Old Temp luck traits
From Sagataflwiki
(Difference between revisions)
(Faith-based Luck GP cost table done?) |
(2 LTs switched place, removed 0 GP row, few other small changs) |
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! -1 or<br>worse !! 0 !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12 or<br>higher | ! -1 or<br>worse !! 0 !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12 or<br>higher | ||
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| One luck trait || 4 GP || 3 GP || 2 GP || 2 GP || 2 GP || 2 GP || 2 GP || 2 GP || 1 GP || 1 GP || 1 GP || 1 GP || 1 GP || 1 GP | | One luck trait || 4 GP || 3 GP || 2 GP || 2 GP || 2 GP || 2 GP || 2 GP || 2 GP || 1 GP || 1 GP || 1 GP || 1 GP || 1 GP || 1 GP | ||
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| Major Coincidence || 1/Moon || 2/Moon || || 4 Days || This is a major coincidence (medium implausibility), certainly far from a miracle, but still significant and impactful. (It must benefit the character or his party directly.) | | Major Coincidence || 1/Moon || 2/Moon || || 4 Days || This is a major coincidence (medium implausibility), certainly far from a miracle, but still significant and impactful. (It must benefit the character or his party directly.) | ||
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- | | | + | | Jinx Foe || 2/Moon || 5/Moon || || 2 Days || This is a medium coincidence (low implausibility) that negatively affects an enemy or rival of the character. It chttp://www.sagataflwiki.net/index.php?title=Temp_luck_traits&action=editannot be lethal, or overly blatant, but should inconvenience and slow down the foe or rival - or embarrass him! |
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! Trait !! Effect !! Double<br>up !! Triple<br>up !! Cooldown !! Notes | ! Trait !! Effect !! Double<br>up !! Triple<br>up !! Cooldown !! Notes | ||
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- | | | + | | Reroll || 2/Week || 5/Week || 12/Week || 4 Hours || One roll directly pertinent to the character can be re-rolled (Skill, Attribute, sub-Attribute, Derived Stat roll made by the character, or any damage roll done by or to the character). The result of the new roll ''must'' then be accepted. Or counting as 4 uses make a re-roll but only use it if it is better than the original roll (CD unaltered). |
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| Lucky Pockets || 4p/Moon || 10p/Moon || || 4 Days || Base usage cost is 1 points for a small and ''very'' cheap item plausibly carried by the character, +1p for larger item, +1p for cheap item, +2p or more for ''non''-cheap, +1p to +4p for an increasingly implausible item.<br> Elite Effect: Increase points-per-Moon by 50% if the character has Scrounging skill 8-9 and reduce Cooldown to 3 Days, or double points and reduce CD to 2 Days for Scrounging skill 10+. <br>The player decides whether to use the ability ''after'' the GM has told him the point cost of the suggested use. If the character is frisked, strip-searched or similar, or put in a prison cell, he temporarily loses the use of this Luck trait. | | Lucky Pockets || 4p/Moon || 10p/Moon || || 4 Days || Base usage cost is 1 points for a small and ''very'' cheap item plausibly carried by the character, +1p for larger item, +1p for cheap item, +2p or more for ''non''-cheap, +1p to +4p for an increasingly implausible item.<br> Elite Effect: Increase points-per-Moon by 50% if the character has Scrounging skill 8-9 and reduce Cooldown to 3 Days, or double points and reduce CD to 2 Days for Scrounging skill 10+. <br>The player decides whether to use the ability ''after'' the GM has told him the point cost of the suggested use. If the character is frisked, strip-searched or similar, or put in a prison cell, he temporarily loses the use of this Luck trait. |
Revision as of 12:58, 13 April 2011
Number of Luck traits | Cost | Notes |
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None | 0 GP | This is the norm, both among ordinary characters and among high-GP characters. In a realistic world, having a Luck trait is the exception. |
One Luck trait | 2 GP | Pick any one luck trait |
Two Luck traits | 5 GP | (the 2nd Luck trait costs 3 GP - often not worth it) |
Three Luck traits | 10 GP | (the 3rd Luck trait costs 5 GP - rarely worth it) |
Four Luck traits | 25 GP | More than four Luck traits is never appropriate even in high-GP campaigns |
New table for Luck trait cost based on Faith attribute:
Number of Luck traits | Faith attribute value | |||||||||||||
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-1 or worse | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 or higher | |
One luck trait | 4 GP | 3 GP | 2 GP | 2 GP | 2 GP | 2 GP | 2 GP | 2 GP | 1 GP | 1 GP | 1 GP | 1 GP | 1 GP | 1 GP |
Two Luck traits | 9 GP | 7 GP | 6 GP | 5 GP | 5 GP | 5 GP | 4 GP | 4 GP | 3 GP | 3 GP | 3 GP | 2 GP | 2 GP | |
Three Luck traits | 30 GP | 20 GP | 15 GP | 12 GP | 10 GP | 9 GP | 9 GP | 8 GP | 7 GP | 6 GP | 5 GP | 4 GP | 3 GP | 2 GP |
Four Luck traits | 100 GP | 50 GP | 35 GP | 25 GP | 23 GP | 21 GP | 19 GP | 17 GP | 15 GP | 13 GP | 11 GP | 10 GP | 9 GP |
Trait | Effect | Double up | Triple up | Cooldown | Notes |
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Miracle | 2/life | 5/life | 12/life | 1 Moon | A Miracle is an extreme coincidence, anything that does not violate actual physics, e.g. 5 coins can all land on the edge when tossed, even if the probability is one in a billion billions. Remember it's a once-in-a-lifetime (or at the most thrice-in-a-lifetime) thing. It's okay if everyone still talks about it decades after - even if the character is declared a saint. It's okay if the Mythbusters devote several full length episode to attempts to reproduce the event. That's why this ability is called Miracle! |
Minor Coincidence | 1/Week | 2/Week | 1 Day | This is a minor coincidence (very low implausibility), much less important than a major one, but still neat for the character. (It must benefit the character or his party directly.) | |
Major Coincidence | 1/Moon | 2/Moon | 4 Days | This is a major coincidence (medium implausibility), certainly far from a miracle, but still significant and impactful. (It must benefit the character or his party directly.) | |
Jinx Foe | 2/Moon | 5/Moon | 2 Days | This is a medium coincidence (low implausibility) that negatively affects an enemy or rival of the character. It chttp://www.sagataflwiki.net/index.php?title=Temp_luck_traits&action=editannot be lethal, or overly blatant, but should inconvenience and slow down the foe or rival - or embarrass him! |
Trait | Effect | Double up | Triple up | Cooldown | Notes |
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Reroll | 2/Week | 5/Week | 12/Week | 4 Hours | One roll directly pertinent to the character can be re-rolled (Skill, Attribute, sub-Attribute, Derived Stat roll made by the character, or any damage roll done by or to the character). The result of the new roll must then be accepted. Or counting as 4 uses make a re-roll but only use it if it is better than the original roll (CD unaltered). |
Lucky Pockets | 4p/Moon | 10p/Moon | 4 Days | Base usage cost is 1 points for a small and very cheap item plausibly carried by the character, +1p for larger item, +1p for cheap item, +2p or more for non-cheap, +1p to +4p for an increasingly implausible item. Elite Effect: Increase points-per-Moon by 50% if the character has Scrounging skill 8-9 and reduce Cooldown to 3 Days, or double points and reduce CD to 2 Days for Scrounging skill 10+. The player decides whether to use the ability after the GM has told him the point cost of the suggested use. If the character is frisked, strip-searched or similar, or put in a prison cell, he temporarily loses the use of this Luck trait. | |
Aspected Luck (broad) | 2/Moon | 5/Moon | 10/Moon | 1 Day | Some medium (low implausibility) coincidences per Moon, pertinent to a broadly interpretable "field of fortune", e.g. luck-with-women, looting luck, combat luck. |
Aspected Luck (narrow) | 3/Week | 10/Week | 4 Hours | Some medium coincidences per Week, pertinent to a more narrowly interrpretable "field of fortune". As always, unspent coincidences are lost. Examples: romantic luck, fishing luck, avoiding being assassinated-luck. |