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Chance Lebeau (PL8) - Nick


April

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Chance Lebeau
Power Level: 8/12 (180/185PP)
Unspent PP:  5
Trade-Offs:  +5 Attack / -5 Damage, +4 Defense / -4 Toughness

 

In Brief: Dashing rogue tuning over a new leaf.

 

Alternate Identities: Chance Lebeau (Secret)
Birthplace: Somewhere
Occupation: Gambler, Nightclub Owner, Grifter
Affiliations: The Fix, Pier 6 (Nightclub)
Family: Child (Deceased)

 

Age: 179 (DoB: 1825)
Apparent Age: Early 30s
Gender: Male
Ethnicity: Caucasian
Height: 6'1"
Weight: 200
Eyes: Green
Hair: Blond

 

Chance has always been handsome, sometimes its dressed down and sometimes its cleaned up. He can rock a tux as easily as he can his jeans and battered hat but most of the time, he plays heavily into his good ol' boy southern charm with jeans, jacket and cowboy hat. Tall, blond and tan, without the trappings or scruff, he could very easily blend into a Hollywood gala. He's certainly got the charisma for it. He doesn't look out of place behind his bar, though, as Chance has always been able to blend into his surroundings.

 

History:
Chance's family were part of settlers heading out west. Born in 1825, the Frontier was sold to the family as a great land of riches. The trail, however, was a lot harsher than they had ever anticipated. They settled along the border of Texas and Lousiana after Chance's mother died along the trail. Motherless, Chance's father was  not the best of role models as gambling and drink took over his life as he drowned in his grief. Still, despite the bad habits that he picked up, Chance grew up and settled down. He married a local girl, and had a child of his own.

Despite his best efforts to not become his father, fate had other plans. With the war between North and South, his small family was caught in the middle and despite his best efforts to avoid the entire thing, his wife and child were killed during one of the many skirmishes. With nothing to hold onto, like his father before him, Chance took the only solace he could find. Gambling and drinking away his future, he would have likely ended up in the gutter until by chance he sat down at a game where the only price to enter was the one thing he no longer gave a damn about; his soul.

 

Personality & Motivation:
Chance is a man who has lost everything, several times over, and is still on his feet and walking. He tries to make the best of it, really, although Chance would be the first to tell you that if the world was remotely fair, he'd not have been the one 'blessed' with immortality. It's hard for Chance to make attachments but once he does, the threat of loss is an ever present motivation. He tries not to let people get to close - keeping them at an amiable arm's length where they don't actually get much past Chance's charming surface. He's certainly no 'lone immortal', as his bar is ever full and he knows most of their names at a glance. He even likes them. It takes, however, a great deal to actually touch the man behind the mask. He could be anywhere in the world, but he's here in Bedlam. Originally, it was just supposed a stop along the way but one of the few more-than-friends asked for a single favor. "Look after my bar," his old grifting partner asked, and then had the ill grace to die. Chance can't just walk away from that promise but it's just a bar. At least, that's what he tells himself.

 

Powers & Tactics:
Chance would rather talk himself out of any problems that might come his way. Just because he can fight, doesn't mean that's ever his go to. For Chance, physical violence is a last resort; the final ace in his pocket. He'd much rather people go for the razzle dazzle of his bluster, or his misdirection. In a conflict, Chance would rather escape. If he has to fight, though, he's all the more dangerous because it means that either he's been cornered with no other option or, worse, one of the very few things he cares about is being threatened.

 

Complications:
Deal with the Devil: He's made a deal for his soul and while he's currently got the upper hand, every gambler knows that a winning streak can't last forever.

History Catches Up: Two hundred years is a long time to live, Chance has done a lot and seen a lot, and some days that's not a good thing.

 

Abilities: 2 + 8 + 4 + 4 + 8 + 10 = 36PP
Strength: 12 (+1)
Dexterity: 18 (+4)
Constitution: 14 (+2)
Intelligence: 14 (+2)
Wisdom: 18 (+4)
Charisma: 20 / 30 (+5 / +10)

 

Combat: 8 + 12 = 20PP
Initiative: +4
Attack: +4 Base, +7 Melee, +13 Unarmed, +4 Ranged
Defense: +12 (+6 Base, +6 Dodge Focus), +3 Flat-Footed
Grapple: +8
Knockback: -2

 

Saving Throws: 4 + 4 + 6 = 14
Toughness: +4 (+2 Con, +2 Defensive Roll)
Fortitude: +6 (+2 Con, +4 Base)
Reflex: +9 (+4 Dex, +4 Base)
Will: +10 (+4 Wis, +6 Base)

 

Skills: 128R = 32PP
Bluff 10 (+20) [Skill Mastery, Second Chance]
Diplomacy 10 (+20) [Skill Mastery, Second Chance]
Disable Device 8 (+10)
Disguise 10 (+20)
Drive 6 (+10)
Escape Artist 11 (+15)
Gather Information 10 (+20) [Skill Mastery]
Intimidate 5 (+15)
Knowledge: Art 3 (+5)
Knowledge: Business 3 (+5)
Knowledge: Current Events 3 (+5)
Knowledge: Popular Culture 3 (+5)
Knowledge: Streetwise 8 (+10) [Skill Mastery]
Language 2 (English [Native], French, Russian) 
Notice 6 (+10)
Profession: Gambler 12 (+16)
Sense Motive 6 (+10)
Sleight of Hand 6 (+10)
Stealth 6 (+10)

 

Feats: 37PP
Attack Focus: Melee 3
Attack Specialization: Unarmed 3
Connected
Contacts
Defensive Roll 1
Distract: Bluff
Dodge Focus 6
Equipment 4
Fascinate: Bluff
Fascinate: Diplomacy
Luck 2
Quick Change 2
Second Chance 2 (Bluff, Diplomacy)
Set-Up
Skill Mastery 1 (Bluff, Diplomacy, Gather Information, Knowledge: Streetwise)
Taunt
Teamwork 3
Ultimate Effort 2 (Bluff, Diplomacy)
Well-Informed

 

Equipment: 4R = 20EP

  • Headquarters [20EP] (Toughness 10 [1EP], Size: Large [2EP], Features [17EP] (Communications, Computer, Concealed 2 (DC +15), Cover Facility, Fire Prevention System, Garage, Gym, Holding Cells, Infirmary, Laboratory, Library, Living Space, Security System 3 (DC 30), Workshop)

 

Powers: 5 + 10 + 10 + 6 + 10 = 41PP
Device 1 (Flaws: Hard to Lose, Feats: Subtle) [5PP] (Earbud; Technology)

  • Communication Link 4 (Other Earbuds; Radio; Feats: Subtle) [5PP]

 

Drain Wisdom 8 (Extras: Range 2 [Perception], Alternate Save [Will], Flaws: Action [Full], Sense Dependent [Auditory], Feats: Subtle, Insidious) [10PP] (Razzle; Infernal)

 

Enhanced Charisma 10 [10PP] (Dazzle; Infernal)

 

Mind Reading 8 (Extras: Action 2 [Free], Flaws: Distracting, Limited [Surface Thoughts], Limited [Requires Interaction], Feats: Subtle 2) [6PP] (Cold Read; Training)

 

Variable Power 1 (5PP Variable Pool, Any Combination of Traits, Extras: Action 2 [Free]) [10PP] (Cantrips; Magic)

  • Create Object 2 (Max Size: 2 x 5' Cubes; Flaws: Range [Touch], Feats: Precise, Subtle 2) [5PP]
  • Obscure 5 (One Sense [Normal Vision]) [5PP]
  • Environmental Control 3 (Light; Extras: Independent, Total Fade, Flaws: Range [Touch], Feats: Slow Fade 2 [5 Minutes]) [5PP]
  • Move Object 3 (Flaws: Duration [Concentration], Feats: Subtle 2) [5PP]
  • Comprehend 2 (Speak All, Understand All) [4PP]

 

Drawbacks: -0PP
None

 

DC Block:
ATTACK              RANGE        SAVE                           EFFECT
Unarmed             Touch        DC 16 Toughness                Damage
Drain Wisdom        Perception   DC 18 Willpower                Drain Wisdom
Mind Reading        Perception   DC 18 Willpower                Mind Reading (Surface Thoughts)


Totals: Abilities (36) + Combat (20) + Saving Throws (14) + Skills (32) + Feats (37) + Powers (41) - Drawbacks (0) = 180/185 Power Points

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