Cost |
Power |
END |
90 |
Better Lucky Than Good:
Luck 18d6
Notes:
Roll Luck For Session; Total points can be applied to add or subtract from any of the character's dice Rolls to gain a better result.
|
0 |
27 |
Lucky Reserve:
Endurance Reserve (180 END, 9 REC) (27 Active Points)
|
0 |
122 |
Multipower, 90-point reserve, all slots Variable Special Effects (Luck Effects; +1/4), Invisible Power Effects, Source Only (Fully Invisible; +1/2), Affects Physical World (+2); all slots Side Effects, Side Effect occurs automatically whenever Power is used (Each Use Expends 1 pt of Luck Roll For Session; -1/2), Concentration (0 DCV; -1/2), Extra Time (Full Phase, -1/2), Restrainable (Rival Probability Fields Only; Unluck Fields; -1/4)
|
|
3u |
1)
Bad Freak:
Dispel Altered Human Powers 24d6, any Misc Super power one at a time (+1/4) (uses END Reserve)
|
9 |
3u |
2)
Bad Mutie:
Dispel Mutant Powers 24d6, any Mutant power one at a time (+1/4) (uses END Reserve)
|
9 |
3u |
3)
Bad Techie:
Dispel Technological Object 24d6, any Technological/Device power one at a time (+1/4) (uses END Reserve)
|
9 |
3u |
4)
Bad Wizzo:
Dispel Magic Effects 24d6, any Magic power one at a time (+1/4) (uses END Reserve)
|
9 |
3u |
5)
Left Feet and Bad Breaks:
Drain DEX 6d6 (standard effect: 18 points), Delayed Return Rate (points return at the rate of 5 per 5 Minutes; +1/2) (90 Active Points) (uses END Reserve)
|
9 |
3u |
6)
Luck Works In Mysterious Ways:
Telekinesis (33 STR), Fine Manipulation, Affects Desolidified Any form of Desolidification (+1/2) (89 Active Points); Subtle Probability Effects Only (-1/2) (uses END Reserve)
|
9 |
3u |
7)
Lucky Aegis:
Force Wall (14 PD/14 ED; 2" long and 1" tall), Hardened (+1/4) (90 Active Points) (uses END Reserve)
|
9 |
3u |
8)
Lucky Break:
Drain DEF 9d6 (standard effect: 27 points) (90 Active Points) (uses END Reserve)
Notes:
-9 DEF
|
9 |
1u |
9)
Lucky Fall:
Flight 20", Usable Simultaneously (up to 2 people at once; +1/2) (60 Active Points); Only Usable On Blackjack (-1), Only To Prevent Falling Damage (-1) (uses END Reserve)
|
6 |
3u |
10)
Misfortune Upon Thee:
EB 12d6 (vs. Combat Luck, Luck Power, Luck SFX), No Normal Defense (Combat Luck, Luck Power, Luck SFX; +1/2) (90 Active Points) (uses END Reserve)
|
9 |
3u |
11)
Probability Field:
Change Environment 32" radius, -1 DCV, -1 OCV, Long-Lasting 20 Minutes, Multiple Combat Effects, Selective Target (+1/2), Reduced Endurance (0 END; +1/2) (90 Active Points)
|
0 |
2u |
12)
Share The Luck:
Major Transform 6d6 (Person To Person With 1d6 Luck, 1 month) (90 Active Points); Limited Target (Humans; -1/2), No Range (-1/2) (uses END Reserve)
Notes:
Not usable on Blackjack or other Luck Forms
|
9 |
3u |
13)
Slip, Trip, and Fall:
Change Environment 1" radius, -6 to DEX Rolls, Long-Lasting 1 Hour, 1 hex Accurate (+0), Reduced Endurance (0 END; +1/2), Ranged (+1/2), Usable As Attack (Defense is Luck, Probability Manipulation, DEX 31+; +1) (90 Active Points)
|
0 |
45 |
Elemental Control, 90-point powers
|
|
24 |
1)
Blackjack Tether:
(Total: 121 Active Cost, 39 Real Cost) Clinging (85 STR), Inherent (+1/4), Persistent (+1/2) (66 Active Points); Limited Body Part (Extra Limb; -1), Only To Cling To Blackjack (-1), Cannot Resist Knockback (-1/4) (Real Cost: 20)
plus Stretching 4", Does Not Cross Intervening Space (+1/4), Inherent (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (50 Active Points); Only To Cling To Blackjack (-1), Cannot Do Damage (-1/2), no Noncombat Stretching (-1/4), Limited Body Parts (Extra Limb; -1/4) (Real Cost: 17)
plus Extra Limb (1) (5 Active Points); One Limb (-1 1/2) (Real Cost: 2)
|
0 |
58 |
2)
Doesnt Exist:
Invisibility to Sight, Hearing, Mental, Radio, Smell/Taste and Touch Groups, Combat Sense, Detect and Spatial Awareness , No Fringe, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (132 Active Points); Always On (-1/2)
|
0 |
30 |
3)
Lucky Avoidance:
Desolidification (affected by Probability Manipulation), Inherent (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (90 Active Points); Cannot Pass Through Solid Objects (-1/2)
|
0 |
19 |
Probability Movement:
Flight 8", Reduced Endurance (0 END; +1/2) (24 Active Points); no Noncombat movement (-1/4)
|
0 |
20 |
Lucky Agility:
+10 DEX (30 Active Points); No Figured Characteristics (-1/2)
|
|
6 |
Lucky I Noticed:
+2 PER with all Sense Groups
|
0 |
3 |
Lucky Intuition:
Mind Link , Blackjack, Psychic Bond (10 Active Points); Only With Others Who Have Mind Link (-1), Only To Communicate PER Roll Results (-1), Does Not Provide Mental Awareness (-1/4)
|
0 |
4 |
Lucky Intuition:
Mind Link , Other Luck Form, Psychic Bond (10 Active Points); Only With Others Who Have Mind Link (-1), Does Not Provide Mental Awareness (-1/4)
|
0 |
16 |
Lucky Nonexistance:
Mental Defense (20 points total)
|
0 |
20 |
Lucky Nonexistance:
Power Defense (20 points)
|
0 |
45 |
Lucky Nonexistance:
Life Support (Eating: Character does not eat; Immunity All terrestrial diseases and biowarfare agents; Immunity: All terrestrial poisons and chemical warfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character does not sleep)
|
0 |
565 |
Total Powers Cost |