[M&M2E] Freedom League Unlimited (OOC)


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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'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 I'm going to just drop the blast wave, it was an interesting attempt but there's too many problems with getting it to actually work right.

I added subtle to everything b/c I thought it made sense for a sneaky type, but it seems like you're saying that a sneaky character having subtle is too powerful.

Allright, how's this look? I think it keeps the sneakiness and the hittiness without breaking either. I dropped hide in plain sight and replaced it with a camo device that doesn't work while I'm attacking. This way he can sneak in, hit hard at the start, then be visible and hard hitting until he wants to withdraw.

[sblock=Psyker V.4: Under Construction]
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 (+8 ranged)
Attacks:
Telekinesis: +10, Toughness DC 25 [100']
Mind Drain: +10 , Will DC 23(25 sneak) [10']

Saves: Toughness +8 (6 protection + 2 con), Fort +8 (6 base + 2 con), Reflex +8 (6 base + 2 dex), Will +10 (10 mind shield)

Skills: (88 ranks) Acrobatics(+8/6), Concentration(+6/4), Disable Device(+10/8), Drive (+6/4), Intimidate(+10/10), Knowledge: Tactics(+6/4), Medicine (+5/4), Notice(+12/11), Pilot (+8/6), Search (+6/4), Sleight of Hand (+6/4), Stealth(+17/15), Survival (+9/8)

Feats: Accurate Attack, All-out Attack, Attack Focus: RangedX2, Benefit(Security Clearance), Dodge FocusX6, Evasion, Fearless, Improved Initiative, Improvised Tools, Luck, Power Attack, Sneak Attack, Uncanny Dodge(hearing)

Powers:
Super Senses 1(1pp): Mental Awareness
Mind Shield 10 (10pp)

Psy-Array (35 pp)
Telekinesis 10 [Effective Strength 50](32 pp) - Damaging(+1), PF: Accurate, Precise
-x- Mind Drain [Mental Blast 8](28pp) - Range(-2, Touch), Vampiric(+1), PF: Accurate, Incurable, Extend ReachX2
-x- Mind Control 10 (31pp) - Sensory Link(+1), Duration(+1), Limited to One Thrall(-1) PF: Mental Link
-x- Mind Reading 7 (31pp) - Action(+2), Area:Burst(+1), PF: SubtleX2, Selective
**MIND READING: By concentrating, Psyker can detect the thoughts of any/all within 35 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.)


Camo Tactical Armour: Device 2 (8pp, Hard to loose):
-x -Protection 6(6pp)
-x- 2pp
-x- Concealment 4(2pp) - All Visual Senses, Blending(-1), Partial(-1) **The vest functions off 'active camouflage' technology**


Tradeoffs: -2 toughness/+2 Defense,
COST: 16 Abilities + 22 Skills + 19 Feats + 54 Powers + 24 Combat + 12 Saves = 147/150
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]

... 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. :]
I AM the tinfoil hat. Assuming I find a way to keep Mind Control at a reasonable level, I should be able to counter the offending party.
 

I don't think Partial Concealment does what you think it does. Did you mean "Passive"?

Sustained Mind Control with the Limited [to one thrall] flaw (at -1) is way better than Concentration Duration Mind Control. So I don't really think they should cost the same (of course, this may reflect that the Duration extra is really worth more than +1 on Mind Control and/or that Limited to one subject isn't worth a full flaw on Sustained Mind Control). Also, if you're going for the "Mind Control a guy, then have him walk into his base and spy on the base through his eyes" effect, then not having the Conscious extra is going to be a big problem with this plan.

Especially if you keep a low Will save and high Mind Shield, I'd consider adding 8 Sense Motive ranks to avoid getting feinted.

Subtle 2 Mind Reading seems a little problematic to me. Mind reading totally undetectable by anyone? One rank of Subtle means that you need mental awareness to detect it, which seems reasonable.

Your Will save should be +1, with Mind Shield 10. Note that there are will save powers that aren't mental effects (e.g., Paralyze or Illusion). This is mentioned incorrectly in one place in the core book (pg 68, I think)- all mental powers that require saves are will saves, but the converse isn't true.

Edit- Now that your Mental Blast is Range Touch, the Attack Focus (Ranged) feats won't apply to it so your attack bonus is only +8 with it at the moment. I'd consider an extra rank of Accurate here.

For the last 2 pp on the armor, I say take something with panache. Rocket boots for Leaping 2, "Vibranium" tech for Super-Movement (Slow Falling), Infra-red mask/goggles for Infravision (that would only be 1 pp), or the like.
 
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whoops. sorry, edited and didn't save. it's supposed to be partial AND passive. (The partial is to represent that it doesn't make him wholey 'invisible' by itself, just gives him the concealment neccessary to make a stealth check (Assuming he doesn't make an attack that round)

For the mind drain/Mental Blast - I wanted a short-range power, but their 'ranges' are insanely varied. "touch, 10'/rank, or infiinite'...
so i took touch w/extended reach, though it's not actually a 'melee' attack. Is there any other way I can keep it ranged but have the range like 10-20 feet? (without it costing 40 points?)

RE: Suit - Rocket boots don't really make sense for the character. besides, he can use his TK to surf if he needs to move vertically. ;)

RE: Mind SHield - OH, that's not what i was thinking. Hmm, I may have a different solution. What I'm looking for is that he's VERY resistant to mental attacks, etc. but, I don't want him to be completely helpless vs other types of will-saves, so mind shield won't work. I could take the 10 rank immunity: Mental Effects, and the -1 limiter to half the effect rather than make me completely immune, costing a total of 5 ranks. Would that make sense, you think?
 

For the mind drain/Mental Blast - I wanted a short-range power, but their 'ranges' are insanely varied. "touch, 10'/rank, or infiinite'...
so i took touch w/extended reach, though it's not actually a 'melee' attack. Is there any other way I can keep it ranged but have the range like 10-20 feet? (without it costing 40 points?)

For all intents and purposes a Touch-range attack with a 15 foot reach may as well be ranged. Even though it's "melee", there's no assumption that you have to physically touch the target on an extended reach power. It's just the range at which the power operates. How you've done it here seems fine and you have extra pp so adding the 1 rank of Accurate won't be a problem (you could even add a third rank of Extended Reach for a 20-foot range).

RE: Mind SHield - OH, that's not what i was thinking. Hmm, I may have a different solution. What I'm looking for is that he's VERY resistant to mental attacks, etc. but, I don't want him to be completely helpless vs other types of will-saves, so mind shield won't work. I could take the 10 rank immunity: Mental Effects, and the -1 limiter to half the effect rather than make me completely immune, costing a total of 5 ranks. Would that make sense, you think?

Well, in UP Mental Effects is a 20 pp immunity because most Will saves are mental effects. So half of that is 10 pp, which is too expensive. What I'd suggest is to just take a regular like +8 Will save and then add 4 ranks of Mind Shield. Granted you won't get total immunity to most mental effects but a +12 save against them would be the highest in the group. You could play around with fancier constructions with Mind Shield making some of your base will save Impervious (only to mental effects) as well but unless Mental effects are real common that's probably not a great use of points.
 

Hmm.. are you reffering again to the online errata? I just re-read Immunity in UP, and it doesn't mention mental anywhere. 20pp is listed as "a very common power descriptor, all non-lethal physical damage, all non-lethal energy damage, all lethal physcial damage, all lethal energy damage", whereas in the core book 10pp lists Mental under it's "common powers".

I guess the easiest way is to just ask the GM how common mental effects (used against the party) are going to be in this campaign, and then figure out if I can afford it.
EDIT: Hmm, was just thinking: How much of a difference would there be between using the 'mental' descriptor and using a 'psychic' descriptor for the immunity? I presume Psychic would be less common, but would also protect against things like my own TK (or rather, that of another psychic), while not providing me protection against, for instance, a magical charm. Would that be a better idea?)

re: Mind Drain - Hmm, yeah that works. though I think extended reach is just 5'/rank, not progressive, so I'd need 4 ranks for 20' (which is about what I was going for anyways). I can afford that though.

Also, if you're going for the "Mind Control a guy, then have him walk into his base and spy on the base through his eyes" effect, then not having the Conscious extra is going to be a big problem with this plan.
Hmm. why?

Well, here we go again. update time. :)
[sblock=Psyker V4.5]
Psyker - PL 10

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

Combat :
Initiative + 5
Defense 22 (6 base + 6 dodge)
Base Attack + 6 (+7 Grapple)
Attacks:
Telekinesis: +10, Toughness DC 25 [2500'] **I understand this is quite the range, I don't really want a full mile worth of range, but 100 is too short, and this is the next step on the 'Progression table'. I'd be happy with say half this, if you think 2500' is too much.**
Mind Drain: +10 , Will DC 23(25 Sneak) [20']
Martial Strike: +10, Toughness DC 22(24 Sneak)

Saves: Toughness +8 (7 protection + 1 con), Fort +8 (7 base + 1 con), Reflex +8 (7 base + 1 dex), Will +10 (8 base + 2 wis)

Skills: (76 ranks) Acrobatics(+7/6), Concentration(+5/4), Disable Device(+9/8), Drive (+5/4), Intimidate(+8/8), Knowledge: Tactics(+3/2), Medicine (+6/4), Notice(+12/10), Pilot (+7/6), Search (+5/4), Stealth(+16/15), Survival (+7/5)

Feats: Accurate Attack, All-out Attack, Attack Specialization:Martial Strike, Attack Specialization; Telekinesis, Benefit(Security Clearance), Dodge FocusX6, Evasion, Fearless, Improved Initiative, Power Attack, Sneak Attack, Uncanny Dodge(hearing)

Powers:
Martial Training [Strike 1](2p): PF: Mighty
Super Senses 1(1pp): Mental Awareness
Immunity 10 (5pp): Immunity to mental(maybe psychic?) effects, Limit(-1, Half effect) *Awaiting GM Advice*

Psy-Array (36 pp)
Telekinesis 10 [Effective Strength 50](33 pp) - Damaging(+1), PF: Accurate, Precise, Progress(Range)
-x- Mind Drain [Mental Blast 8](31pp) - Range(-2, Touch), Vampiric(+1), PF: AccurateX2, Incurable, Extend ReachX4
-x- Mind Control 10 (31pp) - Sensory Link(+1), Duration(+1), Limited to One Thrall(-1) PF: Mental Link
-x- Mind Reading 7 (30pp) - Action(+2), Area:Burst(+1), PF: Subtle, Selective
**MIND READING: By concentrating, Psyker can detect the thoughts of any/all within 35 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.)

Camo Tactical Armour & Gear: Device(s) 3 (12pp, Hard to loose):
-x- Combat Gloves [Enhanced Strike 5](6pp) PF: Accurate
-x- Utility Gear(1pp): Improvised Tools feat
-x -Protection 7(7pp)
-x- Concealment 4(1pp) - All Visual Senses, Blending(-1), Partial(-1), Passive(-1) **The vest functions off 'active camouflage' technology**


Tradeoffs: -2 toughness/+2 Defense,
COST: 12 Abilities + 19 Skills + 17 Feats + 56 Powers + 24 Combat + 22 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.

INFO:

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]
 

He only has 12 Str, Dex, and Con? I liked him more with 14s.

Oh, Immunity to Mental effects isn't listed in UP. Taliesin (one of the most prominent roll-call statters on ATT) uses it at 20 pp, though, and I knew he used UP, which is why I said that. Since most Will save powers are mental effects and Will saves are 30 pp, Mental Effects being 10 pp would only make sense if you expected the non-Mental effect Will save powers to be quite disproportionately represented compared to how many of them there are (unlikely). Steve recommends 20 pp under UP's Immunity guidelines, here.

I don't think that "Psychic" as distinct from Mental is a descriptor that has enough meaning in game at the moment. I don't think h4h wants to go around assigning all of the mental powers (which is listed in their effect type!) to "Psychic" or "non-Psychic" (which isn't listed in their effect type).

You need Conscious Mind Control to have someone walk into base because otherwise, to give one example, you can't have him type in his passcode because while under the Mind Control his consciousness is suppressed. Also, see my above comment about Limited [one thrall] Sustained Mind Control costing 2 pp/rank.

Your concealment power is still going to cost 2 pp, since 4 ranks at 1 pp/3 ranks= 2 pp.

You only need 3 ranks of Extended Reach to get 20' range, since a power starts with 5 foot reach.

I think 8 ranks of Intimidate is too few. Dragon Fist has +8 Intimidate- you should have 10-12 ranks of it, since Psyker must be more intimidating than Dragon Fist :)

Edit- also, are you aware that Progression to increase the range of your Telekinesis will increase the maximum range to 2500 feet, but your range increment will still be 1/10th of that (250 feet). Without the Progression feat, your maximum range will be 1000 feet with a 100' range increment.

In UP, Progression doesn't affect the range increment and just affects the maximum range (meaning that you need Improved Range and Progression to get a power with a 250' range increment and a 2500 ft maximum range; with only Progression you'll have a 2500 ft maximum range and 100' foot range increment).
 
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Here's what I'd do with Psyker at the moment. Note that the other Will saves in the party are currently: +10 (Dragon Fist), +7 (John Stone), +5 (Supreme Girl), +5 (Arsenal), and +4 (Pink Lightning). So a +12 Will save vs. Mental effects would make you the best at resisting them in the party, and better than the average other will save by 6 points.

[sblock=Psyker V Elric]
Psyker - PL 10

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

Combat :
Initiative +6
Defense 22 (6 base + 6 dodge) (13 flat-footed)
Base Attack +6 (+8 Grapple)
Knockback -4
Attacks:
Telekinesis: +10, Toughness DC 25 [250' range increment, 1000 ft max range]
Mind Drain: +10, Will DC 23 (25 Sneak) [20' max range]
Martial Strike: +10, Toughness DC 22 (24 Sneak)

Saves: Toughness +8 (6 protection + 2 con), Fort +8 (6 base + 2 con), Reflex +8 (6 base + 2 dex), Will +8 (+12 vs. Mental effects, Impervious 4 vs. Mental) (6 base + 2 wis)

Skills: (76 ranks) Acrobatics(+8/6), Concentration(+6/4), Disable Device(+9/8), Drive (+5/3), Intimidate (+10/10), Knowledge: Tactics (+3/2), Medicine (+6/4), Notice(+12/10), Pilot (+7/5), Search (+5/4), Stealth(+17/15), Survival (+7/5)

Feats: Accurate Attack, All-out Attack, Attack Specialization 2 (Telekinesis 1 & Unarmed 1), Benefit (Security Clearance), Dodge Focus 6, Evasion, Fearless, Improved Initiative, Improvised Tools, Power Attack, Sneak Attack, Uncanny Dodge(hearing)

Powers:
Super Senses 1 (1pp): Mental Awareness
Mind Shield 4 (4 pp)

Psy-Array (36 pp)
Telekinesis 10 [Effective Strength 50] (33 pp)- Damaging(+1), PF: Accurate, Precise, Improved Range (250’ range increment; 1000’ maximum range)
-x- Mind Drain [Mental Blast 8] (30 pp) – Range (-2, Touch), Vampiric (+1), PF: AccurateX2, Incurable, Extended Reach 3
-x- Mind Control 8 (33 pp) - Sensory Link (+1), Conscious (+1), PF: Mental Link
-x- Mind Reading 7 (30 pp) - Action(+2), Area:Burst(+1), PF: Subtle, Selective
**MIND READING: By concentrating, Psyker can detect the thoughts of any/all within 35 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.**

Camo Tactical Armour & Gear: Device(s) 3 (12 pp, Hard to loose):
-x- Combat Gloves (Strike 5, PF: Accurate, Mighty) (7 pp)
-x -Protection 6 (6 pp)
-x- Concealment 4 (2 pp) - All Visual Senses, Partial(-1), Passive(-1) **The vest functions off 'active camouflage' technology**

Tradeoffs: -2 toughness/+2 Defense,
COST: 18 Abilities + 19 Skills + 18 Feats + 53 Powers + 24 Combat + 18 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.

INFO:

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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Hmm.. are you reffering again to the online errata? I just re-read Immunity in UP, and it doesn't mention mental anywhere. 20pp is listed as "a very common power descriptor, all non-lethal physical damage, all non-lethal energy damage, all lethal physcial damage, all lethal energy damage", whereas in the core book 10pp lists Mental under it's "common powers".

I guess the easiest way is to just ask the GM how common mental effects (used against the party) are going to be in this campaign, and then figure out if I can afford it.

Looking at Immunity Magic is 10pp all Will is 20pp Mental Effects is definitely smack dab in the middle for my campaign so 20pp sounds good.
 

Has anyone else been having trouble with enworld loading lately?

Everytime I answer a post or come on I can go to another tab go to four other forums comeback and the page might not even be loaded yet!
 

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