Norseman Central
Chance 1 (o)

Version 4.0

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Chance (gh)

Fighting: 

Gd

Agility: 

Rm

Strength: 

Gd

Endurance: 

Rm

Reason: 

Rm

Intuition: 

Rm

Psyche: 

Gd

Health: 

80

Karma: 

70

Resources: 

Ex

Popularity: 

-5

Real Name: Nicholas Powell
Occupation:
Mercenary
Legal Status: U.S. citizen with criminal record as Chance
Identity: Secret
Place of Birth: Unknown
Marital Status: Single
Known Relatives: None
Base of Operations: A penthouse in Manhattan
Past Group Affiliations: None
Known Powers:
None
Equipment:
Ankle Jets: He can hover or fly at up to Good airspeed (120 mph).
Wrist Blasters: Golden bracelets contain two weapons systems. A dart gun is mounted on the back of the bracelet and a variable-setting plasma generator is concealed within. The bracelets are designed to fit under normal clothing and appear to be harmless albeit gaudy jewelry.
  • Laser: Remarkable damage at a 4-area range. He can fire 20 such blasts without recharging.
  • Concussive Blast: Remarkable damage in open areas, Incredible damage in confined spaces. Each blast requires a double charge. The maximum range is 1 area. The blast radius is 40’.
  • Acid Darts: glass darts filled with one quarter-ounce of Excellent intensity acid. These have a range of 2 areas and may be fired one per second. There are 30 darts in each bracelet’s ammo clip.
  • Cellular Telephone: A radio telephone is contained in his bracelet and connected to his home computer and answering machine. He can activate it by a verbal code; order it to sort calls, dial numbers, etc.
Cybernetic Helmet: Chance’s helmet contains a variety of sensors and display screens. What appear to be goggles are in fact an opaque frame work for a variety of video screens and instrument displays.
  • Circular vision: Five video cameras feed monitor screens in his faceplate with separate views for ahead, 90 degrees left, 90 degrees right, straight up, and straight back. His only blind spot is directly under his feet.
  • Infrared Vision: Good ability to see thermal emissions or see in the dark.
  • Radar: Good radar gives him the basic location of obstacles up to 10 areas away. This information is displayed on a circular screen on his display panel.
  • Systems Monitoring: Other gauges and lights tell him the status of his ammunition, laser charge, and power level.
  • Protected Vision: While wearing the helmet, he is immune to most light or sight-based attacks, un less such attacks can be conveyed by television.
Power Pack: The backpack contains 20 charges for the wrist blasters and the power supply for his helmet systems and ankle jets. The pack conveys this power into the suit by cables linking the pack and the helmet. If these cables are damaged, Chance suffers an electrical shock that stuns him for 10-100 turns unless he makes a Red Endurance FEAT.
Talents:
He has Remarkable Reason in Gambling and Weapons design. He is skilled in Acrobatics, Marksmanship, and Flying (using his ankle jets).
Contacts:
None
Role-Playing Notes:
Chance is a gambler who will constantly make wagers, even in the middle of combat. He believes life is dull at best, and is only made tolerable by risks. As a mercenary, he will do anything for the right fee: theft, assassination, etc. Despite his work as an assassin, Chance is not a casual killer. He only kills people he is paid to kill.

He may have a criminal record as Chance; his true identity of Nicholas Powell is still a secret. Although his clients are primarily criminal operations, he might work for legitimate organizations if the wager is high enough and there is an acceptable risk of arrest.


History:
Chance was a compulsive gambler who felt that only great risks gave life any thrill. He led a life of increasing danger, progressing from gambling with money to gambling with his life in mercenary adventures. He developed a unique combat suit that enabled him to pursue his new career as the super-mercenary Chance.

One of Chance’s trademarks is that he does not charge for his services but rather bets against his employers. If he can carry out the job, they owe him; if not, he forfeits a similar sum to them. Typical wagers include $5,000 for simple theft, $10,000 for assassination, and $20,000 for a major theft.

Chance entered Spider-Man’s life when the Foreigner hired him to kill Andre, a fence specializing in gems and rare metals. Spider-Man discovered the murder moments after Chance had left the site. Observing the superhero from the shadows, Chance wagered the Foreigner that he could kill Spider-Man in 24 hours. He used the Black Fox, a jewel thief trying to retire, as bait to seek out Spider-Man. He ultimately failed to kill Spider-Man, but he accidentally convinced the Black Fox to return the jewel he’d been trying to fence. Chance barely avoided arrest when he was left for the police by Spider-Man.

His next major job came when he was hired by industrialist Carlton Drake and the Life Foundation to assist their plan to build the ultimate survivalist shelter, Sanctum Maximus. Chance was hired to steal weapons for Sanctum Maximus’s police force. He was betrayed when the Life Foundation decided to pry the secret of his wrist blasters away from him. Although Chance probably would have given them the information in trade, he resented giving it away under duress. Although Chance was tortured, his sheer stubbornness kept him from revealing his armor’s secrets. When Spider-Man tracked Chance down, the mercenary and the super-hero entered into a temporary alliance to destroy Sanctum Maximus and defeat the Life Foundation. Although the alliance did not change their antagonistic relationship, at least Chance offered Spider-Man a lift home to Manhattan.

Since that time, Chance has continued to pursue his peculiar career, although he now takes more care when dealing with new clients. In honor of Spider-Man’s help, he is avoiding jobs that might involve him, at least until fortune should link their paths again. He also has the lingering problem of Drake. His ex-client is after him for revenge and for the secret of Chance’s weaponry.