Super-Mega-Munchkin-Giga-Hero Thread!

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ITWastrel
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Super-Mega-Munchkin-Giga-Hero Thread!

Unread post by ITWastrel »

Says it right there in the title, folks. This thread is for the most OP, Stupidly munchkin, obscenely powerful, and still technically book legal toons ever dreamed of.

The basic rules,

The character must be, in all ways, completely book legal.

Those books can be any Official Material found in any published sourcebook or Rifter, from any Palladium game. PF, HU, Rifts, Robotech, TMNT&OS/ATB or whatnot.

Optional and fan-made materials are straight out.

No MDC. This is a HU thread. If you want Giga-Damage, earn it with unbridled Munchkinism.

The finished toon should not require any specific circumstances or GM action to complete. Backstory is responsible for your lvl 1 abilities, but afterwards you're on your own. Sure, your PC might meet a ninja and learn to be invisible, but you cannot plan for that.

I'll start.

Ogron, the Apocalypse. Alien Experiment. Species: Zentradi, Elite, Non-micronized. Lvl 10, though that's largely irrelevant.
Relevant stats: PS 3000, PE 4600, SPD 280 SDC 16000, HP 12500, normal Height ~70'

Skills: several physical skills, mainly ones to increase the almighty PE

Super abilities:
Minor: Extraordinary PE
Major: Shrink (Reducing mass, speck) and Growth (max height ~9270' [+9200'], Max PS 12,200-superhuman, max SDC 200,000, max speed 560)

I present a two mile high war machine, self-micronizing for easy storage. Moves at nearly the speed of sound, just because of those long, LONG legs.
Genetically engineered for your consideration.
Last edited by ITWastrel on Thu Jan 06, 2022 10:21 pm, edited 2 times in total.
Curbludgeon
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Re: Super-Mega-Munchkin-Giga-Hero Thread!

Unread post by Curbludgeon »

You might want to delineate between Rifter material, just because while "optional" doesn't diverge all that much from "official" there are things like Giga-Damage Guns.

In HU an Erishek Doppleganger can be tacked on top of any character which isn't a creature of magic, supernatural being, or of a mineral or energy-based species. A decent base for such would be a Mental Giant Psychic Gestalt of whichever potentially psionic Aliens Unlimited species has the largest variety of intrinsic superpowers. If Nightbane or the Rifter's Spatial Mage material is available then Realm abuse is in play. Rifts or Robotech, among other things, adds arguable Robot Pilot: Elite stacking. Palladium Fantasy has the Life Force Wizard which can be combined with ultra high SDC species such as the Amaki. TMNT characters can come from a one-species military company and leverage the team attribute bonus, and N&SS/MC can have a character double Chi each level via the years-long style study cost. A given character could incorporate 2-3 of these things in the right game.
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ITWastrel
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Re: Super-Mega-Munchkin-Giga-Hero Thread!

Unread post by ITWastrel »

Curbludgeon wrote:You might want to delineate between Rifter material, just because while "optional" doesn't diverge all that much from "official" there are things like Giga-Damage Guns.

In HU an Erishek Doppleganger can be tacked on top of any character which isn't a creature of magic, supernatural being, or of a mineral or energy-based species. A decent base for such would be a Mental Giant Psychic Gestalt of whichever potentially psionic Aliens Unlimited species has the largest variety of intrinsic superpowers. If Nightbane or the Rifter's Spatial Mage material is available then Realm abuse is in play. Rifts or Robotech, among other things, adds arguable Robot Pilot: Elite stacking. Palladium Fantasy has the Life Force Wizard which can be combined with ultra high SDC species such as the Amaki. TMNT characters can come from a one-species military company and leverage the team attribute bonus, and N&SS/MC can have a character double Chi each level via the years-long style study cost. A given character could incorporate 2-3 of these things in the right game.



So what's your entry? A robot piloting squid? A ninja wizard?

And yeah, updating the OP to say official material only and clarifying the challenge.
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Re: Super-Mega-Munchkin-Giga-Hero Thread!

Unread post by Curbludgeon »

Eh, one could argue how Soulmancy's Permanency spell interacts with Astral Realm emanations such that inhabitants' physical manifestations could be wildly empowered by forsaken children, but as a start I'd just go with your toon's brain devoured by an Erishek. I might flip through AU tonight.
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Re: Super-Mega-Munchkin-Giga-Hero Thread!

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ITWastrel wrote:Says it right there in the title, folks. This thread is for the most OP, Stupidly munchkin, obscenely powerful, and still technically book legal toons ever dreamed of.


A munchkinny idea I’ve considered for a while: maybe a Mega-Hero Immortal, but what’s key is that he’s Imbued with Transmutation. So he can transmute stuff temporarily — or permanently, but any time he goes in for that his PE permanently falls as well; before long, he’d drop dead.

Anyhow, he’s also Imbued with a Divine Aura, and so he gets awestruck devotees who “do anything he asks of them without question or hesitation, even sacrificing their lives for him or his cause.” And it’s an imbuing process that can work on anyone and everyone, so he can power up one of those awestruck devotees to get a permanent supply of whatever he wants; any such devotee will die in the process, but, hey: “If one dies, a new one will take his place.”

I’m thinking of topping that off with Danger Sense (so he’d know if he ever needs to get away before trouble arrives) and Gateways (so he can get away before trouble arrives): whenever that’s irrelevant, he can casually hypno-voice his way through pretty much any calm situation involving the best things money can buy, plus various things that can’t be bought — but if he’s ever going to be in an imminent-danger situation, then he, uh, leaves?
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Re: Super-Mega-Munchkin-Giga-Hero Thread!

Unread post by ITWastrel »

Regularguy wrote:
ITWastrel wrote:Says it right there in the title, folks. This thread is for the most OP, Stupidly munchkin, obscenely powerful, and still technically book legal toons ever dreamed of.


A munchkinny idea I’ve considered for a while: maybe a Mega-Hero Immortal, but what’s key is that he’s Imbued with Transmutation. So he can transmute stuff temporarily — or permanently, but any time he goes in for that his PE permanently falls as well; before long, he’d drop dead.

Anyhow, he’s also Imbued with a Divine Aura, and so he gets awestruck devotees who “do anything he asks of them without question or hesitation, even sacrificing their lives for him or his cause.” And it’s an imbuing process that can work on anyone and everyone, so he can power up one of those awestruck devotees to get a permanent supply of whatever he wants; any such devotee will die in the process, but, hey: “If one dies, a new one will take his place.”

I’m thinking of topping that off with Danger Sense (so he’d know if he ever needs to get away before trouble arrives) and Gateways (so he can get away before trouble arrives): whenever that’s irrelevant, he can casually hypno-voice his way through pretty much any calm situation involving the best things money can buy, plus various things that can’t be bought — but if he’s ever going to be in an imminent-danger situation, then he, uh, leaves?



Transmutation, Divine Aura, and Grant Powers is a path to cash, sure. Have you ever tried Grant powers, Regeneration, and a flight power? You're the healbot for the muggles on your team, sure, but you also make BANK selling flying outings to corporate bigshots with more money than brains, or saving the lives of those who can afford it. (or who deserve it, whatever.)
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Re: Super-Mega-Munchkin-Giga-Hero Thread!

Unread post by Regularguy »

ITWastrel wrote:Transmutation, Divine Aura, and Grant Powers is a path to cash, sure. Have you ever tried Grant powers, Regeneration, and a flight power? You're the healbot for the muggles on your team, sure, but you also make BANK selling flying outings to corporate bigshots with more money than brains, or saving the lives of those who can afford it. (or who deserve it, whatever.)


Speaking of corporate bigshots and a flight power (and injecting the laws of physics for a moment), couldn’t a character start play with the power to fly back in time by combining, say, Stretch Time and Intangibility and Energy Absorption and Superluminal Flight and Flight: Space?

“FTL messages from the future to the past, for — y’know, whatever price you think the competition would pay; I’m just sayin’, is all.”
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Re: Super-Mega-Munchkin-Giga-Hero Thread!

Unread post by ITWastrel »

Regularguy wrote:
ITWastrel wrote:Transmutation, Divine Aura, and Grant Powers is a path to cash, sure. Have you ever tried Grant powers, Regeneration, and a flight power? You're the healbot for the muggles on your team, sure, but you also make BANK selling flying outings to corporate bigshots with more money than brains, or saving the lives of those who can afford it. (or who deserve it, whatever.)


Speaking of corporate bigshots and a flight power (and injecting the laws of physics for a moment), couldn’t a character start play with the power to fly back in time by combining, say, Stretch Time and Intangibility and Energy Absorption and Superluminal Flight and Flight: Space?

“FTL messages from the future to the past, for — y’know, whatever price you think the competition would pay; I’m just sayin’, is all.”



APS Any Energy would also take care of that pesky mass... Still, seems a stretch. heh. Time dilation humor.
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Re: Super-Mega-Munchkin-Giga-Hero Thread!

Unread post by Regularguy »

ITWastrel wrote:Transmutation, Divine Aura, and Grant Powers is a path to cash, sure. Have you ever tried Grant powers, Regeneration, and a flight power? You're the healbot for the muggles on your team, sure, but you also make BANK selling flying outings to corporate bigshots with more money than brains, or saving the lives of those who can afford it. (or who deserve it, whatever.)


How about reversing that? Instead of using Divine Aura as a path to cash through people who have more money than brains, could an Imbued hero with Divine Aura bestow Extraordinary Intelligence and Karmic Power on awestruck followers, and on anyone else who wants to get in on the act? And could each of them, in turn, bestow a Divine Aura and Extraordinary Intelligence and Karmic Power on awestruck followers, and on anybody else who wants in? And could they, in turn — well, look, maybe you help the math along by factoring in Multiple Selves, or maybe you swap out Divine Aura for Extraordinary Mental Affinity so trusted proselytizers can pitch an additional major power or whatever; but the point is: how long before millions, or even billions, of brainy do-gooders are out there solving problems on a global scale?
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Re: Super-Mega-Munchkin-Giga-Hero Thread!

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You know, I finally looked at Powers Unlimited 2, and saw that the Psychic Gestalt heading specifically brings up humans. I thought only the Physical Gestalt did, and it was an unintended exploit. Whoops!

What I'm interested in finding for purposes of this is the safest method by which characters can act upon the world from within an Astral Realm. Enough permanent effects, met with even a small population which proffers PPE, can allow the creation of ICBMs which are then teleported to a target's dimension.
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Re: Super-Mega-Munchkin-Giga-Hero Thread!

Unread post by Regularguy »

Curbludgeon wrote:Enough permanent effects, met with even a small population which proffers PPE, can allow the creation of ICBMs


Not what you were going for, but a tangent comes to mind: so long as all the necessary parts are there, Reconstruction allows one to either repair or build “any kind of machine or device without any knowledge of how it might work or any of the proper tools” — be it building a fully-functional engine or a working computer in three minutes, or this or that gun in fifteen seconds; and, no matter the complexity, anything other than alien machines can get produced at a rate of five or more per hour.

All you need is tremendous enough wealth to acquire parts, and access to whatever substances money can’t buy — and I figure Transmutation could get you both, if you could work plenty of permanent changes without killing yourself; and I figure you could do that by generating copies of yourself with Mirror Mastery, and letting them do it.

You could do that as an Imbued character with a minor power to spare. You could do it as an Empowered character with a minor power to spare, and another minor power to spare. But for the full super-mega-munchkin effect: how about an Immortal character with a fourth major power, for intercontinental travel via Gateways — with a minor power to spare?
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Re: Super-Mega-Munchkin-Giga-Hero Thread!

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I could see Mirror Mastery going either way in terms of providing PPE, but am now tickled by the notion of a machine intelligence in an Astral Realm being nigh-infinitely duplicated via Reconstruction and permanently available conjuration effects going through a Ship of Theseus-themed existential crisis.

I brought this up once in the Rifts forum, but I reckon one of the better sources of PPE to empower an Astral Realm is via Bio-Wizardry's Talo Mind Worms given to Full Conversion Cyborgs. Once a Realm has even several hundred PPE invested things get wacky. The psionic powers the worms grant allow the borg to pony up their last couple of PPE points which they aren't otherwise using, and it essentially grants them a confirmed afterlife. That allows for all kinds of messy storytelling about interdimensional extremist ideologies and exploitation of the astrally marginalized.
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Re: Super-Mega-Munchkin-Giga-Hero Thread!

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Curbludgeon wrote:I could see Mirror Mastery going either way in terms of providing PPE, but am now tickled by the notion of a machine intelligence in an Astral Realm being nigh-infinitely duplicated via Reconstruction and permanently available conjuration effects going through a Ship of Theseus-themed existential crisis.

I brought this up once in the Rifts forum, but I reckon one of the better sources of PPE to empower an Astral Realm is via Bio-Wizardry's Talo Mind Worms given to Full Conversion Cyborgs. Once a Realm has even several hundred PPE invested things get wacky. The psionic powers the worms grant allow the borg to pony up their last couple of PPE points which they aren't otherwise using, and it essentially grants them a confirmed afterlife. That allows for all kinds of messy storytelling about interdimensional extremist ideologies and exploitation of the astrally marginalized.



I am seeing a mad astral AI controlling it's own world, capturing humanoids from other realms and converting them to cyborg citizens for it's army. Each cyborg will be linked onto the AI, and they will build a perfect galaxy. Pity every non-cybernetic life form must be either killed or converted, but when making that omelet...
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Re: Super-Mega-Munchkin-Giga-Hero Thread!

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The only problem there is that each willing contributor of PPE to an Astral Realm has access to all capabilities and immunity to all defenses of that realm. That means that the initial creators of an over-the-top realm need to either be aiming for one of two things. One, a cohesive intentional community, with possible emphases on cyborg rehabilitation and social experimentation. Since a great source of PPE would be faeries, zembakh, and other groups commonly enslaved by the Splugorth, one could model it as a serene refuge. A fun adjunct to this would be to set the natural laws of a highly complex landscape to Wormwood gems/crystals/symbiotes surviving there, or even being able to be created.

Alternatively the creators could be despots intent on draining contributors dry before killing them in order to maintain sole control. Permanent illusion effects of happy inhabitants could be used to fool future donors, such that murders could happen behind closed doors unquestioned. A small adjacent time-accelerated realm could also be tricked out as a reeducation chamber, so as make more recalcitrant future sacrifices compliant enough to donate their PPE. At that point the creators might as well work Soulmancy/Demon Magic into the mix to make use of the "soul" energy independent of PPE. In that case the mad AI's realm could be a seemingly idyllic Potemkin village where prospective celebrants are wooed into willfully entering a Tower of Endowment. Shortly thereafter something looking like the donor comes out in a blissful daze. Meanwhile their soul-rendered flesh is being grafted into demonically empowered astral necroborgs, presumably before being sent out to raid the Dreamstream or some other gonzo nonsense.
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Re: Super-Mega-Munchkin-Giga-Hero Thread!

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Curbludgeon wrote:The only problem there is that each willing contributor of PPE to an Astral Realm has access to all capabilities and immunity to all defenses of that realm. That means that the initial creators of an over-the-top realm need to either be aiming for one of two things. One, a cohesive intentional community, with possible emphases on cyborg rehabilitation and social experimentation. Since a great source of PPE would be faeries, zembakh, and other groups commonly enslaved by the Splugorth, one could model it as a serene refuge. A fun adjunct to this would be to set the natural laws of a highly complex landscape to Wormwood gems/crystals/symbiotes surviving there, or even being able to be created.

Alternatively the creators could be despots intent on draining contributors dry before killing them in order to maintain sole control. Permanent illusion effects of happy inhabitants could be used to fool future donors, such that murders could happen behind closed doors unquestioned. A small adjacent time-accelerated realm could also be tricked out as a reeducation chamber, so as make more recalcitrant future sacrifices compliant enough to donate their PPE. At that point the creators might as well work Soulmancy/Demon Magic into the mix to make use of the "soul" energy independent of PPE. In that case the mad AI's realm could be a seemingly idyllic Potemkin village where prospective celebrants are wooed into willfully entering a Tower of Endowment. Shortly thereafter something looking like the donor comes out in a blissful daze. Meanwhile their soul-rendered flesh is being grafted into demonically empowered astral necroborgs, presumably before being sent out to raid the Dreamstream or some other gonzo nonsense.



I think I love your brain.

Yeah, I am so stealing this.
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Re: Super-Mega-Munchkin-Giga-Hero Thread!

Unread post by Sir_Spirit »

Regularguy wrote:
ITWastrel wrote:Transmutation, Divine Aura, and Grant Powers is a path to cash, sure. Have you ever tried Grant powers, Regeneration, and a flight power? You're the healbot for the muggles on your team, sure, but you also make BANK selling flying outings to corporate bigshots with more money than brains, or saving the lives of those who can afford it. (or who deserve it, whatever.)


Speaking of corporate bigshots and a flight power (and injecting the laws of physics for a moment), couldn’t a character start play with the power to fly back in time by combining, say, Stretch Time and Intangibility and Energy Absorption and Superluminal Flight and Flight: Space?

“FTL messages from the future to the past, for — y’know, whatever price you think the competition would pay; I’m just sayin’, is all.”


No, you can't have negative space, middle school geometry, Time is a part of space, so you can't have negative. Which means there is no past to go to.

This violates every comic book universe I know of so....
*shrug*
Maybe, stop worrying about the actual laws of physics, and just have your time machine run on "string theory"/astrology{they are equally BS}.
Or borrow from Supernatural TV Show, and claim angels did it.
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Re: Super-Mega-Munchkin-Giga-Hero Thread!

Unread post by ITWastrel »

Sir_Spirit wrote:
Regularguy wrote:
ITWastrel wrote:Transmutation, Divine Aura, and Grant Powers is a path to cash, sure. Have you ever tried Grant powers, Regeneration, and a flight power? You're the healbot for the muggles on your team, sure, but you also make BANK selling flying outings to corporate bigshots with more money than brains, or saving the lives of those who can afford it. (or who deserve it, whatever.)


Speaking of corporate bigshots and a flight power (and injecting the laws of physics for a moment), couldn’t a character start play with the power to fly back in time by combining, say, Stretch Time and Intangibility and Energy Absorption and Superluminal Flight and Flight: Space?

“FTL messages from the future to the past, for — y’know, whatever price you think the competition would pay; I’m just sayin’, is all.”


No, you can't have negative space, middle school geometry, Time is a part of space, so you can't have negative. Which means there is no past to go to.

This violates every comic book universe I know of so....
*shrug*
Maybe, stop worrying about the actual laws of physics, and just have your time machine run on "string theory"/astrology{they are equally BS}.
Or borrow from Supernatural TV Show, and claim angels did it.



If your GM wants time travel shenanigans, reasons can get a lot of mileage.
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Re: Super-Mega-Munchkin-Giga-Hero Thread!

Unread post by Sir_Spirit »

I will, more on the astral realm topic, that I am glad I am mot the only one who thought of using faeries or Zembakhs, or both, to make super-realm.
Damn ICE/BCP/BorderPatrol! Damn everyone who won’t damn ICE/BCP/Border Patrol!! Damn everyone that won’t put lights in his windows and sit up all night damning CE/BCP/BorderPatrol!!!
If you support ICE/BCP/BorderPatrol at this point, you would have called the Gestapo on the people surreptitiously moving into your neighbor's attic and huffed that you were only following the law.
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Re: Super-Mega-Munchkin-Giga-Hero Thread!

Unread post by drewkitty ~..~ »

An inverted time flow.....if you have dimensions where the time flow direction is inverted to from the 'main story line's time stream' then you could call it negative space...but I wouldn't call it such. It is just a dimension where the time stream is weird.
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Re: Super-Mega-Munchkin-Giga-Hero Thread!

Unread post by EliBenedict »

Mega-Mutant with unstable powers that grow with age, the ambidextrous unusual characteristic, H2H Assassin and Boxing.

Their Mega-Powers are Tremendous Physical Strength and Tremendous SDC

They get one major power and two minor at first level. They take Multiple Selves, Immunity to Psionics and Immunity to Magic. As they advance they get four more powers. They take Invulnerability, Zombie Flesh, Teleport and Space Native(that one’s last)

Invulnerability makes them immune to most forms of injury, except magic weapons, supernatural strength, radiation, poison, disease, suffocation and non-energy based magics or psionics. Immunity to Magic, and Immunity to Psionics make her immune to any Psionics or Magic that offer a saving throw. Space Native makes her immune to radiation and suffocation. They’re still vulnerable to disease, drugs and poison, but because of Zombie Flesh and Invulnerability, those all have one quarter the effect.

So the only thing left that can really hurt them is physical attacks from magic weapons or supernatural strength. This is where Zombie Flesh comes into play. Zombie Flesh gives a kind of virtual invulnerability to all physical attacks (including those from magic weapons and supernatural strength). These attacks can still open wounds, or blow holes in her body, but don’t actually hurt them, or slow her down. Essentially they only suffer virtual damage from these attacks. The power has a caveat. If their body is blown into several large pieces, and those pieces are kept apart for 48 hours, then they’ll die. Good luck blowing apart someone with 400+ SDC who can regenerate, and who only takes damage from magic weapons and supernatural strength.

If someone gets clever and tries to bury them alive, they’ve got Teleport to get away. After that, they’ve got Supernatural PS of 40 or so, and 10 attacks. They’re just taking their time and wearing them down.

Oh yeah, and they’ve got 15 duplicates of themselves, each at 14th level (duplicates don’t have Space Native so they’re vulnerable to suffocation or radiation, but they’ve still got Teleport to get out of a tight spot.)
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Re: Super-Mega-Munchkin-Giga-Hero Thread!

Unread post by Regularguy »

EliBenedict wrote:They’re still vulnerable to disease, drugs and poison, but because of Zombie Flesh and Invulnerability, those all have one quarter the effect.

So the only thing left that can really hurt them is


Negate Super Abilities?
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Re: Super-Mega-Munchkin-Giga-Hero Thread!

Unread post by EliBenedict »

Regularguy wrote:
EliBenedict wrote:They’re still vulnerable to disease, drugs and poison, but because of Zombie Flesh and Invulnerability, those all have one quarter the effect.

So the only thing left that can really hurt them is


Negate Super Abilities?



Hrrrmm.... goog point.
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Re: Super-Mega-Munchkin-Giga-Hero Thread!

Unread post by Sir_Spirit »

Try a Godling
Major:Indestructibility(from Rifter 12)
Minors: Immune to FOrce/forcefields, Immune to SUPerabilities(like negate super abilities), Immune to mind control/possession. Doorway(who needs Teleportation?Not this guy).

You can give them another abilites, either 1 major and 1minor or three minor.
MIght try exPP, SUperhuman Strenth, and Sleep dust.
Damn ICE/BCP/BorderPatrol! Damn everyone who won’t damn ICE/BCP/Border Patrol!! Damn everyone that won’t put lights in his windows and sit up all night damning CE/BCP/BorderPatrol!!!
If you support ICE/BCP/BorderPatrol at this point, you would have called the Gestapo on the people surreptitiously moving into your neighbor's attic and huffed that you were only following the law.
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Re: Super-Mega-Munchkin-Giga-Hero Thread!

Unread post by EliBenedict »

Sir_Spirit wrote:Try a Godling
Major:Indestructibility(from Rifter 12)
Minors: Immune to FOrce/forcefields, Immune to SUPerabilities(like negate super abilities), Immune to mind control/possession. Doorway(who needs Teleportation?Not this guy).

You can give them another abilites, either 1 major and 1minor or three minor.
MIght try exPP, SUperhuman Strenth, and Sleep dust.


I thought about the Immune to Superpowers fix, but, in the RAW, it only applies to superpowers that allow a save, which Negate Super Powers does not.
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Re: Super-Mega-Munchkin-Giga-Hero Thread!

Unread post by EliBenedict »

So, A variation on my previous theme:

-Mega Alien Mutant with unstable powers (powers grow with age.)

-PS 30 to start. High gravity home world for additional +8, Tremendous Strength mega power for another +20 (and Tremendous SDC for durability). Final PS 58 (Supernatural).

-PP 30 to start.

-Skills include H2H Assasin, Boxing, Paired Weapons and WP Knives

-Ambidextrous unusual characteristic.

-Starting powers: Multiple Selves, Extraordinary PP, Radar. Picks up Tentacles @3, Sonic Speed @6, Sonic Flight @10, Invulnerability @15.

The Character's prime body gets 17 normal APM plus 13 tentacle APM. Their duplicates (all 15 of them, get 17 normal APM plus 12 tentacle APM).

So lets say they buy a whole mess of knive wholesale and go all out with paired weapon attacks (they've got a +11 auto dodge, so why not?)

All told they get 544 standard APM, with a +22 hit bonus, doing an average of 50 SDC per hit.

They also get 193 tentacle attacks. These only have PS 29 (supernatural),for 14 SDC per hit and +18 to hit.

I estimate they're clearing 28,000 SDC each round.

Alternatively, they could handle 465 separate, non-combat actions each round
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Re: Super-Mega-Munchkin-Giga-Hero Thread!

Unread post by killgore444 »

Not yet a year since last post, so this is resuscitation, not necromancy. :angel: :love:

All of you forgot about TMNT: Transdimensional Turtles. Mutant Hominid brought forward into the future. Gains something like 10 Bio-E per hour. Once his link to his old time was severed and he stopped gaining them, our GM worked the math and realized he had something like 20,000 Bio-E. He ended up being the (now NPC) leader of our Mercenary force turned Splicers Great House. Try to imagine a Host Armor when the pilot still has over 10,000 Bio-E unspent. :eek: :ok:
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Re: Super-Mega-Munchkin-Giga-Hero Thread!

Unread post by NMI »

killgore444 wrote:Not yet a year since last post, so this is resuscitation, not necromancy. :angel: :love:

All of you forgot about TMNT: Transdimensional Turtles. Mutant Hominid brought forward into the future. Gains something like 10 Bio-E per hour. Once his link to his old time was severed and he stopped gaining them, our GM worked the math and realized he had something like 20,000 Bio-E. He ended up being the (now NPC) leader of our Mercenary force turned Splicers Great House. Try to imagine a Host Armor when the pilot still has over 10,000 Bio-E unspent. :eek: :ok:
Where does it state [page #] that you gain 10/hour??
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Re: Super-Mega-Munchkin-Giga-Hero Thread!

Unread post by Sir_Spirit »

Unrelated to the recent posts, Has anyone combined Bubble Glue's ability to trap someone in a bubble with INDESTRUCTABLE's ability to make said bubble unbreakable.?
Or possably using Create Force Field/Constructs in a similar manner?
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Re: Super-Mega-Munchkin-Giga-Hero Thread!

Unread post by killgore444 »

NMI wrote:
killgore444 wrote:Not yet a year since last post, so this is resuscitation, not necromancy. :angel: :love:

All of you forgot about TMNT: Transdimensional Turtles. Mutant Hominid brought forward into the future. Gains something like 10 Bio-E per hour. Once his link to his old time was severed and he stopped gaining them, our GM worked the math and realized he had something like 20,000 Bio-E. He ended up being the (now NPC) leader of our Mercenary force turned Splicers Great House. Try to imagine a Host Armor when the pilot still has over 10,000 Bio-E unspent. :eek: :ok:
Where does it state [page #] that you gain 10/hour??

I do not want to try and find my Transdimensional Turtles book. But in the book, there was a reference that people from the past, who came forward in time gained bio-e (amounts varying by time traveled), and depending on how far into the future the went, the continued to gain it until until you returned to the past. I'm sure it was supposed to say something about a limit, but it was either forgotten or got cut out in the edition we were using. So he continued to gain it every hour (or something, I forgot the actual rate, but it was huge and fast).

Bear in mind, this was over 3 decades ago and I was in high school, so common sense was not really a thing. :erm: :frust:
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Re: Super-Mega-Munchkin-Giga-Hero Thread!

Unread post by Glistam »

killgore444 wrote:
NMI wrote:
killgore444 wrote:Not yet a year since last post, so this is resuscitation, not necromancy. :angel: :love:

All of you forgot about TMNT: Transdimensional Turtles. Mutant Hominid brought forward into the future. Gains something like 10 Bio-E per hour. Once his link to his old time was severed and he stopped gaining them, our GM worked the math and realized he had something like 20,000 Bio-E. He ended up being the (now NPC) leader of our Mercenary force turned Splicers Great House. Try to imagine a Host Armor when the pilot still has over 10,000 Bio-E unspent. :eek: :ok:
Where does it state [page #] that you gain 10/hour??

I do not want to try and find my Transdimensional Turtles book. But in the book, there was a reference that people from the past, who came forward in time gained bio-e (amounts varying by time traveled), and depending on how far into the future the went, the continued to gain it until until you returned to the past. I'm sure it was supposed to say something about a limit, but it was either forgotten or got cut out in the edition we were using. So he continued to gain it every hour (or something, I forgot the actual rate, but it was huge and fast).

Bear in mind, this was over 3 decades ago and I was in high school, so common sense was not really a thing. :erm: :frust:

Page 33, the items 1-5 under "Living creatures." This wasn't quite remembered right - it's more variable based on your percentage rolls and how far in the timestream you've moved, it specifies when it ends, it's "random mutation," and it generally only affects size level, IQ, ME, and PS on creatures brought forward from the past.
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Re: Super-Mega-Munchkin-Giga-Hero Thread!

Unread post by killgore444 »

Glistam wrote:
killgore444 wrote:Bear in mind, this was over 3 decades ago and I was in high school, so common sense was not really a thing. :erm: :frust:

Page 33, the items 1-5 under "Living creatures." This wasn't quite remembered right - it's more variable based on your percentage rolls and how far in the timestream you've moved, it specifies when it ends, it's "random mutation," and it generally only affects size level, IQ, ME, and PS on creatures brought forward from the past.

Which version of the book are you reading? Like I said, it was pretty obvious to us, even then, that things that were supposed to be there weren't. It might have been something we mixed up or something that got cut out of whatever edition we were using.

Although I'm pretty sure I'm misremembering things anyway. As I think about it, this was my collage group, not High School. I don't think we played TMNT in HS. In any case, I do remember that as a hominid rather than a human, he had a slightly better range of powers, and an unlimited growth potential for stats (especially IQ) and had well over a 100 before our GM stopped keeping track and then after we were done and we added up the bio-e he gained, just gave up on us.

I use him as the Warlord for House Panama in any Splicers game I run as almost all of them are cross-overs.
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Re: Super-Mega-Munchkin-Giga-Hero Thread!

Unread post by Glistam »

First printing from April 1989.
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Re: Super-Mega-Munchkin-Giga-Hero Thread!

Unread post by hbrika »

I once made a mutant squid and enhanced it with Dr. Ferals BIO-E generating machine starting using the mutant octopus (with 2 extra tentacles) as a template.

I believe the machine could add to BIO-E as well as stats and at a certain point the subjects gained super powers.



I ended up with a very brightly glowing (blinding) humanoid with an insane number of physical attacks and a few superpowers.
If I recall correctly it could fly and had insane stats.

It just wandered and did whatever it wanted. It was basically a Titan or Hecatoncheire. It was an instant NPC.

I thought of that hominid trick too. Never got to create one though. Great book!
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Re: Super-Mega-Munchkin-Giga-Hero Thread!

Unread post by thorinteague »

What can I say, I'm excited about my Heroes Unlimited Campaign. I have the good guy agency pretty much worked out. Loved creating these characters.... I'm loving this agency. Now I have to get started on the villains. Game starts in a week. There were some creative liberties taken, although mostly in the direction of hindrances (Full Chassis Combat Cyborg armed to the teeth, like ridiculous, with AI stuck on "Pacifist Mode"), and not so much pumping up stats (you don't really need to, with just a few exceptions they all end up Superheroes so it's cool anyway.)

https://imgur.com/a/eZyImrv

All images AI (Even though I can draw decently I can't draw quickly.)

I seriously could not get Wombo Dream to stop putting any and every "superhero" into a Superman costume--so I just rolled with it on the leader. She's a weirdo that dresses like Superman for some reason, nobody is sure why. Just making characters in Palladium is a ton of fun. I think I hit everything a party is likely to want.....
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Re: Super-Mega-Munchkin-Giga-Hero Thread!

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What's her subtittle say?"A hero on the spectrum"?
Edit: No, on a reread is it Protector of the Spectrum"?
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Re: Super-Mega-Munchkin-Giga-Hero Thread!

Unread post by thorinteague »

Sir_Spirit wrote:What's her subtittle say?"A hero on the spectrum"?
Edit: No, on a reread is it Protector of the Spectrum"?


Your first read was correct. What I was saying was, I kept getting AI images that would dress the characters I wanted in a Superman costume. After the umpteenth time getting that result, when I was working on the group leader and got the Superman costume again, I decided to just roll with it. I made it part of her personality. Like, she wears the Superman outfit around the office and stuff. Also, if you ask her if she's dressed like Supergirl she will stop you in the hallway and give you a 5-minute lecture to correct you and let you know that, no, she's dressed like superMAN.

Her subtitle reads, probably on the spectrum. It's a personality trait.
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Re: Super-Mega-Munchkin-Giga-Hero Thread!

Unread post by Sir_Spirit »

Has anyone noticed how weird the armor that they original three Matter Expulsion powers give you is?
Instead of having some SDC and an Armor Rating, it just has a Natural AR. It gives you bonus SDC and HP instead. So it either shrugs off attacks or lets you have the full damage, also make syou tougher so you can take more damage.

Anyone ME:Metal and Alter Limbs should let you have unlimited bullets without HP loss right?
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Re: Super-Mega-Munchkin-Giga-Hero Thread!

Unread post by NMI »

Sir_Spirit wrote:Has anyone noticed how weird the armor that they original three Matter Expulsion powers give you is?
Instead of having some SDC and an Armor Rating, it just has a Natural AR. It gives you bonus SDC and HP instead. So it either shrugs off attacks or lets you have the full damage, also make syou tougher so you can take more damage.

Anyone ME:Metal and Alter Limbs should let you have unlimited bullets without HP loss right?


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