PDA

View Full Version : Powers That Shouldn't Have Been Approved



Elysea
Jun 25th, '03, 11:12 AM
Here's one for all you GMs out there. Did a player ever come to you with a power that seemed harmless enough, but ended up twisting your campaign beyond your initial expectations after you approved it? Post your humorous anecdotes here. Players too, even if you weren't the GM in a campaign this happened in.

Tamashii2000
Jun 25th, '03, 11:20 AM
Originally posted by Elysea
Here's one for all you GMs out there. Did a player ever come to you with a power that seemed harmless enough, but ended up twisting your campaign beyond your initial expectations after you approved it? Post your humorous anecdotes here. Players too, even if you weren't the GM in a campaign this happened in.


4th edition.. Had a character with a double knockback energy blast (10d6) and a prety good force wall. I never thought twice about it untill the player tossed a force wall up behind a target..then knocked his foe back into it

TheEmerged
Jun 25th, '03, 11:38 AM
The imfamous "Acid Rain". 1/2d6 RKA, with an absolutely obscene number of advantages on it -- including AE, Autofire, 0 END, NND, and Does Body.

Derek Hiemforth
Jun 25th, '03, 12:04 PM
Originally posted by TheEmerged
The imfamous "Acid Rain". 1/2d6 RKA, with an absolutely obscene number of advantages on it -- including AE, Autofire, 0 END, NND, and Does Body. That "seemed harmless enough?!?" :eek:

Derek Hiemforth
Jun 25th, '03, 12:07 PM
The nastiest I GM'ed for was a guy with TK and Mental Illusions. He was good for taking a villain completely out of the battle every other Phase.

Step one: Grab villain in TK.
Step two: Hit villain with Mental Illusion that they're still grabbed in the TK and can't get out.

Repeat ad nauseum.

The level of effect was ridiculously easy to accomplish with the Mental Illusion. It's not a major change to the environment, and the character had a reputation for having extremely powerful Telekinesis, so it was plenty believable...

At least this was 4th edition... in 5th, he could do this all at once with a Multiple Power Attack. ;)

Bartman
Jun 25th, '03, 12:08 PM
I once ran a PsiWorld based campaign and added an NPC who's only power was an Aid only to psi powers. In practice it ended up doubling all the PC's effectiveness, and instead of an exotic 'normals' campaign I ended up with with a supers game. I didn't regain control of the campaign until I killed off the NPC.

Yamo
Jun 25th, '03, 12:08 PM
Extradimensional Movement to the alternate dimension where everything is the same except all the character's enemies are dead and he rules unquestioned over the entire Earth? :)

Okay, I made that one up, but it couldn't get much worse, could it?


Step one: Grab villain in TK.
Step two: Hit villain with Mental Illusion that they're still grabbed in the TK and can't get out.

This is clearly a broken Power construct.

You should have Linked them so as to accomplish both effects in one Phase. :)

Storn
Jun 25th, '03, 12:22 PM
I inadvertently came up with the agent-killer supreme.

A trained marine with the mutant power of a silent teleport (invisible sfx, sight and sound... one minute he is there, next second he ain't). Armed him with a HK MPSpd3... submachine gun with a silencer. And armor piercing bullets.

The guy was freakin' scary. Not so good vs. big, paranormal villains .. he just didn't dish out high amounts of damage. (but makes for a great distraction dude and there is the ol' jump behind villain, slap demo charge... buh bye!)

Bartman
Jun 25th, '03, 12:51 PM
Originally posted by Storn
I inadvertently came up with the agent-killer supreme.
Back in the day (pre-4th) there was an advantage that for +¼ you rolled 1 less die for knockback. Thus for a normal attack if you bought the advantage at two levels, every body did one inch of knockback. I had a character with a 3d6 normal attack, explosion x2 area, Autofire, -2d6 knockback. We called the the agent sweeper. One burst fired into a group of agents would send them flying in every direction (about 10-20") and usually knock them out. For some reason all the big villians seem to quickly develop knockback resistance. :)

Vondy
Jun 25th, '03, 01:07 PM
Originally posted by Tamashii2000
4th edition.. Had a character with a double knockback energy blast (10d6) and a prety good force wall. I never thought twice about it untill the player tossed a force wall up behind a target..then knocked his foe back into it

I had a player with a similar construct who never figured that use out.

MarkusDark
Jun 25th, '03, 02:01 PM
1 Pip RKA, AOE, Penetrating, X20 Autofire with a big OCV bonus. My first thought was "How much trouble can one person cause with a 1 pip attack?" I wound up calling it the Cheese Grater.

TheEmerged
Jun 25th, '03, 02:02 PM
Originally posted by Derek Hiemforth
That "seemed harmless enough?!?" :eek:

In my first campaign running the HERO system, where I had NPC's with 20d6 RKA's? Yes. Insert "learned a few things since then" crack here :o

Elysea
Jun 25th, '03, 02:26 PM
Originally posted by MarkusDark
1 Pip RKA, AOE, Penetrating, X20 Autofire with a big OCV bonus. My first thought was "How much trouble can one person cause with a 1 pip attack?" I wound up calling it the Cheese Grater.

ROFL That's hilarious. I just want to know if you started rolling for scatter with every shot if the attack roll was flubbed... I'd be very nervous watching the Hex of Death dance across the map. :)

Demonsong
Jun 25th, '03, 03:00 PM
I played in a campaign in last edition where the GM aloud a PC to take Disolification, usable as an attack, leaves body behind. The only defense was not getting hit. So this PC would use the attack, the body would collapse, and he would walk over and calmly slit the NPC’s throat.

What fun.

bwdemon
Jun 25th, '03, 03:52 PM
Under old (2nd edition) autofire/AE rules: 2d6 NND, autofire, AE (radius). The character rarely ever hit with under 6 shots until the thankfully short-lived game ended.

Enforcer84
Jun 25th, '03, 03:56 PM
I've mentioned it before, Damage Shield Martial Throw.

AlHazred
Jun 25th, '03, 03:59 PM
Originally posted by MarkusDark
1 Pip RKA, AOE, Penetrating, X20 Autofire with a big OCV bonus. My first thought was "How much trouble can one person cause with a 1 pip attack?" I wound up calling it the Cheese Grater.

Until they handwaved this, the attack would never have had a Penetrating effect. Since a roll of "1" equals no BODY, the attack never does anything except to unarmored targets.

Lightray
Jun 25th, '03, 04:49 PM
Way back before the BBB, I had Enhancer -- a character with a multipower of Characteristics, Useable By Others, Ranged. It was horrific. I voluntarily retired the character after I helped another character Presence Attack Grond into catatonia.

I once allowed a player to take Missile Deflection, +2 Vs. Everything, Damage Shield, Persistent, Always On. Even allowed him to use Reflection with some effort. I thought it wouldn't be too bad -- he was still affected by mental powers, adjustment powers, etc.

Ugh. It was horrible -- that was the most passive character, ever. All he did was stand around, waiting for someone to hit him. When I recently re-started that campaign, I declaired him an NPC by fiat, and forbade any such nonsense again.

BoloOfEarth
Jun 25th, '03, 07:18 PM
Originally posted by Lightray
I once allowed a player to take Missile Deflection, +2 Vs. Everything, Damage Shield, Persistent, Always On. Even allowed him to use Reflection with some effort. I thought it wouldn't be too bad -- he was still affected by mental powers, adjustment powers, etc.

Ugh. It was horrible -- that was the most passive character, ever. All he did was stand around, waiting for someone to hit him. When I recently re-started that campaign, I declaired him an NPC by fiat, and forbade any such nonsense again.

No problem there. He can't Deflect/Reflect AOE or Explosions (unless the SFX are a grenade or some such, and unless that had Ranged and you didn't list it). Also, it wouldn't take long at all for word to get around, and nobody targets him directly. If all he did was stand around, great, that's one less hero to worry about. Take out his teammates, then drop grenades all around him.

BoloOfEarth
Jun 25th, '03, 07:33 PM
Some things that slipped by me over 15 or so years of Champions:

Mental Defense, Usable By Others at Range. At first, the Mental Defense was only to help one other, but with EP the player bought it up to 4 others, conveniently covering the entire team. Made every mentalist completely useless.

Telekinetic Force Field, UBO at range. The intent was to protect normals, but it soon got used far too often by the team brick, making him completely unstoppable. Between this and the Mental DEF above, I ruled that defenses will no longer be UBO in my game.

1d6 NND, Autofire (5), 0 END. Seems pretty innocuous, right? Well, the character, Hummingbird, also had a high SPD (I think it was 9-10 at the start) that quickly got bought up to 12. And since this was his only attack, enough 2-point levels make it certain that all 5 hit. In 2-3 of his phases (one phase for your average character), he's done 10-15d6 NND.

And on the other side of the coin, I let one hero have Absorption and a Force Field (only up to amount Absorbed) in an EC. Genocide hit him with a Suppress, taking both a bit below half power. However, since the Absorption was cut so far, it really hurt the Force Field. Then a group of agents opened fire on him with 2d6 AP RKA, killing him in one phase. I had no idea his defenses had been lowered that far, and I was as shocked as he was.

Kristopher
Jun 25th, '03, 07:58 PM
Originally posted by bwdemon
Under old (2nd edition) autofire/AE rules: 2d6 NND, autofire, AE (radius). The character rarely ever hit with under 6 shots until the thankfully short-lived game ended.

4thEd, had a power armor hero. One of his attacks was a 1d6 NND, AoE 1-hex, Autofire x5, 32 charges (fully automatic gas-grenade launcher on the left arm). Great for taking out agents, and plinking away at guys with high DCV (AoE targeting the hex, remember).

Was autofire easier to hit with in 2ndEd?

MoonHunter
Jun 26th, '03, 03:57 AM
20 STR, 40" flight and Desolidification (Not vs Animal Material or (2nd rendition) Living things). The trick was to grab the target and fly through a wall, leaving the target behind. A few levels in grab and a few walls, and he could dish out a huge amount of damage.

death tribble
Jun 26th, '03, 04:36 AM
GM came up with he slick power to demonstrate being knocked over. Basically you had to make a Dex roll by the amount of slick rolled against you between 1-3 dice. And you lost your entire phase if you went down.
That lead to some arguments.

Captain Obvious
Jun 26th, '03, 05:38 AM
Originally posted by Kristopher
Was autofire easier to hit with in 2ndEd?

Pre-4th Autofire attacks had an inherent +4 OCV built in. There was also an adjustment to the range modifier, but I don't remember if it was beneficial or not....

Tom McCarthy
Jun 26th, '03, 07:53 AM
Teleport, usable as attack at range

I asked the player what he'd be using it for. Sounded like pure delaying tactics or dispersion type things, so I said OK. It didn't sound like he would abuse it.

The first time the team gets attacked in their penthouse base, he teleported an enemy agent to the floor below. And the player next to him says, 'Just put them outside.' And so, agent after agent began disappearing and reappearing outside, and dropping 20 stories...

The moral is that abusable powers frequently will be abused unless the author knows better. Ignorance or lack of creativity is not sufficiently limiting.

lemming
Jun 26th, '03, 10:16 AM
Originally posted by Captain Obvious
Pre-4th Autofire attacks had an inherent +4 OCV built in. There was also an adjustment to the range modifier, but I don't remember if it was beneficial or not....
Autofire also was 10 shots by default.

Before 4th edition range mods started at -1 OCV per 3" of range.
Autofire halfed that, so you'd be at -1/2".
Area Effects also halfed, so a autofire AE would be -1/1".

You could add levels before any of the halving happenned. I don't think the rule for you could only miss by half the distance had been adopted yet.

We had the Box 'O' Missiles ™ which was usually some Nd6 Explosive, Autofire, 20 shots.
We had a system of figuring out where the misses would go that made it way more random.

Hmm, I think that was one of the reasons we allowed the dive for covers to be figured After the landing points were determined. :)

BlackCobra
Jun 26th, '03, 01:36 PM
Ok -- I can claim two such powers, both from the same player (he oopsed, largely) and both radically changed the nature of the campaigns.

One: the character's mutant ability allowed him to mimic the mutant abilities of others. Any others. This was done with a variable power pool for the powers and a series of Aids to various things (characteristics, powers). We did not at that time realize how obnoxious Aid could be. In a Danger Room scenario, this character (having a little time to prepare) powered up. He then cleaned the clock of all the members of the opposing team. The character was a little old monk guy (lesson #2 of Martial Arts Movies: always beware the little old guy). The player voluntary retired the character not long after that.

Two: character had the mutant ability to "fix" or "enhance" devices. This was purchased as a Transform (BBB) any object into more useful object (I believe it was Major). Essentially it made him a super gadgeteer. And it also meant that any technology near him could be warped to whatever end he needed. Open the Super Prison cell door from the inside? Sure! Fix the alien computer? Sure! Secretly run the base from my cell phone? Sure! I think it lead to my campaign having a more mystical theme. (Yeah, gadget this, pal!)

It helped that the player was particularly gifted at using the power extremely effectively.

Wyrm Ouroboros
Jun 26th, '03, 10:44 PM
Originally posted by Storn
I inadvertently came up with the agent-killer supreme.

A trained marine with the mutant power of a silent teleport (invisible sfx, sight and sound... one minute he is there, next second he ain't). Armed him with a HK MPSpd3... submachine gun with a silencer. And armor piercing bullets.

The guy was freakin' scary. Not so good vs. big, paranormal villains .. he just didn't dish out high amounts of damage. (but makes for a great distraction dude and there is the ol' jump behind villain, slap demo charge... buh bye!)

I ... am SO glad my players don't read these boards. And I am so gonna use this guy in my 'Suddenly, Mutants' Dark Champions-esque campaign...

Enforcer84
Jun 26th, '03, 11:09 PM
That's just mean.

Have fun!:D

Gary Ciaramella
Jun 27th, '03, 04:10 AM
Captain Commando... 4th edition character that had a weapon that did 4d6RKA Autofire 5 Explosion... he nearly killed all of the PCs and I think he was played once.

Kristopher
Jun 27th, '03, 07:14 AM
Originally posted by Gary Ciaramella
Captain Commando... 4th edition character that had a weapon that did 4d6RKA Autofire 5 Explosion... he nearly killed all of the PCs and I think he was played once.

The perfect arguement for active point caps.

Talon
Jun 27th, '03, 07:42 AM
I've been a fairly good (read: paranoid) GM over the years, so not too many things have slipped past. Some examples:

The "spiky tentacle": an amorphous TK-like effect which could be used for FF, sensing (an AOE Clairsentience) and an invisible RKA. The character could literally lie on the ground pretending to sleep while people around him dropped like flies. Fortunately, this was in a combat-heavy Champs game so it was not as abusive as it would be in most games.

General defense balancing: allowing characters with a wee bit too much defense (usually 25% or 50% Damage Reduction plus Armor).

Of course, some of the villains got pretty nasty too. :)

The standard 75 VPP villain, but back when we didn't know the rules, so you could a) switch VPP mid-Phase (switch VPP, move, switch again, attack); b) not count Advantages and Reduced END against the Active Point total.

A villain who could set up time/space warps around a character (Teleport UAA AOE Ring plus Force Wall); any attempt to leave teleports you back to the center, and approaching from the outside teleports you to the other side of the ring. I loved the concept, but realized it was so horribly abusive that the villain never saw the light of day. Alas.

Elysea
Jun 27th, '03, 09:48 AM
Originally posted by Geoff Speare

A villain who could set up time/space warps around a character (Teleport UAA AOE Ring plus Force Wall); any attempt to leave teleports you back to the center, and approaching from the outside teleports you to the other side of the ring. I loved the concept, but realized it was so horribly abusive that the villain never saw the light of day. Alas.


A friend of mine wanted to be able to do this exact same thing with his gate-teleporting martial artist. We built it as an Entangle with the hex-covering effect, and added in the Reflective (or Backlash, whatever it is, don't have my book) advantage and Blocks Sight Group. In effect, he covered the hex you were standing in with a dome-gate. Anywhere you looked, you saw the back of your own head. You could attack the teleportation dome, but if you failed to pour enough kinetic energy into the dimensional gate to destabalize it, your own fist or energy blast or whatever popped right out of the gate behind you and hit you in the back of the head. A strong enough attack would be too much for the gate to handle, and it would shatter.

Fun concept, the character hasn't been played yet though. :)

keithcurtis
Jun 27th, '03, 10:26 AM
Both from the same player:

Grizzly: A Brick with a Str Transfer. He'd grab you, and under the rules you could grab and attack. (After all, you can grab and squeeze for damage, or grab and throw in one phase). He started out with 65 STR, he'd transfer 15-20 points. Now he's got 85 STR and the target is 20 points below. So if they both started at 65 then it'd be a contest of STR to get out: 85 to 45 the first phase and only get worse from there. Basically, he'd grab a target and take them out of the fight.

Agent Zero: An agent level guy (20 Str). He had Invulnerability bought as Desolid-STR affects normal world. That sounded OK. He even had a blaster pistol ANW. Still OK, he can be taken out with gas attacks, psionics etc. and the DC's aren't too high. I failed to notice the belt jets with many, many NCM's on them. His idea was that he would do Non-combat move-throughs on his opponents, slamming into them with 2 or 3 hundred inches of velcoity. So what if he took half damage? He was immune! Of course, he never mentioned this tactic during character creation.

Keith "Older and Wiser" Curtis

BNakagawa
Jun 27th, '03, 11:31 AM
If he's doing a move-through with 2-300 inches of velocity, how the heck is he hitting anybody? Does he have dozens of 2 point levels or something? and if he's bought dozens of levels, how could you miss that?

besides that, desolid or no, he's taking the damage.

If you're desolid, you can always affect yourself. (hard to use his pistol, otherwise). Since he's the one doing the move-through, he always takes at least half damage because the STR used to inflict the move through affects him even if what he hits can't.

$0.02

Captain Obvious
Jun 27th, '03, 11:53 AM
Originally posted by Elysea
You could attack the teleportation dome, but if you failed to pour enough kinetic energy into the dimensional gate to destabalize it, your own fist or energy blast or whatever popped right out of the gate behind you and hit you in the back of the head.

Heh heh heh...nice special effect on that one....

keithcurtis
Jun 27th, '03, 12:15 PM
Originally posted by BNakagawa
If he's doing a move-through with 2-300 inches of velocity, how the heck is he hitting anybody? Does he have dozens of 2 point levels or something? and if he's bought dozens of levels, how could you miss that?

besides that, desolid or no, he's taking the damage.

If you're desolid, you can always affect yourself. (hard to use his pistol, otherwise). Since he's the one doing the move-through, he always takes at least half damage because the STR used to inflict the move through affects him even if what he hits can't.

$0.02

Sorry, should have said "move-by".

Actually, that was the tack I took, claiming he should have taken damage. This led to a big argument and his refusal to play the character any more. (no loss)

Keith "no more munchkins, please" Curtis

Tech
Jun 27th, '03, 12:16 PM
Originally posted by Kristopher
The perfect arguement for active point caps.

More like a bad judgement on behalf of the GM for allowing such a power.

Gary Ciaramella
Jun 27th, '03, 05:22 PM
Originally posted by Tech
More like a bad judgement on behalf of the GM for allowing such a power.

GMs around these parts have been known to be quite lax in knowing exactly what abilities their PCs have... part of what sometimes drives me nuts with my gaming group. :)

Demonsong
Jun 27th, '03, 07:34 PM
GMs around these parts have been known to be quite lax in knowing exactly what abilities their PCs have... part of what sometimes drives me nuts with my gaming group. I think that's just bad Game Mastering. All my PC makes their character with me there. We work form concept, and build up from there. I know my world, so I know what will and will not work. The end result is I generally have all the PC character sheets memorized. If that's not possible for a GM then he/she should at least take the time to study the character first.

Off topic sorry. I just think if some one is going to take the time to run a game they should do it right.

Gary Ciaramella
Jun 27th, '03, 07:37 PM
I fully agree, that is why I wish I could game in some of the groups that I read about on here!

WilyQuixote
Jun 30th, '03, 10:42 PM
I never saw these ideas in play but I heard about them and thought..."That's just wrong".

1)Villain with mind control , one command only, to make target turn back into their sercret ID and stay that way.:eek:

2)Gravedigger:Tunnelling:UAA to put the poor sucker twenty hexes underground. Another variation would be a character having high STR with a martial grab and Tunneling with them underground and then leaving the victim there to suffocate.

As I said before...Thats just wrong. Thats not even good sportsmanship.

WilyQuixote
Jun 30th, '03, 10:42 PM
hit the button to post twice before realizing what I did...sorry.

JmOz
Jul 1st, '03, 09:52 AM
approved, but outlawed right after game time:

5" Teleport, UAA, DS, Cont, 0 end, persistant, Megascale, 1 fixed location

Didn't ask about the fixed location, turned out to be strait up,...

DocMan
Jul 2nd, '03, 12:55 PM
Gee, it was going so well until you got to Megascale...

Doc

austenandrews
Jul 2nd, '03, 01:40 PM
Originally posted by WilyQuixote
2)Gravedigger:Tunnelling:UAA to put the poor sucker twenty hexes underground.

In a villain game I'm currently playing in, I build my Master Villain character's trap doors something like this. It always leads to a death trap. And no, so far no hero has ever died in one of my death traps. :) I sure thought those zombie electric eels would do the trick, but that accursed Professor Patriot has a secret ally, I just know it ...

-AA

CrosshairCollie
Jul 3rd, '03, 12:57 AM
I never allowed Attack Tunnelling, though somehow I got it into my brain to allow AE Tunnelling, like a Sinkhole. Earthmaster in Classic Enemies had it. Of course, I was smart enough not to allow the 'close tunnel behind' option ...

One from an old friend's game ... Admiral Annihilation. He had a 1d6 EKA ... Autofire/20ed, triple-penetrating, 0End, a few other things, and enough Area Effect on it to cover the known expanses of the universe, triggered to go off when he took Stun. And several Susceptibilities so it was impossible for him NOT to take Stun. So ... punch Admiral, destroy universe. Except for the Admiral, who also had full Life Support and a little FTL, so he could find another world to blight. ;)

BoloOfEarth
Jul 3rd, '03, 04:14 AM
Speaking of susceptabilities, I had a friend who drew up a character (Micron) who had Shrinking, really high defenses (including Mental and Power DEF), and life support. He also had Susceptible to oxygen (that's why he had the life support) and a bunch of other munchkin disads.

Basically, you practically couldn't find him, and even if you could, you could barely hurt him.

The GM said, "DENIED!"

MilkmanDan
Jul 3rd, '03, 09:03 AM
Originally posted by JmOz
approved, but outlawed right after game time:

5" Teleport, UAA, DS, Cont, 0 end, persistant, Megascale, 1 fixed location

Didn't ask about the fixed location, turned out to be strait up,...
I tried something similar once, except it was a Teleport damage shield. Wanna hit me? Go ahead. *poof*

One of my classic evil abuse of rules powers was doing this, except the teleport was just 5" total. Straight down.

Barton
Jul 3rd, '03, 09:19 AM
My question to the GM's is:
How did you "fix" the out of balance powers in your game?

Demonsong
Jul 3rd, '03, 10:13 AM
I use the following steps. Although if it is really bad I just jump to step 4.

1- Sometimes the power is kind of OK; it can just be abused if the GM lets it. In that case I give the player a warning. This has worked for me once, but most of the time it does not work. So I move on to step 2. (As a matter of fact I am GMing a guy right now that has the summon power to summon Shadow Demons, I have warned him about the miss use of this power. I will be interested to see if he listens to that warning or not. Only time will tell.)
2- If the power is just a little out of wack, I modify it so it fits in the campaign better.
3- I squash the power cut it out of the game all together.
4- If all else fails, the character slips on a banana peal and breaks his neck. Or get teleported in to the sun. Or any one of a number of fun things gm’s can use to squash an unbalanced/abusive character.

Caveman
Jul 3rd, '03, 11:31 AM
I don't know if anyone has posted about this but, I had a friend come up with a presence attack that does knockback and double knockback. Holy Crap was that horrible. :):p

JmOz
Jul 3rd, '03, 12:22 PM
Personal favorite is to use Flash: touch, does KB, double KB...

CrosshairCollie
Jul 3rd, '03, 02:43 PM
The USPD actually has the best solution to the 'What In The Name Of The Almighty Kiwi Have I Allowed In My Game' effect ... under Radiation Powers, there's a power called Radiation Accident, which does exactly what it sounds like.

Talk to the player, tell him that you made a mistake. However, make it clear that you can't allow that mistake to continue to wreck the game.
Offer him the option of falling subject to the Radiation Accident; to be fair (heck, more than fair), let him redistribute the points lost by losing the BAH-ROKEN power, since he should never have had it in the first place.

This is better, to me, than just re-writing the character completely OOCly, and he loses an ability that he technically had before. One of those 'maintaining continuity' numbers.

gewing
Jul 3rd, '03, 06:12 PM
a low end brick with the same powers but a hammer/pick might be even stealthier. Problem is Supperessors are not perfect. many smgs end up sounding like .22 rifles, iirc.


Originally posted by Wyrm Ouroboros
I ... am SO glad my players don't read these boards. And I am so gonna use this guy in my 'Suddenly, Mutants' Dark Champions-esque campaign...

gewing
Jul 3rd, '03, 06:22 PM
I got stomped on because I bought a penetrating HKA. The didn't let me add strength. Only reason I bought it was that the penetrating RKA was inadequate imho. I guess I do have munchkin tendencies. Too bad all my characters are totally inefficient.

I was working on 2 linked 2d6 autofire Penetrating reduced pen reduced end Energy RKA - needle laser blaster. Also called the shredder :)

Demonsong
Jul 3rd, '03, 06:39 PM
I was working on 2 linked 2d6 autofire Penetrating reduced pen reduced end Energy RKA - needle laser blaster. Also called the shredder

I would probably put a stop to that also. :cool:

comfortmd
Jul 3rd, '03, 06:49 PM
think of this...

Multiple power attack, grab/grapple with tk(half dcv), fencing slash gives a 2d6 hka penetrating ap plus 2 dice strength an extra die, add to it 2 seperate hka 2d6 no str bonus +1 stun mult no kb

Chris Goodwin
Jul 3rd, '03, 08:33 PM
I think I've got the winnah and grand champeen.

Never was, probably never will be, and never should be approved.

http://www.herogames.com/forums/showthread.php?s=&threadid=5392#post88576

gewing
Jul 4th, '03, 01:47 PM
It was designed for a dark future military weapon. When I told him about it, my friend asked "did you come up with that yourself? It is nasty." NO Respect I tell ya. :)




Originally posted by Demonsong
I would probably put a stop to that also. :cool:

MuscaDomestica
Jul 4th, '03, 02:13 PM
I remember a power that was posted, drain knockback resistance, does knockback, double knockback... lots of fun.

JmOz
Jul 6th, '03, 05:24 AM
Actualy it was dispell KB, does KB, Double KB (MUCH CHEAPER)

Jhamin
Jul 7th, '03, 12:21 AM
I had a player with a Werewolf character. His schtick was that he worked like the movie were wolves that ignored most of what wasn't silver and could keep getting back up.

Among his other powers, he had a 4d6 aid to Stun with a Trigger set to go off when he was knocked below zero stun.

I came to hate that charcter.

CrosshairCollie
Jul 7th, '03, 01:21 AM
Say, Jhamin ... uh, wouldn't he only get back a maximum of 24 points of STUN from that power until some of the aided points 'wore off'?

Christougher
Jul 7th, '03, 05:01 AM
4th Edition, 3d6 Aid, simplified healing, bought 0 END Persistent. Applied as 'every one of my phases I'm hurt, I get back 3d6 stun and the body from that.

Approved by previous GMs, they won't accept how wrong it is, or what a correct version would do.

Now, imagine said power on a character with half damage reduction.

Talon
Jul 7th, '03, 06:22 AM
I had a GM who INSISTED that my Aid - STUN booster shot gadget didn't need Continuous or Uncontrolled...just Continuing Charges. That lasted right up until the first time I used it. :)

Jhamin
Jul 7th, '03, 07:31 AM
Originally posted by CrosshairCollie
Say, Jhamin ... uh, wouldn't he only get back a maximum of 24 points of STUN from that power until some of the aided points 'wore off'?

Yes, "only" 24 stun. That was one of the ways he convinced me.

Problem was this character had a huge recovery & Ok defences & damage reduction. The bad guys were luck to knock him down to negative stun at all. Once they did, he popped right back up & usally took a recovery. In play the effect was that he got close to a full recovery as soon as he went below 0 stun, no matter how far down he was or when his next action was. It wasn't so much that you couldn't put him down, it was that he wouldn't stay down. Ever.

Agent X
Jul 7th, '03, 09:18 AM
Originally posted by Jhamin
Yes, "only" 24 stun. That was one of the ways he convinced me.

Problem was this character had a huge recovery & Ok defences & damage reduction. The bad guys were luck to knock him down to negative stun at all. Once they did, he popped right back up & usally took a recovery. In play the effect was that he got close to a full recovery as soon as he went below 0 stun, no matter how far down he was or when his next action was. It wasn't so much that you couldn't put him down, it was that he wouldn't stay down. Ever. That would be a fun character. Eventually, some of the more resourceful villains would entangle the fellow as soon as an opportunity came up to do so.:)

JohnOSpencer
Jul 7th, '03, 03:11 PM
Originally posted by Jhamin
I had a player with a Werewolf character. His schtick was that he worked like the movie were wolves that ignored most of what wasn't silver and could keep getting back up.

Among his other powers, he had a 4d6 aid to Stun with a Trigger set to go off when he was knocked below zero stun.

I came to hate that charcter.

Funny, I seem to recall a werewolf player in one of my groups like that also. Coincidence?

John Spencer

Jhamin
Jul 7th, '03, 03:30 PM
Originally posted by Agent X
That would be a fun character. Eventually, some of the more resourceful villains would entangle the fellow as soon as an opportunity came up to do so.:)

That's what his claws were for.

Did I mention I came to hate this character?

CrosshairCollie
Jul 7th, '03, 03:47 PM
I'm surprised you never just had somebody do the old 'insurance shot' for double damage in the same phase when he got KOed. :)

Jhamin
Jul 7th, '03, 09:24 PM
Originally posted by CrosshairCollie
I'm surprised you never just had somebody do the old 'insurance shot' for double damage in the same phase when he got KOed. :)

Ah, but the trigger was set to "when he is below 0" so there was never actually a phase when he was down before it went off.

I ended up with villains firing off stupendous coordinated attacks several phases in a row to max out his aid while preventing him from recovering before they could bring him down.