Power combo's

If Super Heroes/Heroines & Super Villains are your game, discuss them here.

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LostOne
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Unread post by LostOne »

Charge Object with Explosive Energy + Toy Control = walking bombs.

Hyperdensity + Immovability = stop things in their tracks.

Not my idea, but thought it was scary interesting:
Zombie Flesh + Intangibility + Anatomical Independence = One hit kills. Turn intangible, put hand inside someone's head/heart and turn tangible. Use anatomical independence to seperate your hand and it'll regenerate thanks to Zombie Flesh.
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LostOne
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Powers Unlimited 1-3
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Defensive Immunity and Energy Conversion
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LostOne
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Re: :P

Unread post by LostOne »

Whiz Kid wrote:A personal favorite from the main book was APS Ice and CEF Fire. Even a GM who enforces the 'no combining physical powers' can't really argue that one. An ice-man who's immune to fire? Nasty! Pump CEF Fire up to Control Radiation if you really want to get crazy.

I had a player with the APS Ice and Control Radiation...called himself Nuclear Winter.

Another one I had lots of fun with was elasticity and hyperdensity and body weapons. Turn into barricades to stop oncoming vehicles (using buildings to anchor yourself), flatten out into a spiked road barricade to blow tires on vehicles, wrap around an opponents head and neck then turning hyperdense until they pass out, wrapping around a bomb and turning hyperdense to prevent collateral damage, wrap completely around opponent and turning hyperdense to completely immobilize them (unless they have some kind of shapeshifting/intangibility properties), etc.
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The Baron of chaos
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Unread post by The Baron of chaos »

Charge Object with Explosive energy + Sticky Globs= Generate Plastic Explosive

Multiple Selves + Transfixing Gaze: One paralyze and the other kick in the groin

Item Reduction + Dimensional Pocket or Istant Weapon: Toon-like armory. A bazooka? here it come, A giant Hammer? I've it right behind me. An Helicopter? Gimme a second. - This is an old but gold comb i discovered

Eart Possession and CEF: Earth: Ok Pretty much obvious one, the ideal for an "elemental" Specialist...For the Chronicle Earth Possession coudl override its need to touch the ground carrying the earhtly material always one oneself, like in a giant jar over your shoulder. The pleausure to know

Heightened Sense of Recall + Mimic or Natural Combat Ability or Copy Physical Structure or Copy Animal Attributes orCopy Energy Pattern : Ok this is not obvious but think about, Heightened Sense of Recall allow one to recall experiences, overall memories, so it could be used to recall(with a penalty of course -15%-25% should be fair) mimicked/Copied molecular/energy/bio-energy matrixes in theory.

Stretching+ Prodigious Limbs: OMFG!!! This is hylarious and scary somehow.

Chemical Secretion + APS Smoke or APS Goo/Gel or Generate Fog and Smoke: The fogis.is....IS EATING PEOPLE ALIVE!!!!
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SaintParanoia wrote:Favorite combo a player hit me with.

"Can I have Invulnerability?"
"Yes"
"Really?"
"Sure, theres still ways to beat you, im not worried."
"COOL! I want:

Invulnerability and Adapt to any environment."

"... uhh..."
"So much for drowning me or launching me into space eh?"


There's still Supernatural PS, Particle Beams, and Magic and Psionics (Psi-Sword, anyone?).

Stick him in place with Carpet of Adhesion, and then whisper sweet Death Words into his ear. :D

And, a little Negate Super Abilities never hurt anyone...
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The Baron of chaos
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Unread post by The Baron of chaos »

Other Combo
This one arise when designing a NPC.
Life Leech+ Alter Limbs - is kinda wicked because you can use OTHERS Hit Points to fuel your weapons.
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The Baron of chaos
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Unread post by The Baron of chaos »

EHEHEH
Shapechange and Animal Metamorphosis should add also the ability to partial metamorph in my mind....
now for others
Shapechange and anatomical Indipendence Much like alter limbs, except now the part can develop stubby limbs and develop freckness assorted (I personally would say can gro a mouth and eyes too but its stretching the thing)

Not sure if already posted
Stretching and Swallowing Limbo. You can enlarge and distort the silhouette of your body in so many ways that is impossible to escape
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Iczer
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Unread post by Iczer »

SaintParanoia wrote:
True and he blew his two majors on massive defense so he hits like a girl and has jack for evasion skills or accuracy. Still a cool combo..


Hit's like a girl? PS bonus and superhuman PS man. if he needs to hit harder he can swing a tractor at his foes.

Plus he probably doen't need to evade too often...he's invulnerable. and whatever can hurt him still has to chisel through a lot of SDC.

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Unread post by LostOne »

Steeler49er wrote:Arg. Iczer just made a boo boo. It's "Super Human PS for the purposes of Lifting and carrying only."

So you lift a tractor and try to persuade your enemy to close into melee distance with you. ;)
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Unread post by Iczer »

Steeler49er wrote:Arg. Iczer just made a boo boo. It's "Super Human PS for the purposes of Lifting and carrying only."


Kinda splitting hairs aren't we. The only advatage to having superhuman PS is the extra lifting and carrying. plus invulnerability gives a little love tap of +1D4 PS.

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Unread post by Roscoe Del'Tane »

Super-Sonic Flight, Shrink (Retain Mass), Hyperdensity, and Living Anatomy. Guy can hit HARD, and knows where to hit to cause maximum damage.

Stretching, APS Plasma, Immune to Cold, and Ex-O Speed. Really fast, able to cover people in burning gasses, and darned difficult to stop.

Multiple Selves, Natural Combat Ability, Body Weapons, and Healing Factor. Make your own weapons, and theres LOTS of ya, and darn difficult to hurt, let alone put down.

APS Goo/Ooze, Super Consumption, Lightning Reflexes, and Sliding. Hard to hit, can eat you alive if given a chance, and able to get into almost anywhere.

Tentacles, SNPS, EE: Light, and Solar Power.

APS Mercury, Metal Manipulation, Corrosive Spray, Immune to Energy
You'd be suprised at what the G.M. will allow with a little blackmail and bribery...

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Unread post by Regularguy »

I've been curious for a while as to just how useful Multiple Selves and Divine Aura would eventually become in combination.

I mean, sure, DA is a nifty little power: you've got the horror factor and the illusion-casting to occupy folks while you're waiting for that one melee round out of three where you can actually pull your weight by issuing a hypnotic command -- and for someone gradually building a retinue of loyal followers up from one to fifteen, well, hey, maybe that's not bad. But with Multiple Selves, you can get five or six commands going on-line every round, helping set the stage for your loyal retinue of two hundred and twenty-five to do as you direct.

It's maybe not as over-the-top as various at-first-level stuff: combining Item Reduction with Gravity Manipulation to handle five-ton objects right at the start of your superhero career, or whatever. But just how many problems can a couple hundred followers backed with a couple dozen hypnotic commands solve in one minute flat?
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Unread post by NMI »

I said it before and I will say it again...

  • Multiple Selves
  • Mirror Mastery - PU1
  • Energy Doppleganger - PU1

For this The Main form will be known as "Alpha"

15th level mutant
Alpha makes a Mirror Copy and an Energy Doppleganger
Alpha then makes 15 copies via Multiple Selves. The Mirror of Alpha makes an Energy Doppleganger. (We are now 19 strong)

Now the Multiple Selves only have Mirror Mastery and Energy Doppleganger. Each Multiple makes an Energy Dopple Ganger (thats 15 more bring us to 34) The each Multiple Self also makes a Mirror Image (another 15 making us 49). Each Mirror Image (15) makes an Energy Doppleganger bringing us to 64)

Alpha
15 Multiple Selves
16 Mirror Images
32 Energy Dopplegangers

Completely book legal.

Not unstoppable, but a good size force to be reckoned with.
Even at level 1. You got the PC (Alpha), He makes a Mutiple self (M1), a mirror self (m1) and a energy doppleganger (E1). (That is 4 people right now). Now M1 makes an m1 and E1 (up to 6 people). m1 makes a E1 (7 people) The first m1 makes an E2 (now 8 people)!
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Unread post by SoulofThunder »

^^what GM is gonna even try to run that?

good concept but that would seriously bog the game down.
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Iczer
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Unread post by Iczer »

The Baron of chaos wrote:EHEHEH
Shapechange and Animal Metamorphosis should add also the ability to partial metamorph in my mind....
now for others
Shapechange and anatomical Indipendence Much like alter limbs, except now the part can develop stubby limbs and develop freckness assorted (I personally would say can gro a mouth and eyes too but its stretching the thing)



I wouldn't have said that. It's a major power whose limits are very poorly defined.

Must stay humanoid, no new appnedages, no animal shapes, size limits, no stated attribute changes, and the change is never really perfect (other wise the disguise skill bonus would be superfluous)

So.....anything in these realms should be considered feasable. I'd allow, say, a hand to become a facsimile of a miniature human body, heck, I had a character wth multiple limbs (arms) use shapechange and anatomical independence to form two arms into snake like creatures which he routinely had slithering around.

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Re: Power combo's

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You can not combine Monstrous form with APS of any kind. Try Matter Expulsion: Metal and you have something...
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Re: Power combo's

Unread post by runebeo »

My character is Shard V.K. and he's a mutant with Matter Expulsion: Crystal and Multiple Selves/Beings. With these two powers he can create walls or barriers to cover your team. With a few selves working together they can easily encase powerful foes in crystal and supply a great number of people with crystal spears and clubs. Matter Expulsion: Crystal is a very well rounded power that can make each clone into a very capable fighter with lots of support abilities.
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Whiz Kid wrote:course, everyone's favorite cheese combo of Indestructible Bones, APS Bone, and ME Bone is good for a laugh, even if the GM is usually smart enough to not actually let it into the game. Makes for one nasty NPC villain though... ;)

I plan on using the ME: Bone and Indestructible Bones for a recurring villain. I'll give him another power or two, but basically he'll have indestructible full-plate style armor and the group has to beat his AR to damage him. I'll likely either up his AR or give him a enhanced healing/regen power. In my experience AR 14 isn't too fearsome when the guy is outnumbered 4:1.
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LostOne
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Re: Power combo's

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I came up with this combo this morning while looking through a list of powers I thought would make for some good badguys for the group to stop:

Monstrous Form, Metal Manipulation, Gateway. This combo makes the guy an excellent in-broad-daylight bankrobber. He's bulletproof (metal manipulation), strong and unable to be identified later (monstrous form) and can carve through the vault door like it's clay (metal manipulation). Walk into the vault, open a gateway, toss money through, walk through gateway, clean getaway, no messy car chases to escape, no trail for police to follow. He'd probably hit vaults he knows contain gold because cash can be marked, gold can be easily reshaped with metal manipulation to remove any serial numbers or markings that would make it hard to trade.

If you're worried about banks getting wise to this guy and putting a transmitter in the target bags, then give this guy spectrum vision and he'll be able to see which bags/bars are tagged with a transmitter and avoid those.
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Re: Power combo's

Unread post by AlanGunhouse »

Of course there is also the character with Cloaking, Untrackable, and Unnoteworthy/Forgettable. He could steal anything and nobody would remember they did it, or ever be able to prove it.
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Re: Power combo's

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AlanGunhouse wrote:Of course there is also the character with Cloaking, Untrackable, and Unnoteworthy/Forgettable. He could steal anything and nobody would remember they did it, or ever be able to prove it.

Yeah, but what fun is having lots of money if you can't spend it on gold-digging women who want you to be their sugar daddy. They won't remember who they're fawning over!
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Re: Power combo's

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If he is one of those experimental characters who only have powers in an alternate form, he could spend his money hand have fawning women in his human form, while robbing in the other form.
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Re: Power combo's

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AlanGunhouse wrote:If he is one of those experimental characters who only have powers in an alternate form, he could spend his money hand have fawning women in his human form, while robbing in the other form.

Very true.
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Re: Power combo's

Unread post by Sir_Spirit »

LostOne wrote:
AlanGunhouse wrote:If he is one of those experimental characters who only have powers in an alternate form, he could spend his money hand have fawning women in his human form, while robbing in the other form.

Very true.

:badbad:
Or you could actually read the frakking power which explicitly states that it doesn't work on people who know you.
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Re: Power combo's

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Multiple lives+Stretching. You grow pieces back.
Adhesion+Superhuman Strength.

Now your a living Stretchy sticky slappy hand thingy. 25 cents has just turned into a character.

Whatashhh *sticks to building 170' away* does aerial flip. Whatashhh *sticks foot to roof of stolen armored car* whatashhh, whatashh. *one hand each door* grrrr ugggghhh. *rips doors off*
Sends stretchy punches into cab until badguys crash. Whatashhh *sticks to badguy trying to run away*
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Re: Power combo's

Unread post by Sir_Spirit »

Part of a couple of idea's for some characters involve combining Swallowing Limbo, and alternate forms:

The Abyss-
APS:Liquid, Swallowing Limbo, EE:Freezing Mist.
The power of the freezing, lightless depths.

The Shadow-
APS:shadow, Swallowing Limbo, shadow stepping, shadow shaping.

Speaks for itself:
APS:Tar, Force Manipulation, Swallowing Limbo

All could serve as group transports. Absorb team, travel, spit out team.

Star-Train:majors;Techno-Form, Superluminal Flight, {Control the Void}
minors;Absorb Frequencies, Space Native,{radar}

The Blob!
APS:goo/gel, Absorb Bio-mass, Absorb Matter, Super Consumption,

Sol Invictus
APS:Plasma(sphere form), Gravity Waves
Super Wind Blast, Personal Force Field
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Re: Power combo's

Unread post by Her0man0 »

Had to resurrect this thread and add my latest power combo's to the list.

My house rules allows the combination of APS powers as long as they make sense.

Monstrous Form Combos:

Monstrous Form + Shape Change = Allows the character to stay in their monster form indefinitely and look like whatever monster they choose or even just create individual monster parts such as claws or teeth

Monstrous Form + Animal Metamorphosis = Monster animal forms

Monstrous Form + + mega wings + Mega Tail = Mega Monster

Monstrous Form + APS: Ragdoll + Spin at high velocity = Muppet from hell

Monstrous Form + Bio Armor + Prodigious multiple limbs: Insect limbs = Insect Looking Monster with exoskeleton

Lycanthropy: Wolf + Multiple beings/Selves = A pack of werewolves

Animal Metamorphosis + Multiple beings/Selves + Giant = Chaos

Animal metamorphosis + Lycanthropy = Lycanthropy: All animals but no pure animal forms

Invisibility + Intangibility + Personal Force Field + Horror Factor + Flight = Ghost that can manipulate objects and creates a scary presence in the room even when it cant be seen

Magnetism + Matter Expulsion: Metal = You do the math

Multiple Being/Selves + Sonic Flight + Self Explosion = Dive Bombers

APS Air + Spin at high velocity + Growth = a real tornado

APS Water + Sub Zero + Underwater abilities = practically unstoppable water man that makes himself stronger and creates ice weapons out of his body

APS Metal + Supernatural PS + Solar Powered = I made a Godling character with this combo on a lark and ended up with a SN PS attribute of 179 in bright sunlight. I gave him Rocket Run to round him out since he was so slow.

Also, I've come up with a few power style mods that I wanted to share too:

APS Metal and Stone - Instead of them turning into metal the character's density is equal to one of these powers. This means that they are as dense as metal or stone but don't actually turn into the substance. The usually force the player to have power lock if this modification is chosen.

APS Light or intangibility - The character doesn't look any different when the power is active. The APS light character can choose to emit light if they want but don't have to.
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Re: Power combo's

Unread post by say652 »

Aps Liquid+ Energy Absorption, a truly invulnerable pain of a munchkin.

Karmic power+Lycanthropy, a supernatural powerhouse that dominates hand to hand.
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