Post by Deleted on Jan 30, 2016 23:46:54 GMT -5
Height: 5'7"
Weight: 113 lbs.
Hair: Blond
Eyes: Green
Species: Human
Level: 1
HP: 34
Wealth: +122
Fame: 10
Infamy: 10
Reputation: +1
AD: 3
Dam: 1d6+0 Unarmed.
Exp: 0
STR: 10 (0)
DEX: 14 (+2)
CON: 18 (+4)
INT: 36 (+13)
WIS: 14 (+2)
CHA: 28 (+9)
BASE SKILLS
1. Defense +
2. Reflex +
3. Will +
4. Fortitude +
5. Initiative +
CORE SKILLS 88 ranks
1. Bluff +
2. Climb +
3. Computer Use +
4. Concentration +
5. Craft (Chemical) +
6. Craft (Electronic) +
7. Craft (Mechanical) +
8. Craft (Pharmaceutical) +
9. Craft (Structural)
10. Demolitions +
11. Diplomacy +
12. Disable Device +
13. Disguise +
14. Knowledge (Physical Sciences) +
15. Knowledge (Technology) +
16. Repair +
17. Research +
18. Treat Injury +
19. Tumble +
20. Investigation +
21. Sense Motive +
22. Jump +
Flaws
Murky-Eyed
Feats
Fan Service: None
1
-Heroic Attribute (Charisma)
-Talented (Core)
-Skill Affinity (Craft Electronic, Craft Mechanical)
-Skill Focus (Craft Structural)
-Heroic Attribute (Intelligence)
-Heroic Attribute (Intelligence)
-Heroic Attribute (Intelligence)
-Seasoned
-Superior Heroics
-Photographic Memory
-Skill Mastery (Craft: Electronic, Mechanical, Structural)
-Talented (Intelligence)
-Skill Mastery (Treat Injury, Bluff, Climb)
-Skill Focus (Craft Mechanical)
-Skill Focus (Craft Electronic)
-Talented (Core)
-Blooded
Powers
-Good Luck, No Brutal, Failure Schmailure, 6 ranks (66)
-Hyper-Intellect 2 rank (8)
-Hyper-Charisma 1 rank (4)
-Bad Luck, Critical Schmitical, 2 ranks (24)
-Wealth 3 ranks
GOOD LUCK [SOUL]
Cost: 7 Super Points/Level
Level Range: 1-20
Relevant Statistic: Charisma
Power Description: You have uncanny good luck. Whenever you roll a non-Intellegence based d20 roll, and you fail by less than X, you actually succeed, but only minimally. The value of X is equal to 1 + The Power's Level (Minimum 2). A critical failure still fails. Whenever you roll Y or less on a damage dice, you may re-roll that dice once and accept the higher number. Y equals 1/5th this power's level rounded down. This cannot automatically maximize your damage.
Special: You may take this power beyond level 20 with GM permission
Flaws:
No Brutal: Your luck is only for the d20. No rerolling damage (-1 Super Points/Level)
Brutality: Your luck is not applied to d20 rolls only damage (-1 Super Point/Level)
Advantages:
Controlled Luck: Once per day, at the start of the day, roll 1d20 and add your Power's Level. Record the result. Once per day per this power's level, you may substitute this total for a dice roll. You may do this after you know the result of the roll. (+3 Super Points/Level)
Grant Luck: Others may benefit from your Good Luck. You gain a pool of points equal to this power's level. You may as a free action on anyone's turn, expend one of these points to grant your Luck Power to another character. You lose this power for the duration of the grant, and the target gains the power at your full power level. The transfer lasts for 1 round per power level and once used cannot be recinded. (+3 Super Points/Level)
Enduring Luck: Requires Grant Luck: You retain your Luck Power when you grant it to another person. (+1 Super Points/Level)
Failure Schmaliure: You can no longer critically miss on d20 rolls as long as the critical failure meets the criteria for this power's activation. (+5 Super Points/Level)
BAD LUCK [SOUL]
Cost: 7 Super Points/Level
Level Range: 1-20
Relevant Statistic: Charisma
Power Description: You have the uncanny ability to act like the proverbial black cat. Your bad luck only extends to those attacking you. Anyone that attacks you and hits by X or less actually misses, if they fail a Charisma Based Will save, but just barely. X equals the level of this power +1 (Minimum 2). A critical hit still hits you. Also, damage against you is reduced. As long as an attack has multiple dice, your power causes you to ignore the lowest rolled damage dice + the next lowest rolled damage dice per 1/5th level of this power (Rounded down). This cannot completely mitigate damage, and you still at least take the highest rolled damage dice if it breaks your normal defenses.
Special: You may take this power beyond level 20 with GM permission
Flaws:
No Mitigation: Your initial Bad Luck power only effects Attack rolls (-1 Super Points/Level)
No Fudging It: Your initial Bad Luck power only effects damage, not attack rolls (-1 Super Points/Level)
Advantages:
Tempered Fate: Once per day, at the start of the day, roll 1d20 and subtract (20-Power Level) from the roll. Once per day per this power's level, you may incur this number as a penalty to one d20 roll made by a character within line of sight. (+3 Super Points/Level)
Critical Schmitical: As long as your opponent's roll would trigger this power, and they fail their Charisma Based Will save, they cannot critically hit you (+5 Super Points/Level)
Weight: 113 lbs.
Hair: Blond
Eyes: Green
Species: Human
Level: 1
HP: 34
Wealth: +122
Fame: 10
Infamy: 10
Reputation: +1
AD: 3
Dam: 1d6+0 Unarmed.
Exp: 0
STR: 10 (0)
DEX: 14 (+2)
CON: 18 (+4)
INT: 36 (+13)
WIS: 14 (+2)
CHA: 28 (+9)
BASE SKILLS
1. Defense +
2. Reflex +
3. Will +
4. Fortitude +
5. Initiative +
CORE SKILLS 88 ranks
1. Bluff +
2. Climb +
3. Computer Use +
4. Concentration +
5. Craft (Chemical) +
6. Craft (Electronic) +
7. Craft (Mechanical) +
8. Craft (Pharmaceutical) +
9. Craft (Structural)
10. Demolitions +
11. Diplomacy +
12. Disable Device +
13. Disguise +
14. Knowledge (Physical Sciences) +
15. Knowledge (Technology) +
16. Repair +
17. Research +
18. Treat Injury +
19. Tumble +
20. Investigation +
21. Sense Motive +
22. Jump +
Flaws
Murky-Eyed
Feats
Fan Service: None
1
-Heroic Attribute (Charisma)
-Talented (Core)
-Skill Affinity (Craft Electronic, Craft Mechanical)
-Skill Focus (Craft Structural)
-Heroic Attribute (Intelligence)
-Heroic Attribute (Intelligence)
-Heroic Attribute (Intelligence)
-Seasoned
-Superior Heroics
-Photographic Memory
-Skill Mastery (Craft: Electronic, Mechanical, Structural)
-Talented (Intelligence)
-Skill Mastery (Treat Injury, Bluff, Climb)
-Skill Focus (Craft Mechanical)
-Skill Focus (Craft Electronic)
-Talented (Core)
-Blooded
Powers
-Good Luck, No Brutal, Failure Schmailure, 6 ranks (66)
-Hyper-Intellect 2 rank (8)
-Hyper-Charisma 1 rank (4)
-Bad Luck, Critical Schmitical, 2 ranks (24)
-Wealth 3 ranks
GOOD LUCK [SOUL]
Cost: 7 Super Points/Level
Level Range: 1-20
Relevant Statistic: Charisma
Power Description: You have uncanny good luck. Whenever you roll a non-Intellegence based d20 roll, and you fail by less than X, you actually succeed, but only minimally. The value of X is equal to 1 + The Power's Level (Minimum 2). A critical failure still fails. Whenever you roll Y or less on a damage dice, you may re-roll that dice once and accept the higher number. Y equals 1/5th this power's level rounded down. This cannot automatically maximize your damage.
Special: You may take this power beyond level 20 with GM permission
Flaws:
No Brutal: Your luck is only for the d20. No rerolling damage (-1 Super Points/Level)
Brutality: Your luck is not applied to d20 rolls only damage (-1 Super Point/Level)
Advantages:
Controlled Luck: Once per day, at the start of the day, roll 1d20 and add your Power's Level. Record the result. Once per day per this power's level, you may substitute this total for a dice roll. You may do this after you know the result of the roll. (+3 Super Points/Level)
Grant Luck: Others may benefit from your Good Luck. You gain a pool of points equal to this power's level. You may as a free action on anyone's turn, expend one of these points to grant your Luck Power to another character. You lose this power for the duration of the grant, and the target gains the power at your full power level. The transfer lasts for 1 round per power level and once used cannot be recinded. (+3 Super Points/Level)
Enduring Luck: Requires Grant Luck: You retain your Luck Power when you grant it to another person. (+1 Super Points/Level)
Failure Schmaliure: You can no longer critically miss on d20 rolls as long as the critical failure meets the criteria for this power's activation. (+5 Super Points/Level)
BAD LUCK [SOUL]
Cost: 7 Super Points/Level
Level Range: 1-20
Relevant Statistic: Charisma
Power Description: You have the uncanny ability to act like the proverbial black cat. Your bad luck only extends to those attacking you. Anyone that attacks you and hits by X or less actually misses, if they fail a Charisma Based Will save, but just barely. X equals the level of this power +1 (Minimum 2). A critical hit still hits you. Also, damage against you is reduced. As long as an attack has multiple dice, your power causes you to ignore the lowest rolled damage dice + the next lowest rolled damage dice per 1/5th level of this power (Rounded down). This cannot completely mitigate damage, and you still at least take the highest rolled damage dice if it breaks your normal defenses.
Special: You may take this power beyond level 20 with GM permission
Flaws:
No Mitigation: Your initial Bad Luck power only effects Attack rolls (-1 Super Points/Level)
No Fudging It: Your initial Bad Luck power only effects damage, not attack rolls (-1 Super Points/Level)
Advantages:
Tempered Fate: Once per day, at the start of the day, roll 1d20 and subtract (20-Power Level) from the roll. Once per day per this power's level, you may incur this number as a penalty to one d20 roll made by a character within line of sight. (+3 Super Points/Level)
Critical Schmitical: As long as your opponent's roll would trigger this power, and they fail their Charisma Based Will save, they cannot critically hit you (+5 Super Points/Level)