View Full Version : Munchkin Build Contest?
Psylint
Oct 4th, '07, 05:21 PM
Haven't seen one of these in a while, so what's your favorite munchkin build power that might possibly have slipped past you or your GM on first glance.
"Army of ankle biting Jack Frosts" Winter summons a small army of little ice demons who then try to gang tackle her enemies.
2 Def 1 Body Entangle, Autofire x10 +1, 0 End +1
Non Res. Def =1/4, vuln. fire -1, no barriers -1/4, feet only -1, doesn't restrict foci -1, 1 body -1/2. [60 Active cost, Real Cost after 30 pt. EC bonus 6]
Cheers
Checkmate
Oct 4th, '07, 05:29 PM
Assuming a 60 AP limit: 4d6HKA. Best chance to one shot your Mega-Super villain
Hugh Neilson
Oct 4th, '07, 07:14 PM
60 AP...
1d6 Mind Scan, Cumulative (+1/2), 6 doublings of maximum (+1 1/2), Penetrating x 4 (+2), 0 END (+1/2), Continuous (+1), IPE (+1/4), IPE while building (+3/4) 37 AP
1d6 Mental Illusions, Cumulative (+1/2), 6 doublings of maximum (+1 1/2), Penetrating x 4 (+2), 0 END (+1/2), Continuous (+1), IPE (+1/4), IPE while building (+3/4) 37 AP
1d6 Mind Control, Cumulative (+1/2), 6 doublings of maximum (+1 1/2), Penetrating x 4 (+2), 0 END (+1/2), Continuous (+1), IPE (+1/4), IPE while building (+3/4), Telepathic (+1/4) 39 AP
1d6 Telepathy, Cumulative (+1/2), 6 doublings of maximum (+1 1/2), Penetrating x 4 (+2), 0 END (+1/2), Continuous (+1), IPE (+1/4), IPE while building (+3/4) 37 AP
Margarita Man sits on the beach on a tropical island sipping margaritas. He rolls Mind Scan to locate his target. He keeps rolling until he gets a '3' (he'll need it to weed out the target from the rest of the Earth's population). Assuming SPD 2, he gets 10 rolls a minute, so this takes about 22 minutes on average. Call it half an hour.
Once he hits, he rolls 1d6 per phase to add to his effect of Ego +100 (full effects and Undetectable by target with -12 to the breakout roll). If the target lacks power defense and has a 40 Ego, this will average 40 phases, or about 4 minutes at SPD 2. If the target has mental defense, it will take about 14 minutes at SPD 2. If the target has quadruple hardened mental defenses, he's immune.
That makes about 45 minutes. MM now selects from TP, MC and MI, with a multiple power attack if desired. He takes another half hour or so to roll a 3 and get a lock. After that, another 15 minutes or less places the target at Ego +120 for a combination of effect and penalties to the breakout roll.
No one can detect his attacks due to his IPE. Once he selects a target, it's only a matter of time. If the target has quadruple hardened mental defenses, he'll get someone else to go kill that brainshielded freak. [Or spend some xp adding more Hardened levels).
Comic
Oct 4th, '07, 07:32 PM
12d6 EB is nicely powerful.
2d6 HKA (+1: +1/2 Variable Advantage) and 9 DC's from Strength & Martial DC's.
Teleport & Flight (+1/2: +1/4 Variable Advantage)
Any combination of Shrinking and Stretching.
MicroMike
Oct 4th, '07, 10:41 PM
Munchkin Man buys 1d6 of COM Aid with an Extreme Side Effect that always affects the recipient of the benefits of the power only.
That's 12d6 STUN with NO defense applied.
And the Villian looks great knocked out.
Wyrm Ouroboros
Oct 4th, '07, 11:09 PM
60 AP...
(Mental Powers Build Cut)
Oh my. I think I love Margarita Man...
However: Killing Attack - Ranged, Increased STUN Multiplier, to 60 Active Points.
1d6, +12 STUN Multiplier: 11-90 Stun.
1d6+1, +8 STUN Multiplier: 14-91 Stun.
2d6, +4 STUN Multiplier: 6-108 Stun.
Best bet is probably the 1d6+1 RKA, +8 Increased STUN Multiplier.
"Look out, it's --"
*KAZOWHAM*
"... oh. Uh, never mind..."
JmOz
Oct 5th, '07, 03:29 AM
Well not sure if this qualifies
10 point MA package (I Personaly like Legsweep, Block & Martial Throw: Trip)
Then a MP of HA's defined as a variety of kicks (Let's say 5 slots with things like AP, NND, etc...), does not need to be that big
10 Points with Find weekness on Legsweep
some skill levels and DC's add to the final effect, it is amazingly affective
Hugh Neilson
Oct 5th, '07, 05:17 AM
Munchkin Man buys 1d6 of COM Aid with an Extreme Side Effect that always affects the recipient of the benefits of the power only.
That's 12d6 STUN with NO defense applied.
And the Villian looks great knocked out.
How about 1d6 COM Aid, Expendable Focus - the target?
megaplayboy
Oct 5th, '07, 05:30 AM
Absorption(going to stun etc)+Damage Reduction+regen is pretty munchkin. It takes an insanely long time to knock someone like that out.
Though, I have to say, my favorite munchkin idea was fully invisible DCV levels ("You've been hitting him as hard as you possibly can, with no discernible effect!").
Hugh Neilson
Oct 5th, '07, 05:33 AM
Actually, Darkness, vs most or all sense groups, with personal immunity fits quite nicely in most AP limits and can have significant impact not considered when considering the character's abilities.
In general, I think we are more likely to overlook a subtle power, generally defensive, than a flashy power that KO's the opponent.
Checkmate
Oct 5th, '07, 05:38 AM
Absorption(going to stun etc)+Damage Reduction+regen is pretty munchkin. It takes an insanely long time to knock someone like that out.
Though, I have to say, my favorite munchkin idea was fully invisible DCV levels ("You've been hitting him as hard as you possibly can, with no discernible effect!").
Wow that's just mean for a GM.
megaplayboy
Oct 5th, '07, 05:41 AM
A DEX 23, 60 STR brick with Defensive Strike, Martial Block, Martial Dodge and Martial Grab, and 2 levels hand to hand, can throw 12d6 while maintaining a 9 OCV and 13 DCV(which would make it moderately challenging for pure martial artists to hit them, while enabling them to hit most other bricks, even speedy ones, with little risk of being hit in return).
Comic
Oct 5th, '07, 05:48 AM
SPD just a little higher than average, Martial Dodge, and 3 pt CSLs on Martial art: Abort to Dodge to be virtually unhittable and still get as many attacks as average.
Not really munchkinism in my book, but just as effective as it.
Psylint
Oct 5th, '07, 05:54 AM
There's always Kali or Spiral
Extra Limbs,
3" Stretching, no non-combat stretching
30 STR
2d6 HKA, OAF sword, real weapon
2d6 HKA, OAF sword, real weapon
2d6 HKA, OAF sword, real weapon
2d6 HKA, OAF sword, real weapon
Multiple power attack? 4 x 4d6 HKA, or a Sweep 3 x 4 x 4d6 HKA?
DocSamson
Oct 5th, '07, 06:10 AM
The swarm - 60 APs worth of duplicates, each with teamwork and a 1 pip penetrating (x4) killing attack.
Melee Deflection - A Martial Block Damage Shield. Comes in at about 35 APs when counting the cost penalties in the UMart. Add Persistent Missile Deflection to get your character sheet torn up.
Balabanto
Oct 5th, '07, 10:52 AM
One pip penetrating deals no body. One pip is body 0. The attack deals no damage at all.
I built the planet Earth on 350 points.
I built a character that turns you and everything in a 16" radius into Jello. Instantly.
I built John Jacob Jingleheimer Shmidt, a character so broken that it can't even be printed.
Next year, as the Build and Brawl judge at Origins(Because I was too cheesy to compete anymore) I must build Chairman Kaga himself in 75 percent of the time.
And lest you think that you are my master in the world of rogue cheddar, these three words should have you quaking in your boots.
Ready?
Here they are.
Global
Thermonuclear
Follower
megaplayboy
Oct 5th, '07, 11:06 AM
You could probably write up a continuous XDM that "eats" little pieces of reality, shifts it to "dimension where I am absolute Omnibeing with total control over reality, free will, etc."--
and then link it to some kind of adjustment power that siphons off body to expand the mass/radius---
--make the whole thing invisible attack/effects
--NND with extremely rare defense(+4 advantage: doublehardened power defense)
--personal immunity(you travel there voluntarily, and periodically make "adjustments" to your expanding Realm)
basically, in the first few turns, your new Realm is roughly a city block in size, and is completely parallel to the existing reality. After a few minutes, a few square miles. After an hour, the whole city or state. After a day, the whole planet. Maybe after a year, the whole universe has just been shifted/remade into your personal playground.:eg:
And everyone who's immune is SOL, because reality just moved out from under them and left no forwarding address.:D
tunglashr
Oct 5th, '07, 12:30 PM
I think I like the illegal but hilarious powers like:
8- Survival usable as attack.
?
'I rolled a 13, you dont survive.'
Whats that, like 2 points?
How about Simulate Death, usable as attack, area effect?
megaplayboy
Oct 5th, '07, 12:33 PM
cum mind control, plus neg skill levels UAA applied to breakout rolls is pretty munchkinny.
Hugh Neilson
Oct 5th, '07, 03:23 PM
Extra Limbs - 256 arms
Build an IIF Multipower Ring with attack powers, each with 16 charges.
Now spend 60 points on doubling the ring. You now have 2,048 of them - one for each finger. Now use a Multiple Power Attack and fire off one charge from each ring...
BTW, you also need a Force Field Ring. +1 PD, +1 ED, +1 Pow Def, +1 Flash Def, +1 Mental Def, 0 END, Persistent (10 points)
Spend 50 points to double that and you now have 512 of them, one for each thumb. Once they're all active, you have +512 of each defense.
Of course, this one is pretty easy for any GM to spot...The Mighty Millipede Man is unlikely to be approved.
Hugh Neilson
Oct 5th, '07, 03:26 PM
One pip penetrating deals no body. One pip is body 0. The attack deals no damage at all.
I agree this is logical. It is not the rules according to the FAQ, which states that this does 1 BOD penetrating (this may even be stated in 5er).
Comic
Oct 5th, '07, 07:50 PM
6d6 Suppress Endurance, Continuous, AoE 1 Hex, 60 AP.
Every phase it fires, it takes an average of 42 END from the target.
When they hit 0 END, it burns Stun for END.
Oh, and you can fire it again on succeeding phases.
Not much good if the target has more than 20 pts. Power Defense.
The Rose
Oct 6th, '07, 04:00 PM
there is always the One pip body killing, Autofire out to 1280 times with penitrating x10, No range, area of affect, megascale to the size of earth. You could in one shot blow away the entire world. You just have to remember to buy total life support, imortality and 1point of x10 hardened resistanant PD. Seems like a good idea to me.
La Rose
CorPse
Oct 6th, '07, 06:30 PM
Guess this is sort of obvious, but just about any combination of a Megascale attack and personal immunity launches you (1km at a time) into the Munchkinoshpere!
Hugh Neilson
Oct 7th, '07, 02:26 PM
6d6 Suppress Endurance, Continuous, AoE 1 Hex, 60 AP.
Every phase it fires, it takes an average of 42 END from the target.
When they hit 0 END, it burns Stun for END.
Oh, and you can fire it again on succeeding phases.
Not much good if the target has more than 20 pts. Power Defense.
Just one problem - adjustment powers that drop END below zero do not inflict STUN. It just takes longer to recover the END. Still, when the target has no END, his options become rather limited.
The Monster
Oct 7th, '07, 04:34 PM
6d6 Suppress Endurance, Continuous, AoE 1 Hex, 60 AP.
Every phase it fires, it takes an average of 42 END from the target.
When they hit 0 END, it burns Stun for END.
Oh, and you can fire it again on succeeding phases.
Not much good if the target has more than 20 pts. Power Defense.
Drain PRE instead.
Buy your own PRE to campaign limits, and scare the pee out of them. Literally. (Zero-PRE people can't do anything without making a PRE roll every phase.)
Armor/FF/DRed just don't matter. Still doesn't work against high Power Defense - or against automatons. But I'm pretty poor as a munchkin anyway.
My "Necessary Evil" character Darklord has Suppress PRE 4d6, (large) Radius, Personal Immunity (80-point active limit). He can cause entire crowds of normals to flee simply by walking down the street, and many supers quiver at his approach. I'm looking forward to playing him. :thumbup:
The Rose
Oct 7th, '07, 10:55 PM
Drain PRE instead.
Buy your own PRE to campaign limits, and scare the pee out of them. Literally. (Zero-PRE people can't do anything without making a PRE roll every phase.)
except for pre attacks you get either your EGO or PRE to resist. Which ever is higher. So you would need to take both down at once. You could always just drain INT. Once they hit 0, they can't really do much. And it is hard to imagine what somone with negative INT is capable of.
La Rose
Comic
Oct 8th, '07, 11:35 AM
.. it is hard to imagine what somone with negative INT is capable of.
Observe politics.
Hugh Neilson
Oct 8th, '07, 01:23 PM
Observe politics.
Politicians get paid quite handsomely from our $$. Who has the negative INT?
Nightlord256
Oct 8th, '07, 01:39 PM
How 'bout this one (kind of obvious, but...)
10d6 RKA with a linked 10d6 transform person into person with vulnerability to RKA x2 body and x2 stun
It would never make it past any gm, but its still funny
and they said there was no 'double body' advantage
Cardinal
Oct 8th, '07, 05:04 PM
How is a 30DC attacked linked with another large AP power Munchkin? Lethal, yes; Munchkin, no.
I always thought that munchkin implied doing more with less -- i.e. destroying the planet on 60AP.
megaplayboy
Oct 9th, '07, 05:10 AM
1 pip Major Transform(to PC's psychic slave/meat puppet with 2 appropriate VC total commit 25 point psych lims)
Based on ECV(+1)
Partial Effect(+1/2)
0 END(+1/2)
Continuous(+1)
Uncontrolled(+1/2)
Fully invisible source and effect(+2)
Personal Immunity(+1/4)
Transdimensional(+3/4)
Affects desolid(+1/2)
Area Effect: Radius(+1)
Megascale Area (1"= 10,000 km)(+1)
NND(hardened mental defense)(+1)
Does Body(+1)
60 active points--at 20 EGO per minute, 99.99% of the population of Earth(and 90+% of the population of adjacent dimensions and timelines) becomes the PC's meat puppets. Throw in mind scan and mind link and season to taste.;)
Hugh Neilson
Oct 9th, '07, 05:12 AM
As a GM, I would not consider "hardened mental defense" a common ability for purposes of an NND.
megaplayboy
Oct 9th, '07, 05:23 AM
As a GM, I would not consider "hardened mental defense" a common ability for purposes of an NND.
hmm...but the normal defense to psychic surgery is regular mental defense. NND is supposed to be advantageous, no?
I did consider the "NND with rare defense" +2 advantage which appeared in an old 4th edition product...
DocSamson
Oct 9th, '07, 05:25 AM
A similar build may work with an AVLD vs. the awesomely common (insert sarcasm here) Mental Group Flash Defense (+3/4).
DocSamson
Oct 9th, '07, 05:33 AM
How 'bout this one (kind of obvious, but...)
10d6 RKA with a linked 10d6 transform person into person with vulnerability to RKA x2 body and x2 stun
It would never make it past any gm, but its still funny
and they said there was no 'double body' advantage
Powergaming changes at those kinds of point levels. Assuming a 150 AP cap (based on your two 150 pt. example powers), Suppress is the way to go. In a 150 AP campaign (especially one where defenses are usually capped at one-half (i.e 75), an average 30d6 Suppress (105) will demolish anyone without massive power defense.
megaplayboy
Oct 9th, '07, 05:40 AM
Powergaming changes at those kinds of point levels. Assuming a 150 AP cap (based on your two 150 pt. example powers), Suppress is the way to go. In a 150 AP campaign (especially one where defenses are usually capped at one-half (i.e 75). An an average 45d6 Suppress (157-158) will demolish anyone without massive power defense.
Inasmuch as resistant damage reduction(physical and energy) is likely to be very common in a 150 active point game, suppress is likely to be considerably less effective(as in "okay, 158 points? Let's see, I subtract 25 and divide the remaining amount by 2(or 4)...").
DocSamson
Oct 9th, '07, 05:41 AM
Inasmuch as resistant damage reduction(physical and energy) is likely to be very common in a 150 active point game, suppress is likely to be considerably less effective(as in "okay, 158 points? Let's see, I subtract 25 and divide the remaining amount by 2(or 4)...").
Sorry, was working on two problems there, I re-adjusted my math. Anyway, I don't think Damage Reduction is going to help much as the books says it is affective against Drain but makes no mention of Suppress. This of coarse assumes you are Suppressing BODY or STUN anyway. If I am Suppressing CON or STR Damage Reduction would not apply. Now, as Suppress has no cap, I can use maneuvers like pushing, sweep, or even haymaker to make sure I one shot anyone without alot of power defense.
megaplayboy
Oct 9th, '07, 05:51 AM
Sorry, was working on two problems there, I re-adjusted my math. Anyway, I don't think Damage Reduction is going to help much as the books says it is affective against Drain but makes no mention of Suppress. This of coarse assumes you are Suppressing BODY or STUN anyway. If I am Suppressing CON or STR Damage Reduction would not apply. Now, as Suppress has no cap, I can use maneuvers like pushing, sweep, or even haymaker to make sure I one shot anyone without alot of power defense.
Do you really want to encourage people to write up that "Suppress Suppress" triggered attack?;)
DocSamson
Oct 9th, '07, 06:37 AM
Do you really want to encourage people to write up that "Suppress Suppress" triggered attack?;)
Hehe, touche'. It's all in good fun.
We ban few builds in our game so as the GM I frequently have to be prepared to deal with powers like these.
Nekkidcarpenter
Oct 10th, '07, 05:09 AM
Come on people, a little more imagination please.
Detect dislike or intent to harm 12- (Unusual Group), Increased Arc Of Perception (360 Degrees), Microscopic: x10, Perceive into any dimension, Range, Rapid: x10, Sense, Targeting, Telescopic: +13
Teleportation 1", Conditional Power Only vs. things that trigger Detect (+0), Inherent (+1/4), Personal Immunity (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Affects Desolidified Any form of Desolidification (+1/2), Usable As Attack (+1), Invisible Power Effects (Fully Invisible; +1), Continuous (+1), Transdimensional (Any Dimension; +1), Damage Shield (Offensive; Affects Mental And Physical Attackers; +1 1/4), Trigger (Activating the Trigger is an Action that takes no time, Trigger resets automatically, immediately after it activates, Three or more activation conditions apply simultaneously; +1 1/2), MegaScale (1" = 1,000 lightyears; +4 1/4), Area Of Effect (786432" Radius; +5 1/2), Conforming (+1/2) (40 Active Points)
If you don't like me, I teleport you into the sun. Well, not OUR sun. Some sun, somewhere.
Note that the Detect is actually 60 AP as it's really hard to munchkin build Detects. And Danger Sense might be a little better fit although it's more about actually being in Danger, so I didn't think it was appropriate. And it might not really need Targeting as once it Triggers the Tport will automatically hit the offending creature and remove it.
Zed-F
Oct 10th, '07, 08:07 AM
Meh. Lots of superfluous advantages there. It's a lot more expensive than it needs to be.
Rocket to the Sun: Superleap 1", Megascale xLots, UAA. That's all you really need. Flavour with other advantages and limitations to taste. You can plop the entire planet into the Sun if you want for ~5 active points and 1 real point.
---------
But weren't we supposed to be talking something that might actually slip past a GM who wasn't totally blind? Most GMs can spot really obvious stuff like advantage stacking, power stacking, abuse of duplication/summon/followers/vehicles/etc. and so forth without too much difficulty.
How about something as seemingly simple as:
--- Succor xd6, 0 END Cost (+1/2)
Flavour with Continuous or Variable Effect to taste. Start it up during non-combat time and just let it keep running until you need to do something. By then you'll have pretty much infinite AP in whatever you're succoring, since Succor has no maximum limit. And, just for grins, you can do it to all your friends too. There are legitimate uses for Succor, but pretty much all of them rely on END costs as a balancing mechanism; do anything that fiddles with that, such as buying an END reserve, charges, reduced END, etc. and the GM will need to start paying close attention.
You can also milk the fact that the damage stacking rules are pretty obscure and tend to be not well-understood. A 4d6 AP HA (30 AP) doesn't seem too bad, but when you tack on 20 STR, a martial arts maneuver, perhaps a couple damage classes, and maybe some velocity-based damage (FMove martial maneuver, Stretching, Growth Momentum, etc.) things can get pretty obscene quickly. It gets worse with more/bigger advantages on the HA, naturally.
There are plenty of odd corners in the rules that you can use to exercise your inner munchkin without being overly blatant about it.
Balabanto
Oct 10th, '07, 01:59 PM
Cardinal, I just showed you how to do it with ONE point a page or so back.
SIXTY? Wow, that's way too many. I can blow up a whole galaxy for that many points.
Cardinal
Oct 10th, '07, 05:40 PM
Cardinal, I just showed you how to do it with ONE point a page or so back.
SIXTY? Wow, that's way too many. I can blow up a whole galaxy for that many points.
I was actually commenting with respect to Nightlord's 10D6 RKA combined with a transformation attack which was roughly a 300AP attack. However, since you brought it up, I am a little confused by your last post. As far as I can tell, the following is your only previous post on this thread:
One pip penetrating deals no body. One pip is body 0. The attack deals no damage at all.
I built the planet Earth on 350 points.
I built a character that turns you and everything in a 16" radius into Jello. Instantly.
I built John Jacob Jingleheimer Shmidt, a character so broken that it can't even be printed.
Next year, as the Build and Brawl judge at Origins(Because I was too cheesy to compete anymore) I must build Chairman Kaga himself in 75 percent of the time.
And lest you think that you are my master in the world of rogue cheddar, these three words should have you quaking in your boots.
Ready?
Here they are.
Global
Thermonuclear
Follower
While you hint at cheesy goodness, you actually don't provide any builds, much less one built on 1 AP. I am sure everyone on the thread would love to see one of your super cheesy builds.
Balabanto
Oct 10th, '07, 07:04 PM
Sigh. How many points am I allowed?
Comic
Oct 10th, '07, 10:07 PM
The great thing about munchkins, there's never enough points.
You can't munch just one.
Because after you've munchkined, you have to ironclad your munchkin, to plug loopholes.
And there's so many loopholes.
Balabanto
Oct 10th, '07, 11:31 PM
Very well. On a standard 350 point base, I will build a character here sometime within the next week.
Here is his background:
Born on a Bee Farm, Ronald Atkins was stung by radioactive bees after the government secretly buried radioactive waste on his property!
Now, he makes people feel the sting of Justice as...The Beekeeper!
Zed-F
Oct 11th, '07, 05:43 AM
Try to make it something any halfway competent GM won't immediately veto the second he or she lays eyes on it. ;) That will make it slightly more interesting.
Although, given that the character is posted to this thread, odds are that pretty much no matter what you post it would get vetoed on principle anyway...
DocSamson
Oct 16th, '07, 04:25 AM
Here's two that recently appeared on the same character sheet in our 75 AP game.
9 DEF, 3 BODY Entangle (60), Works Against EGO not STR (+1/4)
This requires a massive EGO even to scratch the Entangle. Luckily we think this may be illegal as Works Against Ego may not be a stand alone advantage. We are waiting for a ruling as to whether this advantage can only be taken without also taking Based on ECV.
Force Wall Elemental Control
12 PD Force Wall, 1" (30), 0 END (+1/2), Trigger [Takes No Time, Resets Automatically] (+1), Instant (-1/2), No Range (-1/2), Self Only (-1/2)
12 ED Force Wall, 1" (30), 0 END (+1/2), Trigger [Takes No Time, Resets Automatically] (+1), Instant (-1/2), No Range (-1/2), Self Only (-1/2)
The Trigger for each force wall is being attacked with a power of the appropriate type (PD or ED). This obviosuly circumnvents the need for Indirect and the character is all but immune immune to low dice attacks (minions, autofire, ect.)
I was not the GM for this character as I would have picked up on the Force Wall build I think. If it's legal, then using it with Desolidification would be a definate sheet ripper.
Psylint
Oct 16th, '07, 05:40 AM
Good point Doc,
But I don't think the Entangle is legal on its face. As I recall, Def or Body cannot be purchase at greater than 2:1. I always interpreted this to mean that if you bought say 5 Def 5d6 (50) then you could buy no more than 5 Def or 5d6 Body individually. If you wanted an 11 Def Entangle, you had to buy at least 60 points for a 6 Def 6d6 and then 5*5 for the remaining 5 Def.
I also think works against Ego not STR by itself is lame, though I could see it maybe as a direct current electrical attack, which as I understand it, causes all of the muscles to contract and stay that way. But then I'd also require Transparency and just for "game balance" a low level of Def. (Then again, perhaps it's better constructed as a limited Mind Control).
mattingly
Oct 16th, '07, 05:40 AM
I believe that Entangles can only differ by half on their DEF and BODY, so at best that 9/3 could actually be an 8/4.
DocSamson
Oct 16th, '07, 06:14 AM
You are both right. The player had 8 DEF, 4d6. My memory failed me. It's still pretty bad though, assuming that it's legal (the GM should be posting the question to Steve Long about the advantage soon). It is close to impossible for a person with a normal EGO to escape.
megaplayboy
Oct 16th, '07, 06:26 AM
honestly, a 10 DEF, 5d6 entangle without any mental paralysis sfx would be nearly as effective, since only bricks and maybe some energy blasters could get out of it.
Comic
Oct 16th, '07, 06:30 AM
What if they're helped by a Mentalist, get to apply Mental Defense (which a lot of non-mentalists have) and/or use Psych. Lims for bonuses to breakout?
And yes, as it is, a massively expensive attack (75 AP, you could buy a 5d6 HKA for that, and do up to 10d6 Killing on some builds!) should be hard for those vulnerable to it to cope with.
This attack as built (unless there's an AoE somewhere that I missed) is actually playing against its own strengths, in that ECV is much easier to hit than DCV, since so few characters have high ECV. It's 'munchkin' in the sense that the smart guy in class always getting high marks is unfair.
DocSamson
Oct 16th, '07, 06:41 AM
honestly, a 10 DEF, 5d6 entangle without any mental paralysis sfx would be nearly as effective, since only bricks and maybe some energy blasters could get out of it.
I dunno, the fact that you can't escape with things like Desol and Teleport lessen the number of peeps that could escape.
What if they're helped by a Mentalist, get to apply Mental Defense (which a lot of non-mentalists have) and/or use Psych. Lims for bonuses to breakout?
And yes, as it is, a massively expensive attack (75 AP, you could buy a 5d6 HKA for that, and do up to 10d6 Killing on some builds!) should be hard for those vulnerable to it to cope with.
This attack as built (unless there's an AoE somewhere that I missed) is actually playing against its own strengths, in that ECV is much easier to hit than DCV, since so few characters have high ECV. It's 'munchkin' in the sense that the smart guy in class always getting high marks is unfair.
All true, but then again you will find more peeps who can help you escape a physical Entangle than a mental one.
Also, let's not forget that EGO is twice the cost of STR while this entangle, point for point, only loses about 20% of it's effectiveness. I think this is my biggest issue.
megaplayboy
Oct 16th, '07, 06:48 AM
I dunno, the fact that you can't escape with things like Desol and Teleport lessen the number of peeps that could escape.
With Affects desolid and blocks TP added in another slot, you could still have a 6 DEF, 3d6 entangle, which will definitely still hold a lot of characters.
Hugh Neilson
Oct 16th, '07, 08:46 PM
I dunno, the fact that you can't escape with things like Desol and Teleport lessen the number of peeps that could escape.
I'd say it can be escaped with Tport and desolid. He didn't pay for an advantage that says it can't be escaped in this fashion.
I have issues with the "other stat instead of STR" entangles to begin with as few stats are purchased as high as STR, or have other means of escape (EB, KA, etc etc etc)
Blue Jogger
Oct 17th, '07, 08:14 PM
My favorite had got to be the Energy Projector with the following 60 point ultra slot...
6u +20D6 Hand to Hand Attack (Star Punch)
Of course, this was fixed in Fifth Edition.
The other was 5" Teleport with x2048 Non-Combat. This allowed you to go Mach 9 (if Speed 4 or more) and the Post-12 were more than enough to be able to keep this up for hours (you only pay 1 END/2 phases). But you need some Regeneration because accidently teleporting into a solid object HURTS.
DocSamson
Oct 18th, '07, 04:56 AM
Here are a few I am trying to get past a GM right now. One or two I have posted in the past. It is my intent to create a build that he will not immediately recognize as problematic.
The SFX of the character is that he is super fat like the Blob, Big Bertha, ect., but much fatter.
"Character's fat takes up multiple hexes"
Darkness, 2" radius, Invisibility to All sense groups plus Spatial Awareness, Costs END Only to Activate, Personal Immunity, No Range
Munchkinry: Without a sense to detect him through his fat, opponents will be at reduced CV against him.
"Super heavy"
Density Increase, 0 END plus
HA, 0 END, Continuous, Damage Shield, Only Adds to Crushing Damage
Munchkinry: If I can get someone in a position to do crushing damage, I am essentially getting two attacks per phase.
"Engulf in fat"
Clinging, +Clinging STR, Damage Shield, Affects Desolidified
Munchkinry: Once I get on top of someone and start doing crushing damage, they aren't going anywhere.
"Massive"
+STR, Does Not Add to Figured Characteristics, Only Adds to Casual STR.
Munkinry: I get two rolls at my full STR to escape Grabs and Entangles. While those I Grab may be able to escape my Grip, they will still be stuck to me via Clinging (not to mention they will also be inside my Darkness).
I don't think he will notice how effective the combination is until the first time I get ontop of one of his villains (who will then be affected by Clinging, Darkness, Crushing Damage, and my normal attacks).
Bluefire
Oct 18th, '07, 09:11 AM
since I would like to jump into this funfest... Can the OP please give some guildlines? point values for the characters, both active and total.
And are we talking about characters that are legal but munchkin or quasi-legal and the GM approves.
:D
-Bluefire
megaplayboy
Oct 18th, '07, 10:05 AM
Super strength and stretching with no range modifier(or equivalent in penalty skill levels) seems to have high munchkin potential, considering the "velocity bonus" given by a stretch-strike.
DocSamson
Oct 18th, '07, 10:20 AM
since I would like to jump into this funfest... Can the OP please give some guildlines? point values for the characters, both active and total.
And are we talking about characters that are legal but munchkin or quasi-legal and the GM approves.
:D
-Bluefire
I think the intent was to post builds that are munkin-like but don't appear so upon first glance. Perhaps builds that have gotten past the scrutiny of a GM but proved to be handful later. Just my 2 cents.
mattingly
Oct 18th, '07, 11:01 AM
Super strength and stretching with no range modifier(or equivalent in penalty skill levels) seems to have high munchkin potential, considering the "velocity bonus" given by a stretch-strike.
I think the no range mod is built into Stretching now. The above build also lets you Haymaker from far away, with little chance that the target will move out of the threatened area.
Gummibear
Oct 19th, '07, 08:02 AM
60 AP...
1d6 Mind Scan, Cumulative (+1/2), 6 doublings of maximum (+1 1/2), Penetrating x 4 (+2), 0 END (+1/2), Continuous (+1), IPE (+1/4), IPE while building (+3/4) 37 AP
1d6 Mental Illusions, Cumulative (+1/2), 6 doublings of maximum (+1 1/2), Penetrating x 4 (+2), 0 END (+1/2), Continuous (+1), IPE (+1/4), IPE while building (+3/4) 37 AP
1d6 Mind Control, Cumulative (+1/2), 6 doublings of maximum (+1 1/2), Penetrating x 4 (+2), 0 END (+1/2), Continuous (+1), IPE (+1/4), IPE while building (+3/4), Telepathic (+1/4) 39 AP
1d6 Telepathy, Cumulative (+1/2), 6 doublings of maximum (+1 1/2), Penetrating x 4 (+2), 0 END (+1/2), Continuous (+1), IPE (+1/4), IPE while building (+3/4) 37 AP
Margarita Man sits on the beach on a tropical island sipping margaritas. He rolls Mind Scan to locate his target. He keeps rolling until he gets a '3' (he'll need it to weed out the target from the rest of the Earth's population). Assuming SPD 2, he gets 10 rolls a minute, so this takes about 22 minutes on average. Call it half an hour.
Once he hits, he rolls 1d6 per phase to add to his effect of Ego +100 (full effects and Undetectable by target with -12 to the breakout roll). If the target lacks power defense and has a 40 Ego, this will average 40 phases, or about 4 minutes at SPD 2. If the target has mental defense, it will take about 14 minutes at SPD 2. If the target has quadruple hardened mental defenses, he's immune.
That makes about 45 minutes. MM now selects from TP, MC and MI, with a multiple power attack if desired. He takes another half hour or so to roll a 3 and get a lock. After that, another 15 minutes or less places the target at Ego +120 for a combination of effect and penalties to the breakout roll.
No one can detect his attacks due to his IPE. Once he selects a target, it's only a matter of time. If the target has quadruple hardened mental defenses, he'll get someone else to go kill that brainshielded freak. [Or spend some xp adding more Hardened levels).
Sounds a lot like a mentalist/assassin of mine "Clint": 60 pt Mental VPP- he would roam the galaxy in his Robotech style Cyclone. Of course it had scads of FTL, armor, some crazy weapons, and since its a vehicle it wasn't that expensive. :) All powers applied with IPE just in case. When he had a job he would go to the planet hang out in orbit and start making his mindscan roll. A short time later he finds his target "John" and begins to suppress all their possible mental def-altering penetrating as needed. Once the defenses were all a thing of the past he would hit them with his 1 pip HKA, usable at range, BECV, Does body, etc. Most people with a 15 body succumbed within a minute or so, some less some a little more.
Yeah he was a NPC/concept character-strange thing, no GM ever let me actually play him...
Gummibear
Oct 19th, '07, 08:15 AM
and of course Fusion Battery Man
http://www.herogames.com/forums/showthread.php?t=33537&highlight=%22fusion+battery%22&page=3
Gummibear
Oct 19th, '07, 10:52 AM
The swarm - 60 APs worth of duplicates, each with teamwork and a 1 pip penetrating (x4) killing attack.
Melee Deflection - A Martial Block Damage Shield. Comes in at about 35 APs when counting the cost penalties in the UMart. Add Persistent Missile Deflection to get your character sheet torn up.
Ghost you want to chime in here and explode into birds?
Player in my game used a virtually identical attack on me (the poor defenseless GM) in my game. The character would explode into ravens and attack with that ol' 1 pip attack w/a couple penetrating. The unkindness numbered 30.
Heh, never was "an unkindness of ravens" more aptly named.
ghost-angel
Oct 19th, '07, 11:03 AM
Ghost you want to chime in here and explode into birds?
Player in my game used a virtually identical attack on me (the poor defenseless GM) in my game. The character would explode into ravens and attack with that ol' 1 pip attack w/a couple penetrating. The unkindness numbered 30.
Heh, never was "an unkindness of ravens" more aptly named.
I like the Unkindness. It hadn't occurred to me what exactly I had built until I went to actually use it....
33 1pip x2 Pen Killing Attacks turns most things into goop in 1-2 Phases. Doubly so in a world not expecting quite that level of violence.
And that wasn't even supposed to be the "combat shape" of the character. :o
Gummibear
Oct 19th, '07, 11:10 AM
Its always fun to playtest stuff and go "wow, did I really make that?"
:D
DocSamson
Oct 19th, '07, 11:27 AM
I like the Unkindness. It hadn't occurred to me what exactly I had built until I went to actually use it....
33 1pip x2 Pen Killing Attacks turns most things into goop in 1-2 Phases. Doubly so in a world not expecting quite that level of violence.
And that wasn't even supposed to be the "combat shape" of the character. :o
I bet it is Ghost's raven character that I got the idea from. I remember something about his Raven character from a "Coolest Characters" thread.
Gummibear
Oct 19th, '07, 11:38 AM
So just like tap-dancing, music and the GURPS/HERO discussion, we all steal from each other. :) Its all good, thats what a community is for right?
zaras
Oct 19th, '07, 12:32 PM
I profess to something of a kindness for abusing duplication, seeing the 'unkindness of ravens' points to some paralell evoloution occuring amongst muchkin kind- at the risk of offending anyone, if youre looking at this thread you are either a paranoid gm or indulging in the inner munchkin. Its all good...:rolleyes:
My favourite, which has probably been done to death already: The 'living' metal flying brick character able to separate into 64 spheres of metal each with flight, move through is your friend- doubly so if you are dropped from orbit. I never had the courage to put that monstrosity forwards as a character.
Gravity manipulation: 1'' Flight, Usuable against others as an attack (and probably and illegal build), enough said on that.
The Clone Wars: Cosmetic transform, person into likeness/appearance of another person. Continuous, 0 end, persistent and sticky. I reckon this is a potential game stopper.
Irish: 1d6 luck, usuable by others. Understated power.
Buried Alive: Tunnelling, usuable against others as an attack. How many heroes in your game can dig through concrete? Add area effect if you want the gm to hate you.
The Sweat Shop: Followers, just basic humans but with huge multipliers, psych lim of 'total loyalty', one variable skill (brew beer or somesuch) and life support no eat/sleep. World wide economic meltdown.
Reset Button: Change Enviroment; Increase Entropy. 0 end, persistent. Knowledge of the Laws of Thermodynamics optional. On a character with time travel (destination shortly after big bang and full life support.)
Any application of drain con.
Teleport. Controversial?
Anyone remember the spoof characters in the back of 4th ed? I seem to remember there was a guy there that could shrink planets to marble size and throw them at people...shrinking turns off, splat.
Ive heard of D&D players getting inventive with the 'Persistent' Spell advantage. Madness like infinitely and exponentially replicating light spells rendering the universe very, very bright and sparkly.
Maybe one day ill make a character with ever power in this thread....in a vpp. :nonp:
ghost-angel
Oct 19th, '07, 12:38 PM
I profess to something of a kindness for abusing duplication, seeing the 'unkindness of ravens' points to some paralell evoloution occuring amongst muchkin kind- at the risk of offending anyone, if youre looking at this thread you are either a paranoid gm or indulging in the inner munchkin. Its all good...:rolleyes:
Heh, the silly part is that the "munchkinism" was completely unintentional - which I don't think makes it a munchkin build anymore. Just a point of unintended consequences.
The build was a low Defense, moderately high movement build intended as a Scout type aspect. Imagine a groups recon that can literally go to every point on the compass with a connected mind to relay information back and forth. I had 1 Attack just in case.
Accidental Change and Enraged ended up being the catalyst that showed us just how utterly and devastatingly effective the build was offensively. I did use it one purpose a few times. . . :D
casualplayer
Oct 19th, '07, 01:51 PM
Why not just take away people's ability to breathe? Transform to guy with Susceptability to Earth's Atmosphere.
Or force choke them with min STR TK Invisible + TK MA with Choke Hold; that one's easy to sneak past GMs.
Most munchkinry is 5 AP with +12 in advantages. If Helen Keller was your GM, even she wouldn't allow that kind of stuff past her. It does serve to point out the perils of advantage stacking, which kicks in way, way before +12.
rtcvb32
Oct 19th, '07, 04:55 PM
I got away with this, although after a few sessions the GM finally noticed it. Then i bought armor and Combat luck to counter it, which worked better anyways.
Armor (x/x), Always on (-1/2)
Also, a healing posting i had in 'fix for ninja hero', earlier.
Healing 1d6(Regeneration; 1 BODY per 5 Minutes), Reduced Endurance (0 END; +1/2), Persistant (+1/2) (30 Active Points); Extra Time (5 Minutes, Can make no other actions.; -2), Self Only(-1/2) Total: 8 Points.
Although personally i used it at 9pts with 1turn (-1 1/4), always on (-1/2).
I recall also making a ring of regeneration for 2pts before, but that needed a OIF, Independant.
Something really mean, which i need confirmation, would be to have a 'PSL vs sweep +2: 3 pts' power, and absorption to go into it, with a max of 30 pts (PSL +16?).
Era
ghost-angel
Oct 19th, '07, 08:22 PM
Something really mean, which i need confirmation, would be to have a 'PSL vs sweep +2: 3 pts' power, and absorption to go into it, with a max of 30 pts (PSL +16?).
Can't use PSLs to offset the negative OCV incurred by a Combat Maneuver - which Sweep is.
DocSamson
Oct 20th, '07, 06:58 PM
Here's another sure-fire sheet ripper. Based on Replicative Cloning from the UM.
Three Transforms, 1 each for Body, Mind, and Spirit, all Linked
1d6 Major Tansform, Limited Class [Humans], Target's Body into the Character's Body, 0 END, Continuous, Uncontrolled, Penetrating x2, Linked
1d6 Major Tansform, Limited Class [Humans], Target's Mind into the Character's Mind, 0 END, Continuous, Uncontrolled, Penetrating x2, Based on ECV, Works Against EGO Not BODY, Linked
1d6 Major Tansform, Limited Class [Humans], Target's Spirit into the Character's Spirit, 0 END, Continuous, Uncontrolled, Penetrating x2, Linked
"The best about about being me....is that there are so many of me." - Agent Smith
ghost-angel
Oct 20th, '07, 07:25 PM
Here's another sure-fire sheet ripper. Based on Replicative Cloning from the UM.
Three Transforms, 1 each for Body, Mind, and Spirit, all Linked
1d6 Major Tansform, Limited Class [Humans], Target's Body into the Character's Body, 0 END, Continuous, Uncontrolled, Penetrating x2, Linked
1d6 Major Tansform, Limited Class [Humans], Target's Mind into the Character's Mind, 0 END, Continuous, Uncontrolled, Penetrating x2, Based on ECV, Works Against EGO Not BODY, Linked
1d6 Major Tansform, Limited Class [Humans], Target's Spirit into the Character's Spirit, 0 END, Continuous, Uncontrolled, Penetrating x2, Linked
"The best about about being me....is that there are so many of me." - Agent Smith
"Me. Me. Me."
"Me too."
repped because I like Agent Smith.
GoldenAge
Oct 20th, '07, 10:06 PM
I think the no range mod is built into Stretching now. The above build also lets you Haymaker from far away, with little chance that the target will move out of the threatened area.
How about a Martial Artist with Stretching... bought invisible... with Xtra Limbs and Ambidexterity???
I reach out and touch you... with my Chi!!! - Half move away - Multiple Attack: Martial Strike/Martial Throw... Sucka!
Too munchkiny? :rolleyes:
Bluefire
Oct 23rd, '07, 09:45 AM
Not claiming that these are that scarey, but when I thought of them they were ;)
These were all used by me as a GM at one time or another (Seperate villians of course)
side note: I hate megascale.
50 Your Last Migraine: Killing Attack - Ranged 1/2d6, Continuous (+1), Based On EGO Combat Value (Mental Defense applies; +1), Attacker Chooses Defense (+1/2), Penetrating (x3; +1 1/2) (50 Active Points) 5
75 "I need more followers!": Major Transform 2d6 (Normal NPC -> Fanatically loyal follower), Area Of Effect (12" Radius; +1 1/2) (75 Active Points) 7
27 Soul Ripper: Drain BODY 1d6, MegaScale (1" = 1 km; +1/4), Reduced Endurance (0 END; +1/2), Area Of Effect (2" Radius; +1) (27 Active Points)
rtcvb32
Oct 23rd, '07, 04:22 PM
Can't use PSLs to offset the negative OCV incurred by a Combat Maneuver - which Sweep is.
Hmm, then i assume you can't use CSL's with aid/absorption/Ect to +OCV or +DCV either can you? (although if you add enough to your DEX, you'll get a good offset, but not fast enough for it to be munchkin :P), unless you could build a simple power that uses a CSL. Hmm... *shrugs*
ghost-angel
Oct 23rd, '07, 05:30 PM
Hmm, then i assume you can't use CSL's with aid/absorption/Ect to +OCV or +DCV either can you? (although if you add enough to your DEX, you'll get a good offset, but not fast enough for it to be munchkin :P), unless you could build a simple power that uses a CSL. Hmm... *shrugs*
Hummm... I'd probably allow Adjustment Powers to affect CSLs purchased. But if the target has no CSLs to Adjust you're going to need to Adjust their DEX to get CVs up/down.
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