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[M&M2E] Freedom League Unlimited (OOC)
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<blockquote data-quote="Jemal" data-source="post: 4410113" data-attributes="member: 9026"><p>I think I'm going to just drop the blast wave, it was an interesting attempt but there's too many problems with getting it to actually work right.</p><p></p><p>I added subtle to everything b/c I thought it made sense for a sneaky type, but it seems like you're saying that a sneaky character having subtle is too powerful. </p><p></p><p>Allright, how's this look? I think it keeps the sneakiness and the hittiness without breaking either. I dropped hide in plain sight and replaced it with a camo device that doesn't work while I'm attacking. This way he can sneak in, hit hard at the start, then be visible and hard hitting until he wants to withdraw.</p><p></p><p>[sblock=Psyker V.4: Under Construction]</p><p>Psyker - PL 10</p><p></p><p>Abilities: </p><p>STR 14 (+2)</p><p>DEX 14 (+2)</p><p>CON 14 (+2)</p><p>INT 14 (+2)</p><p>WIS 12 (+1)</p><p>CHA 10 (+0)</p><p></p><p>Combat : </p><p>Initiative + 6</p><p>Defense 22 (6 base + 6 dodge)</p><p>Base Attack + 6 (+8 ranged)</p><p>Attacks: </p><p>Telekinesis: +10, Toughness DC 25 [100']</p><p>Mind Drain: +10 , Will DC 23(25 sneak) [10']</p><p></p><p>Saves: Toughness +8 (6 protection + 2 con), Fort +8 (6 base + 2 con), Reflex +8 (6 base + 2 dex), Will +10 (10 mind shield)</p><p></p><p>Skills: (88 ranks) Acrobatics(+8/6), Concentration(+6/4), Disable Device(+10/8), Drive (+6/4), Intimidate(+10/10), Knowledge: Tactics(+6/4), Medicine (+5/4), Notice(+12/11), Pilot (+8/6), Search (+6/4), Sleight of Hand (+6/4), Stealth(+17/15), Survival (+9/8)</p><p></p><p>Feats: Accurate Attack, All-out Attack, Attack Focus: RangedX2, Benefit(Security Clearance), Dodge FocusX6, Evasion, Fearless, Improved Initiative, Improvised Tools, Luck, Power Attack, Sneak Attack, Uncanny Dodge(hearing)</p><p></p><p>Powers: </p><p>Super Senses 1(1pp): Mental Awareness</p><p>Mind Shield 10 (10pp)</p><p></p><p>Psy-Array (35 pp)</p><p>Telekinesis 10 [Effective Strength 50](32 pp) - Damaging(+1), PF: Accurate, Precise</p><p> -x- Mind Drain [Mental Blast 8](28pp) - Range(-2, Touch), Vampiric(+1), PF: Accurate, Incurable, Extend ReachX2</p><p> -x- Mind Control 10 (31pp) - Sensory Link(+1), Duration(+1), Limited to One Thrall(-1) PF: Mental Link</p><p> -x- Mind Reading 7 (31pp) - Action(+2), Area:Burst(+1), PF: SubtleX2, Selective</p><p>**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.**</p><p>**MIND CONTROL: Duration=Sustained (This would normally allow for multiple thralls, so I limited it to one thrall, with sensory and mental links.)</p><p></p><p></p><p>Camo Tactical Armour: Device 2 (8pp, Hard to loose): </p><p> -x -Protection 6(6pp)</p><p> -x- 2pp</p><p> -x- Concealment 4(2pp) - All Visual Senses, Blending(-1), Partial(-1) **The vest functions off 'active camouflage' technology**</p><p></p><p></p><p>Tradeoffs: -2 toughness/+2 Defense, </p><p>COST: 16 Abilities + 22 Skills + 19 Feats + 54 Powers + 24 Combat + 12 Saves = 147/150</p><p>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. </p><p></p><p>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.</p><p>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.</p><p></p><p>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.</p><p>[/sblock]</p><p></p><p></p><p>I AM the tinfoil hat. Assuming I find a way to keep Mind Control at a reasonable level, I should be able to counter the offending party.</p></blockquote><p></p>
[QUOTE="Jemal, post: 4410113, member: 9026"] I think I'm going to just drop the blast wave, it was an interesting attempt but there's too many problems with getting it to actually work right. I added subtle to everything b/c I thought it made sense for a sneaky type, but it seems like you're saying that a sneaky character having subtle is too powerful. Allright, how's this look? I think it keeps the sneakiness and the hittiness without breaking either. I dropped hide in plain sight and replaced it with a camo device that doesn't work while I'm attacking. This way he can sneak in, hit hard at the start, then be visible and hard hitting until he wants to withdraw. [sblock=Psyker V.4: Under Construction] Psyker - PL 10 Abilities: STR 14 (+2) DEX 14 (+2) CON 14 (+2) INT 14 (+2) WIS 12 (+1) CHA 10 (+0) Combat : Initiative + 6 Defense 22 (6 base + 6 dodge) Base Attack + 6 (+8 ranged) Attacks: Telekinesis: +10, Toughness DC 25 [100'] Mind Drain: +10 , Will DC 23(25 sneak) [10'] Saves: Toughness +8 (6 protection + 2 con), Fort +8 (6 base + 2 con), Reflex +8 (6 base + 2 dex), Will +10 (10 mind shield) Skills: (88 ranks) Acrobatics(+8/6), Concentration(+6/4), Disable Device(+10/8), Drive (+6/4), Intimidate(+10/10), Knowledge: Tactics(+6/4), Medicine (+5/4), Notice(+12/11), Pilot (+8/6), Search (+6/4), Sleight of Hand (+6/4), Stealth(+17/15), Survival (+9/8) Feats: Accurate Attack, All-out Attack, Attack Focus: RangedX2, Benefit(Security Clearance), Dodge FocusX6, Evasion, Fearless, Improved Initiative, Improvised Tools, Luck, Power Attack, Sneak Attack, Uncanny Dodge(hearing) Powers: Super Senses 1(1pp): Mental Awareness Mind Shield 10 (10pp) Psy-Array (35 pp) Telekinesis 10 [Effective Strength 50](32 pp) - Damaging(+1), PF: Accurate, Precise -x- Mind Drain [Mental Blast 8](28pp) - Range(-2, Touch), Vampiric(+1), PF: Accurate, Incurable, Extend ReachX2 -x- Mind Control 10 (31pp) - Sensory Link(+1), Duration(+1), Limited to One Thrall(-1) PF: Mental Link -x- Mind Reading 7 (31pp) - Action(+2), Area:Burst(+1), PF: SubtleX2, 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.** **MIND CONTROL: Duration=Sustained (This would normally allow for multiple thralls, so I limited it to one thrall, with sensory and mental links.) Camo Tactical Armour: Device 2 (8pp, Hard to loose): -x -Protection 6(6pp) -x- 2pp -x- Concealment 4(2pp) - All Visual Senses, Blending(-1), Partial(-1) **The vest functions off 'active camouflage' technology** Tradeoffs: -2 toughness/+2 Defense, COST: 16 Abilities + 22 Skills + 19 Feats + 54 Powers + 24 Combat + 12 Saves = 147/150 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. 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 AM the tinfoil hat. Assuming I find a way to keep Mind Control at a reasonable level, I should be able to counter the offending party. [/QUOTE]
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