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[M&M2E] Freedom League Unlimited (OOC)
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<blockquote data-quote="Jemal" data-source="post: 4410351" data-attributes="member: 9026"><p>Hmm.. are you reffering again to the online errata? I just re-read Immunity in UP, and it doesn't mention mental anywhere. 20pp is listed as "a very common power descriptor, all non-lethal physical damage, all non-lethal energy damage, all lethal physcial damage, all lethal energy damage", whereas in the core book 10pp lists Mental under it's "common powers".</p><p></p><p>I guess the easiest way is to just ask the GM how common mental effects (used against the party) are going to be in this campaign, and then figure out if I can afford it. </p><p>EDIT: Hmm, was just thinking: How much of a difference would there be between using the 'mental' descriptor and using a 'psychic' descriptor for the immunity? I presume Psychic would be less common, but would also protect against things like my own TK (or rather, that of another psychic), while not providing me protection against, for instance, a magical charm. Would that be a better idea?)</p><p></p><p>re: Mind Drain - Hmm, yeah that works. though I think extended reach is just 5'/rank, not progressive, so I'd need 4 ranks for 20' (which is about what I was going for anyways). I can afford that though.</p><p></p><p></p><p>Hmm. why?</p><p></p><p>Well, here we go again. update time. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p>[sblock=Psyker V4.5]</p><p>Psyker - PL 10</p><p></p><p>Abilities: </p><p>STR 12 (+1)</p><p>DEX 12 (+1)</p><p>CON 12 (+1)</p><p>INT 12 (+1)</p><p>WIS 14 (+2)</p><p>CHA 10 (+0)</p><p></p><p>Combat : </p><p>Initiative + 5</p><p>Defense 22 (6 base + 6 dodge)</p><p>Base Attack + 6 (+7 Grapple)</p><p>Attacks: </p><p>Telekinesis: +10, Toughness DC 25 [2500'] **I understand this is quite the range, I don't really want a full mile worth of range, but 100 is too short, and this is the next step on the 'Progression table'. I'd be happy with say half this, if you think 2500' is too much.**</p><p>Mind Drain: +10 , Will DC 23(25 Sneak) [20']</p><p>Martial Strike: +10, Toughness DC 22(24 Sneak)</p><p></p><p>Saves: Toughness +8 (7 protection + 1 con), Fort +8 (7 base + 1 con), Reflex +8 (7 base + 1 dex), Will +10 (8 base + 2 wis)</p><p></p><p>Skills: (76 ranks) Acrobatics(+7/6), Concentration(+5/4), Disable Device(+9/8), Drive (+5/4), Intimidate(+8/8), Knowledge: Tactics(+3/2), Medicine (+6/4), Notice(+12/10), Pilot (+7/6), Search (+5/4), Stealth(+16/15), Survival (+7/5)</p><p></p><p>Feats: Accurate Attack, All-out Attack, Attack Specialization:Martial Strike, Attack Specialization; Telekinesis, Benefit(Security Clearance), Dodge FocusX6, Evasion, Fearless, Improved Initiative, Power Attack, Sneak Attack, Uncanny Dodge(hearing)</p><p></p><p>Powers: </p><p>Martial Training [Strike 1](2p): PF: Mighty</p><p>Super Senses 1(1pp): Mental Awareness</p><p>Immunity 10 (5pp): Immunity to mental(maybe psychic?) effects, Limit(-1, Half effect) *Awaiting GM Advice*</p><p></p><p>Psy-Array (36 pp)</p><p>Telekinesis 10 [Effective Strength 50](33 pp) - Damaging(+1), PF: Accurate, Precise, Progress(Range)</p><p> -x- Mind Drain [Mental Blast 8](31pp) - Range(-2, Touch), Vampiric(+1), PF: AccurateX2, Incurable, Extend ReachX4</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 (30pp) - Action(+2), Area:Burst(+1), PF: Subtle, 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>Camo Tactical Armour & Gear: Device(s) 3 (12pp, Hard to loose): </p><p> -x- Combat Gloves [Enhanced Strike 5](6pp) PF: Accurate</p><p> -x- Utility Gear(1pp): Improvised Tools feat</p><p> -x -Protection 7(7pp)</p><p> -x- Concealment 4(1pp) - All Visual Senses, Blending(-1), Partial(-1), Passive(-1) **The vest functions off 'active camouflage' technology** </p><p></p><p></p><p>Tradeoffs: -2 toughness/+2 Defense, </p><p>COST: 12 Abilities + 19 Skills + 17 Feats + 56 Powers + 24 Combat + 22 Saves = 150/150</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>INFO:</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></blockquote><p></p>
[QUOTE="Jemal, post: 4410351, member: 9026"] Hmm.. are you reffering again to the online errata? I just re-read Immunity in UP, and it doesn't mention mental anywhere. 20pp is listed as "a very common power descriptor, all non-lethal physical damage, all non-lethal energy damage, all lethal physcial damage, all lethal energy damage", whereas in the core book 10pp lists Mental under it's "common powers". I guess the easiest way is to just ask the GM how common mental effects (used against the party) are going to be in this campaign, and then figure out if I can afford it. EDIT: Hmm, was just thinking: How much of a difference would there be between using the 'mental' descriptor and using a 'psychic' descriptor for the immunity? I presume Psychic would be less common, but would also protect against things like my own TK (or rather, that of another psychic), while not providing me protection against, for instance, a magical charm. Would that be a better idea?) re: Mind Drain - Hmm, yeah that works. though I think extended reach is just 5'/rank, not progressive, so I'd need 4 ranks for 20' (which is about what I was going for anyways). I can afford that though. Hmm. why? Well, here we go again. update time. :) [sblock=Psyker V4.5] Psyker - PL 10 Abilities: STR 12 (+1) DEX 12 (+1) CON 12 (+1) INT 12 (+1) WIS 14 (+2) CHA 10 (+0) Combat : Initiative + 5 Defense 22 (6 base + 6 dodge) Base Attack + 6 (+7 Grapple) Attacks: Telekinesis: +10, Toughness DC 25 [2500'] **I understand this is quite the range, I don't really want a full mile worth of range, but 100 is too short, and this is the next step on the 'Progression table'. I'd be happy with say half this, if you think 2500' is too much.** Mind Drain: +10 , Will DC 23(25 Sneak) [20'] Martial Strike: +10, Toughness DC 22(24 Sneak) Saves: Toughness +8 (7 protection + 1 con), Fort +8 (7 base + 1 con), Reflex +8 (7 base + 1 dex), Will +10 (8 base + 2 wis) Skills: (76 ranks) Acrobatics(+7/6), Concentration(+5/4), Disable Device(+9/8), Drive (+5/4), Intimidate(+8/8), Knowledge: Tactics(+3/2), Medicine (+6/4), Notice(+12/10), Pilot (+7/6), Search (+5/4), Stealth(+16/15), Survival (+7/5) Feats: Accurate Attack, All-out Attack, Attack Specialization:Martial Strike, Attack Specialization; Telekinesis, Benefit(Security Clearance), Dodge FocusX6, Evasion, Fearless, Improved Initiative, Power Attack, Sneak Attack, Uncanny Dodge(hearing) Powers: Martial Training [Strike 1](2p): PF: Mighty Super Senses 1(1pp): Mental Awareness Immunity 10 (5pp): Immunity to mental(maybe psychic?) effects, Limit(-1, Half effect) *Awaiting GM Advice* Psy-Array (36 pp) Telekinesis 10 [Effective Strength 50](33 pp) - Damaging(+1), PF: Accurate, Precise, Progress(Range) -x- Mind Drain [Mental Blast 8](31pp) - Range(-2, Touch), Vampiric(+1), PF: AccurateX2, Incurable, Extend ReachX4 -x- Mind Control 10 (31pp) - Sensory Link(+1), Duration(+1), Limited to One Thrall(-1) PF: Mental Link -x- Mind Reading 7 (30pp) - Action(+2), Area:Burst(+1), PF: Subtle, 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 & Gear: Device(s) 3 (12pp, Hard to loose): -x- Combat Gloves [Enhanced Strike 5](6pp) PF: Accurate -x- Utility Gear(1pp): Improvised Tools feat -x -Protection 7(7pp) -x- Concealment 4(1pp) - All Visual Senses, Blending(-1), Partial(-1), Passive(-1) **The vest functions off 'active camouflage' technology** Tradeoffs: -2 toughness/+2 Defense, COST: 12 Abilities + 19 Skills + 17 Feats + 56 Powers + 24 Combat + 22 Saves = 150/150 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. INFO: 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] [/QUOTE]
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