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Luck Powers?


WalkingParadox

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"Just Lucky I Guess" Martial Arts.

 

You tripped and fell!:  1/2 Phase, +0 OCV, +1 DCV, 2d6 +v/10, Target Falls cost 3

You Missed!:  1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort cost 4

You dropped your weapon!:  1/2 Phase, -1 OCV, +1 DCV, Disarm; 20 STR to Disarm cost 4

You walked right into that one!:  1/2 Phase, -2 OCV, +1 DCV, 6d6 Strike cost 5

 

 

Check your backstop:  (Total: 87 Active Cost, 35 Real Cost) Reflection (75 Active Points' worth), Trigger (Activating the Trigger is an Action that takes no time, Trigger resets automatically, immediately after it activates, Character does not control activation of personal Trigger; When a ranged attack misses the character; +3/4) (87 Active Points); Limited Power only to hit a target who could reasonably be hit after the character is missed. (-1), Cannot Use Targeting (-1/2) (Real Cost: 35)

When a ranged attack misses the character, check for anyone or anything the same attack might hit that lies in a straight line from the attack's origin point to the lucky character. Whether that target is between the character and the attack origin point or beyond the character but in the same line, the character may redirect the attack at that unfortunate target if they choose. This is in addition to any normal scatter or missed fire rules in effect.

 

Lucius Alexander

 

I'm lucky to have a palindromedary

 

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Wealth:  always wins scratch offs, finds money, etc

 

Floating Contact; Always bumps into the right person to ask in a talkative mood.

 

"Where's an [X] when you- Oh here they are: Summon: Normal, various sorts of useful people (a cop, cab driver, doctor, etc) Friendly

 

Concealment 20- Activates based on Luck "Just happens to pick the right spot."

 

Invisibility to sight, no fringe, One Phase only (long enough to make a full move), Move must begin from and end with character out of sightm No attacks "No one happened to be looking when the character darts across a space to full concealment"

 

Lucky Ricochet: Missile Reflection, any target, NCC, only attack that could possibly bounce or somehow the wrong target. 

 

"Not as bad as it looked" Regeneration/Self Healing: 1d6/1 Body per turn, once per injury only, only when character or someone else checks wound. 

 

 

 

 

 

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Overall skill levels for when you succeed by sheer luck.  You make the perception roll because you just happen to glance up.  You made the knowledge roll because you just ran into someone who mentioned the answer. 

 Danger sense would also be appropriate. The special effect is that you just happen to move when the person is attacking you. 

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