Old Temp luck traits
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Revision as of 12:08, 13 April 2011 by Peter Knutsen (Talk | contribs)
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 | Pick an 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 is never appropriate even in high-GP campaigns |
Trait | Effect | Double up | Cooldown | Notes |
---|---|---|---|---|
Miracle | 1/life | 3/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 miraculous 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.) |
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. Or counting as 4 uses (for double-up only) make a re-roll but only use it if is it better than the original roll. |
Trait | Effect | Double up | Cooldown | Notes |
---|---|---|---|---|
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 cannot be lethal, or overly blatant, but should inconvenience and slow down the foe or rival - or embarrass him! |
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 CD 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 a 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 | 1 Day | 2 or 5 medium coincidences per Moon, pertinent to a broadly interpretable "field of fortune", e.g. luck-with-women, looting luck, combat luck. |
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. Examples romantic luck, fishing luck, avoiding being assassinated-luck. |