grouch Posted December 26, 2016 Report Share Posted December 26, 2016 Hey all, I've been (very happily) sucked into a campaign with a bunch of old-time Champs players, but this is my first time creating a character using the 6th Edition rules and was hoping for some help. I'm building out a Lemurian wizard character (500+150 points) for a post-apocalyptic setting and want to give him a multi power based on "water magic". I'd love to see what you folks would come up with for a multi power using about 100 points. My thoughts so far are pretty basic: Blast, Barrier, maybe a Stun Drain (dehydration) or an RKA (drown), but y'all are much more practiced at this than I am. Looking forward to seeing what you came up with, GRouCH Quote Link to comment Share on other sites More sharing options...
TheQuestionMan Posted December 26, 2016 Report Share Posted December 26, 2016 Lemurian Mutant/Mutate/Mystic Water Powers in Multipowers Defensive Powers Offensive Powers Movement Powers Other Powers Post Apocalyptic Setting - How does the setting portray the worlds Oceans? Quote Link to comment Share on other sites More sharing options...
grouch Posted December 26, 2016 Author Report Share Posted December 26, 2016 Thanks for the reply! The campaign hasn't gotten so far yet that we've decided what's going on in the oceans. We're planning on making it more of a Dungeon/Apocalyse World-type game in that it's going to be group-generated rather than solely GM-generated, so we'll be sorting things like that out as we go. I think swimming will be outside the multi power, but I can see the argument for making it part of the MP. Certainly the point savings would be significant. Quote Link to comment Share on other sites More sharing options...
TheQuestionMan Posted December 26, 2016 Report Share Posted December 26, 2016 Dehydrate as an attack is as effective as vaccume Quote Link to comment Share on other sites More sharing options...
grouch Posted December 26, 2016 Author Report Share Posted December 26, 2016 What I'm looking for is an actual build. Would love to see what configurations folks come up with. Quote Link to comment Share on other sites More sharing options...
Tom Cowan Posted December 26, 2016 Report Share Posted December 26, 2016 just add limits to make it work as pre your magic rules. 100 point MP? hmm that is a heave hitting pool. Spells: Multipower, 100-point reserve Dehydrate: Blast 10d6, Attack Versus Alternate Defense (ED; vs Power Defense or body the lacks liquids; +1) (100 Active Points) Rust: Killing Attack - Ranged 6d6 (90 Active Points); Limited Power Power loses about a third of its effectiveness (Only vs. Ferrous Metal Objects; -1/2 Water Blast: Blast 13d6, Double Knockback (+1/2) (97 Active Points) Water Jet: Blast 8d6, Area Of Effect (32m Cone; +3/4), Thin Cone (-1/4), Double Knockback (+1/2), Double Knockback (+1/2) (100 Active Points); No Range (-1/2) Ride the Wave: Flight 50m, x8 Noncombat, Reduced Endurance (1/2 END; +1/4), Usable Swimming (+1/4) (90 Active Points); Only In Contact With Water (-1/4) Dispel Fire 30d6 (90 Active Points) Tentals of Water: Telekinesis (46 STR), Fine Manipulation, Area Of Effect (4m Radius; +1/4) (99 Active Points); Costs END To Maintain (Full END Cost; -1/2), Perceivable (-1/2), Physical Manifestation (-1/4) Water Shield: Resistant Protection (25 PD/25 ED/10 Power Defense) (Protect Carried Items) (100 Active Points); Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Costs Endurance (-1/2) Sink Hole: Tunneling 16m through 6 PD material, Ranged (+1/2), Usable As Attack (+2), Grantor pays the END whenever the power is used, Grantor controls the power totally, Recipient must be within Standard Range of the Grantor for power to be granted (98 Active Points) Quote Link to comment Share on other sites More sharing options...
Amorkca Posted December 27, 2016 Report Share Posted December 27, 2016 Here's my Water Based guy/gal... Cost Power END 60 Aquatic Attacks: Multipower, 60-point reserve 6f 1) Water Bolt: Blast 12d6 (60 Active Points)6 6f 2) Water Spray: Blast 8d6, Area Of Effect (16m Cone; +1/2) (60 Active Points) 6 6f 3) Dehydration: Blast 6d6, Attack Versus Alternate Defense (ED; All Or Nothing; Life Support (Dimished Eating; No need to drink) or a body that lacks liquids; +1) (60 Active Points) 6 4f 4) Water Form: Desolidification (affected by water, fire, and cold attacks), Reduced Endurance (0 END; +1/2) (60 Active Points); Cannot Pass Through Solid Objects (-1/2) 0 4f 5) Electric Eel Touch: Blast 8d6, Attack Versus Alternate Defense (Power Defense; or Insulated rED; +1/2) (60 Active Points); No Range (-1/2) 6 60 Tough Body: (Total: 60 Active Cost, 60 Real Cost) Energy Damage Reduction, Resistant, 25% (Real Cost: 15) plus Physical Damage Reduction, Resistant, 25% (Real Cost: 15) plus Resistant Protection (10 PD/10 ED) (Real Cost: 30) 0 5 Undersea Senses: Infrared Perception (Sight Group) 0 5 Undersea Senses: Nightvision 0 3 Undersea Dweller: Life Support (Safe in High Pressure; Safe in Low Pressure/Vacuum) 0 159 Total Powers Cost Quote Link to comment Share on other sites More sharing options...
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