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Page 586 in The Baratie
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Average Rating: 5
Number of people who have voted: 2


By the same author as Grand Line 3.5
Author Notes:

DragonTrainer

DragonTrainer



20th Aug 2014, 1:26 AM

Eh... might as well ask for some stories this time around.

Tell a story of attempting to justify being able to get past restrictions in order to obtain major power-ups.

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Comments:

Zarathustra30




20th Aug 2014, 2:03 AM

In a Werewolf campaign, I was trying to get a "Double your speed" gift without having to pay for the prerequisite "talks to dogs" gift. After enough Aquaman jokes, the GM finally gave in.

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Raxon

Raxon




20th Aug 2014, 2:15 AM

Lawful good necromancer/cancer mage.

Needless to say, having that kind of raw power, and being able to walk the streets without fear of reprisal is awesome. I justified it as my character being a pillar of the community, using her necromancy to allow family members to speak with dead one last time, or solve murders by speaking with the dead, and examining the corpses.

With her knowledge of poison and disease, she became well known for her healing potions, antidotes, treatment of magic resistant diseases, and so on, she quickly became respected and loved by the community.

And thus, our tale of Dactow Q'in, the healer woman ends.

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Malroth




20th Aug 2014, 2:58 AM

Works for Necromancer, not so much for Cancer Mage as it involves deliberately making yourself into a disease supercarrier.

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Raxon

Raxon




20th Aug 2014, 3:55 PM

Result of using myself for experimentation, rather than innocent townspeople. Totally a selfless and noble endeavor.

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Kira




20th Aug 2014, 5:48 PM
"I have to ask"

Raxon any chance you watched the D&D movie particularly the 3rd one (based on the BOVD) :P

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Raxon

Raxon




20th Aug 2014, 7:45 PM

No, as a matter of fact, I have not.

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Malroth




20th Aug 2014, 6:34 PM

You still infect and kill pretty much anyone who gets within 50 feet of you by allowing custom built super germs to live in your modified body, Not good mojo for a doctor.

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Raxon

Raxon




21st Aug 2014, 2:07 AM

I'm pretty sure my antibio suit (yes I actually built one in game) negated all of that. See, it had a ton of very, very expensive cure disease spells on it. That DM was kind of a sucker for fast talking.

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Solokov




21st Aug 2014, 10:36 PM
"That's a blast from the past."

Unlike Howard the duck, this one is totally welcome here in the present.



Seriously, Howard needs to stay in the 80s and not even be considered for a cameo appearance in a movie for at least another decade.

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Therazan

Therazan




20th Aug 2014, 2:32 AM

Being a kickass Alchemist immune to all poisons, able to create anything alchemy related (potions, poisons, balms and everything else) in 1/20th of the regular time without even using shady mechanics, and using all kind of drinkable stuff as spells and power-ups, I was terribly offended to see that the Fast Drinker feat was available only for MONKS! The Drunken Master Archetype, actually, but still!

I've asked a few time to take the feat despite the requirement, but it's considerede over-powered or something, on my character... All I've got so far, is the right to drink something as a move action instead of a simple, but only under the effect of the Haste spell...

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BakaGrappler




20th Aug 2014, 5:17 AM

Not so much a story as a catch phrase.

A player in our D&D 4th campaign was playing a Monk and he liked the idea of the grappling skills, and took a Feat that gave him +4 to anything he can grab.

So ANY time there was something that involved using his hands in a non-punching way, he would say, "And I have +4 to anything I can grab." Climbing. Hand shakes. Stealing. ANYTHING.

"And I have +4 to anything I can grab."

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Billy




20th Aug 2014, 6:36 AM
"Prestige Classes"

My DM let one guy create a new character at level seven as a Drunken Master claim that his night of drinking required for the class was in his backstory, but when I wanted to be a Dragon Disciple, he said that I needed to find a dragon to teach me.

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KageLupus




20th Aug 2014, 7:43 AM
"Holy Hellfire, Batman"

Convinced my DM to let me play a LG Warlock, who then became a LG Hellfire Warlock. The idea was that I hated my fiendish heritage and would only try to use my powers to help others, even if it mean sacrificing myself. One of my more enjoyable campaigns

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Otaku

Otaku




20th Aug 2014, 9:33 AM

Wow, my old group has nothing on the other readers': apparently we were more "by the book" than I realized. For example, for a GURPS 3e campaign we allowed a psionic character in a Supers game to not only buy all the various psi powers you normally could, but to violate the RAW and purchase the Anti-Psi skills as well, with the caveat that he couldn't use both at once, it took a turn to switch, and maybe if he did it too often he risked a health roll (pretty trivial for combining two things that aren't supposed to be combined).

Then again, if you could give a good enough spin, we tended to allow it. The second campaign I participated in (same group, but a different person was GMing) intentionally started us out as what amounted to magical Jedi knockoffs, had our order fall and an evil empire set-up shop, and had us train in seclusion for like a decade, then brought us back in.

A few years later when I tried my had at a superhero game, I allowed someone to take not only Invisibility and Flight for himself, but to modify his laser based attack so that it had no visible component. Ironically this gave me less trouble than his psionic powered martial artist. @_@

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Mysterious Commenter D




20th Aug 2014, 12:27 PM

My best argument for ridiculous powers occurred about seven years back.
I'd just lost my first character in that campaign, a very nonoptimized Forsaker (even as Forsakers go), and decided to create a character that would live a little longer.
In those days, the only splat books I had were Complete Warrior and a borrowed copy of the BoED, but it was enough. I convinced the DM that my martial artist treated his entire body as a single weapon, and took the Kensai class.
He decided the EXP costs for self-enchantment were double the regular, given the potential for cheese; however, I don't think he ever expected my real plan.
I gave the full-body Kensai the Brilliant Energy enhancement. (for those not in the know, Brilliant Energy can only interact with living matter, force effects, and other types of energy)
Of course, this meant that the guy couldn't interact with food, water, air, or the frikin' ground. I had to take a Vow of Poverty, plus a custom spellcaster-only feat (which meant multiclassing even further) with no mechanical benefits, just to stay alive!
The payoff, though - getting to float through walls, ignore the undead, glow enough to render nudity irrelevant, and be pretty nearly invulnerable - it was definitely worth the effort.
By the end of that campaign, I'd added Throwing (high-speed movement as part of a full attack), Shifting (able to transform into any melee weapon, to be wielded by other characters - let me tell you, we got some insane bonuses out of it), Ghost Touch human.
Maybe next time I should tell you what we did to the Deck of Many Things...

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HappyMuffin




20th Aug 2014, 9:27 PM

Shadowrun: I wanted to play as a street sam with a focus on speed. I bought all the movement augments that I could, 2 surge traits, and was a troll (4th Ed where trolls are the fastest race). My GM wouldn't let me play him because he could outrun cars on foot... and chopers... and most planes... and everything in the main handbook.150 meters/round with perfect handaling isn't that high, is it? :P

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Disloyal Subject

Disloyal Subject




21st Aug 2014, 4:27 PM
"Speedsters"

I accomplished the same in 3.5 once with a Raptoran.
Scout 4: +10 ft, Barbarian 1: +10ft (and sweet, sweet proficiency with all martial weapons), Quick trait: +10ft, and Run feat: x5 movement speed (and retain my sizeable Dex bonus to AC) let me move 300 feet per round. And I fast-talked the DM into letting it all apply to flight speed as well as land speed, so my Scout was excellent at actually scouting. Unfortunately, the campaign died before I could talk him into letting a 5-foot step be doubled to 10 feet because I had double the movement speed of the characters who were limited to 5 feet, or I'd have been able to trigger Skirmish and make full attacks with my longbow every round.

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Disloyal Subject

Disloyal Subject




21st Aug 2014, 4:08 PM
"More Dakka: cheesing Dark Heresy"

Dillema: Two-weapon wielding is a full round action, but my sniper's Accurate weapons don't receive their glorious +20 to hit & up to 2d10 per gun in bonus damage unless I spend a half-action to aim first. (Accurate pistols don't get the bonus damage, but sniper rifles are categorized as 'basic' weapons, ie rifles, and there are surprisingly cheap special gloves that let you one-hand basic weapons.)

Solution: The Weapon Mind Interface Unit lets me fire a gun as a free action... Normally, this can't bypass the '1 attack per round' rule, but 2-weapon wielder solves that. The downside is having a gun permanently bolted to your shoulder, so I paid extra for Good-quality one, and the DM let it be a detachable collar that interfaces with a chip in my skull - which my slightly cyberphobic character will be okay with, considering she already had an MIU of unknown function implanted by her employer.

Though that's more rules-wrangling than I guess the prompt meant... But before I move on, 2 of our team members are wielding Autocannons, which deal 4d10+5 PER HIT and can hit up to 5 times per round with full automatic fire, making my 7d10+18 from 2 high-end sniper rifles slightly less drastic. (Regrettably, I don't think I'll be able to afford the ability to aim my guns at targets more than 5m apart before the campaign's end.)

As for breaking rather than bending the rules, the first character I played was an Ultimate Magus. He was allowed to lose no Wizard caster levels in exchange for losing Sorcerer levels instead on the grounds that he didn't spend much time refining the latter. Which isn't that cheesy in and of itself, but he picked up most caster levels he lost by being gestalted with Eldritch Knight, keeping up his BAB for Weapon Expertise to stay an unhittable lightning factory. (And no, you aren't supposed to be able to gestalt PrCs, or use hybrid PrCs like UM & EK in gestalt to begin with, but neither the DM nor I realized it at the time. It didn't matter anyway, since I was new & forgot to use my many, many buff spells in favor of missing repeatedly with my sword.) One of that character's teammates was a Ranger/Rogue-->Assassin who got to remain Chaotic Good on the grounds that they willingly committed evil acts to earn a place among the Assassins purely in the interests of gaining their skills to use them for the greater good, though.

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Aedan




21st Aug 2014, 11:07 PM
"World of Darkness Character Templates"

With the New World of Darkness being very much a sandbox (or a toolbox, depending on how you want to look at it) in terms of just how much material you have and can use... I find particular fun in combining as many minor templates as I can. For instance...

I have a mage who wants to be immortal. Rather than risking Wisdom for it (though I have to admit, playing a Mad is almost as awesome as playing an Archmaster), I simply go through the process of turning my character into an Eternal... or find a spirit and become a Warden...

As a Storyteller, I apply this rule as well. Basically I tell my players: if you can justify it well enough, go for it. So far, I've had only one instance of someone taking advantage of this by using his power over guns to make a modified Mauser that was overpowered in the extreme... and then he got a hold of an imbued item call an "extended clip".

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Aedan




24th Aug 2014, 2:25 AM

Though, now that I think about it, my favorite ideas for basic characters is to use Conviction from Mirrors on a normal human template, play a hunter, take a bunch of psychic powers, become an immortal in one of the myriad of ways (I think so far, I've thought of at least ten that alone didn't come form the Immortals book), then start learning forbidden lore, get access to the Werewolf Irakka milestone gift, and cheerfully rape the rest of the game as one of the most overpowered human characters ever. Especially since I then start using sanity and willpower to master the various supernatural powers I can copy.

All without touching a single major template.

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