Luck?

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lostsoul336
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Luck?

Unread post by lostsoul336 »

ok so one of my players is making his character and asked how Rifts deals with luck. he wants to play a Don carnage' type of character from talespin and be really lucky, not really good at anything but just really lucky. how do you think i should go about this? i think there is a superpower that deals with it so i was going to look and then maybe put that into an amulet or just giving him the superpower. i dont know what do you think?
I've faced everything from the Mechaniods to the 4 Horsemen, what's the CS war gonna throw at me?

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Re: Luck?

Unread post by Killer Cyborg »

lostsoul336 wrote:ok so one of my players is making his character and asked how Rifts deals with luck. he wants to play a Don carnage' type of character from talespin and be really lucky, not really good at anything but just really lucky. how do you think i should go about this? i think there is a superpower that deals with it so i was going to look and then maybe put that into an amulet or just giving him the superpower. i dont know what do you think?


There's Karmic Power, which only works if you're a good guy.

Other than that, the dice are your luck.
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zor_prime1
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Unread post by zor_prime1 »

See the Lucky Charms and superstitions article in Rifter 13.
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Unread post by bigbobsr6000 »

Some Luck methods I have come up with:
1. Reroll any 1 roll. Must take 2nd roll. Do this 1D6+1 per game session. Cannot carry over to next session.
2. A Luck Pool of 10D10s to add to any 1 roll. May add from 1D10 to all remaining D10s to 1 roll or any combination thereof. Once 1D10 is used, 9D10s left in the Luck Pool. Cannot carry over to next session.
3. Any 1 failure is an automatic critical hit/success. Do this 1D6+1 per game session. Cannot carry over to next session.
4. Targeting PC, all are -1 to strike per 2 levels starting at level 1. (-1 at lvls 1-2; -2 at lvls 2-3; -3 at lvls 4-5; etc.)
5. Critical hits/sucesses become failures against PC. Do this 1D6+1 per game session. Cannot carry over to next session.

Any or all Luck as used above can be transferred to another party member within 10ft (3m) per level. This counts against the lucky PC's luck chances.
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Unread post by lather »

We've used this: +1 (+5%) to everything. In the case where lower is better, multiple by luck bonus by -1.
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Unread post by drewkitty ~..~ »

There are Loaded Dice.
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bigbobsr6000
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Unread post by bigbobsr6000 »

drewkitty ~..~ wrote:There are Loaded Dice.


There are dice that don't have any 1's on them. EX: a D20 with two 20's and no 1's, D6 with two 6's and no 1's, etc.

I have two sets of these. And the opposite, two 1's on D20 with no 20.
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Unread post by GreenGhost »

bigbobsr6000 wrote:
drewkitty ~..~ wrote:There are Loaded Dice.


There are dice that don't have any 1's on them. EX: a D20 with two 20's and no 1's, D6 with two 6's and no 1's, etc.

I have two sets of these. And the opposite, two 1's on D20 with no 20.


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Unread post by Natasha »

I don't really like dice but I love the ones carved from minerals I got for New Year's. So if I did that I'd just handle 1 as 20. :)

For those lucky low rollers give them the opposite face value; most RPG dice (all?) add opposite faces up to be 1+number of faces. So if you roll 1D6 and get a 2, the opposite face is 5. If you're rolling 1D20 then you give them the opposite face on a roll of <= 10, or 2/number of faces. It's best if they forgo bonuses and rely on their luck. ;-)
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lostsoul336
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Unread post by lostsoul336 »

I like the ideas you all have and will have to decide which one to take now. Thanks
I've faced everything from the Mechaniods to the 4 Horsemen, what's the CS war gonna throw at me?

A juicer with an impact wrench, so what, I've got a UAR-1 Enforcer, what's he going to do.

You come to a fork in the road...
...I pick it up!
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Re: Luck?

Unread post by Long Shadow »

Here's one that ended up in one of my games: Luck points as per Between the Shadows.
In the Casino of the Damned it is possible to cash in chits for luck, which basically allows one luck point to equate to either +1 or +5% on any dice roll (combat, skill, perception, etc). The PC can choose when to use it.

An additional suggestion, give the player an option of spending a heap in one go for a random but helpful event before him, which is determined by the GM.
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