Magmarock Posted May 11, 2004 Report Share Posted May 11, 2004 This thread is an unofficial outlet to showcase all those freaky-powerful, super-sick, genius-conceived powers that have been turned down by GMs because the power will not only unbalance the game, but also will end the world as we know it! A high AP is not necessary, but a high level of complexity is... and don’t forget to put the power in context of SFX! Adders! Advantages! Limitations! It's all good! (However, if it is acceptable to any GM, please don't post it here...) Let’s see what you got! Brownie points, er Rep, will be awarded to the most heinously insane powers presented. Ok, folks... Freak me out! Mags Quote Link to comment Share on other sites More sharing options...
Tim Posted May 12, 2004 Report Share Posted May 12, 2004 Re: Freaky-powerful and complex! This is a spray that I had a robot use to clear terrain ( anyhting that stood above ground level was a target.) Nano Disassemblers: 1d6 RKA, AE 1 hex, NND*, Does Body, Continous**, 8 charges, No Range. * defense is FF or large amounts of water (water would dilute the nanobots to be ineffective) ** lasts for 1 minute Quote Link to comment Share on other sites More sharing options...
Magmarock Posted May 12, 2004 Author Report Share Posted May 12, 2004 Re: Freaky-powerful and complex! This is a spray that I had a robot use to clear terrain ( anyhting that stood above ground level was a target.) Nano Disassemblers: 1d6 RKA, AE 1 hex, NND*, Does Body, Continous**, 8 charges, No Range. * defense is FF or large amounts of water (water would dilute the nanobots to be ineffective) ** lasts for 1 minute That's fairly respectable, Tim. Thanks for playing... But to make it truly sick, I'd increase the AE to..... Megascale! Whoot? Yeah... Whoot!! (Almost a doomsday device, that.) Mags Quote Link to comment Share on other sites More sharing options...
Tim Posted May 12, 2004 Report Share Posted May 12, 2004 Re: Freaky-powerful and complex! It may not do much at once, but 1 minute is 6 turns or at SPD 3, 18d6 KA Quote Link to comment Share on other sites More sharing options...
Mightybec Posted May 12, 2004 Report Share Posted May 12, 2004 Re: Freaky-powerful and complex! Teleport "X" inches, Megascale, Ranged, usable on others. Teleport people into bedrock, space, or your mothers shower. Quote Link to comment Share on other sites More sharing options...
animemun001 Posted May 12, 2004 Report Share Posted May 12, 2004 Re: Freaky-powerful and complex! mass contagion 1d6 RKA, 8" radius, 3 endurance continous+1,Difficult to dispel+1/4, half endurance +1/4, personal immunity +1/2, Area Effect: Radius +1,Uncontrolled +1/2, Sticky +1/2, No range -1/2,Concentration 0DCV-1/2,14 or less activation -1/2 active cost: 75 ,real cost: 30. Each person that touched one of the contaminated would also gain the problem with whatever amount of endurance reserve was put into it when they had contact Quote Link to comment Share on other sites More sharing options...
The Maxx Posted May 12, 2004 Report Share Posted May 12, 2004 Re: Freaky-powerful and complex! I feel my inner Munchkin emerging all right here goes. "Internal energy source" 1d6 EB vs. ED [Autofire x5 +1 1/2, OEND +1, Fully Invisible +1, AE on hex/accurate +1/2, Continuous +1, Uncontrolled +1/2] (32 active) [No Range -1/2, No KD -1/4, Standard effect -0, Self only -0 ) "shut off by someone turning off the hidden switch " +6 ED 1d6 Absorption vs. energy, +10 to Maximum, 1/2 points go to increasing the absorption max, the other 1/2 go to increase the Max on the Aid 1d6 Aid to anything all at once, +4 to Max, [Variable +2 Advantage +4, OEND +1/2] Quote Link to comment Share on other sites More sharing options...
ghost-angel Posted May 12, 2004 Report Share Posted May 12, 2004 Re: Freaky-powerful and complex! Spiky Ball of Doom. (vehicle) Laser Spike- 1 Pip RKA, No Range Modifier (+1/2), x10 Penetrating (+5), 0END (+1/2), Autofirex5 (+1 1/2), AoE: Hex (+1/2), Affects Desol (+1/2); (47 Active Points, 47 Real Points) x1,024 Laser Spikes (50 Points) I forget what the rest of it was, the GM took one look at the Laser Spike and just said "no." Quote Link to comment Share on other sites More sharing options...
Lord Kryptman Posted May 14, 2004 Report Share Posted May 14, 2004 Re: Freaky-powerful and complex! VVP (25) Only to create skills vvp only to make skill levels 10 d6 energy blast +1 area effect radius +1 NND +1 does body +3 3x AP 3x pen, Autofire x5 +1 1/2 +1/2 (0) end. this power was called the villian buster it had a disad on it -1/2 only to kill "bad people" Quote Link to comment Share on other sites More sharing options...
Tech Posted May 14, 2004 Report Share Posted May 14, 2004 Re: Freaky-powerful and complex! Bear with me on this one, people. I'm trying to remember a complicated power without the sheet in front of me. 22d6 Healing (Stun & Body) + 3d6 Aid to all stats except Stun & Body (can't recall exact Power), usuable once/year, costs end, results occur over 3 minute period, full concentration, character loses as much Body as is healed, side-effect: 1d6 loss from all stats (except Int, Ego, Com, Pre) for 1 day It's not totally accurate but it's something like this. Quote Link to comment Share on other sites More sharing options...
Blue Posted May 14, 2004 Report Share Posted May 14, 2004 Re: Freaky-powerful and complex! I have nothing. But I will be using the title Freaky, Powerful and Complex as the title of my autobiography some day. Quote Link to comment Share on other sites More sharing options...
Badger Posted May 15, 2004 Report Share Posted May 15, 2004 Re: Freaky-powerful and complex! I think Mightybec deserves points for being sick enough to think teleporting someone to their mother's shower. Bedrock or deep space is much more merciful. Quote Link to comment Share on other sites More sharing options...
gewing Posted May 16, 2004 Report Share Posted May 16, 2004 Re: Freaky-powerful and complex! I am not an ubermunchkin, and cannot remember the real writup, but... The Hand grenade type weapon that was not single use, but iirc Uncontrolled and continuous, explosive, after each blast it teleported something like 10 inches in a random direction. I think it killed a city, once. Quote Link to comment Share on other sites More sharing options...
Fireg0lem Posted May 16, 2004 Report Share Posted May 16, 2004 Re: Freaky-powerful and complex! Heh. Shroomborgificate: 1-pip Transform into Shroomborg - Area of Effect (1 hex; +1/2), Megascale (1" = 1 km; +1/4), Penetrating x3 (+1 1/2), 0 End (+1/2), Continuous (+1), Personal Immunity (+1/4), Persistent (+1/2); No Range (-1/2) [AP 27, RP 18] 1 Power Defense, x6 Hardened (2 AP, 2 RP) Shroomborg Template: Psychological Limitation: Driven to Turn Everyone Except [original character] into Shroomborgs (-25), Psychological Limitation: Totally Loyal to (original character) (-0); Shroomborgificate, without PI and with Always On(+13), +21 Power Defense - Only vs. Healing (-2), Always On (-1/2) (+6); +9 Mental Defense - Always On (-1/2) (6) Yep, for a cost of 20 CP, everyone on the planet without triple-hardened Power Defense becomes your slave, forever (since they all constantly reinforce the transform, preventing it from ever healing). Moreover, the Shroomborgification plague is nearly irreversible, since anyone affected becomes resistant to any attempt to heal them. Beat that. Quote Link to comment Share on other sites More sharing options...
Citizen Keen Posted May 16, 2004 Report Share Posted May 16, 2004 Re: Freaky-powerful and complex! Teleport "X" inches, Megascale, Ranged, usable on others. Teleport people into bedrock, space, or your mothers shower. Correct me if I'm wrong, but I thougth the rules prohibited teleporting people into things. Correct? Quote Link to comment Share on other sites More sharing options...
lemming Posted May 16, 2004 Report Share Posted May 16, 2004 Re: Freaky-powerful and complex! Correct me if I'm wrong' date=' but I thougth the rules prohibited teleporting people into things. Correct?[/quote'] Correct. Space is still fine and if you have your mother's shower as a location... Though you could tie in a nice NND killing attack into the tport Quote Link to comment Share on other sites More sharing options...
gewing Posted May 16, 2004 Report Share Posted May 16, 2004 Re: Freaky-powerful and complex! What if you combined it with Desolid usable against others and the Desolid only lasted say 2 phases. Odds of them getting out in time? depends. Correct. Space is still fine and if you have your mother's shower as a location... Though you could tie in a nice NND killing attack into the tport Quote Link to comment Share on other sites More sharing options...
animemun001 Posted May 17, 2004 Report Share Posted May 17, 2004 Re: Freaky-powerful and complex! that was just a lil to wrong by my standards...it was a sane attack power Quote Link to comment Share on other sites More sharing options...
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