CHANCE MORGAN
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Character Name: Chance Morgan
Alternate Identities:
Player Name:
 
 
CHARACTERISTICS
Val Char Base Points Total Roll Notes
15 STR 10 5 15 12- HTH Damage 3d6 END [3]
20 DEX 10 30 20 13- OCV 7 DCV 7
15 CON 10 10 15 12-  
10 BODY 10 0 10 11-  
10 INT 10 0 10 11- PER Roll 14-
10 EGO 10 0 10 11- ECV: 3
10 PRE 10 0 10 11- PRE Attack: 2d6
10 COM 10 0 10 11-  
             
             
5 PD 3 2 5/11   5/11 PD (0/6 rPD)
3 ED 3 0 3/9   3/9 ED (0/6 rED)
4 SPD 3.0 10 4   Phases: 3, 6, 9, 12
6 REC 6 0 6    
30 END 30 0 30    
26 STUN 26 0 26    
6" Running 6 0 11"    
2" Swimming 2 0 2"    
3" Leaping 3 0 3" 57 Total Characteristics Points
CHARACTER IMAGE
 
EXPERIENCE POINTS
Total earned: 1
Spent: 1
Unspent: 0
Base Points: 75
Disad Points: 75
Total Points: 151
MOVEMENT
Type Total
Run (6) 11"
Swim (2) 2"
H. Leap (3") 3"
V. Leap (2") 6 1/2"
DEFENSES
Type Amount
Physical Defense 5/11
Res. Phys. Defense 0/6
Energy Defense 3/9
Res. Energy Defense 0/6
Mental Defense 0
Power Defense 0
 
COMBAT INFORMATION
OCV: 7 DCV: 7
 
Combat Skill Levels: +3 with THE WAY (Martial Arts) , +2 Overall (20 Active Points); Costs END Costs END Every Phase (-1/2) , +2 with DCV (10 Active Points); Costs END Costs END Every Phase (-1/2)
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Block 1/2 +0 +0 Block, abort
Brace 0 +2 1/2 +2 vs. Range Mod.
Disarm 1/2 -2 +0 Can disarm
Dodge 1/2 -- +3 Abort, vs. all attacks
Grab 1/2 -1 -2 Grab two limbs
Grab By 1/2 -3 -4 Move and Grab
Haymaker 1/2* +0 -5 +4 DC attack damage
Move By 1/2 -2 -2 STR/2 + v/5
Move Through 1/2 -v/5 -3 STR + v/3
Set 1 +1 +0 Ranged Attacks only
Strike 1/2 +0 +0 STR or weapon
Martial Strike 1/2 +0 +2 7d6 Strike
Counterstrike 1/2 +2 +2 7d6 Strike, Must Follow Block
Takedown 1/2 +1 +1 5d6 Strike; Target Falls
Martial Throw 1/2 +0 +1 5d6 +v/5, Target Falls
Martial Block 1/2 +2 +2 Block, Abort
Takeaway 1/2 +0 +0 Grab Weapon, 35 STR to take weapon away
COMBAT MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10
Targeting shot OCV Hit Location
Head shot (Head to Shoulders) -4 1d6+3
High shot (Head to Vitals) -2 2d6+1
Body shot (Hands to Legs) -1 2d6+4
Low shot (Shoulders to Feet) -2 2d6+7
Leg shot (Vitals to Feet) -4 1d6+12


 

Character Name: Chance Morgan
Alternate Identities:
Player Name:
 
 
SKILLS
Cost  Name
3 Acrobatics 13-
3 Breakfall 13-
3 Climbing 13-
2 Concealment (3 Active Points); Only for his Sword (-1/2) 11-
3 Trading 11-
9 +3 with THE WAY (Martial Arts)
4 WF: Common Martial Arts Melee Weapons, Common Melee Weapons
  Everyman's Skills
0
1) Acting 8-
0
2) AK: Home World 8-
0
3) Conversation 8-
0
4) Deduction 8-
0
5) Language (basic conversation; literate) (2 Active Points)
0
6) Paramedics 8-
0
7) Persuasion 8-
0
8) PS: Trader 8-
0
9) TF: Grav Vehicles/Hovercraft
0
10) WF: Clubs, Fist-Loads, Thrown Rocks, Unarmed Combat
27 Total Skills Cost
TALENTS
Cost  Name
12 Combat Luck (6 PD/6 ED)
2 Lightning Reflexes: +1 DEX to act first with All Actions
14 Total Talents Cost
 
POWERS
Cost  Power END
11 The Way: Multipower, 20-point reserve, all slots: (20 Active Points); Only one ability can be active at a time (-1/2), Extra Time Delayed Phase (-1/4)  
1u
1) Way of the Safe Fall: Leaping +10" (3" forward, 6 1/2" upward) (10 Active Points); Downward Movement Only (-1)
1
1u
2) Way of Land: +5" Running (11" total) (10 Active Points)
1
1u
3) Superior Climbing: Clinging (normal STR) (10 Active Points); RSR (-1/2), Costs END Costs END Every Phase (-1/2)
1
1u
4) Way of Concentration: +2 Overall (20 Active Points); Costs END Costs END Every Phase (-1/2)
2
1u
5) Way of Focus: +3 PER with all Sense Groups (9 Active Points); Costs END Costs END Every Phase (-1/2)
1
1u
6) Way of the Strong: (Total: 20 Active Cost, 12 Real Cost) Stregth: Succor 2d6 (standard effect: 6 points) (Real Cost: 10) plus PD: Succor 2d6 (standard effect: 6 points) (Real Cost: 10)
2
1u
7) Way of the swift: (Total: 20 Active Cost, 12 Real Cost) Dex: Succor 2d6 (standard effect: 6 points) (Real Cost: 10) plus Spd: Succor 2d6 (standard effect: 6 points) (Real Cost: 10)
2
1u
8) Way of Avoidance: +2 with DCV (10 Active Points); Costs END Costs END Every Phase (-1/2)
1
1u
9) Way of Inner Healing: Healing 1 BODY (10 Active Points); Extra Time (Regeneration-Only) 1 Hour (Character May Take No Other Actions; -2 1/2), Self Only (-1/2)
1
1u
10) Way of the alert: Detect A Single Thing: Someone focusing on self 13- (Unusual Group), Increased Arc Of Perception (360 Degrees), Targeting Sense (20 Active Points)
 
21 Total Powers Cost
MARTIAL ARTS MANEUVERS
Cost  Maneuver
4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 7d6 Strike
4 Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, 7d6 Strike, Must Follow Block
3 Takedown: 1/2 Phase, +1 OCV, +1 DCV, 5d6 Strike; Target Falls
3 Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 5d6 +v/5, Target Falls
4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
5 Takeaway: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, 35 STR to take weapon away
8 +2 HTH Damage Class(es)
1 Weapon Element: Blades, Default Empty Hand
32 Total Martial Arts Cost


 

Character Name: Chance Morgan
Alternate Identities:
Player Name:
 
 
DISADVANTAGES
Cost  Disadvantage
0 Normal Characteristic Maxima
5 DF: The force is growing with this one (Not Concealable; Noticed and Recognizable; Detectable Only By Unusual Senses)
10 Enraged: Defencless people harmed (Uncommon), go 8-, recover 11-
10 Hunted: Street Gangs 8- (As Pow; Harshly Punish)
10 Hunted: Local Law 11- (Mo Pow; Watching)
20 Psych. Lim.: Knightly Code (Very Common; Strong)
15 Psych. Lim.: Thrill Seeker/Adrenaline Junkie (Common; Strong)
5 Reputation: Local Hero 8-
75 Total Disadvantages Cost
APPEARANCE
Hair Color: Brown
Eye Color: Brown
Height: 5' 9"
Weight: 187 lbs
Description:
 
BACKGROUND
There are many powerful corporations and lucrative business both local and imported that make up and some say control Genesia. The Morgan family is not one of them. They did not having the clout, or credits to compete in the normal (for Genesia) business world. Without being able to cut the red tape (bribe), get needed permits (bribe) make sure they get supplies (bribe) and pass inspections (bribe) there was not much the Morgan family could do. And if they wanted to make any sort of life for themselves, the city was not for them.

Morgan's family left the hustle and bustle of the pristine city and made their way to the seemingly neglected urban sprawls located so far from the city that one could not see it with the naked eye. Here the Morgan's started a small business and worked on making a name for them. They were collectors (of junk) and traders (In repaired and old junk).

Jarred and Delia Morgan were a loving couple. They were fair and honest with their customers and had treats for the local children and for their customers. Over the following three years, they were able to earn enough credits to afford decent food, nice shelter, maintain their shop and bring a new life into this world. Enter Sebastian Morgan.

Sebastian was loved by his parents and looked fondly of by the more friendly customers of the Morgan's shop. He would hear tales of the 'treasure hunts' people had when getting items to the Morgan's to trade. The tales of traveler's adventures.

Around this time, Sebastian made the acquaintance of old man Remeek. He was a gentle soul of the community. He was also a survivor of the purge of the Jedi Academy. And he has taken notice of young Sebastian and his luck and physical aptitude. He took it upon himself to train this young child.

Remeek has told the young one tales about the Jedi. But he was cautious and no fool. He left out any and all reference to the Jedi and to The force. He spoke of Knight Errand and of the 'Way' of the Knight.

Since the age of seven, Mister Remeek was a friend of the family and second father to young Sebastian.

As he grew up, it looked like Sebastian would not have the skills as a trader his father had or his mother's way with numbers and book keeping. But little 'Bastian wanted to help his parents, he went on adventures of his own with his sword (flattened pipe) and shield (A protocol robot's rusted upper left back plating) to the local trash yards, scenes of wrecks and other 'sites' to find items for his parents to trade. These were also the times that mister Remeek trained Sebastian on how to use that sword of his and when to use it.

As Sebastian grew up, he had fewer and fewer adventures. The allure of fighting dragons for treasure and searching dungeons for artifacts made way for real life and the true dangers that was Genesia.

This real danger. showed its ugly head a few days after his eighteenth birthday. A bounty hunter has cornered his teacher. By the time Sebastian got there. The bounty hunter quickly and efficiently killed Mister Remeek. Sebastian killed the bounty hunter and found he was working on a standing bounty by the Empire.

Chance, as he now preferred, spent a few weeks of cautious living. He took revenge on his teacher's killer. He was prepared incase somebody wanted revenge on his killing of the bounty hunter. but nothing came of it.

Chance still saw himself as the knight errand his teacher trained him to be, protecting the weak and defending the defenseless. Over the years of his training under Mister Remeek, he has developed a code to live by and the skills to live them.

As chance got older he aided people in deeper and more harmful trouble. This has not made him popular with the shadier denizens of Genesia. So when he aided a visitor to the city from a 'bash and dash' attempt and wad invited to join the rebellion. Chance saw a way to live the code he has made an integral part of his life and to avenge the death of his teacher.

Character created with Hero Designer (version 2.0.27)