Re: Creating and playing a Lucky character

From: hcarteau_at_XIW_F33FyO5nspzFGFBZINFXsVFnnFhCSJGimn5RSgRoCw6KyLoKKWCAbDs0XdyVT1b
Date: Fri, 5 Aug 2011 14:31:07 +0200 (CEST)


De: matthew.cole <matthew.cole_at_wq8JIkk80QCc1TnjOazLnojc6MtMRCf_Zl1vJsXVoVWcp5hr90AYJgWRlntKXw8yQaeQUSv2ce6K8wo40v5QT-d1eHbKGaw.yahoo.invalid>

(snip) so repeated use of the same augment will be neither "fresh" or "interesting" without requirement for consistent genius!
/// Yes, that's the pitfall I want to avoid.

I suggest you allow your player a "Lucky" Keyword. Then you can put specific abilities in there which will lead to all sorts of interesting narrations:

*Lucky 1W*
  Never Catches Cold
  Wins At Dice
  Survive A Fall +2
  Butter-side Up

/// THAT is an interesting way to put it. And it's no game-killer, it has de facto the same limitations as the three Magic Systems. I like it.

Obviously, they can add abilities to the keyword by spending HeroPoints and they can improvise on the keyword for a penalty in the same way Jeff suggests.

I don't think I would permit the character to have both the Luck rune and a Lucky Keyword - it makes the focus to much on one aspect.
/// He doesn't need to. The Rune is the Luck.

You could, of course, according to HQ, have your character's central keyword be: "Insolently Lucky Young Punk" (snip)
/// Also a fine idea, but I think I'll stick with the Luck Rune magics.

If they were a member of a cult that had the Luck rune as well then this would fit better. Also, the cult could have the "karma" aspect you liked.
/// The player did mention Casino Town, so we're I think going to make him a runaway from this dreary place. Perhaps he did take some Luck Generator with him on the way out, or he does revere Our Lady of Credit. Don't know yet.

I hope this helps and is in-time!
/// It does, and is !
           

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