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


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Posted

I've decided that I don't want the power to be uncontroled, but I do need a flaw for the power. I was wodering if this might work: Side effect (cursed Friends) unbenounced to Dashel thouse arround him actualy experiance bad luck, not on the chance encounter, but only when they know him. Friends of dashel are always jinxed.

I have been realy struggling with this, all the flaws in the book don't seem to match my char concept or would make the power nearly completely useless. I need help! :nono: :cry:

Posted

I believe that would be a Complication, not a Side Effect. The Side Effect flaw means something bad (usually damaging) happens to you when you fail to use a power ('fail' meaning the target successfully resists), or whenever using the power.

  • 2 weeks later...
Posted

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: Unbenounced 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 gambiling. Leaning on his power to make a profit. Unfortunatly his wining streeks arn’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: 18pp

Str: 10 (+0)

Dex: 12 (+1)

Con: 14 (+2)

Int: 18 (+4)

Wis: 14 (+2)

Cha: 12 (+1)

Combat: 4pp

Attack: +5 (+1, +4 w/ pistol)

Grapple: +6

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

Knockback: -2

Initiative: +5

Saves: 10pp

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

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

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

Will: +5 (+2 Wis +3)

Skills: 44r = 11pp

Gather information 9 (+10)

Investigate 11 (+15)

Notice 3 (+5)

Sense Motive 4 (+5)

Bluff 4 (+5)

Diplomacy 4 (+5)

Knowledge (streetwise) 1 (+5)

Sneak 4 (+5)

Slight of hand 4 (+5)

Feats: 20pp

Attack Specialisation (Pistol) 2

Beginners luck

Connected

Contacts

Dodge 4

Jack of All trades

Improved initiative

Luck x3

Well informed

Equipment 5

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, dimunative ,fire prevention system, living space, security system 2(arcane wards, locks and bolts, bottle on the door handle))

Powers: 30pp

“Guess it’s my lucky day†(Container 10(passive;Fl:Permanent,Troubleseeker) [30]

Probability control 10 [40]

Luck Control 3 (negate GM fiat, force someone to re-roll and take worse result, negate someone else’s hero point) [9]

Drawbacks: -3 PP

Poor (+4 starting wealth bonus)

Power loss (When an unlucky thing happens; Cat crosses path, Walks under a ladder, breaks a mirror, etc.; does not work on Troubleseeker)

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 (4) + Saves (10) + Skills (11) + Feats (20) + Powers (30) - Drawbacks (-3) = Total Cost 90

The Street Level Archetypes book suggests that the private eye could have a network of Contacts, so...

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 servived 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 neer 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 thogs went to rough him up, dashel happened to be there at the time and steped 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 crasy ideas and failed inventions. He graduated with a dule degree in chemistry and physics, scoreing 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 alot of credibility with the intellectual crouds 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 repore 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 trys 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 indeared 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 aqbout the supernatural occurances that seem to plague this city, Black has helped him in the past. Dashel has no idea if Black is realy his real name, or where he ranks in STARS.

Sister Clarisse

Sister Clarisse is a nun at Our Lady of Mercy and carred 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 alwas 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 titbit to give in return. She is rarely separated from her loyal cameraman Fred, who actually won a few awards for his photography and fim 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 sence of cleaning up the town. Williams was a member of Dashel’s unit and they never realy got along, compounding the fact that Williams somewhat blames Dashel for the murder of Robert. Nowadays Williams is often given the crapy job of being Durgan’s liason with the FCPD and is generally seen as a suckup, though realy 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 werry of Kat’s beatnick 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 covorsations with “keep it cool, cat.â€Â

Posted

Sorry about not posting for a while, but I'm still getting used to my school schedual and needed to find time to work on my characters.

If you read what I posted before, forget it. What is here now is better. Troubleseeker I imagine being less of a teleport and more of fate interviening, Dashel always happens to be in trouble. Persistant means that nothing can take this flaw away (power is a curse as much as a blessing) The affects others thing I left as strictly a complication. Powerloss does efect the luck ability, but not trouble seeker, it may even make troubleseeker worse.

Posted

The Contacts list is quite nifty.

Stats look good... except for the powers. Let me 'splain:

Powers: 30pp

“Guess it’s my lucky day” (Container 10(passive;Fl:Permanent,Troubleseeker) [30]

Probability control 10 [40]

Luck Control 3 (negate GM fiat, force someone to re-roll and take worse result, negate someone else’s hero point) [9]

First, if you want the Troubleseeker power -- which is essentially an Uncotrolled Teleport -- to be "non take away-able", that'd be the Innate power feat. Permanent doesn't really apply here, since it already is, in effect, Permanent. You also didn't give a rank to the Troubleseeker; rank determines how far you can go.

Permanent also doesn't really apply to Luck Control or Probability Control, since those things being Permanently on doesn't really negatively affect you.

As such, the costs are off. If you want to keep it at 30pp, I would suggest

Powers: 30pp

Container 6 ("Guess It's My Lucky Day", 30pp)

* Enhanced Feat 1 (Luck) [1]

* Luck Control 3 (negate GM fiat, force someone to re-roll and take worse result, negate someone else’s hero point) [9]

* Probability Control 5 [20]

And have the Troubleseeker thing be either a Complication (if it's roughly equally beneficial and baneful; effectively a built-in Plot Device for GMs to shuttle Mason around) or a Drawback (if it's far more a nuisance than anything else).

Posted

Powers: 30pp

Container 6 ("Guess It's My Lucky Day", 30pp)

* Enhanced Feat 1 (Luck) [1]

* Luck Control 3 (negate GM fiat, force someone to re-roll and take worse result, negate someone else’s hero point) [9]

* Probability Control 5 [20]

Thank you for this... very much. I agonised for hours over what I wanted with his luck powers. I didn't want direct control, so no mving objects or jinxing like with Karma or Jinx, but I wanted it to describe how lucky he was and give him some more tools to use. I'd like him to have the ability to have bulets just fly past him and always do well, but I figure it's still early in his career as a super.

I will keep troublefinder as a complication. "Are you always in the wrong place at the wrong time?" "Guess it's your lucky day"

Lastly I envested alot in this character, in your profesional opinion will he do ok on the forums?

Posted

For the "have bullets zip past," that can be done with some simple Enhanced Defense (probably in his "Lucky Day" Container). You may wish to consider leaving his Toughness largely where it is now, and just work on increasing his Defense as far as Defense/Toughness goes. Same goes for his Attack/Damage-Effect, get some Enhanced Attack, maybe some Enhanced Feats (Improved Critical, Stunning Attack, Surprise Attack, etc.) to show how he "just happens" to be be able to hit foes in just the right spot.

How do I think he'll do now? Well, his Attack/Damage-Effect and Defense/Toughness could both be higher for a PL 6 char, but they're close enough to his level that it shouldn't be so big an issue. The Luck and Probability Control will both definitely be helpful to him, so he should be able to handle himself fairly well in a fight. The key thing about him, in my opinion, are his skills & feats, which make him an excellent investigator (better I believe than any other PC here), so there'll definitely be some things he can do few others can. (In fact, there's an investigation going on now he may want to take part in....)

There is just one other thing: his Power Loss drawback. I believe a bit of re-wording is in order:

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.]; minor, moderate; -2pp)

Does that suit you?

If you're happy with him now, I'd ask that you copy & paste this final version into the very first post of the thread.

Posted

one more time... I don't supose being wanted by a casino lord would count as a drawback?

Stats: 20pp

Str: 10 (+0)

Dex: 12 (+1)

Con: 14 (+2)

Int: 18 (+4)

Wis: 14 (+2)

Cha: 12 (+1)

Combat: 0pp

Attack: +6 (+6 w/ pistol)

Grapple: +0

Defence: +5 (+5 other, +1 flat-footed)

Knockback: -2

Initiative: +1

Saves: 0pp

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

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

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

Will: + (+1 Wis +3)

Skills: 40r = 10pp

Gather information 9 (+10)

Investigate 11 (+15)

Notice 3 (+5)

Sense Motive 4 (+5)

Bluff 4 (+5)

Diplomacy 9 (+10)

Feats: 16pp

Attack Specialisation (Pistol) 3

Connected

Contacts

Dodge 5

Well informed

Jack of all trades

Equipment 5

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, dimunative ,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) [45]

Enhanced feats (luck x4, Beginners luck, seize initiative, Ultimate effort X3) [9]

Enhanced traits (Will +3, Fort +3, reflex +2) [10]

Probability control 5 [20]

Luck Control 3 (negate GM fiat, force someone to re-roll and take worse result, negate someone else’s hero point; fl: fade [6]

Drawbacks: -4 PP

Poor (+4 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)

Posted

one more time... I don't supose being wanted by a casino lord would count as a drawback?

Nope, that'd be a complication.

This looks good to me. Please copy & paste this version to the first post of the thread, along with the info on his Contacts.

Approved.

Posted

Dashel has 17 pp of feats, not 16. You also need to note what his Ultimate Efforts are within the Lucky Day container. Finally, as a usage note, you have to choose which part of Luck Control goes away when you use it as part of his Fades flaw there.

Posted

Dashel has 17 pp of feats, not 16.

There were actualy some consistancy mistakes, but should be better now

You also need to note what his Ultimate Efforts are within the Lucky Day container

done

Finally, as a usage note, you have to choose which part of Luck Control goes away when you use it as part of his Fades flaw there.

For ease on my part I changed Fade to Unreliable (use 5 times then need a recharge) on the luck controll ability. "Even my luck run's out eventualy"

Posted

I had thought about that, but I can't allow Unreliable (5 uses) as a flaw. You only have 5 hero points to use, so it would never act as a flaw. Fades does force you to make some decisions about which part of Luck Control you want to keep.

Another option is to take only 2 ranks of Luck Control, and seek to increase it down the road.

  • 4 months later...
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