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Posted: Thu Oct 06, 2005 12:23 am
by Jesterzzn
Search for topics by cornholioprime. He had a topic much like this a while back, and it had some freaky powerful characters in it.

Posted: Thu Oct 06, 2005 12:26 am
by Jefffar
Demi-god, with natural spell casting abillity taking the Sea-Inquistor OCC with the Mind Melter Psionics options

Posted: Thu Oct 06, 2005 12:28 am
by Jesterzzn
Here I dug it up for you.
Topic

Posted: Thu Oct 06, 2005 12:31 am
by Jefffar
Quite well, I could do crazier if I wanted to invest a back story but that character is just simple plug and play.

Posted: Thu Oct 06, 2005 1:27 am
by Jesterzzn
Edge wrote:ooh!

Even bettar!

Hawrk-Duhk
Invincible Guardsman
Invulnerability
Impervious to Psionics

Hawrk-Ka's are cooler looking, but something about a nigh-impossible to kill Hawrk-Duhk makes me smile.


I like this one. Pretty dang powerful, and completely legal. In fact its a pretty safe bet that some of these exist, since Hawrk-duhk's are Splugorth slave stock.

Posted: Thu Oct 06, 2005 6:46 am
by Mech-Viper Prime
Dam Catus People Vagabonds are tough characters :-D :) :-) :D

Posted: Thu Oct 06, 2005 7:56 am
by Zer0 Kay
Mech-Viper wrote:Dam Catus People Vagabonds are tough characters :-D :) :-) :D
:thwak:

Posted: Thu Oct 06, 2005 7:57 am
by Zer0 Kay
I like Nightspawn (munched out) with N&S Tinker Gizmoteer for a skill set.

Posted: Thu Oct 06, 2005 8:40 am
by Mech-Viper Prime
Zer0 Kay wrote:
Mech-Viper wrote:Dam Catus People Vagabonds are tough characters :-D :) :-) :D
:thwak:
see you dont know the sercet of how to make them a badass

Posted: Thu Oct 06, 2005 8:55 am
by Zer0 Kay
Mech-Viper wrote:
Zer0 Kay wrote:
Mech-Viper wrote:Dam Catus People Vagabonds are tough characters :-D :) :-) :D
:thwak:
see you dont know the sercet of how to make them a badass
Don't care... don't want a character who's "bad ass" that dehydrated people hunt down.

Posted: Thu Oct 06, 2005 12:02 pm
by Qev
Well, I dunno if I can compete with demi-gods or anything like that... but to irritate our high-power-game GM, I once made a character with:

APS Metal
Immune to Magic
Extraordinary ME

This character was a bit of a thorn in his side. Especially considering he was a porcupine. :D

Posted: Thu Oct 06, 2005 9:35 pm
by SkyeFyre
I found Seraphs and other spirits of light to be rather fun :D

Posted: Thu Oct 06, 2005 10:04 pm
by Mudang
Jesterzzn wrote:Here I dug it up for you.
Topic


One of the characters I posted in that thread had 780 attacks per round with optimum gear. :D

Of course I used the most powerful interpretation of the poorly worded Bio-freak RCC and NCA superpower.

Posted: Fri Oct 07, 2005 2:27 pm
by MethosDarkblade
an evil Talus Mega-hero Bio freak with the powers of:
Natural Combat Ability
Invulnerability
Immortality
Sonic Speed
Immune to Psionics
Immune to Magic
Extraordinary P.P.
Mega-hero option: Doesn't Breathe


Granted Powers from the cosmic Forge: Now a cosmo-knight...falls immediatly

Then Have him stuck to the same tree that Odin was stuck on.
Knows all magic

Then have him bathed in the light of the asylum
Change to good alignment
Massive Psionic abilities

And Class is Mindbleeder.

I think that about covers it.

Posted: Fri Oct 07, 2005 3:19 pm
by MethosDarkblade
you say you like pooing in my cornflakes, but where does it state that when you become a cosmo-knight, genetic abilities are lost. Are you saying that if a draconid (for example) will lse his abilities just because he's a cosmo-knight...okay...bad example. better example, a wolfen has a natural ability of nightvision for 40 ft. Would a cosmoknight lose that? along with all the super sense of smell and hearing? Or a Catyr lose his natural limitaion to eminate low levels of radiation? It does not say anything to that sort.

So, my good friend, you just pooed in your own cornflakes. HA HA!

Posted: Fri Oct 07, 2005 4:49 pm
by Mudang
MethosDarkblade wrote:an evil Talus Mega-hero Bio freak with the powers of:
Natural Combat Ability
Invulnerability
Immortality
Sonic Speed
Immune to Psionics
Immune to Magic
Extraordinary P.P.
Mega-hero option: Doesn't Breathe


I'm sure there are some problems with throwing in mega hero, but it doesn't matter, as you'll see below.

EDIT: Mega heros are only allowed to become scholars and adventurers in Rifts are they not? Making them Talus and/or Biofreaks does not change this limitation.

Granted Powers from the cosmic Forge: Now a cosmo-knight...falls immediatly


Mega heros are supernatural and thus cannot become cosmo knights.

Then Have him stuck to the same tree that Odin was stuck on.
Knows all magic


Because you no longer have the ppe from being a fallen cosmo knight, you drop down to your race's ppe. You now have all the spell knowledge in the world and 3d6 ppe. :)


And Class is Mindbleeder.


Fallen CK is a class too. Pick one or the other

Posted: Fri Oct 07, 2005 4:57 pm
by Mudang
I'm a little surprised no one has mentioned the Mulka yet.... They can't be harmed by any means, have infinite ppe and isp, and know all spells and posess all psionic abilities.

Posted: Fri Oct 07, 2005 5:22 pm
by Jefffar
Well we're looking at combinations. The Mulka aren't a combination, they jsut are.

Posted: Fri Oct 07, 2005 5:34 pm
by Mudang
Jefffar wrote:Well we're looking at combinations. The Mulka aren't a combination, they jsut are.


Mulka vagabond gogo. :-D

Posted: Sat Oct 08, 2005 7:08 pm
by MethosDarkblade
Mindcrime wrote:
MethosDarkblade wrote:an evil Talus Mega-hero Bio freak with the powers of:
Natural Combat Ability
Invulnerability
Immortality
Sonic Speed
Immune to Psionics
Immune to Magic
Extraordinary P.P.
Mega-hero option: Doesn't Breathe


I'm sure there are some problems with throwing in mega hero, but it doesn't matter, as you'll see below.

EDIT: Mega heros are only allowed to become scholars and adventurers in Rifts are they not? Making them Talus and/or Biofreaks does not change this limitation.

Granted Powers from the cosmic Forge: Now a cosmo-knight...falls immediatly


Mega heros are supernatural and thus cannot become cosmo knights.

Then Have him stuck to the same tree that Odin was stuck on.
Knows all magic


Because you no longer have the ppe from being a fallen cosmo knight, you drop down to your race's ppe. You now have all the spell knowledge in the world and 3d6 ppe. :)


And Class is Mindbleeder.


Fallen CK is a class too. Pick one or the other


Unfortunatly, the mega-hero option will be thrown out just so Cosmo-knight abilities can be used, but we got supernatural strength and can breathe without air anyways due to magic...so I aint gonna complain.

Making him a Talus Bio-freak only adds more powers. I can roll on the education chart in HU to gain skills of a military specilaist.

Reduce total P.P.E. by half. So if I have rolled a maximum of 600, I now have 300 PPE to use for magic. More than enough.

Fallen Cosmo-knight can use psionics, that's why I put down class: Mind bleeder. Can now use psionics with his magic, and his gained Psionic abilities, plus has his cosmic weapon, MDC, Supernatural P.S., and is still invulnerible with all other abilties helping him. So, with a dropped Mega-hero option, I still came out with one bad mother.

Atlanteans

Posted: Sun Oct 09, 2005 5:04 pm
by Flick
Try a True Atlantean Sea Inquisitor with the Burster Powers who was the subject of a psionic power boost by the Gene Splicers and packs a crystal fire rod with the warlock fire spells option. The scariest combination equals a 20X super fuel flamed wheel of fire doing a max just shy of 2000MD. (Unless fighting the supernatural then it's nearly 4000MD).

Burn baby burn! :x

Posted: Sun Oct 09, 2005 9:25 pm
by Mudang
MethosDarkblade wrote:Making him a Talus Bio-freak only adds more powers. I can roll on the education chart in HU to gain skills of a military specilaist.


You don't if you select an OCC.


Fallen Cosmo-knight can use psionics, that's why I put down class: Mind bleeder. Can now use psionics with his magic, and his gained Psionic abilities, plus has his cosmic weapon, MDC, Supernatural P.S., and is still invulnerible with all other abilties helping him. So, with a dropped Mega-hero option, I still came out with one bad mother.


Fallen CKs do not gain an extra class. They can gain either psionic abilities equivolent to the mind melter, or spell casting abilities equivolent to the ley line walker's.