Difference between revisions of "Chance (Dark Champions - New Venice)"

From RPGnet
Jump to: navigation, search
m (Reverted edits by 80.206.48.99 (Talk) to last revision by Knockwood)
 
(30 intermediate revisions by 11 users not shown)
Line 1: Line 1:
______________
+
Took your advice on the powers and the stats.  Reduced stats down to your suggested level and replaced my power set with a multipower.  The focus present for the powers is those golden eyes of fate (magical artifacts rather than simply alternative organs, so they can be removed if he is held down like a glass set would be and people attempt to steal them to gain a portion of the power of fate)  His transformation is a magical one, inherent magical that hides the artifact and it starts pouring magic into Chance.  His eyes give off an unnatural glow and he is easily detectable via magical detection.  When he pushes his powers, gold nerves stand out all over his body. 
  
Luck and misfortune are far too high. (60 points worth)
+
Gradually as he builds up his experience, he will buy off the Focus limitations to his power (at that point he will have fully bonded with artifact and integrate it into his body)  Until then, someone can still steal them without killing him.  
  
I thought that was resultant cost.  This is my first time actually using the Hero book for something other than squashing large bugs.  Is that total for all powers or the maximum cost of the power before limitations? Because I thought it was the maximum for the  total cost of a single power, but appears I was wrong. 
 
_______________
 
  
No problem. It is 50-points AFTER you add advantages and BEFORE limitations.
+
=Background=
And Always on is not always a Limitation.
 
Always lucky is actually an advantage.
 
Always stuck at 20ft tall, thats disdvantage.
 
Plus piont based system make it easy to intentially or intentionally abuse the rules.
 
Which is why a GMs role in character creation is more vital than in D&D.(which occasionally a DM has to say No 1st level character with vorpal swords.)
 
 
 
See, I was thinking that Luck (always on) was going to be something like placing a large lever on my back called, in case plot is not advancing as you wished it would.  As well as a good reason for the overconfidence.  Need someone to stumble in to the bad guys hide out or find the clue we've been missing.  But I can see
 
___________________
 
 
 
Understand.  Usually such things arise when there is an less than perfect GM or the players are playing at less than 110%.
 
I have heard of such things happening ;)
 
  
Well if there is such a need I could always use Chance's theme as an excuse as GM's perogative.
+
Born Marcus Shelby to a rather unremarkable couple in London's East End.  His parents simply were not particularly remarkable or note worthy in anyway, which made them some of the best thieves in London's history. They managed a number of rather brilliant robberies that to this day have not been discovered and managed to retire without being caught despite it all. They lived modestly but comfortably on a fraction of their stolen funds, and raised Marcus along with his five siblings well in their own way.  Their children took to these lessons like fish to water, though each with their own style to it.  Marcus was the youngest boy and his twin sister Kathryn were something special indeed, as both of them were quite good looking and charming from an early age. And under their parents careful guidance they learned to cultivate that as a key to open so many doors.
He also needs a heftier offense. Maybe a few DCs in martial Arts, to get up to 9-10d6
 
 
 
Suggestions?
 
 
 
Try coming up with powers that can simulate what he can do, like Energy blast indirect for random falling objects.  
 
Dex drain for stumbling, mind control for a dumb guard buying that dumb story, ect.
 
 
 
Just because you the player can control the effect, does not mean the character does.
 
 
 
 
 
___________________________________________________________
 
 
 
=Background=
 
  
 +
As both a family and a crew they operated like a well old machine, but when his parents retired in full the siblings all went their own ways in the world.  Marcus had always had a grand streak of the Robin Hood (from whom the Shelby's privately claimed ancestry) in him and that kept him working with a far higher profile than his siblings, which is one of the major reasons that he stays out of Britain to this day.
  
 
=Character Sheet=
 
=Character Sheet=
Line 46: Line 21:
 
15 STR 5
 
15 STR 5
  
30 DEX 40
+
23 DEX 26
  
 
15 CON 5
 
15 CON 5
Line 52: Line 27:
 
15 BODY 5
 
15 BODY 5
  
30 INT 20
+
18 INT 8
  
 
15 EGO 5
 
15 EGO 5
  
30 PRE 20
+
18 PRE 8
  
OCV/DCV: 8/8  50
+
OCV/DCV: 5/5  20
  
 
MOCV/MDCV: 4/4 6
 
MOCV/MDCV: 4/4 6
Line 68: Line 43:
 
14 ED 0
 
14 ED 0
  
5 SPD 30
+
3 SPD 10
  
10 REC 6
+
8 REC 4
  
 
40 END 4
 
40 END 4
Line 82: Line 57:
 
4m LEAP 0
 
4m LEAP 0
  
Characteristics Cost: 184
+
Characteristics Cost: 121
  
  
 
Cost Power
 
Cost Power
Luck 12d6  34pts
 
-Always On -1/2
 
-Unified Power -1/4
 
  
Misfortune 10d6 37
+
24 Powers of Fate: Multipower(60pt Reserve),  all slots: Required Skill Roll(-1/2), Side Effect: Unlucky 5d6(-1)
-Indirect (+3/4)
+
 
-No Endurance (+1/2)
+
2f Accident: Blast (6d6), Indirect(+3/4), (Active Points 53, Real Points 16, Roll - Playing with Probability)
-Skill Required (Playing with Probability) (-1/2)
+
 
-Side Effect(Major, On Failure, Unlucky 5d6) (-1)
+
2f Just the Right Words: Mind Control (8d6), No Endurance, (Active Points 60,  Real Points 18, Roll - Persuasion)
-Unified Power (-1/4)
+
   
 +
2f Slip, Trip and Fall: Drain Dex(6d6), No Endurance, (Active Points 60, Real Points 18, Roll - Playing with Probability)
 +
 
 +
2f Fortunate Blow: Hand to Hand Damage (6d6), No Endurance, (Active Points 45, Real Points 15, Roll - Playing with Probability)
 +
 
 +
2f End of Fate: Killing Attack +4d6 HtH (Active Point 60, Real Points 18, Roll - Playing with Probability)
 +
 
 +
2f Mayhem: Telekinesis (STR 40), (Active Points 60, Real Points 18, Roll - Playing with Probability)
 +
 
 +
 
 +
 
 +
22 Warrior of Luck (+2 OCV, +2 DCV, +1 Speed, 22 Active Points)
 +
 
 +
 
 +
14 Pool of Fate: Endurance Reserve (40 Endurance, 10 Recover)
 +
 
 +
 
 +
Power Cost 72
 +
 
  
 
Cost Skill
 
Cost Skill
3 Acrobatics
 
3 Acting
 
3 Breakfall
 
3 Bribery
 
3 Charm
 
3 Concealment
 
3 Contortionist
 
3 Conversation
 
3 Diguise
 
3 Forgery
 
6 Gambling (Card Games, Dice Games)
 
3 Lip Reading
 
3 Lockpicking
 
10 Marital Arts (Martial Dodge, Martial Grab, Martial Throw)
 
3 Mimcry
 
3 Persuasion
 
3 Power (Playing with probability)
 
3 Shadowing
 
3 Sleight of Hand
 
3 Stealth
 
3 Streetwise
 
  
 +
3 Acrobatics 14/-
 +
 +
3 Acting 14/-
 +
 +
3 Breakfall 14/-
 +
 +
3 Charm 15/-
 +
 +
3 Climbing 14/-
 +
 +
3 Concealment 13/-
 +
 +
3 Contortionist 14/-
 +
 +
3 Conversation 15/-
 +
 +
3 Disguise 13/-
 +
 +
3 Forgery 13/-
 +
 +
3 Gambling (Card Games)
 +
 +
3 Lock-picking 14/-
 +
 +
12 Marital Arts (Martial Dodge, Martial Punch/Snap Kick, +1 Damage Classes)
 +
 +
3 Persuasion 15/-
 +
 +
3 Security Systems 13/-
 +
 +
3 Shadowing 13/-
 +
 +
3 Sleight of Hand 14/-
 +
 +
3 Stealth 14/-
  
Skills Cost: 73
+
3 Streetwise 14/-
  
  
 +
Skills Cost: 72
  
 
Cost Perk
 
Cost Perk
 +
 
6 Wealth
 
6 Wealth
2 Deep Cover (Alternative Id 1)
 
  
Perks Cost: 8
+
Perks Cost: 6
  
  
 +
Cost Talent
  
Cost Talent
 
3 Ambidexterity
 
 
24 Combat Luck (12 PD/12 ED)
 
24 Combat Luck (12 PD/12 ED)
3 Striking Looks (Attractive)
+
 
 +
6 Striking Looks (Handsome)
 +
 
 
Talents Cost: 30
 
Talents Cost: 30
  
Line 146: Line 152:
  
 
Disadvantages
 
Disadvantages
20 Hunted (VIPER, More Powerful, Considerable NCI) -  Stole a considerable amount of untraceable bills to help fund orphanages rather than the weapon sales they were intended for.  They are unamused by my antics
+
20 Hunted (VIPER, More Powerful, Considerable NCI) -  Stole a considerable amount of untraceable bills to help fund orphanages rather than the weapon sales they were intended for.   
  
5 Hunted (Inspector Malcolm of Interpol, Less Powerful) - A interpol inspector who I have evaded many a time on my escapades through Europe. He has vowed to bring me in no matter the cost.  Unfortunately for him, he cannot prove that I am the same man as the Criminal he chased. 
+
They are unamused by my antics.
  
15 Overconfident
+
5 Hunted (Inspector Malcolm of Interpol, Less Powerful) - A interpol inspector who I have evaded many a time on my escapades through Europe.  He has vowed to bring me in no matter the
  
15 Defender of the Innocent
+
cost.  Unfortunately for him, he has no warrant for Chance or a man with Golden eyes. 
  
5 Distinctive Feature (Golden Eyes)
+
15 Psychological Complication: Overconfident
 +
 
 +
15 Psychological Complication: Defender of the Innocent
 +
 
 +
5 Negative Reputation (Frequently, Small Group of People)
  
  
Line 167: Line 177:
  
 
Experience Unspent: 0
 
Experience Unspent: 0
 +
 +
________________________________________________________________________
 +
 +
''Flowing eyes are not foci, unless they can ne grabbed and taken away.''
 +
 +
''Only in Hero ID applied when the character has to change appear and/or costume or the power doe snot work.  Glowing eyes is just considered the visible effect of the power. Powers are assumed to have a visible effect unless brought as invisible''
 +
 +
''I took the extra points from "Warrior of Luck."''
 +
''A 7 OCV and DCV before martial arts bonuses is pretty healthy.''
 +
 +
I thought an inaccessible focus was on that could be removed but can't be disarmed. They can be grabbed and removed, like a glass eye would be able to.  I could see how that might be a bit body horror.  I get what you are saying about only in heroic form though.

Latest revision as of 20:54, 3 February 2011

Took your advice on the powers and the stats. Reduced stats down to your suggested level and replaced my power set with a multipower. The focus present for the powers is those golden eyes of fate (magical artifacts rather than simply alternative organs, so they can be removed if he is held down like a glass set would be and people attempt to steal them to gain a portion of the power of fate) His transformation is a magical one, inherent magical that hides the artifact and it starts pouring magic into Chance. His eyes give off an unnatural glow and he is easily detectable via magical detection. When he pushes his powers, gold nerves stand out all over his body.

Gradually as he builds up his experience, he will buy off the Focus limitations to his power (at that point he will have fully bonded with artifact and integrate it into his body) Until then, someone can still steal them without killing him.


Background[edit]

Born Marcus Shelby to a rather unremarkable couple in London's East End. His parents simply were not particularly remarkable or note worthy in anyway, which made them some of the best thieves in London's history. They managed a number of rather brilliant robberies that to this day have not been discovered and managed to retire without being caught despite it all. They lived modestly but comfortably on a fraction of their stolen funds, and raised Marcus along with his five siblings well in their own way. Their children took to these lessons like fish to water, though each with their own style to it. Marcus was the youngest boy and his twin sister Kathryn were something special indeed, as both of them were quite good looking and charming from an early age. And under their parents careful guidance they learned to cultivate that as a key to open so many doors.

As both a family and a crew they operated like a well old machine, but when his parents retired in full the siblings all went their own ways in the world. Marcus had always had a grand streak of the Robin Hood (from whom the Shelby's privately claimed ancestry) in him and that kept him working with a far higher profile than his siblings, which is one of the major reasons that he stays out of Britain to this day.

Character Sheet[edit]

Chance


Player: Toras


Val Char Cost

15 STR 5

23 DEX 26

15 CON 5

15 BODY 5

18 INT 8

15 EGO 5

18 PRE 8

OCV/DCV: 5/5 20

MOCV/MDCV: 4/4 6


14 PD 0

14 ED 0

3 SPD 10

8 REC 4

40 END 4

30 STUN 5

12m RUN 0

4m SWIM 0

4m LEAP 0

Characteristics Cost: 121


Cost Power

24 Powers of Fate: Multipower(60pt Reserve), all slots: Required Skill Roll(-1/2), Side Effect: Unlucky 5d6(-1)

2f Accident: Blast (6d6), Indirect(+3/4), (Active Points 53, Real Points 16, Roll - Playing with Probability)

2f Just the Right Words: Mind Control (8d6), No Endurance, (Active Points 60, Real Points 18, Roll - Persuasion)

2f Slip, Trip and Fall: Drain Dex(6d6), No Endurance, (Active Points 60, Real Points 18, Roll - Playing with Probability)

2f Fortunate Blow: Hand to Hand Damage (6d6), No Endurance, (Active Points 45, Real Points 15, Roll - Playing with Probability)

2f End of Fate: Killing Attack +4d6 HtH (Active Point 60, Real Points 18, Roll - Playing with Probability)

2f Mayhem: Telekinesis (STR 40), (Active Points 60, Real Points 18, Roll - Playing with Probability)


22 Warrior of Luck (+2 OCV, +2 DCV, +1 Speed, 22 Active Points)


14 Pool of Fate: Endurance Reserve (40 Endurance, 10 Recover)


Power Cost 72


Cost Skill

3 Acrobatics 14/-

3 Acting 14/-

3 Breakfall 14/-

3 Charm 15/-

3 Climbing 14/-

3 Concealment 13/-

3 Contortionist 14/-

3 Conversation 15/-

3 Disguise 13/-

3 Forgery 13/-

3 Gambling (Card Games)

3 Lock-picking 14/-

12 Marital Arts (Martial Dodge, Martial Punch/Snap Kick, +1 Damage Classes)

3 Persuasion 15/-

3 Security Systems 13/-

3 Shadowing 13/-

3 Sleight of Hand 14/-

3 Stealth 14/-

3 Streetwise 14/-


Skills Cost: 72

Cost Perk

6 Wealth

Perks Cost: 6


Cost Talent

24 Combat Luck (12 PD/12 ED)

6 Striking Looks (Handsome)

Talents Cost: 30


Total Character Cost: 300


Disadvantages 20 Hunted (VIPER, More Powerful, Considerable NCI) - Stole a considerable amount of untraceable bills to help fund orphanages rather than the weapon sales they were intended for.

They are unamused by my antics.

5 Hunted (Inspector Malcolm of Interpol, Less Powerful) - A interpol inspector who I have evaded many a time on my escapades through Europe. He has vowed to bring me in no matter the

cost. Unfortunately for him, he has no warrant for Chance or a man with Golden eyes.

15 Psychological Complication: Overconfident

15 Psychological Complication: Defender of the Innocent

5 Negative Reputation (Frequently, Small Group of People)


Disadvantage Points: 60

Base Points: 300

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

________________________________________________________________________

Flowing eyes are not foci, unless they can ne grabbed and taken away.

Only in Hero ID applied when the character has to change appear and/or costume or the power doe snot work. Glowing eyes is just considered the visible effect of the power. Powers are assumed to have a visible effect unless brought as invisible

I took the extra points from "Warrior of Luck." A 7 OCV and DCV before martial arts bonuses is pretty healthy.

I thought an inaccessible focus was on that could be removed but can't be disarmed. They can be grabbed and removed, like a glass eye would be able to. I could see how that might be a bit body horror. I get what you are saying about only in heroic form though.