Old Temp luck traits
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- | ! Trait !! Effect !! Double<br>up !! | + | ! Trait !! Effect !! Double<br>up !! Cooldown !! Notes |
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- | | Miracle || 1 | + | | Miracle || 1/lifetime || 3/lifetime || 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. |
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| Minor Coincidence || 1/Week || 2/Week || 1 Day || This is a minor coincidence, much less important than a major one, but still neat for the character. (It must benefit the character or his party directly.) | | Minor Coincidence || 1/Week || 2/Week || 1 Day || This is a minor coincidence, much less important than a major one, but still neat for the character. (It must benefit the character or his party directly.) | ||
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- | ! Trait !! Effect !! Double<br>up !! | + | ! Trait !! Effect !! Double<br>up !! Cooldown !! Notes |
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| Jinx Foe || 2/Moon || 5/Moon || 2 Days || This is a medium coincidence 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 embarass him! | | Jinx Foe || 2/Moon || 5/Moon || 2 Days || This is a medium coincidence 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 embarass him! |
Revision as of 11:53, 13 April 2011
Number of Luck traits | Cost | Notes |
---|---|---|
None | 0 GP | This is the norm, among ordinary characters and among high-GP characters |
One Luck trait | 2 GP | Pick an one luck trait |
Two Luck traits | 5 GP | (3 GP for the 2nd Luck trait - rarely worth it) |
Three Luck traits | 10 GP | (5 GP for the 3rd Luck trait - never really worth it) |
Four Luck traits | 25 GP | More than four is never appropriate even in high-GP campaigns |
Trait | Effect | Double up | Cooldown | Notes |
---|---|---|---|---|
Miracle | 1/lifetime | 3/lifetime | 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. |
Minor Coincidence | 1/Week | 2/Week | 1 Day | This is a minor coincidence, 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, 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. The result of the new roll must then be accepted. |
Trait | Effect | Double up | Cooldown | Notes |
---|---|---|---|---|
Jinx Foe | 2/Moon | 5/Moon | 2 Days | This is a medium coincidence 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 embarass him! |
Lucky Pockets | 4p/Moon | 10p/Moon | 4 Days | 1 points for an small and inexpensive item plausibly carried, +1p for larger item, +1p for cheap item, +1p to +4p for an increasingly implausible item, increase to 6p/Moon or 15p/Moon respective if character has Scrounging skill 8 (this is an Elite Effect) and reduce CD to 3 Days, or double points and reduce CD to 2 Days for Scrounging skill 10+. |
Aspected Luck (broad) | 2/Moon | 5/Moon | 1 Day | 2 or 5 medium coincidences per Moon, pertinent to a broadly interpretable "field of fortune". |
Aspected Luck (narrow) | 2/Week | 5/Week | 4 Hours | 2 or 5 medium coincidences per Week, pertinent to a more narrowly interrpretable "field of fortune". As always, unspent coincidences are lost. |