Steal Fortune
Steal fortune [Major] by Iczer
'You know, my pappy always said that it was better to be lucky than smart. pity for you that is.'
The character absorbs the small forces that surround people that cause probabilities to skew in their favor. In essence, he is able to drain their very luck and absorb it into himself.
1) Drain Luck: This ability affects all individuals within 30 feet at all times. The net effect is that his targets within this range transfer good fortune to the character, all the while being robbed of it themselves. In effect everyone in range suffers the following effects:
- Any critical is downgraded to a regular hit (Note that jump kicks remain a 'critical hit'. The damage there comes from skill and power)
- Any percentile dice roll that 'just makes it' (within 3% of a target's skill) is considered a fail.
- Any person partaking in a risk that relies on chance has the odds against him doubled (so a person gambling on a coin toss see's his chance of winning drop to 25%).
- In combat, dice rolls are rounded downwards to the nearest even number, making misfortune much more common.
This effect is subtle and ongoing, continuing even when the character sleeps. Obviously it does not affect himself, or anyone directly aiding him ( a doctor trying to save the character's life is not hampered by this, but if that same doctor were to turn to help a team mate, then the effect returns)
2) Absorb Luck: The character gains fortune by absorbing it form others. The character has a luck pool equal to 6, +1 per level. on any given day, the character has 1d6 points of luck in this pool. He also gains a single point for this pool whenever the effects of drain luck cause someone to fail a skill roll, or a roll in combat, or would have scored a critical. [Example: Fortuna is battling ninjas in the alley behind his diner. The first ninja launches a kick and rolls a 19. this is rounded down to 18, but Fortuna fails to parry. as the kick was successful, he gains nothing. In the shadows, a second ninja fires darts from his blowgun. he rolls a 13, which drops to 12. Beneath Fortuna's AR. as this was unsuccessful, Fortuna gains a point. the last ninja executes a body flip/throw. This critical is downgraded to normal damage, but Fortuna gains a point anyway, despite having to pick himself off the ground.]
3) Spending Luck points: The character's luck pool can be spent in the following manner;
- A luck point can be used to reduce damage taken by 10 per point spent. if a character takes no damage because of this, secondary effects are likewise negated ( a poisoned blade that does no damage fails to deliver any poison).
- A Luck point can be spent to raise a dice result by 3 on a d20, or 12 on percentile dice. this can be used in combat without the cost of an additional action.
- A Luck point can be spent to inflict 3d6 damage to a nearby target (One within 30 feet. the target will be allowed to dodge (15+) or roll with punch/fall impact to negate or avoid this damage.
- A luck point may be spent to halve a character's chance of failure in a circumstance strictly governed by chance.
- A Luck point may invoke a happy or fortunate coincidence. Spending a luck point requires an action, but any amount may be spent on any targets within 30 feet.
[Fortuna finds the ninja boss in a warehouse after the ill fated alley incident. Combat ensues in badly lip synched English. Fortuna decides to really skew the opening round in his favor. As an opening gambit he spends 3 of his luck to inflict 9d6 damage to the ninja. the net effect is defined as a collapsing section of roof, which the ninja sidesteps neatly with a dodge. Seizing his next action, Fortuna dashes forward to deliver a chop to the ninja's neck. Rolling an 11 to the ninja's 14 to parry, Fortuna decides that the ninja's hand is instead caught on his sword belt, spending 2 luck to retroactively raise his to hit roll to 17. The ninja takes a chop to the neck]