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

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m (Reverted edits by 80.206.48.99 (Talk) to last revision by Knockwood)
 
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Alright. I have removed luck and replaced it with 3 powers (along with combat luck and a host of other values)
+
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. 
  
Martial Art Strikes (Punch/Snap Kicks) do 10d6 (at a cost of 3 endurance a hit)
+
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. 
  
____________________________________
 
  
Suggestions:
+
=Background=
Int and PRE are very high at 30.
 
IE a 15 is real world genius, and a 20 INT is max human. a 30 is four times that.
 
 
 
I suggest lowwering both to 20, and redo powers:
 
 
 
30 Multipower 60  Only for Accedents +1/4  Activation 14< Side effect Unluck 
 
3 Mind Control 7d6 (Indirect)
 
3 Luck Blast 7d6
 
3 Luck Killing Attack  2d6 +1 (Indirect)
 
3 Luck Telekenesis (str 35)  (only for "accedients)
 
3 Slip and fall (as below)
 
 
 
End Reserve 80 (20)  Rec 15 (10)
 
(This will last a looong while but when it runs out you "run out of luck")
 
 
 
10 Stun only for using luck powers (lets you use luck when down to -10 stun) (5 pionts)
 
 
 
 
 
80 Points
 
 
 
Later on you may look at bying overall skill level with your XP to simulate luck at doing everything.
 
 
 
See, I was looking at the high levels of Pre and Int as genius reached by other means.  He had always been smart but now his thoughts just seem to flow along the right courses.
 
He had always been handsome and charismatic, but now he was just nearly all things to all people.  The idea was for him to seem the most human at first glance and end up actually being the least. Playing with the idea that he trade eyes with a God and that is changing him. And have him revel in that as a contrast to our grim/dark friend.  I'll definitely look at the multipower revamp though.  I though however, that the Luck Blast would have to have indirect since you didn't want us with beams and that most of the accidents would be coming at indirect angles.
 
 
 
_____________________________
 
  
The Energy blast is suppoed to be indirect I just forgot.
+
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 for the INT and PRE charcterist, gonna have to draw the line.
 
(And your DEX is 30 too which I allowed because in 6th ED Dex is far less vital)
 
Keep inmind, it is a low power campgain, not a godlike campaign. And an INT that high, is not color, its a main attibute.
 
(You may fiht a mastermind whose int is 30 but that because its his main hook.)
 
And Wraith's PRE is only 20.
 
You can't be the best at everything.
 
 
 
 
 
=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=
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15 STR 5
 
15 STR 5
  
30 DEX 40
+
23 DEX 26
  
 
15 CON 5
 
15 CON 5
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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
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14 ED 0
 
14 ED 0
  
5 SPD 30
+
3 SPD 10
  
 
8 REC 4
 
8 REC 4
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4m LEAP 0
 
4m LEAP 0
  
Characteristics Cost: 182
+
Characteristics Cost: 121
  
  
 
Cost Power
 
Cost Power
  
Accident  [Energy Blast 5d6] (2.25 * 25 = 56 Active Points, 56/2.5 = 22)
+
24 Powers of Fate: Multipower(60pt Reserve), all slots: Required Skill Roll(-1/2), Side Effect: Unlucky 5d6(-1)
 
 
-Indirect (Look out for the...., +3/4)
 
 
 
-No Endurance (+1/2)
 
 
 
-Require Roll (Playing with Probability, -1/2)
 
 
 
-Side-Effect (On Failure, Unlucky 5d6, -1)
 
  
 +
2f Accident: Blast (6d6), Indirect(+3/4), (Active Points 53, Real Points 16, Roll - Playing with Probability)
  
Just the Right Words [Mind Control 7d6] (1.5 * 35 = 52.5 Active Points, 52.5/2 = 26)  
+
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)
  
-No Endurance (+1/2)
+
2f Fortunate Blow: Hand to Hand Damage (6d6), No Endurance, (Active Points 45, Real Points 15, Roll - Playing with Probability)
  
-Require Roll (Persuasion, -1/2)
+
2f End of Fate: Killing Attack +4d6 HtH (Active Point 60, Real Points 18, Roll - Playing with Probability)
  
-Restrainable (Gag, -1/2)
+
2f Mayhem: Telekinesis (STR 40), (Active Points 60, Real Points 18, Roll - Playing with Probability)
  
  
Slip, Trip, and Fall (Taken from UNTIL Superpowers, When power used it forces a dex roll at said penalty to avoid clumsiness)
 
  
-Change Environment 1” radius, -5 to DEX Rolls,  
+
22 Warrior of Luck (+2 OCV, +2 DCV, +1 Speed, 22 Active Points)
  
-Reduced Endurance (0 END; +½) (25 Active Points)
 
  
-Instant (),
+
14 Pool of Fate: Endurance Reserve (40 Endurance, 10 Recover)
  
-Limited Range (25”; -¼)
 
  
-Only Affects One Character (-½). Total cost: 11 points.
+
Power Cost 72
 
 
 
 
Power Cost 59
 
  
  
 
Cost Skill
 
Cost Skill
3 Acrobatics
 
 
3 Acting
 
 
3 Breakfall
 
 
3 Bribery
 
  
3 Charm
+
3 Acrobatics 14/-
  
3 Climbing
+
3 Acting 14/-
  
3 Concealment
+
3 Breakfall 14/-
  
3 Contortionist
+
3 Charm 15/-
  
3 Conversation
+
3 Climbing 14/-
  
3 Disguise
+
3 Concealment 13/-
  
3 Forgery
+
3 Contortionist 14/-
  
3 Gambling (Card Games)
+
3 Conversation 15/-
  
3 Lock-picking
+
3 Disguise 13/-
  
28 Marital Arts (Martial Dodge, Martial Punch/Snap Kick, +5 Damage Classes)
+
3 Forgery 13/-
  
3 Mimicry
+
3 Gambling (Card Games)
  
3 Persuasion
+
3 Lock-picking 14/-
  
3 Power (Playing with probability)
+
12 Marital Arts (Martial Dodge, Martial Punch/Snap Kick, +1 Damage Classes)
  
3 Shadowing
+
3 Persuasion 15/-
  
3 Sleight of Hand
+
3 Security Systems 13/-
  
3 Stealth
+
3 Shadowing 13/-
  
3 Streetwise
+
3 Sleight of Hand 14/-
  
 +
3 Stealth 14/-
  
Skills Cost: 85
+
3 Streetwise 14/-
  
  
 +
Skills Cost: 72
  
 
Cost Perk
 
Cost Perk
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Perks Cost: 6
 
Perks Cost: 6
 
  
  
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24 Combat Luck (12 PD/12 ED)
 
24 Combat Luck (12 PD/12 ED)
  
3 Striking Looks (Attractive)
+
6 Striking Looks (Handsome)
  
Talents Cost: 27
+
Talents Cost: 30
  
  
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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.   
 
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
+
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  
 
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  
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cost.  Unfortunately for him, he has no warrant for Chance or a man with Golden eyes.   
 
cost.  Unfortunately for him, he has no warrant for Chance or a man with Golden eyes.   
  
15 Overconfident
+
15 Psychological Complication: Overconfident
  
15 Defender of the Innocent
+
15 Psychological Complication: Defender of the Innocent
  
5 Distinctive Feature (Golden Eyes)
+
5 Negative Reputation (Frequently, Small Group of People)
  
  
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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.