Old Temp luck traits
From Sagataflwiki
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 | Usage | Effect | Effect (old) | Implau- sibility | Max. picks |
---|---|---|---|---|---|
Miracle | Times/ Life | A few times during your lifespan, a stark miracle will happen, to help you and/or your friends or allies with a huge problem. It can be any extreme coincidence that does not truly violate the laws of physics. It is the GM's duty to reject a player's proposed usage, or to demand modifications, if the proposal isn't sufficiently miraculous! | 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 little more than a once-in-a-lifetime that this will happen, and at high cost (Goodie Points are precious!). 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! | Extreme | 3 |
Minor Coincidence | Times/ Week | A few times per Week, you have an instance of coincidental luck, but it must be of very low implausibility, and it must benefit you directly. | 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.) | Very Low | 2 |
Major Coincidence | Times/ Moon | A few times per Moon, you have an instance of coincidental luck, of medium implausibility. It must benefit you directly. | 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.) | Medium | 2 |
Jinx Foe | Times/ Moon | A few times per Moon, one of your foes or rivals have an instance of coincidental bad luck, of low implausibility. It cannot be lethal or cause them severe injury, but ut should be inconvenient or very embarrassing. For 2 uses the Jinx affects 2-3 foes or rivals, and for 3 uses it affects up to 10 foes or rivals. | 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! | Low | 2 |
Reroll | Times/ Week | Some times per Week, your player (or the GM if you are an PC) may re-roll one of your skill, attribute or other stat rolls, or a damage roll for damage caused by or to you. The new roll outcome supercedes the old, except of you chose to spend 4 uses. In that case you benefit from the most desirable of the old and the new roll. | 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). | n/a | 3 |
Lucky Pockets | Points/ Moon | Once or more per Moon, you coincidentally happen to carry an object on your person (or in a saddlebag or the trunk of your nearby car) that is needful. Basic usage costs 1 point for a small and very cheap item that your character would plausibly have brought along. For increasingly expensive or large, or less plausible items, the usage point cost goes up. The GM must tell the total cost of the proposed usage, before your player decides whether to actually pay the points and use the ability in the proposed way. | Base usage 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. | n/a | 2 |
Aspected Luck (broad) | Times/ Moon | You have a certain flavour of luck, covering a broad subject or range of activities, e.g. luck-with-women, or looting luck, or luck in combat, and it produces coincidences of low implausibility a few times per Moon. | Some medium (low implausibility) coincidences per Moon, pertinent to a broadly interpretable "field of fortune", e.g. luck-with-women, looting luck, combat luck. | Low | 3 |
Aspected Luck (narrow) | Times/ Week | You have a certain flavour of luck, covering a narrow subject or range of activities, e.g. romantic luck, fishing luck, avoiding being assassinated-luck. This luck produces desirale coincidences of low implausibility within this field, a number of times per Week. | 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. | Low | 2 |
The Max. column shows the maximum number of times the same Luck trait may be picked, when creating one character, in a realistic campaign (in a non-realistic campaign, any Luck trait may be cosen up to four times). Picking multiple instances of a Luck trait gives extra uses per time unit.
Luck trait uses
Trait | Cooldown | Taken once | Double up | Triple up realistic campaign | Triple up silly campaign | Quadruple silly campaign | ||
---|---|---|---|---|---|---|---|---|
Miracle | 1 Week | 2/life | 5/life | 12/life | 12/life | 30/life | ||
Minor Coincidence | 4 Hours | 1/Week | 2/Week | 4/Week | 4/Week | 7/Week | ||
Major Coincidence | 2 Days | 1/Moon | 2/Moon | 4/Moon | 7/Moon | |||
Jinx Foe | 1 Day | 2/Moon | 5/Moon | 12/Moon | 24/Moon | |||
Reroll | 2 Hours | 2/Week | 5/Week | 12/Week | 12/Week | 24/Week | ||
Lucky Pockets | 2 Days | 4p/Moon | 10p/Moon | 25p/Moon | 60p/Moon | |||
Aspected Luck (broad) | 4 Hours | 2/Moon | 5/Moon | 10/Moon | 10/Moon | 20/Moon | ||
Aspected Luck (narrow) | 2 Hours | 3/Week | 10/Week | 25/Week | 60/Week |
For Lucky Pockets, there is an Elite Effect: Increase points-per-Moon by 50% if the character has Scrounging skill 8-9, or double points and reduce Cooldown to 1 Day 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).