The Phoenixverse (A 2e OC 'verse; Red Ronin! Netsuko Nishimura! Rinako Saeki! Fujiko Yoshihara! Masaru Kido!)

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EternalPhoenix
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Frostee

Post by EternalPhoenix »

Frostee

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

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

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

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

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

Powers:
Alien Biology (Container, Passive 3)
. . Frigid Flesh (Immunity 11) (common descriptor: Ice/Cold, environmental condition: Heat)
. . Radiating Cold (Environmental Control 1) (cold (extreme), Radius: 5 ft.; Selective Attack; Range (touch); Precise)
. . Thermal Vision (Super-Senses 1) (infravision)

Cold Channeling (Array 12) (default power: blast)
. . Frigid Bonds (Snare 8) (Array; DC 18; Constricting)
. . Hard Ice Objects (Create Object 8) (Array; Max Size: 8x 5' cubes, DC 18; Movable (Radius: 40 ft., Strength: 40, Force: 3.2 tons))
. . Penetrating Cold (Blast 8) (Default; DC 23; Penetrating)

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

Ice Riding (Flight 8) (Speed: 2500 mph, 22000 ft./rnd; Platform)

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

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

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

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

Initiative: +1

Languages: English, Native Alien Language, Other Alien Language

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

Age (as of Jan 2019): 18 Earth years
Height: 6’
Weight: 150 lbs.
Ethnicity: Extraterrestrial (light blue skin)
Hair: White
Eyes: Light blue

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

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

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

Personality: Frostee is…weird. In the same way that Stormy is…weird. They’re monogender, she’s an amphibian. Both grew up not knowing anything else. Both are missing a significant component of the human experience and thus don’t entirely understand human society. The difference between them is that Stormy is more cerebral, while Frostee is a warm, cheerful soul. They are trying to make the best of their current situation. And of course, the heart of a hero still beats in Frostee’s chest. Even if they can’t act on it anymore.
Last edited by EternalPhoenix on Tue Mar 01, 2022 4:08 pm, edited 4 times in total.
The Phoenixverse (A 2e OC 'verse!)
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Steeltoe

Post by EternalPhoenix »

Steeltoe

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

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

Tough: +2/+4, Fort: +3, Ref: +7, Will: +3

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

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

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

Kinetic Metal Feet (Container, Passive 3)
. . Absorb Impact (Super-Movement 1) (slow fall; Limited (Only when landing on feet))
. . Metal Feet (Protection 1) (+1 Toughness)
. . Steel Toed Kick (Strike 3) (DC 19; Penetrating [1 extra rank]; Mighty)
. . Stomp Jump (Leaping 5) (Jumping distance: x50)

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

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

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

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

Initiative: +3

Languages: English Native

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

Age (as of Jan 2019): 13
Height: 4’ 10”
Weight: 80
Ethnicity: Half Caucasian, Half African-American
Hair: Brown
Eyes: Blue

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

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

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

Personality: Steeltoe is a thirteen year old girl with a smart mouth and a liking for pranking people who annoy her. A tomboy to the bone, she’s got the rebellious streak all Exiles have in spades. With that said, she’s not mean, cruel, or a jerk. Quite the opposite, actually. She’s a nice, kind, and empathic kid. She’s just going through that phase teenagers do where that kneejerk antipathy to authority is at its strongest. She does, however, hope to join the Fourth Gen whenever they’re formed. That’s why the martial arts lessons. She’s got a strong natural talent for leadership, as well.
Last edited by EternalPhoenix on Sun Apr 09, 2023 7:00 am, edited 6 times in total.
The Phoenixverse (A 2e OC 'verse!)
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Wingz

Post by EternalPhoenix »

Wingz

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

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

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

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

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

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

Razor Feather Defense (Strike 4) (DC 19; Aura, Duration 2 (sustained), Penetrating)
. . Razor Feather Throw (Blast 8) (Alternate; DC 23; Penetrating [4 ranks only])

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

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

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

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

Initiative: +3

Languages: English Native

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

Age (as of Jan 2019): 12
Height: 5’
Weight: 120 lbs.
Ethnicity: African American
Hair: Black
Eyes: Silver

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

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

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

Personality: Wingz isn’t as traumatized as one might expected from being kidnapped and experimented on. He can fly now, and that’s really great. Also, the Exiles have been really good to him. So he’s a reasonably happy kid. His wings do get in the way inside buildings, and he is always concerned about cutting people who pass him in the halls. Or cutting the walls themselves. Other than that, decent enough kid. It’s not his fault having knife feathered wings is scary.
Last edited by EternalPhoenix on Tue Mar 01, 2022 4:09 pm, edited 4 times in total.
The Phoenixverse (A 2e OC 'verse!)
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Illusia

Post by EternalPhoenix »

Illusia

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

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

Tough: +0/+4/+6, Fort: +3, Ref: +3, Will: +7

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

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

Powers:
Illusion Magic (Array 12) (default power: illusion)
. . Concealius Maius (Concealment 10) (Array; all senses; Close Range, Precise)
. . Fabricus Manipulatus (Illusion 6) (Default; affects: all sense types, DC 16)
. . Illusory Strike (Blast 6) (Array; DC 21; Alternate Save (Will), Range (perception))
. . Obscurus Moderatus (Obscure 6) (Array; affects: all sense types, Radius: 250 ft.)

Illusionist's Robes (Device 1) (Hard to lose)
. . Protection 4 (+4 Toughness; Subtle (subtle))

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

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

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

Initiative: +1

Languages: English Native

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

Age (as of Jan 2019): 15
Height: 5’ 10”
Weight: 175 lbs.
Ethnicity: Caucasian
Hair: Dark Brown
Eyes: Brown

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

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

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

Personality: Illusia is naturally introverted, shy, and socially awkward. She still feels ashamed about making that deal, and doesn’t know how to make up for it. She is also self conscious about her weight and general appearance, hence the bulky robes. In general, she just lacks confidence in anything about herself but her magic. But under all that is a genuine sweetheart who couldn’t possibly be a more loyal or caring friend.
Last edited by EternalPhoenix on Sun Apr 09, 2023 7:02 am, edited 5 times in total.
The Phoenixverse (A 2e OC 'verse!)
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Malocchio

Post by EternalPhoenix »

Malocchio

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

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

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

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

Feats: Dodge Focus 2

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

Living Jinx (Array 15) (default power: probability control)
. . Misfortunate Spatial Warp (Teleport 9) (Array; 900 ft. as move action, 20000 miles as full action; Accurate; Change Direction, Change Velocity, Easy)
. . The Worst Of Luck (Probability Control 6) (Default; Minimum Result: 6; Burst Area (30 ft. radius - General), Jinx; Limited to Jinx)
. . Unlucky Break (Strike 6) (Array; DC 21; Burst Area (30 ft. radius - General), Penetrating, Selective Attack; Indirect 3 (any point, any direction), Precise, Subtle (subtle), Variable Descriptor (Narrow group))

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

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

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

Initiative: +1

Languages: English Native

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

Age (as of Jan 2019): 14
Height: 5’ 6”
Weight: 145 lbs.
Ethnicity: Ambiguously Brown
Hair: Brown
Eyes: Brown

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

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

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

Personality: Malocchio is the chillest possible dude. His entire life has consisted of cartoonishly terrible luck happening to all the people around him. That is his normal. So his Weirdness Censor is one of the strongest in the world. Myrcelle? Just a normal chick. Cool wings. Stormy? Nice hair. Fun to chat with. Astra? Talks a little differently, but nice girl. A thing has to be so weird it blows everyone else’s minds before he thinks it’s actually a little weird. Decent human, though.
Last edited by EternalPhoenix on Sun Apr 09, 2023 7:04 am, edited 5 times in total.
The Phoenixverse (A 2e OC 'verse!)
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Tenshi

Post by EternalPhoenix »

Tenshi

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

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

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

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

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

Powers:
Alien Physiology (Container, Passive 7)
. . Enhanced Constitution 10 (+10 CON)
. . Enhanced Strength 10 (+10 STR)
. . Impervious Toughness 6
. . Super-Strength 2 (+10 STR carry capacity, heavy load: 3.2k lbs; +2 STR to some checks)
. . Wings (Flight 3) (Speed: 50 mph, 440 ft./rnd; Power Loss (Restrainable))

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

Attacks: Unarmed Attack, +5 (DC 22)

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

Initiative: +3

Languages: English, Japanese, Native Alien Language

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

Age (as of Jan 2019): 17 Earth years
Height: 6’
Weight: 180 lbs.
Ethnicity: Extraterrestrial (appears Caucasian)
Hair: Blonde
Eyes: Blue

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

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

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

Personality: Tenshi is, well, angelic. Moral, ethical, loyal, and honorable. He demonstrates a deep well of kindness, compassion, and empathy. These are not, however, things that necessarily come naturally or easily to him. It is a continual struggle to uphold his standards for himself. He does not always succeed, but he will never stop trying. To do any less would dishonor the memory of his parents. Both sets.
Last edited by EternalPhoenix on Tue Mar 01, 2022 4:11 pm, edited 4 times in total.
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Tressa

Post by EternalPhoenix »

Tressa

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

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

Tough: +2/+4, Fort: +3, Ref: +7, Will: +3

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

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

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

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

Hair Strike (Strike 4) (DC 19)

Hair Swing & Parachute (Linked)
. . Speed 3 (Linked; Speed: 50 mph, 440 ft./rnd)
. . Super-Movement 2 (Linked; slow fall, swinging)

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

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

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

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

Initiative: +3

Languages: Arabic Native, English

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

Age (as of Jan 2019): 15
Height: 5’ 4”
Weight: 115 lbs.
Ethnicity: Saudi-American
Hair: Black
Eyes: Dark Brown

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

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

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

Personality: Tressa was a staunchly conservative Muslim girl before coming to the Exiles. And truth be told, she still is in many ways. Her faith, general morals, and dress code have not changed. What has changed is her perspective. Her fear and intolerance of the “other” (meaning folks not like her) has dramatically decreased. She’s learned that people are people everywhere. And all of them are deserving of kindness and respect.
Last edited by EternalPhoenix on Sun Apr 09, 2023 7:05 am, edited 5 times in total.
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Flutter

Post by EternalPhoenix »

Flutter

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

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

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

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

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

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

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

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

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

Toxic Dust Clouds (Array 9) (default power: stun)
. . Confuse 6 (Array; DC 16; Cloud Area (30 ft. diameter, lingers - General); Range (touch))
. . Fatigue 6 (Array; DC 16; Cloud Area (30 ft. diameter, lingers - General))
. . Nauseate 6 (Array; DC 16; Cloud Area (30 ft. diameter, lingers - General))
. . Paralyze 6 (Array; DC 16; Cloud Area (30 ft. diameter, lingers - General))
. . Stun 6 (Default; DC 16; Cloud Area (30 ft. diameter, lingers - General))

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

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

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

Initiative: +4

Languages: English Native, Spanish

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

Age (as of Jan 2019): 13
Height: 4’ 8”
Weight: 70 lbs.
Ethnicity: Mexican American
Hair: Black w/ orange highlights
Eyes: Black, compound, & big

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

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

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

Personality: Flutter is a sweetheart. She is a kind, compassionate, and caring girl with the soul of an artist. She hopes to one day have full control over her powers. She doesn’t want to hurt people, and has trouble understanding those who do. She is full to bursting with optimism and hope. She’s just a really happy and cheerful person, honestly.
Last edited by EternalPhoenix on Sun Apr 09, 2023 7:06 am, edited 5 times in total.
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Pern

Post by EternalPhoenix »

Pern

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

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

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

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

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

Powers:
Dragonrider's Arsenal (Device 2) (Easy to lose; Custom 3 (Multiple Weapons 3))
. . Arsenal (Array 3) (default power: strike; Variable Descriptor (Narrow group - Any Physical))
. . . . Dragon Pocket Stone (Dimensional Pocket 5) (Array; Capacity: 2500 lbs., DC 15; Distracting)
. . . . Lance (Strike 3) (Array; DC 20; Extended Reach 2 (10 ft.), Mighty)
. . . . Net (Snare 5) (Array; DC 15; Range (touch); Tether (500 ft.))
. . . . Sword (Strike 3) (Default; DC 20, Feats: Improved Critical 2 (Sword (Strike 3)); Mighty)

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

Shed Dragonskin Cloak (Device 2) (Hard to lose)
. . Protection 3 (+3 Toughness; Impervious)
. . Super-Strength 2 (+10 STR carry capacity, heavy load: 700 lbs; +2 STR to some checks)

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

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

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

Initiative: +3

Languages: English, Nipponese

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

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

Kaida

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

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

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

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

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

Powers:
Dragon Scales (Protection 2) (+2 Toughness)

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

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

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

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

Attacks: Unarmed Attack, +5 (DC 22)

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

Initiative: +1

Languages: Nipponese (sort of)

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

Age (as of Jan 2019): 15
Height: 5’ 3” (Pern), 16’ (Kaida)
Weight: 115 lbs (Pern), 4000 lbs. (Kaida)
Ethnicity: Anime (Pern), Grey Dragon (Kaida)
Hair: White (Pern), None (Kaida)
Eyes: Green (Pern), Blue (Kaida)

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

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

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

Personality: By the Goddess! Heroic adventures in another world. Wait until she can get home and tell everyone! Assuming, of course, she can get home. She…really doesn’t know if she can. And truth be told, she misses it. She missed her mom and dad. Her friends. Her world. People didn’t look so weird there. And it’s so dirty on this world. Doesn’t anyone care about the Earth’s life? She’s living the dream but the price is high indeed.
Last edited by EternalPhoenix on Tue Mar 01, 2022 4:13 pm, edited 5 times in total.
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Phobia

Post by EternalPhoenix »

Phobia

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

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

Tough: +2/+4, Fort: +3, Ref: +3, Will: +7

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

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

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

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

Fear Control (Array 9) (default power: emotion control)
. . Fear Bomb (Emotion Control 6) (Default; DC 16; Burst Area (30 ft. radius - General), Selective Attack; Limited to Emotion (Fear))
. . Frozen With Fear (Paralyze 6) (Array; DC 16; Secondary Effect)
. . Hysterical Blindness (Dazzle 6) (Array; affects: visual senses, DC 16; Alternate Save (Will), Range (perception))
. . Terror Spike (Mental Blast 4) (Array; DC 19)

Immunity 5 (emotion effects)

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

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

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

Initiative: +3

Languages: English Native

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

Age (as of Jan 2019): 18
Height: 5’ 10”
Weight: 175 lbs
Ethnicity: Caucasian (pale)
Hair: Platinum Blonde
Eyes: Pale Blue

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

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

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

Personality: Phobia’s a weird, weird young man. He was born without emotions and the ability to make people afraid. One would expect him to fall into socio- or psychopathy and become a monster of a supervillain. But…no. He’s just kind of…apathetic. About everything. He’s not good or bad. He just…doesn’t really care. Base instincts like hunger or lust can motivate him, and purely mental qualities like loyalty and honesty are among his more sterling qualities.
Last edited by EternalPhoenix on Sun Apr 09, 2023 7:09 am, edited 5 times in total.
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Octagirl

Post by EternalPhoenix »

Octagirl

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

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

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

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

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

Powers:
Cute Glasses (Device 1) (Hard to lose)
. . Super-Senses 5 (analytical (type): Visual, awareness: Outsider (visual), awareness: Magic (visual), awareness: Divine (visual))

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

Pretty Dress (Device 1) (Hard to lose)
. . Protection 4 (+4 Toughness; Subtle (subtle))

Super-Senses 2 (darkvision)

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

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

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

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

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

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

Initiative: +3

Languages: English Native

Totals: Abilities 20 + Skills 15 (60 ranks) + Feats 8 + Powers 27 + Combat 12 + Saves 8 + Drawbacks 0 = 90

Age (as of Jan 2019): 10
Height: 4’ 1”
Weight: 65 lbs
Ethnicity:
Hair: Brown
Eyes: One bronze, one jade

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

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

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

Personality: Octagirl…is kind of a mad scientist. Not in a bad or dangerous way. Her perspectives are simply…skewed. She is always performing strange experiments on someone or something. Sometimes they’re experiments in name only (such as baking sugar cookies that make people see in a green filter for about a hour or hugging a friend in need…with her new Huggomatic 2000 [guaranteed to squeeze with maximum love!]), but the results are always written down in her notebook. She is never without her notebook, and there are several filled ones in her room. She’s a good kid who cares about her friends and fellow Exiles, but yeah she’s a weirdo.
Last edited by EternalPhoenix on Tue Mar 01, 2022 4:14 pm, edited 5 times in total.
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Ferrous

Post by EternalPhoenix »

Ferrous

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

STR: +7 (10/25), DEX: +1 (12), CON: +5 (10/20), INT: +0 (10), WIS: +0 (10), CHA: +1 (12)

Tough: +5/+7, Fort: +8, Ref: +2, Will: +2

Skills: Diplomacy 4 (+5), Notice 4 (+4), Sense Motive 4 (+4)

Feats: Attack Focus (melee), Attack Specialization (Unarmed Attack), Dodge Focus 3

Powers:
Massive Cyber-Chassis (Container, Passive 12)
. . Enhanced Constitution 6 (+6 CON)
. . Enhanced Strength 7 (+7 STR)
. . Growth 4 (+8 STR, +4 CON, +1 size category; Permanent)
. . Immunity 10 (life support, starvation & thirst)
. . Leaping 3 (Jumping distance: x10)
. . Protection 2 (+2 Toughness; Impervious [4 extra ranks])
. . Speed 3 (Speed: 50 mph, 440 ft./rnd)
. . Super-Senses 5 (direction sense, distance sense, infravision, low-light vision, time sense)
. . Super-Strength 3 (+15 STR carry capacity, heavy load: 6.4 tons; +3 STR to some checks)

Attack Bonus: +2 (Ranged: +2, Melee: +3, Grapple: +15/+18)

Attacks: Unarmed Attack, +5 (DC 22)

Defense: +5 (Flat-footed: +1), Size: Medium/Large, Knockback: -10

Initiative: +1

Languages: English Native

Totals: Abilities 4 + Skills 3 (12 ranks) + Feats 5 + Powers 60 + Combat 12 + Saves 6 + Drawbacks 0 = 90

Age (as of Jan 2019): 10
Height: 12’ (in Cyber-Chassis)
Weight: 2000 lbs (in Cyber-Chassis)
Ethnicity: Ambiguously Brown
Hair: Brown
Eyes: Brown

Background: Ferrous was sent into foster care with his older sister at a very young age. All they had was each other. Their physical disabilities (her muscular, his neurological) and a series of abusive foster homes made them cling to each other even harder. Then, then inevitable happened. Their drug addict of a foster mother (fully intoxicated) crashed her car-with them in it. She walked away with barely a scratch, but both siblings suffered severe physical injuries in addition to agonizing burns. His sister’s spine was all but destroyed, and he would need significant care for the rest of his (likely short) life. The local hospitals in Portland did not have the resources to do more than make the two comfortable. Enter Radical Dreamer. Between Stormy, Clon, Priestess they used what they learned from repairing Hummingbird to turn his sister into a cyborg. Her nervous system is still integrating with the tech as she learns to move her limbs and eventually walk again. Ferrous’s nervous system (due to his disabilities) rejected the cyborg tech entirely, so instead he got a life support pod and what is essentially an oversized battlesuit. He can move just fine, and joined “.5 Gen” at Exile House Portland.

Powers & Tactics: Ferrous himself doesn’t have any superpowers. In fact, out of his life support pod he is physically disabled, unable to move, and will die in an hour or less without medical attention. All of his abilities from his Cyber Chassis, in which his life support pod sits and controls. As of right now, it is purely a well armored physical powerhouse. It is a huge machine, as well, and capable of superhuman speed and leaping. There is a minor sensor suite (infravision being the standout there) and of course the life support pod takes care of all of his bodily needs. He is likely the strongest of the “.5 Gen”. The suit itself is very barebones, but has a lot of room for upgrades should they prove necessary at some point.

. . All of the “.5” Gen are not meant to participate in combat. And indeed, Ferrous isn’t exactly spoiling for a fight. He’s certainly capable of giving one, should circumstances force it. He’ll definitely protect his friends should they need it. But truthfully? He doesn’t want to hurt anyone if he doesn’t have to. Option A is throw something big and heavy, like a car. Option B is to actually punch them. Option C is to use his size as living cover. His suit can be repaired. His friends aren’t so lucky.

Personality: Ferrous is a shy, kind boy. He’s very socially awkward, having never really interacted with anyone but his sister. He doesn’t speak much or very fast, and he’s definitely immature for his age. This creates the image of someone who’s unintelligent or even mentally disabled. It’s far from the truth (his neurological disabilities do not touch his brain), but the image remains. He is every much a follower and not a leader. Still, for those who get to know him he’s a loyal and steadfast friend. The gentlest of giants.
Last edited by EternalPhoenix on Tue Mar 01, 2022 4:15 pm, edited 4 times in total.
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Karone

Post by EternalPhoenix »

Karone

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

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

Tough: +4, Fort: +3, Ref: +5, Will: +5

Skills: Acrobatics 2 (+5), Bluff 3 (+5), Knowledge (popular culture) 3 (+5), Notice 2 (+5), Sense Motive 2 (+5)

Feats: Accurate Attack, Attack Specialization 2 (Magic Energy Sword (Strike 5)), Dodge Focus 5, Improved Critical 2 (Magic Energy Sword (Strike 5)), Power Attack, Ritualist, Second Chance (Ritual Construction checks), Second Chance (Ritual Design checks), Takedown Attack

Powers:
Chronal Aberration (Features 1) (Notes: No mystic, technological, or neurological record of existence, plus physical appearance undergoes periodic minor changes unworthy of Morph. She also does not appear to the Super Senses Precognition and Postcognition.)

Mysterious Back Tattoos (Container, Passive 2)
. . Magic Energy Butterfly Wings (Flight 3) (Speed: 50 mph, 440 ft./rnd)
. . Mysterious Arcane Knowledge (Enhanced Skills) (Enhanced Trait 2) (Traits: Knowledge (arcane Lore) +8 (+10))
. . Protection 2 (+2 Toughness)

Mysterious Wristlet (Device 5) (Hard to lose, Only you can use)
. . Magic Energy Shield (Enhanced Feats) (Enhanced Trait 5) (Feats: Dodge Focus 5)
. . Magic Energy Sword (Strike 5) (DC 20, Feats: Improved Critical 2 (Magic Energy Sword (Strike 5)); Autofire (interval 2, max +5), Penetrating)
. . Variable Output (Enhanced Feats) (Enhanced Trait 3) (Feats: Accurate Attack, Power Attack, Takedown Attack)

Shattered Timeline (Super-Senses 8) (postcognition, precognition; Uncontrolled)

Attack Bonus: +3 (Ranged: +3, Melee: +3, Grapple: +5)

Attacks: Magic Energy Sword (Strike 5), +7 (DC 20), Unarmed Attack, +3 (DC 17)

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

Initiative: +3

Languages: English Native

Totals: Abilities 28 + Skills 3 (12 ranks) + Feats 5 + Powers 37 + Combat 12 + Saves 5 + Drawbacks 0 = 90

Age (as of Jan 2019): No data available. Appears to be in mid teens.
Height: No data available. Appears to be approximately 5’ 2”, but minor variances have been detected.
Weight: No data available. Best guess is between 105 and 155 lbs.
Ethnicity: No data available. Minor variances in face, skeletal structure, and even skin tone render ambiguously brown a tenuous guess at best.
Hair: No data available. Has appeared with the full spectrum of human hair colors and most of the ones possible with dyes.
Eyes: No data available. Has appeared with the full spectrum of human eye colors and most of the ones possible with contacts.

Background: Actions have consequences. There is nothing without price. This is a law of the universe, if not the entire multiverse. When Stormy pulled Hummingbird out of nonexistence, she shattered Time itself to do it. This isn’t the first time that’s happened, and it won’t be the last. However, until now it’s been done with magic or something with an at least partially mystical origin (such as a Phoenix mutate). This was the point of having them around, to do the impossible, so Time could adapt as it flowed on, even if the results ended up less than pretty in the end. This…this was a purely technological effect. The universe shuddered on a temporal level. Across the universe, sentients vanished as their existence ceased. Ones who did not exist the day before now always did. Memories twisted to accommodate the changes in the timeline. Friends, family, even lovers forgotten entirely, with whether they were replaced or not seemingly up to the winds of chance. This did not happen all at once. A few, perhaps, here and there. The process is ongoing as time seeks to knit itself back together. And then there’s Karone, who doesn’t make any sense at all. She does not seem to exist, apart from her obvious physical presence. She was never born. Everyone she’s ever met before appearing in our world does not exist. Every location she had ever been to does not exist, neither building nor street. She abruptly appeared in a world where everything in her memories that wasn’t magic does not exist and never did. She is, understandably, confused. Especially because she did not have her back tattoos or her mysterious wristlet at any point before abruptly appearing in our world. She was drawn, through her visions of her shattered timeline, to Radical Dreamer. She jointed Exile House Portland, and functions as a member of the “.5 Gen” while she gets a firm grip on what exactly the hell happened to her and what it means.

Powers & Tactics: Let’s deal with the big one first. Karone is a complete chronal aberration. She only exists in the present. She does not and has never existed in the past or the future. People forget her when she’s out of sight. Not…instantly, but still rather quickly. Their memories twist themselves in knots to accommodate the absence. Luckily, they will unknot when they meet her again. Live video feeds will show her, but recordings will not. The recordings, like people’s memories, will be altered on the records to reflect her absence. The events depicted may or may not make any sense, but most viewers accept them as the real events without question. The same applies to any magical or divine equivalent to the video camera. Only the written word seems immune to this effect, but the aforementioned memory twisting will often work to block the words from a person’s perceptions.
Next, her back tattoos. They do three things: increase her magical knowledge, give her wings made of magic that let her fly, and toughen her body a bit. They may do more, but she is unaware of those functions at this time. Third, her mysterious wristlet. It does a couple of things as well. Generates a sword and shield of magical energy to fight with, and increase her skill level with same. Her final power is uncontrolled visions of her currently shattered timeline. She is apparently the only one who can see herself via Precognition and Postcogniton. Her visions are never comforting.

. . All of the “.5” Gen are not meant to participate in combat. There is no data available on Karone’s combat tactics. However, given her abilities it is likely that should she be forced into combat she would attack with the energy sword, flying to give herself an advantage over ground bound foes. There is likewise no data available on her ability to power stunt.

Personality: This one is…difficult. People forget her. She doesn’t exist on any kind of recording. There is only the present, when she is physically in the room. She’s…well, not evil. A good person. Lost and confused, certainly. Her existence is very strange, and she’s not even certain she’s real. She feels like she could just pop out of existence at any moment and five minutes later it will literally be like she never existed. This is not conducive to a cheerful attitude. Her default is vaguely sad and afraid but there’s courage in her heart, along with a deep compassion for others.
Last edited by EternalPhoenix on Sun Apr 09, 2023 7:11 am, edited 5 times in total.
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Rambo

Post by EternalPhoenix »

Rambo

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

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

Tough: +8, Fort: +5, Ref: +5, Will: +3

Skills: Acrobatics 6 (+10), Knowledge (life sciences) 5 (+5), Knowledge (theology & philosophy) 5 (+5), Medicine 4 (+5), Notice 4 (+5), Sense Motive 4 (+5)

Feats: Attack Specialization 2 (Horn Attack (Strike 2)), Power Attack, Second Chance (Climb checks on mountains)

Powers:
Horn Attack (Strike 2) (DC 19; Mighty)

Mountain Sheep (Enhanced Trait 3) (Traits: Climb +8 (+10), Feats: Second Chance (Climb checks on mountains))

Ram Jump (Leaping 3) (Jumping distance: x10)

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

Sheep Affinity (Features 1) (Notes: Sheep accept him as one of their own and remain unthreatened by his presence.)

Thick Wool Armor (Protection 6) (+6 Toughness; Impervious; Noticeable (Wool))

Wild and Wooly (Array 7) (default power: snare; Custom (Array 6.5))
. . Extra Soft Wool (Stun 6) (Array; DC 16; Range (ranged); Daze; Accurate (+2))
. . Wool Throw (Snare 6) (Array; DC 16; Accurate (+2))
. . Wool Zone (Create Object 6) (Array; Max Size: 6x 10' cubes, DC 16; Progression, Object Size)
. . Wool-splosion (Snare 6) (Default; DC 16; Burst Area (30-60 ft. radius - General); Range (touch); Progression, Increase Area (area x2))

Attack Bonus: +4 (Ranged: +4, Melee: +4, Grapple: +6)

Attacks: Extra Soft Wool (Stun 6), +6 (DC Fort/Staged 16), Horn Attack (Strike 2), +8 (DC 19), Unarmed Attack, +4 (DC 17), Wool Throw (Snare 6), +6 (DC Ref/Staged 16), Wool-splosion (Snare 6) (DC Ref/Staged 16)

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

Initiative: +4

Languages: English Native

Totals: Abilities 18 + Skills 7 (28 ranks) + Feats 3 + Powers 40 + Combat 16 + Saves 6 + Drawbacks 0 = 90

Age (as of Jan 2019): 14
Height: 5’ 11”
Weight: 210 lbs.
Ethnicity: Nepalese-American
Hair: Black (wool is white)
Eyes: Dark Brown

Background: A long time ago, in a faraway land, there lived a King. A King of Rams. He was not quite a god, rather a very powerful animal spirit. He ruled his people, the sheep of the mountains, wisely and well in those early days where gods walked the earth alongside men. But all times, no matter who lives in them, come to an end. The gods stayed more and more in their glorious realms. Men built farms and cities. Eventually they even came deep into the mountains. The Ram King was no more than a mere sheep in their eyes, and with mighty magic on their side the great King was captured and his people enslaved. Oh, some still walked the earth free, but only because the race of men did not deign to do anything about it.

. . …at least, that’s the way the Ram King tells it. The provocation he inflicted, well, played its own part. Sheep, properly handled, are quite peaceful creatures. So they only minded being “domesticated” but so much. One place to eat and sleep is much like another, and hey, all their friends were there too. Being sheared was kind of traumatic when it was happening, but once it was over? Such bliss they had never known. Their King said some of them were being killed and eaten, but what else was new? They had always had predators coming to eat them, so whatever. The Ram King was raising a big fuss over nothing. But…he was the king, so they’d better go with him they supposed. Cast off their enslavement, whatever that meant. Of course, humans didn’t take the theft of their “property” lying down. But the Ram King was a mighty and wily foe; one that no mere warrior could overcome on his own. So they got themselves a mage or two and kicked his ass.

. . The Ram King was confined in a mountain cave, mystically shackled for all time. Or so the mages thought. But time wears at all things. And so, millennia later, the spells have weakened enough to call a champion to free him. Only to find his champion not only can’t hear him, but is actually annoyed by his new magnificent powers. Yes, that champion is Rambo, who was just trying to get through his teenage years while undersized, brown and Asian when he turned into a big ol’ sheep-man. He is a commuter to Exile House Portland, where they’re helping him to understand his abilities. His family is, uh, trying to be supportive. He hates that too.

Powers & Tactics: Rambo is a semi-divinely empowered sheep totem. He has rock hard horns for headbutting. He can jump further and run faster than any mundane human. Sheep, those flighty creatures, do not panic in his presence. Indeed, they accept him as one of their own. But the real big power is his wool. It is so thick and fluffy that it repels damage as well or better than most heavy armor. And he can blast it at people for a variety of effects. Wool so soft and fluffy the target becomes dazed. Put up structures made of the tough wool. Or cover a foe in it, rendering them bound and helpless. It’s so exciting, you guys.

. . All of the “.5” Gen are not meant to participate in combat. Rambo kind of ignores fights, choosing to simply walk away. Unless someone has been injured by the enemies. Then he’ll sigh, annoyed, and headbutt the frag out of them. He’ll only use his wool attacks on foes he can’t reach. There is probably a wealth of power stunts available to him, but he hates using his regular wool attacks so stunting’s right out.

Personality: Rambo was having enough trouble with puberty. He was going for a manly and masculine appearance, and now he’s covered in fluffy white wool. He didn’t ask for this, he doesn’t want it, please make it go away. He doesn’t want to be a superhero, he wants to have a normal social life. He doesn’t want to be a semi-divine being’s champion, he wants to ask his crush to the big dance. But you know…as much as he claims not to give a crap about this super stuff…he can’t seem to not help people when they need him. You know, like some kind of superhero or champion. Yes, he’ll complain to anyone in earshot but when push comes to shove he’s there and doing his best to help.

. . …the horns are kind of cool, though.
Last edited by EternalPhoenix on Wed Apr 13, 2022 4:56 pm, edited 5 times in total.
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Sabre

Post by EternalPhoenix »

Sabre

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

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

Tough: +5, Fort: +4, Ref: +4, Will: +4

Skills: Acrobatics 4 (+5), Language 4 (+4), Notice 4 (+5), Sense Motive 4 (+5), Stealth 4 (+5)

Feats: Attack Focus (melee) 3, Dodge Focus 3, Improved Critical 2 (Arm Blades (Strike 2))

Powers:
Liquid Metal Flows (Array 5) (default power: strike)
. . Arm Blades (Strike 2) (Default; DC 20, Feats: Improved Critical 2 (Arm Blades (Strike 2)); Autofire (interval 2, max +5) [3 extra ranks]; Mighty)
. . Engulf Body (Snare 5) (Array; DC 15; Engulf)
. . Engulf Head (Suffocate 5) (Array; DC 15)
. . Metallic Regeneration (Healing 5) (Array; Action (standard); Limited (No effect against Bruises and/or Injuries), Personal; Persistent, Precise, Regrowth, Subtle (subtle))

Liquid Metal Form (Container, Passive 7)
. . Density 3 (+6 STR, +1 Toughness, Weight Multiplier: x2, Adds: Immovable 1, Super-Strength 1; Permanent)
. . . . Immovable 1 (Resist Movement: +4, Resist Knockback: -1)
. . . . Super-Strength 1 (+5 STR carry capacity, heavy load: 460 lbs; +1 STR to some checks)
. . Elongation 1 (Elongation: 5 ft., range incr 10 ft., +1 Escape & Grapple; Permanent)
. . Immunity 30 (fortitude saves; Limited - Half Effect)
. . Insubstantial 1 (Fluid; Permanent)
. . Protection 3 (+3 Toughness; Noticeable (Chrome Skin & Eyes))
. . Regeneration 2 (resurrection 2 (1 day); Source (Metal))
. . Super-Movement 1 (slithering)

Attack Bonus: +4 (Ranged: +4, Melee: +7, Grapple: +10/+12)

Attacks: Arm Blades (Strike 2), +7 (DC 20), Engulf Body (Snare 5), +7 (DC Ref/Staged 15), Engulf Head (Suffocate 5), +7 (DC Fort 15), Unarmed Attack, +7 (DC 18)

Defense: +7 (Flat-footed: +2), Knockback: -3/-4

Initiative: +1

Languages: Chinese (Mandarin), English, French, Russian Native, Spanish

Totals: Abilities 6 + Skills 5 (20 ranks) + Feats 6 + Powers 48 + Combat 16 + Saves 9 + Drawbacks 0 = 90

Age (as of Jan 2019): 90 (chronological) / 15 biological
Height: Approximately 5’ 8”, with slight variation due to liquid form and elongated body.
Weight: 345 lbs
Ethnicity: Russian
Hair: Chrome
Eyes: Solid Chrome(no visible pupil or iris)

Background: Sabre was once a Soviet assassin. Sabre, of course, was not their name then. They were part of a group of a hundred young soldiers subjected to a special treatment. One that, ideally, would turn them into organic metal soldiers for Stalin. Unfortunately, the treatment proved lethal for the vast majority of them. It worked properly on a few, who went on to die in World War II or one of Stalin’s purges. Those soldiers were metal titans. Tougher than any tank and strong enough to rip said tanks apart with their bare hands. But Sabre, well…they were different. Metal, yes. Tough and strong, well some. But they were liquid. Their training turned them into a virtually unstoppable assassin. Many died at the hands of the cold and remorseless liquid metal Russian. However…it was well known they were Stalin’s pet killer (one of them, anyway) and with the death of the Man of Steel there were…concerns. They were sent on a mission with inaccurate intelligence. The target was a potent supervillain. The cold and remorseless liquid metal Russian assassin was blown apart.

. . But this was not the end. For they did not know (nobody did, because how would you?) that they could resurrect given time and a source of metal to absorb. The decades rolled by, and they were forgotten. Until a military exercise splashed the remains of one liquid metal Russian with metal. They lived again. But the damage to their body was catastrophic. They awoke in agony, their memories of even joining the Soviet army gone. More than that, a quirk of their physiology had even deaged them to their teenage years to compensate for the lost pieces. Even after instinctively regenerating from the worst of their injuries, they were a Russian teenager alone in a world decades beyond what they knew, and they were an inhuman liquid metal monster besides. It could have been a bad scene, but once again enter Radical Dreamer. A portal from Blackrose, and the two picked up the young nonbinary Russian. They have joined the “.5 Gen” at Exile House Portland. It is not known if their memories will ever return.

Powers & Tactics: Sabre is a mutant. They were changed via a mutative serum into liquid organic metal. It has made them stronger, tougher, more internally durable, longer, and (surprisingly) able to resurrect when in contact with metal. They also have a limited ability to shapeshift, resulting in a few different offensive abilities and the ability to regenerate major damage. The loss of so much of their self due to their violent death has purged and/or limited many prior abilities, which may reemerge with time.

. . All of the “.5” Gen are not meant to participate in combat. That said, Sabre is alarmingly good at fighting for someone who just lost most of their memories. Their instincts are a hundred percent on point. Generally the plan is to use Engulf Body to disable and then the Arm Blades to take out. Engulf Head is for the folks with energy attacks who can blast him off otherwise. They can have…problems not using lethal damage. They are fully capable of power stunting, but it would like be instinctual and entirely unpredictable.

Personality: Sabre’s personality is, well, interesting. On one hand, they’re a perfectly normal teenager. On the other, they’re a Russian who most recent memories are of 1935, so they’re a person on what feels like an alien planet sometimes. And on the gripping hand, being nonbinary is difficult enough in 2019, let alone 1935. Waking up as an inhuman (by 1935 Russian teenager standards) liquid metal monster has not helped with the alienation. So it’s safe to say that Sabre comes with a full load of psychological baggage. With that said, the qualities that made them sign up for the army and then that treatment are visible in this younger version. Honor. Loyalty. A good sense of justice. Deep compassion for the common citizen. They’re your stereotypical staunch Soviet patriot type, only it applies to all people instead of just Mother Russia. Though they do pine for their lost homeland.
Last edited by EternalPhoenix on Sun Apr 09, 2023 7:13 am, edited 6 times in total.
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