MASTER
OF CHANCE
    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.”
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.
                                                     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.