Old Temp luck traits

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GP cost of Luck traits

New table for Luck trait cost based on Faith attribute:

Number of
Luck traits
Faith attribute value
-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

Luck trait effects

Trait Effect
Miracle 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 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 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 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!
Reroll 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 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.
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) 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) 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.

Luck trait uses

Trait Taken once Double up Triple up Quadruple Cooldown
Miracle 2/life 5/life 12/life (30/life) 1 Moon
Minor Coincidence 1/Week 2/Week (3/Week) (5/Week) 1 Day
Major Coincidence 1/Moon 2/Moon (3/Moon) (5/Moon) 4 Days
Jinx Foe 2/Moon 5/Moon (12/Moon) (28/Moon) 2 Days
Reroll 2/Week 5/Week 12/Week (30/Week) 4 Hours
Lucky Pockets 4p/Moon 10p/Moon (25p/Moon) (60p/Moon) 4 Days
Aspected Luck (broad) 2/Moon 5/Moon 10/Moon (20/Moon) 1 Day
Aspected Luck (narrow) 3/Week 10/Week (20/Week) (40/Week) 4 Hours

Elite Effect for Lucky Pockets: 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+.

Any Luck traits can be picked twice each, some three times. Usages in paranthesis, i.e. some cases of triple up an all cases of quadruple pick, are appropriate only for silly campaigns, and ar therefore only available if the GM explicitly says so. Also for paranthetical cases, the GM should probably declare that the Cooldown time is reduced a little, and reduced a bit more, perhaps to half the stated interval, for any quad pick.

For Lucky Pockets, the GM should also allow larger items for extra usage points, and more expensive items for extra points, and in a very silly campaign also allow very implausible items for many extra points (and extra points again if the item cannot have been carried concealed on the character or in the character's equipment holders, e.g. a bikini-clad woman carrying a tiny purse and no othe containers, whose player uses Lucky Pockets to pull out a chain saw).

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