth 4) (+8 STR, +4 CON, +1 size category; Permanent; Innate)

Link with Pern (Super-Senses 1) (communication link: with Pern (mental))

 

Attack Bonus: +1 (Ranged: +1, Melee: +5, Grapple: +17)

 

Attacks: Unarmed Attack, +5 (DC 22)

 

Defense: +5  (Flat-footed: +1), Size: Large, Knockback: -7

 

Initiative: +1

 

Languages: Nipponese (sort of)

 

Totals: Abilities 10 + Skills 5 (20 ranks) + Feats 10 + Powers 21 + Combat 8 + Saves 6 + Drawbacks 0 = 60

 

Age (as of Jan 2019): 15

Height: 5’ 3” (Pern), 16’ (Kaida)

Weight: 115 lbs (Pern), 4000 lbs. (Kaida)

Ethnicity: Anime (Pern), Grey Dragon (Kaida)

Hair: White (Pern), None (Kaida)

Eyes: Green (Pern), Blue (Kaida)

 

Background: Pern is from another world. That world is different from ours based on a pair of big pivot points. First, at some point in their distant history they domesticated dragons as our world has horses. Since most dragons have wings and can fly, cultural cross pollination was far more comprehensive and widespread. Second, while full spellcasting itself is as challenging as ever to learn as ever, rituals (especially nature magic) were both easier to perform and more effective than on our earth. This has bred a more…environmentally conscious worldview. They live in a lot more harmony with nature, despite having a world much like ours. Yet, their world isn’t idyllic. People are people. There have been terrible wars. But on the whole their world is good. One last thing. While they are fully biologically human, their evolution (and nature rituals) took them on a different path. Bigger and more circular eyes, smaller and often virtually nonexistent noses, a dizzying variety of hair and eye colors, and overall more expressive faces than is the norm for our world. Oddly enough, they look a lot like what flesh and blood versions of the average character design from Japanese animation circa the 2010s. So definitely strange looking on our earth. Pern is from their version of Japan, still known as Nippon. Dragon riding had slowly fallen out of favor in the past century. Cars, trains, and airplanes were all faster ways to transport people and stuff, and you didn’t have to house and feed something bigger than a cow. Despite that, Pern dreamed of being a dragon rider. She thirsted for an adventure, like the heroes of old. The Dragon Princess. Brave Rider Musashi. Most of the Shinsengumi. So she trained every day, in hopes that one day she would be recognized by a scholarship program. Her parents didn’t have enough money for anything else. She was recognized, but what she ended up with was Kaida. Young, temperamental, and definitely not saddle broken. It took some time, effort, and deep bonding to get them on their first flight. And then some more to actually get anywhere resembling good at it. She was, at last, ready to have an adventure like the heroes of old. Only one wasn’t forthcoming. And the scholarship program was strictly a middle school thing. When she went to high school, she’d have to give it up. Despondent, she went on one final ride to say goodbye to Kaida…and accidently flew through a dimensional rift into our world. Where the Exiles, guided by Radical Dreamer, were waiting.

 

Powers & Tactics: Neither Pern nor Kaida technically has any superpowers. Pern is quite skilled with a dragon rider’s traditional weapons (sword, lance, and net), and Kaida is a big ol’ dragon with claws and fangs. Pern also has a cloak made from dragon scales that Kaida has shed. It’s protective and magically enhances her carrying capacity when worn. Kaida hangs out in the Dragon Pocket Stone more often than not.

 

All of the “.5” Gen are not meant to participate in combat. But…Pern’s waited her whole life for this. Heroic adventures in another world. So yeah, she’s not exactly shrinking from combat. She’ll extract Kaida (if the dragon isn’t already out), and hop on to fly around and attack. If this is unfeasible (because most buildings can’t fit a big dragon inside them), she’ll be put out and do her best to take the fight outside where she can fly. Neither of them have any idea what a power stunt is.

 

Personality: By the Goddess! Heroic adventures in another world. Wait until she can get home and tell everyone! Assuming, of course, she can get home. She…really doesn’t know if she can. And truth be told, she misses it. She missed her mom and dad. Her friends. Her world. People didn’t look so weird there. And it’s so dirty on this world. Doesn’t anyone care about the Earth’s life? She’s living the dream but the price is high indeed.

Posted

Phobia

 

Power Level: 6; Power Points Spent: 90/90

 

STR: +0 (10), DEX: +3 (16), CON: +2 (14), INT: +0 (10), WIS: +3 (16), CHA: +2 (14)

 

Tough: +2/+3, Fort: +3, Ref: +3, Will: +7

 

Skills: Acrobatics 2 (+5), Diplomacy 3 (+5), Gather Information 3 (+5), Intimidate 8 (+10), Knowledge (art) 7 (+7), Notice 4 (+7), Perform (stringed instruments) 5 (+7), Sense Motive 4 (+7), Stealth 4 (+7)

 

Feats: Attack Focus (melee) 2, Attack Specialization (Frozen With Fear (Paralyze 6)), Defensive Roll, Dodge Focus 4, Startle

 

Powers:

Aura of Fear (Emotion Control 6) (DC 16; Aura, Permanent; Limited to Emotion (Fear), Range 2 (touch))

Empathic Mind (Super-Senses 5) (acute: Emotion Awareness, awareness: Emotion (mental), danger sense: Emotion Awareness, radius: Emotion Awareness, ranged: Emotion Awareness)

Fear Control (Array 9) (default power: emotion control)

   Fear Bomb (Emotion Control 6) (Default; DC 16; Burst Area (30 ft. radius - General), Selective Attack; Limited to Emotion (Fear))

   Frozen With Fear (Paralyze 6) (Array; DC 16; Secondary Effect)

   Hysterical Blindness (Dazzle 6) (Array; affects: visual senses, DC 16; Alternate Save (Will), Range (perception))

   Terror Spike (Mental Blast 4) (Array; DC 19)

Immunity 5 (emotion effects)

 

Attack Bonus: +2 (Ranged: +2, Melee: +4, Grapple: +4)

 

Attacks: Aura of Fear (Emotion Control 6), +4 (DC Staged/Will 16), Fear Bomb (Emotion Control 6) (DC Staged/Will 16), Frozen With Fear (Paralyze 6), +6 (DC Staged/Will 16), Hysterical Blindness (Dazzle 6) (DC Will 16), Terror Spike (Mental Blast 4) (DC Will 19), Unarmed Attack, +4 (DC 15)

 

Defense: +8  (Flat-footed: +2), Knockback: -1

 

Initiative: +3

 

Languages: English Native

 

Totals: Abilities 20 + Skills 10 (40 ranks) + Feats 9 + Powers 34 + Combat 12 + Saves 5 + Drawbacks 0 = 90

 

Age (as of Jan 2019): 18

Height: 5’ 10”

Weight: 175 lbs

Ethnicity: Caucasian (pale)

Hair: Platinum Blonde

Eyes: Pale Blue

 

Background: Phobia is…well, one of the worst off at Exile House Portland. He was vaguely unnerving, even as a baby, and it only got worse as he got older. Simply touching him was enough to become afraid, and then terrified. His parents couldn’t handle it, and gave him up. The foster system couldn’t handle it, either. And so Phobia became one of the first (after the First Gen) to reside at Exile House Portland.

 

Powers & Tactics: Phobia is a mutant. A psionic, to be precise. He can’t read other people’s minds or move things with his own, however. All he can do is make people afraid. Fear is his power. More curse than blessing. Skin to skin contact (or near enough) will require whoever touching to resist being afraid. He cannot turn this part off. He can, however, channel it. Spread fear in an area wherever he can detect. Hit someone with fear so intense they become blind or paralyzed. Doing real physical damage out of sheer terror isn’t off the table. In addition to these powers, he is a natural empath, and can even target enemies by sensing their feelings. The most alarming of his traits is his utter emotionlessness. No power or event has ever made him feel anything.

 

All of the “.5” Gen are not meant to participate in combat. Phobia doesn’t particularly want to, either. He’ll do his best to simply leave and if that’s not working then he’ll fight a little. Hysterical Blindness and Fear Bomb are typically enough to convince enemies that they want to be somewhere else now. But he’s not above using Frozen With Fear to enemies that want to engage him in melee or Terror Spike’ing especially tenacious foes. He’s fully capable of power stunting, it’s how he acquired his current array. That said, he doesn’t do it very often because lazy. Only a truly desperate situation could force him to attempt something new.

 

Personality: Phobia’s a weird, weird young man. He was born without emotions and the ability to make people afraid. One would expect him to fall into socio- or psychopathy and become a monster of a supervillain. But…no. He’s just kind of…apathetic. About everything. He’s not good or bad. He just…doesn’t really care. Base instincts like hunger or lust can motivate him, and purely mental qualities like loyalty and honesty are among his more sterling qualities.

Posted

Octagirl

 

Power Level: 6; Power Points Spent: 90/90

 

STR: +1 (12), DEX: +3 (16), CON: +1 (12), INT: +3 (16), WIS: +1 (12), CHA: +1 (12)

 

Tough: +1/+5, Fort: +3, Ref: +3, Will: +7

 

Skills: Bluff 4 (+5), Craft (mechanical) 2 (+5), Craft (structural) 2 (+5), Intimidate 11 (+12), Knowledge (arcane Lore) 2 (+5), Knowledge (behavioral science) 2 (+5), Knowledge (earth sciences) 5 (+8), Knowledge (life sciences) 2 (+5), Knowledge (physical sciences) 2 (+5), Knowledge (theology & philosophy) 5 (+8), Medicine 4 (+5), Notice 4 (+5), Sense Motive 4 (+5), Swim 11 (+12)

 

Feats: Attack Specialization 2 (Tentacle Attack (Strike 4)), Dodge Focus 4, Improved Grapple, Inventor, Ritualist

 

Powers:

Cute Glasses (Device 1) (Hard to lose)

   Super-Senses 5 (analytical (type): Visual, awareness: Outsider (visual), awareness: Magic (visual), awareness: Divine (visual))

Immunity 3 (environmental condition: Cold, environmental condition: Pressure, suffocation: Drowning)

Pretty Dress (Device 1) (Hard to lose)

   Protection 4 (+4 Toughness; Subtle (subtle))

Super-Senses 2 (darkvision)

Swimming 4 (Speed: 25 mph, 220 ft./rnd)

Tentacle Arms (Additional Limbs 4) (10 extra limbs; +4 to Grapple when not using Imp. Grapple, Feats: Improved Grapple; Innate)

Tentacle Attack (Strike 4) (DC 20; Mighty)

 

Attack Bonus: +3 (Ranged: +3, Melee: +3, Grapple: +4)

 

Attacks: Tentacle Attack (Strike 4), +7 (DC 20), Unarmed Attack, +3 (DC 16)

 

Defense: +7  (Flat-footed: +2), Knockback: -2

 

Initiative: +3

 

Languages: English Native

 

Totals: Abilities 20 + Skills 15 (560 ranks) + Feats 8 + Powers 27 + Combat 12 + Saves 8 + Drawbacks 0 = 90

 

Age (as of Jan 2019): 10

Height: 4’ 1”

Weight: 65 lbs

Ethnicity:

Hair: Brown

Eyes: One bronze, one jade

 

Background: Octagirl is, well, weird. She is not entirely a human being. Her parents were cultists of the Old Ones, and their unborn daughter was given as an offering to Outsider gods. She did not, however, die. She was instead born with tentacles instead of arms and strangely colored eyes with faintly glowing pupils. She was worshiped in the cult as a child of destiny until the core team put a premature end to the cult’s final dangerous ritual. To force the stars to be right at last. The magical backlash did unspeakable things to all of the cultists, but Octagirl was fine. That was the day she became an Exile.

 

Powers & Tactics: Octagirl’s body was mutated in the womb (by Outsider magic) into one resembling an octopus. Not just any octopus, but a deep sea breed. Pressure and cold have no effect on her, and she can breathe underwater. Her eyes do not require light to see, either. Additionally, her tentacles strike harder than any normal melee weapon of comparable size. Her time with the cult left her with basic proficiency in crafting mechanical devices and ritual magic. She is still young and so it remains to be seen if she develops any other powers at the traditional time, the onset of puberty.

 

 All of the “.5” Gen are not meant to participate in combat. Octagirl, being a small and somewhat frail child (and intelligent enough to know this), avoids direct combat as best she can. The only thing she can do is whack enemies with her tentacles, so if she absolutely can’t get away she’ll defend herself that way. She is currently incapable of power stunting.

 

Personality: Octagirl…is kind of a mad scientist. Not in a bad or dangerous way. Her perspectives are simply…skewed. She is always performing strange experiments on someone or something. Sometimes they’re experiments in name only (such as baking sugar cookies that make people see in a green filter for about a hour or hugging a friend in need…with her new Huggomatic 2000 [guaranteed to squeeze with maximum love!]), but the results are always written down in her notebook. She is never without her notebook, and there are several filled ones in her room. She’s a good kid who cares about her friends and fellow Exiles, but yeah she’s a weirdo.

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