(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 !
Powered by hypermail