[M&M2E] Freedom League Unlimited (OOC)

H4h - Would you mind giving me an example of YOUR layout for Psyker's sheet, so I can compare it to my current sheet and see if it's easier for me to read? I may switch.
 

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Psyker

H4h - Would you mind giving me an example of YOUR layout for Psyker's sheet, so I can compare it to my current sheet and see if it's easier for me to read? I may switch.

"----------Character Details---------
Player Name: Jemal
Character Name: Classified
Character Alias: Psyker
GM's Name: H4H
Age: 29
Height: 6'
Weight: 165
Hair: Black
Eyes: Blue
Power Level: 10
Power Points: 150
Appearance:
Scryer1.jpg

--------------------------------------

----------Background---------
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 with a keen intellect and honed body. He's done some things 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.
--------------------------------------

----------Ability Scores---------
Strength: 14 (+2)
Dexterity: 14 (+2)
Constitution: 14 (+2)
Intelligence: 12 (+1)
Wisdom: 14 (+2)
Charisma: 10 (0)
--------------------------------------

----------Saves---------
Toughness: +8
Fortitude: +8
Reflex: +8
Willpower: +11
--------------------------------------

----------Combat---------
Attack Bonus: +6
Damage Bonus: Strike +3/+8
Grapple: +8
Defense Bonus: +12 (+3 flat footed)
Initiative: +6
Knockback: 4
--------------------------------------

----------Lifting Capacity---------
Light Load: 58 lbs
Medium Load: 116 lbs
Heavy Load: 175 lbs
Max Load: 350 lbs
Push/Drag: 875 lbs
--------------------------------------

----------Movement Rate---------
Base Speed: 30 ft/r / 60 ft/r / 120 ft/r
Leap: 12 ft / 6 ft / 3 ft
--------------------------------------

----------Skills---------
  • Acrobatics - 6 (+8)
  • Climb - 0 (+2)
  • Concentration - 4 (+6)
  • Disable Device - 8 (+9)
  • Drive - 3 (+5)
  • Escape Artist - 0 (+2)
  • Intimidate - 10 (+10)
  • Knowledge: Tactics - 2 (+3)
  • Medicine - 3 (+5)
  • Notice - 10 (+12)
  • Pilot - 6 (+8)
  • Search - 4 (+5)
  • Sense Motive - 0 (+2)
  • Stealth - 15 (+17)
  • Survival - 5 (+7)
  • Swim - 0 (+2)
--------------------------------------

----------Feats---------
  • Accurate Attack: Reduce damage bonus to increase attack bonus
  • All-out Attack: Reduce defense bonus to increase attack bonus
  • Attack Specialization (1): Martial Strike
  • Attack Specialization (1): Telekinesis
  • Benefit (1): Gain 1 minor benefit
  • Dodge Focus (6): +6 dodge bonus
  • Evasion (1): Suffer 1/2 damage from attacks allowing a Reflex save
  • Fearless: Immunity to fear effects
  • Improved Initiative (1): +4 bonus on initiative checks
  • Power Attack: Reduce attack bonus to increase damage bonus
  • Sneak Attack (1): +2 damage when you surprise attack an opponent
  • Uncanny Dodge: Hearing
--------------------------------------

----------Powers---------
Super-Senses (Mental Awareness) {} - Power Rank 1 - Cost 1 (1 * 1)

Mind Sheild {} - Power Rank 3 - Cost 3 (1 * 3)

Strike {} - Power Rank 1 - Cost 2 (1 * 1 + 1)
Power Feats: Mighty

Telekinesis {} - Power Rank 10 - Cost 36 (3 * 10 + 6)
Extras: Damaging
Power Feats: Accurate, Precise, Improved Range

Alternate Power 1 of Telekinesis (30/33)
Mental Blast {} - Power Rank 8 - Cost 30 (3 * 8 + 6)
Extras: Vampiric
Flaws: Touch
Power Feats: Accurate x2, Extended Reach x3, Incurable

Alternate Power 2 of Telekinesis (31/33)
Mind Control {} - Power Rank 10 - Cost 31 (3 * 10 + 1)
Extras: Sensory Link
Power Feats: Mental Link

Alternate Power 3 of Telekinesis (31/33)
Mind Reading {} - Power Rank 7 - Cost 31 (4 * 7 + 3)
Extras: Action x2, Area-Burst
Power Feats: Progression-Area, Selective, Subtle

Camo Tactical Armour & Gear (Device; Hard to Lose) {} - Power Rank 3 - Cost 12 (4 * 3)

Component of Container Camo Tactical Armour & Gear (Device; Hard to Lose)
Strike {} - Power Rank 5 - Cost 6 (1 * 5 + 1)
Power Feats: Accurate

Component of Container Camo Tactical Armour & Gear (Device; Hard to Lose)
Feature (Improvised Tools) {} - Power Rank 1 - Cost 1 (1 * 1)

Component of Container Camo Tactical Armour & Gear (Device; Hard to Lose)
Protection {} - Power Rank 6 - Cost 6 (1 * 6)

Component of Container Camo Tactical Armour & Gear (Device; Hard to Lose)
Concealment (All Visual) {} - Power Rank 4 - Cost 2 (0.5 * 4)
Flaws: Passive, Partial
--------------------------------------


----------Complications---------
Power Complication
Description: Loses Effectiveness of Telekinesis if Hands are not free.
--------------------------------------

----------Cost Summary---------
Abilities: 18
Combat: 24
Saves: 18
Skills: 19
Feats: 17
Powers: 54
Total Cost: 150
--------------------------------------"
 


"Divvying up"?

I was unaware that John Stone was filling a leadership role.

I suggested you focus on the Investigator and Arsenal Leader-ish stuff.

Master Plan, Benefit Master Tactician, Teamwork, Knowledge Tactics +12 altogether is very much a leader/tactician skill set which you said it would be okay for Arsenal to take over as a Captain America homage.

So you and DM-Matt have to decide who wants what, with hopefully a minimum of crossover.
 


h4h- Jemal changed his age to 34 after initially putting it down as 29, but your GM's Roll Call thread didn't incorporate this, probably b/c you put the sheet up before he made this change. The sheet has his will save listed at +11, even though not all Will saves are caused by mental powers, so that some of this is mind shield should be noted. Also, his Benefit feat isn't listed as Security Clearance, and, for what it's worth, the Evasion feat description is the entirely wrong one for Evasion 1.

For Dragon Fist, Ultimate Defense isn't just limited to rerolling crits against him as your sheet indicates; it's just that it's going to get used on crits a lot via my standing orders; less so on other attacks. His Uncanny Dodge is based on hearing.

Note that Dragon Fist's Leaping distance when using his Leaping power is going to be quite a bit higher than what's listed on the sheet due to his Acrobatics skill, as Steve has said here that you multiply for Leaping after adding for Acrobatics (edit- if I take 10 on Acrobatics, which I'll usually do it exactly doubles the distances you've listed). Also, the speed totals for the "Speed/Flight" powers on these characters are a little off in that it lists ft/round but that's actually ft per move action.

Just wondering, what program did these character sheets come from?
 
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h4h- Jemal changed his age to 34 after initially putting it down as 29, but your GM's Roll Call thread didn't incorporate this, probably b/c you put the sheet up before he made this change. The sheet has his will save listed at +11, even though not all Will saves are caused by mental powers, so that some of this is mind shield should be noted. Also, his Benefit feat isn't listed as Security Clearance, and, for what it's worth, the Evasion feat description is the entirely wrong one for Evasion 1.

Also I don't think the mind shield should be automatically calculated into will, since there will be times where it does not count, since the duration is Sustained. So I think if anything it should be noted more like Force Field, with one being the bonus with Mind Shield on and the other when it's off.
 

Mark Chance- at the moment, your Uncanny Dodge on the hammer seems a little out of place, but you could easily justify Uncanny Dodge (Visual) as a regular feat given that you're a skilled FBI operative (and if you drop even 1 pp of the tactician-type abilities, that will free up the pp).

What to spend that last pp in the container on, then?

How about taking an AP of your 14 pp strike power:
Trip 7 (Extras: Knockback, Area-Cone, Flaw: Range-Touch) (14 pp) :)

If you want an even more powerful, but slower acting effect, add the Range Perception extra ( and change it to a Targeted Area so it still works on targets you can't perceive but is blocked by cover) and the Action- Full Action flaw.
 
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I suggested you focus on the Investigator and Arsenal Leader-ish stuff.

Master Plan, Benefit Master Tactician, Teamwork, Knowledge Tactics +12 altogether is very much a leader/tactician skill set which you said it would be okay for Arsenal to take over as a Captain America homage.

So you and DM-Matt have to decide who wants what, with hopefully a minimum of crossover.

I understood it be an issue of roles, not feats and skills. If Arsenal wants to fill the leadership role, that fine with me and Stone. Why this seems to necessitate Stone losing (downgrading?) certain feats and skills isn't clear.

There seems to me to be an unnecessary level of concern that each hero have a sacrosanct niche to fill. For example, if Stone is the "investigator," should I now be concerned that Jemal's hero, who can read minds, is infringing on Stone's role?

To go with the example of Captain America, was he always the leader of the Avengers? There was never a time when he was the leader that another Avenger who'd filled that role had take his orders?
 

I understood it be an issue of roles, not feats and skills. If Arsenal wants to fill the leadership role, that fine with me and Stone. Why this seems to necessitate Stone losing (downgrading?) certain feats and skills isn't clear.

There seems to me to be an unnecessary level of concern that each hero have a sacrosanct niche to fill. For example, if Stone is the "investigator," should I now be concerned that Jemal's hero, who can read minds, is infringing on Stone's role?

To go with the example of Captain America, was he always the leader of the Avengers? There was never a time when he was the leader that another Avenger who'd filled that role had take his orders?

I'm not sure what the masterplan and various tactical stuff has to do with the leadership role. Also it doesn't matter if we have someone who can do a bit of something, as long as the other with that role as primary doesn't feel that it's challenging. I would think Leadership, Inspire and Teamwork would be far more important skills for a leader anyway. Just because someone is tactically clever, does not automatically put them as the natural leaders.
 

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