[M&M2E] Freedom League Unlimited (OOC)

NP and if you are not comfortable changing anything at all.. Don't.

Your character already fills some niches.

My worry is that I haven't figured out how to not be terrible out of the suit and how to fulfill the rich guy role. Does anyone have any suggestions about how to find the six points for the variable easy to lose equipment container to have a gun and vest outside the suit, surveillance/survival equipment, random gadgets/ a vehicle requisition, etc (assuming thats even legal).
 

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My worry is that I haven't figured out how to not be terrible out of the suit and how to fulfill the rich guy role. Does anyone have any suggestions about how to find the six points for the variable easy to lose equipment container to have a gun and vest outside the suit, surveillance/survival equipment, random gadgets/ a vehicle requisition, etc (assuming thats even legal).

You are looking to afford something like Gadgets to have outside the suit with some Equipment power feats right?

Unfortunately that would nullify the points you get from having a Normal Identity, which technically you shouldnt have qualified for because you have powers outside the suit. But it didnt seem that unbalanced so I looked the other way. But having Gadgets outside the suit is too much.
 

You are looking to afford something like Gadgets to have outside the suit with some Equipment power feats right?

Unfortunately that would nullify the points you get from having a Normal Identity, which technically you shouldnt have qualified for because you have powers outside the suit. But it didnt seem that unbalanced so I looked the other way. But having Gadgets outside the suit is too much.

Ah, I see. I had only taken 1pp powers that under MaMa powers and feats rules could make sense as feats, specifically for that reason. I don't have the points anyway.

I realized I could theoetically put the datalink, comm, and scan in one array rather than 2, saving a whole bunch of points. I'd spend them either on skills, a rank of gadgets in the suit, or if allowed, a set of normal eq (gun and vest), with an ap: a bunch of doodads.
 


Allright, here's Psyker part three.
[sblock=Psyker]Psyker - PL 10

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

Combat :
Initiative + 6
Defense 22 (6 base + 6 dodge)
Base Attack + 6
Attacks:
Telekinesis: +8, Toughness DC 27 [120']
Blast wave: Auto-hit, Toughness DC 25, [50' burst]
Mind Drain: +10, Will DC 23(25sneak) *Vampiric* [5' reach]

Saves: Toughness +8 (4 Equipment + 2 con + 2 dodge), Fort +8 (6 base + 2 con), Reflex +8 (6 base + 2 dex), Will +8 (7 base + 1 wis)

Skills: (88 ranks) *Stealth(+17/15)*, Notice(+16/15), Disable Device(+10/8), Intimidate(+10/10), Medicine (+5/4), Drive (+10/8), Pilot (+10/8), Search (+10/8), Sleight of Hand (+6/4), Survival (+9/8)
*=+22 Stealth in proper setting w/urban or foliage camo*.

Feats: Accurate Attack, Benefit(Security Clearance), Defensive RollX2, Dodge FocusX6, EquipmentX3, Evasion, Fearless, Hide in Plain Sight, Improved Initiative, Improvised Tools, Luck, Power Attack, Sneak Attack, Uncanny Dodge

Powers:

Psy-Array (44 pp)
Telekinesis 12 (40 pp) [Effective Strength 60] Damaging(+1), PF: Accurate, Precise, Subtle, Progression(Range)
-x- Blast Wave [Blast 10] (40pp)- Area(+1, Burst), Selective Attack(+1), Range(+1, Perception), Tiring(-1)
-x- Mind Drain [Mental Blast 8] (36pp) - Range(-1, ranged) Vampiric(+1), PF: Subtle, AccurateX2, Incurable,
-x- Mind Control 9 (38pp) - Sensory Link(+1), Duration(+1), Limited to One Thrall(-1) PF: Mental Link, Subtle,
-x- Mind Reading 9 (40pp) - Action(+2), Area:Burst(+1), PF: SubtleX2, Selective, Progression: Area
**MIND READING: By concentrating, Psyker can detect the thoughts of any/all within 90 feet of him (Unless their will save beats his power check), reading surface thoughts as a free action and being able to probe one of their minds as a move action.**
**MIND CONTROL: Duration=Sustained (This would normally allow for multiple thralls, so I limited it to one thrall, with sensory and mental links.)

Equipment(15ep): Tactical Vest(4ep), Camo Clothing(Urban/Foliage:2ep), Utility Belt(Undecided, 9ep)

Tradeoffs: -2 toughness/+2 Defense, -2 attack/+2 dc(Telekinesis)
COST: 18 Abilities + 22 Skills + 22 Feats + 44 Powers + 24 Combat + 19 Saves = 149/150
**Psyker's Telekinesis is more powerful when he directs it with his hands, loosing power if he is unable to move his arms to direct it. (Complication)

Psyker is a well-trained special-ops agent for the governments not-so-secret Psy-Soldiers. He has served his government well for years, surpassing most of the other psy-soldiers to the point where he has become one of the elites.
Recently, he requested the chance to join with other's who's powers would be more in keeping with his own, to better protect people. He wants to use his powers to help people, and at the league he'll be able to do that.

Psyker is a well-adjusted soldier who has honed both his body and his mind. He's done some things that he's not proud of, but has managed to keep his cool by the understanding that anything he has done has been for a good reason.
[/sblock]
I fixed the skills (Forgot to change'em when I changed wisdom score), and lowered ranks on some other skills.
Upgraded mind reading to lower 1 rank of effectiveness in exchange for 2 ranks of subtle, hopefully solving the 'everybody knows' problem. (UP states that with 2 ranks in sublte, mind reading is completely undetectable) I also added Selective(Just to be sure) and Progressed the area.

Mind Drain is supposed to be a sneaky style atack, so I figured I'd leave it at a couple ranks below and fill that power gap with Sneak Attack (Which also functions on any other attack I make that isn't up to my PL Limits, such as firing with a gun, making an unarmed strike, or using a reduced power.)

Speaking of filling in gaps, if there's anything any of the other players (Or the GM) thinks the party could do with, and it would make sense for a Psychic and/or spec-ops character, I can still rearange points to fit some other stuff in.


I've also attached a couple pictures. I figure since he's inspired by Nick Scryer, that's the best/easiest place to look for pictures also (Since that's who I'll keep seeing when I think of him, anyways *L*) The version I'll be playing is minus the gun, and a bit happier. :)
*EDIT: Pictures moved to the Rogues Gallery*
 
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So far no one has any craft skills and only a few knowledge skills though Arsenal does have Jack of all Trades.

Basically science & technology is what you guys have a gaping hole in.
 

So far no one has any craft skills and only a few knowledge skills though Arsenal does have Jack of all Trades.

Basically science & technology is what you guys have a gaping hole in.

Unfortunately the way that Wendy is set up, she's unable to do any of that stuff. She is not exactly the sharpest tool in the shed, in fact she's more like a dull spoon. :uhoh:
 

Mark - Good to hear, how'd the interview go?

H4H - I can probably splice in some of that. I'm not sure how to fit crafting into Psyker's 'profile', but some knowledges would make sense.

*EDIT: In the middle of modifying skills to add several that I realized I was missing.
 
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OK, and here's a new Sheet

[sblock=Psyker]
Psyker - PL 10

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

Combat :
Initiative + 6
Defense 22 (6 base + 6 dodge)
Base Attack + 6
Attacks:
Telekinesis: +8, Toughness DC 27 [120']
Blast wave: Auto-hit, Toughness DC 25, [50' burst]
Mind Drain: +10, Will DC 23(25sneak) *Vampiric* [5' reach]

Saves: Toughness +8 (4 Equipment + 2 con + 2 dodge), Fort +8 (6 base + 2 con), Reflex +8 (6 base + 2 dex), Will +8 (7 base + 1 wis)

Skills: (92 ranks) Acrobatics(+6/4), Concentration(+6/4), Disable Device(+10/8), Drive (+6/4), Intimidate(+10/10), Knowledge: Behavioral Sciences(+4/2), Knowledge: Civics(+4/2), Knowledge: Streetwise(+5/3), Knowledge: Tactics(+5/3), Medicine (+5/4), Notice(+12/11), Pilot (+8/6), Search (+6/4), Sleight of Hand (+6/4), *Stealth(+17/15)*, Survival (+9/8)
*=+22 Stealth in proper setting w/urban or foliage camo*.

Feats: Accurate Attack, Benefit(Security Clearance), Defensive RollX2, Dodge FocusX6, EquipmentX3, Evasion, Fearless, Hide in Plain Sight, Improved Initiative, Improvised Tools, Luck, Power Attack, Sneak Attack, Uncanny Dodge(hearing)

Powers:

Psy-Array (44 pp)
Telekinesis 12 (40 pp) [Effective Strength 60] Damaging(+1), PF: Accurate, Precise, Subtle, Progression(Range)
-x- Blast Wave [Blast 10] (40pp)- Area(+1, Burst), Selective Attack(+1), Range(+1, Perception), Tiring(-1)
-x- Mind Drain [Mental Blast 8] (36pp) - Range(-1, ranged) Vampiric(+1), PF: Subtle, AccurateX2, Incurable,
-x- Mind Control 9 (38pp) - Sensory Link(+1), Duration(+1), Limited to One Thrall(-1) PF: Mental Link, Subtle,
-x- Mind Reading 9 (40pp) - Action(+2), Area:Burst(+1), PF: SubtleX2, Selective, Progression: Area
**MIND READING: By concentrating, Psyker can detect the thoughts of any/all within 90 feet of him (Unless their will save beats his power check), reading surface thoughts as a free action and being able to probe one of their minds as a move action.**
**MIND CONTROL: Duration=Sustained (This would normally allow for multiple thralls, so I limited it to one thrall, with sensory and mental links.)

Equipment(15ep): Tactical Vest(4ep), Camo Clothing(Urban/Foliage:2ep), Utility Belt(Undecided, 9ep)

Tradeoffs: -2 toughness/+2 Defense, -2 attack/+2 dc(Telekinesis)
COST: 18 Abilities + 23 Skills + 22 Feats + 44 Powers + 24 Combat + 19 Saves = 150/150
Complication: Psyker's Telekinesis is more powerful when he directs it with his hands, loosing power if he is unable to move his arms to direct it.

Psyker is a well-trained special-ops agent for the governments not-so-secret Psy-Soldiers. He has served his government well for years, surpassing most of the other psy-soldiers to the point where he has become one of the elites.
Recently, he requested the chance to join with other's who's powers would be more in keeping with his own, to better protect people. He wants to use his powers to help people, and at the league he'll be able to do that.

Psyker is a well-adjusted soldier who has honed both his body and his mind. He's done some things that he's not proud of, but has managed to keep his cool by the understanding that anything he has done has been for a good reason.
[/sblock]
 

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