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Dashel Mason, Private I. - WhiteDrag0n -PL. 6 Hero


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Players Name: White Drag0n

Power Level: 6 (95 points)

Unspent PP: 4

Characters Name: Dashel Mason, Private Investigator

Alternate Identity: none

Height: 5’ 11â€Â

Weight: 140lbs

Hair: Brown

Eyes: Hazel

Description: Male, 37. Dark, brooding, and always seen in his typical roughed up black suit and lose tie, tan fedora and trench coat smoking his hand rolled cigarettes. Various religious and arcane medallions adorn his neck and his scruffy appearance and smell of liquor on his breath give away the facts of his hard life, and on his belt, a massive 45. with an ivory handle hangs next to his dented badge.

History: They say it was raining when I was born, at some worn out hospital in Sin City. My father was a Cooler, used to play chips on hot tables to filter in his bad Karma. They say he was bad luck incarnate. I guess it’s true, because I never knew my mother, and I was raised in an orphanage. Dad died when I was two, never really knew him or how he died.

I grew up on those old dime store novels, you know, with the old gumshoes and the criminal masterminds, the old film noir types, that and good old Arthur Conan Doyle. I guess that’s why, when I was old enough I moved to Freedom city and joined the famous liberty city police force. I wanted to be a detective, like the men in the stories.

That’s when I first discovered what I was, or at least my power, or curse. As a cadet I was unstoppable, I couldn’t be hit on the training courses, strait As on all the tests, and I learned all I could about detective practices, reading far beyond the required texts. I wasn’t realy good, just lucky it seemed, the gift my father never had. Man I was so cocky, a real Hot Dog. I surprised Robert could even put up with me...

Bob? He was my partner after I graduated academy. I wasn’t detective right away, that not how the LCPF does things. No I was walking the beat at first, just like everyone else. Bob was my mentor, introduced me to many of the people I know in the city, showed me how to help the heros without getting in the way, and was really the father I never had. He always used to carry around an old 45., you know the big one, thought he was some kind of action hero. I looked up to the old guy, till that night he died...

We were on our way to the bar to celebrate my passing the detective exam with flying colours. Luckily I had looked at all the right things when I was studying last night. Any way we were just about to finish duty when the radio dispatcher called. 211A, A possible robbery in progress at an old factory down on the docks in waterside. Apparently it was a holding warehouse form one of the e-businesses in Hanover and some of the local ruffians wanted some kind of new gadget. We didn’t know what we were getting into. We arrived first. Police protocol was to contain and wait for one of the heros to show up, or at least back up. But me and Bob never were ones much for protocol. We entered the building, dust and debris littered the old building, thats when we saw them. They couldn’t have been more than just kids, sifting through the techno junk, looking for their next prise. We had em right where we wanted em. Freeze! They looked up surprised to see the cops had arrived so quickly. I see it playing out in my head even now. It’s too bad their expressions weren’t of fear; It’s too bad that my lucky streak seemed to stop right there; and it’s too bad that when their faces turned from surprise to crooked self-gratified sneers I didn’t realise the dark, looming figure that had eluded our detection, had now pointed his machine gun at our unprotected backs.

Bang, Bang, Bang...

After the first few shots the cacophony of sound drowned out thought. Fear took me and I dropped my standard issue 9mm. I fell to the ground and like a coward, awaited my death. I didn’t open my eyes till I heard the distant patter of feet running into the darkness. The next moments I don’t remember well. I don’t remember climbing to my feet or crying over the body of my dead partner. I don’t remember the heroes showing up to save the day, or the doctor telling me I didn’t have a scratch on me, and the only bullet that did hit me i took in the badge. I don’t remember the next few days while I recovered from shock or even how the murderers looked, or how the managed to get away clean... But I do remember as the villains ran out of that dark warehouse, that cold piercing laugh...

I assumed my new detective position and immediately went to work on the case. It consumed my life and this mastermind seemed to have thwarted every means of detection. Even the worthless heroes couldn’t seem to find him. I always used to wait for a lucky break, but when one didn’t seem to come, I grew obsessed and irritable. I took to smoking and drinking. I refused all other cases, and regrettably, more than once fought with the chief. I don’t blame him for firing me. I would have too.

I lived in the gutter for a while, hit real rock bottom. No home, and my only family killed in front of me. It’s fortunate I survived at all. Till one day. I was lying in the filth of Southside, drunk. I heard crying. I looked up and saw a little girl sobbing over a dolly, she didn’t look like she belonged in the slums of Southside. Her hair was mussed, it had cedar flakes in it, from the new construction in Ashton or Greenville. The dolly was a Harriett doll, only sold at Toyplace, a local chain. There wasn’t one in Greenville, but there was new one in Ashton. She was a long way from home. She had red dust on her shoes, brick dust.

“whats the matter with you.†I sneered at her. She recoiled afraid of the dirty smelly giant that was sitting across from her in this bad neighbour hood. “I’m not going to hurt you. What’s your name?â€Â

“Felicjaâ€Â

“this isn’t a place for little girls, Felicja.†She pursed her lips and stared at me though scared eyes. “your from Aston right, lost?†She nodded her head. What a brave little girl. “Lets get you homeâ€Â

I used the last few dollars I had it get her back to Ashton. When we got close she started remembering landmarks, then we got lucky, amoung the new development we found a house with a newly laid brick path. She thanked me and ran up the steps to her home, she turned as she reached the door and gave me one last smile as she disappeared inside. Mabey it was luck that we met, maby something else, but I turned my life around that day.

I gathered my old things from the PO Box where I had stored them. My badge dented from the bullet, my old personal crime files, my police uniform, and my partners old 45. I sold my uniform at a pawn shop and called in a few favours from some old friends. I went to a casino on the bank and won all the money I needed from a single slot machine and set up an office in Lantern Hill where I have helped the people of this city with their dirty little problems and I have found over the years that this city has holes that run deeper than anyone could guess. I go where the heros won’t or can’t, I’m not a god, exceptionally bright, witty, or tactful. I’m just a guy with the desire to help this town any way he can. And maybe with a little luck I can do it. Im Dashel Mason, Private I.

Complications: Unbeknown to Dashel, his powers of luck come with a hefty penalty. Those around Dashel that come to call him friend always come to some misfortune, and Dashel himself always seems to be in the wrong place at the wrong time. Dashel uses his power to overcome these obstacles, but has a detrimental effect on those with him.

Whenever Dashel needs money he tends toward gambling. Leaning on his power to make a profit. Unfortunately his wining streaks aren’t looked on favourably by the Southside Casinos and he has even been barred from the Atlantis and the Paradise. Needless to say a few owners would like to see Dashel “sleep with the fishesâ€Â

Dashel has the bad habits of smoking and drinking a little too much, though he is trying to clean up his act a little.

Stats: 20pp

Str: 10 (+0)

Dex: 12 (+1)

Con: 14 (+2)

Int: 18 (+4)

Wis: 14 (+2)

Cha: 12 (+1)

Combat: 2pp

Attack: +0, +6 w/ pistol

Grapple: +0

Defence: +5 (+1 base, +4 dodge; +1 flat-footed)

Knockback: -2, -1 w/out undercover vest

Initiative: +0

Saves: 0pp

Toughness: +5 (+2 Con, +3 other)

Fortitude: +5 (+2 Con, +3 powers)

Reflex: +5 (+1 Dex, +4 powers)

Will: +5 (+2 Wis, +3 powers)

Skills: 44r = 11pp

Bluff 4 (+5)

Diplomacy 9 (+10)

Gather information 9 (+10)

Investigate 11 (+15)

Knowledge (Streetwise) 1 (+5)

Notice 3 (+5)

Search 3 (+7)

Sense Motive 4 (+5)

Feats: 16pp

Attack Specialization (Pistol) 3

Connected

Contacts

Dodge 4

Equipment 5

Jack of all trades

Well informed

(See also Powers, below)

Equipment:

Heavy Pistol (Bob’s .45, Blast 4)

Undercover vest (protection 3; PF: subtle)

Cell phone

Digital Audio Recorder

Hand cuffs

Masterwork Forensics kit (investigate +2)

Multi tool

Mini tracker

Concealable microphone

Video camera

Flashlight

Office (3pt HQ; features 5 toughness, dimunutive ,fire prevention system, living space, security system 2 (arcane wards, locks and bolts, bottle on the door handle))

Powers: 45pp

Container 9 (“Guess it’s my lucky dayâ€Â; passive) [45]

* Enhanced Feats 9 (Beginner's Luck, Evasion, Luck 4, Seize Initiative, Ultimate Aim, Ultimate Reflex Save) [9]

* Enhanced Fortitude Save 3 [3]

* Enhanced Reflex Save 4 [4]

* Enhanced Will Save 3 [3]

* Luck Control 2 (negate GM fiat, force someone to re-roll and take worse result) [6]

* Probability control 5 [20]

Drawbacks: -3 PP

Poor (+0 starting wealth bonus; uncommon, minor -1)

Power loss ("Lucky Day" Container, when an unlucky thing happens [black cat crosses path, walks under a ladder, breaks a mirror, etc.], powers return after unlucky thing is out of the scene or immediately after taking appropriate counter-measure [pet the black cat three times, walk backwards back under the same ladder, wash mirror shards in a river or bury them by the light of a full moon, etc.]; common, minor; -2pp)

DC Block:

Unarmed --- 15/toughness --- bruise

Bob's Gun --- 19/Toughness --- injure

Costs: Abilities (20) + Combat (2) + Saves (0) + Skills (11) + Feats (16) + Powers (45) - Drawbacks (-3) = Total Cost 91/95pp

Contact list: The people in Freedom that could be considered Dashel's contacts.

Raphael Consuelo (aka: The Cabbie)

Raphael has been a cabbie in Freedom for over 11 years. He knows everybody and sees everything. He used to be a racer in the European formula 1 circuit till a horrible crash took away his desire to race. Now he owns a private cab in Freedom and makes a decent living. Funny thing is, is that whenever Dashel is in a pinch, it always seems to be Raphael that picks him up. They have survived a few close calls before and Raphael has sometimes had to call on his old tricks to get out of a scrape. In addition whenever there is something going on in Freedom, Consuelo seems to have heard something. (PS: I always thought this would be a cool hero idea, Cabbie with a supercab that helps people he picks up.)

Chen Wen (aka: Old Man Chen)

Dashel ran into Old Man Chen near his home on the south side of Freedom. At the time Chen owed the mob protection money, but the old man refused to pay. So a couple of thugs went to rough him up, dashel happened to be there at the time and stepped in to help the old guy. It resulted in a severe beating for Dashel. Chen took him in and cleaned him up. It turned out that Chen ran an oriental and European oddities shop, the kind that deal in old, magical artifacts, mixed with touristy good luck charms. Now Chen is Dashel’s contact into the mystical underworld of Liberty city. The story of how Dashel got Chen out of that mess is a story for another time.

Dr. Simon Stravinski (aka: Crazy Simon)

Simon is currently a professor of applied physics for Freedom college having lost positions at both HIT and FCU for his crazy ideas and failed inventions. He graduated with a dual degree in chemistry and physics, scoring average grades from HIT. Many of his professors said his ideas were brilliant, but lacked focus and ... application (leaving his current position a bit of a mystery). Having lost a lot of credibility with the intellectual crowds at liberty Simon resigned himself to the life of a professor, were he still gets to tinker around with various nutty ideas. He has become a favourite with the students due to his tendency to show up late and unprepared, and perform real life applications of physics (like the chrisler incident where he used a crane to drop a car three stories to “record the effectsâ€Â) Dashel met Simon during his years on the force, when he was often called to clean up after one of Simon’s “field trips.†Now Dashel calls on simon whenever there is a matter of Science to solve.

Sirius24

Sirius is a hacker, or at least that’s what Dashel thinks. Dashel has never met Sirius personally, but his name was given to him by Mary (see below) when Dashel was still on the force. Whenever Dashel needs something computer related looked at he tends to e-mail Sirius at the local Freedom Library, receiving a response in a day or two. Once Dashel asked Sirius who he was and if he was a member of Legion, but never got a response.

Mary Douglass (aka: Bloody Mary)

Mary is a general pathologist and forensic expert for the FCPD. She got her nickname from how she loves her work. She often listens to punk and metal during procedures tending to distance herself from other pathologists on the force. Mary and Dashel had a good rapport when he was on the force and now she sometimes can be persuaded to do Dashel a favor now and then. When she’s not working she can be found at the “Eclipse†in downtown liberty, a metal club.

Jason Red (aka: Red)

Red is a street punk that tries to keep his nose clean at The Lincoin Youth Center. Dashel met Red when he caught him shoplifting while he was on the beat. The wise cracking kid never knew when to keep his mouth shut, and immediately endeared himself to Dashel. Red even tried to help him when he hit bottom. Now Red is Dashel’s go to ... kid for the word on the street, but often tries to sell his information.

Agent Black

Black is a member of STARS and can, for a price, be used for information. He is a leak for the FCPD and Dashel met him as a friend of Bob’s. Now if Dashel needs information about the supernatural occurrences that seem to plague this city, Black has helped him in the past. Dashel has no idea if Black is really his real name, or where he ranks in STARS.

Sister Clarisse

Sister Clarisse is a nun at Our Lady of Mercy and cared for Dashel when he was Down and Out. She is a kind hearted, if somewhat stern, caretaker for the homeless and those in need of spiritual guidance. Sometimes Dashel returns here to seek such guidance, and donate what he can.

Police Chief James Hammond

Hammond was Dashel’s old boss. While they never got along and Hammond always said that Dashel was a “no Good Hotshot,†he always felt sorry for him. Bob was a good friend of Hammond’s and knew what good friends Bob and Dashel were. It is out of that respect that Hammond will sometimes give Dashel some information on current events or inner workings of the police department, but generally not before balling Dashel out, “Just like old times.â€Â

Felise Belleview

Felise is often introduced as “Felise Belleview of the Freedom Postâ€Â. She is very much concerned with her carrier and will do just about anything to get the story. An endless problem for Dashel when he was on the police force, now she is an invaluable source of information, assuming Dashel has a juicy tidbit to give in return. She is rarely separated from her loyal cameraman Fred, who actually won a few awards for his photography and film footage of superheroes.

Assistant DA Harry Williams

Harry used to be on the police force, but only used that as leverage to secure himself the position within the DA’s office, appealing to Durgan’s sense of cleaning up the town. Williams was a member of Dashel’s unit and they never really got along, compounding the fact that Williams somewhat blames Dashel for the murder of Robert. Nowadays Williams is often given the crappy job of being Durgan’s liaison with the FCPD and is generally seen as a suckup, though really he’s just trying to help clean up Freedom. Dashel sometimes turns to Williams on a last chance basis to try and get some inside information. Williams sometimes helps for a few reasons: one they used to be on the force together and there is an understanding between cops, two he’s a bit scared of Dashel, and three, Dashel knows that he likes to spend his nights at “Machine†a fact he hasn’t shared with the rest of the DA’s office yet.

Moby StClair (aka: KoolKat)

Moby Dashel met at Hot Licks during one of his nights off. They seemed to enjoy some of the same music, although Dashel is a little weary of Kat’s beatnik attitude and wear, and Kat thinks Dashel is a little too bluesy. Kat, as it turns out, has his hands in insider trading, music business, and a few “private contacts†in the criminal world. Still he his good for a few good stories and a drink or too. He often ends his conversations with “keep it cool, cat.â€Â

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Welcome to the board! Please feel free to introduce yourself in the "Secret Identities" thread (link in my .sig).

As for your character's backstory, it's good, but a touch grimmer (and Noir-ier) than we typically get around here. Butt he part at the end where he starts turning his life around does definitely bring it back to the sort of character we usually see. So that part's cool 8-)

The part that's not so cool, though, is is stats. Specifically, the format you used in his powers. (His Gun is especially confusing.) Please use the format described in the Game Rules thread.

A few more things on the powers:

* What is the "special" sense for his Uncanny Dodge? What can block it?

* Why is his Probability Control (and associated effect) Innate? "Innate" is for things that are an inherent part of a being's nature, like an Elephant's Growth.

* It appears he has Deflect 8 (all ranged attacks; Extras: Automatic, Action 3/Reaction). That's 56pp (Deflection doesn't need the Duration extra.) But Probability Control 10 is 40pp, so the Deflect cannot be an Alternate Power of it (since APs must have a cost less than or equal to the base effect).

* Defensively, he's PL 4 (Defense 3 + Toughness 5), and Offensively he's PL 6 (Attack 5 + Snare 7). Even with all his luck, that's fairly low.

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OK Ive given it some thought and I always wanted to use this character at a lower PL. I've made some hard cuts and decided to try to place him at PL6 instead. Here is the new dashel sans character stuff for easy reading.

Players Name: White Drag0n

Power Level: 6

Characters Name: Dashel Mason, Private Investigator

Alternate Identity: none

Height: 5’ 11â€Â

Weight: 140lbs

Hair: Brown

Eyes: Hazel

Description:

History:

Complications:

Stats: 20pp

Str: 10 (+0)

Dex: 12 (+1)

Con: 14 (+2)

Int: 18 (+4)

Wis: 16 (+3)

Cha: 14 (+2)

Combat: 12pp

Attack: +3

Grapple: +6

Defense: +3 (+3 flat-footed)

Knockback: -0

Initiative: +1

Saves: 6pp

Toughness: +6 (+2 Con, +4 other)

Fortitude: +4 (+2 Con, +2)

Reflex: +4 (+1 Dex, +3)

Will: +4 (+3 Wis, +1)

Skills: 0r = 16pp

Gather information 3 (+5)

Investigate 6 (+10)

Notice 2 (+5)

Sense Motive 3 (+5)

Stealth 2 (+3)

Feats: 15pp

Beginners luck

Connected

Contacts

Luck x3

Well informed

Jack of All trades

Masterplan

Second Chance

Equipment x5

Equipment:

Masterwork Heavy Pistol (Bob’s .45, +1 to hit; Blast 4)

Undercover vest(protection 3,PF: subtle)

Binoculars

Cell phone

Digital Audio Recorder

Hand cuffs

Masterwork Forensics kit (+2 to investigate)

Multi tool

Mini tracker

Concealable microphone

Lock release gun

Night vision goggles

Video Camera

Powers: 22pp

Probability control 5 (luck)[16]

Luck Control 2 (Gamemaster Fiat, Villain re-role)[6]

Drawbacks: -1pp

Full Power

DC Block:

ATTACKS: SAVE DC: DAMAGE TYPE:

(Name of Attack) (Save DC/Type) (Type of Damage:Bruise/Injury, or other)

Blast 4 --- 14/Toughness --- injure

Costs: Abilities (20) + Combat (12) + Saves (6) + Skills (16) + Feats (15) + Powers (22) - Drawbacks (-1) = Total Cost 90

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Looking much better, but there's still a few things off:

* What does his Second Chance feat apply to?

* The "+1 to hit" on his gun: is that from the gun itself (well-crafted, etc.), or from the character (well-trained in ranged attack)?

* "Probability control 5 (luck)[16]" -- By "(luck)", do you mean "Flaw: Limited to Fortune"?

* Which power is the Full Power drawback apply to? And how would it be a drawback? I'm not seeing how the drawback would apply to either of his powers.

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Which power is the Full Power drawback apply to? And how would it be a drawback? I'm not seeing how the drawback would apply to either of his powers.

Your right, it made sence before but not now. I remove it with the second chance feat.

What does his Second Chance feat apply to?

nevermind it's removed

Probability control 5 (luck)[16]" -- By "(luck)", do you mean "Flaw: Limited to Fortune"?

no I ment that as a discriptor. He's just born Lucky

The "+1 to hit" on his gun: is that from the gun itself (well-crafted, etc.), or from the character (well-trained in ranged attack)?

The gun is masterwork and well maintained, and if I'm mistaken Thats a +1 to hit. (It is very likely I am mistaken)

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no I ment that as a discriptor. He's just born Lucky

Okay, but then the cost is off. Probability Control is a 4pp/rank power, so Probability Control 5 costs 20pp, not 16.

The gun is masterwork and well maintained, and if I'm mistaken Thats a +1 to hit. (It is very likely I am mistaken)

You would be wrong. About being mistaken. Which is to say, you're quite right ;)

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Players Name: White Drag0n

Power Level: 6

Characters Name: Dashel Mason, Private Investigator

Alternate Identity: none

Height: 5’ 11â€Â

Weight: 140lbs

Hair: Brown

Eyes: Hazel

Description:

History:

Complications:

Stats: 18pp

Str: 10 (+0)

Dex: 12 (+1)

Con: 14 (+2)

Int: 18 (+4)

Wis: 14 (+2)

Cha: 14 (+2)

Combat: 10pp

Attack: +2

Grapple: +2

Defense: +3 (+2 flat-footed)

Knockback: -0

Initiative: +1

Saves: 6pp

Toughness: +6 (+2 Con, +4 other)

Fortitude: +4 (+2 Con, +2)

Reflex: +4 (+1 Dex, +3)

Will: +4 (+3 Wis, +1)

Skills: 0r = 16pp

Gather information 3 (+5)

Investigate 6 (+10)

Notice 2 (+5)

Sense Motive 3 (+5)

Stealth 2 (+3)

skill X (+Y), where "X" = skill ranks and "Y" equals total modifier)

example: Knowledge (current events) 4 (+4)

Feats: 15pp

Beginners luck

Connected

Contacts

Luck x3

Well informed

Jack of All trades

Masterplan

Equipment x5

Equipment:

Masterwork Heavy Pistol (Bob’s .45, +1 to hit; Blast 4)

Undercover vest(protection 3,PF: subtle)

Binoculars

Cell phone

Digital Audio Recorder

Hand cuffs

Masterwork Forensics kit (+2 to investigate)

Multi tool

Mini tracker

Concealable microphone

Lock release gun

Night vision goggles

Video Camera

Powers: 26pp

Probability control 5 (luck)[20]

Luck Control 2 (Gamemaster Fiat, Villain re-role)[6]

Drawbacks: PP

DC Block:

ATTACKS: SAVE DC: DAMAGE TYPE:

(Name of Attack) (Save DC/Type) (Type of Damage:Bruise/Injury, or other)

Blast 4 --- 14/Toughness --- injure

Costs: Abilities (18) + Combat (10) + Saves (6) + Skills (16) + Feats (15) + Powers (26) - Drawbacks (0) = Total Cost 90

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Looks good. My one suggestion might be to get some Enhanced Attack and Enhanced Defense (that is, Attack and Defense bonus which are the result of his luck/powers, not training). As he stands now, he's PL 3 offensively and PL 5 defensively; the defensive bit isn't too bad, but the low offensive PL will probably hurt ya.

(Easy way to calculate combat-centric PL: add Attack and damage/effect, divide by two to get "offensive PL"; add Defense and Toughness, then divide by two to get "defensive PL".)

Also (and this is the English major/borderline-OCD part of me), his Luck Control should be listed as:

Luck Control 2 (negate GM fiat, force someone to re-roll and take worse result)

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Does this work? And could you sugest some drawbacks, I feel like this character would have some but I am unsatisfied with the ones in the book.

Players Name: White Drag0n

Power Level: 6

Characters Name: Dashel Mason, Private Investigator

Alternate Identity: none

Height: 5’ 11â€Â

Weight: 140lbs

Hair: Brown

Eyes: Hazel

Description:

History:

Complications:

Stats: 16pp

Str: 10 (+0)

Dex: 12 (+1)

Con: 12 (+1)

Int: 18 (+4)

Wis: 14 (+2)

Cha: 14 (+2)

Combat: 4pp

Attack: +6 (+1, +5 other)

Grapple: +6

Defense: +6 (+1, +5 other, +2 flat-footed)

Knockback: -0

Initiative: +1

Saves: 5pp

Toughness: +5 (+1 Con, +4 other)

Fortitude: +4 (+2 Con, +2)

Reflex: +4 (+1 Dex, +3)

Will: +3 (+3 Wis)

Skills: 0r = 16pp

Gather information 3 (+5)

Investigate 6 (+10)

Notice 2 (+5)

Sense Motive 3 (+5)

Stealth 2 (+3)

skill X (+Y), where "X" = skill ranks and "Y" equals total modifier)

example: Knowledge (current events) 4 (+4)

Feats: 15pp

Beginners luck

Connected

Contacts

Luck x3

Well informed

Jack of All trades

Masterplan

Equipment x5

Equipment:

Masterwork Heavy Pistol (Bob’s .45, +1 to hit; Blast 4)

Undercover vest(protection 3,PF: subtle)

Binoculars

Cell phone

Digital Audio Recorder

Hand cuffs

Masterwork Forensics kit (+2 to investigate)

Multi tool

Mini tracker

Concealable microphone

Lock release gun

Night vision goggles

Video Camera

Powers: 33pp

Probability control 5 (luck; PF: 2 Alternate Powers; EX: Linked)[27]

AP: Enhanced Trait (Attack) 5 [10]

AP: Enhanced Trait (Defence) 5 [10]

Luck Control 2 (negate GM fiat, force someone to re-roll and take worse result)[6]

Drawbacks: PP

DC Block:

ATTACKS: SAVE DC: DAMAGE TYPE:

(Name of Attack) (Save DC/Type) (Type of Damage:Bruise/Injury, or other)

Blast 4 --- 14/Toughness --- injure

Costs: Abilities (16) + Combat (4) + Saves (5) + Skills (16) + Feats (15) + Powers (33) - Drawbacks (0) = Total Cost 90

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Well, my first question is to ask what the Probability Control is Linked to.

As for Drawbacks, only one I can think of that might fit is poor (he's still trying to get back on his feet after his bender; 1pp drawback, your Wealth bonus is +4 instead of +8 as for other starting characters), or some vulnerability or weakness (the downside of his luck powers).

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Well, my first question is to ask what the Probability Control is Linked to.

Hmmm. I'm a little confused about the whole linking. array thing. I've read the book, and looked at youre helpfull threads, but I'm still confused. I wan't him to get a bonus to attack and defence, but I want them linked to his Luck abilities so that if he looses his abilities he looses his bonuses. How would I do that?

Like traditional "bad luck" items (black cats, broken mirrors, on Friday the 13th [or Friday the 17th if the character identifies as being Italian], et cetera)

I like this idea, and the poor thing (PI's never make much and Dashel doesn't like using his powers to cheat), but do I have to chose specific things or should I leave it vague, and I always imagined Dashell carring around good luck items too. Like a 4leaf clover in his hat, real rabbits foot, various amulates and charms etc. Would these play a part, perhaps in dispelling the bad luck?

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I'm not sure if I want to do this but...

Players Name: White Drag0n

Power Level: 6

Characters Name: Dashel Mason, Private Investigator

Alternate Identity: none

Height: 5’ 11â€Â

Weight: 140lbs

Hair: Brown

Eyes: Hazel

Description:

History:

Complications:

Stats: 16pp

Str: 10 (+0)

Dex: 12 (+1)

Con: 12 (+1)

Int: 18 (+4)

Wis: 14 (+2)

Cha: 14 (+2)

Combat: 4pp

Attack: +4 (+1, +3 other)

Grapple: +6

Defense: +5 (+1, +4 other, +4 flat-footed)

Knockback: -0

Initiative: +1

Saves: 6pp

Toughness: +4 (+1 Con, +3 other)

Fortitude: +4 (+2 Con, +2)

Reflex: +4 (+1 Dex, +3)

Will: +4 (+3 Wis, +1)

Skills: 68r = 18pp

Gather information 11 (+13)

Investigate 11 (+15)

Notice 8 (+10)

Sense Motive 8 (+10)

Stealth 4 (+5)

Bluff 8 (+10)

Diplomacy 8 (+10)

Knowledge (streetwise) 6 (+10)

Sleight of hand 4 (+5)

Profession (cop) 4 (+6)

Feats: 15pp

Beginners luck

Connected

Contacts

Luck x3

Well informed

Jack of All trades

Masterplan

Equipment x5

Equipment:

Masterwork Heavy Pistol (Bob’s .45, +1 to hit; Blast 4)

Undercover vest (protection 3,PF: subtle)

Binoculars

Cell phone

Digital Audio Recorder

Hand cuffs

Masterwork Forensics kit (+2 to investigate)

Multi tool

Mini tracker

Concealable microphone

Lock release gun

Night vision goggles

Video Camera

Powers: 32pp

Inherent Luck (Container 8 (passive, Fl: Uncontrolled)) [32]

Probability control 5 (luck)[20]

Enhanced Trait (Attack) 3 [6]

Enhanced Trait (Defence) 4 [8]

Luck Control 2 (negate GM fiat, force someone to re-roll and take worse result [6]

Drawbacks: -1 PP

Poor

DC Block:

ATTACKS: SAVE DC: DAMAGE TYPE:

(Name of Attack) (Save DC/Type) (Type of Damage:Bruise/Injury, or other)

Blast 4 --- 14/Toughness --- injure

Costs: Abilities (16) + Combat (4) + Saves (6) + Skills (18) + Feats (15) + Powers (32) - Drawbacks (-1) = Total Cost 90

I always imagined his powers being innate and thus not determined or controled by him... but would a GM ever negate his own fiat?

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I always imagined his powers being innate and thus not determined or controled by him... but would a GM ever negate his own fiat?

You're talking about the Uncontrolled flaw on the powers. Innate has nothing to do with your own control, it simply prevents others from doing anything to the power (such as power control or nullify for instance).

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ou're talking about the Uncontrolled flaw on the powers. Innate has nothing to do with your own control, it simply prevents others from doing anything to the power

True. I am talking about the uncontrolled flaw. My idea here is that Dashel is simple lucky to the nth degree. He dosn't controll it, it just happens. But my fear is that by making all my powers uncontrolled I'm asking too much from the GMs on the forums. I've never been apart of a PbP before so I'm sort of making this up as I go along.

In short:

I'm not entirely sure what you're asking.

Is making my powers uncontroled asking too much from the GMs and will it have the effect I am trying to acheve (haveing superhumanly good luck)? :|

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are the luck powers something the character has no conscious control over, or something the player has little conscious control over?

If you (the player) have control, but the character doesn't, that's probably just a descriptor for the powers.

Thats very philisophical. Arn't I the player suposed to be] the character within the game world? Where are the divisions between me and the character? does me having control when the character does not constitute a subcontious controll within the character?

But in all honesty I'm gonna have to give this some serious thought and decide what I want to do...

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Thats very philisophical. Arn't I the player suposed to be the character within the game world? Where are the divisions between me and the character? does me having control when the character does not constitute a subcontious controll within the character?

But in all honesty I'm gonna have to give this some serious thought and decide what I want to do...

To use some more directly relevant examples: you, the player (like an actor in an improv troupe), control your character. The character is in a bad situation, so you, the player, decide to have him use his Luck Control to help him out. From your PoV, this is a wholly conscious thing you have done, and it always will be.

But for your character, it gets a bit trickier. Whether he consciously & willingly activates his powers, or they just go off "when needed" without any input from him, or they go off "when they're needed" and also when he wills them to, is largely a flavor/descriptor thing. What matters is that they go off when you, the player, want them to.

And that's the thing about powers in M&M, or any point-buy system: they're built to represent what they actually, objectively do, not the way your character believes or thinks they do. And they will always work when the player wants them to, barring a) some effect in place that hinders them, like Nullification, B) some form of GM Fiat (the director of the improv troupe stepping in), or c) taking the Uncontrolled flaw on the power.

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