[M&M2E] Freedom League Unlimited (OOC)

This is a pretty good example of a concept I really dig and is perfect for the game but point crunchiness of the character creation fails for me.

He is a good enough Navy SEAL to get actual 'trained' powers but he has less base combat then a typical infantryman listed in the rulebook. Instead he is heavily relying on his armor for "skill".

And while I am sure all the math is by-the-book and it takes a lot of skill to build a character so efficiently (which I can appreciate) having so many multiple arrays, some which are dynamic is frankly too much of a headache for me to GM.
Multiple recalculating points from round to round and what figuring out your shapable targeted area attack can or cant hit altogether is too much for work for me.

Also I don't need characters that can "do-it-all" or outshines other players as it makes it less fun for all of us.

Basically the build is too complex for my game style and has been point crunched to the point where the concept has lost it's integrity for me.

If you would like to resubmit a more streamlined build for the same concept I think that would be great but I understand if you do not want to. :)


I'm working on it, and have simplified him a whole lot. At the moment the main issue is fitting in the "badass not in the suit as well" stuff, since in what is already a crowded archetype (Iron Man is really about PL12, so there is cutting anyway). A lot of that involves spending points that are only effective on the rare occasion he's fighting out of his suit (exhibit a: guns), and I'm not yet able to still have enough extra points for a variable equipment 1 container. What do you want the extent of his out-of-suit capabilities to be?

EDIT: Max so far.

[sblock]
Arsenal of Democracy
Max Rosenbaum

Power Level 10 (150 pp)

Abilities:
STR: 14 (34), DEX: 12, CON: 20, INT: 20, WIS: 12, CHA: 10

Skills: Bluff 4 (+4/+7), Diplomacy 10 (+10/+14), Gather Information 12 (+12), Computers 12 (+17/19 in suit), Knowledge [Business] 4 (+9), Notice 10 (+11), Survival 4 (+5), Sense Motive 8 (+9), Swim 0 (+2/+12 suit)

Feats: Accurate Attack, Attractive, Benefit (Wealthy- CEO of MaxCorp), Connected, Evasion, Improved Initiative, Jack-of-All-Trades, Luck, Power Attack, Tough, Uncanny Dodge (Visual), Well-Informed

Powers:

SEAL "Powers" (Some feats and skills are from that source, too) 4pp :
Speed 1 (1pp)
Swimming 1 (1pp)
Immunity 2: No Need To Breathe [Flaw:Partial] (1pp)
Super-Senses 1: Danger Sense (1pp)

Device 15 [Battlesuit, Hard To Lose) (60pp):
Feature 1: On-Board Masterwork Computer (1pp)
Mask: (Buy off Limited Flaw on No Need To Breathe) (1pp)
Unobtainium Armor: Protection 7 (Extra: Impervious) (14pp)
Neutrino Scanners (6 pp): Super-Senses 6 (Accurate, Acute, Analytical, Extended, Radius, Ranged, Extended Range Radio Sense (Radar + Acute, Analytical, and Extended)
Force Bucklers: Shield 2 (2pp)

Personal Anti-Grav Generators (14 pp): Flight 5 (250 mph), Super-Strength 2

Communications Array 7pp (6pp +1ap)
Radio: Communication 6 (Radio)
AP: Datalink 3 (Power Feat: Machine Control), Quickness 6 (Limited: Computers)

Blast Array: 30 pp (26 pp base + 4 Alternate Powers)
Enhanced Strength 20 & Enhanced Feat 2: Attack Focus 2 (Melee) & Super-Strength 2 (22.4 tons) (26 pp)
AP: Force Lance, Blast 12 (Power Feats: Accurate, Precise) (26 pp) [Force]
AP: Sonic Blast, Stun 12 (Extra: Ranged, Flaw: Full-Round Action, Power Feats: Accurate, Precise) (26 pp) [Sonic]
AP: Lightning Bolt, Blast 12 Extras: Targeted Area- Line, Flaw: Range-Touch, PF: Accurate, Precise (26pp) [Electricity]
AP: Rocket, Blast 8 (Extra: Area- Burst) (24 pp)

Saves: Toughness: +13 (7 Impervious), Fortitude: +7, Reflex: +7, Will: +5

Combat: Attack: +6 (+8 Unarmed/Blast/Stun) [Unarmed/Blast Toughness DC 27, Stun Fort DC22], Defense 17 (13 Flat Footed), Initiative +5, Grapple +24 (with Enhanced Strength active, +10 without), Knockback -10

Drawbacks: Normal Identity (Full Round Action) -4 pp,

Abilities 28 + Skills 16 + Feats 12 + Powers 64 + Combat 22 (Base Defense 5, Base Attack 6) + Saves 12 - Drawbacks 4= 150
[/sblock]

Probably the nearest to the chopping block for the equipment is the lightning bolt and the radio sense, but I might need to find more points than that.
 
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I haven't gone over the details but the sheet is a hell of a lot easier to read and he can now kick a infantryman's @$$ out of the armor which is good. :)
 

I have a question for any who have more experience with the system than I:
RE: Equipment bonuses. It states they don't stack with other bonuses, but what about stats?
EX: If I had a character wearing, say, a tactical vest, would I still be able to add my Con to the +4 equipment bonus? Is it just protection it doesn't stack with, or does it replace ALL other modifiers? It seems from the example 'supporting characters' that it DOES stack with everything except ranks in protection.

My 'forcemaster' concept is changing more and more from the original base as I transform it away from Magic.. I think I'm going to be revisiting the entire concept as a type of psi-soldier (Anybody ever played Psi-ops?),
You don't think a psionically powered character trained as a special-ops soldier and now enlisting in a new team (Outfitted with a blaster rifle and body armour to augment his psi powers) would be out of flavour, do you?

Also, I think he'd work well with MAX, both being soldier types.

Although Fortuna might pair nicely with Shayuri's proposed 'jaguar' character, both being powered by/incarnations of gods..
 
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Psi-ops could work. Its all in how you approach it. If he is a gun-toting vigilante in the vein of Punisher? then Freedom League probably wouldn't send an invite.

To answer your question. Protection from equipment does not stack with Enhanced Traits that add to your toughness. So it stacks with your normal con and stuff like Defensive Roll.
 

I have a question for any who have more experience with the system than I:
RE: Equipment bonuses. It states they don't stack with other bonuses, but what about stats?
EX: If I had a character wearing, say, a tactical vest, would I still be able to add my Con to the +4 equipment bonus? Is it just protection it doesn't stack with, or does it replace ALL other modifiers? It seems from the example 'supporting characters' that it DOES stack with everything except ranks in protection.

Armor stacks with Constitution and Defensive Roll, just not other equipment or powers (Protection, Force Field, and presumably Enhanced Con). See http://www.atomicthinktank.com/viewtopic.php?t=12183
 

To answer your question. Protection from equipment does not stack with Enhanced Traits that add to your toughness. So it stacks with your normal con and stuff like Defensive Roll.

Cool, that's what I was hoping for. It just makes more sense than having lots of ranks in protection (why?) or having a really high Defense.

Psi-ops could work. Its all in how you approach it. If he is a gun-toting vigilante in the vein of Punisher? then Freedom League probably wouldn't send an invite.

No, not punisher style. He'd have a gun, but it wouldn't be his primary fall-back in most cases. I'm thinking more of a captain america/nick shield/iron man/etc/etc feel. He just wants to help people, and with his Psi-powers, Military Training, and gear, he's like a super-charged 'serve and protect' :). He'd be joining the League b/c it's more apropriate to his powers that he be among super-heroes fighting super-threats.

Hmm.. now for a name...
the Protector? Patriot? Psi-guy? *L* I'll think of something.
 

If you make his Psionics the result of cybernetic enhancements you could call him Psi-Borg, Psyborg, or Psyber. But I dont know if that would fit into your backstory.
 

I'm withdrawing my Think Tank idea, since TK stuff is what Jemal is focusing on. And we also have a battlesuit submission, so a psion battle suit guy is probably doubly poor. With the forcemaster's military focus, maybe he could use the Think Tank name?

Most of my 4 colorish ideas would also be stepping on someone's toes, but I think I have another idea that could work, which I'll post in more detail tommorrow since it's really late.
 

hmm... Cybernetic implants, you say... I don't think they'd fit as to origin of his psi powers, but cybernetic enhancement to an allready psi-powered military spec-ops characte wouldn't be too far out there.
 

Dammit. This discussion is already going a mile a minute. I doubt I'd be able to keep up with the game.

Also having difficulty reverse engineerering the PL12 Phantom Zone Survivor as a PL10 character. Any help would be appreciated.
 

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