Post by takewithfood on Sept 28, 2009 11:12:36 GMT -5
Hey gang,
So, I've also recently been mulling over the Luck modifier. I think the existing version is underused (I've seen maybe two characters who've used it - one of which was my own character) and I blame the mechanic. "Good" luck gives you a little too much (with even a small Modifier you'll succeed at everything without trying) and the "bad" luck doesn't do enough.
What I propose is a new mechanic that is a little bit more fickle:
[/b]
Perhaps you have a guardian angel watching over you, or the mutant ability to skew the laws of probability, or maybe you're just lucky - either way, things just tend to work out for you in the end.
You gain a pool of red "luck stones" each issue equal to 3x your MN. These stones are spent by adding them to an Action you undertake, at GM's discretion. You can announce that you would like to use your luck stones, but ultimately the decision of whether your luck kicks in, and to what extent, is up to the GM. Alternately, the GM can spend these stones to cancel the stones of effect of an Action used against you by an opponent (on a 1 for 1 basis).
Options
-1 CL = "Good" Luck Only. Your luck stones can only be used to enhance your own Actions. You cannot spend Luck Stones to cancel stones of effect used against you.
-1 CL = "Bad" Luck Only. Your luck stones can only be used to cancel stones of effect used against you. You cannot spend luck stones to enhance your own Actions.
-1 CL = Backfire. Your luck stones may backfire and be used against you instead of for you if you violate some taboo or fail to meet or uphold some condition.
Example: Black Cat has Luck 3 with the "Bad Luck Only" option. She begins each issue with a pool of 9 luck stones. In this issue, she successfully infiltrated a museum and cleaned out a safe containing a priceless ancient Egyptian scepter without tripping any alarms. It seems she'll make a clean escape.. but as she climbs up to her extraction point on the museum roof, she finds herself confronted by Spider Man!
After trading some witty banter, Black Cat decides that Spider Man isn't going to let her go easily this time. She pounces suddenly, delivering a powerful dropkick, then plans to swing to safety on her grapple gun. Spider Man has higher initiative and acts first, however. He places 6 stones into Entangle to hit Black Cat with his Web Shooters - easily enough to overcome her Reflexive Dodge of 3.
Figuring that this will stop the thief in her tracks, Spider Man doesn't bother allocating any stones to defense. Ordinarily this would be a safe move, but the GM rules that Black Cat's wicked luck comes into play. The GM spends 3 of Black Cat's luck stones and reduces Spider Man's Entangle Action to only 3 stones of effect. Spider Man's webshooters both jam simultaneously!
Unhindered, Black Cat's dropkick connects brutally, knocking the hero flat on his back. She gives him some barbed parting words as she swings to safety on her grapple gun.[/quote]
Thoughts?
~TWF
So, I've also recently been mulling over the Luck modifier. I think the existing version is underused (I've seen maybe two characters who've used it - one of which was my own character) and I blame the mechanic. "Good" luck gives you a little too much (with even a small Modifier you'll succeed at everything without trying) and the "bad" luck doesn't do enough.
What I propose is a new mechanic that is a little bit more fickle:
Luck MN+4 CL
Perhaps you have a guardian angel watching over you, or the mutant ability to skew the laws of probability, or maybe you're just lucky - either way, things just tend to work out for you in the end.
You gain a pool of red "luck stones" each issue equal to 3x your MN. These stones are spent by adding them to an Action you undertake, at GM's discretion. You can announce that you would like to use your luck stones, but ultimately the decision of whether your luck kicks in, and to what extent, is up to the GM. Alternately, the GM can spend these stones to cancel the stones of effect of an Action used against you by an opponent (on a 1 for 1 basis).
Options
-1 CL = "Good" Luck Only. Your luck stones can only be used to enhance your own Actions. You cannot spend Luck Stones to cancel stones of effect used against you.
-1 CL = "Bad" Luck Only. Your luck stones can only be used to cancel stones of effect used against you. You cannot spend luck stones to enhance your own Actions.
-1 CL = Backfire. Your luck stones may backfire and be used against you instead of for you if you violate some taboo or fail to meet or uphold some condition.
Example: Black Cat has Luck 3 with the "Bad Luck Only" option. She begins each issue with a pool of 9 luck stones. In this issue, she successfully infiltrated a museum and cleaned out a safe containing a priceless ancient Egyptian scepter without tripping any alarms. It seems she'll make a clean escape.. but as she climbs up to her extraction point on the museum roof, she finds herself confronted by Spider Man!
After trading some witty banter, Black Cat decides that Spider Man isn't going to let her go easily this time. She pounces suddenly, delivering a powerful dropkick, then plans to swing to safety on her grapple gun. Spider Man has higher initiative and acts first, however. He places 6 stones into Entangle to hit Black Cat with his Web Shooters - easily enough to overcome her Reflexive Dodge of 3.
Figuring that this will stop the thief in her tracks, Spider Man doesn't bother allocating any stones to defense. Ordinarily this would be a safe move, but the GM rules that Black Cat's wicked luck comes into play. The GM spends 3 of Black Cat's luck stones and reduces Spider Man's Entangle Action to only 3 stones of effect. Spider Man's webshooters both jam simultaneously!
Unhindered, Black Cat's dropkick connects brutally, knocking the hero flat on his back. She gives him some barbed parting words as she swings to safety on her grapple gun.[/quote]
Thoughts?
~TWF