Although born to poor gypsy parents, the champion known as Twisted Fate was able to gamble his way to prosperity as a card shark in the seedy underground gambling circuits of Demacia and Noxus. No matter how close the authorities came to catching him, the rogue always found a way to slip through their fingers. Despite his good fortune, he was never able to win that which he truly desired - the ability to control magic. When Twisted Fate learned of an experiment being conducted in Zaun that might help him with his wish, he did the only thing a gambler of his worth could do - he went all in and volunteered for the experiment.
Conducted by the infamous Dr. Xavier Rath, Twisted Fate was told that the wager for such participation might be steep. He might change forever, or nothing might happen, or he might die horribly. Pain, however, was likely a part of the deal no matter the outcome. These were hardly the worst odds the gambler had faced; his hopes raised, Twisted Fate underwent the experiment, enduring what he must for a chance at his dream. Then, it ended - with seemingly no effect whatsoever. The gypsy rogue flew into a murderous rage, but, before he could strike down the team, he suddenly teleported himself miles away. With a sly grin, he realized his luck had won out yet again. He now brings his luck and rakish charm to the Institute of War, where he is the Champion of choice for many - especially the gambling kind. To this day, Twisted Fate has avoided his inevitable reunion with Dr. Rath. The Card Master knows, however, that a confrontation is coming.
While the future may be mysterious and unknown to most, Twisted Fate is certain that his future lies within the cards.
Twisted Fate - PL 10
Strength 0, Stamina 2, Agility 3, Dexterity 5, Fighting 2, Intellect 3, Awareness 4, Presence 3
Connected, Defensive Roll 6, Improved Critical: Stacked Deck x2*, Improved Initiative, Luck 3*, Power Attack, Quick Draw
Deception 8 (+10), Insight 6 (+10), Perception 4 (+8), Ranged Combat: Throwing 10 (+15), Sleight of Hand 6 (+11),
. . All Knowing: Senses 5 (Counters Concealment, Direction Sense, Distance Sense, Extended 2, Penetrates Concealment, Radius; Sustained; Tiring)
. . Here one Minute, Gone the Next: Teleport 5 (Range 900 ft; Extended Teleport)
Loaded Dice (6)
. . Master of Chance: Enhanced Advantages 3 (Luck 3)
Magic Cards (30)
. . Pick A Card (28)
. . . . Card Damage: Blast 5 (Linked; Range: 50/125/250; DC 20; Penetrating 5; Diminished Range 1)
. . . . Changing Cards: Variable 2 (Linked; 10 points to spend; Action: move; Unreliable: 11 or better to draw the card you want, 10 or less draw a different card) examples below Blue, Gold and Red cards
. . . . . . Blue Card: Blast 4 (DC 24; stacks with Card Damage; Penetrating 4; Inaccurate 2 (-4))
. . . . . . Gold Card: Affliction 8 (Linked; 1st: Dazed, 2nd: Stunned; DC 18; Increased Range: range, Limited Degree 1) Blast 1(Linked; DC 21; stacks with Card Damage)
. . . . . . Red Card: Affliction 5 (Linked; 1st: Hindered; DC 15; Area Burst 1 (30ft radius) Increased Range: range, Limited Degree 2) Burst Area Blast 0 (Linked; DC 20; stacks with Card Damage; Area Burst 1 (30ft radius))
. . Stacked Deck (1)
. . . . More Cards than you can Count: Blast 7 (Range: 70/175/350; DC 22; Multiattack, Selective; Diminished Range 1, Inaccurate 1 (-2); Improved Critical x2)
. . Wild Card (1)
. . . . Three Card Chuck: Cone Area Damage 7 (DC 22; Cone Area 2 (120 ft cone), Selective)
Grab: +2 / DC 10
Pick a Card (Blue Card): +11 / DC 24
Pick a Card (Card Damage): +15 / DC 20
Pick a Card (Gold Card Aff): +12 / DC 18 Will
Pick a Card (Gold Card Dam): +12 / DC 21
Pick a Card (Red Card): Dodge 15 / DC 20
Stacked Deck: +13 / DC 22
Throw: +15 / DC 15
Unarmed: +2 / DC 15
Wild Card: DC Dodge 17 / DC 22
Dodge 12, Parry 5, Fortitude 8, Toughness 8/2, Will 12
Abilities 44 + Powers 53 + Advantages 11 + Skills 18 (34 ranks) + Defenses 26 = 150
After playign several bot games with fate I just loved him so I quickly knocked out this version of him.
Pick a Crd is represented by A set blast linked with variable so Gold would put 2 points raising the blast from a 6 to a 7 while then adding 7 points to add a ranged affliction PL7 Limited Degree with 1 point left to spend on Improved crit or something else Red card would be similar but adding Burst to the PL7 blast. i made it a variable to add some spice to him, giving him a bit of something special but it feels limited enough to not be abuse-able.
Over all he is a lot lower power than the other champions I have made but makes up for it in accuracy and versitiliy.
By the way I have slightly modified all of the champions I have worked on after playing the game a bit more, mainly dropping down the range of some ablilites and increasing the aoe areas. They have all been changed to refelct this