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MASTER OF CHANCE
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Masters of Chance are thieves, spies or diplomats who have dedicated themselves to the God of Luck: Mirroze. In order for an individual to be trained as a Mirrozen they must first be accomplished as thief, spy or diplomat. Characters must at least be rank five in one of these skills before they can begin training as a Master of Chance. Mirrozens use magic to alter the outcome of events, so they must have at least 10 MA to use their abilities nor can they be in contact with cold iron. Mirrozens by nature tend to gamble and par take in games of chance and skill. Mirrozens are a secret organization and none know that there is an actual school of training. If someone wants to be trained, they should look for someone lucky and approach them. Their code for membership is “Luck changes everything.”
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Masters of Chance gain the following abilities per rank: +2% to strike, +4% to defense because of training in dodging. Masters of chance have individualized training and may choose one of the following abilities at rank 1, 3, 5, 7, 9 and 10. These abilities may only be chosen once.
Lucky Strike: Mirrozen may expend 1 FT to reroll a missed strike in combat. This may only be done once per pulse.
Close call: Mirrozen may expend 2 FT to dodge a ranged or thrown attack by rolling under 4 X AG.
Second chance: Mirrozen may expend 3 FT to reroll any roll other then a miss in combat. May used for ability rolls, skills or magic resistance.
Lightning Reflexes: Mirrozen expends 3 FT to dodge a hit in melee by rolling under 2 X AG or may block with weapon by rolling under 3 X MD but then the make one less attack the following pulse.
Pressing your luck: By expending 3 FT the Master of Chance may add 10% on to any rolled percentage, a total of 12 FT may be spend for a +40% to succeed.
Cheat Fate: 5% chance per rank of cheating death and remaining alive with 1 EN. If endurance drops below -5 or the death is caused by bleeding this ability will not work. Other abilities may not be used to make a second roll if the first roll to cheat death fails. The ability works automatically if the character possesses it. This ability is not negated by cold iron.
Extra strike with weapon: Mirrozen gains an extra attack with any weapon. This ability is not negated by the presence of cold iron.
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Spells unique to the Master of Chance
Always a Winner Range: Self Duration: 5 minutes +5 per rank Experience Multiple: 200 Base Chance: 30% Resist: None Effects: The Mirrozen is able to alter the outcome of any game of chance to his or her advantage. Fellow players at a given game have a slight percentage to detect something amiss. Other player must roll under PC to detect something “not right” about the current game. While they cannot prove cheating, they may opt to quit. If someone where to view the Master of Chance while under the effect of this spell, they would notice something unusual about the aura, but not precise.
What did you say? Range: 15 feet + 15/Rank Duration: immediate Experience Multiple: 300 Base Chance: 40% Resist: Passive Resistance Effects: The Master of Chance if able to alter the words of a person speaking and make it sound exactly like their voice. The words altered consist of simple sentences, commands or suggestions to others. The Master of Chance simply yawns to cast the spell on a target in range.
Beneficial Coincidence Range: 40 feet + 10/Rank Duration: immediate Experience Multiple: 250 Base Chance: 35% Resist: no resistance Effects: The Master of Chance if able to cause a mishap or disturbance that will gain him or her time or distraction. Players are GM’s are encouraged to work out the details of such an incident. The coincident cannot directly harm another individual, but it could lead to greater problems if unattended. Examples might be a burning log rolling out of the fire, a keg of liquid suddenly popping its plug, horse getting loose and running away from the owner, someone or something distracting suddenly happening in the room.
Have we met before? Range: Speaking distance Duration: immediate Experience Multiple: 200 Base Chance: 30% Resist: Passive Resistance Effects: A Mirrozen may alter the reaction of others by the use of subtle magics. Reaction rolls may be altered by 2% per rank. This ability may be used to gain a favorable or negative reaction from a foe. May not be used after combat has started.
Aura of mishaps Range: Self, 5 radius Duration: 6 pulses +1 per rank Experience Multiple: 350 Base Chance: 20% Resist: Passive resistance Effects: The Master of Chance may cast an aura on him or herself that causes those attacking him to have bad luck. Any miss can lead to the person dropping their weapon unless they roll under 3 X MD. If the Master of Chance executes a special combat move the opponent may only roll under ½ of their success percentage.
Bad Luck Range: 20 feet, +20 per rank Duration: 4 pulses +1 per rank Experience Multiple: 200 Base Chance: 30% Resist: Passive Resistance Effects: A Mirrozen may pass on bad luck to an opponent. -10% to all starting percentages while under the effect of bad luck.
Good Luck Range: 20 feet, +20 per rank Duration: 4 pulses +1 per rank Experience Multiple: 300 Base Chance: 30% Resist: Passive Resistance Effects: A Mirrozen may pass on good luck to an ally. +10% to all starting percentages while under the effect of bad luck.
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