[M&M2E] Freedom League Unlimited (OOC)


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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.

Uhm, who is that survivor? If you can give me a link or a book to look it up, I might be able to help.
 

I don't know what PL 12 Phantom Zone character you are referring to (is this a published character somewhere?), but if you post the stats you have at the moment I'll try to take a look.

It's from the DC Universe Animated Sourcebook

PHANTOM ZONE SURVIVOR
PL: 12
Init +9 (+3 DEX, +6 Super-DEX)
Defense 23/14 (+4 Base, +3 DEX, +6 Super-DEX)
Attack +9 Melee (+5 Base, +4 STR)
+8 Ranged (+3 DEX)
SV DMG +10 (+6 Super-CON)
Fort +10 (+6 Super-CON)
Ref +9 (+6 Super-DEX)
Will +1

STR 18, DEX 16, CON 18,
INT 12, WIS 12, CHA 12

SKILLS: Spot +10

FEATS:
Durability
Penetration Vision (not vs. lead)
Ultra-Hearing

POWERS
Flaw: All Powers and Super-Feats are lost under the light of a red sun; either natural or artificially generated
Energy Blast +10 [Source: Alien; Cost: 1pp]
Flight +10 [Source: Alien; Power Stunt: Super-Flight; Cost: 1pp]
Microscopic Vision +8 [Source: Alien; Cost: 1pp]
Super-Constitution +6 [Extra: Super-Dexterity; Source: Alien; Cost: 6pp],
Super-Strength +12 [Extra: Super-Breath, Protection; Source: Alien; Cost: 5pp]
Telescopic Vision +8 [Source: Alien; Cost: 1pp]

WEAKNESS: Susceptible (Kryptonite), Vulnerable (Magic)

SPECIAL: To create a "quick and dirty" unique Kryptonian, up the PL to 13 and add 15 points to skills and feats, or to powers where applicable.
 



Wow, it's going to be hell to make that a 2nd edition M&M character. Also not sure the GM will allow the flaw on all powers, since it's extremely limited and not likely to be something encounted during the game.
 

Well, I think it would end out as something like this for the template that you can add on the character to make him into Kryptonian:

Enhanced Strength 20 (Cost: 20 PP)
Enhanced Constitution 20 (Extra: Impervious 10; Cost: 30 PP)
Enhanced Dexterity 10 (Cost: 10 PP)
Flight 5 (250 MPH; Cost: 10 PP)
Super-Senses 10 (Extended Sight, Acute and Extended Hearing, X-Ray Vision, Ultra Hearing, Microscopic Vision 2; Alternate Power: Blast 5 (eyebeams); Cost: 11pp)
Super-Strength 10 (Alternate Power: Super-Breath; Cost 21 PP)

Total: 102 PP

That leaves 48 PP to make the rest of the character. As for the flaw of losing power under a Red Sun, it's a bit too much cheese IMO, so I have not added it.
 

To achieve the thing about losing power under a Red Sun, you should take the Power Loss drawback from Ultimate Power. It provides 1-3 PP, depending of how often you are in situations where you suffer from a power loss. Red Sun is likely a 1 PP drawback since it's not often you're in such a situation.
 

To achieve the thing about losing power under a Red Sun, you should take the Power Loss drawback from Ultimate Power. It provides 1-3 PP, depending of how often you are in situations where you suffer from a power loss. Red Sun is likely a 1 PP drawback since it's not often you're in such a situation.
Artificial Red Suns do the trick too.
 


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