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Super Power Combos

These powers can be amazingly powerful when combined, let alone using Aspects. I will always assume 15th level characters to point out my idea. Also note how many of these powers draw off of Multiple Beings. In my opinion, Multiple Beings is probably the best power to pimp the system with.

Growth, Extraordinary Physical Endurance and Negative Matter: Remember that Negative Matter is equal to the character's weight. Now, let's look at the minimum and maximum person with these powers. The absolute minimum with Extraordinary P.E. would have a P.E. of 9, the absolute maximum (counting all Physical abilities listed in the Heroes Unlimited main book) being 40. Let's assume that Bufo, the P.E. 9 person, weighs 100 pounds, and Dick, the 40 P.E. person, weighs 250. Both can exert fairly good force using Negative Matter, right? But now watch Growth. Growth gives Bufo 18 feet, or +900 pounds. Add in the 100, and Bufo can now push away 1000 pounds. This means he can push away desks, doors, beds, motorcycles, and so on. Dick grows 80 feet and gets +4000 pounds! Add in his original 250 and you get 4250, or the ability to push away most cars at enemies! He could pick up a person and launch him like he would normally launch a basketball! This is probably the least game-pimp and most mundane of these combos.

Multiple Beings and Doppelganger: Don't worry about this for too long. Doppelganger is a Spell of Legend, which means you either had to get a superman who decided to become a mage very early on or an incredibly advanced mage who used Aspects to get Multiple Beings.

Multiple Beings and Karmic Power: Let's look at a 15th level character with this power. Now, because Karmic Power offers no bonuses per level (unless you follow my advice), you might as well choose A type (i.e. can make one duplicate per level, but with one less level of experience). The 15th level character creates 15 clones. They all decide to influence the opponent's karma. The opponent gets -3*16, or -48, to roll with punch/fall/impact! They get -16's to strike and -24's to parry! Of course, this is straight from the book, so GMs may decide to change it, but still. Not to mention giving allies +16 to strike...

Multiple Beings and Mimic: Again, a 15th level character with this combo. The 15th level character is in mortal combat with 4 opponents, all with superpowers. Now, each of these opponents are 15th level, so we can probably assume he's dead, right? Wrong. He creates 15 14th level clones (using type A) and 4 copy each one of them, except for one of the opponents (let's see it's the opponent with Multiple Beings himself, in either style); that one only gets 3 to copy. Suddenly; the tables have turned! Each opponent except for the last one must fight 4 copies of themselves with one level less of experience. Furthermore, according to the rules, the 3 fighting the guy with Multiple Beings can copy that! I'd personally rule that they'd get the version, A or B, based off of the guy they copied (if I allowed a Player Character to do this at all). Remember that the book says that the clones don't inherit their master's Multiple Beings power; they never said anything about copying someone else's Multiple Beings. Suddenly, these 3 clones can in turn make either 7 14th level clones of their opponent or 14 13th level clones, and the clones can in turn inherit the Multiple Beings again, and so on, ad nauseum! Ouch. Unless the enemies have some equally cheap way to turn the tables, I'd say this guy has won. Of course, the chances of your player characters creating this character, getting it to level 15, and then fighting another person with Multiple Beings is a little low, but still.....

Multiple Beings and Negate Super Abilities: