Mutants of the Eclipse Part XIX – Stuntmen

   To continue with Mutants in Eclipse, here we have The Stuntman at Class-I and II, for a +1 and +2 ECL modifier. As usual, “mutant powers” are built using Unlimited-Use Use-Activated Innate Enchantments – at an effective base “Cost” of (Spell Level x Casting Level x 2000 GP x Modifiers).

   The Stuntman has one of easiest and most convenient powers ever. He or she is simply lucky. Flagrantly and obnoxiously lucky, Things tend to work out for him or her, and he or she has an extraordinary knack of doing just the right thing at just the right time.

   Perhaps fortunately, at higher power levels, he or she tends to attract wild streaks of BAD luck as well. If it wasn’t for that mitigating factor, the universe’s golden boy would be utterly insufferable.

   A Class-I Stuntman is actually just a Minor Mutant – although he or she will usually rename a few of their abilities…

  • Favorable Circumstances: +1 Competence Bonus to all Saving Throws. (Sidestep, from The Practical Enchanter).
  • Luckily You Missed: Mage Armor, +4 Armor Bonus to AC (1400 GP).
  • I Happen to Be Good at That: +3 Competence Bonus to a skill group (1400 GP).
  • It Turned Out It Wasn’t Too Serious: Fast Healing I – for 18 Rounds – 2/Day, Relieve Illness 1/Day, Relieve Poison 1/Day, and Lesser Restoration 1/Day. From the Hedge Wizardry list on this site and The Practical Enchanter (1400 GP).
  • Just Born That Way: +2 Enhancement Bonus to any one attribute (1400 GP).
  • Isn’t Being Superior A Right?: +2 Enhancement Bonus to any one attribute (1400 GP).
  • You People Can’t Hit The Broad Side Of A Barn Can You?: +24 + 4 x Con Mod HP (8400 GP).
  • It’s A Conspiracy: +4 Competence Bonus to BAB with their primary attack (1400 GP).
  • Unending Self-Confidence: +1 Morale bonus to attacks, checks, damage, and saves.

   Their actual “Minor Mutant: power package looks something like this:

  • Aura of Favor: Provides a +1 Luck Bonus on Attacks and Damage (Spell Level One x Caster Level One x 2000 GP for Unlimited-Use Use-Activated x .7 Personal-Only = 1400 GP).
  • Fortunes Favor: Provides a +2 Luck Bonus on Skill and Attribute Checks (Spell Level One x Caster Level One x 2000 GP for Unlimited-Use Use-Activated x .7 Personal-Only = 1400 GP).
  • Ward of Heaven: Provides a +1 Luck Bonus to AC and Saving Throws (Spell Level One x Caster Level One x 2000 GP for Unlimited-Use Use-Activated x .7 Personal-Only = 1400 GP).
  • Moment of Insight (Several times per day).
  • The Smile of the Fates: The character lives a charmed life. The Smile of the Fates provides some minor coincidental benefit – a parking space opening up, a traffic light conveniently shifting to green when you’re really in a hurry, a cab passing by to pick you up, running into some obliging fellow who gives good directions, a modest distraction, pulling out the correct change at random, being handed an extra pizza, and so on. Where a mechanical effect is relevant – say, when chasing another car – this is worth a +2 Circumstance Bonus on a particular roll. (Spell Level One x Caster Level One x 2000 GP for Unlimited-Use Use-Activated x .7 Personal-Only = 1400 GP).
  • The “Someone Up There Just Likes Me” part of the package includes:
  • True Strike 3/Day: +20 Insight Bonus to Hit (Spell Level One x Caster Level One x 2000 GP for Unlimited-Use Use-Activated x .6 for three uses/day = 1200 GP).
  • True Dodge 3/Day: +20 Insight Bonus to AC for one round (Spell Level One x Caster Level One x 2000 GP for Unlimited-Use Use-Activated x .7 Personal-Only = 1400 GP).
  • True Save 3/Day: +20 Insight Bonus to a single Save (Spell Level One x Caster Level One x 2000 GP for Unlimited-Use Use-Activated x .7 Personal-Only = 1400 GP).
  • True Skill 3/Day: +20 Insight Bonus to a single Skill Check (Spell Level One x Caster Level One x 2000 GP for Unlimited-Use Use-Activated x .7 Personal-Only = 1400 GP).
  • True Initiative 3/Day: +20 Insight Bonus to a single initiative check (Spell Level One x Caster Level One x 2000 GP for Unlimited-Use Use-Activated x .7 Personal-Only = 1400 GP).

   The Class-II Stuntman only adds two abilities – but one of them is very powerful indeed. He or she bends reality. Just a little – but it’s enough. They can get away with some quite bizarre maneuvers.

  • Limited Wish (Spell Level Seven x Caster Level Thirteen x 2000 GP for Unlimited-Use Use-Activated + 300 XP x 100 x 5 GP/XP = 332,000 GP. Fortunately, there are some quite substantial limitations:
    • It can only be used to push past normal limits, to pull off implausible stunts, and to add details to the environment – but the effects must remain reasonably consistent with both the established facts of the setting and with the user’s known abilities. Finding a some overlooked supplies in the remains of an old gas station, some basic tools in a random car trunk, or some useful information in a library is easy. A handy cache of weapons or drugs is less likely, but the game master might let you get away with it. An alien stargate hidden in the sewers probably isn’t going to happen. Having your psychic manage to temporarily hypnotize an unprecedented number of people, your martial artist pull off an astounding acrobatic feat, or your strongman lift a gargantuan weight will work fine. Having your dumb-as-a-brick strongman hack the alien computer and reprogram it on the fly is – once again – not going to happen. That’s really very fairly restrictive, and so is worth x.3. Still, when someone falls off the edge of the roof, this power will let you grab a rope, dive over the edge, catch up and grab the victim, and swing to safety – no matter how much physics objects.
    • There’s always a risk of backlash. The more unlikely the effect you pull off, the more likely it is that the universe will throw unlikely, but unpleasant, coincidences right back at you – and trying to fix them with this power generally will not work; it just makes them worse. That’s essentially a Random Curse, and so is worth x.3.
  • That’s 29,880 GP in total – leaving 2120 GP available for them to purchase another enhancement. In most cases, they’ll want Shield – defined as something random getting in the way of attacks (Level One Spell x Caster Level One x 2000 GP for Unlimited-Use Use-Activated = 2000 GP).

   The Class-I Stuntman isn’t actually very interesting to play. Their powers aren’t very exciting when it comes to a super-battle, but are so convenient that daily life holds little or no challenge for them.

   The Class-II version, however, is a lot more interesting – especially when their power backlashes on them. At that point luck can no longer help them that much, and they’ll just have to figure out a way around their problems. It’s usually best to stick with modest bonuses and coincidences and save the really wild stuff for serious emergencies.

Advertisements

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s

%d bloggers like this: