Old Temp luck traits

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Number of
Luck traits
Cost Notes
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
-1 0 1 2 3 4 5 6 7 8 9 10 11 12
No luck traits GP GP GP GP 2 GP GP GP GP GP GP GP GP GP GP
No luck traits GP GP GP GP 5 GP GP GP GP GP GP GP GP GP GP
No luck traits GP GP GP GP 10 GP GP GP GP GP GP GP GP GP GP
No luck traits GP GP GP GP 25 GP GP GP GP GP GP GP GP GP GP


Trait Effect Double
up
Triple
up
Cooldown Notes
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.)
Reroll 2/Week 5/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 (for double-up only) make a re-roll but only use it if is it better than the original roll.


Trait Effect Double
up
Triple
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 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!
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.
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