[M&M2E] Freedom League Unlimited (OOC)


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He only has 12 Str, Dex, and Con? I liked him more with 14s.
So did I... Hate to sound crunchy, but that was the easiest place I could think of to save points to make the character work.

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).
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.

Hmm, considering these responses it looks like it'll be too expensive. That frees up 5pp for somewhere else.

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.
Hmm, the sustained-one only thing is up to the DM I suppose. If he agrees with you, then I'll have to drop the sustained part.
As to the spying - That's kinda the point, my mind controlling his body shouldn't know what he knows anyways (That's what mind reading is for). The mind control i'm thinking of is more of an 'I directly control his body" thing, not just tell him what to do.

You only need 3 ranks of Extended Reach to get 20' range, since a power starts with 5 foot reach.
ah, I read extend reach as saying you gain 5' per rank, and just did base math (3X5=15) without taking into account a medium sized creatures natural reach. thnx.

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 :)
Again, I agree but couldn't make the points work for me.

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).
I didn't know that.. in that case I won't need the progression feat, I'll probably just stick with the 100' range increment (max range 1000).

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]

I think... That is... How the hell did you...
you're not human.
I can do some pretty nasty stuff with D&D, but I just spent the last while trying to figure out how you did that.. the numbers add up, but it took me like 15 minutes to figure out how from the few changes you made you got so much.
/applause.

I think the only things I'm still not comfortable with are your take on the mind control, and the fact that I wanted some of his unarmed skill to be actual training. There's nothing really 'special' about the suit, I was picturing it kinda as armoured camo with hardened gloves/knee-pads/etc to help his hitting, not power-armor or the like (though granted I did squeeze accurate into the device even though it doesn't really make sense for the descriptor.

OK, taking your go at it and seeing if I can modify to add the unarmed strike... somewhere...
 

Okay so half of you are finished with sheets.

The other three are very close I think.

DM-Matt and Mark Chance have to tweak there builds divvying up investigator and leader roles.

Jemal proably will be done in the next build version. If you guys finish up quick enough I can start the game Monday maybe?
 

OK, I think this might work...

[sblock=fingers crossed]
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)
Base Attack + 6 (+8 Grapple)
Attacks:
Telekinesis: +10, Toughness DC 25 [250' increment, max range 1000']
Mind Drain: +10 , Will DC 23(25 Sneak) [20']
Martial Strike*W/ Gear*: +10, Toughness DC 23(25 Sneak)
Martial Strike *W/O Gear*: +8, Toughness DC 18(20 sneak)

Saves: Toughness +8 (6 protection + 2 con), Fort +8 (6 base + 2 con), Reflex +8 (6 base + 2 dex), Will +8 (6 base + 2 wis): 11 vs Mental(3 impervious)

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

Feats: Accurate Attack, All-out Attack, Attack SpecializationX2(Martial Strike, Telekinesis), Benefit(Security Clearance), Dodge FocusX6, Evasion, Fearless, Improved Initiative, Power Attack, Sneak Attack, Uncanny Dodge(hearing)

Powers:
Super Senses 1(1pp): Mental Awareness
Mind Shield 3(3pp)
Martial Strike 1(2pp): Mighty

Psy-Array (36 pp)
Telekinesis 10 [Effective Strength 50](33 pp) - Damaging(+1), PF: Accurate, Precise, Improved Range
-x- Mind Drain [Mental Blast 8](30pp) - Range(-2, Touch), Vampiric(+1), PF: AccurateX2, Incurable, Extend ReachX3
-x- Mind Control 10 (31pp) - Sensory Link(+1), PF: Mental Link
-x- Mind Reading 7 (31pp) - Action(+2), Area:Burst(+1), PF: Subtle, Selective, Progress(Range)
**MIND READING: By concentrating, Psyker can detect the thoughts of any/all within 70 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 (12pp, Hard to loose):
-x- Combat Gloves [Enhanced Strike 5](6pp) PF: Accurate
-x- Utility Gear(1pp): Improvised Tools feat
-x -Protection 6(6pp)
-x- Concealment 4(2pp) - All Visual Senses, Partial(-1), Passive(-1) **The vest functions off 'active camouflage' technology**


Tradeoffs: -2 toughness/+2 Defense,
COST: 18 Abilities + 19 Skills + 17 Feats + 54 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]
 

I think... That is... How the hell did you...
you're not human.
I can do some pretty nasty stuff with D&D, but I just spent the last while trying to figure out how you did that.. the numbers add up, but it took me like 15 minutes to figure out how from the few changes you made you got so much.
/applause.

Thanks. I've got a Roll Call thread on ATT where I try to convert characters for use as PCs (at 15 pp/PL, most commonly PL 10, 150 pp) so I get a lot of practice with this stuff.

The build looks fine! Just stick on his flat-footed defense (13) and Knockback (-4) for ease of use and get h4h's approval and you should be set to go. Oh, one minor quibble: for your Mind Reading power, it should say Progression (Area), not (Range).

A note: If you want to buy back to a +12 Will save vs. mental effects and don't want the 250' range increment on Telekinesis, you could drop the Improved Range feat from TK and add a rank to Mind Shield.
 





/cheer!!!!

And now for the finishing touches.. adding age/height/etc as requested.

[sblock=Psyker Final]
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)
Base Attack + 6 (+8 Grapple)
Attacks:
Telekinesis: +10, Toughness DC 25 [250' increment, max range 1000']
Mind Drain: +10 , Will DC 23(25 Sneak) [20']
Martial Strike*W/ Gear*: +10, Toughness DC 23(25 Sneak)
Martial Strike *W/O Gear*: +8, Toughness DC 18(20 sneak)

Saves: Toughness +8 (6 protection + 2 con), Fort +8 (6 base + 2 con), Reflex +8 (6 base + 2 dex), Will +8 (6 base + 2 wis): 11 vs Mental(3 impervious)

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

Feats: Accurate Attack, All-out Attack, Attack SpecializationX2(Martial Strike, Telekinesis), Benefit(Security Clearance), Dodge FocusX6, Evasion, Fearless, Improved Initiative, Power Attack, Sneak Attack, Uncanny Dodge(hearing)

Powers:
Super Senses 1(1pp): Mental Awareness
Mind Shield 3(3pp)
Martial Strike 1(2pp): Mighty

Psy-Array (36 pp)
Telekinesis 10 [Effective Strength 50](33 pp) - Damaging(+1), PF: Accurate, Precise, Improved Range
-x- Mind Drain [Mental Blast 8](30pp) - Range(-2, Touch), Vampiric(+1), PF: AccurateX2, Incurable, Extend ReachX3
-x- Mind Control 10 (31pp) - Sensory Link(+1), PF: Mental Link
-x- Mind Reading 7 (31pp) - Action(+2), Area:Burst(+1), PF: Subtle, Selective, Progress(Range)
**MIND READING: By concentrating, Psyker can detect the thoughts of any/all within 70 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 (12pp, Hard to loose):
-x- Combat Gloves [Enhanced Strike 5](6pp) PF: Accurate
-x- Utility Gear(1pp): Improvised Tools feat
-x -Protection 6(6pp)
-x- Concealment 4(2pp) - All Visual Senses, Partial(-1), Passive(-1) **The vest functions off 'active camouflage' technology**


Tradeoffs: -2 toughness/+2 Defense,
COST: 18 Abilities + 19 Skills + 17 Feats + 54 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:
Age: 29 Height: 6' Weight: 165 Hair: Black(VERY short) Eyes: Blue

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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