Author Topic: I found a way to break Alloy of Law  (Read 1009 times)

RageDizzy

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I found a way to break Alloy of Law
« on: August 09, 2014, 05:48:12 AM »
How to Break Alloy of Law
by RageDizzy

This is how to create a character that, from the start of the game, can kill almost any other character with minimal effort. It relies on Pewter Allomancy and the Fanning Tactic.

Your Powers are “strong”. Your character will be a Koloss-blooded Misting. Choose Pewter as your metal. You will have a rating of 5. Because your Powers are “strong”, you get a stunt. The section “A Note on Stunts” at page 88 specifies that this stunt can be any stunt that your character is eligible for. Choose the “Improved Fanning” Gunplay Stunt.

Set your Attributes to “average”. Put 5 points into Physique, and the rest wherever you want to. Your Koloss-blood gives you +1 Physique, landing you at 6 Physique.

Your Standings will as such be “weak”. Put at least 3 points in Resources, although 4 points is recommended. If you put 3 points in resources you’ll have to choose between either not having a Misting Vial as a prop, or having to reload your gun between every shot as opposed to every other shot.

Assigning your “specialty” trait to something along the lines of “gunslinger” is something you can do if you want to go extra overkill, but is not required. However, if your DM is grumpy he might disagree on a ruling which leaves you 2 die short of complete slaughter. If this is the case, definitely assign your specialty to this. Assigning another trait to something that gives you a bonus on shooting guns could be beneficial (traits are OP, okay?).

Time to craft your weapon! Start off with an Immerling 44 Revolver. Add the modifications “Magnum Force” and “Extra Capacity”. You now have a Raging 44 Dizzygun (or something less dorky, idk) that deals +3 damage on hit and has a capacity of 6 bullets. This gun costs you 3 props. Use your last resource to get a Misting Vial; you’re going to need pewter.

What you want to do now is to find something you want to kill, and use the “Fanning” Tactic described on page 134. Your “Improved Fanning” stunt causes the requirements for hitting twice to drop to 1 nudge, and for hitting 3 times to 3 nudges.

Here is the part that your DM might disagree on:
Koloss-blooded characters has the rule “their tremendous strength grants koloss-blooded characters 2 additional dice when making a roll involving physical strength (including lifting and moving objects, and wielding heavy weapons).”
You want this roll to apply to your attack. This is how you back this argument up:
You are using an Immerling 44 Revolver. Its description states “The gun’s heavy recoil makes it harder to wield (…) Pewterarms tend to use Immerlings to the exclusion of other pistols, since their great strength can handle the kick more readily.”
You have got the Magnum Force mod. Its description reads “Weaker shooters have a hard time coping with this weapon’s massive kick; when a shooter with a Physique of 4 or less attacks with this weapon, his or her pool shrinks by 1 die.”
It is obvious you are using a gun that has huge power, and heavy recoil. Using this requires great strength to handle the kick the gun produces with each shot, and as such the Koloss-blood bonus applies.
 
If your DM agrees on this, you get 2 extra die when Fanning with this specific gun. If he doesn’t, that sucks. You might want to set your Specialty trait to “Gunslinger”.

Assuming your DM agrees to your usage of the koloss-blooded rule, here is what happens when you decide to shoot someone:
First, you burn pewter. You declare that you are going to use the Fanning Tactic and select your target. You have Physique of 6, a Pewter Rating of 5, and 2 extra die from the koloss-blood. This results in a pool of 13 die. This translates into 10 die and 3 nudges.
To successfully fan and hit three shots, you need to hit the attack and score three nudges. You already have your three nudges, so roll your 10 die and hope you score a hit (if you don’t, enjoy your new burden: extremely unlucky). Any nudges you roll with the die pool is added to the damage you deal. You hit three shots and you deal 1 (base damage) + 3 (weapon) on each hit, resulting in 4x3=12 damage to your targets health, plus any nudges you rolled.
It is very likely you just killed something. You have used 3/6 bullets in your gun. The next turn you can kill something else, or finish off whatever survived your attack, before you have to reload.

Consider carrying special ammunition to further amplify damage (Hollow-Point Rounds), bypass opponents armor (Armor-Piercing), or Hazekiller ammunition when fighting other Allomancers.

Congratulations, you’re a fully-fledged murdering machine!

Note that even if your DM disagrees to the use of the koloss-blood rule, you still have a pool of 11 die, guaranteeing one nudge. This is enough to hit two shots when fanning, without rolling any nudges. Add the Gunslinger trait and you’ve got two free nudges, only requiring you to roll one nudge to hit three times.

Thanks for reading! Feel free to point out if I've misinterpreted any rules or made any mistakes in constructing this monster.

Kurkistan_

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Re: I found a way to break Alloy of Law
« Reply #1 on: August 09, 2014, 06:12:11 AM »
Sorry, but in Conflicts extra dice don't get converted into Nudges, they just get left behind as Defense Dice.

Dreamstreamer

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Re: I found a way to break Alloy of Law
« Reply #2 on: August 09, 2014, 06:24:30 AM »
More than 10 dice in a conflict pool (such as an attack) are converted into defense dice, not nudges. (MAG, Pg. 180)

And as a Narrator, there is no way I'd grant the extra dice from koloss strength to fan a revolver; the higher Physique score already accounts for that, as it meets or exceeds the requirement to avoid the penalty already. That said, the likelihood of rolling enough nudges to still successfully fan (at least doubling the base damage) with a pool of 10 dice is probably pretty high.

Edit: Ninja'd!
« Last Edit: August 09, 2014, 06:26:44 AM by Dreamstreamer »

RageDizzy

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Re: I found a way to break Alloy of Law
« Reply #3 on: August 09, 2014, 06:35:14 AM »
Ah, curses. Oh well, it's still pretty strong.

Dreamstreamer

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Re: I found a way to break Alloy of Law
« Reply #4 on: August 09, 2014, 08:11:57 AM »
It is strong. Though if you want a Nudge machine, consider Feruchemy or just wait until savanthood. ;)

Outis

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Re: I found a way to break Alloy of Law
« Reply #5 on: August 09, 2014, 08:29:57 AM »
I concur... as long as you've got a minimum 4 physique, a koloss-blooded Steel ferring, or maybe Zinc, or possibly Tin or Pewter (check with your Narrator and see which he'd allow) could do this pretty frequently between Breathers; save up your AP until you're a Compounder and it'll become significantly easier.

Crafty_Alex

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Re: I found a way to break Alloy of Law
« Reply #6 on: August 09, 2014, 09:02:52 AM »
That's an interesting build. Dependent upon hanging onto that one gun, having pewter, and letting people stay in range/line of sight/etc after the first time you pull it off, not to mention exceedingly limiting for the character to accomplish anything outside of combat, but nifty you can do some neat stuff with shooting. (And one of the designers was grousing I'd made koloss-blooded too weak...)

As for the breaking tactic: I would never, ever, NEVEREVEREVER allow a player to use the Koloss-blooded benefit for strength-related rolls to apply to a shooting attack, because shooting a gun basically never has anything to do with strength! In fact, outside of swinging a koloss blade, I would rarely allow this benefit to apply to an attack at all. That certainly was not the overall intent, and the great thing about a system open to interpretation is that you can tweak as you need to when something seems broken.

Everyone else is right that in combat, you cannot form pools for an action over 10 dice, which is another critical issue.
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YollenErikell

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Re: I found a way to break Alloy of Law
« Reply #7 on: August 09, 2014, 12:48:57 PM »
I will also point out, that this type of character (Koloss-blooded thug) is something that Wax expressed as bein really obnoxious. But, as has already been pointed out, being a killing machine leaves you with some major problems in other arenas. The games that I have played, a complete combat machine is really only useful if you have a larger crew. Smaller crews require them to have some other balance of skill. And if you do have a large crew, then the narrator is likely to throw more your direction. At least, that has been my experience.

Herowannabe

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Re: I found a way to break Alloy of Law
« Reply #8 on: August 10, 2014, 09:57:42 PM »
For your convenience:

Here is my list of all the possible ways get auto-nudges in the game.

Note that it has not been updated with Alloy of Law stuff, because I don't have the supplement yet. 21 days left :-[...