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What can you do with this power


JmOz

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Making a baseline human character, a mystic archer.  In this campaign world a baseline human has some serious complications, including that they are limited on what kind of powers they can take and are under the rules for NCM plus heal body slower than normal (5 point Physical) .  Anyways, the majority of his points is a magic weapon, but he also has a flavor VPP.  I want to know if it is to powerful for what I intend to do with it. 

 

In the end I am asking the talented board members to make the most abusive powers they can based on the following VPP

 

Character has

 

5 Point Pool

15 Control Cost-Mystic Powers only (-1/4), All Powers must cost Endurance (-1/4), All Powers must have a skill roll (-1/2)

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Not a single power, but a suite of them:

a.) Detect, Analyze Defenses, Penetrative 15 AP, details of limitations left to the circumstance

b.) Detect, Analyze Susceptibilities, Penetrative 15 AP, details of limitations left to the circumstance

c.) Detect, Analyze Vulnerabilities, Penetrative 15 AP, details of limitations left to the circumstance

d.) Telescopic +30 vs Range penalties, details of..

 

Use a.)-c.) via d.) to determine what defense of the target is weakest.. from pretty much anywhere in the solar system.

 

e.) Detect, Analyze Enemies of Target, Penetrative (as above)

f.) Mind Link, Only to convey weakness and location of target to enemies of target, Inobvious.

 

So from pretty much anywhere on the planet, you can see your target, and communicate their whereabouts and weaknesses to their worst enemies in less than two turns, all while sipping coffee and checking your lottery numbers.

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Though not actually useful ( forgot LOS ) Comic's example is the kind of cheese that CAN come from a VPP. Now, WILL it come? That depends on the player. Get a list of possible powers from him, approve what you think is reasonable and hold the player to that.  Be clear that any changes or new powers are subject to GM veto if not approved beforehand.(true for any character sheet but doubly so for stop sign and caution sign powers)

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Telepathy 1d6, Cumulative (16x maximum = 96 points; +1 1/2), Invisible to Mental (+1/2); Concentrate (0 DCV; -1/2), OIF (mystic charm; -1/2), Extra Time (full phase; -1/2), Requires a Roll (-1/2).  The character can sit across the tavern from somebody, enter a trance, and read the target's mind to his heart's content (assuming the target has minimal or no Mental Defense).  Sure, it takes a while to build up to full power, but a 3 SPD person should still be able to get there in a few minutes.  Start as the guy's walking in the door, and you should be good to go by the time he's finished his first glass of beer.

 

Teleportation 2m, Safe Blind Teleport (+1/4), Area of Effect (2m Radius; +1/4), Constant (+1/2), Usable Simultaneously (self plus 2 others; +3/4); Gate (-1/2), Requires a Roll (-1/2).  Who needs to unlock doors?  Just step right past 'em!  (But be prepared for nasty GMs to start putting pit traps and other things on the other side of the door...)

 

X-Ray Vision (Fully Penetrative to Sight Group).  In the right (or wrong) hands, this can make the GM's life miserable.

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Flash Group 1d6, Constant (+1/2), Uncontrolled (+1/2), Trigger (target moves; activates as an Action that takes no time, resets automatically; +1); Extra Time (Full Phase at initial activation; -1/4), Gestures (-1/4), Requires a Roll (-1/2), OAF (Enchanted flash powder; -1).  Since it only costs 1 END, he could pour 8 END into it and make a 4 SPD character's life miserable for two Turns.  Every time he moves to take aim, FLASH!

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Enchant Arrows: (Total: 15 Active Cost, 3 Real Cost) Variable Special Effects (Any SFX; +1/2); Requires A Roll (Skill roll; -1/2) for up to 30 Active Points of Archery Attacks (15 Active Points); OAF (-1), Extra Time (Full Phase, Delayed Phase, -3/4), 3 Recoverable Charges (-3/4), Side Effects, Side Effect occurs automatically whenever Power is used (All arrows remain this special effect for rest of the Turn; -1/2), Incantations (-1/4), Concentration (1/2 DCV; -1/4) (Real Cost: 3)

Once a target's weakness is known, this spell can be used to turn all arrows into fiery arrows, irradiated arrows, or whatever is called for, for the duration of a Turn. Once cast, the archer is stuck with that special effect for the Turn, even if other targets are immune to that effect. Also, this only effects up to 30 pts of an attack Power, so having all attacks reduced to that may be a substantial penalty...

 

 

Its Name is Death but its Work is Life: (Total: 15 Active Cost, 1 Real Cost) Regeneration (1 BODY per 20 Minutes), Can Heal Limbs (15 Active Points); Increased Endurance Cost (x10 END; -4), Concentration, Must Concentrate throughout use of Constant Power (0 DCV; Character is totally unaware of nearby events; -1 1/2), Conditional Power Must be under half BOD or have taken an impairing or disabling wound (-1), IAF (-1/2), Side Effects, Side Effect occurs automatically whenever Power is used (Appears to be dead; -1/2), Requires A Roll (Skill roll; -1/2), Costs Endurance (Only Costs END to Activate; -1/4), 1 Continuing Charge lasting 1 Day which Recovers every 1 Week (-1/4), Gestures (-1/4), Incantations (-1/4) (Real Cost: 1)

The maimed archer stabs himself with his own arrow, apparently to death, and if left undisturbed (that is, no one pulls the arrow out prematurely) will Regenerate 1 BOD per 20 min, for up to a full day, even regrowing anything that was missing. Only castable once very 7 days.

 

 

Overwatching Eye: (Total: 15 Active Cost, 3 Real Cost) Danger Sense (self only, out of combat, Intuitional) (15 Active Points); OAF (-1), Concentration (0 DCV; Character is totally unaware of nearby events; -3/4), Costs Endurance (-1/2), Requires A Roll (Skill roll; -1/2), Physical Manifestation (-1/4), Incantations (-1/4) (Real Cost: 3)

Summons an eye that floats over the archer's head (the eye can be targeted and destroyed) that grants intuitonal, out of combat, Danger Sense.

 

 

 

The real challenge is fitting something useful in those constraints....there are Powers that can't be bought at all...

 

Lucius Alexander

 

The palindromedary is confident I'll be back later with something really munchkin

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I think this is as munchkin as I can get with this

 

Cupid's Arrow: (Total: 15 Active Cost, 2 Real Cost) Severe Transform 1 point, Alternate Combat Value (uses OMCV against DCV; +0), Variable Healing Method (+1/4), Damage Over Time, Lock out (cannot be applied multiple times), Target's defenses only apply once (64 damage increments, damage occurs every 6 Hours, +1/2), Area Of Effect Accurate (4m Radius; +1/2), Invisible Power Effects (Inobvious to [one Sense Group], effects of Power are Invisible to target; +3/4) (15 Active Points); 1 Charge (-2), STR Minimum 14-18 (STR Min. Cannot Add/Subtract Damage; -1 1/4), OAF (-1), Inaccurate (0 OCV; -1/2), No Range (-1/2), Attack Versus Alternate Defense (Mental Defense; -1/2), Requires A Roll (Skill roll; -1/2), Concentration (1/2 DCV; -1/4), Can Be Deflected (-1/4) (Real Cost: 2)

 

Lucius Alexander

 

The palindromedary says, see you in two weeks!

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I think this is as munchkin as I can get with this

 

Cupid's Arrow: (Total: 15 Active Cost, 2 Real Cost) Severe Transform 1 point, Alternate Combat Value (uses OMCV against DCV; +0), Variable Healing Method (+1/4), Damage Over Time, Lock out (cannot be applied multiple times), Target's defenses only apply once (64 damage increments, damage occurs every 6 Hours, +1/2), Area Of Effect Accurate (4m Radius; +1/2), Invisible Power Effects (Inobvious to [one Sense Group], effects of Power are Invisible to target; +3/4) (15 Active Points); 1 Charge (-2), STR Minimum 14-18 (STR Min. Cannot Add/Subtract Damage; -1 1/4), OAF (-1), Inaccurate (0 OCV; -1/2), No Range (-1/2), Attack Versus Alternate Defense (Mental Defense; -1/2), Requires A Roll (Skill roll; -1/2), Concentration (1/2 DCV; -1/4), Can Be Deflected (-1/4) (Real Cost: 2)

 

Lucius Alexander

 

The palindromedary says, see you in two weeks!

 

My Inner Munchkin is humbled, and bends its knee in awe, and a bit of shock.

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One big connected power of doom, using a really munchkinny sneaky back door effect.  Technically you can't aid powers which a character doesn't have but you can give them a power temporarily then aid that...

 

Mental Defense 1 point, Usable Nearby (+1) (Active Cost 1), Gestures - both hands (-1/2), Incantation (-1/4), Concentrate 0 DCV (-1/2), Extra Time full phase delayed phase (-1/2), Requires a Magic Skill Roll every use/phase (-1/2), OAF Staff (-1) (real cost 1)

Power Defense 1 point, Usable Nearby (+1) (Active Cost 1), Gestures - both hands (-1/2), Incantation (-1/4), Concentrate 0 DCV (-1/2), Extra Time full phase delayed phase (-1/2), Requires a Magic Skill Roll every use/phase (-1/2), OAF Staff (-1) (real cost 1)

Aid 1/2d6 Mental Defense, Power Defense, Usable Nearby (+1), Increased Maximum Effect x3 [24 points] (+3/4), Delayed Return Rate 1 day (+2 1/4), Expanded Effect x2 powers (+1/2), Area Effect Radius 4m (+1/4),  Gestures - both hands (-1/2), Incantation (-1/4), Concentrate 0 DCV (-1/2), Extra Time full phase delayed phase (-1/2), Requires a Magic Skill Roll every use/phase (-1/2), OAF Staff (-1) (real cost 4)

 

You can give everyone nearby you up to 24 power defense and mental defense for a day.  Might take a couple of turns, but what's 30 seconds or so to be basically immune to mental and power effects in a fantasy game?

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