ACE OF DIAMONDSNAME : Alex "Seafoam" Roscommon PLAYER : Allan Created by Allan 15 STR 5 17- 450 lbs.; 3d6 20 DEX 21 13- OCV:7 / DCV:7 15 CON 10 12- 12 BODY 4 11- 18 INT 8 13- PER roll: 13- 11 EGO 2 11- ECV:4 15 PRE 5 12- PRE attack: 3d6 16 COM 3 12- 3 PD 0 tPD:26/16 rPD:23/13 3 ED 0 tED:26/16 rED:23/13 4 SPD 13 3,6,9,12 |
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6 REC 0 30 END 0 28 STUN 0 16" RUN 0 2" SWIM 0 3" LEAP 0 Characteristics Cost: 71 |
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15 Luck Powers Elemental Control: 30-point Powers 15 a) Glancing Blow: Physical Damage Reduction, Resistant, 50% 15 b) Glancing Blow: Energy Damage Reduction, Resistant, 50% 15 c) Glancing Blow: Armor 10 PD/10 ED 15 d) Luck 6d6 17 e) Too Lucky to be Surprised: Danger Sense 18-, Function as a Sense, Sensitivity: any danger 6 Lucky as well as agile: +3 DEX; No Figured Characteristics(-½) 3 See Luck Auras: Detect Sense Luck, (both good and bad) 13- 60 Concious Luck Variable Power Pool: 60 pts. 34 Concious Luck Control Cost: No Skill Roll Required(+1); Limited Class Of Powers Available: Luck Powers(-½), Can't effect his body (shrink, grow, teleport, multiform, etc) without appropriate technology(-¼) Powers Cost: 195 Diamond Suit, all slots: OIF(-½) The suit looks like a dark red uniform from a Sci-Fi movie. It has nine diamonds, in a diamond pattern, on the left side of the chest. 6 Body Suit: Armor 3 PD/3 ED; OIF Durable(-½) 4 Static Adhesive Gloves and Boots: Clinging (normal STR); Lockout(-½), 1 Costs END to Activate(-¼) (uses END Reserve using this and another field tends to run down the suit's power) 7 Suit Power Reserves: Endurance Reserve 24 END, 8 REC 14 Diamond Field Generation Multipower: 25-point reserve; OIF(-½), Gestures: Adjust field using touchpad on leftside of chest(-¼) All the field form out of a matrix of diamond shape tiles of energy 1 u Chameleon Field: Invisibility: Sight, Hearing Groups (END Reserve) 2 1 u Illusion Field : Shape Shift - Sight, Hearing Groups; Variety of Shapes: limited group of shapes - any humanoid (END Reserve) 2 1 u Protective Field (Azure): Force Field 10 PD/10 ED/5 Power Defense 2 (END Reserve) 1 u Anti-gravity Field (Amber): Flight 10" (x4 Noncombat) (Personal END) 2 2 m Low-fiction 'skate' Field (Emerald): Running +10"x4 NCM (END Reserve) 2 2 Light Amplifier Sunglasses: Nightvision; OAF(-1) 1 Sunglasses: 3 Flash Defense vs Sight Group; OAF(-1) Equipment Cost: 40 Commando Fighting 3 Basic Strike: +1 OCV, +0 DCV, +4d6 Strike (+10d6 w/Luck) 5 Offensive Strike -2 OCV, +1 DCV, +6d6 Strike (+12d6 w/Luck) 4 Choke Hold -2 OCV, +0 DCV, Grab One Limb; 3d6 NND (6d6 w/Luck) 4 Killing Strike -2 OCV, +0 DCV, HKA 1d6 (2d6K w/Luck) 4 Martial Dodge -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 8 +2 HTH Damage Classes from Skill 24 +6 HTH Damage Classes from Luck Martial Arts Cost: 52 3 Acrobatics 13- 3 Climbing 13- 1 Computer Programming 8- 1 Mechanics 8- 1 Electronics 8- 3 Stealth 13- 3 Streetwise 12- 3 Security Systems 13- 3 Gambling: Dice Games, Poker 13- 5 TF: Jetskis, SCUBA, Small Planes, Small Wind-Powered Boats, Surfing 3 High Society 12- 0 Language: English: idiomatic (Native) 0 PS: Gambler 11-, PRE based 3 Scholar 0 a) 1) AK: Home Town 8- 0 b) 2) KS: Single person sports 11- 1 c) 3) KS: Laws and legal System 11- 1 d) 4) KS: Expensive Things 11- (esp. Fine Food and Cars) 1 e) 5) KS: Drugs, legal & illegal 11- Skills Cost: 35 5 Money (Well Off) Perks Cost: 5 20 Universal Contact 11- Talents Cost: 20 Total Cost: 418 Base Points: 300 15 Dependent NPC: Friend of the Moment, Normal, 8-, Unaware of character's adventuring career/Secret ID 10 Distinctive Features: Bright Red Hair, Concealable, Detectable By Commonly-Used Senses, Noticed and Recognizable 5 Distinctive Features: Tattoo on Left Shoulder of 6 of Hearts, Easily Concealed, Noticed & Recognizable, Detectable By Commonly-Used Senses 10 Hunted: Whoever made the suit, (As Pow, 8-, Harshly Punish 10 Hunted: Black Jack, As Powerful, 8-, Harshly Punish 15 Psychological Limitation: Curious, Common, Strong 15 Psychological Limitation: Addictive Personality (ego roll to resist repeating anything pleasurable, Common, Strong 10 Psychological Limitation: Protects Human/Intelligent Life, Common, Moderate essentially a Weak Code vs Killing 15 Social Limitation: Secret Identity - Alex Roscommon, (Frequently, Major 10 Susceptibility: Touching Someone with Unluck, Uncommon, 2d6, Instant 15 Vulnerability: 1 ½ x STUN from NND Attacks, Very Common Disadvantage Points: 130 Experience Spent: -12 Experience Total: 0 Total Points: 418 Sample powers from pool 60 It's not as bad as it looked: Healing BODY 6d6 (max. Healed: 36 Pts. (18 BODY) (60 Active Pts.) this also works on machines, like car engines 48 Lucky Shot: RKA 2d6, Armor Piercing(+½), One Hex Area Of Effect(+½), Accurate(+0) (60 Active Pts.); Physical Manifestation(-¼) 25 Guess at the Future: Clairsentience (Hearing Group; Normal Hearing, Precognition), Costs END Only To Activate (+¼) (56 Active Pts.); Vague and Unclear(-½), Concentration, Must Concentrate throughout use of Constant Power(½ DCV; -½), Extra Time to Activate: Full Phase(-¼) Also allows guessing at current nearby events 60 Hit in Just the Right Spot: Find Weakness 17-(All Attacks) (60 Pts.) 60 Zone of Bad Luck: Change Environment 4" radius (+1 Point of Telekinetic STR, +2 Points of Damage, -1 PER Roll vs Hearing Group, -2 PER Roll vs Normal Hearing, Multiple Combat Effects), Personal Immunity(+¼), Costs END Only To Activate(+¼) (60 Active Pts.) Things fall over, and catch fire, people fail to notice things and attacks miss 60 Default Defensive Luck: +12 with DCV (60 Active Pts.) 60 Things tend to go my Way: +6 Overall (60 Active Pts.) 60 Things will go Your Way: +4 Overall, Usable Simultaneously(+½) (60 Pts.) 51 Bless with Money: Aid 1d6 (max. Aided Points: 10): Wealth, Delayed Return Rate (points return at the rate of 5 per Century; +3¼) (51 Active Pts.) 58 Bless with Luck: Aid 1d6 (max. Aided Points: 25): Luck, Delayed Return Rate (points return at the rate of 5 per Month; +2) (58 Active Pts.)
The Ace of Diamonds was created, designed and played by Allan.
© Copyright 2007, 2008 - Allan, Kenneth G. Hallaron