About Chance Burton
-----Description:-----
Chance is a good-looking kid with bright blue eyes and sandy blonde hair. Even at this young age, he has the strong jaw of his father, Jack Burton. He has an easy smile as if he doesn't have a care in the world. Well-worn cowboy boots, jeans and a Harley Davidson t-shirt are his go-to. And like his father, he would not be caught dead wearing anything with sleeves, much to his mother's dismay.
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| Pics: Chance / Maverick | Age: 15 | Height: 5'7" | Weight: 140 |
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-----Abilities(62):-----
| Strength: 2 | Stamina: 4 | Agility: 6 | Dexterity: 6 | Fighting: 0 | Intellect: -1 | Awareness: 10 | Presence: 4 |
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-----Defense(26):-----
| Dodge: 10(4) | Parry: 10(10) | Toughness: 10 | Fortitude: 10(6) | Will: 10 |
• Defensive Roll: 6
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-----Trained Skills(9):-----
| Acrobatics: 8(1)| Athletics: 4(1)| Insight: 12(1) | Perception: 12(1) | Persuasion: 6(1) |
| Ranged Combat(Thrown): 8(1) | Sleight of Hand: 8(1) | Stealth: 8(1) | Vehicles: 8(1) |
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-----Luck(Rank:4)(Subtle:2)(20):-----
• Party Luck: You can spend a hero point or use Luck on another character’s behalf, with the normal benefits.
• Misfortune: You can spend a hero point or use Luck to force someone else to re-roll a die roll and take the worse of the two rolls. The target of this last effect may spend a hero point or use Luck to avoid having to re-roll.
• Charmed Life: You’re largely immune to routine “bad luck”. You never get a flat tire, have to wait in line, or run into delays due to traffic accidents or weather.
• Gambler: You can automatically win at games of chance, unless pitted against an opponent with this Feature (in which case, resolve the game normally).
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• Lucky Shot(1): You can pull off an otherwise “impossible” shot. Your rank in this power determines the maximum effect of the attack: use the lower of the two, if they differ.
---Lucky Shot: Enhanced Extra(Perception Range), Variable Descriptor(Attacks), Ricochet(+1 point), Quirk(Limited to Lower of Attack or Extra’s Rank, –1 point) Quirk(Limited to Ranged Attacks, –1 point)• 1 point per rank
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• Visions of Fortune: You can sense a subject’s future in terms of good and bad luck and probable outcomes: the GM tells you if the subject’s luck is trending good or bad(or remaining largely neutral). A Perception check may be required for more detailed information, and the GM may also grant you spontaneous visions or impressions from time to time. This power is also a good means for receiving inspiration.
---Senses4(Precognition), Limited to Luck Trends • 2 points
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• Perfect Timing(1): You have an uncanny knack for showing up in the right place at the right time, whether it is an opportunity to run into someone you need to speak to or a last-minute save for a friend in need. You can do this a number of times per adventure equal to your rank. Like a number of luck powers, this one relies on some management by the Gamemaster, who decides when it comes into play, although you can offer suggestions and perhaps modify circumstances with a hero point used to further edit the scene. It is up to you and the GM to agree upon a plausible explanation for how you “happen” to show up where and when you do.
---Feature (Edit Scene to appear in it) • 1 point per rank
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• Lucky Escape(2)(1 week): You have an uncanny knack for survival, even in the face of certain death. Any time your character would die, you can return sometime later (determined by your effect rank) so long as you can provide a plausible explanation—no matter how outlandish—of how you survived.
---Lucky Escape: Immortality, Limited to Circumstances of Plausible Survival • 1 point per rank
• Lucky Escape II(5): For some characters, this power not only saves them from death but even from serious injury: What initially looks like an injury turns out to be far less serious. Perhaps it was just a graze, or something in your pocket or environment blocked the attack.
---Lucky Escape II: Healing, Limited to Self, Subtle 2 • 2 points + 1 point per rank
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| Origin: Innate Magic | Source: Chinese Sorcery |
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-----Senses(13):-----
• Vision-Extended(2): -1/1000'
• Vision-Counters Concealment(5): This sense ignores all Concealment effects, regardless of descriptor. Concealed subjects seem slightly “off” to you, enough to know they are concealed to others.
• Vision-Penetrates Concealment(4): This sense is unaffected by concealment from obstacles.
• Darkvision(2): You can see in complete darkness as if it were normal daylight; darkness provides no concealment to your vision.
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-----Movement(4):-----
• Leaping(2): Standing-30'
• Wall-crawling(2): You can climb walls and ceilings at your ground speed and are not vulnerable while climbing.
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-----Advantages(17)-----
• Attractive(2): You are Very Attractive, giving you a +5 circumstance bonus on Deception and Persuasion checks to deceive, seduce, or change the attitude of anyone who finds your looks appealing.. This bonus does not count as part of your regular skill bonus in terms of the series power level, but also does not apply to people or situations which would not be influenced by your appearance.
• Beginners Luck: By spending a hero point, you gain an effective 5 ranks in one skill of your choice you currently have at 4 or fewer ranks, including skills you have no ranks in, even if they can’t be used untrained. These temporary skill ranks last for the duration of the scene and grant you their normal benefits.
• Fearless: You are immune to fear effects of all sorts.
• Inspire (5): Once per scene, by taking a standard action and spending a hero point, allies able to interact with you gain a +5 circumstance bonus on all checks until the start of your next round, with a maximum bonus of +5. You do not gain the bonus. The inspiration bonus ignores power level limits.
• Language: Mandarin
• Luck(5): Once per round, you can choose to re-roll a die roll, like spending a hero point, including adding 10 to re-rolls of 10 or less. You can do this a number of times per game session equal to your Luck rank. Your Luck ranks refresh when your hero points reset at the start of an adventure.
• Teamwork: You’re effective at helping out your friends. When you support a team check you have a +5 circumstance bonus to your check. This bonus also applies to the Aid action and Team Attacks.
• Throwing Mastery: You have a +1 damage bonus with thrown weapons per rank in this advantage. You can also throw normally harmless objects as weapons with a damage bonus equal to your advantage rank and range based on the higher of your advantage rank or Strength.
• Uncanny Dodge: You are not vulnerable when surprised or otherwise caught off-guard.
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-----Complications:-----
Motivation-Thrills: For some the life of a superhero is all about excitement, thrills, danger, and challenge.
Gambling: Cannot pass on a game of chance.
Loyalty: Always help a friend in need.
Ignorance: Unaware of his power.
Enemy: Wing Kong mafia.
Enemy: Ch'ing-ti, god of the East.
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-----Background:-----
Chance is the son of Jack Burton and Gracie Law. He was conceived while Jack was under the influence of a magic potion provided by Egg Shen, who Chance knows as Uncle Egg. Unbeknownst to Chance, this magic was passed on to him in the form of extreme good fortune. He uses it to do a few card tricks and has no idea why he has been invited to Zion High. But his mother insisted that he try and his Uncles Egg and Wang encouraged him, so he is willing to try it out.
Chance doesn't know it, but he is now a central figure in a millennia-old feud between Egg Shen and Ch'ing-ti. Egg is the human avatar of Caishen, a Chinese god of Luck. They have gambled on mortals before and Egg lost the last wager when Lo-Pan turned out not to be worthy. Ch'ing-ti will attempt to sway Chance, in order to prove to Egg that mortals are inherently immoral. Meanwhile, Egg will encourage and guide Chance towards wisdom and hopefully, heroism.
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