The Outcasts (Subterranea)
Origin. The Outcasts are a group of deformed human misfits that defected from normal surface-world society in favor of Subterranea, where they found eventual refuge under rule of the Mole Man. While the majority possess average stats and abilities, at least four Outcasts were chosen by Mole Man and, through unknown means, bestowed with superhuman powers to serve as personal enforcers and defenders of his underground realm.
Light Sensitivity. All Outcasts are extremely susceptible to light and as a result, suffer a -2CS penalty to all FEATs under normal daylight conditions. As precaution, special light-filtering hood-masks are worn when visiting the surface world to negate this penalty. All light-based attacks affect the Outcasts at +1CS intensity.
Durability. Mole Man's super-power endowed Outcasts are particularly durable and possess a base Poor-ranked Body Armor plus Typical Resistance vs Fire, Heat & Cold, unless stated otherwise.
Known Members: Digger, Boulder, Water-Witch & Landslide
Digger
Altered Human
F Ex 20
A Gd 10
S Rm 30
E Rm 30
R Ty 6
I Ex 20
P Pr 4
Health 90
Karma 30
Powers
Often first to enter the fray, Digger possesses
Good Body Armor and
Good Resistance vs Fire, Heat & Cold.
Claws. Amazing Material Strength, capable of rending +1CS strength in EA damage.
- Allows
Digging at Remarkable speed, or Typical if digging a tunnel well-supported enough to allow others to follow (otherwise the tunnel collapses behind him as he digs).
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Boulder
Altered Human
F Ex 20
A Ty 6
S In 40
E In 40
R Pr 4
I Ty 6
P Ty 6
Health 106
Karma 16
Powers
As the Outcast's chief bruiser, Boulder possesses
Excellent Body Armor in addition to
Good Resistance vs Fire, Heat & Cold.
Talents
Thrown Objects. Boulder is fond of throwing heavy rocks & boulders doing so with +1CS ability.
Wrestling. +2CS Grappling
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Water-Witch
Altered Human
F Ty 6
A Pr 4
S Fb 2
E Ex 20
R Ty 6
I Gd 10
P Pr 4
Health 32
Karma 20
Powers
None, aside from better than average Endurance considering her old age, and base durability & resistances mentioned above. Water Witch's major powers derive directly from the rod she wields, courtesy of Mole Man.
"Dowsing Rod" - Water-Witch's "Y"-shaped rod grants her a Remarkable level of Water Control ability.
Established power stunts include:
- Water jet streams of power rank Force damage;
- Steam geyser eruption: Single target or area-effect damage of power rank Heat intensity;
- Crushing wave: Power rank path-effect Force damage one area wide, traveling 2 areas/round up to 4 areas. All targets in path must make Agility FEAT or be carried away into the next area and take subsequent damage the following turn;
- Limited Ice Gen + Water Ctrl combo for Entrapping intended target in Ice block of power rank material strength;
- Create Fog to obscure visibility
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Landslide
Altered Human
F Ty 6
A Gd 10
S Ty 6
E Rm 30
R Gd 10
I Ty 6
P Ty 6
Health 52
Karma 22
Powers
Vibrations. Similar to the mutant Avalanche, Landslide can generate intensified vibrations - limited to delivering the effects through his hands - and does so at Amazing power rank ability. Unlike Avalanche, however, his power can affect both non-living inanimate matter as well as organic/living matter, but the latter at -1CS intensity.
Earth moving. Projecting the vibrations into the ground creates a wave of shattered earth that travels 3 areas/round up to 6 areas. It affects everything in its path for Remarkable damage; those caught in its path are allowed an Endurance FEAT vs Remarkable intensity to avoid being stunned 1-10 rounds.
Base durability & resistances as listed above (see, "Durability")
Note: As I may be using "the Outcasts" for a future coming adventure but couldn't find any stats, I did these write-ups essentially piecemealed from various info gather across the web, without having actually read/seen them in action. Should you spot any glaring discrepancies and/or have concrete knowledge of such, please contact me as I'll be happy to update for the most accurate profile record of this motley team. Other than that, hope you enjoyed the read and can put them to use! - Relic
FASERIPPED! A play-by-post Marvel adventure
Write-ups:
Rottweiler,
Hardknox,
The Outcasts,
Kaela,
Magua,
The Human Fly
"Don't over think any weapons or powers too much. Try to keep it simple and implement House Rules where you think situations don't make sense, or if the Books don't provide enough details" - TankerAce
"Some rules are just very bad, very poorly thought out, and should simply be discarded because of how completely illogical they are." - Nightmask
Edited 4 time(s). Last edit at 03/03/2012 06:25AM by Relic.