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***IMPORTANT*** Firstly, IGNORE invulnerability. If you disagree with that you shouldn't read on, you are a munchkin player!!!. Think, a power that means that you will be at ground 0 of a nuke and walk out of it radioactive and pissed off.(anyone see the Teknoman anime series? Remember the bit where Blade was hit with a Quantum Energy Bomb... and walked out? Remember that the only things that could hurt Teknomen were Teknomen? That's the point!!!)
An example of what one can do with Invulnerability.

Secondly, don't allow five minors in a combo of 3 Extrordinary abilities one energy expulsion and flight: wingless. It might not seem so bad but it is!! Energy Expulsion and flight wingless let you lay down a barrage of fire to cover attacks and the 3 Extrordinary can be speed PP and PE to give you 7 attacks (incl. martial arts and boxing) and lots of SDC and HP.
I once tried out several of my creations for Heroes Unlimited against each other (ignoring those with invulnerability)and the last fight to decide the toughest was between a guy with those 5 abilities and a guy with A.P.S. Metal, Extrordinary PS and Healing Factor the fight took 16 rounds with the Metal guy losing after running out of ammo (you cant punch someone who is above you beyond a jump's height, the first 5 attacks of the first 7 rounds were dodges. See it's very dangerous.

Another thing to be wary of is the Magic: Mystically Bestowed Abilities Class. The class can be allowed but play it like this. Let the guy roll up the char and pick the skills, then tell him he must take one of the disad forms from the list in the book and decide which Physical skills only his "Hero" form "knows". This will make the character more balanced (after all a well placed Anti Magic Cloud spell will make him a pleb MWAHAHAHAHA!! Isn't being a GM fun?

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