Old Temp luck traits

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(More GP cost table values added)
(Trying out GP table values)
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! -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
|-
|-
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| 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
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| 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
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|-
-
| No luck trait || GP || GP || 2 GP || 2 GP || 2 GP || 2 GP || 2 GP || GP || GP || GP || GP || GP || GP || GP
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| 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
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|-
-
| No luck trait ||  GP || GP || GP || 5 GP || 5 GP || 5 GP || GP || GP || GP || GP || GP || GP ||  GP || GP
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| 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 ||  GP ||  
|-
|-
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| No luck trait || GP || GP || GP || GP || 10 GP || GP || GP || GP || GP || GP || GP || GP || GP || GP
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| 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
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|-
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| No luck trait ||  GP || GP || GP || GP || 25 GP || GP || GP || GP || GP || GP || GP || GP || GP || GP0
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| 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
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Revision as of 12:52, 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
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 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


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.
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