Old Temp luck traits

From Sagataflwiki

(Difference between revisions)
Jump to: navigation, search
(adding a BR tag)
(testing new table, and now allowing tripling up on some Luck traits)
Line 12: Line 12:
| Four Luck traits || 25 GP || More than four Luck traits is never appropriate even  in high-GP campaigns
| 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:
 +
{|style="margin: 1px 1px 1px 1px;"
 +
!rowspan=2| Number of<br>Luck traits  !!colspan=12| Faith attribute value
 +
|-
 +
! -1 !! 0 !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12
 +
|-
 +
| No luck traits || 2 || 3  || 2 || 3  || 2 || 3  || 2 || 3  || 2 || 3  || 2 || 3  || 2 || 3
 +
|-
 +
| No luck traits || 2 || 3  || 2 || 3  || 2 || 3  || 2 || 3  || 2 || 3  || 2 || 3  || 2 || |-
 +
| No luck traits || 2 || 3  || 2 || 3  || 2 || 3  || 2 || 3  || 2 || 3  || 2 || 3  || 2 || |-
 +
| No luck traits || 2 || 3  || 2 || 3  || 2 || 3  || 2 || 3  || 2 || 3  || 2 || 3  || 2 || |}
{|style="margin: 1px 1px 1px 1px;"
{|style="margin: 1px 1px 1px 1px;"
-
! Trait !! Effect !! Double<br>up !! Cooldown !! Notes
+
! Trait !! Effect !! Double<br>up !! Triple<br>up !! Cooldown !! Notes
|-
|-
-
| Miracle || 1/life || 3/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!
+
| 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.)
+
| 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.)
+
| 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.
+
| 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.
|}
|}
{|style="margin: 1px 1px 1px 1px;"
{|style="margin: 1px 1px 1px 1px;"
-
! Trait !! Effect !! Double<br>up !! Cooldown !! Notes
+
! Trait !! Effect !! Double<br>up !! Triple<br>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!
+
| 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.<br> 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+. <br>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.
+
| 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.<br> 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+. <br>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 || 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 (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) || 2/Week || 5/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.
+
| 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.
|}
|}
[[Category:Temp]]
[[Category:Temp]]

Revision as of 12:43, 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 2 3 2 3 2 3 2 3 2 3 2 3 2 3
No luck traits 2 3 2 3 2 3 2 3 2 3 2 3 2 - No luck traits 2 3 2 3 2 3 2 3 2 3 2 3 2 - No luck traits 2 3 2 3 2 3 2 3 2 3 2 3 2 }


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.
Personal tools