Old Temp luck traits

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(Luck trait uses: copied 3rd column contents to 4th column, with no italics or paranthesis)
(Luck trait uses: Fixing wrong contents of one cell)
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| Miracle || 1 Week ||  || 2/life || 5/life || 12/life || 12/life || 30/life
| Miracle || 1 Week ||  || 2/life || 5/life || 12/life || 12/life || 30/life
|-
|-
-
| Minor Coincidence || 4 Hours ||  || 1/Week || 2/Week || 2/Week || ''(5/Week)'' || 5/Week
+
| Minor Coincidence || 4 Hours ||  || 1/Week || 2/Week || 2/Week || 3/Week || 5/Week
|-
|-
| Major Coincidence || 2 Days ||  || 1/Moon || 2/Moon || ''(3/Moon)'' || 3/Moon || 5/Moon
| Major Coincidence || 2 Days ||  || 1/Moon || 2/Moon || ''(3/Moon)'' || 3/Moon || 5/Moon

Revision as of 06:46, 14 April 2011

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 Implau-
sibility
Max
pick
Effect
Miracle Extreme 3 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!
Minor Coincidence Very low 2 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 Medium 2 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 Medium 2 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 n/a 3 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 n/a 2 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) Low 3 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) Low 2 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.

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
Miracle 1 Week 2/life 5/life 12/life 12/life 30/life
Minor Coincidence 4 Hours 1/Week 2/Week 2/Week 3/Week 5/Week
Major Coincidence 2 Days 1/Moon 2/Moon (3/Moon) 3/Moon 5/Moon
Jinx Foe 1 Day 2/Moon 5/Moon (12/Moon) 12/Moon 1/Day (NCD)
Reroll 2 Hours 2/Week 5/Week 12/Week 12/Week 30/Week
Lucky Pockets 2 Days 4p/Moon 10p/Moon (25p/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 (20/Week) 20/Week 40/Week

NCD means that for this level of the Luck trait, there is no Cooldown. Elite Effect for Lucky Pockets: 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).

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