and now let us Munchkin

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say652
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and now let us Munchkin

Unread post by say652 »

Migraine.
Super Rogue scholar level:1

Major powers.
Aps:liquid.
Energy Absorption.

Minor powers.
Extraordinary Physical Endurance.
Extraordinary Mental Endurance.
Healing factor.

A nigh invulnerable munchkin with great saves.

All entries limited to level:1
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Re: and now let us Munchkin

Unread post by The Beast »

One mulka.
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Re: and now let us Munchkin

Unread post by say652 »

I didnt say no mulka.
Are they a playable nigh invincible slaps up splugorth character? ? I believe they are or were listed as npc only though.

But vague rules are vague rules.

One Mulka.

Rule two. No copying other peoples answers.
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Re: and now let us Munchkin

Unread post by Mack »

Scarecrow Ley Line Walker (or Shifter, or Mystic...) [Conversion Book Revised, p173]
- Average MDC of 450, impervious to everything except fire.
- Full range of spells available. (Which negates that fire problem.)
- Effectively immortal.
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Re: and now let us Munchkin

Unread post by Alrik Vas »

Uh...12th level Chiang Ku dragon tattoo master.
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Re: and now let us Munchkin

Unread post by Zer0 Kay »

Alrik Vas wrote:Uh...12th level Chiang Ku dragon tattoo master.

Uh... Did you miss the first level rule?
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Re: and now let us Munchkin

Unread post by Zer0 Kay »

Custom built nightspawn using the player and gm can design a morphis rule. Who is a tinker gizmoteer with Jeet Kun Do.
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Re: and now let us Munchkin

Unread post by Devjannz »

Logan
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Extraordinary PS
Extraordinary PP
Extraordinary PE
Healing Factor

Retractable Virbro-Claws

A Rogue Coalition scientist saw footage of Wolverine from an old X-Men DVD set and thought it would be interesting to try and create something similar in real life. Like Wolverine, the experiment worked but the lab was raided and the experiment escaped but had amnesia. He was found by a old Wilderness Scout he began teaching him how to be one himself.
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Re: and now let us Munchkin

Unread post by Alrik Vas »

Zer0 Kay wrote:
Alrik Vas wrote:Uh...12th level Chiang Ku dragon tattoo master.

Uh... Did you miss the first level rule?


...I thought this was a munchkin thread. :P

But yes, I did. :(
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Re: and now let us Munchkin

Unread post by Lukterran »

Here is a munchkin in a couple of ways.

Superhero - Two Major and 3 Minor

CEF: Earth
Gem Powers
Dwarfing
Burrowing
Extraordinary PE or PS your choice
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Re: and now let us Munchkin

Unread post by Incriptus »

I've always found Rifts to be a poor game for Munchkins ... of course perhaps I've never used the proper definition. To me Munch is about exploiting loopholes and using rules to min/max to the extreme. Well technically it says the 100 handed aren't "recommended" that's just a recommendation and it even says in the right campaign they could be a maybe. That to me isn't really munchkin, everyone knows what the 100 handed are about, you can't sneak one in. Again the lines between Power Gamer, Min/Max'er, Munchkin, and "Hypothetical Min/Max'er" (HMM for short) are blurry at best.

Anyways instead of going with the 100 handed I think I'm just going to play an Alien Martial Artist if that is ok with you?

He uses the rules from Rifter 37 for dual classing. Power Class is Alien: He's a Humanoid Rhino from a High Gravity World. He's an Experiment. Rolled have the Stun Gun and Anti Gravity Ring. On the Experiment Side I rolled on Table C and got 3 Majors. I rolled on Table D and got Must Physically Transform. (ARE YOU CALLING ME A LIAR!) They Are Super Natural Strength, Growth & APS Metal. For the Skill Side of the Class I choose an Ancient Master. I'm using the rules from N&SS that says an ancient master can choose 2 martial art forms one at level 10 and one at level 3. I'm choosing Snake Style Kung Fu as my Primary and Tai-Chi Ch'uan as my secondary. Martial Art Powers are 5 Chi Mastery 2 Zenjorike Powers. Also the note says special abilities still apply so I still get Feign Death, Clensing Spirit, Positive Energy, Channel and Unleash Physical Energy, & Extraordinary Powers (EX PE)

Ok lets start with some good round numbers
I rolled a 20 PS & 20 PE

Alien Nature
Rhino = 2d6 + 12 PS, 1d4 PE
High Grav = 2d4 PS
Physically Transform = 1d6 + 4 PS
Physical Skills = +6 PS +5 PE

Experiment Powers:
Super Natural Strength = +30 + 3d6 PS
APS Metal = +20 + 2d4 PS
Growth = 1d6 PE
Ex PE = 1d6 + 5 PE

So I'm currently at 117 PS and 44 PE
Growth allows me to add 2 feet per PE point, so I can grow an additional 88 Feet
So at max Height I have 205 PS

Base Chi = PE attribute = 44
Per N&SS page 166 E: PE doubles a character's Chi = 88
Tai-Chi Level 1: +15 to Chi = 103
Snake Style 1: Double Chi = 206
Tai-Chi Level 3: Double Chi = 412
Snake Style Level 3: Chi Overcharge P154 Mystic China, Doubles Chi = 824
Snake Style 4: Double Chi = 1648
Snake Style 9: Double Chi = 3296

Martial Arts Powers:
Chi Overcharge
Body Chi P119 N&SS: Add 5 points to PS per Chi Point Spent = 16,480 PS
I'll figure out my other 3 chi powers and 2 Zenjorike powers later ... and when do I get my equipment? I'm an alien so it's cool if I have some 3 Galaxies gear right?

What's that the 100 handed don't look so bad any more? It's just a shame I didn't roll higher.
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Re: and now let us Munchkin

Unread post by say652 »

Sometimes you just feel munchy.
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Re: and now let us Munchkin

Unread post by wyrmraker »

Okay, I'll bite. 100% book legal overpower.

Use the Alien Generation tables from Phase World.
Step One, Attributes: Incredible SN Being: Add 1d6+6 to any 4 attributes, and 2d6+10 to PS and Spd or PB. PS and PE considered SN
Step Two, Damage Capacity: Base MDC is 2d6x100 MDC plus 1d4x10 per level
Step Three, Alien Appearance: Whichever strikes your fancy (I choose Human-like)
Step Four, Physiological Modifications: Whichever (I choose Earth-like; I like my characters to blend in)
Step Five, Unusual Characteristics: Double-Jointed
Step Six, Unusual Powers: Psionics Greater
Step Seven, Tech Level: Amazing Civilization: GM has to make up tech more advanced than Phase World for the race
Step Eight, Magical Level: Superhuman Magical Capabilities: Entire race has the abilities of a magic-using OCC (like Ley Line Walker)
Step Nine, General Attitude/Culture: Enlightened Imperialists

And that's without the OCC of choice. That's just the species.
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Re: and now let us Munchkin

Unread post by Hystrix »

A first level boy with a rock...

And Create Force Field and Extraordinary PE (PE of 30)

Allowing him to create a force field with 3000 MDC.
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Re: and now let us Munchkin

Unread post by Morik »

Scarecrow Burster....now Immortal.
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Re: and now let us Munchkin

Unread post by Mack »

Morik wrote:Scarecrow Burster....now Immortal.

Per Conversion Book 1 revised, that combo isn't legal. The Scarecrow is limited to Major psionics, not Master.

(Hence my earlier post with a Scarecrow LLW.)
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Re: and now let us Munchkin

Unread post by Mack »

Another entry:

Hawrk-ka (Atlantis, p75) Maxi-Killer Juicer (JU, p53)
- Impervious to magic!! (Can tap dance across a Carpet of Adhesion)
- Juicer level reflexes (dodge all attacks, etc)
- Average MDC of 210 (not counting the grafted armor for another 120)
- Minor Psionic
- Flies
- Supernatural PS & PE
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Re: and now let us Munchkin

Unread post by Shark_Force »

Mack wrote:
Morik wrote:Scarecrow Burster....now Immortal.

Per Conversion Book 1 revised, that combo isn't legal. The Scarecrow is limited to Major psionics, not Master.

(Hence my earlier post with a Scarecrow LLW.)


doesn't that just mean you should switch to the alternate traditional munchkin combo of scarecrow mystic knight? :P
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Re: and now let us Munchkin

Unread post by kaid »

Mack wrote:Scarecrow Ley Line Walker (or Shifter, or Mystic...) [Conversion Book Revised, p173]
- Average MDC of 450, impervious to everything except fire.
- Full range of spells available. (Which negates that fire problem.)
- Effectively immortal.



Scarcrow burster! NO reason for pesky vulnerability to fire. Dawww missed they are limited to major psionics hehe probably for this very reason.
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Re: and now let us Munchkin

Unread post by Zer0 Kay »

Hystrix wrote:A first level boy with a rock...

And Create Force Field and Extraordinary PE (PE of 30)

Allowing him to create a force field with 3000 MDC.

a not with a rock and a cardboard box on wheels so someone can't teleport attack him.
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Re: and now let us Munchkin

Unread post by Zer0 Kay »

Alrik Vas wrote:
Zer0 Kay wrote:
Alrik Vas wrote:Uh...12th level Chiang Ku dragon tattoo master.

Uh... Did you miss the first level rule?


...I thought this was a munchkin thread. :P

But yes, I did. :(


lol well then shouldn't you have done level 30 or 666? :)
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Re: and now let us Munchkin

Unread post by Mouser13 »

Taking level 1 to mean starting character. So my muckin is always temporal wizards and or warriors please. Every one else starts at 1 I get to start at 5 is nice.

5th level temporal wizards.
Yes I get spells of legends. SO Sanctuary please.
Yes I get energy sphere because I can and can caster sanctuary.
Yes I get create scroll. Well I need more sanctuary please.
______
Add whatever else you want for. Demi-god please Personally I like going demi-god and elemental air with it. Used to be a good way to get unlimited ppe. I believe the RUNE nerfed that(Used to summon fragment for like 30 take 70 PPE repeat has needed).
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Re: and now let us Munchkin

Unread post by Zer0 Kay »

Incriptus wrote:I've always found Rifts to be a poor game for Munchkins ... of course perhaps I've never used the proper definition. To me Munch is about exploiting loopholes and using rules to min/max to the extreme. Well technically it says the 100 handed aren't "recommended" that's just a recommendation and it even says in the right campaign they could be a maybe. That to me isn't really munchkin, everyone knows what the 100 handed are about, you can't sneak one in. Again the lines between Power Gamer, Min/Max'er, Munchkin, and "Hypothetical Min/Max'er" (HMM for short) are blurry at best.

Anyways instead of going with the 100 handed I think I'm just going to play an Alien Martial Artist if that is ok with you?

He uses the rules from Rifter 37 for dual classing. Power Class is Alien: He's a Humanoid Rhino from a High Gravity World. He's an Experiment. Rolled have the Stun Gun and Anti Gravity Ring. On the Experiment Side I rolled on Table C and got 3 Majors. I rolled on Table D and got Must Physically Transform. (ARE YOU CALLING ME A LIAR!) They Are Super Natural Strength, Growth & APS Metal. For the Skill Side of the Class I choose an Ancient Master. I'm using the rules from N&SS that says an ancient master can choose 2 martial art forms one at level 10 and one at level 3. I'm choosing Snake Style Kung Fu as my Primary and Tai-Chi Ch'uan as my secondary. Martial Art Powers are 5 Chi Mastery 2 Zenjorike Powers. Also the note says special abilities still apply so I still get Feign Death, Clensing Spirit, Positive Energy, Channel and Unleash Physical Energy, & Extraordinary Powers (EX PE)

Ok lets start with some good round numbers
I rolled a 20 PS & 20 PE

Alien Nature
Rhino = 2d6 + 12 PS, 1d4 PE
High Grav = 2d4 PS
Physically Transform = 1d6 + 4 PS
Physical Skills = +6 PS +5 PE

Experiment Powers:
Super Natural Strength = +30 + 3d6 PS
APS Metal = +20 + 2d4 PS
Growth = 1d6 PE
Ex PE = 1d6 + 5 PE

So I'm currently at 117 PS and 44 PE
Growth allows me to add 2 feet per PE point, so I can grow an additional 88 Feet
So at max Height I have 205 PS

Base Chi = PE attribute = 44
Per N&SS page 166 E: PE doubles a character's Chi = 88
Tai-Chi Level 1: +15 to Chi = 103
Snake Style 1: Double Chi = 206
Tai-Chi Level 3: Double Chi = 412
Snake Style Level 3: Chi Overcharge P154 Mystic China, Doubles Chi = 824
Snake Style 4: Double Chi = 1648
Snake Style 9: Double Chi = 3296

Martial Arts Powers:
Chi Overcharge
Body Chi P119 N&SS: Add 5 points to PS per Chi Point Spent = 16,480 PS
I'll figure out my other 3 chi powers and 2 Zenjorike powers later ... and when do I get my equipment? I'm an alien so it's cool if I have some 3 Galaxies gear right?

What's that the 100 handed don't look so bad any more? It's just a shame I didn't roll higher.


what? Why ancient martial artist when you can do dedicated martial artist out of N&S 1st ed. and get three martial arts to start?
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Re: and now let us Munchkin

Unread post by Incriptus »

Zer0 Kay wrote:what? Why ancient martial artist when you can do dedicated martial artist out of N&S 1st ed. and get three martial arts to start?


Because I needed the Glitch of being a level one character who got martial arts abilities as if he was 10/3 ... and I wanted still get abilities such as ex PE and other Chi-z-ness from the class while claiming to be a HU character :-)

Actually I was holding back a handful of other tricks but the main point was that I don't feel that "simply choosing a powerful class" is inately munchy ... I think that taking rules that were never intended to be used together to create something that sounds reasonable but isn't
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Re: and now let us Munchkin

Unread post by Giant2005 »

Incriptus wrote:
Zer0 Kay wrote:what? Why ancient martial artist when you can do dedicated martial artist out of N&S 1st ed. and get three martial arts to start?


Because I needed the Glitch of being a level one character who got martial arts abilities as if he was 10/3 ... and I wanted still get abilities such as ex PE and other Chi-z-ness from the class while claiming to be a HU character :-)

Actually I was holding back a handful of other tricks but the main point was that I don't feel that "simply choosing a powerful class" is inately munchy ... I think that taking rules that were never intended to be used together to create something that sounds reasonable but isn't

It doesn't work.
The Ancient Master loses all of those abilities if he chooses to be a Dedicated Martial Artist instead.
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Re: and now let us Munchkin

Unread post by Zer0 Kay »

Incriptus wrote:
Zer0 Kay wrote:what? Why ancient martial artist when you can do dedicated martial artist out of N&S 1st ed. and get three martial arts to start?


Because I needed the Glitch of being a level one character who got martial arts abilities as if he was 10/3 ... and I wanted still get abilities such as ex PE and other Chi-z-ness from the class while claiming to be a HU character :-)

Actually I was holding back a handful of other tricks but the main point was that I don't feel that "simply choosing a powerful class" is inately munchy ... I think that taking rules that were never intended to be used together to create something that sounds reasonable but isn't


Oh, I don't think I've ever really looked at ancient master, that's interesting.
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Re: and now let us Munchkin

Unread post by Zer0 Kay »

Giant2005 wrote:
Incriptus wrote:
Zer0 Kay wrote:what? Why ancient martial artist when you can do dedicated martial artist out of N&S 1st ed. and get three martial arts to start?


Because I needed the Glitch of being a level one character who got martial arts abilities as if he was 10/3 ... and I wanted still get abilities such as ex PE and other Chi-z-ness from the class while claiming to be a HU character :-)

Actually I was holding back a handful of other tricks but the main point was that I don't feel that "simply choosing a powerful class" is inately munchy ... I think that taking rules that were never intended to be used together to create something that sounds reasonable but isn't

It doesn't work.
The Ancient Master loses all of those abilities if he chooses to be a Dedicated Martial Artist instead.


Um I didn't say go from one to the other I said instead of. Now if ur saying an ancient master would loose powers of he became something else... The fix is that he was the something else first and became the ancient master.
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Re: and now let us Munchkin

Unread post by Morik »

Mack wrote:
Morik wrote:Scarecrow Burster....now Immortal.

Per Conversion Book 1 revised, that combo isn't legal. The Scarecrow is limited to Major psionics, not Master.

(Hence my earlier post with a Scarecrow LLW.)



Oh really?

Page #33 of WB12 Psyscape

Mystics are considered Master psychics......

So why can't Scarecrows be other master psychic classes?

In no way does it state the term, or imply the word "Limited" under the psionic section in the Scarecrow entry in CB1, in regards to only major powers. I would argue that a race that has almost half (44%) of it's members psionic that master psychics would spawn with more regularity than other standard races.
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Re: and now let us Munchkin

Unread post by Incriptus »

Giant2005 wrote:

It doesn't work.
The Ancient Master loses all of those abilities if he chooses to be a Dedicated Martial Artist instead.[/quote]

While a Munchkin doesn't need to defend himself I choose to do so ...

HU2's wording is "Instead of making an ancient master ... the player can select a dedicated Martial Artist" IE literally playing a difference class.
I'm not referencing that rule. I am referencing page N&SS page 164 which is an optional change to the Ancient Master.

While N&SS is clearly talking about the Revised HU version of the class a Munchkin gets to pick and choose his rules. I choose to apply the same N&SS changes on to the updated HU character type.
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Re: and now let us Munchkin

Unread post by say652 »

Level 1 munchkin thread.
Catyr Phase Mystic.
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Re: and now let us Munchkin

Unread post by Mack »

Morik wrote:
Mack wrote:
Morik wrote:Scarecrow Burster....now Immortal.

Per Conversion Book 1 revised, that combo isn't legal. The Scarecrow is limited to Major psionics, not Master.

(Hence my earlier post with a Scarecrow LLW.)



Oh really?

Page #33 of WB12 Psyscape

Mystics are considered Master psychics......

So why can't Scarecrows be other master psychic classes?

In no way does it state the term, or imply the word "Limited" under the psionic section in the Scarecrow entry in CB1, in regards to only major powers. I would argue that a race that has almost half (44%) of it's members psionic that master psychics would spawn with more regularity than other standard races.

I disagree with a number of points there, but given the nature of this topic it's not worth arguing about.
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Re: and now let us Munchkin

Unread post by say652 »

Agreed. No arguing post munchkindeal level:1 characters. It was 'sposed to be a fun post. Dont be a buzzkillinton.
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Re: and now let us Munchkin

Unread post by Mack »

Here's pretty straightforward one...
- Start with a Super Slinger Cyborg (New West p191) who can fire four pistols simultaneously.
- Equip him with four NG Super Laser & Grenade Launcher pistols (GMG p157, or in the RMB).
- Re-chamber the pistols to fire the CS's micro-fusion grenades (CWC p92) that inflict 6D6 MD.

Fire four-round bursts from all four guns at the same target for 6D6 * 4 * 4, or an average of 336 MD. And this can be done three times before needing to reload.
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Re: and now let us Munchkin

Unread post by say652 »

Deathwasp.
Disruptive touch.
Shrinking.
Flight: insect wings.
Superhuman Strength.
Energy resistance.
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Re: and now let us Munchkin

Unread post by Hotrod »

1. A level 1 human vagabond with 1 superpower: Transferral/Possession.
2. He possesses Thoth (unlikely, but not impossible, especially if Thoth is playing around with transferring his own consciousness or exploring the astral plane).
3. The character now commands the body of Xy, the Great Old One.

Munch on that!
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Re: and now let us Munchkin

Unread post by say652 »

Hystrix wrote:A first level boy with a rock...

And Create Force Field and Extraordinary PE (PE of 30)

Allowing him to create a force field with 3000 MDC.

Gases, radiation, psionics, magic, and your personal forcefield only has 200mdc. I meant exceedingly powerful not a candy maker.

At rude comment boy with a pffft
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Re: and now let us Munchkin

Unread post by say652 »

A demi god phase mystic with shifter abilities.
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Re: and now let us Munchkin

Unread post by Killer Cyborg »

The single most munchkin thing in the Rifts universe, outside of a Mulka, is a Techno-Wizard combined with an overly-permissive GM.
Player: "Can I add Blinding Flash to my camera, and make the sun go nova whenever I take a picture?"
GM: "Sure!"
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Re: and now let us Munchkin

Unread post by say652 »

Thats just wrong. Lol. I love it.
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Re: and now let us Munchkin

Unread post by Fermat »

Level 1: Heroic Hellion
Could be worse, depending on house rules, especially concerning stat bases.

AR: 16
SDC: 7784 (+600 if one considers APS Stone a bonus (we are munchkining)
HP: 1140
ISP: 262; PPE: 980
IQ: 25, ME: 25, MA: 22, PB: 25
PS (SN): 87, PP: 33, PE (SN): 48, Spd: 32 (After halving for APS: Stone)
Attacks: 8

Skills: Aerobics, Boxing, Gymnastics, Wrestling, Cross-Country Skiing, Forced March, Running
Brutish Appearance:
Special Super Abilities: SuperTough, Psionics: Super
Demonic Features: Enhanced Attributes (+6 to all Physical), APS: Stone
Demonic Advantage: Strength of Body:

Customization:
7 Super Psionics (Choice)
25 Spells (1-8)
6 Espionage Skills, 5 Rogue Skills, 6 WP
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Re: and now let us Munchkin

Unread post by Crucible »

Mutant Mega-Hero (1 major, 3 minor)
Alter Physical Structure: Plasma
Radar
Extraordinary PE
Extraordiary PP
L-20 Pulse Rifle=25,000 Credits, Plastic Man Full Environmental Armor=18,000 Credits, Speedster Hovercycle w/Nuclear power and Laser=461,000 Credits.

Playing Rifts with your five older children, PRICELESS.


See My New Campaign in story form
viewtopic.php?f=8&t=126287
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Re: and now let us Munchkin

Unread post by say652 »

Not how the power works perse. But a nice goodguy stone demon.

Zhizhu the giant tinker spider ancient master.
12 attacks 4 (yes 4) actions per attack.

PowerSurge like 16,000mdc.

Any Temporal type. Wizard, Warrior, Raider.

Prometheans.

Bio Borgs.(thanks Tor)

Phase Mystics.

Greater Norse Giants.
24,000mdc bioreg D4×100 per minute psionic powers O.o and you can still pick an occ!!

The entire india pantheon.

Splugorth.

The lord of the deep.

Apsu.

Cronus.

The midgard Serpent.

Phase weapons.

A Jeridu Gunslinger.

A Jeridu Cosmo knight.

A Jeridu in general. Lol.

A Jeridu Temporal Warrior with bioborg upgrades O.o

My badguy list. True story.
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Re: and now let us Munchkin

Unread post by say652 »

Crucible wrote:Mutant Mega-Hero (1 major, 3 minor)
Alter Physical Structure: Plasma
Radar
Extraordinary PE
Extraordiary PP



Good base of powers.
Ice, water, magic and psionics though. But you potentially could have a great save vs magic.
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Re: and now let us Munchkin

Unread post by Crucible »

say652 wrote:
Crucible wrote:Mutant Mega-Hero (1 major, 3 minor)
Alter Physical Structure: Plasma
Radar
Extraordinary PE
Extraordiary PP



Good base of powers.
Ice, water, magic and psionics though. But you potentially could have a great save vs magic.



I could take off the three minor and make it continuous...
L-20 Pulse Rifle=25,000 Credits, Plastic Man Full Environmental Armor=18,000 Credits, Speedster Hovercycle w/Nuclear power and Laser=461,000 Credits.

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See My New Campaign in story form
viewtopic.php?f=8&t=126287
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Re: and now let us Munchkin

Unread post by say652 »

I like aps: plasma. Hmm.

Multiple selves sonic flight super energy expulsion.

A one man fire team.
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Re: and now let us Munchkin

Unread post by Killer Cyborg »

say652 wrote:I like aps: plasma. Hmm.

Multiple selves sonic flight super energy expulsion.

A one man fire team.


I made a character with APS: Fire and Multiple Selves.
That way, all copies could go Nova at once, and take out a significant chunk of a nation/region.
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Re: and now let us Munchkin

Unread post by Killer Cyborg »

I also had a mutant octopus with extra limbs and WP Paired Weapons, and a bunch of vibro-swords.
He had Spin At Extraordinary Speed and Sonic Flight, and I calculated the damage per attack if he just held out all his swords as he rotated at super-speed.
It came out to one hell of a LOT of damage, like hundreds and hundreds of MD per attack.
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Re: and now let us Munchkin

Unread post by Giant2005 »

Killer Cyborg wrote:
say652 wrote:I like aps: plasma. Hmm.

Multiple selves sonic flight super energy expulsion.

A one man fire team.


I made a character with APS: Fire and Multiple Selves.
That way, all copies could go Nova at once, and take out a significant chunk of a nation/region.

It is better with Swarm Selves! Then you don't have to deal with the whole dying issue.
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Re: and now let us Munchkin

Unread post by Hystrix »

say652 wrote:
Hystrix wrote:A first level boy with a rock...

And Create Force Field and Extraordinary PE (PE of 30)

Allowing him to create a force field with 3000 MDC.

Gases, radiation, psionics, magic, and your personal forcefield only has 200mdc. I meant exceedingly powerful not a candy maker.

At rude comment boy with a pffft


Fine.

I'll add plastic man body armor (35 MDC Full Enviornmerntal)

I'll also add Extraordinary ME (his ME is now 30)

With a PE and ME of 30 he is +8 to save vs. magic and psionics.

Plus he can recharge force feild. 15x over.
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Re: and now let us Munchkin

Unread post by say652 »

Of. I'm confused.
How can you use two powers that alter a chatacters physical structure at the same time???
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