Old Temp luck traits
From Sagataflwiki
(Difference between revisions)
(New table structure complete) |
(More GP cost table values added) |
||
Line 19: | Line 19: | ||
! -1 !! 0 !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12 | ! -1 !! 0 !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12 | ||
|- | |- | ||
- | | No luck traits || | + | | No luck traits || 0 GP || 0 GP || 0 GP || 0 GP || 0 GP || 0 GP || 0 GP || 0 GP || 0 GP || 0 GP || 0 GP || 0 GP || 0 GP || 0 GP |
|- | |- | ||
- | | No luck | + | | No luck trait || GP || GP || 2 GP || 2 GP || 2 GP || 2 GP || 2 GP || GP || GP || GP || GP || GP || GP || GP |
|- | |- | ||
- | | No luck | + | | No luck trait || GP || GP || GP || 5 GP || 5 GP || 5 GP || GP || GP || GP || GP || GP || GP || GP || GP |
|- | |- | ||
- | | No luck | + | | No luck trait || GP || GP || GP || GP || 10 GP || GP || GP || GP || GP || GP || GP || GP || GP || GP |
+ | |- | ||
+ | | No luck trait || GP || GP || GP || GP || 25 GP || GP || GP || GP || GP || GP || GP || GP || GP || GP0 | ||
|} | |} | ||
Revision as of 12:48, 13 April 2011
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 | 0 GP | 0 GP | 0 GP | 0 GP | 0 GP | 0 GP | 0 GP | 0 GP | 0 GP | 0 GP | 0 GP | 0 GP | 0 GP | 0 GP |
No luck trait | GP | GP | 2 GP | 2 GP | 2 GP | 2 GP | 2 GP | GP | GP | GP | GP | GP | GP | GP |
No luck trait | GP | GP | GP | 5 GP | 5 GP | 5 GP | GP | GP | GP | GP | GP | GP | GP | GP |
No luck trait | GP | GP | GP | GP | 10 GP | GP | GP | GP | GP | GP | GP | GP | GP | GP |
No luck trait | GP | GP | GP | GP | 25 GP | GP | GP | GP | GP | GP | GP | GP | GP | GP0 |
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. |