[M&M2E] Freedom League Unlimited (OOC)

A bathroom mentalist is a character with sufficient enhanced senses and perception type attacks such they can - in theory - mind blast/whatever people without leaving their bathroom. Basically, a character who still delivers effective attacks while in a position of basically zero personal risk.
 

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sorry, was unable to post till now.



incurable in my book says it can only be healed naturally, it's to prevent healing powers and regeneration, not natural healing. I figured psychic trauma shouldn't be so easily removed by quickly mending skin.


I'll drop the camo then. didn't realize that either.


The character's supposed to be a heavy hitter. I'll drop some of the mental stuff if you want, but I want him to be a hard hitter, not average joe, which is why i did a damage trade-off.


Hmm... I really don't see how any of it is overpowered, especially when compared to other characters who're immune to both attacks *15 impervious* or have more powerful attacks.

I'm just not understanding what the problem is. If I drop the AP's, then he's not a psychic, he's just a telekinetic. I can do that, but I don't think it'll have the same appeal.

Perhaps if you could explain what's wrong?




btw, what's a bathroom mentalist?

I also had the idea that Psyker was supposed to be more about power than precision, thus the trade-off with damage for attack bonus. I'm not sure why the array needs to be lowered in points, as has been suggested, I just think the versatility of the array is too high, with both mental and telekinetic powers in the same. But then again I'm not the GM and H4H may have other issues with it.

I can't really see Psyker as a bathroom mentalist, since he lacks the sense powers for it. A bathroom mentalist was a term developed after far too many mentalists with perception powers, who also had ESP. While the rest of the team went into missions and put themselves in danger, the bathroom mentalist sat back in his or her own home, yes, sometimes even in the bathroom, and delivered mental blasts and telekinetic (with perception range) punches, etc.
 


Hmm... I really don't see how any of it is overpowered, especially when compared to other characters who're immune to both attacks *15 impervious* or have more powerful attacks.

You're (hopefully!) not going to be fighting Supreme Girl all the time. We're going to be fighting villains instead. Which PC could beat which PC in a fight is unrelated to the question of whose character is going to be the most effective in actual play. In particular, I highly doubt we will see any significant number of villains with above 10 Impervious and if we do Dragon Fist is going to be much more affected by it than Psyker in any case. For what it's worth, though, Psyker in his last incarnation would absolutely massacre Supreme Girl in a one on one fight thanks to his Mental Blast and her low Will save and Defense.

There's no attack in the party that compares to your Blast Wave at the moment. Granted, it is Tiring, but it will likely hit every single enemy on the battlefield for 10 damage each time it is used.

I think what h4h means by 'bathroom mentalist' is that with very high Stealth and Hide in Plain Sight and Subtle attack powers, you're going to be able to attack without being detected a lot of the time, making it kind of like you're attacking without being there.
 

sorry, was unable to post till now.



incurable in my book says it can only be healed naturally, it's to prevent healing powers and regeneration, not natural healing. I figured psychic trauma shouldn't be so easily removed by quickly mending skin.


I'll drop the camo then. didn't realize that either.


The character's supposed to be a heavy hitter. I'll drop some of the mental stuff if you want, but I want him to be a hard hitter, not average joe, which is why i did a damage trade-off.


Hmm... I really don't see how any of it is overpowered, especially when compared to other characters who're immune to both attacks *15 impervious* or have more powerful attacks.

I'm just not understanding what the problem is. If I drop the AP's, then he's not a psychic, he's just a telekinetic. I can do that, but I don't think it'll have the same appeal.

Perhaps if you could explain what's wrong?




btw, what's a bathroom mentalist?

Okay the incurable is the last of my worries and your descriptor for it works.

What I mean by Bathroom mentalist is that Psyker with his high stealth and subtle attacks gives him the ability to go into the middle of combat make a stealth check and make subtle attacks with little fear of retribution unless I artificially raise all of my NPCs Notice checks. And with such a powerful array he is a heavy hitter to boot. This combo is too effective for my campaign.

So our choices are to scale back a little on the entire thing reducing the array to a more managable level keeping versatility while being sneaky (which seems more like a psy-ops character to me) or be a heavy hitter out in the middle of things (which is your stated preference,)
 

There shouldn't be much disruption. I drive out at oh-dark-thirty Tuesday morning, and I'll be back Wednesday evening.

Stone has been retweaked.


DM-Matt has expressed an interest in making his character a tactician.

Both of you have high gather info and social skills suggest you guys divvy up who is getting what one investigator guy and one leader/tactician guy.

Given the backgrounds I lean towards Stone being the investigator (FBI) and Arsenal the tactician (Cap America/Iron Man Homage) but I leave it to you to discuss.
 

You're (hopefully!) not going to be fighting Supreme Girl all the time.

... only against mind controller foes. :blush: SG might have the toughness to go through a bullet rain without worrying, but against telepaths... uhm... I hope you've brought the tinfoil hat. :]
 

Pink Lightning

[sblock]Paula Livingston
”Pink Lightning”

Abilities
Str 10 (+0), Dex 18 (+4), Con 14 (+2), Int 30/18 (+10), Wis 10 (+0), Cha 10 (+0)

Saves
Toughness +5/+2, Fortitude +4, Reflex +12, Will +4

Skills
Craft (Chemical) 6 (+16), Knowledge (Physical Sciences) 6 (+16), Profession (Chemist) 4 (+4)

Feats
Attack Focus (Melee) 5, Defensive Roll 3, Dodge Focus 7, Evasion, Fast Overrun, Instant Up, Jack-Of-All_Trades, Move-by Action

Powers
Super-Speed 10 (Source: Chemical; Power Feats: Insubstantial, Rapid Attack, Strike+Auto-Fire; Total: 52 PP)
Enhanced Intelligence 12 (Source: Chemical; Total 12 PP)
Super-Movement 2 (Source: Chemical; Wall-Crawling, Water Walking; both Limited [only while running]; Total: 2 PP)

Super-Speed Traits
Quickness 10: Can perform tasks 2500 times faster then normal.
Speed 10: Ground speed of 10,000 mph.
Insubstantial: Become incorporeal. Can pass through solid matter at normal speed and are unaffected by physical and energy attacks. Mental, sensory and movement effects still work, as do powers with the Affects Insubstantial power feat. Have no Strength and cannot affect the physical world.
Rapid Attack: Can make a melee attack against any opponents in a radius of 50 feet, provided can physically reach them. This includes a normal strike or a special action like Disarm or Trip. Make one attack roll and compare it against all targets in the area.
Strike+Auto-Fire: Inflicts damage in melee combat. Strike rank substitutes for Strength modifier to determine melee damage. Fires multiple shots in a single attack action.

Combat
Attack +10/+5, Defense +15/+8, Initiative +44, Damage +10

Totals
Abilities 20 + Skills 4 (16 ranks) + Feats 20 + Powers 66 + Combat 26 + Saves 14 = 150

Notes
Traded 5 Toughness Bonus for 5 Defense Bonus (+5/+15)

Origin
Research chemist Paula Livingston was working with a number of complex chemicals in a laboratory in the San Francisco area when a large quake hit. The chemical containers were breached from the shock and mixed causing an explosion. Paula was covered with the unknown mixture while simultaneously being electrocuted. The end result gave Paula accelerated movement and heightened her intellect. She chose a name that would mean she would not need to change her monogram and the fact that pink was her favorite color.[/sblock]

http://www.enworld.org/forum/attachment.php?attachmentid=35976&stc=1&d=1217622636
 

Looks great :)

Now you just have to note that your Flat-footed Defense is 14, your Knockback is -2 (-1 flat-footed), and your Grapple is +10.
 


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