[M&M2E] Freedom League Unlimited (OOC)

This was my reasoning exactly.



My Super-str autocalculator gets Light: 272.4 tons, Med: 544.8 tons, Heavy: 819.2 tons, Max: 1,638.4 tons, Push: 4,096.0 tons

So it looks like Elric's numbers are correct.

Ahh! I had no clue there was any US tons! I thought the ton was an exclusive metric thing.
 

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Wow, that's a high Int. That would sure solve all of our Craft/Knowledge problems. However, I think you're leaving the character not useful enough in combat. Technically, btw, you’re violating h4h’s house rule on amount of base defense as opposed to Dodge Focus with 5 base defense ranks and 10 dodge focus ranks, but if there’s any character type for whom this construction makes the most sense, it’s speedsters. Also, your flat-footed Defense is 13, not 15 as your sheet suggests (since half of base defense, rounded down, is a dodge bonus)

In particular, I'd seriously consider the following:

1) Drop that Enhanced Intelligence bonus by about 8 pp, but pick up 4 more ranks in Knowledge: Physical science and Craft (Chemical) to keep those scores the same. (+6 pp)
2) Up your Constitution back to 14, lowering Defensive Roll to 3 ranks and dropping 2 pp from your Fort save (even; 0 pp). This keeps you less vulnerable if denied your Dodge bonus to Defense.
3) Add Super-Movement 2 (Water Walking and Wall Crawling 1, both Limited [only while running]) (-2 pp)
4) Add +2 Reflex save, +1 Fortitude save and +1 Will save (-4 pp)
5) I highly doubt that h4h will let you break PL limits by 10 points of Toughness against physical attacks using the Spinning power and given that you have insubstantial, you don't need this just for the benefit against grapples/snares. So if you want spinning, I’d suggest Spin Attack, from Ultimate Power (there’s an analogous option in UP with the somewhat more effective Stun power to represent a micro sonic boom if that appeals to you instead).
Spin Attack: You grab a target and spin him around rapidly, causing a Nauseate effect at your Super-Speed power rank.

Heh! I see Elric has beaten me to the punch on a lot of my replies today! :cool:
 

[SBLOCK=Supreme Girl]

Real name: Wendy Williams (secret identity)
Occupation: Salesperson/heroine
Base of Operations: formerly New York, currently the Lighthouse
Affiliation: Freedom League
Height: 5'11
Weight: 130 lbs
Eyes: Blue
Hair: Blonde

supremegirlok4.jpg


[SBLOCK=Supreme Girl - background]
Wendy never had a clue that she was not a Human. Sure, she had heard the stories how she was adopted by her parents and how she was originally found in some cornfield, but it was never really that interesting. Well, she had about the same interest in this as she had in books and schoolwork, which means absolutely nothing. And after her father died when she was 4, her mother never really had the time to talk much more about it anyway, since she had to work two jobs to sustain the family.

When she hit puberty her strength developed rapidly, far more rapidly than anyone else in her class, I mean, there's not many 13 year old girls capable of lifting cars above their head as if it was nothing. At first she was mostly planning on using her newly-found powers for her own benefit, but after one of her friends got brutally assaulted, the girl decided to use her gifts to help her friends.

At first she was mostly embarrassed for being different from the other girls, which was why she used an alias when they asked for her name, but eventually she realized the danger her family would be in if her identity was ever revealed. Her quickly adapted disguises eventually were replaced with an actual costume and a more established identity, that of Supreme Girl.

Supreme Girl has been active as a heroine for about 6 years in New York, but has been more of a local celebrity, rather than one to win worldwide fame. She never finished high school, but instead ended up doing the various odd jobs that someone with her education (or lack of education) could handle. The last few years she has been a salesperson of various things.

When Captain Thunder and Lady Liberty approached and offered her to become part of the Freedom League, she instantly accepted. She has now moved to Freedom City and has with the recommendation from previous jobs, found one as a salesperson of car accessories, a job where her attractive looks makes her well-suited for convincing men (the primary customers) to buy completely unnecessary accessories for their cars.
[/SBLOCK]

[SBLOCK=Supreme Girl - stats]
ABILITIES: Str 40/10 (+15), Dex 10 (+0), Con 40/10 (+15), Int 10 (+0), Wis 8 (-1), Cha 12 (+1)

SAVES: Toughness +15 (impervious), Fortitude +15, Reflex +4, Will +7


ATTACK: 3, +2 when unarmed (15 damage)
DEFENSE: 5
KNOCKBACK: -15
INITIATIVE: +0
GRAPPLE: +26

SKILLS: Bluff +5 (4 ranks; +4 when used on someone who could find her attractive), Computer +2 (2 ranks), Diplomacy +3 (2 ranks, +4 when used on someone who could find her attractive), Gather Information +3 (2 ranks), Profession (salesperson) +3 (4 ranks), Sense Motive +1 (2 ranks)

FEATS: All-Out Attack, Attack Specialization (Unarmed) 1, Stunning Attack, Attractive 1, Interpose

POWERS: (All alien source) Enhanced Strength 30 (Cost: 30 PP), Enhanced Constitution 30 (Extras: Impervious; 45 PP), Flight 4 (100 MPH; 8 PP), Immunity 9 (life support, Cost: 9 PP), Super-Strength 10 (Light load: 1088 tons, medium load: 2176 tons, Heavy load: 3276 tons; Alternate Power: Super-Breath; Cost: 21 PP)

Abilities 0+Saves 12+Feats 5+Skills 4+Combat 16+Powers 113=150 PP
[/SBLOCK][/SBLOCK]
 
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OK, now my task gets a little harder, since you have to also find 3 pp to comply with the rule about base defense/dodge focus.

Revised advice:
1) Drop that Enhanced Intelligence by 8 pp, but pick up 4 more ranks in Knowledge: Physical science and Craft (Chemical) to keep those scores the same. (+6 pp)
2) Up your Constitution back to 14, lowering Defensive Roll to 3 ranks and dropping 2 pp from your Fort save (even; 0 pp). This keeps you less vulnerable if denied your Dodge bonus to Defense.
3) Add Super-Movement 2 (Water Walking and Wall Crawling 1, both Limited [only while running]). Running up buildings is fun! (-2 pp)
4) Add +2 Reflex save, +1 Fortitude save and +1 Will save (-4 pp)
5) I highly doubt that h4h will let you break PL limits by 10 points of Toughness against physical attacks using the Spinning power and given that you have insubstantial, you don't need this just for the benefit against grapples/snares. So if you want spinning, I’d suggest Spin Attack, from Ultimate Power (there’s an analogous option in UP with the somewhat more effective Stun power to represent a micro sonic boom if that appeals to you instead).
Spin Attack: You grab a target and spin him around rapidly, causing a Nauseate effect at your Super-Speed power rank.

6) Drop Deflect. That your Deflect bonus is so much lower than your actual Defense (+10 Deflect vs. +15 Defense) means that you will be quite unlikely to Deflect any attack that actually hits you. +1 pp
7) To comply with the house rule on Base Defense/Dodge Focus, add 3 ranks of Base Defense and drop 3 ranks of Dodge Focus (-3 pp)
8) Drop 2 ranks of Attack Focus (Melee) and replace it with 1 rank of Attack Specialization (Unarmed). (+1 pp)
9) Drop 4 ranks of Profession: Chemist. Personally, back when I was GMing M&M, I could only rarely figure out a way to get characters to make Profession checks when some other skill check (often Knowledge) wouldn’t suffice. Under this set of build changes, it seems like her pre-accident skill bonus of +10 Knowledge (Physical Sciences) and +10 Craft (Chemical) would be more than enough to qualify her as a good research chemist without needing 8 ranks in Profession. (+1 pp)

OK, that all balances pp-wise.

10) Your Strike power in the Super-Speed array is only built on 10 pp, but you have 20 pp available to spend. Turning this into Strike 10 (Extra: Autofire) would make your character quite powerful on offense, but not overpowered, and is very appropriate for a speedster.
 
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3) Add Super-Movement 2 (Water Walking and Wall Crawling 1, both Limited [only while running]) (-2 pp)

Rather than take a new power and put limits on it, why not take the existing Wall Run and Water Run power feats, which are already part of Super-Speed? :uhoh:
 


Here's Dragon Fist


[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]

If you don't mind, change all references to <cough> Q'un L'aun to Freedom City's Shamballah Vale. Change the Avengers to the Protectors. PowerMan to either Hardcore or Darkhorse. (my resident homebrew angry black heroes)
 
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Rather than take a new power and put limits on it, why not take the existing Wall Run and Water Run power feats, which are already part of Super-Speed? :uhoh:

There is a very good reason for doing it like I did:
Super-Speed is explicitly built as 5 pp/rank: 1 pp of Improved Initiative, 1 pp of Speed, 1 pp of Quickness, and 2 pp per rank to spend on a super-speed themed Array, which starts out at one base power.

Thus, when the core book says that you can pick up "more power feats", what it means is that you can pick up more alternate powers for the super-speed Array. But then this means that a character has to use Water Run or Wall Run as a setting of their Super-Speed array and can't, for example, use Wall-Run and Strike at the same time. There's no reason why a speedster should have this limitation.

In Ultimate Power, it explicitly doesn't include Wall Run and Water Run as power feats on Super-Speed and instead suggests the construction that I've used as an associated effect (another power you have with the Super-Speed descriptor).
 

In Ultimate Power, it explicitly doesn't include Wall Run and Water Run as power feats on Super-Speed and instead suggests the construction that I've used as an associated effect (another power you have with the Super-Speed descriptor).


Careful with the Wallcrawling/Running. You still lose your dodge bonus while wallrunning unless you have 5 or more ranks of Climb.

Safest to get 2 ranks of it.
 

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