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> Pun-Pun and Bloodzilla, And other infinitely broken characters
DTFarstar
post Oct 19 2007, 12:07 AM
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I'm actually probably going to go blood mage soon in my GM's game. IF it happens and I don't die I'll let you guys know how it works out power wise, keep in mind I'm a pretty responsible player, this is mostly an RP decision.

Chris
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Big D
post Oct 20 2007, 04:09 PM
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An initiated mage.

That's it. That's all you need to start with. Just an initiated mage, and a GM who doesn't slap you down or send dragons after you once they catch on.

Use a metaplanar quest to get the formula of a level 1 succubus (muse will also work, but may take more effort).

Bind the snot out of the succubus, and/or reach an agreement with her to split the karma (90/10). Remind her that you can always release her and get another.

You should be able to swing Formula/Life pacts, and daily Power Pact(Compulsion/Energy Drain). Then, go to clubs, bars, raves, and start eating. Heck, if you trust her (or your manipulative abilities), you can buff her charisma up and have her do the work for you, then drain up to 8 karma a day from her without accidentally zapping her home.

For even more cheese, acquire a brothel. With cameras and fiberoptic lines in each room, leading to a secret room where you can use the latter to munch on karma with mage goggles.

With your massive karma income (and some cash flow if you run the optional business), you can pump your stats, initiate to the sky, and, ultimately, summon double-digit force allies capable of throwing down with dragons. Oh, and treated nicely, they'll never betray you.

Needless to say, a pornomancer/magic adept would be the ultimate fit for this plan; the only catch is that you'd need Astral Gateway or some alternate method of acquiring that free spirit formula to start.
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Cain
post Oct 22 2007, 10:22 PM
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Speaking of which, does anyone have a full pornomancer build? I'm going to be playing on Sat witha guy whos been running an unoptimized build, so I thought I'd show him what a full build can look like.
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bibliophile20
post Oct 22 2007, 10:31 PM
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QUOTE (Cain)
Speaking of which, does anyone have a full pornomancer build? I'm going to be playing on Sat witha guy whos been running an unoptimized build, so I thought I'd show him what a full build can look like.

Do you want a optimized starting character, 400 point build, optimized pornomancer? Or is some karma allowed, and if so, how much?
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Glyph
post Oct 23 2007, 07:13 AM
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Well, since I statted this monster originally, I'll give a more complete build. I don't have Augmentation, so I imagine a few positive qualities or choice pieces of 'ware could boost the character even more. Still, 32 dice isn't bad. Like most "how many dice can I get for this one thing" builds, it suffers in other areas.

[ Spoiler ]
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toturi
post Oct 23 2007, 01:11 PM
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Not infinitely broken but still quite powerful:

SR3: Background 10 Virtuso Adept(Magical Adept or normal Adept).
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yoshikisquall
post Nov 11 2007, 07:18 PM
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QUOTE (Big D)
An initiated mage.

[Edit text]

Use a metaplanar quest to get the formula of a level 1 succubus (muse will also work, but may take more effort).

Bind the snot out of the succubus, and/or reach an agreement with her to split the karma (90/10). Remind her that you can always release her and get another.

You should be able to swing Formula/Life pacts, and daily Power Pact(Compulsion/Energy Drain). Then, go to clubs, bars, raves, and start eating. Heck, if you trust her (or your manipulative abilities), you can buff her charisma up and have her do the work for you, then drain up to 8 karma a day from her without accidentally zapping her home.

[Edit text]

Is this possible to do in SR3? If so excatly how would you go about doing it? And where would I go to find more info on it?
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hyzmarca
post Nov 11 2007, 07:41 PM
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QUOTE (yoshikisquall)
QUOTE (Big D @ Oct 20 2007, 11:09 AM)
An initiated mage.

[Edit text]

Use a metaplanar quest to get the formula of a level 1 succubus (muse will also work, but may take more effort).

Bind the snot out of the succubus, and/or reach an agreement with her to split the karma (90/10).  Remind her that you can always release her and get another.

You should be able to swing Formula/Life pacts, and daily Power Pact(Compulsion/Energy Drain).  Then, go to clubs, bars, raves, and start eating.  Heck, if you trust her (or your manipulative abilities), you can buff her charisma up and have her do the work for you, then drain up to 8 karma a day from her without accidentally zapping her home.

[Edit text]

Is this possible to do in SR3? If so excatly how would you go about doing it? And where would I go to find more info on it?

No.

Spirit Pacts didn't exist in SR3, neither did the Endowment power.
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Ol' Scratch
post Nov 11 2007, 07:49 PM
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QUOTE (Glyph)
Well, since I statted this monster originally, I'll give a more complete build. I don't have Augmentation, so I imagine a few positive qualities or choice pieces of 'ware could boost the character even more. Still, 32 dice isn't bad. Like most "how many dice can I get for this one thing" builds, it suffers in other areas.

[ Spoiler ]

You left out Enhanced Pheromone Receptors and the optional Cosmetic Surgery rules in Augmentation. Both grant up to a +3 dice pool modifier for Charisma-linked skills.
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Glyph
post Nov 25 2007, 01:11 AM
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I finally gave up on Amazon.com and got Augmentation from Stiggybaby.com. So for a revised pornomancer, I would add enhanced pherome receptors, vocal range enhancer, and some minor biosculpting to improve her physical appearance. The latter only gives the +2 bonus for being attractive to a potential target, but lots of this build's modifiers are pretty conditional.

[ Spoiler ]


Of course, for a character intended for play, I would ditch the home ground for the much better genetic heritage (with genetic optimization/Charisma as the "freebie"). Along with lots of other changes. But it's really an exercise like the climber one, a "how many dice can you get for this" build.

Honestly, though, in a game with ganders picking up runaways for bunraku parlors, personafixes that let people turn you into a slave, people who are above the law interacting with people with no rights to speak of, and all of that other distopian goodness... your main ability is making people want you? Talk about a double-edged sword! :eek:



GM: The huge troll's mouth opens in a grin, exposing his metallic teeth, as he comes over, clearly smitten.

Player: But, but... I was across the room, and I wasn't even trying to seduce him.

GM: You're THAT. GOOD.



GM: Sheik Hareem looms over you with the needle. "Don't be afraid, my little flower, you will awaken in my harem" he coos. Suddenly, the door explodes off it's hinges as Drake and his men burst into the room, battling with Hareem's bodyguards.

Player: I forget, is Drake the Humanis guy who wants to snip my ears and "cure" me of being an elf so I can be his mistress, or is he the dude who wants to abduct me to that real-time Gorean commune?

GM: No, no, he's the businessman who wants to use you in that porno trid he's shooting. The one with the quad-armed troll and the catgirl.

Player: Ah. Well, while they're fighting, I try to escape by crawling through that air vent.

GM: You come face to face with a slavering devil rat.

Player: ...

GM: It starts humping your leg.
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Fortune
post Nov 25 2007, 01:26 AM
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QUOTE (Glyph)
... and some minor biosculpting to improve her physical appearance. The latter only gives the +2 bonus for being attractive ...

Why only +2? The bonus goes up to +3, with no Availability limitations.
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Glyph
post Nov 25 2007, 02:33 AM
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I was going by the sidebar on pg. 61, instead of the optional rules on pg. 23. But if you use those rules, yeah, she could have up to +3.
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Narse
post Nov 26 2007, 03:32 AM
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Well, I don't have Aug, but I'm pretty sure I can make a character that throws just about 38 dice for intimidation without most conditionals. And there are a lot of Intimidation conditionals that one can take advantage of. The crux of it is to take 7 Incompetence flaws at chargen for the 7 points of notoriety that act as a positive modifier to your Intimidation pool as long as the subject is aware of your street rep. (Don't ask me why being threatened by a guy who can't fly a plane for the life of him is more scary.)
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Aku
post Nov 26 2007, 04:10 AM
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because you're afraid if he does get behind the stick he'll have a lot better chance of hitting you as he crashes?
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Cain
post Nov 26 2007, 07:32 AM
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I always wondered why Incompetencec: Pilot Aerospace would make you scarier. If you've gotten to pilot the space shuttle, it doesn't matter if you're good or bad at it, it's still an impressive feat.

Besides which, unless you're playing a rigger or decker (and even then), by the time you have to pilot the space shuttle, you're already in it so deep that one more obstacle isn't going to matter.
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Blade
post Nov 26 2007, 09:18 AM
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The problem with the succubus trick is that there's still no dikote in SR4. ;)
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HentaiZonga
post May 1 2008, 06:25 AM
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QUOTE (Glyph @ Nov 24 2007, 06:11 PM) *
GM: You come face to face with a slavering devil rat.

Player: ...

GM: It starts humping your leg.


I am now necroing this post to say:

LOVIN' IT.
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DocTaotsu
post May 1 2008, 06:48 AM
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QUOTE (Glyph @ Nov 24 2007, 08:11 PM) *
Of course, for a character intended for play, I would ditch the home ground for the much better genetic heritage (with genetic optimization/Charisma as the "freebie"). Along with lots of other changes. But it's really an exercise like the climber one, a "how many dice can you get for this" build.

Honestly, though, in a game with ganders picking up runaways for bunraku parlors, personafixes that let people turn you into a slave, people who are above the law interacting with people with no rights to speak of, and all of that other distopian goodness... your main ability is making people want you? Talk about a double-edged sword! (IMG:style_emoticons/default/eek.gif)



GM: The huge troll's mouth opens in a grin, exposing his metallic teeth, as he comes over, clearly smitten.

Player: But, but... I was across the room, and I wasn't even trying to seduce him.

GM: You're THAT. GOOD.


I am a terrible GM for not realizing/remembering that charisma is a double edged sword.

I should force my groups pornomancer to take "Avoid Groupies" as an active skill, perhaps a specialization of infiltration.
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Stahlseele
post May 1 2008, 07:20 AM
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anything new in the field of incredible awesome(broken) characters since augmentation/arsenal?
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samuelbeckett
post May 1 2008, 08:06 AM
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Seems to me the Martial Arts rules are ripe with potential - insane melee DVs, insane block/parry/dodge pools, permanent Full Defense, not to mention Riposte/Finishing Move. Melee Adept with Geas combined with choice Biotech combined with choice Martial Arts has gotta be worth an optimise.

With a touch of cheese, an Ork Adept with:
  • Hardliner Gloves (to make his hands count as weapons)
  • Bone Density Aug (to make his hands hit hard)
  • Synaptic Booster 1 (for the extra IP/Reaction)
  • Reflex Recorder (Unarmed Combat)
  • Muscle Toner 1 (extra Agility)
  • Improved Ability (Unarmed Combat) 2
  • Critical Strike 4 (more DV)
  • Penetrating Strike 2 (lovely AP mods)
  • Combat Sense 3 (extra defense)
  • A smattering of Martial Arts to give +4DV and +2 Melee Block and the Two Weapon Style Manuever
  • STR 5, AGL 5(6), REA 4(5) and BOD 7
  • Unarmed Combat (Martial Arts) 9(11)
Can manage a permanent 30 dice Full Melee Parry with no action cost AND an Unarmed Combat attack with 17 dice that inflicts a DV of 14P/-2AP (or around sniper rifle damage). Given generally lower Impact armor ratings, he is going to put someone in a world of hurt if they get within reach.

Granted he may get shot a little getting to the target, but with 11 base Damage Resistance dice plus some nice FFBA/armour combo he could be looking at 30+ Damage Resistance dice...and the extra IP could be used for Full Gymnastics Dodge while he closes, which could be around 15 dice if he also has Gymnastics (Tumbling) 5(7).

All achievable within 400pts...

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HentaiZonga
post May 1 2008, 08:10 AM
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QUOTE (samuelbeckett @ May 1 2008, 01:06 AM) *
Seems to me the Martial Arts rules are ripe with potential - insane melee DVs, insane block/parry/dodge pools, permanent Full Defense, not to mention Riposte/Finishing Move. Melee Adept with Geas combined with choice Biotech combined with choice Martial Arts has gotta be worth an optimise.

With a touch of cheese, an Ork Adept with:
  • Hardliner Gloves (to make his hands count as weapons)
  • Bone Density Aug (to make his hands hit hard)
  • Synaptic Booster 1 (for the extra IP/Reaction)
  • Reflex Recorder (Unarmed Combat)
  • Muscle Toner 1 (extra Agility)
  • Improved Ability (Unarmed Combat) 2
  • Critical Strike 4 (more DV)
  • Penetrating Strike 2 (lovely AP mods)
  • Combat Sense 3 (extra defense)
  • A smattering of Martial Arts to give +4DV and +2 Melee Block and the Two Weapon Style Manuever
  • STR 5, AGL 5(6), REA 4(5) and BOD 7
  • Unarmed Combat (Martial Arts) 9(11)
Can manage a permanent 30 dice Full Melee Parry with no action cost AND an Unarmed Combat attack with 17 dice that inflicts a DV of 14P/-2AP (or around sniper rifle damage). Given generally lower Impact armor ratings, he is going to put someone in a world of hurt if they get within reach.

Granted he may get shot a little getting to the target, but with 11 base Damage Resistance dice plus some nice FFBA/armour combo he could be looking at 30+ Damage Resistance dice...and the extra IP could be used for Full Gymnastics Dodge while he closes, which could be around 15 dice if he also has Gymnastics (Tumbling) 5(7).

All achievable within 400pts...


How did Martial Arts get up to 9(11)? The best you can get is 7(10); with Improved Ability 2, you'll be at 7(9).
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samuelbeckett
post May 1 2008, 08:14 AM
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QUOTE (HentaiZonga @ May 1 2008, 09:10 AM) *
How did Martial Arts get up to 9(11)? The best you can get is 7(10); with Improved Ability 2, you'll be at 7(9).


Just the shorthand I use for Base(Specialization). To be clear, it is Unarmed Combat 6 + Reflex Recorder 1 + Improved Ability 2 = 9 Skill Rating. Then specialization adds 2 to make 9(11).
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Prime Mover
post May 1 2008, 02:52 PM
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Most insane characters were from 1st/2nd edition but probably due to the fact we had tons more play time back then. Guys swimming miles in full gear,throwing blind down long hallways, hitting helicopter pilots with grenades, bull rushing a citymaster bare fisted, team combat against light armor, etc....

Had to go back and read over posts since this ones been gone for awhile, notice SM add on was only few weeks away last fall. See Synner posted some ideas as to what was in it, wondering if be returning any of the lost initiate powers? Possession was one a player had asked about.
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HentaiZonga
post May 2 2008, 12:29 AM
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It appears that Dodgy McDodgerson can get a Melee Gymnastic Dodge dice pool up around 36, what with Move-by-Wire 3, Reakt, and Martial Arts bonuses from Capoeira, Ninjitsu and Firefight. So if you can manage the 24R Availability rating for MbW3, you get someone with 4 IP's, an Initiative of 20 (capping at 21), and 36 to their Dodge pool. And it's all within starting chargen rules, except for the MbW 3.
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HentaiZonga
post May 2 2008, 12:35 AM
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Also, to return to the original post: It seems to me that the SM Spirit Power 'Endowment' opens up Shadowrun to its own special version of Pun-Pun. All the Spirit has to do is use its Endowment power to grant Endowment to all the Adepts, and then have all those Adepts use Endowment to grant their Adept Powers to the uber-character... then that spirit caps it off by Endowing the uber-character with Essence Drain: Karma. (IMG:style_emoticons/default/wink.gif)

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