and now let us Munchkin

Ley Line walkers, Juicers, Coalition Troops, Samas, Tolkeen, & The Federation Of Magic. Come together here to discuss all things Rifts®.

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Re: and now let us Munchkin

Unread post by say652 »

Munchkin doesnt mean rewriting rules as you see fit yo.

Use the rules as written and quasi legally combining stuff for a oltra powerful chatacter.

How come no one has posted a single blackvault character???

You have to hunt and search and read and.....learn but a few munchkin useful powers are there.
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Re: and now let us Munchkin

Unread post by say652 »

Still no using two alter character powers at the same time. Leaves you open to debate in munchkining.


Multiple selves.
Invulnerable.
Supernatural Strength (rolled as a minor of course)
Flight:wingless.
Underwater abilities.


Call this one "romaN Legion".
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Re: and now let us Munchkin

Unread post by Hystrix »

Rappanui wrote:Since when was Create Force field allowed to recharge his shield with ME?


My post earlier hhe had Extraordinary PE.

Now he has (1 Major 2 Minor)
Create Force Feild
Extraordinary PE
Extraordinary ME
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Re: and now let us Munchkin

Unread post by say652 »

Moving along↑↑↑ ???

Concealment.
Multiple selves.
Sonic flight.
Superhuman Strength.
NightStalking.
Healing Factor.
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Re: and now let us Munchkin

Unread post by say652 »

I like this one.

I used an Alien Vagabond as a bad guy.

Control insects.
Growth.
Shrinking.
Superhuman Strength.
Flight:insect wings.
Manipulate kinetic energy.

A white faced hornet girl. Rappuni I may have to use your powerset and add it to my bug team.
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Re: and now let us Munchkin

Unread post by Hystrix »

say652 wrote:Moving along↑↑↑ ???




He asked a question. I answered it. Moving along...
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Re: and now let us Munchkin

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I am still unsure how you could instantly recharge your forcefield pool.
I bend n flex n houserule often but, nowhere have I read or heard a high mental endurance allows you to recharge your forcefield pool.

I was tryinh to keep the thread light and fun but...........
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Re: and now let us Munchkin

Unread post by say652 »

Quantum Teleport.
Aps:fire.
Intangibility.

Yes your limited to 50 feet the amount of copies equal to your M.E. lets say 20.

So you summon your copies. 20.
The begin going nuclear. You keep fighting.
Then become intangible.

Super nova times twenty damage AND no penalties for losing copies!!!

Repeat adnauseum lol.
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Re: and now let us Munchkin

Unread post by Hystrix »

say652 wrote:I am still unsure how you could instantly recharge your forcefield pool.
I bend n flex n houserule often but, nowhere have I read or heard a high mental endurance allows you to recharge your forcefield pool.

I was tryinh to keep the thread light and fun but...........


Well, IIRC the force feild would have (in this case) 3000 MDC worth of force feild. Meaning he could create 15 (200) MDC force feilds. I had a player a LOOONG time ago use this. I admit my understanding of this power could be off. However, that player was very effective with his abilities (and a little disruptive too). That why I classify it as munchin.

I realize it's not as sexy as some of the other super powers, but dang it, it worked...
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Re: and now let us Munchkin

Unread post by say652 »

I thought you found a trick or loophole to instantly recharge the ffp. Dang.
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Re: and now let us Munchkin

Unread post by say652 »

Experiment.Megahero.
Titan Juicer.
Mega power:immortality
Weakness: Only able to function 5 years plus 4D6 months before entering a healing coma lasting 3D4 years.

So far the process has only been used on humans and is offered to loyal Neph Co. Employees and members in high standing with The Church of Moonshade.

Nephelonious Moonshade runs the NephCo industries. Produces elven wine, mystic vodka, and the MoonShade Juicer conversion.

Desmond Moonshade runs the Church of Moonshade. Most members are Physical Training, Shifters, and the occasional Moonshade Juicer. Desmond dislikes the Ms Juicer process because uts a waste of a follower when theur prayers fall silent for up to twelve years but, he appeases his Pantheon lord by using these "specialized units" which again he knows for a fact his personal bodyguard could easily defeat. So far though he keeps a squadron of ten in GreenBrook running patrols on the borders and refuses to allow them any positions of power or knowledge to avoid creating future rivals.

Nephelonious on the other hand employees a standibg army of twenty thousand to protect his hidden shadow realm from other supernatural Intelligences.
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Re: and now let us Munchkin

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say652 wrote:All entries limited to level:1


The Damned Swede
Race: Human
OCC: Wilderness Scout
Height: 6'1
Weight: 280 lbs

Powers:
Invulnerability- (Mega-damage being. Impervious to most damage: supernatural punches (etc.) inflict 1/2 damage. Magic weapons, psionics, and spell magic have full effects- unless they're energy type magic, in which case there's no damage.

Growth- Can increase height and mass. 2' per 1 point of PE. +15 MDC per foot of height. Supernatural PS, +1 per 1' of additional height. +2 strike/parry when over 20' tall. Speed is doubled. Horror Factor of 9 (at 8' tall) +1 per 6' of additional height. -4 to dodge when giant.

Divine Aura- Awe/Horror Factor: 14.
Followers- 1 per level.
Power of Command- once per three melees, a command can be issued. Target must save vs. psionics or comply, losing one action in the process.
Voice Amplification- voice can be heard up to 1,600'
Power of Illusion- Can appear twice as big as he really is (+2 horror/awe).
Immune To Magic (PU1 31)
Immune to Psionics (PU1 31)
Extraordinary Physical Prowess

Original Hit Points: 42
Original SDC: 219
Mega-Damage being on Rifts Earth: 261 MDC instead of Hit Points.
This is dropped to 174 MDC total by the Immune to Magic Power.

IQ: 11
ME: 29 (+8 vs. psionics, +13 vs insanity)
MA: 20 (Trust/Intimidate at 60%)
PS: 30 (Supernatural Punch: 3d6 MD)
PE: 36 (+8 vs magic/poison)
PP: 21 (+3 to strike/parry/dodge, included in HTH stats)
PB: 12
SPD: 50 (100 when giant)

At full height (78' tall, although his Power Of Illusion can make him appear 156' tall):
PS: 102 (Punch damage... I'm not sure. Like 2d6x10 MD, probably?)
MDC: 894 total (after the reduction from Immune To Magic)
Weight: 3,880 lbs

HTH: Tae Kwon Do (allowed as per p. 165 of N&S)
+8 initiative
6 attacks per melee
+3 Strike
+8 Parry
+10 Dodge
+6 Automatic Dodge
+6 Roll With Impact
+4 pull punch
+1 disarm
+2 maintain balance
+2 kick damage
Critical Strike From Behind
Death Blow on Natural 20
Body Block/Tackle: 1d4 damage (3d6 when taller than 12'), plus knockdown.
Pin/Incapacitate: Natural 18+
Crush/Squeeze: 1d4 SDC (3d6 when taller than 12')
Roundhouse Kick: 3d6
Axe Kick: 2d8
Knee Strike: 1d8
Leap Kick: 3d8 (takes 2 attacks)
Butjapgo Chagi: One opponent is grabbed, and another is kicked. One attack, two strike rolls.

Martial Arts Powers:
Zanshin: 6' radius
Kaijutsu:
Stun- Save vs. Pain or be stunned for 1d4 melees, able to defend but not to attack.
Force Yell- Knocks the enemy back. Save vs. Pain or be knocked back 3d6 feet and lose one attack. 40' radius.
Shock Yell- Save vs. Pain or take 1d6 damage. Targets can Roll with Impact. 40' radius.
Death Yell- One target only. 20' range. Save vs. Lethal Poison or take 4d6 damage. Roll for 1/2 damage.

Perception: +3

Save Bonuses:
+2 vs Poison/Disease
+66% vs Coma/Death

Skills:
Trail Blazing: 20%
Cross-Country Pacing: 35%
Cartography: 40%
Basic Math: 50%
Language: American: 94%
Language: Japanese: +65%
Language: Dragonese: +65%
Language: Korean 50%
Athletics (General)
Hunting
Boxing
Wrestling
Aerobic Athletics
Body Building & Weight Lifting
Running
Gymnastics (varies)
Kick Boxing
Forced March
Physical Labor
Swimming: 50%
Cooking: 50%
Climbing: 70%/60%
Fishing: 55%
Horsemanship: General: 70%/50%
Identify Fruits and Plants: 45%
Land Navigation: 56%
Pilot: Motorcycle: 84%
Prowl: 50%
Radio: Basic: 55%
Track Animal: +40%/50%
WP Knife
WP Paired Weapons
WP Blunt
WP Heavy Mega-Damage Weapons
Wilderness Survival: 50%
Sense of Balance: 45%
Zen: 80%
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Re: and now let us Munchkin

Unread post by Lenwen »

Level 5 Super munch.

APS - Liquid.

Multiple Selves. ( 5 selves.)

Extraordinary Speed. (300mph)


This places 5 beings, who are 30ft tall, 35,000 lbs who are able to run at 300 MPH , and are invulnerable to any physical damage, (including explosions)

Now imagine these 5 beings all coming at their target max speed from 5 different angles.

Going by palladium "raw" I KNOW .. thats going to be putting the hurt on ANYTHING ..
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Re: and now let us Munchkin

Unread post by say652 »

So at level one like the thread states

Two water giants traveling at 220 mph.
Soft to energy magic and psionics. Impressive vampire killer in rifts though I'm sure.
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Re: and now let us Munchkin

Unread post by Lenwen »

say652 wrote:So at level one like the thread states

Ok kewl, did not read first page, and had no clue it was "limited" munch..

Incoming new creation following the "limited" munch rules you set forth..
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Re: and now let us Munchkin

Unread post by Mack »

So here's a combo I normally argue against, but for this topic why not?

Titan Juicer (JU p32) turned into a Cold Blooded (Merc Adventures p19).
-- Makes an average 1327.5 MDC at level one
-- Plus all the other advantages of a Cold Blooded
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Re: and now let us Munchkin

Unread post by Lenwen »

Level 1 Mega Villain.

All standard Mega powers

Special Mega power : Undead.

1 Major power - Intangability.

2 Minor Power - Mental Stun.
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Re: and now let us Munchkin

Unread post by Killer Cyborg »

Mack wrote:So here's a combo I normally argue against, but for this topic why not?

Titan Juicer (JU p32) turned into a Cold Blooded (Merc Adventures p19).
-- Makes an average 1327.5 MDC at level one
-- Plus all the other advantages of a Cold Blooded


Not bad!
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Re: and now let us Munchkin

Unread post by Mouser13 »

Invisible:Simple.
Combat Magic spells. Can't remember the names off the top of my head.
Invisible:: Sensors
Invisible:: Mystic & psychic.

Now you can't be seen by anything.
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Re: and now let us Munchkin

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Rappanui wrote:lol, sad, my lvl 1 quickflex Gladiator in k100 universal power armor could STILL beat this guy senseless and without bending any rules what so ever.and has a higher initiative to boot.


Any time you want to rumble....
:bandit:
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Re: and now let us Munchkin

Unread post by say652 »

How about I run a short adventure, the survivor wins.lol.

I now present.

Kreegor Physical training adept. Focus strength n Endurance, Defensive and fast combat style.

A jukin and jivin Crocodile man. That at high levels xan dodge and parry bullets n Energy blasts O.o
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Re: and now let us Munchkin

Unread post by Lenwen »

say652 wrote:That at high levels xan dodge and parry bullets n Energy blasts O.o

Sept you, as the original poster, already told me not more then 5 posts, ago .. it has to be lvl 1 munch.

Are you now then changing the rule set ?
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Re: and now let us Munchkin

Unread post by say652 »

Nope but they start out with six attacks.
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Re: and now let us Munchkin

Unread post by Tor »

Killer Cyborg wrote:The single most munchkin thing in the Rifts universe, outside of a Mulka
I don't understand why everyone is so afraid of those things. How good are they at dodging soul-drinkers?

I bet Salome could take one down easy.
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Re: and now let us Munchkin

Unread post by Killer Cyborg »

Tor wrote:
Killer Cyborg wrote:The single most munchkin thing in the Rifts universe, outside of a Mulka
I don't understand why everyone is so afraid of those things. How good are they at dodging soul-drinkers?

I bet Salome could take one down easy.


No known attacks hurt Mulkas.
None have ever been killed, in spite of an enormous bounty.
Magic attacks on them go strangely awry, and I don't think that soul drinking would be an ecpxception.
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Re: and now let us Munchkin

Unread post by say652 »

Mulkas are basically the gm walking around your gamr. Ultimate Munchkin.
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Re: and now let us Munchkin

Unread post by say652 »

I support simostrikes excellent strategy.

Get in there and bang kid!!!
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Re: and now let us Munchkin

Unread post by say652 »

Or more importantly attach fusion blocks. Or lead him into an ambush.
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Re: and now let us Munchkin

Unread post by say652 »

The protection from psychic negayes it but. Get him to chase you into a building activate the sprinklers and its game on. Or flashbang your both fighting blind. Or fight them in the dark.
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Re: and now let us Munchkin

Unread post by Tor »

Killer Cyborg wrote:No known attacks hurt Mulkas.
Are souldrinkers known in the Manhunter dimension?
Killer Cyborg wrote:None have ever been killed, in spite of an enormous bounty.
Does the Manhunter universe have Souldrinkers though?
Killer Cyborg wrote:Magic attacks on them go strangely awry, and I don't think that soul drinking would be an ecpxception.
I don't know if it qualifies as a magic attack though, it's not exactly a spell.
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Re: and now let us Munchkin

Unread post by say652 »

Tor I think they so many bonuses vs magic it's nearly impossible for them to fail a save.
I do remember reading a thread on how to kill one though but, why bother. Books outa print game line is deceased. They no longer exist. Its like saying Tarrasque. Lol
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Re: and now let us Munchkin

Unread post by Killer Cyborg »

Tor wrote:
Killer Cyborg wrote:No known attacks hurt Mulkas.
Are souldrinkers known in the Manhunter dimension?
Killer Cyborg wrote:None have ever been killed, in spite of an enormous bounty.
Does the Manhunter universe have Souldrinkers though?


Don't know.

Killer Cyborg wrote:Magic attacks on them go strangely awry, and I don't think that soul drinking would be an ecpxception.
I don't know if it qualifies as a magic attack though, it's not exactly a spell.[/quote]

IF you can find a non-magical soul-drinking weapon, let me know.
Or if you can find one that can drink souls without cutting the target (and drawing blood) first.

Here's the Abilities section for the Mulka:
The Mulka are completely impervious to all manners of Magic, Psionic and Physical force. They have limitless abilities and are completely unpredictable. WHile nothing het has been found to harm them, it is highly likely that something does exist. The various anti-Mulka organizations have chipped in to offer a 500,000 credit bounty to anyone bringing information of their weakness- and proof that it works, of course. The bounty has been untouched for the last 10 years.

The best guess so far has been that perhaps Chi powers could hurt them.
But that's just a "perhaps."
Since there is nothing officially listed as being able to hurt them, there is nothing official that can hurt them; any claim that anything CAN hurt them is a house rule.
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Re: and now let us Munchkin

Unread post by Giant2005 »

Vallax weaponry might be able to hurt a Mulka.
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Re: and now let us Munchkin

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Giant2005 wrote:Vallax weaponry might be able to hurt a Mulka.


I'm guessing that's a non-physical, non-magical, non-psychic kind of weaponry?
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Re: and now let us Munchkin

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Killer Cyborg wrote:
Giant2005 wrote:Vallax weaponry might be able to hurt a Mulka.


I'm guessing that's a non-physical, non-magical, non-psychic kind of weaponry?

No it is an energy weapon that has a property that allows it to ignore damage immunities.
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Re: and now let us Munchkin

Unread post by Killer Cyborg »

Giant2005 wrote:
Killer Cyborg wrote:
Giant2005 wrote:Vallax weaponry might be able to hurt a Mulka.


I'm guessing that's a non-physical, non-magical, non-psychic kind of weaponry?

No it is an energy weapon that has a property that allows it to ignore damage immunities.


So it'd be a kind of "immovable object, unstoppable force thing."
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Re: and now let us Munchkin

Unread post by Giant2005 »

Killer Cyborg wrote:
Giant2005 wrote:
Killer Cyborg wrote:
Giant2005 wrote:Vallax weaponry might be able to hurt a Mulka.


I'm guessing that's a non-physical, non-magical, non-psychic kind of weaponry?

No it is an energy weapon that has a property that allows it to ignore damage immunities.


So it'd be a kind of "immovable object, unstoppable force thing."

Not really - it is an immovable object and an object that is specifically designed to move immovable objects. That object has to win out, otherwise its sole purpose of moving immovable objects is non-existent.
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Re: and now let us Munchkin

Unread post by Killer Cyborg »

Giant2005 wrote:
Killer Cyborg wrote:
Giant2005 wrote:
Killer Cyborg wrote:
Giant2005 wrote:Vallax weaponry might be able to hurt a Mulka.


I'm guessing that's a non-physical, non-magical, non-psychic kind of weaponry?

No it is an energy weapon that has a property that allows it to ignore damage immunities.


So it'd be a kind of "immovable object, unstoppable force thing."

Not really - it is an immovable object and an object that is specifically designed to move immovable objects. That object has to win out, otherwise its sole purpose of moving immovable objects is non-existent.


Too bad for it.
Sometimes, things fail.
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Re: and now let us Munchkin

Unread post by say652 »

Mulka the reason manhunter as a line vanished. Lol.
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Re: and now let us Munchkin

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say652 wrote:Mulka the reason manhunter as a line vanished. Lol.



Mulka is plain insanity at its finest.
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Thinyser
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Re: and now let us Munchkin

Unread post by Thinyser »

say652 wrote:Deathwasp.
Disruptive touch.
Shrinking.
Flight: insect wings.
Superhuman Strength.
Energy resistance.
Its a Dim Mak Faerie
I freaking love it! :twisted:
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say652
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Re: and now let us Munchkin

Unread post by say652 »

I used this npc in a heroes unlimited game.
The secret operative set radioactive isotopes where his next target was supposed to be. Took like four sessions to capture the lil bugger.
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Lukterran
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Re: and now let us Munchkin

Unread post by Lukterran »

say652 wrote:Mulka the reason manhunter as a line vanished. Lol.


I think Mulka was created to be a GM device. It was obviously inspired by "Q" from Star Trek the Next Gen. Basically a all powerful trouble maker that could create all sorts of scenarios and trouble for the player characters.
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wyrmraker
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Re: and now let us Munchkin

Unread post by wyrmraker »

I always thought that the Mulka were pointlessly ridiculous. All spells, all psionics, unlimited PPE/ISP. Immune to all physical force, magic, and psionics.

I can see an extremely difficult NPC as a party's opponent. But this? I truly see no point in it whatsoever. At the same time, I can't get away from idiots who think I don't know any better when they try to get one over on me by trying to get me to let them play one.
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say652
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Re: and now let us Munchkin

Unread post by say652 »

The vault has a similiar power in it.

Godmode. All people including the guys party lose all experience points for the adventure when its used.
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Killer Cyborg
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Re: and now let us Munchkin

Unread post by Killer Cyborg »

wyrmraker wrote:I always thought that the Mulka were pointlessly ridiculous. All spells, all psionics, unlimited PPE/ISP. Immune to all physical force, magic, and psionics.

I can see an extremely difficult NPC as a party's opponent. But this? I truly see no point in it whatsoever. At the same time, I can't get away from idiots who think I don't know any better when they try to get one over on me by trying to get me to let them play one.


Mulka aren't intended to be a party's opponent.
That would be missing the point.
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Crucible
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Re: and now let us Munchkin

Unread post by Crucible »

Here is a character I once allowed. Talus Physical Training turned Dragon Juicer...
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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say652
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Re: and now let us Munchkin

Unread post by say652 »

Ancient Master+ Mystically Bestowed Abilities.

Kung fu cheese dip.
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Aku-Arkaine
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Re: and now let us Munchkin

Unread post by Aku-Arkaine »

Part Amazon, part Sea Titan, part Atlantean = All Human munchkin :mrgreen:
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say652
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Re: and now let us Munchkin

Unread post by say652 »

You forgot the magic tattoos and since your all human the super powers. Lol
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