The Luckiest Man Alive!


Team d10, Buddy d8, Solo d6

Distinctions: Dreamy, Luckiest Man Alive, Naïve Hero

Bio-Engineered Combatant: Enhanced Durability d8, Enhanced Stamina d8, Psychic Senses (Psychometry) d6, Speed d6, Superhuman Reflexes d10, Weapon d6
SFX – Fast Healing. When attempting to recover from physical stress or trauma during a Transition Scene, step up or double your highest die.
SFX – Throwing Wedges. Add a d6 and step-up the effect die +1 when using the Weapon power as throwing knives.
Limit – Hollow Bones. Earn 1 PP to step up physical stress inflicted by bludgeoning attacks by +1.

Probability Manipulation: Enemy Mishap (Blast) d6, Luck Mastery d10
SFX – Near Miss. Spend 1 PP to ignore physical stress or physical trauma unless caused by area attacks.
SFX – Lucky Break. Spend 1 PP to allow an ally to reroll a dice pool including the Team Affiliation.
SFX – Second Chance. Spend 1 PP to reroll when using any Probability Manipulation power.
Limit – Fickle Lady Luck. Change any Probability Manipulation power into a complication and gain 1 PP. Activate an opportunity or remove the complication to recover the power.

Specialties: Acrobatic Master d10, Combat Expert d8

Innocent Charm
1 XP when you interact with another hero in a way that could be flirting.
3 XP when you rescue your chosen hero from harm or suffer harm in their place.
10 XP when you realize that your behavior could be seen as a sign of attraction and either commit to a relationship with your chosen hero or abandon them and explain that you just want to be friends.

Doomed Messiah
1 XP when you first inflict stress on a servant of Mojo.
3 XP when a servant of Mojo inflicts trauma on your or one of your allies.
10 XP when you choose to abandon your current team and return to Mojoworld, or when Mojo’s plan is thwarted and you choose to remain on Earth rather than strike while he is vulnerable.



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