Post by frobones on Aug 23, 2010 2:15:34 GMT -8
Ok, here's my basic story pitch to get the concept accepted.
He would be a gymnast performing at the Circus Circus in Las Vegas. He's has been struggling with a gambling problem and has severely gone into debt. Out of his luck but still needing to satisfy his gambling addition he turns to the Mafia/Mob/(insert Freedom City Crime ring) for loans, etc. In the end, things don't work out well for him. As things like these usually develop into, our hero finds himself with his feet entrenched in a cement block being thrown into Lake Tahoe. Some yet to be determined source in the water as he is sinking affects his genetic make up and grants him his powers. His primary powers are Super Speed and Probability Alteration. As he hits the bottom, the cement blocks happens to fall at the right angle and velocity onto a rock imbedded in the lake floor, cracking it to pieces. Our hero is allowed to escape, all thanks to his new found probability alteration powers.
With his new abilites, given a sufficient amount of time to understand them, takes to the Casino floors to make some extra cash by "gambling". However, he is still on bad terms with the Mafia. When and how he ends up being a super hero will be left for another time.
Luck: This "Container" has all of his powers that grant him effects that can derive from probability alteration. Stuff like Enhanced Dexterity and Attack, Evasion, Precise Shot, Elusive Target, Uncanny Dodge, Dodge Focus, and Defensive Roll increases his probability of evading threats and landing shots. He definitely has the Luck feat as he will need the Hero Points to fuel his probability alteration. The Ultimate Saves allows him to use hero points to apply a 20 to a saving throw, again this is an alteration of probability. The Enhanced Saves and Skill are more probability alteration. Beginner's Luck and Seize Initiative are fuel for Hero Points. Last but not least, Die hard allows me to auto save my Con save when I'm dying, more probability alteration.
Luck Control: This allows me to spend a hero point on all my teammate's within 100 feet. Or I can cause a reroll of a d20 on all villians within that range and take the worse of the two results.
Concealment: This is a neat one. It's concealment without the concealment. Although I retain the miss chance of partial concealment, I am still normally visible. I took this power to simulate more probability alteration of having attacks miss me more often.
Immunity: A simple one, probability is in my favor to never get critically hit.
Probability Manipulation array:
This is my offensive power set.
Speed, Quickness and Super Movement are just normal speedster stuff.
Finally, his drawback. His probability altering powers are subconsciously employed and is linked to the nature of his mind. In order for him to change probability, he needs to believe there is a probable chance of winning. His subconscious then employs his powers to increase these preconceived probabilities highly in his favor. If he falls into despair (Emotion Control or some sort of GM fiat or plot development), that means he's lost all hope. He believes that his chances of succeeding are 0.000%, leaving no room for his probability alteration powers to increase his chances of succeeding.
Well, that's my hero. I hope he is satisfactory. I had a fun time building him and I really look forward to RP random probability events at the table. He is essentially Longshot + Quicksilver with a twist here and there.
He would be a gymnast performing at the Circus Circus in Las Vegas. He's has been struggling with a gambling problem and has severely gone into debt. Out of his luck but still needing to satisfy his gambling addition he turns to the Mafia/Mob/(insert Freedom City Crime ring) for loans, etc. In the end, things don't work out well for him. As things like these usually develop into, our hero finds himself with his feet entrenched in a cement block being thrown into Lake Tahoe. Some yet to be determined source in the water as he is sinking affects his genetic make up and grants him his powers. His primary powers are Super Speed and Probability Alteration. As he hits the bottom, the cement blocks happens to fall at the right angle and velocity onto a rock imbedded in the lake floor, cracking it to pieces. Our hero is allowed to escape, all thanks to his new found probability alteration powers.
With his new abilites, given a sufficient amount of time to understand them, takes to the Casino floors to make some extra cash by "gambling". However, he is still on bad terms with the Mafia. When and how he ends up being a super hero will be left for another time.
Luck: This "Container" has all of his powers that grant him effects that can derive from probability alteration. Stuff like Enhanced Dexterity and Attack, Evasion, Precise Shot, Elusive Target, Uncanny Dodge, Dodge Focus, and Defensive Roll increases his probability of evading threats and landing shots. He definitely has the Luck feat as he will need the Hero Points to fuel his probability alteration. The Ultimate Saves allows him to use hero points to apply a 20 to a saving throw, again this is an alteration of probability. The Enhanced Saves and Skill are more probability alteration. Beginner's Luck and Seize Initiative are fuel for Hero Points. Last but not least, Die hard allows me to auto save my Con save when I'm dying, more probability alteration.
Luck Control: This allows me to spend a hero point on all my teammate's within 100 feet. Or I can cause a reroll of a d20 on all villians within that range and take the worse of the two results.
Concealment: This is a neat one. It's concealment without the concealment. Although I retain the miss chance of partial concealment, I am still normally visible. I took this power to simulate more probability alteration of having attacks miss me more often.
Immunity: A simple one, probability is in my favor to never get critically hit.
Probability Manipulation array:
This is my offensive power set.
- Strike 8 is my base power that is just me throwing small hand held objects (usually dice) with blazing speeds (due to my super speed) and phenomenal accuracy (due to probability alteration). The combined effect allows me to launch a high velocity object at a critical point on the target. Probability alteration also comes into play to explain the improved critical range and the fact that he can ricochet the objects perfectly off other surfaces.
- Strike 5 AP is just an Area Burst subset of the base power with the Selective Feat thanks to probability alteration.
- Blast 7 is my most favorite attack, it's me altering probability to make high improbable things befall on my opponent. The fact that its indirect and perception range is that the environment is virtually attacking the villain. Say he's in the middle of the road, a 18 wheeler happens run him over. A villain in a suit of armor may have an electric feedback shock him. Say we're fighting in a construction yard, maybe a suspended steel beam snaps loose and falls onto him. The RP fun and possibilities are endless!
- Create Object is a bit of a wild card, I want to do something with it but I'm not entirely sure yet.
Speed, Quickness and Super Movement are just normal speedster stuff.
Finally, his drawback. His probability altering powers are subconsciously employed and is linked to the nature of his mind. In order for him to change probability, he needs to believe there is a probable chance of winning. His subconscious then employs his powers to increase these preconceived probabilities highly in his favor. If he falls into despair (Emotion Control or some sort of GM fiat or plot development), that means he's lost all hope. He believes that his chances of succeeding are 0.000%, leaving no room for his probability alteration powers to increase his chances of succeeding.
Well, that's my hero. I hope he is satisfactory. I had a fun time building him and I really look forward to RP random probability events at the table. He is essentially Longshot + Quicksilver with a twist here and there.