[M&M2E] Freedom League Unlimited (OOC)

I would be interested to join up. Here the concept I have in mind:

-=-=-=-=-

Yamakami Ichiro was born near Hirase, a small village in Japan that is placed in a valley and surrounded by a moutain. His family has always lived on the top of the moutain, and they have lived from the culture of some exotic flowers and rare herbs. They have been a poor family, but they saved enough to allow Ichiro, there first son, to study at the city.

Since he was young, he has trained as a kenjutsuka with his father. His mastery over the sword has allowed him to maintain a great coordination and concentration. He has continued to train once in Tokyo.

He has started his study as a Material Engineer at Tokyo's University. After graduating with a mention, he decided to continue his study outside Japan. Yamakami Ichiro has left Japan to go study in Freedom City. Three years ago, he starts a doctorate in collaboration with the ASTRO Lab.

It is there two things changed his life for ever. The first was the manifestation of a mutation. Following an experiement on radiating some material to harden them, the contact with some irradiated materials has forced the manifestation of a mutation that was laying dormant in his genes. Ichiro has devellop the power to alter around him, allowing him to see distant places and teleport between two points.

The second event that changed his life was the breakthrough in his research. He has devellop a new alloy. Hard, sharp, this material have a great capacity to absorb energy. That has given him some prestige in his domain.

With his kenjutsu skills and his new material and his matution ability, he has decided to build a katana and use it to good use.

-=-=-=-=-

In stats, he will be a balance between a scientific genius and a master swordman. I might go with Invention feat, not sure yet, as if he has a Craft skill, it will be Craft (Structural) and that might limite a bit his Invention skill. Also, I don't plan to make him inhumanly genious.

His power will be ESP, Teleport Self and other he touch (no ranged teleport attack) and he will carry a device, his sword, that will give him Strike and deflect (small item and energy attack, I don,t see him stopping a thrown car or a cannon ball with his sword). If he is in full defence, I see him deflecting attack on otehr by telporting in the way and deflecting with his sword.
 

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BTW, is this pure core rulebook or will the other GR books, such as for instance Ultimate Power, Masterminds Manual and Hero High, be used?

Ultimate Power for certain other stuff on a case by case basis. But I have all the books so reference should not be an issue.
 

I know I kinda asked this on another thread, but can I use an existing character from the books. I was looking at Foreshadow from the Freedom City book. I can bump him up to a Power Level 10 if accepted. If this is more combat oriented then what Foreshadow is suitable for, I may go for a male version of Star Knight instead.

There is a PL 10 Star Knight in the Archetypes & Legacies, so you could use that.

I'd prefer Foreshadow to remain an NPC. But I have the archetype book for the Knight concept.
 

Here's my fully updated character. Stats haven't changed since I first posted this, just changed his name and I've added a heavily derivative background.

[sblock="Dragon Fist"]
ironfist.jpg


Dragon Fist

Power Level 10
(150pp)

Abilities: STR: 18 (+4), DEX: 24 (+7), CON: 20 (+5), INT: 14 (+2), WIS: 22 (+6), CHA: 10 (+0)

Skills: Acrobatics 12 (+19)*, Bluff 8 (+8), Concentration 9 (+15)*, Escape Artist 4 (+11), Intimidate 8 (+8), Investigate 4 (+6), Knowledge [Arcane Lore] 4 (+6), Knowledge [Business] 4 (+6), Medicine 1 (+7), Notice 12 (+18), Sense Motive 12 (+18)*, Stealth 8 (+15)*, Languages 2 (Chinese, Japanese; base: English)

Feats: Acrobatic Bluff, Assessment, Attack Specialization 2 (Unarmed), Blind Fight, Defensive Attack, Defensive Roll, Dodge Focus 5, Elusive Target, Evasion 2, Grappling Finesse, Improved Critical (Unarmed), Improved Initiative, Luck, Martial Strike, Move-by Action, Power Attack, Prone Fighting, Redirect, Skill Mastery (Acrobatics, Concentration, Sense Motive, Stealth), Stunning Attack, Takedown Attack 2, Trance, Ultimate Defense, Uncanny Dodge (Hearing)

Powers: Speed 1 (10 mph)
Chi Array (9 pp):
Enhanced Feat 5: Attack Focus 5 (Melee) [Combat Sense]
AP: Healing 5 (Flaw: Self-Only)
AP: Leaping 3 & Super-Movement 1 (Slow-Falling)
AP: Super-Senses 5 (Extended Hearing, Accurate Hearing, Extended Vision, Low-Light Vision)
AP: Dragon Fist: Strike 5 (Flaw: Unreliable—5 uses, PF: Improved Critical, Mighty)

Combat: Attack +6 (+10 Dragon Fist, +11 melee, +15 Unarmed) [Unarmed 5 dmg, 19-20 Crit; Dragon Fist 10 dmg, 18-20 Crit], Defense 24 (15 flat-footed), Initiative +11, Grapple +18, Knockback -3

Saves: Toughness +6 (+5 flat-footed), Fortitude +7, Reflex +10, Will +10

Abilities 48 + Skills 22 + Feats 31 + Powers 10 + Combat 30 + Saves 9= 150

Alias: Dragon Fist
Real Name: David Reed
Power Level: 10 (150 pp)
Gender: Male
Age: 29
Height: 5’11”
Weight: 180 lbs
Hair: Blond
Eyes: Blue
Education: High school equivalent (Q’un L’aun)
Identity: Secret
Hero Points: 2 (1 + 1 Luck feat)

Martial Strike is from the Mastermind’s Manual and adds 1 to unarmed damage per rank.

Ultimate Defense is just Luck Control 1 (Force Rerolls; Limited- only attack rolls, Limited- only attacks rolls against you) (1 pp) taken as a feat.
Ultimate Defense: After an opponent rolls an attack against you and hits (but before you resolve the effects of the attack), you may spend a hero point to force that opponent to reroll the attack roll, taking the worse of the two rolls.[/sblock]

[sblock="Background"]
David Reed was born in New York City, the son of American businessman William Reed, a wealthy entrepreneur who discovered the mystical city of Q'un-L'aun as a young boy. During his time in Q'un L'aun, Wendell saved the life of the city's ruler, Lord Tuon, and was adopted as Tuon's son. However, Wendell eventually left Q'un L'aun and became a wealthy entrepreneur in the United States. He married socialite Heather Davis and had a child, David. When David was nine, Wendell organized an expedition to again seek out K'un L'un, taking his wife Heather, his business partner Henry Meachum, and David. During the journey up the mountain, David slipped off the path, his tie-rope taking his mother and father with him. Meachum, who also loved Heather, forced Wendell to plunge to his death but offered to rescue Heather and David. She rejected his help, preferring to journey without him or die.
Heather and David come across a makeshift bridge that appears out of nowhere and are attacked by a pack of wolves. Heather throws herself on the wolves to save David but archers from Q'un L'aun manage to save her. The archers take David and his mother to see Yü-Tzi, the hooded ruler of K'un L'un. When David expresses his desire for vengeance, Yü-Tzi apprentices him to Lei Kung, the Thunderer, who teaches him the martial arts.
David proves to be the most gifted of Lei Kung's students. Reed conditions his fists by plunging them into buckets of sand, gravel and rock to toughen them. At 19, David is given the chance to attain the power of the Dragon Fist by fighting and defeating the dragon known as Shen-Lao the Undying, which guarded the molten heart that had been torn from its body. During the battle, David throws himself against the scar of Shou-Lao, which burns a dragon tattoo into his chest. Having killed Shou-Lao, he enters its cave and plunges his fists into a brazier containing the creature's molten heart, emerging with the power of the Dragon Fist.
When Q'un L'aun reappears after 10 years, David and his mother decide to leave. Returning to New York to find his father’s killer, David Reed, dressed in the ceremonial garb of the Dragon Fist, seeks out Henry Meachum, now head of Meachum Industries. Dragon Fist decided to take pity on the now invalid Meachum, but Meachum is murdered by a mysterious ninja in front of Dragon Fist, and Dragon Fist is blamed for the death. Eventually, Dragon Fist clears his name and begins a career as a superhero.
Soon he joined up with the superhero Leon Cage and a partnership, Heroes for Hire, consisting of Power Man and Dragon Fist, was born. Theirs was a successful pairing: it would take several dozen short books full of illustrations to give a full account of their deeds. The partnership first became well known in NewYork, where they had their base of operations on Park Avenue; then the broader area. Soon, they had the chance to move to the next level; Leon was offered a place on the New York Team The Avengers [or revised as suits setting] and Dragon Fist was offered a place with the expanding Freedom League! “You’re going big-time now”, Leon told him. Despite being best friends, the men decided that these were opportunities they had to take.[/sblock]
 
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So H4H, out of the 5 brief concepts I posted, do you have any specific one you'd prefer to have (Or any you'd prefer NOT to have)?
 

So H4H, out of the 5 brief concepts I posted, do you have any specific one you'd prefer to have (Or any you'd prefer NOT to have)?


A psi version of Forcemaster ('Dar' reminds me to much of Beastmaster though) could work well. I also like Luck powers a lot (they're just a neat sfx) so I like Enchantress/Fortuna.
 

I'm interested. Character would probably be something like Iron Fist, either the actual character who happens to exist in FCU or a close homage. I do worry a bit that so many of us want to submit a martial artist/costumed adventurer type. Freedom League, Hidden Dragon here we come! Stats along the following lines

[sblock="Iron Fist"]
ironfist.jpg


Iron Fist

Power Level 10
(150pp)

Abilities: STR: 18 (+4), DEX: 24 (+7), CON: 20 (+5), INT: 14 (+2), WIS: 22 (+6), CHA: 10 (+0)

Skills: Acrobatics 12 (+19)*, Bluff 8 (+8), Concentration 9 (+15)*, Escape Artist 4 (+11), Intimidate 8 (+8), Investigate 4 (+6), Knowledge [Arcane Lore] 4 (+6), Knowledge [Business] 4 (+6), Medicine 1 (+7), Notice 12 (+18), Sense Motive 12 (+18)*, Stealth 8 (+15)*, Languages 2 (Chinese, Japanese; base: English)

Feats: Acrobatic Bluff, Assessment, Attack Specialization 2 (Unarmed), Blind Fight, Defensive Attack, Defensive Roll, Dodge Focus 5, Elusive Target, Evasion 2, Grappling Finesse, Improved Critical (Unarmed), Improved Initiative, Luck, Martial Strike, Move-by Action, Power Attack, Prone Fighting, Redirect, Skill Mastery (Acrobatics, Concentration, Sense Motive, Stealth), Stunning Attack, Takedown Attack 2, Trance, Ultimate Defense, Uncanny Dodge (Hearing)

Powers: Speed 1 (10 mph)
Chi Array (9 pp):
Enhanced Feat 5: Attack Focus 5 (Melee) [Combat Sense]
AP: Healing 5 (Flaw: Self-Only)
AP: Leaping 3 & Super-Movement 1 (Slow-Falling)
AP: Super-Senses 5 (Extended Hearing, Accurate Hearing, Extended Vision, Low-Light Vision)
AP: Iron Fist: Strike 5 (Flaw: Unreliable—5 uses, PF: Improved Critical, Mighty)

Combat: Attack +6 (+10 Iron Fist, +11 melee, +15 Unarmed) [Unarmed 5 dmg, 19-20 Crit; Iron Fist 10 dmg, 18-20 Crit], Defense 24 (15 flat-footed), Initiative +11, Grapple +18, Knockback -3

Saves: Toughness +6 (+5 flat-footed), Fortitude +7, Reflex +10, Will +10

Abilities 48 + Skills 22 + Feats 31 + Powers 10 + Combat 30 + Saves 9= 150

Martial Strike is from the Mastermind’s Manual and adds 1 to unarmed damage per rank.

Ultimate Defense is just Luck Control 1 (Force Rerolls; Limited- only attack rolls, Limited- only attacks rolls against you) (1 pp) taken as a feat.
Ultimate Defense: After an opponent rolls an attack against you and hits (but before you resolve the effects of the attack), you may spend a hero point to force that opponent to reroll the attack roll, taking the worse of the two rolls.[/sblock]

As one could probably tell by my handle Fist is one of my favorite characters. But we would have to go with a homage. That way the Fanboy in me wont get geeked out if you decide to do something that seems un-Danny like to me.;)
 


"Dar" was actually a shortened name. The original character was a Silver Dragon in a D&D campaign, named "Darelzmyr Cierelyx" When he took human form, he went by the name Dar Elzmyr

Hmm.. Would Elzmyr be an acceptable name if Dar reminds you too much of one of my favourite movies/series? ;)

Below is a quick draft of how I'd originally made him, as a M&M Remake of my D&D mage. I'm sure there's math errors, and several things will have to be changed for me to change him from a mage to a psy-character (For example, I'll probably end up dropping the minions.), I just wanted to post this to give you an example of what I'm looking at.

[sblock=Quick Draft]
Dar Elzmyr, AKA Force Mage - Power level 10

Abilities: 10pp
STR 10 (+0)
DEX 10 (+0)
CON 12 (+1)
INT 10 (+0)
WIS 12 (+1)
CHA 14 (+2)

Combat :
Defense: 21
Attack +5 (+6 ranged)
Magic Missile: Perception, Toughness DC 25 (Perception Range)
Missile Storm: +12 attack, DC 23 (80' range)
Hadoken: +6 attack, DC 29, (25'wide, 1400' long line emanating from User)
*Base Attack: 5. Base Defense: 6*

Saves: Toughness +9 (8 Protection +1 con), Fort +6 (5 base +1 con), Reflex +6 (6 base), Will +6 (5 base + 1 wis)

Skills: (80 ranks) Bluff(+17/11), Diplomacy(+17/11), Craft:Structural(+14/14), Intimidate(+17/15), Knowledge:Arcane Lore(+14/14), Notice(+16/15)

Feats: Accurate Attack, All-Out Attack, Artificer, Attack Focus(Ranged), Attack Specialization (Missile Storm), Attractive, Dodge Focus 5, Eidetic Memory, Improved Aim, Minion 5(Familiar), Minion 8(Crystal), Skill Mastery(Craft, Arcane Knowledge, Notice, Sense Motive), Ultimate Aim

Powers:

Robes of the Archmagi: Device Rank 6(24pp): Protection Rank 8, Adaptation 2[Reactive+4, Controlled+1]*Grants 10 points*

Force Magic Rank 16(32pp):
Magic Missile: Blast Rank 10(32pp): Perception Range(+1), Affects Insubstantial(2)
MissileStorm: Blast Rank 8(32pp): **+2 attack/-2 damage trade-off** Autofire(+3), Full-Round Action(-1), Distractting(-1), Split Attack(3), Precise(1), Affects Insubstantial(2), AccurateX2
Hadoken: Blast Rank 14(30pp) **-4 attack/+4 damage trade-off** Targetted Area:Line(+1), Penetrating(+1), Limited: Only usable after an Aim Action(-1), Range:Touch(-1), Feats: Progression:Line Area(2)
Telekinesis: Move Object Rank 10(32pp): Action:Move(+1), Subtle, Precise [1200' Max range]


Drawbacks: Magic Power Loss(Speak/Gesture) 1
Tradeoffs: +1 Defense/-1 Toughness,
COST: 8 Abilities + 20 Skills + 29 Feats + 56 Powers + 22 Combat + 16 Saves - 1 drawbacks = 150/150


*Need to Edit Minions*
------------------------------------------------------------------------------

Intelligent Crystal Ball(Minion) - Crystal
Abilities: 0pp
STR 0 (--)
DEX 12 (+1)
CON 0 (--)
INT 16 (+3)
WIS 16 (+3)
CHA 16 (+3)

Combat: Defense +
Saves: Toughness + 0, Fort (Immune) Reflex + (0 base + 1 dex), Will + (x base + x wis)

Skills: (x ranks)

Feats: Eidetic Memory

Powers:
Feature (1pp): Display
Flight 2 (5pp): Continuous(+1), Low Ceiling(1),
Immunity 30(30pp) : Fortitude Saves
Shrinking 8(9pp): Permanent, Innate [+2 atk/def, -8 grapple, +8 stealth, -4 intimidate]
Container: Scrying Rank X(pp):
* Clairaudience/Clairvoyance X [Sublte(1), Simultaneous(+1)]
Super-Senses X [Analytical2, Counters]

Drawbacks: No Limbs (Very Common, Major 5pp), Weak Point,
Tradeoffs:
COST: 0 Abilities + x Skills + x Feats + x Powers + x Saves - x drawbacks = X/120

------------------------------------------------------------------------------

Familiar(Minion) - Nevmor the Weasel.
Abilities: 0pp
STR 2 (-4)
DEX 16 (+2)
CON 10 (+0)
INT 10 (+0)
WIS 12 (+1)
CHA 10 (+0)

Combat : Defense + 7 (x flat-footed), Attack + (Melee+/Ranged+/Eec)
*Base Attack 5, Base Defense 5*

Saves: Toughness + (4 protection + 0 con), Fort + (x base + x con), Reflex + (x base + x dex), Will + (x base + x wis)

Skills(32 ranks): Acrobatics(+10/8), Climb(+10/8), Stealth(+10/8), Notice(+9/8),

Feats: Evasion 2,

Powers:
Communicate:
Power Resistance(Magic):
Feature(1pp): Uses Dex in place of Str for Climbing
Shrinking 8(9pp): Permanent, Innate [+2 atk/def, -8 grapple, +8 stealth, -4 intimidate]
Boost: +Reflex saves, +Notice

Drawbacks:
Tradeoffs: -5 Toughness + 5 Defense,
COST: 0 Abilities + 8 Skills + x Feats + x Powers + x Combat + x Saves - x drawbacks = X/75
[/sblock]

I'll also be working up a draft of Enchantress so we can figure out which is a better fit to the game.
EDIT: BTW, How many times are you limiting the Luck feat? Half PL(5), PL(10)?
Also, would you allow me to take certain things as Luck Control powers or Alternate powers, assuming the descriptors fit? (Trip: making the person unlucky/clumsy, defense bonuses: Being in the right place at the right time, etc)
 
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I'll also be working up a draft of Enchantress so we can figure out which is a better fit to the game.

Cool. I will say on the other site people overwhelmed me with versions of D&D characters or summoned elementals. Even a Dragon. Thats all good in its proper place, but it isn't too in keeping with the genre.
 

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