Chance (Dark Champions - New Venice): Difference between revisions
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18 PRE 8 | 18 PRE 8 | ||
OCV/DCV: 5/5 | OCV/DCV: 5/5 20 | ||
MOCV/MDCV: 4/4 6 | MOCV/MDCV: 4/4 6 | ||
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Cost Power | Cost Power | ||
18 Powers of Fate: Multipower(60pt Reserve), all slots: OIF (-1/2), OAI (-1/4), 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) | |||
-No Endurance ( | 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) | |||
28 Warrior of Luck (+4 OCV, +4 DCV, +1 Speed, 50 Active Points) | |||
- | -Focus (Obvious Inaccessible, Glowing Golden Eyes, -1/2) | ||
-Only in Alternative Identity (Golden Eyes, -1/4) | |||
14 Pool of Fate: Endurance Reserve (80 Endurance, 10 Recover) | |||
-Focus (Obvious Inaccessible, Glowing Golden Eyes, -1/2) | |||
-Focus (Obvious Inaccessible, -1/2) | |||
-Only in Alternative Identity (Golden Eyes, -1/4) | -Only in Alternative Identity (Golden Eyes, -1/4) | ||
Power Cost | Power Cost 72 | ||
Cost Skill | Cost Skill | ||
3 Acrobatics | 3 Acrobatics 14/- | ||
3 Acting 14/- | |||
3 | 3 Breakfall 14/- | ||
3 | 3 Charm 15/- | ||
3 | 3 Climbing 14/- | ||
3 | 3 Concealment 13/- | ||
3 | 3 Contortionist 14/- | ||
3 | 3 Conversation 15/- | ||
3 | 3 Disguise 13/- | ||
3 | 3 Forgery 13/- | ||
3 Gambling (Card Games) | 3 Gambling (Card Games) | ||
3 Lock-picking | 3 Lock-picking 14/- | ||
12 Marital Arts (Martial Dodge, Martial Punch/Snap Kick, +1 Damage Classes) | |||
3 Persuasion | 3 Persuasion 15/- | ||
5 Power (Playing with probability) 14/- | |||
3 | 3 Security Systems 13/- | ||
3 | 3 Shadowing 13/- | ||
3 | 3 Sleight of Hand 14/- | ||
3 | 3 Stealth 14/- | ||
3 Streetwise 14/- | |||
Skills Cost: 71 | |||
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Perks Cost: 6 | Perks Cost: 6 | ||
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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 | 5 Negative Reputation (Frequently, Small Group of People) | ||
Revision as of 08:40, 15 December 2010
Alright. I have removed luck and replaced it with 3 powers (along with combat luck and a host of other values)
Martial Art Strikes (Punch/Snap Kicks) do 10d6 (at a cost of 3 endurance a hit)
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Suggestions: 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.
DOH!!!
I found out wht Chance's stat were so high!
As you made him is 353 pionts!
Stats 182 Power 59 Skills 85 Talents 27
TOTAL - 353
Sounds liek he needs some radical surgery. I suggest the stats. I knwo you want to make him god-touch, but keep in mind its a low power adventure.
Background
Character Sheet
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
18 Powers of Fate: Multipower(60pt Reserve), all slots: OIF (-1/2), OAI (-1/4), 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)
28 Warrior of Luck (+4 OCV, +4 DCV, +1 Speed, 50 Active Points)
-Focus (Obvious Inaccessible, Glowing Golden Eyes, -1/2)
-Only in Alternative Identity (Golden Eyes, -1/4)
14 Pool of Fate: Endurance Reserve (80 Endurance, 10 Recover)
-Focus (Obvious Inaccessible, Glowing Golden Eyes, -1/2)
-Only in Alternative Identity (Golden Eyes, -1/4)
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/-
5 Power (Playing with probability) 14/-
3 Security Systems 13/-
3 Shadowing 13/-
3 Sleight of Hand 14/-
3 Stealth 14/-
3 Streetwise 14/-
Skills Cost: 71
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