Page 1 of 1

Luck?

Posted: Mon Apr 07, 2008 1:54 am
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?

Re: Luck?

Posted: Mon Apr 07, 2008 2:08 am
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.

Posted: Mon Apr 07, 2008 11:37 am
by zor_prime1
See the Lucky Charms and superstitions article in Rifter 13.

Posted: Mon Apr 07, 2008 3:02 pm
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.

Posted: Mon Apr 07, 2008 3:10 pm
by lather
We've used this: +1 (+5%) to everything. In the case where lower is better, multiple by luck bonus by -1.

Posted: Tue Apr 08, 2008 11:27 pm
by drewkitty ~..~
There are Loaded Dice.

Posted: Wed Apr 09, 2008 7:52 am
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.

Posted: Wed Apr 09, 2008 9:55 am
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.


NICE! :-D

Posted: Wed Apr 09, 2008 10:23 am
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. ;-)

Posted: Thu Apr 10, 2008 12:37 am
by lostsoul336
I like the ideas you all have and will have to decide which one to take now. Thanks

Re: Luck?

Posted: Tue Apr 22, 2008 2:20 am
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.