Author Topic: Reaper Redux  (Read 7895 times)

Tbora

  • Guest
Re: Reaper Redux
« Reply #15 on: July 05, 2010, 05:07:04 PM »
Looks good mechanically, with the sole exception of him either needing to lose a box of Social Stress or raise his Presence to Good.

Also, you have Presence listed (and paid for) twice.

Fixed
Additionally, you have no real Social Defense of any sort, if you don't want him to be easily persuaded I'd do something about that.

Like what, what do you think I should change/add?
I'll get back to you on Aspects.

Cool

Tbora

  • Guest
Re: Reaper Redux
« Reply #16 on: July 05, 2010, 06:22:57 PM »
BTW, would you skill consider this guy to be an offensive god?

Offline Deadmanwalking

  • Posty McPostington
  • ***
  • Posts: 3534
    • View Profile
Re: Reaper Redux
« Reply #17 on: July 05, 2010, 06:34:58 PM »
Pretty close, yeah. Things he hits (which he does often at Epic skill), tend to just die. Eving Mythic Toughness characters are gonna know they've been hit and be forced to take a Moderate Consequence or the equivalent per hit. He does need to hit, but with Riposte and his effective 8 skill on Defense, hat's not gonna be too hard.


As for defensive social skills, I might drop Deceit back to Average and grab Empathy at Fair. That'd be some semblance of a defense, at least.

Tbora

  • Guest
Re: Reaper Redux
« Reply #18 on: July 05, 2010, 06:43:08 PM »
Pretty close, yeah. Things he hits (which he does often at Epic skill), tend to just die. Eving Mythic Toughness characters are gonna know they've been hit and be forced to take a Moderate Consequence or the equivalent per hit. He does need to hit, but with Riposte and his effective 8 skill on Defense, hat's not gonna be too hard.

Is that taking into account his ability to meet the catch of anything by spending a fate point?

As for defensive social skills, I might drop Deceit back to Average and grab Empathy at Fair. That'd be some semblance of a defense, at least.

Will do, thanks for the suggestion.

Offline Deadmanwalking

  • Posty McPostington
  • ***
  • Posts: 3534
    • View Profile
Re: Reaper Redux
« Reply #19 on: July 05, 2010, 07:07:48 PM »
Is that taking into account his ability to meet the catch of anything by spending a fate point?

No. If he does that things just die in two hits at most, taking every Consequence they have short of Extreme not to die in one. Of course, that costs him 1 FP per target.

Will do, thanks for the suggestion.

No problem, happy to help as always.  :)

Tbora

  • Guest
Re: Reaper Redux
« Reply #20 on: July 05, 2010, 08:09:57 PM »
Now I just need an appropriate high concept and several good aspects....

And would you consider this guy too insanely powerful to eve be viable in any sort of campaign short of the epic, way over the top, drowned, sitting on the sea floor games?

And how would you rate him as an NPC for Physical Confrontation?

Offline John Galt

  • Conversationalist
  • **
  • Posts: 429
    • View Profile
Re: Reaper Redux
« Reply #21 on: July 05, 2010, 08:23:18 PM »
I wouldn't make him an NPC unless you want all your characters to quit on you in their first encounter with him.  With mythic speed he will always have the drop on EVERYONE.  With +6 alertness, even if your PC's took mythic speed for some reason he'd still most likely have the drop on them.  With mythic speed and +3 stealth no one will be able to block him.  With a fate point to satisfy every catch, he'll be able to take out everyone in a group at his refresh level in a couple turns unless they all have mythic toughness and/or recovery.

Honestly I wouldn't play in any game that had this character, whether he be a PC, GMPC or NPC.  He's insurmountable without serious plot devices as an NPC and as a PC or GM PC he'll just deus ex machina everything, leaving the players feeling cheated out of a decent gaming experience.

Tbora

  • Guest
Re: Reaper Redux
« Reply #22 on: July 05, 2010, 08:30:48 PM »
Well, for 18 refresh, I'd say thats pretty good :P

Offline Deadmanwalking

  • Posty McPostington
  • ***
  • Posts: 3534
    • View Profile
Re: Reaper Redux
« Reply #23 on: July 05, 2010, 08:34:38 PM »
Eh, he's not too bad as a PC (he's comparatively weak against hordes of mooks, for example), or even a non-combat encounter (where his low Social Defense can be used to talk him into or out of killing someone or something).

As a combat encounter or full-on GMPC? Yeah, I'd quit the game too. The only things that have a prayer (even at comparable Refresh) are really good Evocaters, and people with Wings and ranged attacks. That's literally it, as an NPC he'll flat-out kill anything else without breaking a sweat...which will either leave the PCs dead, or feeling useless in a fight.

Tbora

  • Guest
Re: Reaper Redux
« Reply #24 on: July 05, 2010, 08:37:46 PM »
Hey DMW, just for curiousities sake, can you help me wargame my way in creating a character built specifically to beat this monstrousity of mine?

I'm curious at what it would take.

Offline Deadmanwalking

  • Posty McPostington
  • ***
  • Posts: 3534
    • View Profile
Re: Reaper Redux
« Reply #25 on: July 05, 2010, 09:12:50 PM »
In a straight fight? He's pretty close to unstoppable. A 10 or 11 Shift Evocation specialist could do it and not a lot else. But the easiest way, is to cheat:

Someone with Wings, Fantastic Guns, and Mythic Speed could remain outside his range and gradually shoot him to death, particularly with blessed ammunition. His lack of ranged attacks is notable.

A White Court Vampire (or anyone else with Incite Emotion with all the upgrades) with Fantastic Deceit and/or Intimidation can also destroy him in Mental Combat...but not quickly enough to keep him from killing them if he realizes what they're doing unless they too have Mythic Speed to stay out of his reach...and he can likely escape them even if they do.


That's actually about all I can think of, honestly. Several other character types can hurt him, but not as fast as he hurts them, resulting in a net win for him as they die while he's still only injured.

Tbora

  • Guest
Re: Reaper Redux
« Reply #26 on: July 05, 2010, 09:29:04 PM »
So pretty much for 18 refresh you (as it is mostly you) have created for me a monster that could lay even shagnasty in the gutter.

My hats off to you sir.

Offline Deadmanwalking

  • Posty McPostington
  • ***
  • Posts: 3534
    • View Profile
Re: Reaper Redux
« Reply #27 on: July 05, 2010, 09:32:08 PM »
Yeah...Shagnasty can actually, in theory, get Mythic Speed, Breath Weapon, and Wings and eventually kill this guy...but not if this guy gets the drop on him.

And thanks for the praise, I do try.  :)

Tbora

  • Guest
Re: Reaper Redux
« Reply #28 on: July 05, 2010, 09:35:42 PM »
So can you help me come up with some aspects for him (though I doubt I will ever find a game to play him in.) so I can put the done stamp on him?

BTW, what would you say to New Orleans for a city to play a campaign in?

Offline Belial666

  • Posty McPostington
  • ***
  • Posts: 2389
    • View Profile
Re: Reaper Redux
« Reply #29 on: July 06, 2010, 07:28:09 AM »
I don't think he's that powerful for a 17 refresh. A full wizard evocator specialist at that refresh level is pulling 15-shift evocations at control 16. Either he can splattify anything at a single blow and still have 10-shift blocks or have ridiculous 16-shift blocks and 10-shift attacks. (6 conviction +5 focus +4 specialization \ 6 discipline +5 focus +5 specialization) Someone with dodge as a primary skill and Mythic Speed already has Legendary+1 defense before any powers or stunts so Fantastic attacks won't trouble them much. Sidhe at that level can simply walk around with Greater Glamours and stay hidden while they mindrape you with Incite Emotion and a hulking-size Mythic Might opponent could use a locomotive as a melee weapon. What's the weapon rating on a 70-ton steel club?