The Phoenixverse (A 2e OC 'verse; Newest: The Icons Completed! On Break!)

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EternalPhoenix
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The Phoenixverse (A 2e OC 'verse; Newest: The Icons Completed! On Break!)

Post by EternalPhoenix »

General Information

Guide to the Phoenixverse (Earth)
Guide to the Phoenixverse (Cosmic)
Master Power Level List
Master Lifting Strength List
Master Speed List
Master Toughness List (extremely incomplete, link is for me to find it later)

*******************************************************************************
Earth Heroes

The Icons

Overview

Active List
Queenie (Maybelle McQueen)
Terrifica (Samantha Carson)
Medic (Dr. Daniel Ivanoff)
Spike (Spike Douglas)
Candy (Candace Mikkelsen)
Z (real name unknown)
Marian Soaring Eagle
Magna (Gabrielle Williams)
Orca
Starguy (Gordon Wright)
Samaritan (Vonnie Murray)
The Human Rocket IV (Reginald "Reggie" Morton III)
Dust (Mariana Rodriguez)

Inactive Reserves (inactive for various reasons)
Tidal (Lei Gong, Duke of Thunder) (in space)
Tex Austin (recovering from injury)
Caviezel (Ronald Joseph Caviezel) (attempting to retire)
Sage (Sagacious Winifred Burke) (way too busy)
Scarlett (missing)
Crusader (Sir Randall Knight) (primarily based in the United Kingdom)
Nick Phoenix (It's complicated, okay?)

Hall of Honor (assumed to be permanently inactive by US hero community; this may be incorrect in some cases)
Icons Wing
The Shining Guardian (Henry Kim)
Fletcher (Morris Archer)
Shadowspirit (real name unknown)
Champions Wing
Starman I (John Thompkins) & Starwoman I (Judy Thompkins)
Gunsmith I (Connor Morris)
Megagirl (Megan Price)
Arriba (Jose Vega)
Nega I (Hal Scott)
Alsea
Countess
Individuals Wing
Starman II (Jesse Thompkins)
Stargirl II (Jacqueline “Jackie” Thompkins)

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

The Exiles

Overview

Exile House

So You Want To Be An Exile?

Core Team (Portland, Oregon) Creator Commentary
Blackrose (Raya Hall)
Radical Dreamer (Noah Griswald)
Myrcelle (Myra Mercer)
Astra (Unknown)
Flare (Francis Bowman)
Stormy (Unknown)
Cory (Unknown)
Windstorm (Gwendolyn Carter)


First Gen (formerly Portland, Oregon; now Vancouver, Canada) Creator Commentary
Tigress (Thelia Alton)
Magi (Mazar Miller)
Morphin (unknown)
Clon (Cameron Edgerton)
Priestess (Elizabeth Prentiss)


Second Gen (Los Angeles, California) Creator Commentary
Barry Holden
Cavatina (Tina Chavez)
Stoker (Darrell Brown)
Electric Lady (Janelle Stone)
Opera (won’t tell)
Miss Fist (unpronounceable to human tongues)


Third Gen (Portland, Oregon) Creator Commentary
Hummingbird
Redpin
Sailor Scout
Brutus
Pathfinder
Android


“.5” Gen (Portland, Oregon & Los Angeles, California) Creator Commentary

The “.5” Gen is not an official team, and honestly the group doesn’t so much superhero as suffer from the Exiles’ trademark awful luck and get away by the skin of their teeth while one of the actual teams (or a local hero, or the police) take care of the problem. And even then their adventures are far more “slice of life” than “superhero action/adventure” as far as genres go.

Portland
Steeltoe
Wingz
Malocchio
Pern
Phobia
Octagirl
Ferrous
Karone
Rambo
Sabre

Los Angeles
Frostee
Illusia
Tenshi
Tressa
Flutter


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

NPC Investigations

Overview

Timeline

The Partners Creator Commentary
Penny Nihara
Carla Perkins
Edwin Christian

Senior Associates
Sonya Harmon
Harmony Perez
James Scott

Junior Associate Rotation (small sample) Creator Commentary
Ricardo Alvarez
Teresa Maria Amarista-Mcleod
Elinah Monroe
Immortia (Tia Hammond)
Eiko Takanouchi

Other Titles
Willa Hawke (culinary specialist)
Kazuma Nihara (Clan Nihara Trainee)
Rumiko Nihara (Clan Nihara Trainee)
Sofia Harmon (Receptionist)

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

The Seawings Adventurer Guild

Where We Started From

Roll Call:
Yasmine (Yas) Sakaguchi (Pre-Guild)
Rebecca (Rikki) Heskett (Pre-Guild)
Dark Sword Portia (Portia Rousseau, Pre-Guild))
Raheed the Dragon King (as summoned by Yas, Pre-Guild)
Laki Sigrah, Herman Heskett, & Sione Sigrah (Pre-Guild)
The Seawing

Bringing Things Up To Date

Coyote (unofficial member, Pre-Guild)
Tobias (Pre-Guild)

The Seawings As Of January 2019

How The Seawings Guild Works, A Simple Guide

Yas & Friends Creator Commentary
Yasmine “Yas” Sakaguchi (Guild Version)
Rebecca “Rikki” Heskett (Guild Version)
“The Dark Sword” Portia Rousseau (Guild Version)
Raheed The Dragon King (as summoned by Yas, Guild Version)
Tobias (Guild Version)
The Pacific Stranger (Oliver LaRouche)
Coyote (Guild Version)
Lucy Hasegawa
Willie Teriong
Kaikoa
Laki Sigrah, Herman Heskett, & Sione Sigrah (Guild Version)

Truman Home For Dimensionally Displaced Girls Creator Commentary
Nathaniel Truman
Samorn
Emiko Fujiwara
Skye Walker
Oliana Kameāloha
Raymi Humala Sumire
Madeline Blackwood
Almira Quincy
Fiona McTavish
Yumiko Amano
Palila Nui
Octavia Fiammetta
Claire Gainsborough
Neith
Elena Laskaris
Phylia

Team Rumble Hearts Creator Commentary
Zero Angel (Hinako Fujimori)
Dallas Austin
Judo Demon (Atsuko Matsuda)
Khulan
Cinnamon (Emma Adams)
Eri Akatsuki
Toryū Hirayama
Yukinari Yuhara
Lana Shimizu
Kazeka Kurogane
Heroic Spirits (as summoned by Lana)

Seawings NuGen Creator Commentar
Lucia Sakaguchi
Ting Heskett
“The Shadow Wolf” Lucien Rousseau
Charlie Teriong
Raven
Jing Zhang
Hana Choi

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

Heroes of Britain

The Knight Family
Crusader (Sir Randall Knight)
Lady Alchemist (Morgan Knight)
Lady Knight (Emily Knight)
The Alchemist Knight (Sophie Knight)
Templar (Daniel Page)

UQ Trio
Umbrella Queen (Siobhanna)
Nisse (Alwyn Kendrick)
Tattoo (Josephine "Finn" Kent)

Miscellanous British Heroes
Big Ben (Benjamin Prestwich)
Keaira, Princess of Avalon
Paragon (Syed Nawaz)
Yeoman (Joshua Birch)
Hospitaller (Abigail "Abby" Priest)
To Be Named (Elastic Detective Type)

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

Borealian Vanguard

Overview

Main Squad
Prairie Sprinter/Turbodash (Grace Harper)
Dormin (Phil Cantor)
Blindspot (Cindy Liu)
Armory (Leon Wilson)
Bulletman (Jason "Jay" Martin)
Felin-garou (Rosalie Lavoie)
Valiant (Steve Clark)

The Reserves
Moonshadow (Donovan Tarkik)
Undine (true name unknown)
Fornax (Maxwell "Max" Drake)
Chasseur (Jules Bouchard)
Gajasura (Arjun Vijaya)
Codename TBD (Raphelle Fortin)
To Be Named (Chinese Psychic Ninja-Type)

*******************************************************************************
Earth Tweeners

BLACK & The Phantom Network Creator Commentary

Overview

BLACK Main Team

Ghost (Vincent Mortelini)
Additional Commentary
Adept (Brian Matthews)
Spartan (Leonidas King)
Pyrewing (Karen Murdock)
Prodigy (Regina Marcus)
Paradigm (Leona King)
Relena

BLACK Reserves (small sample)

Talia Mortelini
Zack Mortelini

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

The Academy

Overview

Alpha Team
Solaria (Autumn Winters)
Pyrox (Rusty Jenkins)
Broyle (Nick Lachlan)
Wilder (Anna-Marie Winston)
Titan (Pietro Cole)

Beta Team
Lightning (Richard Jones)
Erased (Vernon Chase)
Cinder (Phoenix Ramsey)
Charger (Jason Montanez)
Sureshot (Rachel Harris)

Gamma Team
Relay (Tessa Matthews)
Waverider (Naomi Suleiman)
Slick (Olivia Montanez)
Motor (Michael Taylor)
Apocrypha (Aleki Uta'i)

Delta Team
Augment (Cyrus Gramble)
Taffi (Tomoko Nagatsuka)
Eden (Ivy Reubenstein)
Agent Fortune (Tariq al-Rabadi)
Shift (Serafina Chavez)

Epsilon Team
Grava (Daraja Ishola)
Kinetix (Fabien St. Pierre)
Geonic (Isabelle Oliveira)
Warp (TIffany Broadchurch)
Sky Eye (Jacob Lewis)
Illusionist Knight (Maia Turei, Staff Advisor)

Notable Staff Members

Carlos Javier (Headmaster)
Monique Desjardins (Chief Counselor)
Eagle Eye (Russell Harris, Chief of Mathematics)
Miss Invincible (Francine Simms, Chief of Student Fitness)
Aerialist (Frank Simms, Chief of Science)
Starwoman II (Jody Thompkins, Chief of Literature)
Lisa Lindsay (Chief of Social Studies)
Roulette (Stefan LeRoux, Chief of Security)

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

Roth Investigations

Overview

Asteroth (Adam Roth)
Christine Gale
Nyoan Ayano
Shandra Hawkins
Ryan Masterson
Chiaki Ayano
Valkyrie

*******************************************************************************
Villains

The Strength Revolution

Methion (The Grand Wizard; Leader, Strength Revolution)
Serine (The Faceless Queen; Controller, Drone Horde)
Valine (Paladin; Commander; Special Tactics Group)
Katrea (Bushi; Commander, Military Action Group)
Jacob Cross (Holmes; Captain, Psi-Division)
Clive Wesker (Director, Public Relations)

Drone Horde
Drone Prime (The Prince)
Drone Template

Special Tactics Group

Squad A
Valine (Captain)
Primrose (Étienne Miura)
Aeon (Courtney Halloran)
Photophobia (Junie Cho)
Nimbus (Riley Chong)

Squad B (The Sin-sations)
Dream Girl (Sabrina Nowak) (Captain)
Gobstopper (Bridget Kucerova)
Sprite (Asuka Takahashi)
Razzle (Alyssa Robinson)
Sorellanza (Oriana Bianchi)

Squad C (The Watchdogs)
Digital Shadow (Marcus Pierce) (Captain)
Dusk Widow (Ishani Dhawan)
Eclipse (Adam Holloway)
Wisecracker (Donna Quinn)
Tsurugi (Miyuki Harada)

Squad D (The Outsiders)
Tana, of the Waves
Nika, the Heartfire
Rudolphus "Rudy" Evander
Calamity Jane (Judith & Amalia Richter)
Thespian (Claudia Baker)

Military Action Group
Walter Mackey (Captain, Recon Division)
. . Rose “Zulu” Ross (Lieutenant, Recon Division)
. . Patricia “Shadow” Garza (Lieutenant, Recon Division)
Simon Vyntra (Captain, Heavy Division)
. . Sergio “Tectonic” Marquez (Lieutenant, Heavy Division)
. . Casey “Casino” Duff (Lieutenant, Heavy Division)
Victor "Shotsy" Leroy (Captain, Assault Division)
. . Jack “Android” Martin (Lieutenant, Assault Division)
. . Shigeru “Dice” Miyamoto (Lieutenant, Assault Division)
Mahmoud "Combo" Isra (Captain, Support Division)
. . Cecile “Prophet” Fournier (Lieutenant, Support Division)
. . Raul “Bonus” Torres (Lieutenant, Support Division)
Jedda "Fast Lane" Briggs (Captain, Transport Division)

Psi-Division
Jacob Cross (Captain)
Hayate Ishikawa
Arielle Cadieux
Valentina Alvarez
Miriam Mizrahi
Ichika Ishikawa
Kaede Kobayashi

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

The League of Seven

Overview

Blackgate Pirates
Yori Newgate (Captain and League Member)
Nayan
Zuberi Wafula
Layla Khan

Devil Hunter Society
Kiske, of The Thousand (Supreme Commander and League Member)
Zuki, The Thunderer
Rina, The Iceheart
Kino, of the Stars

Turgenev Mercenary Group
Ruslan Turgenev (Leader and League Member)
Tatsuya Gushiken
Bellona Accardo
Reyna Oleastro

OWN (Operatives Without Names)
Daisuke Uehara (Leader and League Member)
Nagesh Malik
Aidan Killian
Shanyuan Baoli

The Cult of The Light
Lakis Hasapis (Inspiration and League Member)
Lestari
Reina Wong
Holter (Aerin Grosvenor)

Ninguem
Shazza Ferreira (Leader and League Member)
Cecilia Bridges
Santiago Valdés
Raquel Fernandes

Knights of Karelia
Baroness Valia (Commander-in-Chief and League Member)
Jade Knight (Ma're Iryen)
Miss Mimic (Francesca Zanetti)
Oväder (Linnéa Sjöberg)
Strażak (Jedrick Jagoda)
Princess Audrielle Eliska

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

The Agency

Overview

The Director
Senior Agents
Tech Agents
Magic Agents
Standard Agents

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

The Syndicate

Bladesman (Benjamin Hammond)
Bandito/Bandido (Diego Rivera)
Wheelgirl (Coraline Burnett)
Hackman (Eli Gilbert)
Hackgirl (Lisa Tuchmann)
Isabella Serbedzja

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

Assorted Supervillains

Queenie's Rogues
Auric
Multiplicity

Terrifica's Rogues
Maven
The Mechanic
Winterian
The Grey Man

Medic's Rogues
Entropa
Cueball

Spike/Starguy/Los Angeles Rogues
Mercury
Tectonica
Fahrenheit & Celsius

Candy's Rogues
Lardaceous
The Nutritionist
The Sugarfree Alliance

Z's Rogues
Frank Lloyd
The Lloyd Gang

Magna's Rogues
Machina

Marian Soaring Eagle's Rogues
Croy
Croy's Cult

Samaritan's Rogues
Gray Wolf
Wolf Pack
Crimson Lizard
Black Hawk
Jade Tiger
Ivory Hippo
Squid Cerulean

The Human Rocket IV's Rogues
"The Don" Donald Cruz
The Don's Crew

Dust/Tidal's Rogues
Frostica
Gail Gust
Chelsea Chill
Sun Soaker
Adri Ablaze

Tex Austin's Rogues
Blue Norther
Dragon Wind
Tauros
Thaddeus Morgan

Sage's Rogues
Vivian Wu
Vanessa Fordham

Seattle's Rogues
Sharper
Cutler (Damon Hartwell)
Farrier (Bill O’Brian)
Marble Man
Technoid Black
Technoid Red
Technoid White
Technoid Yellow
Last edited by EternalPhoenix on Sun Dec 04, 2022 10:04 am, edited 222 times in total.
The Phoenixverse (A 2e OC 'verse!)
The Archetype Blendarama!
You, Dear Reader, may comment on any build at any time. I will be happy regardless.
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EternalPhoenix
Posts: 844
Joined: Thu Jan 27, 2022 6:42 am
Location: The Land of Mary

The Cosmic Phoenixverse

Post by EternalPhoenix »

The Nobellian Federation
The Sionil Union
The Borustan Tribal Confederation
The Ingenti Republic
The Riidanian Diaspora
The Venandi Dominion
The Principalities of the Shon

*******************************************************************************
Cosmic Heroes

The Edgerunners
Jackie
Esme
Tetsukaze
Zima
Roxy Jett
Geojang
Mirage

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

The Nega Corps

Overview

Colonel Hal Scott
Major Alan Jordan
Captain Kylie Stewart
Spacer Simon Gardner

Typical Veteran Nega
Typical Experienced Nega
Typical Rookie Nega

*******************************************************************************
Cosmic Tweeners

The Red Ronin

Overview

Red Ronin (Tomoe Aizawa; Captain/Tai-Cho, The Red Ronin)
Shadow Ronin (Asami Koga; Recon Corps Commander)
Steel Ronin (Tetsuya Fujiwara; Assault Corps Commander)
Genki Ronin (Kazumi Ishimaru; Heavy Corps Commander)
Eldritch Ronin (Hiroji Ryusaki; Magicorps Commander)
Neko Ronin (Netsuko Nishimura; Supply Corps Commander)
Devil Ronin (Rinako Saeki; Engineer Corps Commander)
Radiant Ronin (Fujiko Yoshihara; Medical Corps Commander)
Angel Ronin (Masaru Kido; Mechanized Corps Commander)

*******************************************************************************
Cosmic Villains

There will be some of these, I swear. :sweat_smile:
Last edited by EternalPhoenix on Sun Dec 04, 2022 8:08 pm, edited 21 times in total.
The Phoenixverse (A 2e OC 'verse!)
The Archetype Blendarama!
You, Dear Reader, may comment on any build at any time. I will be happy regardless.
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EternalPhoenix
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Re: The Phoenixverse

Post by EternalPhoenix »

The Exiles & Exile House

Overview

. . The Exiles are…complicated. They’re less a superteam and more an adopted family. They've been (with the exception of Windstorm) through hell together. They have a general distrust of authority and adults, and with good reason. The majority of adults and authority figures they've encountered have been either evil, incompetent, or smugly superior of children. Their financial stability comes from the actions of Barry Holden (one of the original five), who managed to squirrel away the trust funds of said original five away in various accounts in various banks after his departure from the group. Even he doesn’t know where it all is now.

. . It started in 2008, with five. Barry, Raya (soon to be Blackrose), Wendy, Myra (soon to be Myrcelle), and Noah (soon to be Radical Dreamer). They were 14 years old, high school freshmen, and a tight knit group of friends. Barry the nerd. Myra the weirdo. Raya the sickly, and Noah the silent. They may have grown up together, rich kids in Los Angeles, but they had close to nothing in common. Nothing held them together. Nothing but Wendy. Charismatic, beautiful, and genuinely nice, everyone loved Wendy. But she stubbornly persisted in being the friend of the four outcasts she’d known all her life. Their parents had been friends practically forever (supporting Raya’s dad after her mom disappeared), which was how they’d gotten put together in the first place. And then they discovered they all had superpowers. Naturally, they wanted to be superheroes. Barry could make virtually indestructible planes of force appear anywhere. Myra could fire energy blasts. Wendy had control over the winds. Raya could cast magic. Mean magic, but magic. And Noah? Well, he was a bit telepathic (and did not say a word about his precognition as it was not yet the time). They stopped some street crime (with Barry finding himself more than a little protective of Raya). And then came the fateful day when they found out their parents were supervillains. Their powers were largely inherited, with the exceptions being Myra (techies) and Wendy (business/face people). Thanks to Noah’s “split second warnings” (actually timed out long ago thanks to his precognition) the fledgling superteam stayed a step ahead of their parents. But it couldn’t last.

. . One fateful night, everything seemed to go wrong.

. . Barry, attempting to defend himself from his own parents, discovered to his horror that his planes of force could manifest inside people when theirs could not. He ran without checking to see if he’d killed both of them.

. . Noah’s parents pursued him with murder on their minds, and were hit by a truck as he had foreseen long ago. He warned them, but it didn’t matter. They died right there in the street.

. . Myra had to face down her own parents. She did not win. Locked in their lab, strapped into equipment designed to drain her of her powers forever, she learned that they weren’t her parents at all. They’d killed the real ones (aliens at that) in equipment much like this one, and raised her in hopes of the daughter being stronger. She was stronger, all right. Her powers overloaded their gear in spectacular fashion. The resulting explosion killed both of them.

. . Raya’s mom returned, consumed with a lust for dark eldritch power. She overpowered and murdered Raya’s dad, both of Barry’s injured parents, and Wendy’s parents while the girl was there. She wanted Wendy for the spark of the Phoenix that was inside. Yes, Wendy was a Phoenix Mutate, and Mrs. Hall wanted that power for herself. The other four, drawn by Noah, arrived far too late to help. A mystic barrier blocked entry, but they could watch. Wendy was beaten into the ground. Apparently magically drained of her powers, she could do nothing to stop Mrs. Hall from slowly killing her. A thrown knife was completely ineffective, and her attempt with a blaster pistol cost her the pistol and her hand. Pummelled, with broken bones and a severed hand, Wendy knew she was dying. The stricken look on her friends’ faces confirmed it. So she decided. She officially did not care about that. All she had to do was win this fight to protect her friends and save the world. If she had the power Mrs. Hall was claiming, then no power in the universe could take the winds from her. With that, she forcibly engaged the “Plus Overdrive” state of a Phoenix Mutate. She roared defiance, eyes burning orange with Phoenix fire, as the wind tore the draining spell apart. The wind held Mrs. Hall at bay, but it wasn’t quite enough to take her out. Mystic bindings held her in place. Wendy officially did not care about that, either, and cranked the winds up even higher, her body literally glowing Phoenix fire orange. The resulting wind force tore Mrs. Hall’s body apart. Every spell collapsed at once, and her friends (except Noah) rushed to her side. In her head, as everything went dark, Wendy heard Noah apologizing in broken sobs. She wanted to tell him it was okay, but died in the middle of that thought.

. . And that was just the first six months of the Exiles. Barry took over team leadership, and oversaw the recruitment of Hummingbird and (kind of) Astra. But before the year was out he had a vicious argument with Dreamer about his powers and his overprotectiveness of Blackrose, causing the first team split. Barry left the team, and still hasn’t technically rejoined the core group. Blackrose left to find a way to use her powers without half-killing herself or anyone else. Myrcelle wrapped herself up in a strange cocoon, falling comatose. Dreamer took over leadership and oversaw the recruitment of Flare and Stormy before Blackrose returned halfway through the next year with the Fell Staff and Cory. Unfortunately, Cory’s father wanted his son back. The first encounter with the Red Savage left Hummingbird crushed by an errant super strong back fist. Crushed by the trauma, the team shattered. Blackrose and Cory went one way, and a despondent Dreamer and Astra went another. Flare and Stormy were left to hold things together, until remarkably Myrcelle emerged from her cocoon. She then enlisted the aid of Flare and Stormy and reassembled the Exiles under Blackrose’s leadership. Just in time, too. Cory’s father was back. A brutal fight ensued, the Red Savage only backing off when Cory unleashed his Trueblue transformation. That was the end of the second year of the Exiles.

. . To start the third year, Dreamer fell into a mysterious coma, and Astra stuck with him. Windstorm joined the team. Blackrose took the money that Wendy would have inherited and pooled with her own, Dreamer’s and Myrcelle’s to found Exile House. Exile House is, essentially, a halfway house for superpowered and/or alien kids. To give them a home and a safe place to learn how and, more importantly, why to use their powers. The first residents were, of course, Tigress, Magi, Morphin, Clon, and Priestess. Shortly afterward, Myrcelle discovered she was a princess when her people learned she was alive and came to put her on the throne. She declined, but there was still superheroing to be done out there in space. To end the year, Wendy’s ghost convinced Dreamer life was truly worth living, and finally got to tell him it was okay he let her die. So he was awake, and after a rousing battle royale (no, not with cheese) against some villains, rejoined the team with Astra to end Year 3

. . Year 4 went smoothly enough, with the Exiles repaying allies (namely NPC Investigations and the Seawings) for their aid in previous adventures. Until halfway through, where time shuddered and Flare was replaced with Hummingbird. Somehow, Flare was the one who had died fighting the Red Savage instead the beloved ‘Bird, and only Stormy remembered the difference. The new world was a darker place without The Brightest Light, and the Exiles a very different team. Stormy left to find a way to return Flare to the timeline. The Exile kept on with their reparations until Stormy’s return. She convinced Hummingbird and the Exile House kids to help, and shortly afterward the main team got involved as well. One desperate showdown with Mrs. Hall’s cronies later the timeline was returned to normal. Hummingbird (badly wounded MVP of the fight by a country mile) tagged Flare back into the timeline and faded away smiling to end Year Four.

. . The Exile’s lives haven’t gotten any less complicated in the ensuing years, but there’s a feeling of…capability. They’ve survived the worst life has to throw at them (albeit with fresh scars inside and/or out) and are planning for the future. Blackrose convinced Barry to return to the fold, at least in part. His legal work on behalf of Exile House has been stellar, and according to Dreamer his mentorship style would suit the Second Gen to a T. With the First Gen essentially having long “graduated” Exile House and the Second Gen on the verge of same, Dreamer put the Third Gen together. He says it’s all about timing, and considering how incredibly dead and/or horribly evil the Exiles would be without his precognition, they trust the hell out of him.

. . The Exiles currently (as of Jan 2019) operate in four different teams (plus the kids living in Exile House, the “.5” Gen are both canon Exiles and examples of said kids) and three different locations these days. They are:

Core Squad (Portland, Oregon)
Blackrose (Raya Hall)
Radical Dreamer (Noah Griswald)
Myrcelle (Myra Mercer)
Astra (Unknown)
Flare (Francis Bowman)
Stormy (Unknown)
Cory (Unknown)
Windstorm (Gwendolyn Carter)

First Gen (formerly Portland, Oregon; now Vancouver, Canada)
Tigress (Thelia Alton)
Magi (Mazar Miller)
Morphin (unknown)
Clon (Cameron Edgerton)
Priestess (Elizabeth Prentiss)

Second Gen (Los Angeles, California)
Barry Holden
Cavatina (Tina Chavez)
Stoker (Darrell Brown)
Electric Lady (Janelle Stone)
Opera (won’t tell)
Miss Fist (unpronounceable to human tongues)

Third Gen (Portland, Oregon)
Hummingbird
Redpin
Sailor Scout
Brutus
Pathfinder
Android


“.5” Gen (Portland, Oregon & Los Angeles, California)

The “.5” Gen is not an official team, and honestly the group doesn’t so much superhero as suffer from the Exiles’ trademark awful luck and get away by the skin of their teeth while one of the actual teams (or a local hero, or the police) take care of the problem. And even then their adventures are far more “slice of life” than “superhero action/adventure” as far as genres go.

Frostee
Steeltoe
Wingz
Illusia
Malocchio
Tenshi
Tressa
Flutter
Pern
Phobia
Octagirl
Ferrous
Karone
Rambo
Sabre
Last edited by EternalPhoenix on Wed Apr 13, 2022 2:18 am, edited 2 times in total.
The Phoenixverse (A 2e OC 'verse!)
The Archetype Blendarama!
You, Dear Reader, may comment on any build at any time. I will be happy regardless.
User avatar
EternalPhoenix
Posts: 844
Joined: Thu Jan 27, 2022 6:42 am
Location: The Land of Mary

Blackrose

Post by EternalPhoenix »

Blackrose

Power Level: 15; Power Points Spent: 255/255

STR: -1 (8), DEX: +1 (12), CON: +1 (12), INT: +3 (16), WIS: +7 (24), CHA: +5 (20)

Tough: +3/+8/+12, Fort: +6, Ref: +12/+18, Will: +15

Skills: Acrobatics 9 (+10), Concentration 8 (+15), Craft (artistic) 7 (+10), Diplomacy 10 (+15), Gather Information 5 (+10), Intimidate 15 (+20), Knowledge (arcane Lore) 17 (+20), Knowledge (art) 7 (+10), Knowledge (theology & philosophy) 7 (+10), Medicine 3 (+10), Notice 8 (+15), Search 2 (+5), Sense Motive 8 (+15), Stealth 14 (+15)

Feats: Attack Focus (melee) 2, Challenge - Improved Demoralize, Challenge - Improved Startle, Defensive Roll 2, Dodge Focus 9, Elusive Target, Evasion 2, Improved Defense, Luck 3, Ritualist, Set-Up, Skill Mastery (Diplomacy, Intimidate, KN (arcane lore), Notice), Startle, Teamwork 3, Uncanny Dodge (Auditory)

Powers:
Black Magic (Array 39) (magic, default power: - linked powers -; Custom 3 (Weakness: Lost 1 Con per use))
. . Black Agony (Stun 15) (Array; DC 25; Alternate Save (Will), Range 2 (perception); Reversible)
. . Black Curse (Drain 15) (Array; drains: single trait - dex, DC 25; Alternate Save (Reflex), Range 2 (perception), Vampiric; Incurable, Reversible)
. . Black Fog (Obscure 10) (Array; affects: all sense types, Radius: 5000 ft.; Selective Attack)
. . Black Hex (Fatigue 15) (Array; DC 25; Range 2 (perception); Incurable, Reversible)
. . Life Drain (Linked)
. . . . Drain 15 (Linked; drains: single trait - con, DC 25; Range 2 (perception), Vampiric)
. . . . Healing 15 (Linked; Action (standard); Limited (Drain CON must work), Personal; Persistent, Regrowth)
. . Power Drain (Nullify 15) (Array; counters: all powers of (type) - enhanced physical abilities (str, dex, & con), DC 25; Effortless, Range (perception))
. . Ritual Teleportation (Teleport 15) (Array; 1500 ft. as move action, Anywhere in the same solar system as full action; Accurate, Portal; Change Velocity, Easy)
. . Witch's Jinx (Probability Control 15) (Array; Minimum Result: 15; Jinx, Range 2 (perception); Limited to Jinx, Side Effect; Reversible, Subtle (subtle))
. . Witch's Snare (Snare 15) (Array; DC 25; Range (perception), Regenerating, Transparent; Obscure Sense (Visual), Reversible)

Fell Staff Wrist (Device 2) (Hard to lose)
. . Black Magic Power Source (Features 3) (Notes: Buys off Black Magic Array's Weakness Drawback)
. . Fell Staff Smack (Strike 5) (DC 20; Accurate 2 (+4))

Stormy's Rose Gear (Device 5) (Hard to lose)
. . Armoring (Protection 5) (+5 Toughness; Subtle (subtle))
. . Environmental Systems (Immunity 6) (critical hits, disease, environmental condition: Heat, environmental condition: Cold, poison)
. . Wind Shield (Enhanced Trait 13) (Traits: Dodge Focus 9 +6 (+9), Evasion 2 +1 (+2), Reflex +6 (+18))

Toughened (Protection 2) (+2 Toughness)

Attack Bonus: +9 (Ranged: +9, Melee: +11, Grapple: +10)

Attacks: Black Agony (Stun 15) (DC Staged/Will 25), Black Curse (Drain 15) (DC Ref/Staged 25), Black Hex (Fatigue 15) (DC Fort 25), Drain 15 (DC Fort/Staged 25), Fell Staff Smack (Strike 5), +15 (DC 20), Power Drain (Nullify 15) (DC Will 25), Unarmed Attack, +11 (DC 14), Witch's Snare (Snare 15) (DC Ref/Staged 25)

Defense: +18 (Flat-footed: +5), Knockback: -5

Initiative: +1

Drawbacks: Vulnerable, common, moderate, Disease

Languages: English Native

Totals: Abilities 32 + Skills 30 (120 ranks) + Feats 23 + Powers 113 + Combat 36 + Saves 24 - Drawbacks 3 = 255

Age (as of Jan 2019): 24
Height: 5’
Weight: 90 lbs
Ethnicity: Caucasian
Hair: Jet black
Eyes: Bright blue

Background: Blackrose spent a great deal of her childhood too sick and/or weak to get out of bed. She’s always been frail, with a particularly weak immune system. There’s been times where she’s cursed her weakness rather viciously. It’s only been as she’s approached physical adulthood (aided by a ton of sweat equity) that she’s picked some physical stamina. She still gets sick far more often than other people do, but it doesn’t knock her flat the way it used to. Which is nice, but she’d appreciate it if she could stop having a runny nose and mild fever in the middle of a fight with supervillains. The Fell Staff, her trademark quarterstaff is a powerful magical artifact, and very much evil attuned. What it does, specifically, is take on the negative consequences for casting any kind of spell. As, generally speaking, the kind of magic used by good mages is earned via effort or a gift from a patron, it doesn’t help with those much. It’s the spells that require sacrifice of some kind it can power. The kind that require the mage to give up a part of their life or soul, or someone else’s life or soul. As such, it’s desired by evil mages everywhere, of all varieties. She has it stored in a magic bracelet, and pulls it out at need. The bracelet is a set of black beads that comes together to form the Staff. The Staff itself is twisted black wood that magical types can easily sense the malice from.

Powers & Tactics: Blackrose’s powers consist entirely of magic. Black magic, to be precise. It’s curses, hexes, and generally whatever a particularly sadistic witch might do to someone who crossed her. Black magic tends to…corrupt the user. She’s all right for now, thanks to her friends (and especially Flare), but it’s always a danger. As such, she leaves most of that alone, but she does drain life, cause agonizing pain, force choke, and nullify superhuman abilities with almost disturbing ease. The key to all this is the Fell Staff. Without it, she can still cast magic, but it’s casting straight from her own life force. And she isn’t all that sturdy in the first place. Point blank, without the staff she could kill herself if she’s not careful. She does wear armor now, thanks to Stormy. Protects from a few environmental woes while she’s wearing it. But, sadly, not ones she’s picked up between wearings. Hello again, runny nose, fever, and muscle weakness.

. . She tends not to use most of her spells in team combat, sticking with the Black Fog to give her teammates an edge or Ritual Teleportation for team transport. If forced into solo combat or against more powerful enemies, she’ll use whatever spell seems appropriate but at a lower rank, such as 10. Only in desperation (and escape not an option) will she unleash her full power on an opponent. She knows many of her spells can be crippling if not outright lethal, and won’t use them if she doesn’t absolutely have to.

Personality: In a word, Blackrose is tough. Not in the physical sense, of course, but her entire personality and mind is tough. Like both of the other original five, she’s been through hell and come out stronger on the other side. She’s the team’s reliable leader and team mom. She knows what it’s like to be small and weak in a world seemingly built for the big and strong, so she does her best to be kind to the downtrodden and victimized. Her empathy and compassion are arguably her strongest suits. That said, they don’t rule her and she’ll make the tough decisions without batting an eye.
Last edited by EternalPhoenix on Mon Sep 26, 2022 9:12 pm, edited 6 times in total.
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Radical Dreamer

Post by EternalPhoenix »

Radical Dreamer

Power Level: 12; Power Points Spent: 255/255

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

Tough: +5/+7, Fort: +8, Ref: +7/+17, Will: +8

Skills: Acrobatics 7 (+10/+20), Bluff 5 (+5/+15), Diplomacy 5 (+5/+15), Gather Information 15 (+15), Intimidate 5 (+5/+15), Investigate 10 (+15), Knowledge (behavioral science) 10 (+15), Knowledge (business) 10 (+15), Knowledge (current events) 15 (+20), Knowledge (history) 15 (+20), Knowledge (physical sciences) 5 (+10), Knowledge (streetwise) 10 (+15), Knowledge (tactics) 10 (+15), Knowledge (technology) 5 (+10), Notice 5 (+10/+20), Search 5 (+10/+20), Sense Motive 5 (+10/+20), Sleight of Hand 12 (+15), Stealth 7 (+10/+20), Swim 3 (+5)

Feats: Acrobatic Bluff, Assessment, Benefit 2 (Wealth), Challenge - Improved Acrobatic Bluff, Challenge - Improved Demoralize, Challenge - Improved Feint, Defensive Attack, Defensive Roll, Eidetic Memory, Evasion 2, Hide in Plain Sight, Improved Defense 2, Improved Trick, Luck 6, Set-Up, Skill Mastery 2 (Acro, Bluff, Diplo, Intim, Notice, Search, Sen Mot, Stealth), Teamwork 3, Well-Informed

Powers:
Connection to Astra (Super-Senses 1) (communication link: Mental)

Low Level Telepathy (Array 4) (default power: mind reading)
. . Mind Reading 5 (Default; DC 15; Sensory Link; Limited by Language, Limited to Surface Thoughts)
. . Telepathic Link (Communication 7) (Array; sense type: mental; Omni-Directional Area; Limited (to Humans); Rapid)

Perfectly Timed Punch (Strike 5) (DC 22; Mighty)

Toughened (Protection 3) (+3 Toughness)

Ultimate Precog (Container, Passive 21)
. . Enhanced Attack & Defense (Enhanced Trait 50) (Traits: Attack Bonus +10 (+17), Reflex +10 (+17), Defense Bonus +10 (+17))
. . Enhanced Feats (Enhanced Trait 6) (Feats: Assessment, Eidetic Memory, Evasion 2, Skill Mastery 2 (Acro, Bluff, Diplo, Intim, Notice, Search, Sen Mot, Stealth))
. . Enhanced Skills (Enhanced Trait 20) (Traits: Acrobatics +10 (+20), Bluff +10 (+15), Diplomacy +10 (+15), Intimidate +10 (+15), Notice +10 (+20), Search +10 (+20), Sense Motive +10 (+20), Stealth +10 (+20))
. . Precognitive Dodge (Luck Control 1) (force a re-roll, Feats: Luck 6; Limited 2 (attacks against Dreamer))
. . Precognitive Senses (Super-Senses 20) (accurate: Mental, acute: Mental, counters concealment: Mental, counters illusion: Mental, counters obscure (all): Mental, danger sense: Mental, precognition, radius: Mental, ranged: Mental, uncanny dodge: Mental)

Attack Bonus: +7/+17 (Ranged: +7/+17, Melee: +7/+17, Grapple: +9/+19)

Attacks: Mind Reading 5 (DC Will 15), Perfectly Timed Punch (Strike 5), +17 (DC 22), Unarmed Attack, +17 (DC 17)

Defense: +7/+17 (Flat-footed: +9), Knockback: -2

Initiative: +3

Drawbacks: Recurring Nightmares, uncommon

Languages: English Native

Totals: Abilities 34 + Skills 41 (164 ranks) + Feats 17 + Powers 124 + Combat 28 + Saves 13 - Drawbacks 2 = 255

Age (as of Jan 2019): 24
Height: 5’ 10”
Weight: 155 lbs.
Ethnicity: Caucasian
Hair: Brown
Eyes: Light Brown

Background: Dreamer is essentially defined by his precognition. He’s had it ever since he could remember. In fact, it was a struggle to tell the visions from reality earlier on. Something he still occasionally struggles with. He’s literally spent every second he can remember working towards one of the good futures. He…doesn’t have a life outside of making sure the world doesn’t come to one of the dozens of horrible ends he’s seen. He’s been the guiding force keeping the Exiles free of outside entanglements, and the recruitments of new members have either been his own doing or sparked by something he said. So far, so good. Even if it wears on him more and more, resulting in sleep ruining nightmares sometimes.

Powers & Tactics: Dreamer’s powers are fairly simple on the outside. He’s a low level telepath, and the most powerful precognitive in the universe. The future is an open book to him. Just has to turn the pages. He’s in tune enough with the power that he often is quite literally ahead of the rest of the group. He’s rarely surprised, and virtually impossible to hit with anything from a kid’s fist to a thermonuclear device. Nothing’s ever been able to block it, either. He says the future is always in motion. He sees all the possibilities, be they good, bad, or somewhere in between.

. . This, understandably, makes him a fearsome if not overly powerful opponent in a fight. That said, he tends to hang back and only chimes in with a Perfectly Timed Punch when he knows it’s necessary. Otherwise he’s mostly likely Stealth’d and lurking for that perfect moment to apply said punch.

Personality: If Blackrose is team mom, then Radical Dreamer is team dad. He cares a lot for the group and goes out of his way to make sure they don’t come to harm if they don’t have to. He’s always available with a word of advice or a quick pep talk. The only thing that prevents him from being the official leader (aside from his eternal demurring) is that he’s not mentally tough. He does not take being surprised well at all, and being THE decision maker almost makes him shut down. As someone who’s seen literally every variation on every horrible thing that could possibly ever happen, he’s a little…unstable. Not outright crazy and a danger to everyone around him, but between the nightmares and trying to keep all possible bad ends away, he can get stressed to and beyond the limit. This is because the way out of these horrible futures doesn’t always involving doing things that are good and just. The right people have to be in the right places at the right times. Case in point: For as long as he can remember, he’s loved Wendy. And for as long as he could remember (until it happened, obviously), he knew she had to die. He knew how she had to die, who had to be there and when. All so that Mrs. Hall didn’t gain the power of a Phoenix spark and go full Dark Lord on the whole world. He loved her, and he let her die to save the world. He knows what he does is necessary in an absolute way that most people simply can’t, but it doesn’t make him feel any better about lying and manipulating events and people. It doesn’t make him feel like any less of a murderer when someone dies and he could have prevented it. He finds it difficult to rely on others, as he literally knows anything they might say or do to make him feel better. He adores Astra and does his best to protect her from herself, as she doesn’t need protection from others.
Last edited by EternalPhoenix on Mon Sep 26, 2022 9:11 pm, edited 6 times in total.
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Myrcelle

Post by EternalPhoenix »

Myrcelle

Power Level: 14; Power Points Spent: 255/255

STR: +12 (18/34), DEX: +3 (16), CON: +12 (18/34), INT: +0 (10), WIS: +0 (10), CHA: +12 (26/34)

Tough: +12/+14, Fort: +12, Ref: +14, Will: +10

Skills: Acrobatics 12 (+15), Diplomacy 18 (+30), Gather Information 13 (+25), Knowledge (art) 5 (+5), Knowledge (popular culture) 10 (+10), Notice 10 (+10), Perform (singing) 3 (+15), Perform (stringed instruments) 3 (+15), Sense Motive 10 (+10)

Feats: Accurate Attack, Attack Specialization 2 (Life Force Blast (Blast 16)), Attack Specialization 2 (Unarmed Attack), Defensive Roll, Dodge Focus 5, Fascinate (Diplomacy), Luck 2, Power Attack, Skill Mastery (Acrobatics, Diplomacy, Gather Information, Knowledge (Popular Cullture)), Teamwork, Uncanny Dodge (Auditory)

Powers:
Alien Physiology (Container, Passive 16)
. . Enhanced Charisma 8 (+8 CHA)
. . Enhanced Constitution 16 (+16 CON)
. . Enhanced Strength 16 (+16 STR)
. . Immunity 7 (disease, fatigue effects, rare descriptor: Life Force)
. . Regeneration 31 (ability damage 8 (recover 1 / round without rest), recovery rate (bruised) 3 (recover 1 / round without rest), recovery rate (disabled) 8 (recover 1 / round without rest), recovery rate (injured) 6 (recover 1 / round without rest), recovery rate (staggered) 6 (recover 1 / round without rest); Persistent, Regrowth)

Life Force Power (Array 20) (default power: flight)
. . Life Force Blast (Blast 16) (Array; [16 active, 40/40 PP, 2/r], DC 31)
. . Life Force Butterfly Wings (Flight 8) (Default; [4 active, 40/40 PP, 2/r], Speed: 100 mph, 880 ft./rnd)

Attack Bonus: +8 (Ranged: +8, Melee: +8, Grapple: +20)

Attacks: Life Force Blast (Blast 16), +12 (DC 31), Unarmed Attack, +12 (DC 27)

Defense: +14 (Flat-footed: +5), Knockback: -7

Initiative: +3

Languages: English Native

Totals: Abilities 38 + Skills 21 (84 ranks) + Feats 18 + Powers 123 + Combat 34 + Saves 21 + Drawbacks 0 = 255

Age (as of Jan 2019): 24
Height: 5’ 10”
Weight: 150 lbs
Ethnicity: Extraterrestrial (Hispanic default, golden when using powers)
Hair: Reddish Brown
Eyes: Green

Background: Myrcelle’s the one of the O5 with the raw charisma. Always has been. What she has not been, however, is particularly smart or perceptive. Her friends have always outstripped her there, and she was always aware of coming up short in comparision. In the beginning she compensated by doing crazy and/or weird things, developing an outgoing and vivacious personality patterned in no small part on her friend Wendy (but missing that certain special something the windy one had). She was smaller than even Blackrose back then, and the puberty fairy didn’t seem like it was ever coming. The people who raised her were not her real parents. She was basically an experiment for most of her childhood. It wasn’t a loving home, but she didn’t know the difference at the time. She never got sick. She wasn’t as easy to hurt as her classmates. She was kind of clumsy due to evolving for a different planet’s environment. And various bruises and cuts she suffered didn’t linger.

. . Myrcelle’s time spent cocooned changed her. Physically she was a foot taller and over 50 pounds heavier, and the puberty fairy had definitely come to visit. Her body was not the same at all. She was now spectacularly attractive to a literally traffic stopping degree. Mentally…she’d had time to think. About a lot of things. Like what was really important to her.

Powers & Tactics: Myrcelle’s powers are simple even by Exile standards and entirely due to her alien physiology. She generates metric tons of life force energy. When straining, her raw output has been compared to that of the entire Earth and not come up short. She uses it to make butterfly wings and fly, regenerate from nearly any wound, and throw powerful energy blasts. She’s superhumanly strong and tough, with seemingly endless reserves of stamina. However, she’s not bulletproof in the least. The encounter with her own species proved she’s power even by their standards. Most of her people can’t throw energy blasts or fly. The notable exception is her sister, who is not an ally. At all.

. . Myrcelle isn’t a complicated fighter. She hits ‘em until they stop getting up. She prefers to do this while flying and with energy blasts, but she’ll throw some punches on the ground if she needs to. She doesn’t worry about taking damage, either, as her Regeneration will have her back up quickly if she falters. She’s one of the core team’s two absolute tanks and is well aware of it. The only reasons she’ll pull back from a fight is the instructions of Blackrose/Dreamer, or someone else is calling for help. And even then, unless told otherwise, it’ll be very much a fighting retreat.

Personality: Myrcelle is everyone’s cool big sister. Likeable, cheerful, and gregarious, she’s the life of the Exiles. She’s matured a lot from the weird kid she was back in the day. She’s still impulsive and a bit reckless, but those traits come out in service of her friends and the team. Not for their own sake. She knows most people are more fragile than she is, and she knows she can recover from virtually any injury. It hurts, but she deals with it for her friends. She’s often the team’s public face, being as Blackrose has limited stamina and Dreamer shuns the spotlight. It works, but she worries about saying something dumb.
Last edited by EternalPhoenix on Mon Sep 26, 2022 8:51 pm, edited 5 times in total.
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Astra

Post by EternalPhoenix »

Astra

Power Level: 15; Power Points Spent: 255/255

STR: +0 (-), DEX: +0 (10), CON: +0 (-), INT: +5 (20), WIS: +5 (20), CHA: +0 (10)

Tough: +20, Fort: Immune, Ref: +0, Will: +10

Skills: Bluff 15 (+15), Concentration 3 (+8), Notice 5 (+10), Search 5 (+10)

Feats: Dodge Focus 6, Eidetic Memory, Improved Initiative, Set-Up, Skill Mastery (Bluff, Disguise, Search, Sense Motive), Taunt

Powers:
Appearance Shift (Morph 1) (morph: broad group - female humanoids, +5 Disguise)

Astra's Form (Container, Passive 25) (Innate, Subtle 2 (unnoticable))
. . Concealment 10 (all senses; Limited (to Miss chance), Permanent)
. . Flight 1 (Speed: 10 mph, 88 ft./rnd)
. . Immunity 37 (aging, dazzle effects, fortitude saves, sleep)
. . Insubstantial 4 (Incorporeal; Custom (Being Corporeal is Sustained))
. . Protection 20 (+20 Toughness; Impervious [15 ranks only])
. . Regeneration 19 (recovery bonus 14 (+14 to recover), recovery rate (disabled) 2 (recover 1 / hour), recovery rate (injured) 1 (recover 1 / 20 mins), resurrection 2 (1 day); Persistent, Regrowth)

Connection to Dreamer (Super-Senses 1) (communication link: Mental)

Reality Warping (Array 45) (default power: transform)
. . Regeneration (Healing 15) (Array; DC 25; Action (standard), Affects Objects, Restoration, Total)
. . Something From Nothing? (Create Object 15) (Array; Max Size: 15x 5' cubes, DC 25; Duration (continuous), Movable (Radius: 75 ft., Strength: 75, Force: 409.6 tons), Range (perception))
. . Telekinesis? (Move Object 15) (Array; Strength: 75, Carry: 136.2 tons / 272.9 tons / 409.6 tons / 819.2 tons, DC 30; Damaging, Range (perception), Selective Attack)
. . Warp Reality (Transform 12) (Default; affects: anything, Transforms: 5000 lbs., DC 22; Burst Area (60-600 ft. radius - General), Duration (continuous); Range (touch); Custom 2 (Progression, Increase Mass (to 25000 lbs)), Precise, Progression, Increase Area 3 (area x10))

Attack Bonus: +0 (Ranged: +0, Melee: +0, Grapple: +0)

Attacks: Telekinesis? (Move Object 15) (DC 30), Unarmed Attack, +0 (DC 15), Warp Reality (Transform 12) (DC Fort 22)

Defense: +10 (Flat-footed: +2), Knockback: -17

Initiative: +4

Languages: English Native

Totals: Abilities 0 + Skills 7 (28 ranks) + Feats 11 + Powers 224 + Combat 8 + Saves 5 + Drawbacks 0 = 255

Age (as of Jan 2019): N/A
Height: Slightly variable, between 5’ 4” and 5’ 8”
Weight: None, incorporeal being.
Ethnicity: Completely variable
Hair: Cotton candy pink or blue
Eyes: Completely variable

Background: Contrary to appearances, Astra is not a ghost. She’s an astral projection of a comatose girl’s subconscious mind. Essentially, reality is playing the role of her dreams. Just for the record, that comatose girl is an insanely powerful reality warper with precisely zero control over her powers. Pray she never wakes. If Dreamer has his way, she never will.

Powers & Tactics: As reality is more or less a dream world to Astra, she can affect it as such. She can change anything into anything else, move truly impressive amounts of mass simply by willing it so, cause new items to appear out of nowhere, or repair anyone or anything with a touch. Resurrection isn’t technically beyond her power, but Dreamer asked her to please not. She’s incorporeal and difficult to hit, as she’s not always where she appears to be. For the people who do manage to hit her, she’s one of the most difficult to injure Exiles. She used to be able to possess people briefly, but that power has most likely been forgotten. The flaw, however, is that for her powers to work she had to become corporeal and thus considerably easier to hit. She’s even apparently been completely destroyed, only to pop up the next day just fine. She has not yet learned how to stop flying or go faster, but she’s working on it. Unlike the rest of the core team who are approaching the limits of their powers, Astra isn’t anywhere near hers. She can manifest any power at any time, and without Dreamer’s intervention (or if he’s been badly injured) she can unleash the full wrath of her reality warper powers. She even lent them to him once, somehow, and heavily implied she can do that whenever she likes. There doesn’t seem to be anything she can’t do.

. . Tactically, Astra typically doesn’t do anything but Bluff and Taunt, using Set Up to pass the benefits her teammates for solid hits against foes. She’s virtually incapable of being forced into combat, and the few that have immediately regretted it, as she doesn’t entirely understand the reality of the real world. Outside of combat, she’ll help out by manifesting objects for the team to use, such as bridges for those who can’t fly. She’ll continually transform water into air for underwater adventures, or help lifting heavy objects.

Personality: Astra is the team’s utter weirdo. Her appearance can shift from moment to moment. Aside from her hair color and voice there’s otherwise no way to reliably identify her. Even her personality itself is somewhat variable. The only firm constants are her deep bond with Dreamer and her friendship with the core team. Though generally speaking she comes in two varieties. The first is selfish, childish, and prone to pranking people with her powers. The second is quiet, mysterious, and taciturn. The two can and do bleed into each other.
Last edited by EternalPhoenix on Mon Sep 26, 2022 8:57 pm, edited 5 times in total.
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Flare

Post by EternalPhoenix »

Flare

Power Level: 15; Power Points Spent: 255/255

STR: +2 (14), DEX: +3 (16), CON: +3 (16), INT: +1 (12), WIS: +5 (20), CHA: +5 (20)

Tough: +3/+8/+12, Fort: +9, Ref: +8/+18, Will: +12

Skills: Acrobatics 12 (+15), Concentration 10 (+15), Craft (structural) 14 (+15), Diplomacy 10 (+15), Drive 7 (+10), Gather Information 10 (+15), Knowledge (physical sciences) 9 (+10), Notice 10 (+15), Sense Motive 10 (+15)

Feats: Defensive Roll 2, Evasion 2, Fearless, Improved Initiative 5, Inspire 5 (+5), Luck 4, Rallying Cry, Seize Initiative, Teamwork 3, Ultimate Effort (Toughness saves), Uncanny Dodge (Auditory)

Powers:
Living Star (Array 23) (default power: blast)
. . Frickin' Laser Beams (Blast 10) (Array; DC 25; Shapeable Area (10-1000 cubes of 125 cu. ft. (5x5x5) - Targeted), Range (perception); Progression, Increase Area 6 (area x100))
. . Laser Blast (Blast 15) (Default; DC 30; Range (perception); Precise)
. . Laser Flare (Strike 15) (Array; DC 30; Burst Area (45-75000 ft. radius - General); Progression, Decrease Area 6 (-6 ranks), Progression, Increase Area 9 (area x1000))
. . Let There Be Light (Environmental Control 20) (Array; light (bright), Radius: 12500000 ft.; Selective Attack; Range (touch))
. . Light Flare (Dazzle 15) (Array; affects: visual senses, DC 25; Perception Area (General), Selective Attack; Range (touch))

Photonic Physiology (Container, Passive 15)
. . Light Receptor (Super-Senses 8) (extended (type): Visual 2 (-1 per 1k ft), infravision, radius (type): Visual, ultravision)
. . Light Resistant (Immunity 10) (common descriptor: Light; Limited - Half Effect)
. . Photon Riding (Teleport 15) (1500 ft. as move action, Anywhere in the same solar system as full action; Limited (Light must able to pass through the intervening space); Change Direction, Change Velocity, Easy, Progression, Mass (carry 250 lbs), Turnabout)
. . Photonic Evasion (Enhanced Trait 37) (Traits: Defense Bonus +10 (+18), Evasion 2 +1 (+2), Reflex +10 (+18), Feats: Improved Initiative 5, Seize Initiative)
. . Photonic Toughness (Protection 5) (+5 Toughness)

Attack Bonus: +8 (Ranged: +8, Melee: +8, Grapple: +10)

Attacks: Frickin' Laser Beams (Blast 10) (DC 25), Laser Blast (Blast 15) (DC 30), Laser Flare (Strike 15) (DC 30), Light Flare (Dazzle 15) (DC Fort/Ref 25), Unarmed Attack, +8 (DC 17)

Defense: +8/+18 (Flat-footed: +9), Knockback: -5

Initiative: +23

Languages: English Native

Totals: Abilities 38 + Skills 23 (92 ranks) + Feats 19 + Powers 125 + Combat 32 + Saves 18 + Drawbacks 0 = 255

Age (as of Jan 2019): 23
Height: 6’
Weight: 170 lbs
Ethnicity: Caucasian
Hair: Sandy Brown
Eyes: Hazel

Background: Francis Bowman was a normal enough kid from a normal enough family. They were dedicated Bible thumpers from the Bible Belt, but other than that normal enough. Francis got a good grounding in how to be a good person. Could even say he was raised right. And then it turned out he was a Phoenix Mutate with the power to generate and control light. His powers were not the kind of thing that would go away with prayer or exorcism. His parents, believing their son had been corrupted by Satan, cast him out into the world. Alone. At fourteen. He would have mostly likely come to a very bad end of one sort or another, but then he met Radical Dreamer and the Exiles. He has since forgotten the names and faces of his parents, and everyone he knew back then.

Powers & Tactics: Flare is a Phoenix Mutate. He can generate, control, and focus photons and photon waves. Light itself. He can move astonishingly fast and fire focused, damaging laser beams. However, his favorite ability remains what he named himself for. He can light up quite literally like a second sun, blinding anyone not over the horizon or behind something solid. He has learned to fire the laser beams in a line, or project them from all over his body at once. He can see all around him for a greater distance than most and in the full light spectrum. What he cannot seem to do is make things out of solid light. Whether this is a mental block due his understanding of physics or something he genuinely cannot do remains to be seen. He is surprisingly tough, in addition to dodging things he shouldn’t have been able to.

. . Flare tends to zip around the battlefield. He by a good margin the most mobile Exile, and uses it to his advantage. His laser beams, as they move at light speed, don’t miss. So distance to his target is only relevant to his ability to see them. He does, however, hold back until an opponent proves worthy of greater power. He confines his lasers to rank 10 or lower until such time. Additionally, like all Phoenix Mutates, he can still engage Plus Overdrive (Untapped Potential feat + Extraordinary Effort) mode and rank up a given power by 6.

Personality: Flare is a good man, if a bit goofy. He can be reckless, but surprisingly serious and adult minded when the situation calls for it. He’s charming, adorkable, and genuinely sweet. There simply isn’t a dark side to him. Guy’s a goofy spin on the old boy scout cliché. In short, he’s everything a hero should be and the beating heart (and when necessary the conscience) of the Exiles. He loves his best girl, Stormy, and will do anything that isn’t immoral to protect or help her. They were married recently, in fact. Simply put, Flare’s a good guy who does the right thing every time.
Last edited by EternalPhoenix on Mon Sep 26, 2022 9:03 pm, edited 8 times in total.
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Stormy

Post by EternalPhoenix »

Stormy

Power Level: 12; Power Points Spent: 255/255

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

Tough: +2/+14, Fort: +8, Ref: +7/+10, Will: +12

Skills: Acrobatics 10 (+15), Bluff 8 (+10), Computers 10 (+20), Concentration 5 (+5), Craft (electronic) 10 (+20), Craft (mechanical) 10 (+20), Diplomacy 8 (+10), Drive 10 (+15), Gather Information 8 (+10), Intimidate 3 (+5), Investigate 5 (+15), Knowledge (earth sciences) 10 (+20), Knowledge (life sciences) 10 (+20), Knowledge (physical sciences) 10 (+20), Knowledge (technology) 10 (+20), Language 1 (+1), Medicine 10 (+10), Notice 10 (+10), Pilot 10 (+15), Search 5 (+15), Sense Motive 10 (+10), Swim 15 (+15)

Feats: Accurate Attack, Acrobatic Bluff, All-Out Attack, Attack Focus (ranged) 2, Attack Specialization (Gauntlet Punch (Strike 6)), Beginner's Luck, Eidetic Memory, Evasion, Improvised Tools, Inventor, Jack-of-All-Trades, Luck 4, Power Attack, Precise Shot, Second Chance (Concentration checks to maintain powers), Set-Up, Skill Mastery (Craft (elec & mech), KN (phys sci & tech)), Teamwork 3

Powers:
Amphibious Physiology (Container, Passive 4) (Innate)
. . Enhanced Intelligence 10 (+10 INT)
. . Speedy Swimmer (Swimming 7) (Speed: 250 mph, 2200 ft./rnd; Environmental Adaptation)
. . Water Breather (Immunity 2) (environmental condition: Pressure, suffocation: Drowning)

Storm Gear (Device 6) (Hard to lose, Only you can use)
. . Enhanced Trait 4 (Traits: Reflex +3 (+10), Feats: Evasion)
. . Flight 5 (Speed: 250 mph, 2200 ft./rnd)
. . Immunity 4 (environmental condition: Cold, environmental condition: Heat, environmental condition: Vacuum, suffocation: Not-Drowning)
. . Protection 12 (+12 Toughness)

Weather Control Gauntlets (Device 12) (Hard to lose, Only you can use)
. . Gauntlet Punch (Strike 6) (DC 21)
. . Immunity 1 (rare descriptor: Own powers)
. . Weather Control (Array 23) (default power: dazzle)
. . . . Cyclonic Burst (Move Object 12) (Array; [0 active, 45/46 PP, 3/r], Strength: 60, Carry: 17 tons / 34 tons / 51.2 tons / 102.4 tons; Burst Area (60 ft. radius - General))
. . . . Dense Fog (Obscure 9) (Array; [6 active, 45/46 PP, 3/r], affects: visual senses, Radius: 250 ft.; Selective Attack)
. . . . Summon the Lightning (Blast 12) (Array; [12 active, 45/46 PP, 2/r+3], DC 27; Indirect 3 (any point, any direction))
. . . . Thunder & Lightning (Dazzle 12) (Default; [0 active, 45/46 PP, 3/r], affects: 1 type + visual - visual & auditory, DC 22)

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

Attacks: Gauntlet Punch (Strike 6), +12 (DC 21), Summon the Lightning (Blast 12), +12 (DC 27), Thunder & Lightning (Dazzle 12), +12 (DC Fort/Ref 22), Unarmed Attack, +10 (DC 15)

Defense: +10 (Flat-footed: +5), Knockback: -7

Initiative: +5

Languages: English, Native Alien

Totals: Abilities 28 + Skills 47 (188 ranks) + Feats 23 + Powers 97 + Combat 40 + Saves 20 + Drawbacks 0 = 255

Age (as of Jan 2019): 21
Height: 5’
Weight: 110 lbs
Ethnicity: Extraterrestrial (more or less Caucasian on the surface)
Hair: None, technically. She has pale white vestigial antennae that look like hair, however
Eyes: Pale Blue

Background: Stormy (or Stormy Weathers, as Barry was kind enough to help her get a legal identity), is an amphibious alien born in space. Her parents were tech thieves in the cosmos, and not particularly successful ones at that. They used and discarded their children to suit themselves. Stormy was no different. Well, a little. Unlike any of her siblings, she was brilliant, even for her highly intelligent race. When she was old enough to help, their fortunes started going better. But even the brightest mind can’t fix stupid-greedy, and at last her parents went for the big score. The Storm Gear and Weather Control Gauntlets were supposed to be a revolution in terraforming technology. The theft itself was successful. The escape, far less so. Their damaged craft fell out of hyperspace and crashed on Earth, killing both of Stormy’s parents and injuring the young girl as well. Stormy cobbled the broken, stolen tech into their current forms and set out into the world. She happened on the Exiles, sorely pressed by an enemy, and flung lightning (and herself) into the fray. The rest is history.

Powers & Tactics: Stormy doesn’t have any powers as such. She’s a fast swimmer and is capable of breathing underwater, but those are normal attributes for her people. The things make her special are her Storm Gear and her Weather Control Gauntlets. The Storm Gear is armored, protects her from temperature extremes (important for an amphibian), allows her to fly, and provides prosthetic feet to walk on. The Weather Control Gauntlets do exactly what they say they do, allow her to control the weather. Summoning lightning bolts. Whipping up tornadoes. Fog thicker than pea soup. You name the weather, and she can make it happen. Or she could just punch you with them, as they substitute for her lack of hands.

. . Stormy’s tactics depend on whether or not Blackrose using her Black Fog, making Stormy’s Dense Fog irrelevant. If she is, Stormy will stick to flinging wind, thunder and lightning, in roughly equal priority. She’s a university dominating genius, so she won’t stick with a tactic that clearly doesn’t work. If for whatever reason, Blackrose isn’t using that spell, Stormy will bring out the Dense Fog in at some level. This can limit her other weather powers to a degree, with enough power allocated. She doesn’t hold back her power unless it’s allocated elsewhere. In solo combat she goes all out from the start. She is almost always flying. Her Gauntlets can do more than listed, and she’ll power stunt for something different if she needs it.

Personality: Stormy, like Myrcelle, is an alien. However, she’s a completely different species. Stormy isn’t even mammalian. She’s an amphibian, complete with flippers for hands and feet. As such, she’s a bit of an odd duck. Earth is a mammal dominated planet, and as such it colors every aspect of the world. Leaving poor Stormy an almost literal fish out of water. She often misunderstands (if she understands at all) why people act the way they act, and thus can often seem the least heroic of the group. Individuality is barely a thing where she comes from, and thus she doesn’t value innocent bystanders highly at all. It’s not that she’s a bad person or anything like that. She just lacks the frame of reference mammals take for granted. She loves Flare back, in much different but no less valid way. Mammalian love just isn’t the same as amphibious, after all. She’ll do anything (even sliding into grey morality) to protect or help him.
Last edited by EternalPhoenix on Mon Sep 26, 2022 9:19 pm, edited 5 times in total.
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Cory

Post by EternalPhoenix »

Cory

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

STR: +20 (20/50), DEX: +3 (16), CON: +20 (20/50), INT: +3 (16), WIS: +3 (16), CHA: +3 (16)

Tough: +20, Fort: +20, Ref: +10, Will: +12

Skills: Acrobatics 2 (+5), Bluff 7 (+10), Concentration 2 (+5), Diplomacy 7 (+10), Gather Information 2 (+5), Intimidate 17 (+20), Notice 12 (+15), Sense Motive 12 (+15), Sleight of Hand 7 (+10)

Feats: Accurate Attack, All-Out Attack, Challenge - Improved Demoralize, Challenge - Improved Startle, Interpose, Luck 3, Power Attack, Skill Mastery (Intimidate, Notice, Sense Motive, Sleight of Hand), Startle, Teamwork 3, Ultimate Effort (Strength checks), Ultimate Effort (Toughness checks), Uncanny Dodge (Auditory)

Powers:
Alien Physiology (Container, Passive 15)
, , Enhanced Constitution 20 (+20 CON)
, , Enhanced Strength 20 (+20 STR)
, , Immunity 9 (life support)
, , Impervious Toughness 10
, , Super-Strength 8 (+40 STR carry capacity, heavy load: 3.4m tons; +8 STR to some checks)

Trueblue Shift (Alternate Form 10)
. . Trueblue (Alternate Form) (Powers: Immunity 1, Impervious Toughness 5, Super-Strength 10, Trueblue Stamina (Enhanced Constitution 10), Trueblue Strength (Enhanced Strength 10), Attack Bonus +1 (+10), Defense Bonus +1 (+10))
. . . . Immunity 1 (starvation & thirst)
. . . . Impervious Toughness 5
. . . . Super-Strength 10 (+50 STR carry capacity, heavy load: 3.4m tons; +10 STR to some checks)
. . . . Trueblue Stamina (Enhanced Constitution 10) (+10 CON)
. . . . Trueblue Strength (Enhanced Strength 10) (+10 STR)

Power Settings:
Trueblue (Alternate Form) (Powers: Immunity 1, Impervious Toughness 5, Super-Strength 10, Trueblue Stamina (Enhanced Constitution 10), Trueblue Strength (Enhanced Strength 10), Attack Bonus +1 (+10), Defense Bonus +1 (+10))

Attack Bonus: +9/+10 (Ranged: +9/+10, Melee: +9/+10, Grapple: +29/+48)

Attacks: Unarmed Attack, +10 (DC 35)

Defense: +9/+10 (Flat-footed: +5), Knockback: -17

Initiative: +2

Languages: English Native

Totals: Abilities 44 + Skills 17 (68 ranks) + Feats 17 + Powers 125 + Combat 36 + Saves 16 + Drawbacks 0 = 255

Age (as of Jan 2019): 18
Height: 6’ 2”
Weight: 225
Ethnicity: Extraterrestrial (appears to be of West African descent unless Trueblue, when skin is dark green)
Hair: Jet Black
Eyes: Dark Brown (entirely glowing blue when Trueblue)

Background: Cory is a member of a species informally known as the Red Savages. They have superhuman strength and durability. Their might is high even by galactic standards, and it grows higher still when they enter the form that is their namesake. Their eyes glow red, their skin turns dark green, and they go more or less berserk, destroying everything in their path. They were a warrior race, as well, thriving on the destruction left in their wake. They conquered planet after planet for their tyrannical overlord. Until one day said overlord grew concerned about the legend of the Trueblue, and destroyed their homeworld with most of the species on it. This triggered the open rebellion of those who remained, and the overlord and all his organization were destroyed in turn at the cost of most of the remaining Red Savages. Cory is the son of one of the very few survivors of those incidents. He was abandoned on Earth as a toddler, with the rationale being he’d either conquer it by adulthood or die trying. Blackrose found him first, after acquiring the Fell Staff, and he returned with her to the Exiles.

Powers & Tactics: Cory is a member of an alien race once infamous for their strength and durability. Even as a child, he did not disappoint in that regard, and certainly does not now. In his normal form he has vast superhuman strength and can shrug off damage that would level 90% of superhumans. However, his true power lies within his Trueblue shift. After this transformation, his durability resembles that of an entire planet than a living being and his physical strength is enough to shatter tectonic plates. He knows because he had to do that, once, to save the day.

. . Cory’s tactics are utterly simple. Punch the enemy until he stays down. He’ll pick the toughest out of a group and stand toe to toe exchanging punches until (inevitably) his opponent falls. With that said, if Blackrose is casting spells instead of maintaining Black Fog, he’ll stick close to her to deal with any enemies who want to take out the Exiles’ somewhat fragile leader. And if a foe isn’t falling to normal attacks from him or the team, he’ll Trueblue Shift and take them on himself. He is the foremost tank and heaviest hitter of all the Exiles, and he is well aware of it. That, and even though he’s Trueblue there’s just enough of the Red Savage in him that he enjoys a good fight.

Personality: Cory isn’t a people person. He’s blunt, verging on rude. It was once disguised as childish shyness, but now it’s obvious he’s just not that into people. Which, to be fair, he’s been able to snap most of Earth’s inhabitants in half with absurd ease for his entire life. It’s colored his worldview. While humanity (especially his friends and fellow Exiles) is worth protecting, that doesn’t mean he’s comfortable around them or even likes them all that much. He’s assigned himself as Blackrose’s bodyguard, as well. She was the first human who was ever kind to him. He has refused savagery, but equally he has refused peace. He’s a man of honor, a warrior born. And there’s a lot of fighting that needs doing in the world.
Last edited by EternalPhoenix on Mon Sep 26, 2022 9:26 pm, edited 5 times in total.
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Windstorm

Post by EternalPhoenix »

Windstorm

Power Level: 15; Power Points Spent: 255/255

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

Tough: +3/+15, Fort: +9, Ref: +9/+15, Will: +12

Skills: Acrobatics 7 (+10), Bluff 12 (+15), Concentration 12 (+15), Diplomacy 12 (+15), Gather Information 12 (+15), Knowledge (current events) 3 (+5), Knowledge (popular culture) 8 (+10), Notice 12 (+15), Sense Motive 12 (+15), Stealth 2 (+5)

Feats: Accurate Attack, All-Out Attack, Attack Focus (ranged) 3, Dodge Focus 6, Evasion 2, Improved Initiative, Interpose, Luck 4, Move-by Action, Power Attack, Precise Shot, Taunt, Uncanny Dodge (Auditory)

Powers:
Aerokinetic Force Field (Linked)
. . Wind Armor (Force Field 12) (Linked; +12 Toughness; Impervious)
. . Wind Shield (Enhanced Trait 14) (Linked; Traits: Reflex +6 (+15), Feats: Dodge Focus 6, Evasion 2)

Aerokinetic Physiology (Container, Passive 5)
. . Air Generation (Immunity 2) (suffocation (all); Affects Others, Burst Area (10-50 ft. radius - General); Progression, Increase Area 2 (area x5))
. . Freshen Air (Features 1) (Notes: Windstorm can clear the air of all scents, leaving it smelling crisp and clean.)
. . Temperate Winds (Immunity 2) (environmental condition: Heat, environmental condition: Cold; Affects Others, Burst Area (10-50 ft. radius - General); Limited - Half Effect; Progression, Increase Area 2 (area x5))
. . Windproof (Immunity 10) (common descriptor: Air/Wind)

Aerokinetic Powers (Array 23) (default power: move object; Custom (Array 22.5))
. . Aerokinesis (Move Object 15) (Default; Strength: 75, Carry: 136.2 tons / 272.9 tons / 409.6 tons / 819.2 tons; Range (perception))
. . Air Blast (Blast 18) (Array; DC 33)
. . Air Bolts (Blast 12) (Array; DC 27; Autofire (interval 2, max +5); Accurate 3 (+6))
. . Air Burst (Stun 15) (Array; DC 25; Burst Area (75 ft. radius - General))
. . Air Control (Move Object 22) (Array; Strength: 110, Carry: 17.4k tons / 34.9k tons / 52.4k tons / 104.9k tons; Perception Area (General); Range (touch))
. . Centered Tornado (Move Object 15) (Array; Strength: 75, Carry: 136.2 tons / 272.9 tons / 409.6 tons / 819.2 tons, DC 30; Cylinder Area (75 ft. radius + height - General), Damaging; Range (touch))
. . Ranged Tornado (Move Object 15) (Array; Strength: 75, Carry: 136.2 tons / 272.9 tons / 409.6 tons / 819.2 tons, DC 30; Cylinder Area (75 ft. radius + height - General), Damaging; Duration (concentration))
. . Tornado Burst (Blast 15) (Array; DC 30; Cylinder Area (75 ft. radius + height - General))

Windrider (Flight 6) (Speed: 500 mph, 4400 ft./rnd)

Attack Bonus: +9 (Ranged: +12, Melee: +9, Grapple: +11)

Attacks: Air Blast (Blast 18), +12 (DC 33), Air Bolts (Blast 12), +18 (DC 27), Air Burst (Stun 15) (DC Fort/Staged 25), Centered Tornado (Move Object 15) (DC 30), Ranged Tornado (Move Object 15) (DC 30), Tornado Burst (Blast 15) (DC 30), Unarmed Attack, +9 (DC 17)

Defense: +15 (Flat-footed: +5), Knockback: -13

Initiative: +7

Languages: English Native

Totals: Abilities 32 + Skills 23 (92 ranks) + Feats 16 + Powers 127 + Combat 36 + Saves 21 + Drawbacks 0 = 255

Age (as of Jan 2019): 23
Height: 5’ 7”
Weight: 130 lbs.
Ethnicity: Caucasian (freckled)
Hair: Reddish blonde
Eyes: Brown

Background: Windstorm is the only core Exile without parental issues of one sort or another. She is Earth’s newest wind elemental. The previous one? Member of the O5, Wendy. Earth’s elementals tend to either die young or live close to forever, and they always remember their previous lives to a degree. It’s not reincarnation, exactly. When one dies, the powers shift to the next one in line. If that one’s younger than 14, the powers and memories don’t activate until then. Windstorm had her 14th birthday, and remembered Wendy and her friends. She promptly ran away from home to join the Exiles. It’s been a wild ride, and her power over the winds has proven useful and even vital more than once. Even if she was a sticking point with the authorities. Minors are supposed to be under the care of their parents or a guardian. Not a ragtag band of renegade superheroes, who were entirely minors themselves. Still, what were they gonna do? Send her home in a sack? She wouldn’t stay, and everyone knew it.

Powers & Tactics: Windstorm, like all of Earth’s elementals these days, is a Phoenix Mutate. Her powers are, as one might expect at this point, the generation and control of wind and air currents. She can create anything from gentle breezes to devastating beyond F-5 tornadoes. Her power is such that she’s lifted small skyscrapers. This is, however, a simplistic understanding of her powers. She’s not a wind controller, as powerful as that sounds. Wind is nothing more than a flowing of air in response to pressure changes. Therefore, she’s a gas pressure controller. What the gas is doesn’t matter in the slightest. And she appears to generate her own air supply for her powers when there isn’t any, as her powers have functioned what was supposed to be a vacuum. They were significantly weaker at first, however. As she’s grown more skilled with her powers, she has discovered this extends to having her own personal air supply and easing the stress of high or low temperatures on herself. Lower air pressures tend to be cooler than higher air pressures. Both of those function not only for her, but for anyone within thirty feet of her. Her control of wind additionally allows her to fly, protect herself from harm, or dodge it all together.

. . Windstorm’s tactics vary to a degree. She typically does her best to appear PL 10 (not that she knows that’s a thing, obviously) by not using the full ranks or even deactivating some of her powers. The stronger the enemy, the more of her powers she’ll use and yes, this has gotten her butt handed to her in the past. Most commonly, she’ll use her Aerokinesis to blow enemies away for her own personal amusement. Stronger enemies will get the damaging attacks. She doesn’t break out the Move Objects and Air Control unless something needs moving. She’s the Exile most likely to power stunt, after Stormy. Air Control is a flexible power set, and she’ll whip out more esoteric abilities on demand. She can’t do solid objects or transform her body, but everything else is likely on the table. In more desperate circumstances she won’t hesitate to use Plus Overdrive (using a rank of Luck to avoid being Exhausted so she can do it again if necessary). She’s teasingly known as Miss Property Damage among the Exiles, as she’s the Exile with the dubious distinction of doing the most of it. Entirely by accident, of course.

Personality: Windstorm is breezy (like most of the wind elementals), easy going, scatterbrained, and often has the attention span of a particularly manic squirrel. But when provoked (which is far from easy) her wrath is fearsome to behold. In short, she’s like the wind. Impossible to pin, and savage when angered. A true force of nature, forging her own path. She’s most often teamed with Myrcelle during missions. The duo get along immensely, flattening bad guys while Myrcelle sings and Windstorm laughs. She really, really loves using her powers. She feels more at home inside an almighty tornado than anywhere else, and is particularly ill at ease underground, underwater, or in outer space.
Last edited by EternalPhoenix on Tue Sep 27, 2022 2:36 am, edited 6 times in total.
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Tigress

Post by EternalPhoenix »

Tigress

Power Level: 11; Power Points Spent: 210/210

STR: +6 (22), DEX: +7 (24), CON: +6 (22), INT: +2 (14), WIS: +3 (16), CHA: +3 (16)

Tough: +6/+10, Fort: +9, Ref: +12, Will: +9

Skills: Acrobatics 13 (+20), Bluff 12 (+15), Diplomacy 12 (+15), Disable Device 13 (+15), Escape Artist 13 (+20), Gather Information 12 (+15), Handle Animal 7 (+10), Intimidate 12 (+15), Knowledge (civics) 3 (+5), Knowledge (life sciences) 3 (+5), Knowledge (streetwise) 3 (+5), Knowledge (tactics) 13 (+15), Medicine 2 (+5), Notice 12 (+15), Sense Motive 12 (+15), Sleight of Hand 13 (+20), Stealth 13 (+20), Survival 12 (+15)

Feats: Acrobatic Bluff, Attack Focus (melee) 6, Attack Specialization (Unarmed Attack), Challenge - Improved Acrobatic Bluff, Elusive Target, Equipment 4, Evasion, Improved Critical (Quarterstaff Strike (Strike 2)), Improved Critical 2 (Claws (Strike 2)), Improved Initiative 2, Improved Trick, Inspire 2 (+2), Leadership, Luck 3, Move-by Action, Power Attack, Skill Mastery (Acrobatics, Medicine, Stealth, Survival), Takedown Attack 2, Uncanny Dodge (Auditory)

Powers:

Collapsible Quarterstaff (Device 1) (Easy to lose; Subtle (subtle))
. . Quarterstaff Strike (Strike 2) (DC 23, Feats: Improved Critical (Quarterstaff Strike (Strike 2)); Extended Reach (5 ft.), Mighty)

Feline Powers (Container, Passive 4) (Custom (Container 3.8))
. . Claws (Strike 2) (DC 23, Feats: Improved Critical 2 (Claws (Strike 2)); Penetrating [2 extra ranks]; Mighty)
. . Feline Leaping (Leaping 3) (Jumping distance: x10)
. . Feline Senses (Super-Senses 4) (acute: Normal Olfactory, low-light vision, tracking: Olfactory 1 (half speed), ultra-hearing)
. . Feline Speed (Speed 3) (Speed: 50 mph, 440 ft./rnd)

Grapple Gun (Super-Movement 3) (slow fall, swinging, wall-crawling 1 (half speed))

Light Body Armor (Device 1) (Hard to lose)
. . Protection 4 (+4 Toughness; Subtle (subtle))

Equipment: Grapple Gun [Grapple Gun (Super-Movement 3), slow fall, swinging, wall-crawling 1 (half speed)], Tigra-cycle

Attack Bonus: +8 (Ranged: +8, Melee: +14, Grapple: +20)

Attacks: Claws (Strike 2), +14 (DC 23), Quarterstaff Strike (Strike 2), +14 (DC 23), Unarmed Attack, +16 (DC 21)

Defense: +12 (Flat-footed: +6), Knockback: -5

Initiative: +15

Languages: English Native

Totals: Abilities 54 + Skills 45 (180 ranks) + Feats 30 + Powers 27 + Combat 40 + Saves 14 + Drawbacks 0 = 210

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

Tigra-cycle

Equipment Points Spent: 14

STR: +7 (25)

Toughness: +10

Features: Remote Control

Powers:
Speed 5 (Speed: 250 mph, 2200 ft./rnd)

Defense: +0

Totals: Abilities 3 + Skills 0 (0 ranks) + Feats 0 + Features 1 + Powers 5 + Combat 0 + Saves 5 + Drawbacks 0 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 14

Age (as of Jan 2019): 21
Height: 5’ 7”
Weight: 140
Ethnicity: Caucasian/Hispanic
Hair: Light Brown
Eyes: Light Brown

Background: Thelia Alton is the daughter of an escaped super soldier experiment. The infamous Agency (bane of superhumans and aliens worldwide) hoped that mixing feline DNA with human would enable superpowers. Success was mixed in her mother Jessica, who gained improved reflexes and cat like senses. Jessica, for her part, escaped as a child and has spent most of her life on the run. She currently lives in Baltimore, and is an ally of the Icon Z. An entire life spent on the run (before joining the Exiles) forced Thelia to grow up fast, and thus was the obvious candidate for First Gen team leader. She’s been punching bad guys since she was old enough to form a fist. A few years back, the First Gen laid the Agency lab that produced her mom to waste. The losses of data and material set them back years. Until (and if) the Agency rebuilds and recovers the lost data, mother and daughter are safe. It is a very strange feeling.

Powers & Tactics: Half of Tigress’s DNA has feline DNA intermingled with it. Building and maintaining near peak human physical abilities takes far less effort than it would for baseline humans. She can outrun even a cheetah, and leap further than any jungle cat. In addition, she shares her mother’s catlike senses. In fact, her mother shares all of her powers, however with the exception of the catlike senses they are all much weaker (1 rank each). The one power she has that her mother does not is a sharp set of retractable feline claws between her knuckles. The additional power does come with a negative side effect, however. Predatory instincts and a truly bestial temper constantly wear at her emotional stability. If pushed into losing her temper, she goes into a berserk murderous fury that nothing but unconsciousness or sheer exhaustion seems to be able to stop. She has been training in the martial arts since was old enough to walk, and has achieved a formidable level of skill. She wields a collapsible quarterstaff in combat, and wears advanced body armor stolen from the Agency.

. . Tigress fights using her quarterstaff to beat down her opponents while looking after her teammates. She once had a tendency to throw herself into battle to both protect and show up her less experienced teammates, but she’s largely grown out of it. Still, the right opponent and the right taunts can still provoke her into recklessness. She avoids using her claws in combat if at all possible, until she’s going berserk. Then she uses them exclusively, and for lethal damage.

Personality: Tigress is an assertive, take charge leader. She’s got over a decade of experience, despite her age, and isn’t shy about sharing it. When she was younger, this manifested in very disrespectful fashion. However, she’s older now and thus doesn’t bring out that attitude…with her fellow Exiles, anyway. She won’t be a outright jerk to heroes her own age and younger, but she does not react well to anyone remotely resembling an authority figure trying to tell her what to do. Other than that, she’s a young woman beginning to get a handle on what it means not to be hunted. To know pursuit is not coming. To be safe. She’s trying, but old habits (head on a swivel, never sitting with her back to the door, only sleeping in a firmly secured and/or secret area, etc) die hard.
Last edited by EternalPhoenix on Mon Sep 26, 2022 9:46 pm, edited 8 times in total.
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Magi

Post by EternalPhoenix »

Magi

Power Level: 13; Power Points Spent: 210/210

STR: +1 (12), DEX: +1 (12), CON: +2 (14), INT: +5 (20), WIS: +5 (20), CHA: +3 (16)

Tough: +2/+18, Fort: +7, Ref: +8, Will: +12

Skills: Acrobatics 4 (+5), Bluff 12 (+15), Concentration 15 (+20), Diplomacy 12 (+15), Gather Information 12 (+15), Intimidate 2 (+5), Knowledge (arcane Lore) 10 (+15), Knowledge (current events) 5 (+10), Knowledge (popular culture) 5 (+10), Knowledge (theology & philosophy) 5 (+10), Language 1 (+1), Medicine 5 (+10), Notice 10 (+15), Sense Motive 10 (+15), Stealth 4 (+5)

Feats: Attack Focus (ranged), Dodge Focus, Eidetic Memory, Improved Critical 2 (Counterspell (Nullify 18)), Improved Critical 2 (Raw Magic (Blast 18)), Improved Initiative, Interpose, Luck 4, Move-by Action, Power Attack, Precise Shot, Uncanny Dodge (Auditory)

Powers:
Armor of Force (Force Field 16) (+16 Toughness; Impervious [12 ranks only])

Gravity Magic (Flight 8) (Speed: 2500 mph, 22000 ft./rnd)

Magic (Array 19) (default power: blast)
. . Aeromancy (Move Object 12) (Array; Strength: 60, Carry: 17 tons / 34 tons / 51.2 tons / 102.4 tons; Range (perception))
. . Blinding Splash (Dazzle 12) (Array; affects: visual senses, DC 22; Burst Area (60-300 ft. radius - General); Progression, Increase Area 2 (area x5))
. . Counterspell (Nullify 18) (Array; counters: all powers of (type) - magic, DC 28, Feats: Improved Critical 2 (Counterspell (Nullify 18)))
. . Earth Grip (Snare 12) (Array; DC 22; Burst Area (60-300 ft. radius - General); Progression, Increase Area 2 (area x5))
. . Fireball (Blast 12) (Array; DC 27; Burst Area (60-300 ft. radius - General); Progression, Increase Area 2 (area x5))
. . Photomancy (Illusion 12) (Array; affects: visual senses, DC 22; Duration (sustained); Progression, Area 2 (25 ft. radius))
. . Raw Magic (Blast 18) (Default; DC 33, Feats: Improved Critical 2 (Raw Magic (Blast 18)))

Attack Bonus: +7 (Ranged: +8, Melee: +7, Grapple: +8)

Attacks: Blinding Splash (Dazzle 12) (DC Fort/Ref 22), Counterspell (Nullify 18), +8 (DC Will 28), Earth Grip (Snare 12) (DC Ref/Staged 22), Fireball (Blast 12) (DC 27), Raw Magic (Blast 18), +8 (DC 33), Unarmed Attack, +7 (DC 16)

Defense: +8 (Flat-footed: +4), Knockback: -15

Initiative: +5

Languages: English, Kurdish Native

Totals: Abilities 34 + Skills 28 (112 ranks) + Feats 13 + Powers 88 + Combat 28 + Saves 19 + Drawbacks 0 = 210

Age (as of Jan 2019): 21
Height: 5’ 11”
Weight: 170
Ethnicity: Iraqi-American (Kurdish, specifically)
Hair: Black
Eyes: Dark Brown

Background: Mazar Miller was fostered by some well meaning white folks as a baby, hence the surname Miller. They were lovely people, but theirs was a house stuffed to bursting with other foster kids. So when young Mazar started demonstrating magical powers, he had no idea what to do about it. Aside from not use them, anyway. The problem was he didn’t have anything in the way of control over them. The power wouldn’t obey him, and it was breaking things. Like lamps. And then bigger furniture. And then walls. He didn’t want to hurt anyone, so he ran away from the Miller foster home. Busy as they were with so many foster kids, his disappearance simply wasn’t noticed. Here, things would have gone from bad to worse, had Mazar not turned a corner not two days later and run into Blackrose and Radical Dreamer. With the former’s careful tutelage, Magi has become a very powerful magician indeed. But he still has more power than he knows how to fully control. The draining ritual Blackrose used to dull his powers isn’t needed as often as it used to be, but every month or so he needs it performed again. So he doesn’t literally explode and take out half of North America. He has a lot of magic power.

Powers & Tactics: Magi is, ever so technically, a sorcerer type magician. A very powerful one at that. However, there’s a flaw. Instead of getting the part that lets him instinctively shape his internally produced mana into spells, he instead got yet more mana generating ability. So initially he had way too much magical energy and nothing to do with it. There are pros and cons to this. On the pro side, his spells can have any effect he wants them to, regardless of alignment, magic type, tradition, or any other factor. All he has to do is release some energy and successfully shape it into the spell. On the con side, this means he doesn’t have any help constructing and casting the spell. He is functionally starting from scratch to create any effect he doesn’t already know how to do. And in the beginning, he didn’t know how to cast anything at all. Spell design is fiendishly complex to both do and them remember. So he sticks to the spells he knows well. Tweaking gravity so he can fly. Simple force shielding his body from harm. Controlling the classical elements. Makings illusions with light. Or, easiest of all, just unleashing some of that immense power at a single target.

. . Tactically, Magi is both tank and blaster. With his Armor of Force, he can withstand blows that would level the other four. And he can throw around large amounts of magical fire, water, wind, earth, or light. Granted, those are either area effects or not direct attacks. So when those aren’t feasible, it’s time for some raw magic to the face. He is likely enough to power stunt, given the flexibility of being a mage. However, these will always be relatively simple effects, such as Create Object (geometric force shapes), or the standard APs of a fire, water, wind, or earth controller. His Gravio- and Photomancy are, uh, still a work in progress.

Personality: Magi is, at heart, a good man. He’s still a bit timid and shy after all this time, and aside from that fits the textbook definition of an introvert. He’ll casually fade into the background with Clon while Morphin and the ladies draw all the attention. That said, he’s tied with Priestess for most dependable Exile overall. And there can be no doubt he’s a hero. But his power control woes bred a monster inferiority complex, and even now he feels like an impostor as often as not.
Last edited by EternalPhoenix on Mon Sep 26, 2022 10:00 pm, edited 6 times in total.
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Morphin

Post by EternalPhoenix »

Morphin

Power Level: 12; Power Points Spent: 210/210

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

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

Skills: Bluff 12 (+15), Concentration 12 (+15), Diplomacy 2 (+5), Gather Information 2 (+5), Knowledge (popular culture) 10 (+10), Notice 9 (+12), Sense Motive 9 (+12)

Feats: Accurate Attack, All-Out Attack, Defensive Attack, Luck 4, Power Attack, Second Chance (Concentration checks to maintain powers), Takedown Attack 2, Taunt, Uncanny Dodge (Auditory)

Powers:
Shapeshift 12

Power Settings:
Flippy Kid (Power Setting) (Powers: Leaping 3, Protection 3, Speed 3, Strike 3, Super-Movement 2 (Slow Fall, Swinging), Dexterity +10 (30, +10), Constitution +4 (24, +7), Strength +4 (24, +7), Attack Bonus +2 (+9), Acrobatics +10 (+15), Defense Bonus +4 (+11), Stealth +2 (+7), Feats: Acrobatic Bluff, Attack Focus (melee) 5, Challenge - Improved Acrobatic Bluff, Dodge Focus 3)

Man of Steel (Power Setting) (Powers: Protection 8 (Impervious 12), Super-Strength 5, Constitution +8 (28, +9), Strength +20 (40, +15), Feats: Attack Focus (melee) 2)

Water Puppy (Power Setting) (Powers: Immunity 3 (Enviro Cold & Pressure, Drowning), Protection 3, Super-Senses 5 (Accurate Ultra Hearing, Darkvision), Super-Strength 3, Swimming 7, Strength +15 (35, +12), Constitution +8 (28, +9), Swim +8 (+13), Feats: Attack Focus (melee) 5, Dodge Focus 5, Environmental Adaptation (Aquatic))

Wings of Justice (Power Setting) (Powers: Claws (Strike 5 [Mighty, Improved Crit, Penetrating]), Flight 5(Restrainable), Immunity 2 (Enviro Cold, High Altitude Suffocation), Protection 5, Strike 5 (Penetrating 5, Mighty), Super-Senses 5 (Infravision, Extended Visual Senses 2 [-1 per 1k ft]), Super-Strength 3, Strength +5 (25, +7), Constitution +4 (24, +7), Feats: Attack Focus (melee) 5, Dodge Focus 5, Favored Environment 2 (Aerial))

Attack Bonus: +7 (Ranged: +7, Melee: +7, Grapple: +12)

Attacks: Claws (Strike 5), +7 (DC 25), Strike 3, +7 (DC 23), Unarmed Attack, +7 (DC 20)

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

Initiative: +5

Languages: English Native

Totals: Abilities 42 + Skills 14 (56 ranks) + Feats 13 + Powers 96 + Combat 28 + Saves 17 + Drawbacks 0 = 210

Age (as of Jan 2019): Morphin would like to know, too.
Height: Variable within 6 inches of 6 feet.
Weight: Variable with 50 lbs of 200 lbs.
Ethnicity: Morphin would like to know this, as well.
Hair: None
Eyes: Variable, favoring outlandish colors

Background: Before Morphin encountered Radical Dreamer…they don’t remember much of anything. The memories are fragmented, nonsensical, and might even be something they dreamed. They don’t know their gender. They don’t know their real name or if they even ever had one. They don’t know if they’re even human. They look human enough, but so do a lot of alien races. The only thing Morphin knows for sure is that they know nothing about who they were. They only know who they are, and who they are is an Exile. Friend of Tigress, Magi, Clon, and Priestess. They are a super hero. They save people. This is important. This matters. So Morphin will do it. Together, with his friends or other Exiles. They think this is the thing people call family. Morphin loves his family.

Powers & Tactics: Morphin is a shapeshifter, able to alter their physical abilities to an apparently unlimited degree. They cannot generate energy of any kind or altering their mental abilities comes with a certain level of terror at losing precious memories. They’ve devised four primary forms, though they can and do shift in other ways. Flippy Kid is just that. A fast running, high leaping acrobat who hits harder than they look. Man of Steel is his melee tank form, for when the team needs one. In this form, they’re the physically strongest member of the team and almost as tough as Magi with Armor of Force up. Water Puppy is for going underwater, though they can fight as well as ever in it. Their abilities are balanced in this form. Wings of Justice has, well, wings and extremely sharp claws. As a side note, these are the nicknames for these forms. Their appearance when using them are never the same twice in a row, even if he’s always immediately recognizable.

. . Morphin sticks to what the team needs from them. Flippy Kid is more or less their “base” form, but if a fight breaks out they’ll switch to Man of Steel to deal with a powerhouse or Wings of Justice to deal with a flier. As far as fighting goes, they really only has single melee attacks in their toolbox, though with time they’ve gotten better at shifting their offensive caps around to meet a given situation. They’re a walking mook horror show these days, and even tougher foes have reason to be wary. If a powerhouse is having trouble hitting Man of Steel, they’ll switch to Flippy Kid or Wings of Justice just to make the enemy’s life more miserable.

Personality: Morphin, when they joined the First Gen less than 10 years ago, was almost entirely a blank slate. So in many ways, they’re still a child. They can be selfish, immature, and bratty. They are definitely the jokester and prankster of the First Gen. However, they truly care for the Exiles and especially the First Gen. They’ve learned very well not only how to use their powers, but why to use them. And that was one of the reasons Exile House was founded. Morphin does their best to be a proper super hero, and is one of the only Exiles who will willingly take advice from older, more experienced heroes. Being bossed around doesn’t work well at all, but they’ll listen to a kind suggestion, and probably try it out. They know they’re inexperienced and still learning, so it’s good to listen to those who’ve done it before. As long as they’re not trying to boss Morphin. Tigress bosses Morphin, and nobody else!
Last edited by EternalPhoenix on Tue Mar 01, 2022 8:34 am, edited 4 times in total.
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Clon

Post by EternalPhoenix »

Clon

Power Level: 10; Power Points Spent: 210/210

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

Tough: +10, Fort: Immune, Ref: +5, Will: +8

Skills: Acrobatics 4 (+5), Computers 10 (+20), Concentration 9 (+10), Craft (electronic) 10 (+20), Craft (mechanical) 10 (+20), Disable Device 10 (+20), Investigate 2 (+12), Knowledge (physical sciences) 10 (+20), Knowledge (technology) 10 (+20), Notice 9 (+10), Sense Motive 9 (+10), Stealth 4 (+5)

Feats: Accurate Attack, Attack Specialization (Palm Blaster (Blast 10)), Dodge Focus 2, Eidetic Memory, Improvised Tools, Inventor, Jack-of-All-Trades, Luck 2, Online Research, Power Attack, Skill Mastery (Craft (elec & mech), KN (phys sci & tech)), Takedown Attack, Uncanny Dodge (Auditory), Well-Informed

Powers:
Android Body & Mind (Immunity 40) (fortitude saves, mental effects)

Computer Interface (Device 1) (Hard to lose)
. . Datalink 2 (sense type: radio; Omni-Directional Area; Machine Control)

Jetpack (Device 2) (Hard to lose)
. . Flight 5 (Speed: 250 mph, 2200 ft./rnd)

Metal Body (Protection 10) (+10 Toughness)

Positronic Brain (Linked)
. . Enhanced Intelligence 10 (Linked; +10 INT)
. . Quickness 5 (Linked; Perform routine tasks at 50x speed; One Type (Mental))

Power Rerouting (Array 10) (default power: blast)
. . Full Servo Power (Super-Strength 10) (Array; +50 STR carry capacity, heavy load: 51.2 tons; +10 STR to some checks)
. . Palm Blaster (Blast 10) (Default; DC 25)
. . Repair Nanites (Healing 10) (Array; Action (standard); Personal)
. . Servo Punch (Linked)
. . . . Metal Fist (Strike 3) (Linked; DC 18; Accurate (+2), Mighty)
. . . . Partial Servo Power (Enhanced Strength 15) (Linked; +15 STR)

Sensor Helmet (Device 4) (Hard to lose)
. . Super-Senses 20 (accurate: Radio, accurate (type): Auditory, analytical (type): Auditory, analytical (type): Visual, extended: Radio 1 (-1 per 100 ft), extended (type): Auditory 1 (-1 per 100 ft), extended (type): Visual 1 (-1 per 100 ft), infravision, radio, ultra-hearing, ultravision)

Structural Integrity Field Generator (Device 2) (Hard to lose)
. . Structural Integrity Field (Impervious Toughness 10) (Duration (continuous); Duration (sustained))

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

Attacks: Metal Fist (Strike 3), +10 (DC 25), Palm Blaster (Blast 10), +10 (DC 25), Unarmed Attack, +8 (DC 15)

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

Initiative: +1

Languages: English Native

Totals: Abilities 4 + Skills 25 (97 ranks) + Feats 16 + Powers 122 + Combat 32 + Saves 11 + Drawbacks 0 = 210

Age (as of Jan 2019): 20/8 (It’s complicated)
Height: 6’
Weight: 300 lbs.
Ethnicity: Android (blue tinted metal)
Hair: None
Eyes: Cameras

Background: Cameron Edgerton was a bona fide genius. Absolutely incredible with technology of any kind. The problem was that he wasn’t even a teenager yet. And outside of science and engineering his grades were truly awful, as he did not care about anything else. He was chasing the dream of a android buddy. He didn’t have friends, and his parents were distant at best. They threw money, and he poured it into his project. At last it was finished. All it needed was a set of brain patterns to form the AI’s foundation. Cameron hooked up the brainwave uploader to his head, and switched it on. The pain was incredible. He’d made a mistake somewhere, but it was too late. Cameron blacked out. The first thing he saw when he woke up was himself. Dead in his chair, brainwave uploader on his head. Which was impossible…except…he was the android. The upload was a success, far more than he’d ever intended. This revelation was not met with joy, but slowly dawning horror. He was dead? But he was still here, as the android. Or was he the android thinking it was Cameron? He didn’t know or understand what was going on. Grief for his humanity, horror at his new state, and a storm of confused emotions overwhelmed him. Cameron fled his home, never to return. A few miserable and terrifying days on the street later, he ran into Stormy of all Exiles. Radical Dreamer had sent her without sending her, as is his way at times. That very day, Cameron Edgerton took the name Clon and became an Exile. Law enforcement was on the lookout for a killer robot for a while, but that has passed.

Powers & Tactics: Clon is an android. As such he is completely immune to mortal concerns such as the need for rest and sustenance. His mind is an incredibly sophisticated AI program operating on an advanced (even for supertech) computer system. Thus psionics have no effect on it and he’s even more of a genius than he was as a human. He was not designed for combat, and thus initially lacked anything resembling combat options. Stormy has been very helpful in carefully redesigning and upgrading his body for combat. A door in his right palm can now slide open to deliver an energy blast. That energy can be redirected to interior servos for increased strength and striking power, pure lifting capability, or to nanites that can effect repairs to his body when it is damaged. He has developed several devices to assist him in the field. The Computer Interface is just that, plus it permits him to control nearby machines as if he was at the controls. The Jetpack lets him fly. The Sensor Helmet increases the effectiveness of his cameras (eyes) and microphones (ears) and adds radar to his suite. This is good, as he doesn’t have the other three senses humans take for granted. The Structural Integrity Field Generator makes it so that relatively minor damage has no effect.

. . Clon does not want to fight. In a fight he can take damage and potentially be destroyed. With that said, he’s not a coward by any means. In a fight he will use his Palm Blaster from behind something or someone sturdy. He will switch to his Repair Nanites if he takes damage and can afford to, or if the damage taken is significant. He uses the Jetpack to get away from powerhouses and the like who want to pummel him with their overwhelming strength. If there are machines around, he may duck behind something and use the Computer Interface to run interference for his teammates.

Personality: Clon is a melancholy being. He has come to terms, to a certain extent, with the death of Cameron Edgerton. His death. However, the loss of his humanity still haunts him. The inability to smell, feel, or taste makes him feel sad and inhuman. This is technically accurate, which doesn’t help at all. He still believes he was Cameron, but whether he is or not is a more philosophical question than he knows how to answer. Either way, there’s no going back. He’s already died once, and he’s terrified to do it again. Synthetic bodies don’t heal, they get repaired. And data can so easily be lost to damage. So taking damage terrifies him and he does just about everything he can to avoid it. Between missions, he does his best to keep his body in perfect condition. Stormy sometimes comes by and helps. And Priestess keeps him sane. That young woman doesn’t appear to care or even notice that he’s an android, and that is balm to his spirit. If he even has one of those, anymore. 
Last edited by EternalPhoenix on Tue Mar 01, 2022 8:36 am, edited 4 times in total.
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