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[M&M2E] Freedom League Unlimited (OOC)
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<blockquote data-quote="Elric" data-source="post: 4409030" data-attributes="member: 1139"><p>OK, now my task gets a little harder, since you have to also find 3 pp to comply with the rule about base defense/dodge focus.</p><p></p><p>Revised advice:</p><p><strong>1)</strong> Drop that Enhanced Intelligence by 8 pp, but pick up 4 more ranks in Knowledge: Physical science and Craft (Chemical) to keep those scores the same. (+6 pp)</p><p><strong>2)</strong> Up your Constitution back to 14, lowering Defensive Roll to 3 ranks and dropping 2 pp from your Fort save (even; 0 pp). This keeps you less vulnerable if denied your Dodge bonus to Defense.</p><p><strong>3)</strong> Add Super-Movement 2 (Water Walking and Wall Crawling 1, both Limited [only while running]). Running up buildings is fun! (-2 pp)</p><p><strong>4)</strong> Add +2 Reflex save, +1 Fortitude save and +1 Will save (-4 pp)</p><p><strong>5) </strong>I highly doubt that h4h will let you break PL limits by 10 points of Toughness against physical attacks using the Spinning power and given that you have insubstantial, you don't need this just for the benefit against grapples/snares. So if you want spinning, I’d suggest Spin Attack, from Ultimate Power (there’s an analogous option in UP with the somewhat more effective Stun power to represent a micro sonic boom if that appeals to you instead).</p><p><strong>Spin Attack:</strong> You grab a target and spin him around rapidly, causing a Nauseate effect at your Super-Speed power rank.</p><p></p><p><strong>6)</strong> Drop Deflect. That your Deflect bonus is so much lower than your actual Defense (+10 Deflect vs. +15 Defense) means that you will be quite unlikely to Deflect any attack that actually hits you. +1 pp</p><p><strong>7)</strong> To comply with the house rule on Base Defense/Dodge Focus, add 3 ranks of Base Defense and drop 3 ranks of Dodge Focus (-3 pp)</p><p><strong>8)</strong> Drop 2 ranks of Attack Focus (Melee) and replace it with 1 rank of Attack Specialization (Unarmed). (+1 pp)</p><p><strong>9)</strong> Drop 4 ranks of Profession: Chemist. Personally, back when I was GMing M&M, I could only rarely figure out a way to get characters to make Profession checks when some other skill check (often Knowledge) wouldn’t suffice. Under this set of build changes, it seems like her pre-accident skill bonus of +10 Knowledge (Physical Sciences) and +10 Craft (Chemical) would be more than enough to qualify her as a good research chemist without needing 8 ranks in Profession. (+1 pp)</p><p></p><p>OK, that all balances pp-wise.</p><p></p><p><strong>10)</strong> Your Strike power in the Super-Speed array is only built on 10 pp, but you have 20 pp available to spend. Turning this into Strike 10 (Extra: Autofire) would make your character quite powerful on offense, but not overpowered, and is very appropriate for a speedster.</p></blockquote><p></p>
[QUOTE="Elric, post: 4409030, member: 1139"] OK, now my task gets a little harder, since you have to also find 3 pp to comply with the rule about base defense/dodge focus. Revised advice: [B]1)[/B] Drop that Enhanced Intelligence by 8 pp, but pick up 4 more ranks in Knowledge: Physical science and Craft (Chemical) to keep those scores the same. (+6 pp) [B]2)[/B] Up your Constitution back to 14, lowering Defensive Roll to 3 ranks and dropping 2 pp from your Fort save (even; 0 pp). This keeps you less vulnerable if denied your Dodge bonus to Defense. [B]3)[/B] Add Super-Movement 2 (Water Walking and Wall Crawling 1, both Limited [only while running]). Running up buildings is fun! (-2 pp) [B]4)[/B] Add +2 Reflex save, +1 Fortitude save and +1 Will save (-4 pp) [B]5) [/B]I highly doubt that h4h will let you break PL limits by 10 points of Toughness against physical attacks using the Spinning power and given that you have insubstantial, you don't need this just for the benefit against grapples/snares. So if you want spinning, I’d suggest Spin Attack, from Ultimate Power (there’s an analogous option in UP with the somewhat more effective Stun power to represent a micro sonic boom if that appeals to you instead). [b]Spin Attack:[/b] You grab a target and spin him around rapidly, causing a Nauseate effect at your Super-Speed power rank. [b]6)[/b] Drop Deflect. That your Deflect bonus is so much lower than your actual Defense (+10 Deflect vs. +15 Defense) means that you will be quite unlikely to Deflect any attack that actually hits you. +1 pp [b]7)[/b] To comply with the house rule on Base Defense/Dodge Focus, add 3 ranks of Base Defense and drop 3 ranks of Dodge Focus (-3 pp) [b]8)[/b] Drop 2 ranks of Attack Focus (Melee) and replace it with 1 rank of Attack Specialization (Unarmed). (+1 pp) [b]9)[/b] Drop 4 ranks of Profession: Chemist. Personally, back when I was GMing M&M, I could only rarely figure out a way to get characters to make Profession checks when some other skill check (often Knowledge) wouldn’t suffice. Under this set of build changes, it seems like her pre-accident skill bonus of +10 Knowledge (Physical Sciences) and +10 Craft (Chemical) would be more than enough to qualify her as a good research chemist without needing 8 ranks in Profession. (+1 pp) OK, that all balances pp-wise. [b]10)[/b] Your Strike power in the Super-Speed array is only built on 10 pp, but you have 20 pp available to spend. Turning this into Strike 10 (Extra: Autofire) would make your character quite powerful on offense, but not overpowered, and is very appropriate for a speedster. [/QUOTE]
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