Chance (Dark Champions - New Venice)

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Revision as of 02:05, 15 December 2010 by 74.106.240.176 (talk)
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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

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