Old Temp luck traits

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! Number of<br>Luck traits !! Cost !! Notes
! Number of<br>Luck traits !! Cost !! Notes
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|-
-
| None || 0 GP || This is the norm, among ordinary characters<br> and among high-GP characters
+
| None || 0 GP || This is the norm, among ordinary characters and among high-GP characters
|-
|-
| One Luck trait || 2 GP ||  
| One Luck trait || 2 GP ||  
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| Three Luck traits || 10 GP ||  
| Three Luck traits || 10 GP ||  
|-
|-
-
| Four Luck traits || 25 GP || More than four is never appropriate<br>even  in high-GP campaigns
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| Four Luck traits || 25 GP || More than four is never appropriate even  in high-GP campaigns
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|}
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! Trait !! Effect !! Double<br>up !! Cool<br>down !! Notes
! Trait !! Effect !! Double<br>up !! Cool<br>down !! Notes
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|-
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| Miracle || 1 use/lifetime || 3 uses/lifetime || 1 Moon || A Miracle is any coincidence, however extreme, as long as it does not violate actual physics, e.g. 5 coins ''can'' all land on the edge when tossed. There is no upper limit.
+
| Miracle || 1 use /lifetime || 3 uses /lifetime || 1 Moon || A Miracle is any coincidence, however extreme, as long as it does not violate actual physics, e.g. 5 coins ''can'' all land on the edge when tossed. There is no upper limit.
|-
|-
| Minor Coincidence || 1/Week || 2/Week || 1 Day || This is a minor coincidence, much less important than a major one, but still neat for the character. (It must benefit the character or his party directly.)
| Minor Coincidence || 1/Week || 2/Week || 1 Day || This is a minor coincidence, much less important than a major one, but still neat for the character. (It must benefit the character or his party directly.)

Revision as of 11:44, 13 April 2011

Number of
Luck traits
Cost Notes
None 0 GP This is the norm, among ordinary characters and among high-GP characters
One Luck trait 2 GP
Two Luck traits 5 GP
Three Luck traits 10 GP
Four Luck traits 25 GP More than four is never appropriate even in high-GP campaigns


Trait Effect Double
up
Cool
down
Notes
Miracle 1 use /lifetime 3 uses /lifetime 1 Moon A Miracle is any coincidence, however extreme, as long as it does not violate actual physics, e.g. 5 coins can all land on the edge when tossed. There is no upper limit.
Minor Coincidence 1/Week 2/Week 1 Day This is a minor coincidence, 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, certainly far from a miracle, but still significant and impactful. (It must benefit the character or his party directly.)
Reroll 2/Week 5/Week 4 Hours One roll directly pertinent to the character can be re-rolled. The result of the new roll must then be accepted.


Trait Effect Double
up
Cool
down
Notes
Jinx Foe 2/Moon 5/Moon 2 Days This is a medium coincidence that negatively affects an enemy or rival of the character. It cannot be lethal, or overly blatant, but should inconvenience and slow down the foe or rival - or embarass him!
Lucky Pockets 4p/Moon 10p/Moon 4 Days 1 points for an small and inexpensive item plausibly carried, +1p for larger item, +1p for cheap item, +1p to +4p for an increasingly implausible item, increase to 6p/Moon or 15p/Moon respective if character has Scrounging skill 8 (this is an Elite Effect) and reduce CD to 3 Days, or double points and reduce CD to 2 Days for Scrounging skill 10+.
Aspected
Luck (broad)
2/Moon 5/Moon 1 Day 2 or 5 medium coincidences per Moon, pertinent to a broadly interpretable "field of fortune".
Aspected
Luck (narrow)
2/Week 5/Week 4 Hours 2 or 5 medium coincidences per Week, pertinent to a more narrowly interrpretable "field of fortune". As always, unspent coincidences are lost.
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