Exostructure Generation

As is well known, Next Generation creates mutants to their specifications. Exostructure Generation, Exo-Gen for short, is a branch lab specifically geared towards the research and development of Organic Exostructure Generative Humans also known as Exo-Sapiens. Dealing solely in R&D along with the processing and sale of Exo-Sapiens, Exo-Gen does not have the same active participation in the criminal world as Next Generation does overall. They also leave the visionary future of a 'better Humanity' to the rest of the overall organization, due to the expendable outlook on their 'products'. If you're in need of Meta muscle that's tough, expendable, blends with the normals until needed and will obey orders without question, why don't you order yours today?

Exo-Sapien
(Exo-Sapiens are built on a 150 point base, with up to 100 in disads totaling 250. They are subject to the same balance rules, HR's, and every other restraint that starting PC's are.  No Mentalists.)

An Exo-Sapien is someone capable of altering their structure by generating a metallic in appearance, organic exoskeletal 'body' structure as a modification of their own. A large range of potential abilities are possible, however due to side effects mental abilities are limited to basic defenses.


 * Common Traits
 * Metallic appearance
 * Resistance to conventional weaponry
 * Larger than Human size due to additional Exostructre.
 * A football sized crystalline core located somewhere upon the Exo-Sapien form
 * Meta status detection requires careful testing of Human form, and only reveals the trace abilities still in use
 * Exogenerative forms are physiologically different enough from Human form to virtually eliminate matching to any Human examples


 * Flaws
 * Destruction or forced removal of core results in instant and complete destruction of Exo-Sapien
 * Free willed mental capacity is limited. Can follow orders and blend with populous, but lack the creative thought to do more than follow a mission
 * Near nonexistent Meta advantages in Human form. Some retain basic enhanced senses and increased physical health, but little else.

An Exo-Sapien is meant to be used as an tough, but ultimately expendable resource. At times this is taken to the point of pre-programmed self destruction upon failure or kamikaze powers. While taking advantage of 'moral beliefs' had been considered due to the common source of materials being involuntary Human conversions, it has been found to be more useful to have Exo-Sapiens known as mere monsters. This helps a Human stage Exo-Sapien pursue it's goals without suspicion until it faces tasks its Exo form requires. There is also the fact many Heroes who supposedly draw the line at killing step over it easily if their enemy isn't 'Human' enough, so long term subterfuge was found better in the long run than occasional advantages in combat.


 * Product examples
 * The Point. Structure style, Humanoid.  Size, 8 feet tall. Colors, buyers choice.  Core location, back of left wrist at center of shard cluster.  The Point model has a modified exostructure creation rate.  It can generate, and even launch razor edged shards of exomaterials.  The left hand is guarded by an arrangement of rapidly replacing shards capable of being fired at a high rate.  Points upon the body are formed as needed to aid in close combat, and a great number of these can be grown and launched simultaneously to cause an explosion of shrapnel originating from the Exo-Sapien.  When fully incapacitated or mission parameters demand, its entire structure alters into a shard cluster that detonates with extreme force, removing both evidence and hopefully the cause of its failure.
 * Cyclops. Structure style, Humanoid.  Size, 20 feet. Core location, top of 'spine' area.  The Cyclops model is given its name due to the short, wide, single 'eyed' head.  This is a cosmetic advantage to give the impression of limited vision, as this models entire structure is photoreactive.  Additionally to the obvious advantages its large structure allows, its segmented arms are able to extend to three times their already large original size with precise control.  This enables it to even reach into a building, guide it's hand through hallways, and see it's target to extract when simply crushing the whole place isn't an option.
 * Mantis. Structure style, Praying Mantis.  Size, 12 feet.  Core location, chest.  The Mantis model is a simple concept.  Big killer bug.  Structurally weaker than other models, its flight, leaping, and clinging capabilities along with its speed in using armor piercing vibro-claws make up for this shortcoming.  An additional unforeseen benefit, is that the Mantis model can form exostructure claws and wings quickly while still in Human stage.

Known Members and Associates

 * Dr. Espardo (Deceased)
 * Made To Order Exo-Sapiens

Headquarters
The location of Exo-Gen's main lab is unknown. Despite being the most common source of them, Exo-Sapiens have no knowledge of its location and instead seem to be 'activated' at smaller labs or in isolated areas where they travel to their destination themselves. Those still in service (not destroyed yet) return to secondary labs or maintain observation in their designated mission area. There is some speculation that there is no actual main lab, and that the entire branch group is comprised of self sufficient facilities to prevent a situation where a single lost facility would cause any significant setback. An unauthorized facility setup in Nevada has recently been destroyed, along with all personnel and stolen Exo-Sapiens.

Equipment
Exo-Gen has access to the same advanced genetics technology the greater Next Generation organization does. However unlike many forms of Meta creation used by NG, Exo-Gen uses what could be considered 'less refined' methods to achieve specific results in a few short weeks at the cost of some mental capacity in the subject, and the understanding that they are making expendable if durable weapons as opposed to Metas who would further their cause in the long run. Labs are self sufficient, most often a combination safehouse and research facility.

Activities
Exo-Gen could be considered a black market arms dealer. However instead of providing advanced hardware for personal use which, while a good profit possibility, could be turned against them and require a whole extra section dedicated to countering this (We're looking at you, ACRO) Exo-Gen provides 'weapons' that do all the work for you. Need a walking siege engine in the literal sense? They have you covered. Want someone relentlessly tracked down and killed, if admittedly not in a very subtle manner, possible by crushing? No problem. While activity in Colonial Bay has been limited so far, Exo-Sapiens have started to be regularly sent, and regularly replaced. No customers have placed orders for Exo-Sapiens in colonial Bay yet, so what their task, and what is causing their violent failure remains unknown thus far.