[M&M2E] Freedom League Unlimited (OOC)

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)

But I worked so hard on this background :) Darkhorse it is, going for the alliterative Darkhorse and Dragon Fist.

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

Depends on how you define "while wall running", though. It's very unlikely the character will ever be "in the middle of wall running" given that she can go multiple miles as a move action. If you rule that a character who runs to the top of a building is considered to be "wall-running" for the rest of the round, then you'd want a second rank. If she's only wall-running while on a wall she's probably fine with one rank (except for dastardly readied attacks!).
 

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[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 (Japanese, Mandarin Chinese; 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 (Shambala Vale)
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 Shambala Vale as a young boy. During his time in Shambala Vale, Wendell saved the life of the city's ruler, Lord Tuon, and was adopted as Tuon's son. However, Wendell eventually left Shambala Vale 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 Shambala Vale, 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 Shambala Vale manage to save her. The archers take David and his mother to see Yü-Tzi, the hooded ruler of Shambala Vale. 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 Shambala Vale 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 their partnership, Heroes for Hire, consisting of Darkhorse 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 New York, 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 Protectors 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]
 

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).

I read the entry in the core rulebook differently. Power feats are usually used together with the powers, with the exception of alternate powers. Thus the air control, strike, stun, suffocate, etc, are all meant to fill up the 2 pt/rank attack power, but Wall Run and Water Run are power feats, not alternate powers, they are not influenced by the level of the base power.
 


I read the entry in the core rulebook differently. Power feats are usually used together with the powers, with the exception of alternate powers. Thus the air control, strike, stun, suffocate, etc, are all meant to fill up the 2 pt/rank attack power, but Wall Run and Water Run are power feats, not alternate powers, they are not influenced by the level of the base power.

You're right that it's certainly meant to work like that, it was just implemented in a confusing fashion.

Given that, I suppose that the following would work too.

Super-Speed (Power Feats: Alternate Power x3, Wall Run, Water Run)
Speed Array:
Base power:
AP1:
AP2:
AP3:

DM_Matt said:
Bialaska -- Since you are keeping Imp 15, you should take Interpose.

Oh, definitely. I can't believe I forgot to mention this before. I think I gave Interpose to my generic Kryptonian and forgot you didn't have it. You're the designated "take hits for me" person for the rest of the team, now. And by rest of team, I particularly mean Dragon Fist :)
 

I read the entry in the core rulebook differently. Power feats are usually used together with the powers, with the exception of alternate powers. Thus the air control, strike, stun, suffocate, etc, are all meant to fill up the 2 pt/rank attack power, but Wall Run and Water Run are power feats, not alternate powers, they are not influenced by the level of the base power.


I think this was probably the intent but when UP came out every power was broken down to its component parts and built back up again. When this happened it was harder to justify them being power feats even if the pricing is the same. But I am going to take a tip from Kenson and just handwave it. It costs the same. It is thematically appropriate, Speedsters do it all the time.
So we can forgo the writing it out w/ flaws and just shorthand it as Power Feats.
 

I kind of feel that the new Pink Lightning really deeply cuts into my niche, with very high int, jack of all trades, and quickness on the checks. In a group with a lot of specialization, other than the computers skill, I don't think max has anything he's best at anymore.
 

Made a few adjustments to SG. She now has Interpose. Gave her a couple of drawbacks (vulnerability to magic and vulnerability to mental effects). The remaining points went into a limited superspeed (made speed an alternate power of flight, added a few ranks of quickness). She's not meant to be a speedster at all, but she is better than ordinary humans. Also added a couple of power complications since I don't feel that they could be drawbacks in their own right.
 

I kind of feel that the new Pink Lightning really deeply cuts into my niche, with very high int, jack of all trades, and quickness on the checks. In a group with a lot of specialization, other than the computers skill, I don't think max has anything he's best at anymore.

Have you considered perhaps changing a bit of your int focus to some leadership stuff? I mean, you are a Captain America in a battlesuit if I remember correct, so it would fit?
 

Bialaska- Minor Vulnerability to Mental Effects seems like cheapo point shaving, as you're getting 2 pp back for +1 to DC for effects that are all Will saves. Hence, you could spend those 2 pp on your Will save and end up better off by 1 point against Mental effects and by 2 points against every other kind of Will save as well.

Please don't change this to Moderate Vulnerability, either (which would be worth the 3 pp you'd get back). We're going to have enough problems dealing with you if you get Mind Controlled, and you're already the most tempting target with a +5 Will save and the highest damage/Toughness in the party :)

Also, you have Magic Vulnerability listed as "Common", but the character in Freedom City who has this drawback has it listed as "Uncommon." So I'd check with h4h about the frequency here.
 

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