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Eternal Phoenix's Character Factory and Archetype Blendarama

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Important Disclaimer: My builds are based on how I understood the core rules, ultimate power, our House Rules, etcetera at the time of posting. Please consult said rules and our Rednamed Refs. If you ask me, I'll fix one up for you if it's wrong now. This doesn't mean it'll be accepted, mind you. I may be a Ref now but my approval isn't everything.


Also, I generally don't use site format. Mostly because dear god, there's so many I'd have to do. But a little bit because you should learn how to do it yourself. We have a sample sheet and everything. You should've seen it by now.


Table of Contents


Character Factory


The Icons








Tex Austin

The Shining Guardian




Spike Douglas



Marian Soaring Eagle






The Javier Academy



Headmaster Carlos Javier


Alpha Team


Solaria (Autumn Winters)

Pyrox (Rusty Jenkins)

Broyle (Nick Lachlan, teen Nick Phoenix)

Wilder (Anna-Marie Winston)

Titan (Pietro Cole)

Eagle Eye (Russell Harris, Staff Advisor)


Beta Team


Lightning (Richard Jones)

Erased (Vernon Chase)

Cinder (Phoenix Ramsey)

Charger (Jason Montanez)

Sureshot (Rachel Harris)

Miss Invincible (Francine Simms, Staff Advisor)


Gamma Team


Relay (Tessa Matthews)

Waverider (Naomi Suleiman)

Slick (Olivia Montanez)

Motor (Michael Taylor)

Apocrypha (Aleki Uta'i)

Aerialist (Frank Simms, Staff Advisor)


Delta Team


Augment (Cyrus Gramble)

Taffi (Tomoko Nagatsuka)

Eden (Ivy Reubenstein)

Agent Fortune (Tariq al-Rabadi)

Shift (Serafina Chavez)

Starwoman II (Jody Thompkins, Staff Advisor)


Theta 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


Monique Desjardins (Chief Counselor)

Roulette (Stefan LeRoux, Security Consultant)

Lisa Lindsay (Chief of Student Fitness)




The Exiles & Exile House




The Exiles In the Freedomverse


Exile House


So You Want To Be An Exile?


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)

Their real names are kept secret for legal reasons. Thanks, Barry.




Sailor Scout






“.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.




Los Angeles






















NPC Investigations






NPC in the Freedomverse


The Partners

Penny Nihara

Carla Perkins

Edwin Christian


Senior Associates

Sonya Harmon

Harmony Perez

James Scott


Junior Associate Rotation (small sample)

Ricardo Alvarez

Tessa Macleod

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

Where We Started From


Roll Call:


Yasmine (Yas) Sakaguchi

Rebecca (Rikki) Heskett

Dark Sword Portia (Portia Rousseau)

Raheed the Dragon King (as summoned by Yas)

Laki Sigrah, Herman Heskett, & Sione Sigrah

The Seawing


Bringing Things Up To Date


Coyote (unofficial member)





BLACK & the Phantom Network




BLACK & the Phantom Network in the Freedomverse


BLACK Main Team


Ghost (Vincent Mortelini)

Adept (Brian Matthews)

Spartan (Leonidas King)

Pyrewing (Karen Murdock)

Prodigy (Regina Marcus)

Paradigm (Leona King)



BLACK Reserves (not limited to those listed)


Talia Mortelini

Zack Mortelini

Nila (Moon)

Teška (Heavyweight)

Khiimori (Wind Horse, mythological)

Alhelí (Wallflower)

Umeluleki (Mentor)


Phantom Network Operative Archetypes






Pure Archetypes




Super Soldier




Archetype Blendarama


Part 1, in alphabetical order:


Color Controlling Cowl

Device Using Psychiatrist

Digital Shadow

Fey-Touched Artificier

Flying Transmuter

Gravity Controller

Johnny The Kid

Kitsune Paragon

Living Electromagnetism

Magic Teddy Bear

Martial Artist w/ Sonic Scream

Matter Eater

Mistress of Fear

Mixed Martial Artist

Phantom Swordsman

Plant Battlesuit

Poisonous Martial Artist

Queen of Hellfire

Ricardo The Mariachi

Scarlet Witch

Size Changing Golden Age Legacy

Sky Dreamer

Sonic Device User

Speedster Archer

Squid Girl



Transforming Weapon Master

Ultimate Martial Artist

Winged Sniper




Part 2, in alphabetical order


Beast Master

Child Assassin

Cloud 9

Cursed Mystic


Elastic Paragon

Electric Speedster


Fairy Fencer

God of the Sword

Jester Hacker

Magical Girl


Martial Artist in a Battlesuit

Master Blaster

Master of Elements

Motorcycle Daredevil

Portal Sniper

Powerhouse Archer

Psionic Battlesuit

Ranged Cowl

Snow Elemental

Space Warping Swordswoman

Speedster Battlesuit

Survivalist Archaeologist

Telekinetic Thief

Telepathic Speedster

Tiny Paragon

Weather Controlling Battlesuit

Wolf Totem Swordsman




Part 3, split in two.


Conversion of the Sentinels, 3e's canon superhero team


Kid Robot




The Rook






The rest, in alphabetical order

Ancient Paragon

Bird Themed Mystic

Death Knight


Full Contact Sorcerer

Gepetto The Puppeteer

Gunslinging Gadgeteer

Icy Wyrm

Lucky Sniper

Mistress of Dark Lightning

Nigh-Invincible Man

Phantom Psionic

Phoenix Corps Member

Punchy Gadgeteer


Sonic Controlling Speedster

Stealth Android

Survivalist Gadgeteer


Winged Water Controller




Part 4 aka Of Weapons And Sorcery, in alphabetical order


Aristocratic Swordmaster

Armored Wizard

Bird Controlling Swordmaster

Cold Controlling Swordmaster

Cute Witch

Cybernetic Martial Artist

Cyborg Soldier

Cyborg Warrior

Darkness Controlling Powerhouse

Demon Fighter


Flying Demon Swordmaster

Frost Archer

Hawk Totem Mystic

Kitsune Cat Swordmaster

Lady of War

Magic Painter

Meteor Warrior


One-Eyed Warrior

Panda Totem

Paragon with Sonic Device

Plasma Warrior

Punchy Mage

Shield Knight

Stealth Mage

Telekinetic Artificier Infiltrator

Undead Ectomancer

Wilderness Warrior

Winged Telekinetic Swordmaster




Part 5, in alphabetical order:


Android Gadgeteer

Android. Idol. Soldier.

Card Battler

Chaos Mage

Classic Kitsune

Cyberpunk Mage

Dancing Thief

Device Using Bird Controller

Downsized Creation God

Dragon Mage

Dragon Totem Swordmaster


Force Field Gadgeteer

Gadgeteer Paragon

Jedi Knight Shadowcat

Kaiju Hunter

Magic Violinist

Magical Baker

Phantom Technopath

Princess of Hell

Psionic Spirit User

Pyro Knight

Rabbit Totem

Sword Dancer


Telepathic Gadgeteer

Wandering Bard

Wild West Swordmaster

Willpower Warrior




Part 6, in alphabetical order


Aqua Maxima

Armored Paragon


Cold Controlling Songstress

Cosmic Powered Space Warper

Death God Scion

Dragon Totem

Giant Archer

Goddess of the Sun

Hard Boiled Gun Bunny

Jewel Mage

Magical Librarian

Phoenix Totem Swordmaster

Piratical Swashbuckler

Pixie Mage

Powerhouse Speedster

Rain Controller

Reaver of Souls

Sci Fi Soldier

Sentient Computer Program

Smooth Talking Summoner

Solar Mage

Spatial Displacer

Spear of the North

Stage Magician


Survivalist Animal Mimic
Vampire Weather Controller

Warrior Angel

Warrior Queen




Part 7, in alphabetical order w/ a surprise at the end


Android Machine Gunner

Black Ice Operative

Chainsaw Cyborg

Cold Sniper

Cyber Gunner

Dense Gadgeteer

Flippy Martial Artist

Goddess of the Sea

Guitar Slinging Gadgeteer

Heavy Artillery Soldier

Ink Controller

Machine Gun Samurai

Mage Hunting Archer

Mistress of Despair

Naval Air Battlesuit

Ocular Mentalist

Poison Assassin

Rifle Toting Gadgeteer

Soccer Player

Soul of Flame

Speedster Swordmaster

Swingin' Gadgeteer

Transforming Gadgeteer

Wind Controlling Swordmaster


And now, the surprise: Xenosaga!


Shion Uzuki



Gaignun Kukai Jr.






Part 8 (the PL 7s) in alphabetical order


Aquarian Warrior


Bio-Metal Brick

Budding Mentalist w/ Pet

Car Drivin' Badass

Cat Totem Archer

Coin Kinetic


Electromagnetic Cyborg

Fledgling Keymaster

Frictionless Skin User


Jet Black Dress

Light Controlling Alien

Lucky Mage

Magical Energy Being

Mystic Cowl

Perfume Mage

Pint Sized Powerhouse

Pirate Queen


Property Locker

Psionic Warrior

Psychometric Attention Diverter

Pure Soul

Rock and Roll Queen

Stone Heart

Time Displacing Martial Artist

Vehicle Mimic

Weapons Master




Part 9, in which I go back to PL 10s but the last 10 are requested builds. How novel. All in alphabetical order.


Blind Mystic

Car Drivin' Badass Redux

Draconic Battlesuit

Feline Totem Speedster

Frog Totem

Goddess of Storms

Gunslinger Mage

Heart of the Earth

Intrepid Pilot

Physical Biokinetic

Professional Doctor

Property Locker Redux

Scion of Artemis

Scion of Asclepius

Scion of Athena

Scion of Hephaestus

Scythe Wielding Cleric

Spider Totem Mystic


Weather Controlling Ninja


As promised, the request builds.


Avian Speedster

Goddess of Art

Insect Mimic

Negative Woman

Octopus Totem Mystic

Skyler Storm

Sonic the Hedgehog

Telepathic Barrier Warrior

Time Controlling Gadgeteer

Vampire Hunter




Part 10, in alphabetical order:


Air Controlling Android

Angel Android

Clawed Genius

Cosmic Energy Controlling Battlesuit

Crimson Avenger

Device Boosted Paragon

Energy Manipulator

Explosive Hero

Feline Totem Battlesuit

Gas Slinging Fox Totem

Goddess of Summer

Goddess of Winter

Gunslinging Cowl

Lucky Staff Master

Medical Battlesuit

Mistress of the Air

Personal Mass Controller

Powerhouse Cowl

Shark Totem

Skywalking Cowl

Smoke Elemental

Sneaky Blaster

Solar Champion

Spatial Warper

String Controller

Temporal Hacker

Transmuting Powerhouse

Undead Powerhouse

Vampire Thief In Battlesuit

Water Sprite




Part 11, aka the johnbecaro commission builds, in alphabetical order.


Acrobatic Powerhouse

Android Speedster

Archer Paragon

Blind Battlesuit Speedster

Blind Swordmaster

Combat Maid

Cyber Armed Flyer

Demon Rider

Elastic Kineticist

Electric Cowl

Electric Cyborg

Electric Engineer

Feline Martial Artist

Fiery Martial Artist

Goddess of Autumn

Goddess of Spring

Gravity Controlling Cyborg

Holographic AI

Immortal Warrior

Invincible Battlesuit

Light Controlling Gadgeteer

Lightning Dragon Ninja

Martial Artist Mystic

Plant Controlling Powerhouse

Psychic Ninja

Psychic Paragon

Spider Themed Spy

Super Agent


Undead Acrobat




Part 12, Of Requests and Regular Builds, split apart but in alphabetical order




Automotive Totem

Black Swordsmage

Cat Themed Fighter

Cosmic Puncher

Cyber Ninja

Diamond Armored Hero

Fiery Ringmaster

Fusion Incarnate

Half Undead Mystic

Jedi Battlesuit

Living Water

Modern Day Viking

Phasing Swordmaster

Powerhouse Martial Artist

Psionic Energy Controller

Psychic Knight

Silent Assassin

Size Changing Swordmaster

Skull Knight

Snake Totem Battlesuit

Star Gem User




Graffiti Girl


Love Fueled Illusionist

Mantis Shrimp Totem

Psychic Healer

Tattooed Amazon

Unicorn Totem




Part 13, in alphabetical order


Bird Themed Fighter

Burning Swordmaster

Cyber Angel

Cybernetic Archaeologist

Demonic Acrobat

Draconic Ice Mage

Electric Agent

Energetic Gun Bunny

Goddess of Flowers

Gravity Controlling Paragon

Heroic Mime

Light Manipulating Battlesuit

Lunar Shield Mage

Magical Costumed Detective

Master Infiltrator

Metal Mimic

Mystic Rope Summoner

Neutronic Paragon

Phantom Mystic

Pirate Mermaid

Precise Hydrokinetic

Psychic Warrior

Rocket Girl

Snake Themed Master of Disguise

Speedy Costumed Detective

Spirit Shaman

Tattooed Berserker

Trickster Battlesuit

Undead Cowl





Part 14. Villains and Non Combat Focused, in alphabetical order. Some are requests.



Battlesuit Dolphin

Crime Lord

Demonic Ninja Pirate Construct

Doggone Evil

Fallen Sidekick

Fireworks Generating Thief

Golden Bruiser

Gravity Controlling Battlesuit

Gun Toting Assassin

Gunslinging Annihilist

Lunatic Paragon

Powerhouse Psychiatrist

Rudo Luchador

Sea Hunter

Tentacled Biokinetic

Trolling Troll

Ultima Thule Outcast

Vampire Were-Elephant


Non Combat Focused

Canine Detective

Edutainment Child

Human Top

Lucky Pyrokinetic

Master Farmer

Morphin' Phenom


Psychic Detective

Quaker Shaker

Saint Among Mortals

The Bouncer

The Critic



Part 15. Back to Basics. In alphabetical order.


Alien Martial Artist

Classic Space Hero

Crimson Huntress

Dense Shrinker

Detective Paragon

Dhampir Gadgeteer

Drone Using Technopath

Earth Controlling Giant

Electric Werewolf

Empathic Spy Mage

Firefighting Battlesuit

Golden Huntress

Gutsy Brick

Hair Queen

Heartland Soldier

Infernalist Witch

Immortal Powerhouse

Ivory Huntress

Master of Weapons

Nanite Gadgeteer

One Large Brick

Plant Controlling Giant

Powerhouse Medic

Psionic Crossbowyer

Shadow Huntress

Shrine Guardian

Snake Totem Mystic

Street Level Hero


Winged Gorilla Swordmaster




Part 16, Yet More Basics in alphabetical order.


Air Controlling Agent

Alchemic Sorcerer

Armor of Vengeance

Armored Bounty Hunter

Armored Speedster

Child of the Sea

Cold Controlling Agent

Cosmic Archer

Cosmic Energy Warrior

Cowboy Shaman

Digital Demon

Divine Shepherd

Earth Controlling Agent


Espionage Expert

EM Controller In A Battlesuit

Feline Attuned Swordmaster

Gun Toting Vigilante

Jar Brain & Cyber Doll

Laser Swordsman

Light Controlling Agent

Hammer Warrior

Midas Wolf

Mystic Adventurer

Pixie Battlesuit

Precognitive Sniper

Psionic Archer

Shrinking Battlesuit

Space Warping Magus

Wrist Crossbow Scout

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  • EternalPhoenix


All About The Exiles

The Exiles are…

Blackrose (Raya Hall)

Radical Dreamer (Noah Griswald)

Myrcelle (Myra Mercer)

Astra (Unknown)

Flare (Francis Bowman)

Stormy (Unknown)

Cory (Unknown)

Windstorm (Gwendolyn Carter)

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 usual base of operations is the basement and sub basements of a seemingly abandoned hotel in a certain middle class neighborhood. Their financial stability comes from the actions of Barry, who managed to squirrel away the trust funds of the 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.

Blackrose is technically the leader, but in tune with the not really a team thing, she’s the mom of the group. Not in the nagging sense, but in the way she looks out of them. Blackrose’s reliable in the crunch, and everyone counts on her. She’s not bothered by that. In fact, she’s begun to enjoy it. It’s a lot different than being alone, too sick to get out of bed. Raven’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. Blackrose…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, Blackrose can still cast magic, but it’s casting straight from her own life force. And Blackrose’s not all that sturdy in the first place. Point blank, without the staff she could kill herself if she’s not careful. Raven has deathly pale skin, jet black hair, and bright blue eyes. She is five feet tall, with a small, frail build. She has a somewhat weak immune system, so she's often ill.

If Raven’s the mom, then Radical Dreamer is the dad. He cares a lot for the group and goes out of his way to make sure they don’t come to harm if he can help it. 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. Dreamer can handle just about anything he can see coming (with his powers, that nearly everything). That said, he does not take being surprised well at all, and being THE decision maker almost makes him shut down and will often make him leave the group for a time. Barring being literally held in place. He’s probably insane, as well, but who’d notice? Dreamer’s powers are fairly simple on the outside. He’s a low level telepath, and the most powerful psychic on earth. The future is a open book to the guy. 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. Dreamer has brown hair, light brown eyes and is of Caucasian decent. He is five foot ten inches tall and has an average build. Honestly, he's about as normal looking a person as one can be.

Myrcelle is everyone’s cool big sister. She’s spectacularly attractive, drawing second looks even from the most hetero of women and homosexual of men out of sheer disbelief. Adding to this are the pheromones she puts off automatically. They basically turn men into walking penises in her presence, and there’s a feedback effect to her. The more it works, the more she’s…affected by it. She finds it profoundly annoying, even if it always ends up being kind of fun. Not helping matters is the fact that Myrcelle’s always been a vivacious, outgoing young woman. Dreamer’s not immune to it, but there’s an “I know you too well†effect in play, there. Flare is oddly immune to it. But as Cory starts to hit puberty, he’s begun to, er…notice…her. It does not bode well. Myrcelle’s powers are simple even by Exile standards and entirely due to her alien physiology. She generates metric tons of life force energy. She uses it to make butterfly wings and fly, regenerate from nearly any wound, and throw powerful energy blasts. She’s strong, stronger than an unaltered human could ever hope to be, and almost as durable. However, she’s not bulletproof in the least. Myrcelle's hair shifts from red to brown, depending on the light. Her eyes are green, and she appears to be of Caucasian decent. However, when using her powers her skin turns golden and glows. She is five foot ten and possessive a curvaceous yet athletic build. She's too good to be true, and that's the point. She's an extraterrestrial raised on Earth.

And then there’s Astra. Contrary to appearances, she’s not a ghost. She’s an astral projection of a comatose girl’s subconscious mind. Essentially, reality is playing the role of her dreams. Fortunately, she isn’t in control. She is mentally attached to Dreamer through his telepathy, and shares his senses. What he can’t see, she can’t see. Etecetera. Everyone else can only see and hear her because he can. Without that, she might as well not be there. For all anyone knows, she actually isn’t there. Astra doesn’t really have powers, as such. She’s simply incorporeal and essentially invincible. She cannot affect the real work in any tangible way, though at times she has manifested an extremely limited amount of physical strength, and the ability to possess people for up to a full second. Her appearance can vary widely, but her hair is always cotton candy pink or blue, and her voice is always the same. Just for the record, that comatose girl is a PLX reality warper with precisely zero control over her powers. Pray she never wakes. If Dreamer has his way, she never will.

Flare is a good kid, if a bit prone to playing the class clown for everyone else. 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 more often these days, the conscience) of the Exiles. The problem is that he’s a T-baby, and an extremely powerful one at that. He can generate, control, and focus photons and photon waves. Light itself. He can move astonishingly fast and has learned to fire focused, damaging laser beams. However, his best 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. The T-baby signs are easy to spot. Unless he’s paying enough attention to prevent it (which almost never happens), his light is that shade of entropic orange associated with the Terminus. At near peak power levels, his eyes start to glow the same shade. Just as a side note, his parents freaked when they learned he was a T-baby and gave him the boot. He promptly met the Exiles and the rest is history. Flare has sandy brown hair and hazel eyes. He is of Caucasian decent and stands five foot eight inches tall with a perfectly average, if athletic, build. He's a good looking kid, not that he's particularly aware of it.

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. As such, she’s a bit of an odd duck. Flare adores her, but that’s…you know…Flare. Earth is a mammal dominated world, 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. She is by far the most intelligent of the group, however. She just lacks the frame of reference mammals take for granted. 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) and allows her to fly. 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. And of course, like every Exile not named Flare, she’s got a dark secret she’s hiding away. Stormy doesn't technically have hair, that being a mammal thing, but her vestigial antenna look like super fine white hair. It's short as heck, though. Her eyes are a watery blue, and she's only surpassed in paleness by Blackrose. She stands barely five feet tall, but has a somewhat stocky build. As she's not from Earth and not even a mammal for that matter, she lacks breasts and hips wide enough for live births. Thusly, she often mistaken for both being younger than she actually is, and for being a boy. She never appears to care, though.

Cory is an alien as well. How he got to earth is a mystery. What is known is that he was escaping his people, rebelling against a culture he did not agree with. This action and its consequences have driven Exile adventures for the past two years, culminating in a No Holds Barred Beatdown of his own father. Cory…he’s a good kid, but he’s not without his flaws. He doesn’t want to be a mass murdering, planet conquering savage, but he’s not particularly enthusiastic about protecting a race as fragile as humanity. That said, the Exiles are his new family, and he will do whatever it takes to protect them. Another thing to keep in mind is that he’s twelve years old, and often acts like it. Cory’s powers stem entirely from his alien physiology. He’s fantastically strong and durable, the heat and pressure of the heart of a star and the frigid vacuum and radiation of interstellar space have no effect on him, and doesn’t exactly need to eat, drink, or breathe. He looks like a normal human boy, until he goes Trueblue. His skin turns a dark green, and the entirety of both of his eyes glow sky blue. He’s even stronger and tougher in this form. Normally, Cory appears to be of African American decent, with the black hair and dark brown eyes common to those of that decent. He stands six feet tall, but has the skinny build of a boy who hasn't started to fill out yet.

Windstorm is the newest member of the group, and the only one without parental issues of one sort or another. She is Earth’s newest wind elemental. The previous one? Founding (and very much deceased) Exile Wendy. Earth’s elementals tend to die young, and always remember their previous lives. 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 recently had her 14th birthday, and remembered Wendy and her friends. She promptly ran away from home to join the Exiles. She gets along with everyone well enough, aside from her obsession with anime and manga. The girl is a real live otaku, bona fide. She’s breezy (like most of the wind elementals), easy going, scatterbrained, and often has the attention span of a particularly manic squirrel. In short, she’s like the wind. Her powers are, as one might expect at this point, the generation and control of wind and air currents. Her control could use some work, but her power is awe inspiring. However, like the majority of earth’s elementals these days, she’s also a T-baby. When using her powers, her hair and freckles glow Terminus orange. It can put some people off, understandably. Especially when she thoroughly enjoying using her powers. Windstorm is five feet five inches tall, and has an average build. She has reddish blonde hair and brown eyes. Her face is freckled, and she wears glasses outside of combat. She manages to be rather attractive, despite not trying in the least.

Edited by EternalPhoenix
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Enemies of the Exiles

First and foremost is Cory’s father, Jadan. He’s stronger and tougher than his son until Cory slips into Trublue mode. He is responsible for the death of the Exile Hummingbird, swatting the shrinking battlesuit wearer out of the air with a crushing blow. Her armor and bones shattered from the force. Jadan appears much like Cory does in his Trueblue form, only Jadan’s eyes glow a savage red. Cory (with the team’s marginal assistance), gave him a serious beating and sent him packing. It’s possible he’s gone for good, but one never truly knows with a Red Savage.

Next is the ghost of Blackrose’s mother, Sinead Hall. She isn’t a direct threat to the Exiles’ lives, however her revenge scheming from beyond the grave continues to provide lethal adversaries for the group. Her appearance is much like Blackrose’s, with black hair and deathly pale skin. However, her eyes-pupils, irises, and whites-have remain the same unearthly pitch black that they turned during the brief period when she wielded the Fell Staff. A period in which she and founding Exile Wendy killed each other in a violent confrontation, as Sinead craved Wendy’s power as an air elemental.

Third, Myrcelle’s real family wants her back and ruling their empire. She recently denied them most harshly, with a fight breaking out as the Exiles escaped their space. Myrcelle’s sister has sworn the bloodiest of revenges against the group, barring Myrcelle herself. Her sister, Princess Regent Iricelle, has much the same powers as Myrcelle herself. They are somewhat less advanced, however, due to far less combat experience. However, Iricelle has had the benefit of psychotically rigorous combat training, so she is a more skilled combatant. Being sisters, their appearances are largely the same, only Iricelle sports shining golden hair as opposed to Myrcelle’s reddish brown shades. The Katallans don’t have a military, and what passes for their warriors are barely more powerful (and far less skilled) than the princess regent.

Fourth, the Star Knights are currently hunting for whoever stole a pair of powerful tech devices. Devices that Stormy just so happens to be using. She didn’t steal them, technically, but she’s not about to give them up, either. Her parents were the thieves, and died crash landing on Earth. Additionally, her parents were working for a client who still wants his merchandise and rival interstellar thieves may come to know of the devices’ existence and location as well.

Fifth, there’s a thousand and one sorcerers, spirits, and demons who would be more than delighted to possess the Fell Staff…and have precisely zero compunctions about killing the current wielder to get it. Sometimes the mystical foe du jour has been set on the Exiles by Sinead, but more often he/she/it has tracked down Blackrose without her aid.

Sixth, Windstorm is a runaway, and the law is most eager to return to her home. She, on the other hand, is having a ball as an Exile, and refuses to go back. This could apply to Cory and Stormy as well, but as illegal extraterrestrial immigrants they don’t legally exist on Earth. That fact may not stop some more…zealous persons from trying to get them out of the group and into a proper home. Blackrose, Dreamer, Myrcelle, and Flare don’t have this problem, as they’ve turned 18 (recently in Flare’s case), and Astra is…Astra. Still…someone zealous enough may ignore even this.

Last, and most importantly, the Exiles have terrible, terrible luck. They’re like self propelled trouble magnets. Going food shopping? The store is either getting robbed, or about to get robbed. Thinking of a relaxing evening in the park? Terrorists or monster attack. Just stay home already? Suddenly the floors above look very inviting for a supervillain to make his lair in. Time to skip town? It’s also time for that natural disaster. And so on, and so forth. This extends to the vast majority of interactions with the law, other superheroes, and even the Mob. They just cannot catch a break. Reprieve? Sure. Break? Never.

Edited by EternalPhoenix
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  • 2 weeks later...

Yas & Friends

Truman Home For Dimensionally Displaced Girls

Team Rumble Hearts

Seawings NuGen

Yasmine “Yas” Sakaguchi

Rebecca “Rikki” Heskett

“The Dark Sword” Portia Rousseau

Raheed The Dragon King (as summoned by Yas)


The Pacific Stranger (Oliver LaRouche)


Lucy Hasegawa

Willie Teriong


Laki Sigrah, Herman Heskett, & Sione Sigrah

Nathaniel Truman


Emiko Fujiwara

Skye Walker

Oliana Kameāloha

Raymi Humala Sumire

Madeline Blackwood

Almira Quincy

Fiona McTavish

Yumiko Amano

Palila Nui

Octavia Fiammetta

Claire Gainsborough


Elena Laskaris


Zero Angel (Hinako Fujimori)

Dallas Austin

Judo Demon (Atsuko Matsuda)


Cinnamon (Emma Adams)

Eri Akatsuki

Toryū Hirayama

Yukinari Yuhara

Lana Shimizu

Kazeka Kurogane

Heroic Spirits (as summoned by Lana)

Lucia Sakaguchi

Ting Heskett

“The Shadow Wolf” Lucien Rousseau

Charlie Teriong


Jing Zhang

Hana Choi


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  • 2 months later...

Character Name: Penny Nihara

Power Level: 10 (150/150 PP)

Trade-Offs: +5 Attack, -5 Damage (sword); +1 Attack -1 Damage (Chi Blast); +2 Defense, -2 Toughness

Unspent PP: 0

In Brief: Ninja turned private investigator.

Alternate Identites: None

Identity: Public

Birthplace: Tokyo, Japan

Occupation: Private Investigator

Affliations: Senior partner at NPC Investigations.

Family: None living.

Age: 27

Apparent Age: early 20s

Gender: Female

Ethnicity: Japanese

Height: 5’ 2â€

Weight: 110 lbs.

Eyes: Dark Brown

Hair: Black

Description, History, Personality & Power Descriptions: See >here

Motivation: It’s actually very simple. She wants to live her own life, not be a baby factory. The clan has plenty of other talented and fertile women.

Powers & Tactics: Penny has not stopped being a kunoichi. Stealth and a quick application of sharp metal is usually more than enough to seal the deal. Failing that, a good stranglehold is often effective. Last ditch is as always, the chi blast.

Abilities: 4+10+8+4+6+0=32

Strength 14 (+2)

Dexterity 20 (+5)

Constitution 18 (+4)

Intelligence 14 (+2)

Wisdom 16 (+3)

Charisma 10 (+0)


Initiative: +13 (+5 Dex, +8 Improved Initiative)

Attack: +11 Base, +15 Melee, +15 Shuriken

Grapple: +20

Defense: +12 (+3 Flat Footed)

Knockback: -4

Saving Throws: 3+5+5=13

Toughness: +8 (+4 Con, + 4 Defensive Roll)

Fortitude: +7 (+4 Con, +3)

Reflex: +10 (+5 Dex, +5)

Will: +8 (+3 Wis, +5)

Skills: 104 SP= 26PP

Acrobatics 7 (+12)

Bluff 8 (+8)

Climb 5 (+7)

Disable Device 6 (+8)

Disguise 8 (+8)

Escape Artist 7 (+12)

Intimidate 8 (+8)

Investigate 3 (+5)

Knowledge (Ninja Lore) 2 (+4)

Language 1 (English, Native Japanese)

Notice 12 (+15)

Search 3 (+5)

Sense Motive 7 (+10)

Sleight of Hand 7 (+12)

Stealth 15 (+20)

Swim 5 (+7)

Feats: 27PP

Acrobatic Bluff

Attack Focus (melee) 4

Attack Specialization 2 (Shuriken)


Defensive Roll 2

Dodge Focus 6

Equipment 4


Grappling Finesse

Hide in Plain Sight

Improved Initiatve 2

Skill Mastery (Acrobatics, Escape Artist, Sleight of Hand, Stealth)

Uncanny Dodge (auditory)

Powers: 18PP

Blast 9 (Extra: Penetrating; Flaw: Tiring) (Chi Blast) [18PP]

Equipment: 4PP=20 PP for equipment

NPC Brownstone contribution [5 EP]

Penny’s Utility Belt (Array 1; Power Feat: Alternate Power 3) [5EP]

Video Camera (records visual and audio) [2EP]

AP: Night Vision Goggles (Low Light Vision) [1EP]

AP: Rebreather (Immunity to Suffocation for 20 rounds) [1EP]

AP: Toolkit-Basic (for skills that need tools) [1EP]

Blast 1 (Power Feat: Mighty 2; Extra: Autofire) (Shuriken) [5EP]

Strike 3 (Power Feats: Improved Crit, Mighty) (Sword) [5EP]

DC Block:

Unarmed (+15 Hit, DC 17)
Sword (+15 Hit, DC 20)
Shuriken (+15 Hit, DC 18 [Autofire])
Chi Blast (+11 Hit, DC 24 [Penetrating 9]) 
Abilities 32 + Combat 34 + Saving Throws 13 + Skills 26 + Feats 27 + Powers 18– Drawbacks 0= 150/150 Edited by EternalPhoenix
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Character Name: Vincent Mortelini

Power Level: 12 (240/240 PP)

Trade-Offs: +4 Attack, -4 Damage (Martial Arts Training); +2 Damage -2 Attack (RPG Launcher);

Unspent PP: 0

In Brief: Mob assassin turned practical, pragmatic leader of a private anti-terror agency and scourge of the underworld worldwide.

Alternate Identites: Ghost

Identity: Public

Birthplace: Chicago, Illinois

Occupation: Anti-terror agent, businessman

Affliations: BLACK, The Phantom Network, Only Mortal Enterprises

Family: Talia Mortelini (immortal aunt), Zachary Mortelini (undead son), Carmella Mortelini (spectral daughter)

Age: Approximately 90 years old

Apparent Age: late 20s

Gender: Male

Ethnicity: Italian American

Height: 5’ 10â€

Weight: 220 lbs.

Eyes: Brown

Hair: Dark Brown

Description: Vincent is short and broad. Despite his stamina score, he’s not particularly attractive physically. He basically looks like your average Mafia thug. He is absurdly physically fit, but wearing loose fitting clothes tends to conceal this rather well. He dresses essentially the same way every day. Black jeans/cargo pants, random light colored shirt, black boots, and The Jacket.

History: The story of Vincent Mortelini starts in 1957. He was a professional assassin, scion of the Mortelini family. Their pride and joy, one could say. Though technically the Mortelinis were independent contractors, in practice they tended to work for the Chicago Outfit and the Five Families more than anyone else. Which ended up presenting a problem. The Outfit’s new boss wanted them all to himself. One those young men who values shows of loyalty over honor. Vincent’s father refused. The Mortelinis had been independent for decades. There was no way that would change. The new boss was angry at having his authority flouted so casually, and decided to have the family annihilated. It…wasn’t a large task. Barely five adults, including Vincent. After removing three of the other five, they came for him, his wife, and two children. The four of them were machine gunned down during dinner.

Vincent woke to a house on fire and knowing nothing of why. The sight of his family slaughtered so casually broke something in his mind. The willful cognitive dissonance he wore to spare his conscience the guilt from killing people fractured, and then strengthened harder than steel. There was only one way to reply to these actions. Blood vengeance. An encounter with his dying aunt Talia provided the culprits. It turned into an action movie, and vengeance was served on the Outfit. With bullet, blade, bomb, and fist. It would take years for them to recover, and by then the Feds were on their tails. However, one thing the movies rarely address is what happens next. Vincent kept going. Out of Chicago and into the wider world. Organized crime never knew what hit it.

As the years went by, Vincent picked up detective skills and a small network of dedicated followers. By the 80s, with the advent of the darker times, he realized he needed to think bigger. This was the beginning of The Phantom Network. As the sole survivor of the Mortelini family, he was by default CEO of Only Mortal Enterprises. Those funds helped bring the network into being, and right into direct competition with both AEGIS and later UNISION. Neither of which had particularly high opinions of the man to start with. The problem was that he was almost impossible to catch. Whenever they managed it, he had to be placed in gen pop, meaning that the very type of people he hunted down outside of the jail were now trapped inside one with him. And of course, sooner or later the network came through and got him out of there.

As the 90s rolled to a close, the network went global. Also, Vincent dropped dead of a massive coronary brought on by the extremely poor eating habits of a life lived on the move. However…his powers brought him back from even that, deaging him back to being barely old enough to drink. As time went on, he seemed to be aging slightly slower this time around, as well. September 11 and the resulting War on Terror convinced him he needed a strike team, and thus BLACK was born. People who could be legitimate superheroes (and on one or two occasions actual superheroes in disguise) have worked on the team. However, the one constant has always been Vincent. His skills have improved over the years, and he’s one of the very few more or less normal humans to be considered a top level threat by everyone under the sun. The name Mortelini is known and feared by traditional organized crime, drug cartels, and terrorist organizations alike. They all pray they remain beneath his notice, never realizing none of them are. There’s just only but so many hours in a day.

As a side note, cultists resurrected his aunt (and accidently made her immortal). She works for the network, and is an occasional member of BLACK. Also, Vincent’s first resurrection had the side effect of turning his son Zack into a weird kind of zombie. He too, works the for the network and is an occasional member of BLACK. Relena, his first (and really, only true) archenemy is currently his sidekick and a full member of BLACK. His personal life is…complicated to say the least.

Personality & Motivation: Vincent Mortelini is a prick. An anus. Jerkus Maximus. He is standoffish, emotionally distant, and in general just not a nice person. He is practical, pragmatic, and prizes efficiency. He does not shirk from killing. However, that does not mean he finds it pleasant or pleasurable in anyway. The fun parts are everything leading up to the kill, not the kill itself. Furthermore, he is well aware of what he is and how he is perceived, and uses both to his benefit. He is a monster, the kind of man who keeps people awake at night from fear, and he is very much aware of it. You could even go so far as to say he doesn’t like himself very much, and that overall he’s a very damaged person. This is, after all, the man who gets to experience the afterlife for five full minutes before being pulled back to Earth.

Vincent’s motivation stopped being a twisted sort of vengeance long ago. Now, he is the monster who slays his own kind. Those who prey on the weak and helpless, not caring that 1) they could create a new monster and 2) their own actions prove their abandonment of their humanity (as characterized by acts of empathy and compassion). Those are his targets. Those are the ones who die screaming, or wishing they still could scream. After all, if you’ve done enough to cause Mortelini to come to call…you more than deserve it.

Regarding superheroes…Vincent tries to stay out of their way. Different fields, professional courtesy, and all that. Vincent doesn’t do supervillains. The heroes have proved they can handle it, so he lets them. That…really doesn’t apply the other way around. Idealists tend to despise him, but true cynics often acknowledge his effectiveness.

Power Descriptions: Vincent Mortelini is a master of several martial arts disciplines, most notably Muay Thai, Krav Maga, and Jiujitsu. He is also an excellent shot, bordering on the preternatural. However, the big secret behind his longevity in the game is his complete and utter inability to stay dead. Five minutes after dead, he instantly revives with all lethal/mortal wounds healed.

As a side note, The Phantom Network technically isn’t a power, but a group of those who’ve been harmed by Vincent’s monsters. None of them are fanatically devoted to him or the cause. Potential recruits have to prove themselves levelheaded enough to deal with the tragedy that drove them to him in the first place. Blood vengeance has no place in the network. There are those who just do info, those who just do combat, and those who do both. And they’re everywhere. Name an organization and they’ve been infiltrated at some point. So. It’s safest to assume Vincent knows everything.

Powers & Tactics: Take’em down hard. As with everything else, Vincent is practical, pragmatic, and prizes efficiency. He’s not looking to have a long brawl. He’s looking to end the fight as soon as possible. Honor is pointless and leads to a painful death. So he cheats vigorously, and routinely portrays himself as less capable in combat than he is. Stealth, guile, and misinformation of the order of the day. If he’s facing someone in a straight fight, it’s on purpose. Period.

Abilities: 10+10+14+10+6+20=60

Strength 20 (+5)

Dexterity 20 (+5)

Constitution 24 (+7)

Intelligence 20 (+5)

Wisdom 16 (+3)

Charisma 20 (+5)


Initiative: +9 (+5 Dex, +4 Improved Initiative)

Attack: +14 Base, +16 Melee

Grapple: +21

Defense: +12 (+4 Flat Footed)

Knockback: -9 (-6 without The Jacket)

Saving Throws: 1+5+12=18

Toughness: +12 (+7 Con, +3 Protection, +2 Defensive Roll)

Fortitude: +8 (+7 Con, +1)

Reflex: +10 (+5 Dex, +5)

Will: +15 (+3 Wis, +12)

Skills: 176 SP= 44PP

Acrobatics 3 (+8)

Bluff 10 (+15)

Climb 3 (+8)

Disable Device 7 (+12)

Disguise 5 (+10)

Drive 3 (+8)

Escape Artist 7 (+12)

Gather Information 7 (+12)

Intimidate 17 (+22)

Investigate 7 (+12)

Knowledge (Behavior Science) 10 (+15)

Knowledge (Business) 3 (+8)

Knowledge (Civics) 3 (+8)

Knowledge (Current Events) 5 (+10)

Knowledge (Life Sciences) 2 (+7)

Knowledge (Streetwise) 10 (+15)

Knowledge (Tactics) 3 (+8)

Notice 12 (+15)

Pilot 3 (+8)

Search 7 (+12)

Sense Motive 12 (+15)

Sleight of Hand 7 (+12)

Stealth 17 (+22)

Survival 5 (+8)

Swim 3 (+8)

Feats: 44PP

All Out Attack


Attack Focus (melee) 2

Benefit (Leader of BLACK)

Benefit (Leader of The Phantom Network)

Benefit 2 (Wealth [CEO of Only Mortal Enterprises)

Challenge (Improved Demoralize)

Challenge (Improved Feint)




Defensive Roll

Dodge Focus 4

Elusive Target


Equipment 6


Hide in Plain Sight

Improved Block

Improved Disarm

Improved Grab

Improved Initiatve

Improved Pin

Improved Trip

Instant Up

Power Attack

Precise Shot

Quick Draw 2 (draw and reload)

Skill Mastery (Bluff, Intimidate, Sense Motive, Stealth)

Stunning Attack

Takedown Attack

Uncanny Dodge (auditory)

Powers: 30PP

Regeneration 6 (Resurrection 6 [5 minutes]) + Regeneration 12 (Recovery Bonus +4, Recovery Rate [Disabled] 8 [1 round without rest]; Power Feats: Persistent, Regrowth) (Just Can’t Stay Dead) [20PP]

Comprehend 3 (Languages-Read, Speak, & Understand All; Flaw: Limited to non-rare Earth languages) (Polyglot) [3PP]

Damage 3 (Power Feat: Mighty) (Martial Arts Techniques) [4PP]

Protection 3 (Tough As Nails) [3PP]

Equipment: 6PP=30 PP for equipment

Impervious Toughness 6 (Flaw: Limited to Ballistic, Slashing, and Piercing attack descriptors) (The Jacket) [3 EP]

Arsenal (Array 10; Power Feat: Alternate Power 5) [25EP]

Dazzle 5 (Visual & Auditory; Extra: Burst Area) (Flash Bangs)[20EP]

AP: Blast 4 (Heavy Pistol) [1EP]

AP: Strike 1 (Power Feats: Mighty, Thrown) (Combat Knife) [1EP]

AP: Blast 5 (Extra: Autofire) (Assault Rifle) [1EP]

AP: Blast 5 (Extra: Burst Area) (Frag Grenade) [1EP]

AP: Blast 10 (Extra: Explosion Area; Flaw: Unreliable[5 uses]) (RPG Launcher) [1EP]

Toolkit-Basic (for skills that need tools) [1EP]

DC Block:

Unarmed (+16 Hit, Touch, DC 20 Toughness)
Martial Arts Techniques (+16 Hit, Touch, DC 23 Toughness)
Heavy Pistol (+14 Hit, Ranged, DC 19 Toughness)
Combat Knife (+16 Hit, Touch, DC 21 Toughness)
Assault Rifle (+14 Hit, Ranged, DC 20 Toughness [Autofire])
Flash Bang (+14 Hit, Ranged, DC 15 Reflex [25 ft. radius]) 
Frag Grenade (+14 Hit, Ranged, DC 20 Toughness [25 ft. radius])
RPG Launcher (+14 Hit, Ranged, DC 25 Toughness) [100 ft. explosion]
Abilities 60 + Combat 44 + Saving Throws 18 + Skills 44 + Feats 44 + Powers 30– Drawbacks 0= 240/240
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  • 5 weeks later...

Character Name: Nick Phoenix

Power Level: 20 (600/600 PP)

Trade-Offs: +4 Attack, -4 Damage ; +4 Toughness, -4 Defense

Abilities: 8+8+8+8+8+8=48

Strength 58 (+24) [18 (+4)] [Enhanced Statistic]

Dexterity 18 (+4)

Constitution 38 (+14) [18 (+4)] [Enhanced Statistic]

Intelligence 30 (+10) [18 (+4)] [Enhanced Statistic]

Wisdom 18 (+4)

Charisma 18 (+4)


Initiative: +24 (+4 Dex, +20 Improved Initiative)

Attack: +12 Base, +16 Unarmed/Blast

Grapple: +16 (no powers), +36 (No Super Strength), +52 (full powers)

Defense: +16 (+12 Base, +4 Dodge Focus, +6 Flat Footed)

Knockback: -19 (-2 without powers)

Saving Throws: 4+4+4=12

Toughness: +24 (+14 Con, +10 Protection)

Fortitude: +18 (+14 Con, +4)

Reflex: +18 (+4 Dex, +10 Enhanced Reflex, +4)

Will: +18 (+4 Wis, +10 Enhanced Will, +4)

Skills: 152 SP= 38PP

Bluff 4 (+8)

Computers 5 (+9/+15)

Concentration 11 (+15)

Diplomacy 6 (+10)

Disable Device 10 (+11/+20)

Gather Information 4 (+8)

Intimidate 4 (+8)

Investigate 8 (+9/+18)

Knowledge (Arcane Lore) 15 (+19/+25)

Knowledge (Cosmology) 15 (+19/+25)

Knowledge (Galatic Lore) 15 (+19/+25)

Knowledge (History) 15 (+19/+25)

Knowledge (Technology) 15 (+19/+25)

Medicine 1 (+5)

Notice 16 (+20)

Search 8 (+18)

Sense Motive 16 (+20)

Feats: 16PP

Accurate Attack

All Out Attack

Attack Specialization (Blast) 2

Attack Specialization (Unarmed) 2

Beginner’s Luck

Dodge Focus 4

Jack of All Trades

Power Attack

Takedown Attack 2

Ultimate Effort (Toughness checks)

Powers: 434PP

Comprehend 2 (Speak and Understand All Languages) [4PP}

Enhanced CON 20 [20PP]

Enhanced Feats 6 (Improved Initiative 5, Seize Initiative)

Enhanced Intelligence 12 + Quickness 5 (Flaw: Limited to Mental) [15PP]

Enhanced Reflex 10 [10PP]

Enhanced Strength 40 [40PP]

Enhanced Will 10 [10PP]

Eternal Flame of Destruction and Rebirth Array 36 (72PP, Power Feats: Alternate Power 3) [75PP]

BP: Blast 24 (Extra: Autofire

AP: Force Constructs 18 (Power Feats: Progression [Object Size] 16 [22.5 billion cubic ft.], Selective, Tether; Extra: Duration [to continuous])

AP: Healing 23 (Power Feats: Persistent, Regrowth; Extras: Resurrection, Total; Flaw: Limited to Others)

AP: Healing 23 (Power Feats: Persistent, Regrowth; Extras: Affects Objects Only, Resurrection, Total; Flaw: Limited to Others)

Flight 20 (Near Lightspeed) [40PP]

Immunity 12 (Aging, Life Support, Own powers, Starvatioin & Thirst) [12PP]

Protection 10 (Extra: Impervious 15) [25PP]

Regeneration 38 (Ability Damage, Bruised, Injured, Staggered, Disabled recover 1/round without rest; Resurrection in 10 rounds) (Power Feats: Persistent, Regrowth) [40PP]

Super Movement 6 (Dimensional 3-Any Dimension; Temporal Move 3-Any Time) (Power Feats: Progression [Dimensional Move] 14 [2500 tons] , Progression [Temporal Move] 14 [2500 tons] ) [40PP]

Super Senses 3 (Direction Sense, Distance Sense, Time Sense) [3PP]

Super Strength 16 (Effective lifting STR 104; Power Feats: Bracing, Shockwave) [34PP]

Teleport 20 (2000ft/anywhere in the universe; Extra: Accurate) [60PP]

DC Block:

Unarmed (+16 Hit, Touch, DC 39 Toughness)
Blast 24 (+16 Hit, Ranged, DC 39 Toughness)
Shockwave (200 ft Cone, Reflex save DC 30 for half damage, DC 35 Toughness)
Abilities 48 + Combat 48 + Saving Throws 12 + Skills 42 + Feats 16 + Powers 434– Drawbacks 0= 600/600

It started in a cornfield in Central Maryland. There was a boy, standing in it. Sometimes the boy is 9. Sometimes he is 14. Time shifts, due to his later actions. Suddenly, the sky was bleeding fire. The infinitely powerful semi sentient energy being known as the Phoenix had chosen this boy out of everyone else throughout the entirety of the multiverse to bear its power. He was the only one who would use it wisely, meaning use it as little as possible. That fact remains, despite everything Nick as done. At first, he didn’t do anything with it, fearing what he had become. But eventually he became a superhero in the classic blasting paragon mold. The fear and caution never went away. Those pursuing the Phoenix and it’s power came to his Earth again and again, but they were always defeated. This was an Earth without a Centurion. Where the Terminus and the Doom Coil were unknown to even exist. But. Nick’s power grew, and he feared being too strong. The Earth depended on him to protect it, and only him. He didn’t like it. It wasn’t right. So he left for the stars.

He fought evil among the stars for decades, before he discovered he could travel through time. Now, there was no limit to the good he could do, and continual travel through space and time would ensure no one because over reliant on him. He had no idea he would be splintering to the timeline in the process. And that was Nick Phoenix in a nutshell. Driven to be a hero, but equally driven to make the helpless not rely on his aid, to the point of making increasingly poor decisions. Like imparting a portion of the Phoenix’s power into a crystal, then shattering it to create a “Phoenix Corps†to enforce justice throughout the galaxy. Fortunately, they lacked the power to travel through time as he did, so when then inevitably lost their way, the damage wasn’t as bad as it could have been. Or, when the entirety of his galaxy’s timeline began to rely on him, skip out to a parallel dimension (via a newly discovered power) and start all over again. He did this more than once. And then there was that stretch where he abandoned his blasting paragon image to be The Pilgrim, righting wrongs with his brain and a scrappy sidekick instead of his fists and/or blastiness. Despite numerous incidents where more lives could have been saved and/or a generally better outcome achieved if he’d revealed himself as Nick Phoenix and took action, he would not do so.

Nick Phoenix is a man who at this point is literally older than existence itself, due to all that time travel and the stubborn refusal of the Phoenix to let him permanently die. He has seen universes where the laws of physics were born from the mind of a madman. He has seen the birth and death of the universe more times than he cares to count. And moreover, he has seen death in all its wide and varied incarnations. This is a man who could be more than a god and, it could be argued, already is such a thing. Yet he refuses to cast off his humanity. He will not think of himself as more than just a man. This is the thing that both limits him and saves existence. His dark side has come out before, and it had no respect for life, being little more than a somewhat sadistic omnicidal maniac.

Nick’s powers are somewhat varied, but they all stem from the same two things. The Flame of Destruction, and the Flame of Rebirth. The former can destroy quite literally anything, and the latter can restore just as much to its the original form. Or, if the user so wishes it, a new one. The only limit to the scale is the user’s mind. So, theoretically, the Phoenix could obliterate all of existence in an instant, and restore it in the next. It could erase the very concept of time, causing everything to happen at once. However, in practice Nick sticks to making himself stronger and tougher, blasting things, making other things from random debris, and healing anyone or anything. His flight is him subtly manipulating gravity and his own mass. His teleportation and ability to travel through time and dimensional walls all function in the exact same way. He burns a hole in the middle of nowhere (essentially making a tunnel of sorts, just for himself), passes through, and then seals the breach behind him.

Edited by EternalPhoenix
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  • 2 weeks later...

Character Name: Blackrose

Power Level: 10 (150/150 PP)

Trade-Offs: +5 Defense, -5 Toughness

Abilities: -2+2-2+6+8+6=18

Strength 8 (-1)

Dexterity 12 (+1)

Constitution 8 (-1)

Intelligence 16 (+3)

Wisdom 18 (+4)

Charisma 16 (+3)


Initiative: +1 (+1 Dex)

Attack: +4 Base, +5 Melee, +7 Fell Staff Smack

Grapple: +4

Defense: +15 (+8 Base, +7 Dodge Focus, +4 Flat Footed)

Knockback: -2

Saving Throws: 4+6+6=16

Toughness: +5 (-1 Con, +2 Protection, +4 Defensive Roll)

Fortitude: +3 (-1 Con, +4)

Reflex: +7 (+1 Dex, +6)

Will: +10 (+4 Wis, +6)

Skills: 48 SP= 12PP

Acrobatics 1 (+2)

Climb 2 (+1)

Concentration 4 (+8)

Intimidate 9 (+12)

Knowledge (Arcane Lore) 9 (+12)

Notice 6 (+10)

Sense Motive 6 (+10)

Stealth 9 (+10)

Swim 2 (+1)

Feats: 16PP

Attack Focus (Melee)

Challenge (Improved Startle)

Defensive Roll 2

Dodge Focus 7


Set Up



Uncanny Dodge (auditory)

Powers: 67PP

Black Magic (Array 26 [52 PP], Power Feats: Alternate Power 10; Drawback: Weakness 3 [always lose 1 Con per use of array]) [57PP]

Base Power: Drain Con 10 (Extras: Range 2 [perception], Vampiric) linked to Healing 10 (Power Feats: Persistent, Regrowth; Flaw: Personal ) (Life Drain)

AP: Drain Dex 10 (Power Feats: Incurable, Reversible; Extras: Alternate Save [Reflex], Range 2 [perception], Vampiric) (Black Curse)

AP: Fatigue 10 (Power Feats: Incurable, Reversible; Extras: Range 2 [perception]) (Black Hex)

AP: Nullify All Enhanced Physical Abilities (Extras: Effortless, Range [perception]) (Power Drain)

AP: Obscure 10 (Affects All Sense Types; Extra: Selective Attack) (Black Fog)

AP: Probability Control 10 (Power Feats: Reversible, Subtle; Extras: Jinx, Range 2 [perception]; Flaws: Limited to Jinx, Side Effect [if Jinx fails to stop it’s chosen action, affects user’s next action]) (Witch’s Jinx)

AP: Snare 10 (Power Feats: Obscure Sense [Visual], Reversible; Extras: Regenerating, Transparent, Range [perception]) (Witch’s Snare)

AP: Stun 10 (Power Feat: Reversible; Extras: Alternate Save [Will], Range 2 [perception]) (Black Agony)

AP: Teleport 10 (1000 ft, Earth to Moon; Power Feats: Change Velocity, Easy; Extras: Accurate, Portal) (Ritual Teleportation)

Device 2 (10PP Container; Flaw: Hard to Lose) (Fell Staff) [36PP]

Features 3 (buys off Weakness Drawback on Black Magic Array)

Damage 5 (Power Feat: Accurate) (Fell Stall Smack)

Protection 2 (Toughened)


Weak Immune System (Fortitude saves against diseases must use Con bonus only. It cannot be increased by any other method) Uncommon, Major, -3

DC Block:

Unarmed (+5 Hit, Touch, DC 14 Toughness)
Black Agony (Perception, DC 20 Will)
Black Curse (Perception, DC 20 Reflex)
Black Hex (Perception, DC 20 Fort)
Fell Staff Smack (+7 Hit, Touch, DC 20 Toughness)
Life Drain (Perception, DC 20 Fort)
Power Drain (Perception, DC 20 Will)
Witch’s Snare (Perception, DC 20 Reflex)
Abilities 18 + Combat 24 + Saving Throws 16 + Skills 12 + Feats 16 + Powers 67– Drawbacks 3= 150/150

Well, here’s Blackrose. I know I’ve done some stuff wrong. The Features part of her Device and her Drawback are…iffy. And so much perception range stuff, oh yes. However. Creating a rules legal, easily acceptable PC for FCPbP was not the goal. Representing the character as faithfully as possible while sticking as closely to the rules as possible, that was the goal.

She’s extremely versatile, with her massive, massive array. I admit, some of this could easiiy be stunted. But you know me, I’m a completionist. She’s as fragile as glass and as such fully traded off for lots of Defense and relying on Defensive Roll to protect her weak body. Why no Force Field? She’s a witch, not a wizard. Different skill set. She’s got Ritualist for when her array isn’t sufficient, and she’s one scary lady when she puts her mind to it. And, like the majority of the Exiles, she’s a good team player too. Between, Startle, Set Up and Teamwork, the heavier hitters of the group won’t lack for attacking opportunities from her efforts.

Bluntly put, she’s not a solo character. It’d be ridiculously easy for someone with good all around saves to destroy her. Like a martial artist or a good cowl. However, that’s what she’s got her friends around for, yes? Next up, Radical Dreamer.

Edited by EternalPhoenix
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Character Name: Radical Dreamer

Power Level: 10 (150/150 PP)

Trade-Offs: +5 Attack, -5 Damage; +5 Defense, -5 Toughness

Abilities: 2+4+2+8+10+0=26

Strength 12 (+1)

Dexterity 14 (+2)

Constitution 12 (+1)

Intelligence 18 (+4)

Wisdom 20 (+5)

Charisma 10 (+0)


Initiative: +2 (+2 Dex)

Attack: +5/+8 Base (+3 Enhanced Attack), +8/+11 Melee, +12/+15 Perfectly Timed Punch

Grapple: +9/+12

Defense: +15 (+5 Base, +3 Enhanced Defense, +7 Dodge Focus, +2/+4 Flat Footed)

Knockback: -2

Saving Throws: 4+0+0=4

Toughness: +5 (+1 Con, +2 Protection, +2 Defensive Roll)

Fortitude: +5 (+1 Con, +4)

Reflex: +12 (+2 Dex, +10 Enhanced Reflex)

Will: +5 (+5 Wis)

Skills: 36 SP= 9PP

Acrobatics 0 (+2/+15)

Bluff 5 (+5/+15)

Climb 4 (+5)

Concentration 5 (+10)

Diplomacy 5 (+5/+15)

Intimidate 3 (+3/+5)

Investigate 3 (+7)

Knowledge (History) 4 (+8)

Notice 0 (+5/+20)

Search 3 (+7)

Sense Motive 0 (+5/+20)

Stealth 0 (+2/+17)

Swim 4 (+5)

Feats: 9PP

Attack Specialization 2 (Perfectly Timed Punch)

Defensive Attack

Defensive Roll

Hide In Plain Sight

Improved Defense

Set Up


Well Informed

Enhanced Feats


Attack Focus (Melee) 3

Dodge Focus 7

Eidetic Memory

Evasion 2

Powers: 84PP

Low Level Telepathy (Array 4 [8PP]; Power Feat Alternate Power 1)

Base Power: Mind Reading 5 (Extra: Sensory Link; Flaws: Limited by Language, Limited to Surface Thoughts)

Alternate Power: Communication 7 (Mental, 200 miles; Power Feat: Rapid; Extra: Area (Omni-Directional); Flaw: Limited to Humans)

Damage 4 (Power Feat: Mighty) (Perfectly Timed Punch)

Enhanced Attack 3

Enhanced Defense 3

Enhanced Feats 14 (Assessment, Attack Focus (Melee) 3, Dodge Focus 7, Eidetic Memory, Evasion 2)

Enhanced Reflex 10

Enhanced Skills 20 (Acrobatics 13, Bluff 10, Diplomacy 10, Intimidate 2, Notice 15, Sense Motive 15, Stealth 15)

Protection 2 (Toughened)

Super Senses 1 (Mental Communication Link to Astra)

Super Senses 11 (Accurate Acute Radius Ranged Mental Sense, Danger Sense (mental), Uncanny Dodge (mental), Precognition)


Recurring Nightmares (Uncommon, Moderate) -2

DC Block:

Unarmed (+11 Hit, Touch, DC 16 Toughness)
Perfectly Timed Punch (+15 Hit, Touch, DC 20 Toughness)
Mind Reading (Perception, DC 15 Will)
Abilities 26 + Combat 20 + Saving Throws 4 + Skills 9 + Feats 9 + Powers 84– Drawbacks 2= 150/150

This is Dreamer. Again, I’m sure there’s a few things that’d make a ref look sideways at this sheet, but I’m trying to represent him properly. Dreamer’s a dodge monkey. Yeah, he’s fragile, but you have to hit him first. And unlike Blackrose, it’s much harder to surprise, bluff, or intimidate him. His Will save is low on purpose. He’s decidedly the most wishy washy of the Exiles. The intent here was to create someone borderline unhittable because he’s one of the mightiest psychics ever draw breath, and I think I’ve succeeded. With Evasion 2 and a high Reflex save, plus that high Defense score, an opponent has to be darn good or darn lucky to have a chance at hitting him. If they can even find him. Hide In Plain Sight plus a high Stealth bonus means he can just disappear whenever he likes.

Again, like the majority of the Exiles, he’s a good team player with Set Up and Teamwork. That said, for the most part Dreamer’s hanging back and not getting involved in the furious melees. Defensive Attack and Improved Defense can push up his already ridiculous Defense bonus. Assessment helps find the enemies’ strengths and weaknesses so his friends can better take them down. And Eidetic Memory and INT 18 gives him a shot at knowing anything that isn’t too obscure. As with Blackrose, Dreamer really isn’t a solo character. He can fake it pretty well, but ultimately he needs his friends to lay the smack when he can’t.

Just a side note, but this does owe no small debt to AA’s Blind Precog Oddball. Credit where it’s due. Next up, Myrcelle and then the much less sketchy builds. Like Flare. Flare’s great. Yes indeed.

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Character Name: Myrcelle

Power Level: 10 (150/150 PP)

Trade-Offs: None

Abilities: 4+10+2+0+0+10=26

Strength 28 (+9) [14 (+2) Enhanced Statistic]

Dexterity 20 (+5)

Constitution 26 (+8) [12 (+1) Enhanced Statistic]

Intelligence 10 (+0)

Wisdom 10 (+0)

Charisma 20 (+5)

Combat: 8+10=18

Initiative: +5 (+5 Dex)

Attack: +4 Base, +10 Unarmed/Life Force Blast

Grapple: +13

Defense: +10 (+5 Base, , +5 Dodge Focus, +2 Flat Footed)

Knockback: -5

Saving Throws: 0+3+8=11

Toughness: +10 (+8 Con, +2 Defensive Roll)

Fortitude: +8 (+8 Con)

Reflex: +8 (+5 Dex, +3)

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

Skills: 48 SP= 12PP

Acrobatics 3 (+8)

Bluff 3 (+8/+12 w/Attractive)

Diplomacy 10 (+15/+19 w/Attractive)

Gather Information 10 (+15)

Knowledge (Pop Culture) 12 (+12)

Notice 5 (+5)

Sense Motive 5 (+5)

Feats: 19PP

Accurate Attack

Attack Specialization 3 (Life Force Blast)

Attack Specialization 3 (Unarmed)


Defensive Roll

Dodge Focus 5

Fascinate (Diplomacy)

Power Attack

Skill Mastery (Bluff, Diplomacy, Gather Information, Knowledge (Pop Culture)

Takedown Attack


Powers: 64PP

Enhanced CON 14 (Power Feat: Innate; Flaw: Permanent)

Enhanced STR 14 (Power Feat: Innate; Flaw: Permanent)

Immunity 7 (Disease, Fatigue Effects, Own Species’ powers)

Life Force Power (Array 18 [36 PP] Note: Dynamic Array; Power Feats: Alternate Power 2)

Base Power: Regeneration 21 (Recovery Bonus 1, Bruised 3/no action, Injured 5/1 action, Staggered 4/1 round, Disabled 4/5 minutes, Ability Damage 4/5 minutes) (Power Feats: Dynamic, Innate, Persistent, Regrowth)

Alternate Power: Blast 10 (Power Feat: Dynamic) (Life Force Blast)

Alternate Power: Flight 5 (Power Feat: Dynamic) (Life Force Butterfly Wings)


Normal (Regeneration 10 [Recovery Bonus, Bruised & Injured as listed, Persistent and Regrowth active, Staggered, Disabled, & Ability Damage inactive], Life Force Blast 10, Flight 1)

Tanking (Regeneration 21 [all as listed], Blast 0, Flight 5)

Others are possible, but not generally used.

DC Block:

Unarmed (+10 Hit, Touch, DC 24 Toughness)
Life Force Blast (+10 Hit, Ranged, DC 25 Toughness)
Abilities 26 + Combat 18 + Saving Throws 11 + Skills 12 + Feats 19 + Powers 64– Drawbacks 0= 150/150

And here’s Myrcelle. She’s actually quite straight forward. She’s good at hitting things, coming back after big hits, and talking to people. She’s got Teamwork like most of the Exiles, even though she’s likely the one getting the result of said teamwork. She can Fascinate a random security guard or mook with almost effortless ease, even if he or she doesn’t find Myrcelle Attractive, thanks to that high Diplomacy bonus and Skill Mastery. Takedown Attack for melee fighting. Accurate Attack and Power Attack to have some options against tougher or more dodgy foes.

Her weaknesses are that she’s not particularly smart or wise, especially compared to her friends. Her Notice and Sense Motive are low, meaning she can get Bluffed, Startled, Taunted, or Intimidated in combat fairly easily. And she can’t really do anything but hit things, meaning she’s utterly lost if it’s not a “hit that bad guy†kind of situation. Fortunately, she’s got friends who can handle that, so she can stick to the punching and blasting.

Dunno if you’ve noticed, but she’s basically Starfire with a little extra as far as her powers go. I am indeed a fan of the Teen Titans. Also the Runaways. So, so much. *shakes fist at Marvel for mistreating them* Next up, the awesome-tasticness that is Flare.

Edited by EternalPhoenix
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Character Name: Flare

Power Level: 10 (150/150 PP)

Trade-Offs: +2 Defense, -2 Toughness

Abilities: 0+8+2+2+10+6=28

Strength 10 (+0)

Dexterity 18 (+4)

Constitution 12 (+1)

Intelligence 12 (+1)

Wisdom 20 (+5)

Charisma 16 (+3)

Combat: 6+10=16

Initiative: +20 (+4 Dex, +16 Improved Initiative)

Attack: +3 Base

Grapple: +3

Defense: +12 (+5 Base, +3 Enhanced Defense, +4 Dodge Focus, +2/+4 Flat Footed)

Knockback: -5

Saving Throws: 4+0+5=9

Toughness: +8 (+1 Con, +3 Protection, +4 Defensive Roll)

Fortitude: +5 (+1 Con, +4)

Reflex: +12 (+4 Dex, +8 Enhanced Reflex)

Will: +10 (+5 Wis, +5)

Skills: 36 SP= 9PP

Acrobatics 3 (+7)

Climb 5 (+5)

Concentration 2 (+7)

Craft (Structural) 6 (+7)

Drive 1 (+5)

Notice 7 (+12)

Sense Motive 7 (+12)

Swim 5 (+5)

Feats: 15PP

Defensive Roll 2



Inspire 5

Luck 2

Rallying Cry (spend hero point to give allies in hearing range new Will save against fear and mental effects)


Ultimate Effort (Toughness saves)

Uncanny Dodge (Auditory)

Enhanced Feats

Dodge Focus 4

Improved Initiative 4

Powers: 73PP

Living Star (Array 15 [30PP] Power Feats: Alternate Power 2)

Base Power: Blast 10 (Extra: Range [perception]) (Laser Blast)

Alternate Power: Environmental Control 15 (Bright Light, 250000 ft radius; Extra: Selective Attack; Flaw: Range [touch]) (Let There Be Light)

Alternate Power: Dazzle 10 (Visual Senses; Extras: Area [visual perception], Selective Attack; Flaw: Range [touch])(Light Flare)

Enhanced Defense 3 + Enhance Feats 8 (Dodge Focus 4, Improved Initiative 4) + Enhanced Reflex 8 (Photonic Evasion)

Protection 3 (Photonic Toughness)

Super Senses 2 (Extended Normal Vision 2, -1 per 1000 ft) (Light Receptor)

Teleport 10 (1000 ft/Earth to Moon; Power Feats: Change Direction, Change Velocity, Easy, Turnabout; Flaw: Limited, cannot teleport through solids or liquids) (Photon Riding)

DC Block:

Unarmed (+3 Hit, Touch, DC 15 Toughness)
Laser Blast (Perception, DC 25 Toughness)
Light Flare (Perception, DC 20 Reflex)
Abilities 28 + Combat 16 + Saving Throws 9 + Skills 9 + Feats 15 + Powers 73– Drawbacks 0= 150/150

Told you he was awesome. Combat’s fairly straight forward, like Myrcelle. Blind the foe, or just blast him. Teleport (which is my compromise between way too much Speed arrayed with way too much Flight) in and out of cover, blasting away. He can’t exactly dodge, it’s a laser beam. Even a mile away, Flare can probably still hit him. Only Exile who’s actually Fearless. Hefty Inspire for when things look darkest. Rallying Cry for similar circumstances. Teamwork, like most Exiles. Ultimate Toughness for things he couldn’t have possibly survived but somehow did. A little Luck to help all that out. The beating heart of the Exiles, ladies and gents.

Now, that isn’t to say he’s without his weaknesses. He’s about as helpless as Myrcelle in brainy situations, and has next to nothing resembling actual combat skills. He’s pretty much entirely reliant on his powers to see him through fights. Nothing in the way of social skills. Just that Cha bonus. Basically, if it’s not finding things, building other things, or blasting foes, he doesn’t have a lot to offer. Besides being a really good guy, anyway.

Build does owe a bit to one of AA’s builds. He’s got some kind of lightspeed speedster somewhere that uses Teleport instead of trying to array way too much Flight with way too much Speed. So, credit where it’s due. I think I made a better version, though. :) Next up, the brains of the Exiles, Stormy.

Edited by EternalPhoenix
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Character Name: Stormy

Power Level: 10 (150/150 PP)

Trade-Offs: +2 Defense, -2 Toughness

Abilities: 0+10+0+8+0+4=22

Strength 10 (+0)

Dexterity 20 (+5)

Constitution 10 (+0)

Intelligence 28 (+9) [18 (+4) Enhanced Statistic]

Wisdom 10 (+0)

Charisma 14 (+2)

Combat: 8+8=16

Initiative: +5 (+5 Dex)

Attack: +4 Base, +6 Ranged, +8 Gauntlet Punch/Lightning Gauntlet, +10 Summon the Lightning/Thunder & Lightning

Grapple: +4

Defense: +12 (+4 Base, +4 Dodge Focus, +4 Shield, +2 Flat Footed)

Knockback: -4

Saving Throws: 4+1+7=12

Toughness: +8 (+0 Con, +8 Protection)

Fortitude: +4 (+0 Con, +4)

Reflex: +8 (+5 Dex, +2 Enhanced Reflex, +1)

Will: +7 (+0 Wis, +7)

Skills: 44 SP= 11PP

Bluff 3 (+5)

Climb 5 (+5)

Computers 1 (+10)

Disable Device 1 (+10)

Drive 3 (+8)

Investigate 1 (+10)

Knowledge (physical science)

Knowledge (technology) 6 (+15)

Language 1 (English, Terros native)

Notice 5 (+5)

Pilot 3 (+8)

Sense Motive 5 (+5)

Swim 8 (+8)

Feats: 13PP


Attack Focus (ranged)

Attack Specialization 2 (Weather Control Gauntlets)

Dodge Focus 4

Eidetic Memory


Jack of All Trades


Powers: 76PP

Container 2 (Passive, 10 PP, Amphibious Physiology)

Immunity 2 (Pressure, Drowning; Power Feat: Innate) (Water Breather)

Swimming 4 (25 MPH, 220 ft/rnd; Power Feats: Environmental Adaptation, Innate)

Device 5 (25 PP Container; Power Feats: Restricted 2 [Only Usable by Stormy; Flaw: Hard to Lose) (Storm Gear)

Enhanced Reflex 2

Flight 4 (100 MPH, 880 ft/rnd)

Immunity 2 (Environmental Cold & Heat)

Protection 8

Shield 4

Device 9 (45 PP Container; Power Feats: Restricted 2 [Only Usable by Stormy; Flaw: Hard to Lose) (Weather Control Gauntlets)

Damage 6 (Gauntlet Punch)

AP: Damage 6 (Lightning Gauntlet)

Weather Control ( Dynamic Array 14 [28PP] Power Feats: Alternate Power 4)

Base Power: Dazzle 9 (Visual & Auditory Senses; Power Feat: Dynamic) (Thunder & Lightning)

Alternate Power: Blast 10 (Power Feats: Dynamic, Indirect 3 [any point, any direction]) (Summon The Lightning)

Alternate Power: Move Object 9 (Power Feat: Dynamic; Extra: Area [burst] [45 ft radius]) (Cyclonic Burst)

Alternate Power: Obscure 9 (Visual Senses; Power Feat: Dynamic; Extra: Selective Attack) (Dense Fog)

Weather Control 5 (Mix and match 5; Power Feat: Dynamic)

Enhanced Intelligence 10 (Power Feat: Innate; Flaw: Permanent)

DC Block:

Unarmed (+4 Hit, Touch, DC 15 Toughness)
Gauntlet Punch (+8 Hit, Touch, DC 21 Toughness)
Lightning Gauntlet (+8 Hit, Touch, DC 21 Toughness)
Thunder & Lightning (+10 Hit, Ranged, DC 19 Reflex)
Summon the Lightning (+10 Hit, Ranged, DC 25 Toughness)
Abilities 22 + Combat 16 + Saving Throws 12 + Skills 11 + Feats 13 + Powers 76– Drawbacks 0= 150/150

And here’s Stormy, the brains of the Exiles. She’s a gadgeteer, with her particular gadgets being all about weather control. She’s also very knowledgeable with INT 28 and Eidetic Memory. Jack of All Trades ensures she has a shot at any given skill task. She’s also a more skilled investigator than Dreamer, and can pilot any vehicle on land, air, or sea. In short, she’s the skill monkey of the Exiles. She does have Teamwork, as well, for when her abilities aren’t cutting the mustard. She doesn’t have most versatile damaging abilities, but makes up for it in being a consummate master of manipulating the battlefield. Between Dazzling the enemy, stirring up a whirlwind, violent temperature changes, and blinding storms she can joggle most any foe’s elbow enough to help her friends out. And being able to summon a lightning bolt from just about anywhere doesn’t hurt.

But, like everyone, she has her weaknesses. She’s mediocre to awful in the social arena. Her Notice and Sense Motive are low, and she lacks Uncanny Dodge. So she can get hit awfully easier against a more well rounded opponent. Technically she doesn’t have hands and feet, but flippers. Her gauntlets suffice for hands, and the storm gear provides feet. This means that without her devices she can’t walk or manipulate, well…anything. It doesn’t happen often enough to be worthy of a Drawback, so she doesn’t have one.

Gadgeteering weather controller of an amphibious race. Done and done. Next up, the powerhouse and thoroughly tough as nails Cory.

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  • 2 weeks later...

Character Name: Cory

Power Level: 10 (150/150 PP)

Trade-Offs: None (Normal Form); +5 Damage/-5 Attack, +5 Toughness/-5 Defense (Trueblue Form)

Abilities: 0+4+0+6+6+6=22

Strength 30/40 (+10/+15) [10 (+0) Enhanced Statistic] 40/70 Carry STR

Dexterity 14 (+2)

Constitution 30 (+10) [10 (+0) Enhanced Statistic]

Intelligence 16 (+3)

Wisdom 16 (+3)

Charisma 16 (+3)

Combat: 10+20=30

Initiative: +2 (+2 Dex)

Attack: +5 Base, +8 Melee, +10 Unarmed (Trueblue Form +0 Base, +3 Melee, +5 Unarmed)

Grapple: +18, +24 w/Super Strength (Trueblue Form +18, +29 w/Super Strength)

Defense: +10 (+10 Base, +5 Flat Footed) (Trueblue Form +5 Base, +2 Flat Footed)

Knockback: -10, -12 in Trueblue Form

Saving Throws: 0+8+7=15

Toughness: +10 (+10 Con); Trueblue Form +15 (+10 Con, +5 Protection)

Fortitude: +10 (+10 Con)

Reflex: +10 (+2 Dex, +8)

Will: +10 (+3 Wis, +7)

Skills: 56 SP= 14PP

Bluff 7 (+10)

Climb 5 (+15/+20)

Diplomacy 2 (+5)

Intimidate 12 (+15)

Notice 7 (+10)

Sense Motive 7 (+10)

Sleight of Hand 3 (+5)

Swim 5 (+15/+20)

Feats: 10PP

Accurate Attack

All Out Attack

Attack Focus (melee) 3

Attack Specialization (Unarmed)

Improved Critical 2 (Unarmed)

Power Attack


Powers: 59PP

Trueblue Form (5PP Container, Active)

Reduced Attack 5

Reduced Defense 5

Enhanced STR 10 (Trueblue Strength)

Protection 5 (Trueblue Toughness)

Super Strength 5 (+25 Carry, +5 to some checks)

Enhanced CON 20 (Power Feat: Innate; Flaw: Permanent) (Extraterrestrial Stamina)

Enhanced STR 20 (Power Feat: Innate; Flaw: Permanent) (Extraterrestrial Strength)

Immunity 10 (Life Support, Starvation & Thirst) (Could Float In Space Forever)

Impervious Toughness 10 (Nothin’ Gets Through)

Super Strength 6 (+30 Carry, +6 to some checks)

DC Block:

Unarmed (+10/+5 Hit, Touch, DC 25/30 Toughness)
Abilities 22 + Combat 30 + Saving Throws 15 + Skills 14 + Feats 10 + Powers 59– Drawbacks 0= 150/150

As I said. Powerhouse. Very, very strong. Very, very tough. Hits things very, very hard. That’s Cory. He’s the tank. Only Exile with any Impervious. Just standing still he’s tied for best Toughness with Myrcelle, and she’s using Defensive Roll to get that. Can do some faceman stuff, but Myrcelle’s better at that. Intimidate’s great, though. Can stealth, but Dreamer’s better at that. Climb and Swim are positively ridiculous, especially when Trueblue. Accurate, All Out, and Power Attack help him vary his damage output to match the situation. Improved Critical bumps up his damage from time to time. I fluff it as he’s stronger than he shows, but his control isn’t perfect. So, occasional slips. He’s got Teamwork like all his friends, despite being the recipient of all the help more often than not. Great saves.

His weaknesses are that he’s only the one thing. Strong. Tough. Hits things hard. His Abilities are good, so he can make some untrained checks if he needs to. He’s essentially suffering from the untrained version of jack of all trades syndrome. Sure, he can do some stuff, and some of it very well. The problem is, if it’s not being strong, tough, or hitting things hard, another Exile has it covered. Though everyone should remember that Cory’s sixteen years old. The lack of training is par for the course. What should be terrifying is that for all intents and purposes, he’s a glorified bystander as far as his race is concerned. What will he be like when he’s older, better trained, and more experienced?

Strong. Tough. Hits things hard. Can partially transform to upgrade all three. Done and done. Next up, the newest Exile, Windstorm.

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  • 3 months later...

Character Name: Windstorm

Power Level: 10 (150/150 PP)

Trade-Offs: +2 Defense, -2 Toughness

Abilities: 0+6+0+4+4+4=18

Strength 10 (+0)

Dexterity 16 (+3)

Constitution 10 (+0)

Intelligence 14 (+2)

Wisdom 14 (+2)

Charisma 14 (+2)

Combat: 8+8=16

Initiative: +7 (+3 Dex, +4 Improved Initiative)

Attack: +4 Base, +6 Ranged

Grapple: +4

Defense: +12 (+4 Base, +4 Enhanced Defense, +4 Shield, +2/+4 Flat Footed)

Knockback: -6 (-0 w/o Force Field)

Saving Throws: 5+2+6=16

Toughness: +8 (+0 Con, +8 Force Field)

Fortitude: +5 (+0 Con, +5)

Reflex: +12 (+3 Dex, +2, +7 Enhanced Reflex)

Will: +8 (+2 Wis, +6)

Skills: 60 SP= 15PP

Acrobatics 5 (+8)

Bluff 6 (+8)

Climb 4 (+4)

Concentration 6 (+8)

Diplomacy 5 (+7)

Gather Information 6 (+8)

Knowledge (popular culture) 10 (+12)

Medicine 2 (+4)

Notice 6 (+8)

Sense Motive 6 (+8)

Swim 4 (+4)

Feats: 7PP

Accurate Attack

All Out Attack

Attack Focus (Ranged) 2

Improved Initiative

Power Attack


Enhanced Feats


Powers: 81PP

Tornado Control (Array 16 [32PP] Power Feats: Alternate Power 4)

Base Power: Move Object 15 (STR 75; Power Feats: Progression [Decrease Area], Progression [increase Area]; Extra: Area [burst, 70-150 ft radius]; Flaw: Range [Touch]) (Tornado Creation)

Alternate Power: Blast 10 (Power Feats: Accurate 2; Extra: Autofire) (Tornado Blast)

Alternate Power: Blast 10 (Power Feats: Progression [Decrease Area], Progression [increase Area]; Extra: Area [Cylinder, 45-100 ft radius + height]) (Tornado Bomb)

Alternate Power: Move Object 15 (STR 75; Power Feats: Progression [Decrease Area], Progression [increase Area]; Extra: Area [Cone, 140-300 ft cone]; Flaw: Range [Touch]) (Tornado Burst)

Alternate Power: Super-Movement 1 (Slow Fall; Power Feats: Progression [Affects Others, 25 others]; Extras: Affects Others, Range 2 [perception]) (Air Cushion)

Enhanced Defense 4 +Enhanced Feat (Evasion) + Enhanced Reflex 7 (Tornado Shield)

Flight 6 (500 MPH) (Windrider)

Force Field 8 (Extra: Impervious 5) (Wind Armor)

Shield 4 (Wind Deflector)

DC Block:

Unarmed (+4 Hit, Touch, DC 15 Toughness)
Tornado Blast (+10 Hit, Ranged, DC 25 Toughness [Autofire])
Tornado Bomb (DC 20 Reflex for half damage, DC 25 Toughness)
Abilities 18 + Combat 16 + Saving Throws 13 + Skills 15 + Feats 7 + Powers 81– Drawbacks 0= 150/150

Here she is, Windstorm. It doesn’t entirely fit my image of a grinning teenage girl in the heart of an F-5 Tornado, but she is seriously powerful. As the newest exile, she doesn’t have any of the team player feats. Without her powers she’s just a athletic pop culture loving teenage girl. She can hammer a single target with a barrage of steel cracking wind, cause an area to virtually explode with violent wind, or summon a localized tornado to blow a given target away. She can even fly and catch a host of falling people.

Honestly? Windy is a bit of a jack of all trades, due to being quasi-reincarnated so many times. Competent in a lot of areas, but outstripped in each by a more specialized Exile. She can bluff, taunt, gather information. She can vary the accuracy to power ratio of her attacks with Accurate Atttack & Power Attack, and supply some extra oomph if she so chooses with All Out Attack. Her weakness, as previously states, is that there really isn’t one thing she’s super good at. She lacks a niche, and isn’t quite versatile enough to make up for it. With that said, when one can throw flippin’ tanks like toys and do from 100 feet in the air, well…a locked door isn’t that much of a problem.

And that’s Windstorm. The teenage girl in the heart of an F5 Tornado. Hope you like.

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  • 3 weeks later...

Character Name: Shen Wei

Power Level: 7 (105/105 PP)

Trade-Offs: +3 Attack, -3 Damage; +1 Defense, -1 Toughness

Abilities: 8+8+8+8+4+6=42

Strength 18 (+4)

Dexterity 18 (+4)

Constitution 18 (+4)

Intelligence 18 (+4)

Wisdom 14 (+2)

Charisma 16 (+3)


Initiative: +4 (+4 Dex)

Attack: +6 Base, +10 Unarmed & Heavy Pistol

Grapple: +10

Defense: +8 (+4 Base, +4 Dodge Focus, +2 Flat Footed)

Knockback: -3, -2 Flat Footed

Saving Throws: 1+3+5=9

Toughness: +6 (+4 Con, +2 Defensive Roll)

Fortitude: +5 (+4 Con, +1)

Reflex: +7 (+4 Dex, +3)

Will: +7 (+2 Wis, +5)

Skills: 76 SP= 19PP

Acrobatics 4 (+8)

Bluff 5 (+8)

Climb 3 (+7)

Concentration 3 (+5)

Diplomacy 5 (+8)

Disguise 4 (+7)

Drive 4 (+8)

Gather Information 5 (+8)

Intimidate 5 (+8)

Investigate 3 (+7)

Knowledge (Behavioral Science) 4 (+8)

Knowledge (Streetwise) 4 (+8)

Language 2 (Base: Mandarin; Cantonese, English)

Notice 6 (+8)

Pilot 3 (+7)

Search 3 (+7)

Sense Motive 6 (+8)

Stealth 4 (+8)

Swim 3 (+7)

Feats: 15PP

Attack Specialization 2 (Heavy Pistol)

Attack Specialization 2 (Unarmed)

Defensive Roll

Dodge Focus 4

Equipment 2


Takedown Attack

Uncanny Dodge (Auditory

Well Informed

Equipment/b]: 10 EP=2PP

Digital Audio Recorder (eight hours of audio, can be connected with computer)

Laptop Computer

Heavy Pistol (Blast 4)

DC Block:

Unarmed (+10 Hit, Touch, DC 19 Toughness)
Heavy Pistol  (+10 Hit, Touch, DC 19 Toughness)
Abilities 42 + Combat 20 + Saving Throws 9 + Skills 19 + Feats 15 + Powers 0– Drawbacks 0= 105/105

This is Shen Wei, one of Terrifica’s childhood friends back in China. He’s grown up and become a badass secret agent type. Basically James Bond, but with more kung fu. He can do just about anything at a trained professional level, except hacking or lock picking. He’s a charmer, not a thief. But with a few more PP, well…he’d be unstoppable as far as normal people and systems go. But, standard PL 7 was my rule, and I’m not gonna break it. Maybe rehash later, though. Dunno.

Edited by EternalPhoenix
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  • 1 month later...

The Rivals


I said I’d do this a while back, and I’m finally getting around to it. The next series of builds will be The Rivals, Claremont’s other superhero team, made up of all girls by more or less sheer coincidence. They’re all members of Claremont’s class of 2017, also known as the same year as Vonnie Murray, alias Samaritan. Let’s begin.


Sara Quincy, aka Lovechild. Caucasian. Short black and pink hair. Brown eyes. Fan of leather and belts. Archer. Charismatic and a natural at talking people into things. Can morph general appearance. Most popular member of the Class of 2017. Used to getting her way. Wants to be a reporter.


Angel Rodriguez, no codename. Hispanic American. Long brown hair. Brown eyes. Big fan of jeans. Super strong, super fast, and invulnerable wings. Responsible and goodnatured. One of Sara's two best friends. Wants to be a police officer.


Madeline Spencer, aka Lodestone. Caucasian. Short blonde hair. Blue eyes. Fan of tight fitting clothing. Magnetic controller who can fly. Egomanical jerk, with heart of gold occasionally visible. Wants to be a doctor.


Naomi Ellison, aka Invisigirl. Ambiguously brown. Long brown hair. Bright blue eyes. Fan of loose fitting, non descript clothing. Invisible girl with equally invisible telekinesis. Shy, with a tendency to stutter the first syllables of sentences. Crazy rich. Wants to be a professional artist.


Ming Li, aka Shadow Girl. East Asian, unknown which, but American. Medium black hair with reddish streaks. Fan of baring her midriff and arms. Non powered martial artist with a quarterstaff. Wants to be a reporter, as well.


Portia Whitefield, aka Techna. Caucasian. Has dwarfism. Lavender dyed hair in twin ponytails. Lavender eyes with use of contacts. Doesn't care about fashion. Genius techie with battlesuit. Is overconfident in her abilities. Wants to be a private detective like her father.


Caitlin Ferguson, aka Omnia. Hispanic American. Medium black hair. Dark brown eyes. Big fan of leather and short skirts. has super strength, toughness, heat vision and the ability to fly, but not bulletproof. Brash hothead who lacks empathy for others. Wants to be a more than internet famous rocker.



Sara, Angel, and Madeline are a trio of best friends forever, rarely found without each other. Naomi is basically invisible at school, as befits her powerset. Ming Li works for the school paper, and is considered one of their best reporters. Naomi is actually Ming’s best source of info in school, as people tend not to notice she’s there, even when she’s not invisible. Portia spends the majority of her time in the tech lab, working on her battlesuit. Caitlin does the coffee shop circuit, looking for her big break. Portia sometimes helps Caitlin out with recording her music. Sometimes Ming and Caitlin spar, as dangerous as that sounds. Sometimes Angel takes a turn as the rest of the Power Trio watches. Madeline and Naomi sometimes help Portia around the lab. And Sara, being the effortless social butterfly that she is, has no problem hanging out with any of them.


Basically, they’re meant to add some life to Claremont besides the PCs. I may throw in a second generation when this batch hits their senior year, and I may not. Anyway, the builds are all perfectly playable PL 8 120 PP builds. You, as the GM, aren’t required to stick to them (though I’d appreciate it since I put the work in to make them), and you can (and should) scale their PLs up and down according to your adventure’s needs. Well, that’s enough talk out of me. Without futher ado, The Rivals.

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 Character Name: Lovechild

Power Level: 8 (120/120 PP)

Trade-Offs: +3 Attack, -3 Damage; +1 Defense, -1 Toughness

Unspent PP: 0


Alternate Identites: Sara Quincy

Identity: Secret


Abilities: 40


Strength 10 (+0)

Dexterity 16 (+3)

Constitution 24 (+7)

Intelligence 10 (+0)

Wisdom 16 (+3)

Charisma 24 (+7)


Combat: 18

Initiative: +3 (+3 Dex)

Attack: +5 (+11 Golden Bow)

Grapple: +5

Defense:  +9 (+4 Base, + 5 Dodge Focus, +2 Flat Footed)

Knockback: -3


Saving Throws: 9

Toughness: +7 (+7 Con)

Fortitude:  +7 (+7 Con)

Reflex:  +7 (+3 Dex, +4)

Will: +8 (+3 Wis, +5)


Skills: 44 SP= 11PP

Acrobatics 5 (+8)

Bluff 1 (+8/+20)

Diplomacy 1 (+8/+20)

Disguise 0 (+7/+22)

Gather Information 1 (+8/+20)

Investigate 5 (+5)

Knowledge (current events) 5 (+5)

Knowledge (pop culture) 5 (+5)

Notice 5 (+8)

Search 7 (+7)

Sense Motive 9 (+12)


Feats: 7PP

Attack Specialization (Golden Bow) 1

Dodge Focus 5

Uncanny Dodge (auditory)


Enhanced Feats

Distract (Bluff)

Fascinate 2 (Bluff, Diplomacy)

Improved Critical 2 (Golden Bow)

Skill Mastery (Bluff, Diplomacy, Gather Information, Sense Motive)


Powers: 35 PP


Device 4 ( 20 PP Container, Power Feat: Restricted (Summer Fae Heritage); Flaw: Hard to Lose ) [17PP] (Golden Bow)


[device]Blast 5 (Power Feats: Accurate 2, Incurable, Improved Crit 2; Extra: Penetrating [20DP][/device]


Enhanced Feats 4 (Distract [Bluff], Fascinate 2 [Bluff, Diplomacy], Skill Mastery [Bluff, Diplomacy, Gather Information, Sense Motive]) [4PP}


Enhanced Skills 9 (Bluff 12, Diplomacy 12, Gather Information 12; Power Feats: Subtle 2; Flaw: Permanent) [7PP]


Immunity 1 (Aging) [1PP]


Morph 3 (Broad Group [female humanoids]) [6PP}





DC Block:


Unarmed (+5 Hit, DC 15 Toughness)

Golden Bow (+11 Hit, Ranged, DC 20 Toughness)

Abilities 40 + Combat 18 + Saving Throws 9 + Skills 11 + Feats 7 + Powers 35– Drawbacks 0= 120/120


Well, there you have her. Sara Quincy, alias Lovechild. Honestly…she needs a better name, , but eh. I’m lazy. I’ve built her as an absolute social monster, who has no idea she’s using superpowers. Enhanced Skills are technically Continuous, apparently. Feats might be as well, but that seems much shakier to me. With her Golden Bow, she’s a threat to enemies above her PL, and with a crit, well…you get the point. I could recoup the 4 PP saved by making her Enhanced Skills Permanent if I had to. Ditch a rank of Subtle. Pare back her non-Enhanced Skills. Step her Base Attack back and use Attack Focus (Ranged). Do the same with Defense and Dodge Focus as a last resort. There’s room. But her greatest power is being a teenage girl with 24 CHA at a superhero school. Fanboys. Fangirls. Sound the charge. With superpowers.

Edited by EternalPhoenix
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Character Name: Angel Rodriguez

Power Level: 8 (120/120 PP)

Trade-Offs: +2 Damage, -2 Attack; +2 Toughness, -2 Defense

Unspent PP: 0


Alternate Identites: None

Identity: Impossible NOT to be Public


Abilities: 16


Strength 14 (+2)

Dexterity 12 (+1)

Constitution 14 (+2)

Intelligence 10 (+0)

Wisdom 12 (+1)

Charisma 14 (+2)


Combat: 22

Initiative: +5 (+1 Dex, +4 Improved Initiative)

Attack: +5 Base, +6 Melee

Grapple: +8 (Wings can’t grapple, so no SSTR)

Defense:  +6 (+6 Base, +3 Flat Footed)

Knockback: -9 (-1 without Force Field)


Saving Throws: 17

Toughness: +10 (+2 Con, +8 Impervious Force Field)

Fortitude:  +7 (+2 Con, +5)

Reflex:  +7 (+1 Dex, +6)

Will: +7 (+1 Wis, +6)


Skills: 68 SP= 17PP

Bluff 6 (+8)

Climb 3 (+5)

Concentration 6 (+7)

Diplomacy 5 (+7)

Drive 4 (+5)

Gather Information 5 (+7)

Knowledge (civics) 5 (+5)

Knowledge (current events) 5 (+5)

Knowledge (streetwise) 7 (+7)

Medicine 3 (+4)

Notice 7 (+8)

Search 5 (+5)

Sense Motive 7 (+8)


Feats: 7PP

Accurate Attack

Attack Focus (melee)



Environmental Adaptation (aerial)

Equipment 1

Improved Initiative

Takedown Attack



Uncanny Dodge (auditory)



Powers: 35 PP

Paragon’s Wings (Array 5 [10PP], Power Feats: Alternate Power 2; Drawback: Power Loss [Restrained Wings]) [11PP]

[array]Base Power: Flight 5 (250 MPH) [10PP] (Paragon In Flight)


Alternate Power: Move Object 10 (Lifting STR 50; Extra: Area [Line, 5x250 ft]; Flaws: Limited Direction [pushing away], Range [Touch]) [1PP] (Wing Flap)


Alternate Power: Strike 8 (Power Feat: Mighty) [1PP] (Wing Smack)[/array]


Force Field 8 (Extra: Impervious) [16PP] (Wing Shield)


Immunity 4 (Disease, Environmental Condition [Cold], Suffocation [All]; Flaw: Limited [Half Effect]) [2PP] (Wing Bleed Over)


Super Strength 8 (Lifting STR 40, +8 to Escape checks; Flaw: Limited To Wings [No Grappling or Hands])


Equipment 1PP=5EP

Handcuffs [1EP]


Nightstick (Strike 2 Power Feats: Extended Range[5ft], Mighty) [4EP]




DC Block:


Unarmed (+5 Hit, Touch, DC 15 Toughness)

Wing Smack (+6 Hit, Touch, DC 25 Toughness)

Nightstick (+6 Hit, Touch, DC 19 Toughness)

Abilities 16 + Combat 22 + Saving Throws 17 + Skills 17 + Feats 11 + Powers 37– Drawbacks 0= 120/120



And there’s Angel. The basic idea is that she has a massive pair of wings (longer than she is tall and wider than she is as well)  with the standard paragon power set. Strength, Speed, Invulnerability, and Flight. Only the last of which has any effect on the rest of her all too human body. So, she can fly, generate prodigious qualities of wind by flapping hard and fast, and hit with enough force to punch through steel. The wings are big enough and fast enough to get in the way of any attack that could harm her body, but it’s a conscious effort (thus Force Field over Protection). There’s no Power Loss on the Force Field because her wings are so big that just tying them to her is like wrapping her in a suit of armor. Thusly, specifically tying her wings so they can’t protect her is a complication worth a hero point, I think.


The Super Strength is mainly so a bola or a net doesn’t end her contributions to a fight. That said, go ahead and pry stuff open or fling things into the air. Her wings are strong and sturdy, so use them! They just lack, you know, hands so normal power lifting is kind of but not totally impossible, and the grapple benefits are completely off the table. And of course, her wings aren’t much help if her hands and feet are restrained, aside from that nifty Strike power to break the annoying things.


Don’t forget she has the basic skill set of a police officer, either. You never know when basic knowledge of the law and legal procedure will come in handy. And thenightstick is for flying attacks. She doesn’t meet caps with it because it’s a backup method of attack in case a Wing Smack can’t be used for whatever reason. Flying, room’s too small, don’t want to give away how strong they are, whatever.

Edited by EternalPhoenix
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Character Name: Lodestone

Power Level: 8 (120/120 PP)

Trade-Offs: +2 Damage, -2 Attack;

Unspent PP: 0


Alternate Identites: Madeline Spencer

Identity: Secret


Abilities: 16


Strength 10 (+0)

Dexterity 14 (+2)

Constitution 10 (+0)

Intelligence 14 (+2)

Wisdom 14 (+2)

Charisma 14 (+2)


Combat: 12

Initiative: +2 (+2 Dex)

Attack: +2 Base, +6 Ranged

Grapple: +6

Defense:  +8 (+4 Base, +2 Flat Footed)

Knockback: -8 (-0 without Force Field)


Saving Throws: 15

Toughness: +8 (+0 Con, +8 Impervious Force Field)

Fortitude:  +5 (+0 Con, +5)

Reflex:  +7 (+2 Dex, +5)

Will: +7 (+2 Wis, +5)


Skills: 51 SP= 13PP

Bluff 6 (+8)

Concentration 6 (+8)

Diplomacy 6 (+8)

Gather Information 3 (+5)

Investigate 3 (+5)

Knowledge (life sciences) 6 (+8)

Medicine 6 (+8)

Notice 6 (+8)

Search 3 (+5)

Sense Motive 6 (+8)


Feats: 12PP

Accurate Attack

Attack Focus (ranged) 4

Dodge Focus 4

Power Attack


Uncanny Dodge (auditory)



Powers: 52 PP

Blast 10 (Power Feats: Alternate Power 4) (Magnetic Blast) [24PP]


[array]Alternate Power: Blast 6 (Extra: Area Burst [30 ft radius]) (Magnetic Burst)


Alternate Power: Magnetic Control 10 (Lifting STR 50)


Alternate Power: Nullify Technological 8 (Extra: Area Burst [40 ft radius]; Flaw: Range [Touch]) (Electromagnetic Pulse)


Alternate Power: Snare 10 (Extra: Regenerating; Flaw: Medium [metal]) (Magnetic Bonds)[/array]


Flight 6 (500 MPH) [12PP]


Force Field 8 (Extra: Impervious) [16PP] (Magnetic Shield)



DC Block:


Unarmed (+2 Hit, Touch, DC 15 Toughness)

Magnetic Blast (+6 Hit, Ranged, DC 25 Toughness)

Magnetic Bonds  (+6 Hit, Ranged, DC 20 Reflex)

Magnetic Burst (DC 16 Reflex to Hit, Ranged, DC 21 Toughness)

Electromagnetic Pulse (DC 18 Reflex to Hit, Touch, DC 18 Will)

Abilities 16 + Combat 12 + Saving Throws 15 + Skills 13 + Feats 12 + Powers 52– Drawbacks 0= 120/120


What is it with magnetic controllers being snooty jerks? I dunno. Anyway, here’s Madeline, alias Lodestone. Able to fly since she was 4, able to lift cars with her mind since she was 8. More or less bog standard magnetic controller, but with a twist. She’s a solid medical professional, at least as far as skills go. +8 on both life sciences and Medicine. I thought I might give her a Healing AP, but then I though she doesn’t know the science behind how her powers work all that well, so let’s…not do that. There isn’t a lot I can say here, honestly. Aside from her powers, she’s got jack of all trades syndrome, which is a thing I like to cultivate in my heroes without a specific skill niche. You know, the face, the sneaky one, the techy one, etcetera. What she doesn’t hit the first time she’ll likely hit the second, with Accurate Attack. Or she could just lay some fool out with a Power Attack. And, of course, Taunt. Because no arrogant jerk is complete without the ability to demoralize their opponents with insults.


Her complications mostly deal with her attitude and the fact that she’s a walking magnet. Unshielded computers get fried. Cellphones are a pointless investment, as are credit cards. And oh god, paper clips. Or those random bits of metal that city life has everywhere. As for that attitude, well…The Rivals as a whole are good, heroic people. But Madeline is definitely the one with the most villainous tendencies. She’s the one with the nasty temper and petty streak a mile wide. It’s not like she doesn’t regret it later, you understand. Between that and feeling relatively godlike in comparison to other people, well...everyone’s got flaws.

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Character Name: Invisigirl

Power Level: 8 (120/120 PP)


Unspent PP: 0


Alternate Identites: Naomi Ellison

Identity: Secret


Abilities: 12


Strength 10 (+0)

Dexterity 14 (+2)

Constitution 10 (+0)

Intelligence 16 (+3)

Wisdom 12 (+1)

Charisma 10 (+0)


Combat: 16

Initiative: +2 (+2 Dex)

Attack: +4 Base, +8 Invisible Force Hands

Grapple: +4

Defense:  +8 (+4 Base, +4 Shield, +2 Flat Footed)

Knockback: -8 (-0 without Force Field)


Saving Throws: 14

Toughness: +8 (+0 Con, +8 Impervious Force Field)

Fortitude:  +5 (+0 Con, +5)

Reflex:  +5 (+2 Dex, +3)

Will: +7 (+1 Wis, +6)


Skills: 52 SP= 13PP

Concentration 7 (+8)

Craft (artistic) 5 (+8)

Diplomacy 10 (+10)

Gather Information 8 (+8)

Knowledge (art) 5 (+8)

Notice 7 (+8)

Sense Motive 7 (+8)


Feats: 6PP

Attack Specialization 2 (Invisible Force Hands)

Benefit 3 (wealth)

Uncanny Dodge (auditory)



Powers: 59 PP

Concealment 4 (All Visual Senses; Power Feat: Close Range) [9PP] (Invisiblity)


Force Field 8 (Extra: Impervious; Power Feats Subtle 2) [18PP] (Invisible Force Field)


Move Object 8 (Lifiting STR 40; Extra: Damaging; Power Feats: Subtle 2) [26PP] (Invisible Force Hands)


Shield 4 (Power Feats: Subtle 2) [6PP] (Invisible Shield)



DC Block:


Unarmed (+4 Hit, Touch, DC 15 Toughness)

Invisible Force Hands (+8 Hit, Ranged, DC 23 Toughness)

Abilities 12 + Combat 16 + Saving Throws 14 + Skills 13 + Feats 6 + Powers 59– Drawbacks 0= 120/120


This is one of those characters whose powers both fit their personality and are also tremendously ironic. Naomi is an artist. She paints. She sculpts. She sketches. And so on. She’s also the least likely of the entire student body to be recognized at graduation. She’s heir to one of the largest fortunes ever, but even the most dedicated tabloid reader wouldn’t recognize her at first glance. Irony. Yes. Anyway, all that Subtle means not only is she invisible, but everything s he does is, too. You’d need a ranged radius nonvisual sense and pass a DC 20 Notice check to pick up a trace of that invisible fist speeding towards your face. Or that invisible pair of hands dragging your pal away. Or the reason why your bullets don’t seem to hurt her, once you’ve found her. Invisibility, you guys. It’s a subtle thing. Because puns.


Anyway, she has the art skills. Some diplomacy. No stealth, because the “never really noticed” thing isn’t something she’s trying to do, and anyone actually looking for her can find her pretty easily. She’s ludicrously wealthy, so if anyone needs any material items, this is the chick you find.


Complications spiral out of her wanting flashier powers, her natural timidity and lack of presence causing the media to literally not notice she’s there and attribute her actions to someone else. Things like that. When I say she’s timid, I don’t mean just a little shy and anxious in social situations. I mean she scares easily, is seemingly incapable of speaking higher than just above a whisper, and does her level best to fade into the walls when not being paid attention to. Adorable? Yes. Drives the poor girl nuts because she’d rather be bold like say, Madeline? Also yes.

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Character Name: Shadow Girl

Power Level: 8 (120/120 PP)

Trade-Offs: +2 Attack, -2 Damage (Quarterstaff); +4 Attack, -4 Damage (Unarmed); +2 Defense, -2 Toughness

Unspent PP: 0


Alternate Identites: Ming Li

Identity: Secret


Abilities: 44


Strength 18 (+4)

Dexterity 20 (+5)

Constitution 18 (+4)

Intelligence 16 (+3)

Wisdom 18 (+4)

Charisma 14 (+2)


Combat: 32

Initiative: +5 (+5 Dex)

Attack: +6 Base, +10 Melee, + 12 Unarmed

Grapple: +14

Defense:  +10 (+10 Base, +5 Flat Footed)

Knockback: -3 (-2 Flat-Footed)


Saving Throws: 11

Toughness: +6 (+4 Con, +2 Defensive Roll)

Fortitude:  +7 (+4 Con, +3)

Reflex:  +10 (+5 Dex, +5)

Will: +7 (+4 Wis, +3)


Skills: 48 SP= 12PP

Acrobatics 5 (+10)

Climb 1 (+5)

Computers 2 (+5)

Diplomacy 6 (+8)

Disable Device 3 (+5)

Gather Information 6 (+8)

Investigate 4 (+7)

Notice 6 (+10)

Search 4 (+7)

Sense Motive 6 (+10)

Stealth 5 (+5)

Swim 1 (+5)


Feats: 21PP

Acrobatic Bluff

All Out Attack

Attack Focus (melee) 4

Attack Specialization (Unarmed)

Defensive Attack

Defensive Roll



Equipment 1


Hide In Plain Sight

Improved Disarm

Instant Up

Power Attack

Skill Mastery (Acrobatics, Notice, Sense Motive, Stealth)

Takedown Attack

Uncanny Dodge (auditory)


 Equipment 1PP=5EP

Quarterstaff (Strike 2 Power Feats: Extended Range[5ft], Mighty) [4EP]




DC Block:


Unarmed (+12 Hit, Touch, DC 19 Toughness)

Quarterstaff (+10 Hit, Touch, DC 21 Toughness)

Abilities 44 + Combat 32 + Saving Throws 11 + Skills 12 + Feats 21 + Powers 0– Drawbacks 0= 120/120


And here she is, Ming Li. Not a lot to say about her. More or less bog standard martial artist, with the less bits being her investigative skills. She’s flippy, stealthy, and hits things. Hide In Plain Sight, Skill Mastery & Takedown Attack help in that regard. Defensive Attack against more accurate foes. All Out and/or Power Attack against less dodgy ones. Instant Up, because even the best spend their fair share of time on the ground. Improved Disarm because most of the time a thug with a weapon is much, much weaker without it. Like I said, more or less bog standard martial artist.


Complications mainly stem from her impulsive nature. She may fight cautiously, but she’s prone to becoming overexcited about an investigation (for the school paper, of course) and end up in dangerous situations she’s not quite ready for. Of course, she doesn’t think she’s unprepared, having just enough of Arrogant Kung Fu Girl in her to fuel an overconfident streak. Not helping matter is her tendency to be emotionally distant, confusing that for keeping her emotions in check as she was trained. In short, she’s young, eager, and thinks she’s nigh invincible. Just another teenager, amiright? Only with more flying kicks to the face.

Edited by EternalPhoenix
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Character Name: Techna

Power Level: 8 (120/120 PP)

Trade-Offs: +2 Damage, -2 Attack; +2 Toughness, -2 Defense

Unspent PP: 0


Alternate Identites: Portia Whitfield

Identity: Secret


Abilities: 18


Strength 30 (+10) (10 [+0] Enhanced Statistic)

Dexterity 10 (+0)

Constitution 10 (+0)

Intelligence 24 (+7)

Wisdom 14 (+2)

Charisma 10 (+0)


Combat: 14

Initiative: +7 (+0 Dex, +7 Speed of Thought)

Attack: +3 Base, +4 w/Enhanced Attack, +6 Unarmed/Energy Repulser

Grapple: +3 w/o Armor, +14 w/Armor but w/o Super Strength, +19 w/ All Powers

Defense:  +6 (+4 Base, +2 Flat Footed)

Knockback: -8 (-0 without Armor)


Saving Throws: 13

Toughness: +10 (+0 Con, +10 Protection [+8 Impervious])

Fortitude:  +5 (+0 Con, +5)

Reflex:  +7 (+0 Dex, +5 Enhanced Reflex, +2)

Will: +8 (+2 Wis, +6)


Skills: 44 SP= 11PP

Computers 3 (+10)

Craft (electronic) 5 (+12)

Craft (mechanical) 5 (+12)

Investigate 3 (+10)

Knowledge (physical sciences) 5 (+12)

Knowledge (technology) 5 (+12)

Notice 6 (+8)

Search 1 (+8)

Sense Motive 6 (+8)


Feats: 8PP

Beginner’s Luck

Dodge Focus 2

Eidetic Memory


Power Attack

Skill Mastery (Craft [electronic], Craft [mechanical], Investigate, Knowledge [technology])

Speed of Thought


Enhanced Feat

Attack Specialization (Unarmed)



Powers: 56 PP

Techna Armor (Device 14 [70PP Container], Drawback: Hard to Lose) [56PP]

[device]Blast 10 (Power Feat: Accurate) (Energy Repulser)


Alternate Power: Enhanced Strength 20 (Armor’s Might)


Enhanced Attack 1 + Enhanced Feat (Attack Specialization [Unarmed] + Enhanced Reflex 5 (Tactical Computer)


Dynamic Base Power: Flight 5 (Power Feat: Dynamic)  (Repulser Flight)


Dynamic Alternate Power: Super Strength 5 (Power Feat: Dynamic)


Immunity 10 (Life Support, Starvation & Thirst) (Life Support System)


Protection 10 (Extra: Impervious 7)[/device]



DC Block:


Unarmed (+6 Hit, Touch, DC 25 Toughness)

Energy Repulser (+6 Hit, Ranged, DC 25 Toughness)

Abilities 18 + Combat 14 + Saving Throws 13 + Skills 11 + Feats 8 + Powers 56– Drawbacks 0= 120/120


First things first. Battlesuits are fuxing expensive. This build was impossible until I caved and arrayed Blast with Enhanced Strength. I still hate the compromise, but what can I do? Nothing, that’s what. Anyway, Techna, alias Portia Whitfield. Genius. With Eidetic Memory, likely knows something about everything. Capable investigator. Does. Not. Do. People. Also the first and only member of The Rivals to sport any Impervious Toughness without a Force Field. So there’s that. Also the first to sport the version of Super Strength that actually lets her bench press things. Best Init, thanks to Speed of Thought. And the only one to sport full Life Support instead of a decent Fort and Endurance. The dwarfism is best as a complication. Because incorporating Shrinking and Growth would utterly break this build far beyond the possibility of repair. Don’t forget about Inventor and her Skill Mastery. Basic battlesuit, built by a genius that doesn’t do people.


So. Complications. Prejudice, anyone? People with dwarfism aren’t always treated properly. The usual things from a genius who’s bad with people. Can’t be diplomatic to save her life. Gets a little mad scientisty from time to time. You know how it goes.

Edited by EternalPhoenix
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Character Name: Omnia

Power Level: 8 (120/120 PP)

Trade-Offs: +2 Damage, -2 Attack; +2 Toughness, -2 Defense

Unspent PP: 0


Alternate Identites: Caitlin Ferguson

Identity: Open Secret/Semi-Public


Abilities: 22


Strength 30 (+10) [14 (+2) Enhanced Statistic)

Dexterity 12 (+1)

Constitution 30 (+10) [14 (+2) Enhanced Statistic)

Intelligence 14 (+2)

Wisdom 14 (+2)                                                           

Charisma 14 (+2)


Combat: 16

Initiative: +1 (+1 Dex)

Attack: +4 Base, +6 Unarmed, +8 Heat Vision

Grapple: +14 w/o Super Strength, +20 w/ max Super Strength

Defense:  +6 (+4 Base, +2 Flat Footed)

Knockback: -9 (-1 without Force Field)


Saving Throws: 11

Toughness: +10 (+10 Con)

Fortitude:  +10 (+10 Con)

Reflex:  +7 (+1 Dex, +6)

Will: +7 (+2 Wis, +5)


Skills: 44 SP= 11PP

Craft (Music & Lyrics) 6 (+8)

Diplomacy 5 (+7)

Gather Information 3 (+5)

Knowledge (art) 6 (+8)

Notice 6 (+8)

Perform (singing) 6 (+8)

Perform (stringed instruments) 6 (+8)

Sense Motive 6 (+8)


Feats: 11PP

Attack Specialization (Unarmed)

Attack Specialization 2 (Heat Vision)

Benefit (Wealth)

Dodge Focus 2

Eidetic Memory



Power Attack

Uncanny Dodge (auditory)



Powers: 49 PP

Blast 8 [16PP] (Heat Vision)


Enhanced CON 16 (Power Feat: Innate; Flaw: Permanent) [9PP]


Enhanced STR 16 (Power Feat: Innate; Flaw: Permanent) [9PP]


Dynamic Base Power: Flight 6 (Power Feat: Dynamic)


Dynamic Alternate Power: Super Strength 6 (Lifting STR 30; Power Feat: Dynamic)




DC Block:


Unarmed (+6 Hit, Touch, DC 25 Toughness)

Heat Vision (+8 Hit, Ranged, DC 23 Toughness)

Abilities 22 + Combat 16 + Saving Throws 11 + Skills 11 + Feats 11 + Powers 49– Drawbacks 0= 120/120


And the very last one, Caitlin Ferguson alias Omnia. The very spitting image of a paragon. Strong, hits hard, and flies. Heat vision for when she just can’t quite get her mitts on her opponent. Solid musical skills, and the money from selling her music on the internet. She’s by a good bit the strongest of The Rivals, and naturally the toughest, too. She’s not bullet proof by any means, but she can take some big hits for a PL 8 without needing to make a Concentration check. As befits such a person, she has Interpose to take those hits for the rest of the group should they need her to. Eidetic Memory might seem like a weird choice, but it gives a chance at knowing virtually anything. Techna can’t always be around, you know…


Her complications aren’t, well, complicated. She’s simply much too hot blooded. She has an alarming tendency not to back down from a fight until someone’s unconscious. She loves a good fight, after all. She’s not selfish, exactly…she just does what she pleases without thinking about such silly things as other people’s feelings and consequences.  

Edited by EternalPhoenix
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  • 6 months later...

Speedster Archer


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


STR: +2 (14), DEX: +5 (20), CON: +4 (18), INT: +1 (12), WIS: +2 (14), CHA: +2 (14)


Tough: +4/+6, Fort: +5, Ref: +10, Will: +7


Skills: Acrobatics 7 (+12), Bluff 6 (+8), Craft (mechanical) 9 (+10), Diplomacy 6 (+8), Gather Information 6 (+8), Knowledge (physical sciences) 4 (+5), Knowledge (streetwise) 4 (+5), Knowledge (technology) 9 (+10), Notice 8 (+10), Sense Motive 8 (+10), Stealth 3 (+8)


Feats: Attack Specialization 2 (Bow & Arrows (Device 4)), Defensive Roll 2, Dodge Focus 4, Evasion, Improved Aim, Improved Initiative 4, Precise Shot, Uncanny Dodge (Auditory)



Bow & Arrows (Device 4) (Easy to lose; Accurate 2 (+4))

   Blast 5 (DC 20; Autofire (interval 2, max +5))

      Obscure 5 (Alternate; affects: visual senses, Radius: 100 ft.)

      Snare 5 (Alternate; DC 15; Autofire (interval 2, max +5))

      Stun 5 (Alternate; DC 15; Range (ranged))

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

      Trip 5 (Alternate; Autofire (interval 2, max +5))

Speedy Punch (Strike 3) (DC 20; Accurate 4 (+8), Mighty)

Super Speed (Linked)

   Enhanced Trait 4 (Linked; Feats: Improved Initiative 4)

   Quickness 8 (Linked; Perform routine tasks at 500x speed)

   Speed 8 (Linked; Speed: 2500 mph, 22000 ft./rnd)

   Super-Movement 5 (Linked; sure-footed 2 (50% penalty reduction), wall-crawling 2 (full speed), water walking; Limited (While Moving))


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


Attacks: Blast 5, +15 (DC 20), Snare 5, +15 (DC Ref/Staged 15), Speedy Punch (Strike 3), +15 (DC 20), Stun 5, +15 (DC Fort/Staged 15), Trip 5, +15 (DC 15), Unarmed Attack, +7 (DC 17)


Defense: +12  (Flat-footed: +4), Knockback: -3


Initiative: +21


Languages: Native Language


Totals: Abilities 32 + Skills 18 (70 ranks) + Feats 12 + Powers 47 + Combat 30 + Saves 11 + Drawbacks 0 = 150


Part Speedster, part Archer. I crafted the Archer part first so that it would fit, and then I added some speed. She's got enough skill to craft her own arrows should she need to. Middle of the road skills elsewhere. I could split a few things out, like showing her speed's boosted base attack bonus some, but eh. Whatever.


I've actually used this one in a thread. Alyson Antonia Arroway, aka the Arrow Ace. I've changed up a few things since them because Super Speed is a terrible power no one should ever use. Basically now she got faster.

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Scarlet Witch


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


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


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


Skills: Diplomacy 6 (+10), Gather Information 6 (+10), Knowledge (arcane Lore) 6 (+8), Knowledge (behavioral science) 3 (+5), Knowledge (streetwise) 3 (+5), Notice 10 (+10), Sense Motive 10 (+10)


Feats: Accurate Attack, All-Out Attack, Artificer, Attack Focus (ranged) 5, Attractive (+4), Defensive Roll, Power Attack, Quick Change, Ritualist, Uncanny Dodge (Auditory)



Costume (Device 1) (Hard to lose)

   Protection 4 (+4 Toughness, Feats: Quick Change)

Playing With Probability Array (Array 25) (default power: probability control)

   Blast 10 (Array; DC 25; Burst Area (50 ft. radius - Targeted), Autofire (interval 2, max +5), Selective Attack)

   Probability Control 10 (Default; Minimum Result: 10; Jinx, Range (ranged); Limited to Jinx)

   Snare 10 (Array; DC 20; Burst Area (50 ft. radius - Targeted), Regenerating, Selective Attack)

Shield 4 (+4 dodge bonus)


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


Attacks: Blast 10, +10 (DC 25), Snare 10, +10 (DC Ref/Staged 20), Unarmed Attack, +5 (DC 15)


Defense: +12  (Flat-footed: +4), Knockback: -3


Initiative: +2


Languages: Native Language


Totals: Abilities 20 + Skills 11 (44 ranks) + Feats 13 + Powers 60 + Combat 26 + Saves 20 + Drawbacks 0 = 150



Name more or less says it all. I wanted to take a whack at  making my own version of Wanda Maximoff, and here she is. Probability Control is expensive, you guys. So expensive.

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