You know, the trouble with these armor-plated, instant-healing behemoths is that with Willpowers of 3, they can be taken out by any starting spellslinger with a Force: 6 stunbolt or manabolt. Speaking of which, it's time someone did a magical type for this little contest. Of course, he is just as vulnerable to an Ares Alpha on full auto as the previous entries are to a manabolt, so I guess he doesn't meet the goal of "game-breaking" either. He can toss an awful lot of dice, though.
Dwarven Sorcerer (Shamanic/Dragonslayer Totem)
A: Resources (1,000,000 - 10% = 900,000)
B: Sorcerer
C: Attributes
D: Dwarf
E: Skills
Attributes -
Body: 6
Quickness: 4
Strength: 3
Charisma: 2
Intelligence: 6
Willpower: 8
Essence: 6
Magic: 6
Reaction: 5
Initiative: 5 + 1d6 (4d6)
Combat Pool: 8
Spell Pool: 6
Edges -
Bonus Attribute Point: Willpower
Connected - buy Magical Gear
Flaws -
Bad Karma
Active Skills -
Athletics: 4
Aura Reading: 6
Computer/Search Operations: 2/4
Etiquette: 3
Sorcery: 6
Stealth: 4
Knowledge Skills -
(Languages)
English/Magespeak: 4/6 R/W: 2/-
Japanese: 4 R/W: 2
(Other Skills)
Enochian Incantations: 6
-(to be used as creative skill for Centering)
Magical Background: 6
Magical Research: 6
Magical Threats & Oddities: 6
Spell Design: 6
Spells -
Manabolt: 6
Stunball: 6
Diagnose(E): 3(5)
Heal: 6
Increase Reflexes +3 Dice: 1
Improved Invisibility: 5
Bonded Magical Foci -
Manabolt Focus: 6
Sustaining Focus: 1
- Increase Reflexes +3 Dice
Sustaining Focus: 5
- Improved Invisibility
Foci bought but not bonded -
Manabolt Focus: 6
The foci and the 5 extra spellpoints needed come up to 770,000. That still leaves 130,000 for armor (the standard Armor Jacket and FFBA full suit), lifestyles, contacts, and other gear.
With the post char-gen 300,000, buy another Manabolt Focus: 6 (at base price because of the Connected Edge).
Improve Sorcery to 8 for 22 Karma.
Take the Spellcasting specialization to 16 for 69 Karma.
Initiate with ordeal 6 times for (15 + 17 + 20 + 22 +25 +27) = 126 Karma.
Plus, get the Centering skill at 5 for 21 Karma. Centering is not really that cost-effective, but the main advantage is its potential to reduce Target Number penalties.
For metamagical techniques, take Centering, Cleansing, Masking, Reflecting, Shielding, and Quickening.
Bond the two Manabolt Foci for 12 Karma. Note that with a Magic of 12, all of the character's foci can be active at once and still not risk focus addiction.
This character is still vulnerable to gun bunnies (although with 6 Body, and for armor an Armor Jacket with FFBA full suit, he's no wimp), but his main strength is offense. His foci, Totem bonus, and spellcasting skill give him 37 dice - and that's if he uses all 8 points of Spell Pool to soak Drain.