Old Temp luck traits
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m (moved Temp luck traits to Old Temp luck traits: Material almost completely superseded by new stuff.) |
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+ | == GP cost of Luck traits == | ||
+ | New table for Luck trait cost based on Faith attribute: | ||
{|style="margin: 1px 1px 1px 1px;" | {|style="margin: 1px 1px 1px 1px;" | ||
- | ! Number of<br>Luck traits !! | + | !rowspan=2| Number of<br>Luck traits !!colspan=16| Faith attribute value |
|- | |- | ||
- | + | ! -1 or<br>worse !! 0 !! 1 !! 2 !! !! 3 !! !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12 or<br>higher | |
|- | |- | ||
- | | One | + | | 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 || 5 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 || 10 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 || 25 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 == | |
{|style="margin: 1px 1px 1px 1px;" | {|style="margin: 1px 1px 1px 1px;" | ||
- | ! Trait !! Effect !! | + | ! Trait !! Usage !! Effect !! Implau-<br>sibility !! Max.<br>picks |
|- | |- | ||
- | | Miracle || | + | | Miracle || Times/<br>''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! || Extreme || 3 |
|- | |- | ||
- | | Minor Coincidence || | + | | Minor Coincidence || Times/<br>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. || Very<br>Low || 2 |
|- | |- | ||
- | | Major Coincidence || | + | | Major Coincidence || Times/<br>Moon || A few times per Moon, you have an instance of coincidental luck, of medium implausibility. It must benefit you directly. || Medium || 2 |
|- | |- | ||
- | | | + | | Jinx Foe || Times/<br>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 it 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. To affect more foes you must use Jinx multiple times, e.g. 9 uses to affect 30 foes. || Low || 2 |
+ | |- | ||
+ | | Reroll || Times/<br>Week || Some times per Week, your player (or the GM if you are an NPC) 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 if you chose to spend 4 uses. In that case you benefit from the most desirable of the old and the new roll. || n/a || 3 | ||
+ | |- | ||
+ | | Lucky Pockets || Points/<br>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. <br>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.<br> 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. || n/a || 2 | ||
+ | |- | ||
+ | | Aspected Luck (broad) || Times/<br>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. || Low || 3 | ||
+ | |- | ||
+ | | Aspected Luck (narrow) || Times/<br>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. || 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 == | |
{|style="margin: 1px 1px 1px 1px;" | {|style="margin: 1px 1px 1px 1px;" | ||
- | ! Trait !! | + | ! Trait !! Cooldown !! !! Taken once !! Double up !! Triple up<br>realistic<br>campaign !! !! Triple up<br>silly<br> campaign !! Quadruple<br>silly<br>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). | ||
[[Category:Temp]] | [[Category:Temp]] |
Latest revision as of 23:18, 30 May 2012
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 | 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! | 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. | 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. | 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 it 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. To affect more foes you must use Jinx multiple times, e.g. 9 uses to affect 30 foes. | Low | 2 |
Reroll | Times/ Week | Some times per Week, your player (or the GM if you are an NPC) 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 if you chose to spend 4 uses. In that case you benefit from the most desirable of the old and the new roll. | 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. | 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. | 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. | 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).