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Oct 17 2007, 03:07 PM
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#26
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Genuine Artificial Intelligence ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 4,019 Joined: 12-June 03 Member No.: 4,715 |
One of the most horribly broken characters that I've ever seen actually played, instead of theoretically proposed on the forums, was a troll adept in SR3.
Yeah yeah, troll adept with a polearm, reach 3 brokenness, I know. The clever bit was when he realized that in one of the books (I forget which one) it actually had the TN modifiers for Trolls using large weapons in one hand. It might've been Fields of Fire, I don't remember. Anyway, it was +1TN for a Troll to use a two-handed weapon in one hand. He was using the No-Daichi, treated as a polarm but basically it's just a big katana. Well, the +1TN really just negates one of his points of reach, which you would think makes him less broken, until he uses another smaller weapon in his off hand. So now he's a troll with reach 2 dual-wielding weapon foci. Yikes. He wasn't unstoppable, and not anywhere near Pun-Pun/Bloodzilla, but he was actually played. |
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Oct 17 2007, 03:09 PM
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#27
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,245 Joined: 27-April 07 From: Running the streets of Southeast Virginia Member No.: 11,548 |
I don't have any really broken characters to add to the scene. I never really got into twisting the system in such a manner. Though I have in other games.
Doing so in SR always felt wrong somehow. |
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Oct 17 2007, 03:28 PM
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#28
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Genuine Artificial Intelligence ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 4,019 Joined: 12-June 03 Member No.: 4,715 |
Let me just say, though, that that horrible example of brokenness was also a great character with depth and personality, so it really never bothered me how good his melee ability was.
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Oct 17 2007, 03:52 PM
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#29
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Midnight Toker ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 7,686 Joined: 4-July 04 From: Zombie Drop Bear Santa's Workshop Member No.: 6,456 |
Wallhacker: SR3 maxed strength melee cybered ghoul cyclops adept junkie with dual dikoted cyberspurs. 48 Serous damage in melee, before staging. This guy could cut cars in half.
http://forums.dumpshock.com/index.php?show...3&hl=wallhacker |
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Oct 17 2007, 03:54 PM
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#30
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Genuine Artificial Intelligence ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 4,019 Joined: 12-June 03 Member No.: 4,715 |
Awesome. :love: |
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Oct 17 2007, 04:26 PM
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#31
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,168 Joined: 15-April 05 From: Helsinki, Finland Member No.: 7,337 |
The last broken-ass character i made was back in SR2, utilizing Shadowtech, bioware, and mages. I more or less made him for fun, was never played. I still have some notes around on him, he might be fun as that ''dont make me angry with your arguing, PCs!'' :grinbig:
When we played SR2, the entire lot of us didnt realize Bioware dampened magic...unless in SR2 bioware DIDNT dampen magic..which is how we always played it. Either the rule was REALLY hard to find in Shadowtech, or it didnt come in til SR3. Honestly, i forget, this was 10 years back. Anyway, we played it how we read/assumed; Bioware didnt cut magic, Cyber did. Bioware back in the day ran with Body; the more body you had, the more bioware you could get. Also, recall that Force was tied to Resources. So i took the books and picked Resources A, Magic B(sorcery adept), Attributes 2(20 and see below), skills D(21, and see below...remember all skills were in groups then.) We used the companion with edges and flaws; i maxed the flaws for the point of the character of course, and picked up 4 attribute points and 2 skill points, for 24 and 23. 6 body, 4 quickness, 4 strength, 1 cha(of course), 4 Int, 5 Willpower. Picked up Muscle Aug 4(3.2 BI), Suprathyroid(1.4 BI), Enhanced Articualtion(.6 BI), and a cerebral booster 1(.4 BI). BI: 5.8. Picked up Alphaware titanium bone lacing(1.8 essence), alpha smartlink(.4 essence), and a set of pimped cybereyes(alpha, .4 ess). Essence: 3.4. Magic was down to three. No problem, used a chunk of resources to get a Power Focus 3, bringing magic up to 6. No problem blowing 15 force, i had 35 left. Stats were now: Body: 6(9), Quickness: 4(9), Strength 4(9), Charisma 1, Intelligence 4(5), Willpower 5, Magic 3(6), Essence 3.4, BI: 5.8, Reaction 4(9), Init:9+1d6. Oh, Combat Pool of 9 also. Magic Pool was linked to Sorcery, so was 6. (i forget how concentrations worked here.) Picked up a bunch of spells, many with expendable fetishes, of course, which boosted the spells in those days. Picked up a spell lock with Armor(x successes), and Increase Cybered Initative(3d6, of course). So, yep, 9-4d6 initative. Skill-wise, just popped the 23 points to Sorcery/Spellcasting(5/7), Melee/Polearm/Scythe(4/6/8), Unarmed/something(4/6), Magic Theory 2, Heavy Weapons(PAC):2/4/6. Hey, he wasn't meant to be subtle. :P Dikoted said polearm. Picked up ammo. Layered a secure ultra vest under an armored jacket. Also had said armor lock. I disremember the spells, but assume there was a fetishable Manabolt, Manaball; Power Bolt, Powerball, in addition to the buffing spells. Of course a helping of Invisibility(hey, dont need stealth with the spell), and other odds and ends. A Hellblast topped it off. Anyway, what it was was a hard-to-kill beast who could kill you quickly physically or magically or blow you to bits with a PAC. Definately not realistic, but broken nonetheless. Of course, a set of full military body armor from Fields of Fire was onhand ''just in case''. Being a mage he could defend very well against other mages. And of course moved plenty fast in the process. I forget what the polearm damage was, but he was a human that did somewhere around the realm of 12D before staging, with a base 9 dice to roll without combat pool(articulation plus skill), adding combat pool was something around 17 dice. Unarmed he slammed skulls for 12M Stun or 8M Physical. His punch or kick was that of a gun, and could roll 12 dice to stage it with. SR3 put a stop to his reign of terror by changing the way some of the rules worked. He weeps silently now in SR2 land. :grinbig: |
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Oct 17 2007, 04:30 PM
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#32
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Genuine Artificial Intelligence ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 4,019 Joined: 12-June 03 Member No.: 4,715 |
My group did the exact same thing. The rule was really hard to find in Shadowtech, but it was there. We missed it for years. :oops: |
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Oct 17 2007, 05:01 PM
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#33
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,168 Joined: 15-April 05 From: Helsinki, Finland Member No.: 7,337 |
Yeah, i mean, there was around 7 of us, who all read Shadowtech, and never. saw. the. rule.
We found it in five minutes in Man and Machine, and we put it into effect, with no complaints; we would have done it in SR2 as well had we known about it. Hell, even the guy who played since SR1, BBB and Ka-ge magazine, didn't know about it. :rotfl: |
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Oct 17 2007, 07:10 PM
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#34
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Moving Target ![]() ![]() Group: Members Posts: 609 Joined: 13-August 07 Member No.: 12,615 |
See the Anti-Mage. Talk about disgusting combos and broken characters! :D
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Oct 17 2007, 07:57 PM
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#35
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Grand Master of Run-Fu ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 6,840 Joined: 26-February 02 From: Tir Tairngire Member No.: 178 |
Sorry, but I don't buy it. If what you say is true, it'd have appeared in SR4 Errata 1.1. Heck, it's not even in errata 1.3. The fix might have been a good idea someone had that was later implemented, but it doesn't look like it was planned all along. At any event, since I'm cross-linking this to RPG.net, anyone got the pornomancer writeup? In all seriousness, I'm contemplating handing it off to a friend of mine, who's playing Natasha from Rocky and Bullwinkle. ;) |
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Oct 17 2007, 08:28 PM
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#36
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Moving Target ![]() ![]() Group: Members Posts: 168 Joined: 6-August 06 Member No.: 9,033 |
I once played an adept with around 20p -3ap unarmed damage, with only 30 karma.
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Oct 17 2007, 08:45 PM
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#37
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 |
haha, man, the first page of this thread is comedy gold.
the most ridiculously overpowered character i've ever made was in SR3. it was a troll named Tons, with maximum Str cyberware and a customized HMG. he could rip out 30D 18-round bursts at something like a +2 modifier. the only time i ever got to use him was a Bug City game which only lasted for half of a scene. we got charged by something like eight bugs, and Tons opened up with suppressive fire. between that an a few well-placed bursts by an adept named Ounces, we wiped them all out in the space of one or two passes. |
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Oct 17 2007, 09:31 PM
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#38
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Moving Target ![]() ![]() Group: Members Posts: 103 Joined: 21-August 07 Member No.: 12,814 |
The rants are sad. When good creative people have differences, they need to put them behind. It hurts the game to get into that type of argument. Personally, I would delete the thread and reboot.
With broken PCs... I've had several in various games over the various editions. But each time they started we would just back it off in some way ('lose' the power foci, have the cyberware malfunction and act at a lower rating, etc.). Shadowrun, for me, has always been at its utmost fun when it feels gritty and hard. As soon as you become anything like invincible, then the setting seems to have been lost. Nothing against those that enjoy that sort of campaign; it just seems like a very different game than the one intended. |
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Oct 17 2007, 09:44 PM
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#39
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 7,089 Joined: 4-October 05 Member No.: 7,813 |
well, i suppose i could toss the theoretical TM with command CF through the roof throwing ridiculous dicepools for controlling drones...
(6 resonance ==> 6 command CF, take various piloting skills all specialised in remote control, codeslinger(control device), thread the CF to 12, have a sprite boost it to 18, analyse the vehicle for good measure with a rating 6 sprite for another 4 dice: 18 (CF) + 4 (skill) +2 (specialisation) + 2 (hotsim) + 2 (codeslinger) + 4 (average; analyse) = 32 dice for piloting a vehicle (or firing a vehicle mounted weapon with the correct type of gun). 26 of those dice also apply to passive defense afaict (good luck hitting him). he's no Pun-Pun (who, for the record, does not just have infinite* attributes, but also infinite just about everything else conceivable. except that his dimensions were still finite, last i saw... i do believe he can literally reach anywhere though. it also doesn't require any sort of NPC intervention, just that Pun-Pun be aware of a certain type of creature. so i'm not sure what exactly Frank is talking about when he says Pun-Pun is just arbitrarily high attributes.) * (in point of fact, Pun-Pun doesn't have infinite anything, technically, but he *can* continuously increase just about any aspect of himself without limitation. at any given time, however, his attributes *are* a defined, finite value) |
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Oct 17 2007, 10:27 PM
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#40
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The ShadowComedian ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 14,538 Joined: 3-October 07 From: Hamburg, AGS Member No.: 13,525 |
someone mind pointing me in the right direction as to read up on pun-pun?
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Oct 17 2007, 10:29 PM
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#41
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panda! ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 10,331 Joined: 8-March 02 From: north of central europe Member No.: 2,242 |
ok, it has to be said. i think this thread have done something im willing to bet is a dumpshock first...
as for the pornomancer writeup, would this be whats requested? http://forums.dumpshock.com/index.php?show...=0entry538217 apparently another variant: http://forums.dumpshock.com/index.php?show...=0entry509328 oh crap, investigating the pornomancer is anything but healthy: http://forums.dumpshock.com/index.php?show...30entry545898 the mental image of the pornomancer doing his thing by humping air makes me envision something like a bare chested ali-g doing dancing moves like some animated dog i found on the net :silly: http://www.youtube.com/watch?v=lTjIKu5PukY and like the last post of the thread says, i cant stop laughing :eek: |
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Oct 17 2007, 10:53 PM
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#42
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 7,089 Joined: 4-October 05 Member No.: 7,813 |
Pun-Pun is a D&D Character Optimisation Boards creation. essentially, he abuses the special ability of a race called the sarrukh(sp?) to grant pretty much any ability from any creature to ever exist, to reptilian creatures (for example, Pun-Pun the kobold, or his snake familiar or psicrystal which is metamorphosed into a lizard while Pun-Pun assumes the form, and abilities, of a sarrukh). so for example, if there's a race of demons who have the ability to use fireball at will, Pun-Pun can grant said ability to another reptilian critter (one under his control, most importantly). so, for example, Pun-Pun gives the sarrukh's ability to his buddy, who then gives it to Pun-Pun (when Pun-Pun is not in sarrukh form, that is). then you exploit an infinite loop to boost attributes, and start applying a whole bunch of other crazy infinite loops to get infinite skills, all spells as at-will spell-like abilities (with no costs), infinite hit dice, infinite divine rank, and so forth. i could dig up the original thread for you, but you'll be reading for a long, long time. |
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Oct 18 2007, 12:54 AM
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#43
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Target ![]() Group: Members Posts: 67 Joined: 30-May 06 Member No.: 8,621 |
The munchiest thing i can think of isn't particularly creative. It was a troll dubbed "Canopener" whose catchphrase was "Ya, ah can open 'er"
troll mystic adept with the "natural weapon" spirit pact, and whatever the 1pp "double damage to objects" power was. Don't have a book on hand or the exact original build. There was some other cheesemonkery involved, but it all ended up being 100% RAW. Long story short, if you were in melee range, you were violated with 19P + successes damage 4 times ever 3 seconds due to nearly every instance of natural weapon doing base damage equal to strength. Double to objects like walls... cars... load bearing pylons... I forget how, but there was a logical conclusion to this idea involving a free spirit and karma drain, with the pact of "we split it 50/50". But broken combos, rules interpretations and bad GM choices are no match for poorly worded books. Bloodzilla is why i don't allow bloodmagic in my game past "Your talismonger contact tells you if a bloodmage is involved, you're fucked. Unless you can kill him before he summons something. And then you're probably still fucked." BTW, while i disagree with breaking contract for payment not rendered when working freelance (as a long time freelancer in various fields), i do have to side with Frank on toxics. Giving coherent rules would have been fantastic, but a earth/water spirit should be a warning flag of "someone screwed up". Even the fluff suggests otherwise (the bit about the ice palace metaplane). Hell, i could make an Apokalypse tradition with 4 versions of man spirits and a blood spirit or something. Shit, thats not such a bad idea... |
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Oct 18 2007, 01:44 AM
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#44
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Grand Master of Run-Fu ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 6,840 Joined: 26-February 02 From: Tir Tairngire Member No.: 178 |
Pun-Pun is a 5th level D&D character with unlimited power. You can read about him here. Edit: BTW, Synner, I went and looked up your "fix". What it was is a promies that in a future book, there'd be a better description of what Agents do and don't do, fixing the Angent Smith problem and leaving the Teamwork test issues alone. Again, I don't buy it. I'm more apt to believe Frank, flamebait that he is, since what he says actually tends to happen they way he says it will. |
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Oct 18 2007, 05:57 AM
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#45
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Prime Runner ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Banned Posts: 3,732 Joined: 1-September 05 From: Prague, Czech Republic Member No.: 7,665 |
The fatal fa wwith Pun Pun of course, is that it doesn't work.
The Sarrhuk can grant a scalykind "an extraordinary, supernatural, or spell-like ability". There are no qualifiers on that. Then it has a big block of text about "typical alterations" and gives out lists for stuff it can do. So really the Sarrhuk has the ability to grant a scalykind creature native to Toril any ability that the DM thinks is in line with the examples. And since the examples include things like "+4 bonus to spot checks" it would be a very hard sell to any DM to transfer the Manipulate Form ability, let alone any of that other crazy crap. Pun-Pun's infinite attribute thing revolves around the specific numerical qualities of the power, which does in fact work. It's a very slow growing but nonetheless limitless version of Artificer Skill Dancing (but only for physical attributes). That's fine. Or it would be, if you could do that at all which you actually can't because in order to do so you'd have to be able to convince your DM that a Sarrhuk's form changing ability can grant the form changing ability - which is on the face of it ridiculous. There is a published set of guidelines in the power, and while they don't specifically prohibit such excesses as granting yourself the Alter Reality power of a major god - they certainly can't be read in any way that would make one think that this was in fact possible. Basically the Sarrhuk can grant any ability that the DM says it can (samples provided to aid in that descision). The Pun-Pun fiasco comes from the a priori assumption that the DM will stamp OK on any request that he could acquiesce to - which is all of them. It is essentially the argument "Overgods don't have a Level Adjustment, therefore I could play one." - only for some reason people actually give a damn. A Shadowrun example would be playing a Poisoner Mage, since there are only four available "poison" spirits in Street Magic you need to make a fifth. Theoretically your gamemaster could go for a fifth spirit of "Poisoned Game Balance" which had every single power and bonuses to every physical and mental stat. But passing that off as a "build" is completely inane. Heck, Pun Pun is an even harder sell than that, because it revolves around convincing your DM that a power that is in the Sarrhuk description but not in the sample transferable powers is transferable. It's not even like "Sacrifice Man" who abuses the human sacrifice rules to get a wish that he doesn't have to pay for and uses that wish to get a Staff of Fifty Wishes (and then uses a wish off of that staff to make another one and so on). That at least is specifically legal. Pun Pun is just "It doesn't say I can't have infinite power (because it doesn't say anything either way). -Frank |
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Oct 18 2007, 09:14 PM
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#46
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 7,089 Joined: 4-October 05 Member No.: 7,813 |
every build is based on DM/GM approval. this is not unique to Pun-Pun. you honestly think any sane DM would let the hulking hurler, the wish and the word, nanobots, the hive mind thing, or any of those other ridiculous builds from the charop boards? it'll happen right around the same time the average shadowrun GM approves bloodzilla or agrees to let someone in their shadowrun group play as a Named Horror, Great Dragon, or Immortal Elf (from the 4th world). |
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Oct 18 2007, 09:45 PM
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#47
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Prime Runner ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Banned Posts: 3,732 Joined: 1-September 05 From: Prague, Czech Republic Member No.: 7,665 |
There is a profound difference between builds which rely upon using the rules as written and then making the world explode when your power level goes to over nine thousand and builds which rely upon a section of the rules where the DM makes something up which might possibly be something horribly broken.
Of course not. However, the Hulking Hurler, The Wish and The Word, and the Locust King all demonstrate very clearly a genuine problem with the rules. The Hulking Hurler is a harsh eye on the improvised weapon damage rules; The Wish demonstrates very clearly some fundamental flaws with the way XP costs are arranged; The Word is obviously a personal favorite and manages to clearly show problems with Caster Level increases, Level Loss mechanics, Transformation Rituals, and catch-up spellcasting classes. These builds have real value, not at the gaming table but in the theoretic discussion of the game. These are the reproducable bugs in the system that allow us to go back to revise the code into something that works. Bloodzilla is that for Shadowrun. It is a very clear and effective demonstration of a broken rule and allows it to be fixed. Or it would, if hypothetically people actually fixed these things. Pun-Pun could have been that had they stopped at what the rules actually let you do. They actually allow one Sarrhuk to set the physical stats of another Sarrhuk to equal their own, and they allow a Sarrhuk to change the size of another up or down - and these transformations can be repeated for credit. So you can bring the size up and down causing Dex, Str, and Con to all fluctuate up and down, but then setting them to the higher values on Sarrhuk A while B is growing and shrinking and then resetting the values at the low end of B's changing to high values and ratchetting up slowly but surely to infinite values. It's not the best infinite loop in the game, it requires two powerful monsters and a lot of time. But it's real, and it shows a real problem with the size changing mechanics. But instead they go off on a rant about how if you could convince your DM that the ability "or make up another ability to gain" was necessarily inclusive of things like "Magic Immunity", "Alter Reality", and "Time Acceleration", then that would be totally awesome. Come on dude! The examples are "big eyes" and "sticky hands", they really seriously don't lead us to believe that they include powers written up for semi-divine monstrosities from beyond time and space. That's why Pun-Pun is a waste of space. It's not good min/maxing because at the end of the day there's no reason upon reading the rules to think that you could actually do that and discussing it doesn't actually help us make a better game in any way. The rules already don't support the creation of a Pun-Pun so there aren't any rules to fix in respect to the vast majority of everything that they are talking about. -Frank |
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Oct 18 2007, 09:52 PM
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#48
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The ShadowComedian ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 14,538 Joined: 3-October 07 From: Hamburg, AGS Member No.: 13,525 |
ah, i thought pun-pun was something from shadowrun, like bloodzilla O.o |
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Oct 18 2007, 10:12 PM
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#49
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Grand Master of Run-Fu ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 6,840 Joined: 26-February 02 From: Tir Tairngire Member No.: 178 |
Pun-Pun is similar to Bloodzilla in that they're both "infinite loops"; eg, there's no limit to as far as they can go. Franks objections aside, Pun-Pun can still have unlimited stats, which in turn gives him unlimited Hit Points and Saving Throw/Skill bonuses. The rest of what Frank refers to is just gravy.
Beyond this, Bloodzilla is actually worse. Pun-Pun relies on a complex set of rule interactions under just the right conditions. Bloodzilla, according to Frank, was either designed to work this way or was left alone in a colossal lapse of judgement. A Bloodzilla is actually *easy* to pull off, while Pun-Pun is a tricky build. |
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Oct 18 2007, 10:24 PM
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#50
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The ShadowComedian ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 14,538 Joined: 3-October 07 From: Hamburg, AGS Member No.: 13,525 |
yes well, if your GM will allow you to play a bloody mage and you get the meta-technics and manage to stay alive thourgh the game as the bloody mage . . |
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