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[Character] Richter


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Richter is a founding member and leader of the Xeno Consortium part of the setting I'm working on. This is my first really high powered hero I've done so point out any big no nos you might see. As written he is intended to be one of the most powerful Metahumans currently alive so hopefully the point expenditure is about on par. As such, I've tried to give him a sense of epic standing in his background and I hope that comes through. I hope you enjoy.

 

Richter

Alternate IDs: Adam D Lowe

 

Value Char Base Cost Roll Notes

25 STR 10 15 14- 5d6 / 800.0kg

23 DEX 10 39 14-

20 CON 10 20 13-

25 BODY 10 30 14-

25 INT 10 15 14- PER Roll 14-

20 EGO 10 20 13-

23 PRE 10 13 14- 4 1/2d6

12 COM 10 1 11-

 

5/35 PD 5 0

4/34 ED 4 0

6 SPD 3.3 27

10 REC 9 2

40 END 40 0

48 STUN 48 0

 

Movement

Running: 8"/16"

Swimming: 4"/8"

Leaping H: 5"

Leaping V: 2 1/2" Tunneling: 10"/40"

 

Basic Combat Stats

BaseOCV: 8 BaseDCV: 8 BaseECV: 7

Adjustments: Adjustments: Adjustments:

Total: Total: Total:

Levels: +3 with a broadly-defined category of attacks

 

Range 0-4 5-8 9-16 17-32 33-64 65-128

RMod 0 -2 -4 -6 -8 -10

 

Phases: 2, 4, 6, 8, 10, 12

 

5/35 PD (0/30 rPD) 4/34 ED (0/30 rED) 15 MD 0 PwrD

END: 40 STUN: 48 BODY: 25

 

Martial Arts

5 Defensive Strike: 1/2 Phase, +1 OCV, +3 DCV, 5d6 Strike

3 Defensive Throw: 1/2 Phase, +1 OCV, +1 DCV, Block, TargetFalls

4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 7d6 Strike

4 Root: 1/2 Phase, +0 OCV, +0 DCV, 40 STR to resist Shove; Block, Abort

3 Takedown: 1/2 Phase, +1 OCV, +1 DCV, 5d6 Strike; TargetFalls

 

Skills

12 Earth Control: +3 with a broadly-defined category of attacks

3 Acrobatics 14-

3 Breakfall 14-

3 Climbing 14-

3 Criminology 14-

3 Cryptography 14-

7 Deduction 16-

3 High Society 14-

3 Instructor 14-

3 Linguist

2 1) Language: French (fluent conversation; literate) (3 Active Points)

2 2) Language: German (fluent conversation; literate) (3 Active Points)

2 3) Language: Spanish (fluent conversation; literate) (3 Active Points)

3 Mechanics 14-

3 Scholar

2 1) KS: Law (3 Active Points) 14-

2 2) KS: Military Customs and Courtesy (3 Active Points) 14-

2 3) KS: Military History (3 Active Points) 14-

2 4) KS: Military organizations (3 Active Points) 14-

2 5) KS: Operational Planning (3 Active Points) 14-

2 6) KS: Organized Crime (3 Active Points) 14-

3 Scientist

2 1) SS: Graphology 14- (3 Active Points)

2 2) SS: Metallurgy 14- (3 Active Points)

2 3) SS: Meterology 14- (3 Active Points)

3 Survival 14-

11 Tactics 18-

7 Teamwork 16-

 

Perks

3 Access

 

39 UN Security Counsel: Contact (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Good relationship with Contact), Organization Contact (x3) (39 Active Points) 16-

2 Deep Cover

25 Founding Member of the Xeno Consortium: Fringe Benefit: International Driver's License, International Police Powers, Low Justice: Character has the right to mete out justice., Membership, Passport, Security Clearance

 

5 Money: Well Off

 

15 Reputation: "Leader of the Xeno Consortium" (A large group) 14-, +5/+5d6

 

10 XenoConsortiumTower: Vehicles & Bases

 

5 Diamond Back: Xeno Consortium Jet: Vehicles & Bases

 

Powers

81 Earth Manipulation: Multipower, 101-point reserve, (101 Active Points); all slots Only When In Contact With The Ground (-1/4)

 

8u 1) Stone Spear: Energy Blast 13d6+1, Armor Piercing (+1/2) (100 Active Points); Only When In Contact With The Ground (-1/4) vs PD. 10

 

5u 2) Rolling Thunder: Energy Blast 9d6, Hole In The Middle (+1/4), Explosion (-1 DC/3"; +1) (101 Active Points); No Range (-1/2), Limited Power Power loses about a fourth of its effectiveness (Target Must be touching the ground; -1/4), Only When In Contact With The Ground (-1/4) vs PD. 10

 

7u 3) Shockwave: Energy Blast 9d6, Area Of Effect (19" Cone; +1 1/4) (101 Active Points); Limited Power Power loses about a fourth of its effectiveness (Target Must be touching the ground; -1/4), Only When In Contact With The Ground (-1/4) vs PD. 10

 

5u 4) Rock Storm: Energy Blast 9d6, Area Of Effect (One Hex; +1/2) (67 Active Points); Only When In Contact With The Ground (-1/4) vs PD. 7

 

6u 5) Stone Cage: Entangle 8d6, 8 DEF (80 Active Points); Only When In Contact With The Ground (-1/4) 8

 

6u 6) Rock Wall: Force Wall (10 PD/10 ED; 10" long and 2" tall) (70 Active Points); Only When In Contact With The Ground (-1/4) 7

 

8u 7) Hands of the Earth: Telekinesis (25 STR), Affects Porous, Fine Manipulation, Indirect (Any origin, any direction; +3/4) (101 Active Points); Only When In Contact With The Ground (-1/4) 10

 

8u 8) Earth Glide: Tunneling 10" through 10 DEF material, Fill In, x4 Noncombat, No Gravity Penalty (+1/2) (97 Active Points); Only When In Contact With The Ground (-1/4) 10

 

66 Blood of the Earth: Armor (22 PD/22 ED), Hardened (+1/4) (82 Active Points); Only When In Contact With The Ground (-1/4) 0

 

24 Hard as a Rock: Armor (8 PD/8 ED) 0

 

20 Steadfast: Knockback Resistance -10" 0

 

5 Tough as Stone: Lack Of Weakness (-5) for Normal Defense 0

 

16 Life Support (Longevity: 200 Years; Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Self-Contained Breathing) 0

 

11 Iron Will: Mental Defense (15 points total) 0

 

16 Rocks on a Roll: Missile Deflection (Any Ranged Attack) (20 Active Points); Physical Manifestation (Uses rocks and earth to deflect attacks; -1/4) 0

 

Disadvantages

Watched: UN Security Counsel 14- (Mo Pow, NCI, Watching) 20

 

Hunted: GEO 11- (As Pow, NCI, Harshly Punish) 20

 

Hunted: Ultimas 11- (Mo Pow, Harshly Punish) 20

 

Psychological Limitation: Bound By Duty (Common, Strong) 15

 

Psychological Limitation: Code Against Killing (Common, Moderate) 10

 

Psychological Limitation: Fear of Public Speaking (Uncommon, Moderate) 5

 

Social Limitation: Secret Identity (Many Enemies) Frequently (11-), Severe 20

 

Social Limitation: Subject to Orders Very Frequently (14-), Major 20

 

Social Limitation: Famous (Frequently, Minor) 10

 

Vulnerability: 1 1/2 x STUN From Sonic Attacks (Common) 10

 

Combat Maneuvers

Name Phs OCV DCV Effect

Block 1/2 +0 +0 Block, Abort

Brace 0 +2 1/2 +2 vs. Range Mod

Disarm 1/2 -2 +0 Can Disarm

Dodge 1/2 -- +3 Abort, Vs. All Att

Grab 1/2 -1 -2 Grab 2 Limbs

Grab By 1/2 -3 -4 Move and Grab

Haymaker 1/2 +0 -5 +4 DC, Delayed Phs

Move By 1/2 -2 -2 STR/2 + v/5

MoveThru 1/2 -v/5 -3 STR + v/3

Set 1 +1 +0 Ranged Att Only

Strike 1/2 +0 +0 STR or Weapon

Defensive Strike 1/2 +1 +3 5d6 Strike

Defensive Throw 1/2 +1 +1 Block, TargetFalls

Martial Strike 1/2 +0 +2 7d6 Strike

Root 1/2 +0 +0 40 STR to resist Shove; Block, Abort

Takedown 1/2 +1 +1 5d6 Strike; TargetFalls

 

Character Costs

Characteristics: 188 Martial Arts: 19

Skills: 97 Perks: 104

Talents: 0 Powers: 292

 

Base Points: 550

Disadvantages: 150

Unspent Exp: 0

Spent Exp: 0

Total: 700

 

Character Information

Height: 1.94 m Hair: Brown

Weight: 99.00 kg Eyes: Black

 

Appearance: Standing just above what most people would consider tall Richter has a commanding presence. Dark brown hair frames his masked face that exposes only his mouth and jaw. Black boots and gloves fit over the rough earthen suit that covers the rest of his body.

 

Background: Born in small town Idaho Adam had no clue what his mother’s legacy would mean. One of the WASPs of World War two Amy Lowe was making a simple supply run when she was sent off course and was caught in the destruction of the Battle of Berlin in 1945. She showed no signs of effect from KB2 exposure. Sent home shortly after the battle Amy settled down and eventually married.

 

Shortly after she conceived and gave birth to the first of three boys. Adam was exceptional in every way even as a small child. He excelled in sports as well as general education. By the time he was thirteen he was already six foot one and out of school Both Amy and Adam considered this a blessing as the child’s powers began to manifest.

 

At first they were rumblings in the night. Dreams causing Adam to loose control as the earth shifted below him. Then more drastically, working on his father, Peter’s, car Adam lifted the vehicle without realizing it. After tightening a bolt underneath the car Adam slid out to see it suspended two feet off the ground by a pillar of rock from the driveway. Not knowing what to do Amy took her son to the local Veteran’s Hospital.

 

Put under observation both Amy and Adam consented to further study at the base in Norfolk, Virginia. There he studied under a man referred to only as Doctor. Trained as a solder and taught how to control his powers Adam was issued a new birth certificate dated 1940 and a codename Richter. Within a year he was reassigned to a unit with Greg “Moon Dog” Tanner a natural metamorph.

 

Moon Dog took him under his wing not just as another Metahuman but seeing a young child scared of what would be coming next. They were told that they would be met with only light opposition at the Bay of Pigs. To this day Richter credits Moon Dog with his life. The truth was the both stopped taking count after being routed at the causeway. The two would go on to serve together until Moon Dog’s retirement in 64’. To this day Richter makes a point of keeping Moon Dog close even if he’s technically in retirement.

 

After Moon Dog’s retirement Richter was reassigned to Division 2 servings in Vietnam. There he saw the nightmare hat Greg had warned him about. Escorting Charlie Company it was Richter that first turned against the company commander at My Lai. As the others were shipped back to the states Richter and Salvo, a Metahman capable of producing grenades of energy and co-conspirator at My Lai are sent on a long range scouting mission. Both Metahumans were kept in country until the Easter Offensive where they were captured.

 

During the battle the People’s Army used advanced microwave weapons disabling much of the artillery and mechanized vehicles. Richter and Salvo were captured after being bombarded with troops who seemed able to sap their abilities. It wasn’t until years later either would learn the truth.

 

In the offensive was a North Korean Metahuman who had the talent of being able to suppress the powers of others. Creating negafields inside both Richter and Salvo were stripped of any powers they had. Although he never admitted it as he watched them be tortured Richter knew beyond any doubt this man had killed American Armor some twenty years prior.

 

Salvo was killed in 1977, two days before Richter was to be released. It was more than enough, what years of torture never accomplished a single bullet made up for. He returned a hero but was broken inside. It would be another two years before they released the body of Salvo. Richter attended the service in secret, letting his name fade away with Salvo’s.

 

Adam learned that while detained in Hanoi his mother and father had divorced. She had never consulted him on his enlistment and it drove a wedge between them. His capture had been the breaking point for both of them. His father had died two years later from siroccos of the liver.

 

The next few years Adam spent in Washington working with civil rights lobbyists and action groups. Hiding his powers Adam felt normal a part of something again. It wasn’t until the attack on Red Square Richter would come out of retirement.

 

Before Adam had heard of the attack he found to members of the MCPD at his office. They informed him of the attacks and that the Russian government had requested assistance. Their files showed him in Washington and that if he accepted he would be immediately flown to Moscow for deployment. Be it pride or duty, honor or any other noble sentiment you may choose Adam made the choice that would see him walk away from normality and complacency forever.

 

It was outside of Red Square that he met with the others who would become the Xeno Consortium. Some of them trained with their powers but few with the experience he had. The battle has been well documented, from their initial losses to the defeat of the Red Juggernaut and death of Xenoform.

 

Since the battle at Red Square Richter has found himself as mentor and leader of the Xeno Consortium. His military history granting him an understanding about the strengths and weaknesses of both human and Metahuman alike. They have fought with power hungry dictators, power mad Metahumans and even an army of robots. Richter has stayed true to this second calling leading with wisdom and experience.

 

I know it gets cut kind of short at the end but I thought it was running a bit long.

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Re: [Character] Richter

 

He actually seems a bit mediocre combat wise considering he's build on 700 points. A lot depends on the campaign of course but it sure seems like he would have a hard time against many 350 point villains in the Champions Universe.

 

It looks like you have the background story well in hand.

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Re: [Character] Richter

 

Hmmm...

 

wouldn't worry about Long back stories, they're often the best part of it.

 

I've no experience with the Gawd-like 700pt. game, but it seems to me that Richter isn't very well positioned. I would expect that 20d6 energy blasts would be a dime a dozen meaning on average, even when Richter is totally armored up, he's only 2 or 3 shots from being in a really bad way. I think you'd have an awfully hard time hitting any DCV based character. Even at the 350 pt. level I've seen natural DCV's as high as 12, even 15, and with the DCV bonuses to many martial maneuvers, you're looking at an average off 13; and that's folks at half your power level. Rolling 4- is really, really hard. If they dodge, it's 3-.

 

At a 20 dc damage cap, a 10rpd 10red force wall may as well be tissue paper.

 

I like the earth concept, I have one myself, but I think Richter lacks the focus to be really effective. You've got coverage against almost everything, but I'm not sure it's enough in any one particular. Offensively, I'm not liking your chances against anything with 30 hardened pd, and truth to tell, that isn't all that uncommon at 350, so at 700?

 

A lot depends on the campaign. If you're spending all of your time contesting against supers, then the 9d6 normal damage energy blasts aren't even going to register. If however, you're primarily up against normals or folks built around 250-300 you might do okay.

 

I couldn't take Richter with Winter, but I'm relatively confident I could hold you up for a good long while, and she's a mere 360. Supposing you didn't nail me right off in Segment 12, your best chance to hit, unless I did something silly like go prone or sweep, would be 8- which is about 26%. And even then your 13d6+1 AP energy blast will hurt, but, at 30 hardened rpd, she can probably take it.

 

Peace

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Re: [Character] Richter

 

Generally, interesting background. However, I have a couple comments on the build:

1) I agree that the character is a bit underpowered for 700

a) The Only On Ground Limitation could be a doozy as virtually all offense and defense goes away.

B) the DCs feel low.

c) While MA might make sense, they seem like a waste of points on an EBer.

 

2) End: It looks like you might run out of end pretty quickly with 10 END attacks and only 48 total. You may want to consider an END bat as that is good fit for the normal end level that can keep powering attacks all day long.

 

3) As a random note, you don't need to take indirect on the TK. TK is inherently indirect.

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Re: [Character] Richter

 

After reading through, it seems Richter just didn't come off as that imposing. I can see those END problems with the build as well. Thanks for the critique on this, I tried to write something that balances the idea of skill with raw power without going overboard playing with the points.

 

To compensate for the END I've added in some characteristic bonuses that are linked to the Earth and while on the subject of Linked. I've used linked to shave some of the overall point cost allowing him to increase his Armor as well as Earth Manipulation multipower.

 

This leaves him with 2 major weaknesses. The obvious, he has to remain touching the ground and Power Drains or Suppression, if his Blood of the Earth Armor were to be turned off he would be little more than a quick distraction. However, I believe this is fitting with his back story as he spent years captured by a Suppression Villain. Lastly, although the damage on a lot of his attacks did not go up Richter's Entangle did and has the added benefit of allowing any attacks to bypass it, also fitting with his back story and encounter with the Red Juggernaut. Hopefully the build doesn't come off as completely tweaked and like a munchkin.

 

Richter

Alternate IDs: Adam D Lowe

 

Value Char Base Cost Roll Notes

25 STR 10 15 14- 5d6 / 800.0kg

23/33 DEX 10 39 16-

20/35 CON 10 20 16-

25/40 BODY 10 30 17-

25 INT 10 15 14- PER Roll 14-

20 EGO 10 20 13-

23 PRE 10 13 14- 4 1/2d6

12 COM 10 1 11-

 

5/48 PD 5 0

7/50 ED 7 0

7 SPD 4.3 27

13 REC 12 2

70 END 70 0

71 STUN 71 0

 

Movement

Running: 6"/12"

Swimming: 4"/8"

Leaping H: 5"

Leaping V: 2 1/2" Tunneling: 11"/44"

 

Basic Combat Stats

BaseOCV: 11 BaseDCV: 11 BaseECV: 7

Adjustments: Adjustments: Adjustments:

Total: Total: Total:

Levels:

 

Range 0-4 5-8 9-16 17-32 33-64 65-128

RMod 0 -2 -4 -6 -8 -10

 

Phases: 2, 4, 6, 7, 9, 11, 12

 

5/48 PD (0/43 rPD) 7/50 ED (0/43 rED) 10 MD 0 PwrD

END: 70 STUN: 71 BODY: 40

 

Martial Arts

3 Defensive Throw: 1/2 Phase, +1 OCV, +1 DCV, Block, TargetFalls

3 Takedown: 1/2 Phase, +1 OCV, +1 DCV, 5d6 Strike; TargetFalls

 

Skills

 

3 Acrobatics 16-

3 Breakfall 16-

3 Climbing 16-

3 Criminology 14-

3 Cryptography 14-

7 Deduction 16-

3 High Society 14-

3 Instructor 14-

3 Linguist

2 1) Language: French (fluent conversation; literate) (3 Active Points)

2 2) Language: German (fluent conversation; literate) (3 Active Points)

2 3) Language: Spanish (fluent conversation; literate) (3 Active Points)

3 Mechanics 14-

3 Scholar

2 1) KS: Law (3 Active Points) 14-

2 2) KS: Military Customs and Courtesy (3 Active Points) 14-

2 3) KS: Military History (3 Active Points) 14-

2 4) KS: Military organizations (3 Active Points) 14-

2 5) KS: Operational Planning (3 Active Points) 14-

3 Scientist

2 1) SS: Graphology 14- (3 Active Points)

2 2) SS: Metallurgy 14- (3 Active Points)

2 3) SS: Meterology 14- (3 Active Points)

3 Survival 14-

11 Tactics 18-

3 Teamwork 16-

 

Perks

3 Access

39 UN Security Counsel: Contact (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Good relationship with Contact), Organization Contact (x3) (39 Active Points) 16-

2 Deep Cover

25 Founding Member of the Xeno Consortium: Fringe Benefit: International Driver's License, International Police Powers, Low Justice: Character has the right to mete out justice., Membership, Passport, Security Clearance

5 Money: Well Off

9 Reputation: "Leader of the Xeno Consortium" (A large group) 14-, +3/+3d6

10 XenoConsortiumTower: Vehicles & Bases

5 Diamond Back: Xeno Consortium Jet: Vehicles & Bases

Powers

62 Earth Manipulation: Multipower, 125-point reserve, (125 Active Points); all slots Linked (Blood of the Earth; Lesser Power can only be used when character uses greater Power at full value; -3/4), Only When In Contact With The Ground (-1/4)

 

6u 1) Stone Spear: Energy Blast 14d6, Reduced Endurance (1/2 END; +1/4), Armor Piercing (+1/2) (122 Active Points); Linked (Blood of the Earth; Lesser Power can only be used when character uses greater Power at full value; -3/4), Only When In Contact With The Ground (-1/4) vs PD. 5

 

4u 2) Rolling Thunder: Energy Blast 10d6, Hole In The Middle (+1/4), Reduced Endurance (1/2 END; +1/4), Explosion (-1 DC/3"; +1) (125 Active Points); Linked (Blood of the Earth; Lesser Power can only be used when character uses greater Power at full value; -3/4), No Range (-1/2), Limited Power Power loses about a fourth of its effectiveness (Target Must be touching the ground; -1/4), Only When In Contact With The Ground (-1/4) vs PD. 5

 

6u 3) Rock Storm: Energy Blast 14d6, Reduced Endurance (1/2 END; +1/4), Area Of Effect (One Hex; +1/2) (122 Active Points); Linked (Blood of the Earth; Lesser Power can only be used when character uses greater Power at full value; -3/4), Only When In Contact With The Ground (-1/4) vs PD. 5

 

6u 4) Stone Cage: Entangle 8d6, 8 DEF, Takes No Damage From Attacks All Attacks (+1/2) (120 Active Points); Linked (Blood of the Earth; Lesser Power can only be used when character uses greater Power at full value; -3/4), Only When In Contact With The Ground (-1/4) 12

 

6u 5) Rock Wall: Force Wall (20 PD/20 ED; 10" long and 2" tall) (Alterable Size) (125 Active Points); Linked (Blood of the Earth; Lesser Power can only be used when character uses greater Power at full value; -3/4), Only When In Contact With The Ground (-1/4) 12

 

4u 6) Hands of the Earth: Telekinesis (45 STR), Affects Porous, Fine Manipulation (88 Active Points); Linked (Blood of the Earth; Lesser Power can only be used when character uses greater Power at full value; -3/4), Only When In Contact With The Ground (-1/4) 9

 

5u 7) Earth Glide: Tunneling 11" through 11 DEF material, Fill In, x4 Noncombat, No Gravity Penalty (+1/2) (105 Active Points); Linked (Blood of the Earth; Lesser Power can only be used when character uses greater Power at full value; -3/4), Only When In Contact With The Ground (-1/4) 10

 

105 Blood of the Earth: Armor (35 PD/35 ED), Hardened (+1/4) (131 Active Points); Only When In Contact With The Ground (-1/4) 0

 

24 Hard as a Rock: Armor (8 PD/8 ED) 0

 

15 Body of the Earth: +15 BODY (30 Active Points); Linked (Blood of the Earth; Lesser Power can only be used when character uses greater Power at full value; -3/4), Only When In Contact With The Ground (-1/4)

 

15 Bond of the Earth: +15 CON (30 Active Points); Linked (Blood of the Earth; Lesser Power can only be used when character uses greater Power at full value; -3/4), Only When In Contact With The Ground (-1/4)

 

15 Movement of the Earth: +10 DEX (30 Active Points); Linked (Blood of the Earth; Lesser Power can only be used when character uses greater Power at full value; -3/4), Only When In Contact With The Ground (-1/4)

 

20 Steadfast: Knockback Resistance -10" 0

 

5 Tough as Stone: Lack Of Weakness (-5) for Normal Defense 0

 

16 Life Support (Longevity: 200 Years; Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Self-Contained Breathing) 0

 

6 Iron Will: Mental Defense (10 points total) 0

 

13 Rocks on a Roll: Missile Deflection (Any Ranged Attack) (20 Active Points); Physical Manifestation (Uses rocks and earth to deflect attacks; -1/4), Only When In Contact With The Ground (-1/4)

 

Disadvantages

Watched: UN Security Counsel 14- (Mo Pow, NCI, Watching) 20

 

Hunted: GEO 11- (As Pow, NCI, Harshly Punish) 20

 

Hunted: Ultimas 11- (Mo Pow, Harshly Punish) 20

 

Psychological Limitation: Bound By Duty (Common, Strong) 15

 

Psychological Limitation: Code Against Killing (Common, Moderate) 10

 

Psychological Limitation: Fear of Public Speaking (Uncommon, Moderate) 5

 

Social Limitation: Secret Identity (Many Enemies) Frequently (11-), Severe 20

 

Social Limitation: Subject to Orders Very Frequently (14-), Major 20

 

Social Limitation: Famous (Frequently, Minor) 10

 

Vulnerability: 1 1/2 x STUN From Sonic Attacks (Common) 10

 

Combat Maneuvers

Name Phs OCV DCV Effect

Block 1/2 +0 +0 Block, Abort

Brace 0 +2 1/2 +2 vs. Range Mod

Disarm 1/2 -2 +0 Can Disarm

Dodge 1/2 -- +3 Abort, Vs. All Att

Grab 1/2 -1 -2 Grab 2 Limbs

Grab By 1/2 -3 -4 Move and Grab

Haymaker 1/2 +0 -5 +4 DC, Delayed Phs

Move By 1/2 -2 -2 STR/2 + v/5

MoveThru 1/2 -v/5 -3 STR + v/3

Set 1 +1 +0 Ranged Att Only

Strike 1/2 +0 +0 STR or Weapon

Defensive Strike 1/2 +1 +3 5d6 Strike

Defensive Throw 1/2 +1 +1 Block, TargetFalls

Martial Strike 1/2 +0 +2 7d6 Strike

Root 1/2 +0 +0 40 STR to resist Shove; Block, Abort

Takedown 1/2 +1 +1 5d6 Strike; TargetFalls

 

Character Costs

Characteristics: 184 Martial Arts: 6

Skills: 79 Perks: 98

Talents: 0 Powers: 333

 

Base Points: 550

Disadvantages: 150

Unspent Exp: 0

Spent Exp: 0

Total: 700

 

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Re: [Character] Richter

 

It would be very helpful, if you gave us any of the campaign guidelines, like expected CV and/or damage caps.

 

He's very much improved, from a combat standpoint, but there are still some serious issues I think.

 

Right now, you're best attack is at 22 dc equivalents (the 14d6 AP EB). There is a tendency for folks to ensure that their best attack is at the maximum allowed by the campaign, or very close to it (notable exceptions exist but they're generally pretty rare). If 22dc's is the convention, then most folks will design their resistant defenses to handle a significant portion of that.

 

22 Normal dice is an average of 77 Stun, 22 Body. Most folks really hate taking Body damage so, I would expect almost everyone to have a minimum of 22 pd/ 22 ed. Of course, then, the average attack would leak through 55 Stun, which is an awful lot, so maybe they'll bump up from those minimums to 40 or even 50. Since players with lots of points tend to invest heavily in speed, resistances need to be even higher than in lower point games, because more attacks will "leak through" before the character has a chance to recover. Under those circumstances, I wouldn't be at all surprised to see folks sporting 60 rpd/ 60red.

 

Net result of that arms race is that virtually all of your AoE's are completely bounced by 90%+ of all the folks in spandex. If 22 DC's is the convention, your forcewall goes down in one hit, over 90% of the time.

 

On an average hit, you're taking 29 Stun from physical attacks, and 27 Stun from energy attacks. And that's assuming you're on the ground, if they lift you up, say with a TK grab and squeeze, you're taking 64 Stun and 9 Body. So essentially, you're no more than 3 or 4 hits from being taken out of the fight completely.

 

If a mostly energy projector like Richter is sporting a 14 OCV (Dex 33 + 3 levels); you can expect martial artists to be sporting DCV's in excess of of 20 (Dex 40+ + martial Dodge).

 

Oh you might take a "Non Persistent" Limitation on your armor that only works while on the ground.

 

It's your character, and I'm fine however you want to build him, but as it stands I doubt he'd last a turn in a combat against another 700 pt. character. While none of my 350 pt. characters could take him at this point (my martial artist would've eaten him for breakfast in his first incarnation), he's still a jack of all trades master of none, which works sometimes quite well at lower levels, but up in these dizzying heights will just get you killed.

 

Honestly, I think this character works better at 350 or even 250. I can see how you'd get most all of the core powers in (at admittedly lower magnitude, but probably better ratio all things tolled, e.g. you might only have an 8d6 AP EB, but where non-brick defenses are usually 25 or less and not hardened, you'll do a lot more effective damage).

 

I'm just not sure, currently I expect your primary defense is actually coming from your DCV, and I really don't think it will hold up. Folks tend to invest pretty heavily in OCV 'cause they hate to miss.

 

Peace

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Re: [Character] Richter

 

I think you can shave a couple more points by adding "only on ground" to the KB resistance.

 

I also really like the Rocks on a Roll Power.

 

Looking at the End increase and the cost of reduced end on most of you powers, you might want to consider doing a draft that has and END Bat with a high recovery and large pool and compare the cost. Sometimes it is more points effective.

 

I have a sense that because all your powers are in an MP, this is likely not one of those times. But it might be an interesting exercise.

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Re: [Character] Richter

 

Here is a link to the Metahuman's Rising Wiki and to the normal campaign notes. The excerpt below are the intended starting guidelines. There's nothing firm because character concept should come first. The guidelines were my attempt to make sure that one player doesn't write the uber character to make all others feel inferior.

 

Standard Attack: 15d6 (15 DCs)

 

Killing Attack: 5d6 (15 DCs)

 

Max PD/ED 35

Max Force Wall 20 (Force wall blocks only Body, if no body gets through all damage is mitigated.)

Max Value for Limitations -1

 

Ave Dexterity 12-18 (Above 18 should be defined as part of the character not obligatorily for all characters.)

Ave Speed: 4-5 (6 and above should be defined as part of the character not obligatorily for all characters.)

OCV/DCV: 5-8 (Raw OCV/DCV above 8 and above should be defined as part of the character not obligatorily for all characters.)

Note: In addition to the following any characters must still be approved.

 

 

Here are a couple of other NPCs I've written for the setting that are in the 350 point range:

 

Wuji

 

Omega 27

 

Burn Baby

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Re: [Character] Richter

 

Oh!

 

Well that changes everything entirely. Wow. Sounds like an awesome campaign, come to think of it. With conventions that low, you could really model all of the stuff that's really frickin' cool, but not effective enough to warrant the cost. My oh my, the things I could do with the "extra" 350 after I'd made a reasonably effective (or slightly less than entirely munchkin) character.

 

With conventions like that Richter becomes a rather dangerous combatant. And then becomes quite appropriate, I think. If you're opponents are 350's and they're going to gang tackle you; it's definitely game on.

 

Peace

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Re: [Character] Richter

 

It's not so much a matter of putting him up against anyone but helping to flesh out the world in general. I've been working on just some solo kind of heroes that might serve as NPCs for the same reason but Richter and the others from the Xeno Consortium are more intended to help round out the world. Although, once I get the ball rolling with a campaign, there's always room for special guest appearances yes? I may try and do some of the other members of Xeno Consortium as well.

 

The other side to it is that these characters have been going up publicly to serve as a kind of baseline. Here are what the numbers for other heroes look like so that when the PCs go to create their own characters they will have examples that are in line with the campaign guidelines.

 

- - -

 

Oh, on the subject of the Force Wall, when I put it in I wasn't so much thinking of combat but more like dramatic purpose. Along with his telekinesis Richter has some major earth moving going on. The picture I had was the classic Dam disaster. Oh no what do we do about the water now?

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Re: [Character] Richter

 

Oh' date=' on the subject of the Force Wall, when I put it in I wasn't so much thinking of combat but more like dramatic purpose. Along with his telekinesis Richter has some major earth moving going on. The picture I had was the classic Dam disaster. Oh no what do we do about the water now?[/quote']

If you are looking for the make a dam sort of vibe, you might want to consider entangle with extra inches as a wall. That way you would not need to use END to maintain it.

 

I like the look of your campaign. seems like fun.

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