04-08-2017, 09:40 PM | #1 | ||
Join Date: Nov 2011
Location: South Dakota, USA
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[Basic] Advantage of the Week (#39): Daredevil, Luck, Super Luck
Last Week: Dark Vision, Night Vision
Next Week: Discriminatory Hearing, Disciminatory Smell, Discriminatory Taste, Sensitive Touch Preface The intent of this thread is to discuss the selected Advantages in their entirety. This begins with how the traits were written in [Basic], and while I won't go into depth about what is mentioned in other supplements, I will at least try to touch upon them. I would also like to include links to other useful sources (threads, blogs, etc.), and if it seems worth it, the rules for the traits from past editions. It will also include open discussion of it all, and that means sharing thoughts and experiences on the matter, be they praise, criticism, questions, or just remembrances. I'll avoid sharing my own thoughts, except where it is necessary, such as when I don't really understand the trait all that well myself. Thanks to the index of topics johndallman created as is maintaining, it is much easier to keep track of what we've covered and where also lessening the need for me to try to cram every remotely related trait together or keep them all separate (whichever might make them easier to find). It also means I can get one more trait we skipped, Daredevil, reviewed alongside what I believe to be a better known and more widely employed trait, Luck, without worrying about future readers looking for it in the threads that will focus on "L" traits. Basic Daredevil (p. B47) is a Mundane, Mental Advantage worth 15 points. It has a slightly less detailed entry on page 9 of GURPS Lite which is handy for quoting: Quote:
Luck (p. B66) is a Mundane, Mental trait that comes in three tiers, each with a different cost. This trait also appears on page 9 of GURPS Lite, where the entry reads Quote:
Luck includes some Special Limitations you may take for it in [Basic], still on p. B66. "Active" requires you specify you are using your Luck ahead of time, denoting it as a conscious, supernatural ability. You must state you are using it before rolling; no opting to use it to offset a bad roll after-the-fact. This is worth -40%. "Aspected" restricts your Luck to working with a specific class of related tasks; if it falls outside of that scope, it is like you don't have any Luck at all. The text lists some examples as athletics, combat, social interactions, and stuff you could use at your job, detailing the restrictions for combat. This is worth -20%. "Defensive" is basically another instance of Aspected; as your Luck can only re-roll failed Active Defenses, Resistance rolls, HT rolls to resist the effects of injury, or for an opponent to re-roll a critical hit against you. It is also worth -20%. Super Luck (p. B89) is an Exotic, Mental trait that costs 100 CP. Despite the name, it is not a higher form of Luck; though it still affects the outcome of a roll, it doesn't involve re-rolling the dice. Instead, once per hour of play, Super Luck allows the player to dictate the result of any one die roll you or the GM make for your character. Since you are specifying a result, that means you cannot accomplish the impossible with Super Luck, just the improbable; the circumstances have to permit a roll in the first place, and you just get to state the number rolled. You may take Super Luck alongside one of Luck, Extra Ordinary Luck, or Ridiculous Luck, but Super Luck itself can only be taken once. Other Supplements Besides the usual advice for how to use Luck and Super Luck to represent... erm... powers, GURPS Powers includes the new "Wishing" Enhancement for Luck on page 59. On page 80 mentions in a high power campaign, the GM might consider allowing some characters to purchase Super Luck as a leveled trait, and includes the rules for that. It also features the "Alter Reality" Enhancement to allow Super Luck to work retroactively, or the Wishing Enhancement, which does work just a bit differently than it does with Luck/Extraordinary Luck/Rediculous Luck. It also contains some non-trait specific Modifiers that could apply to the various versions of Luck and Super Luck. GURPS Power-Ups 3: Talents contains optional rules for traits that act as prerequisites or enablers for a particular talent, with Daredevil and Luck showing up among the possible traits. Page 26 of GURPS Supers has rules for treating Daredevil as a leveled trait. Previous Editions Daredevil, Luck, and Super Luck all work the same in Third Edition as they do in Fourth. As a reminder, I don't have information for earlier editions. Useful Links Thank you for the links. We have not only some threads discussing the use of these traits, but those oh-so-valuable Kromm & PK Quotes:
Discussion Starters This is a generic list of questions if you need them; if you already know what you want to say, feel free to just chime in.
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My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :) Last edited by Otaku; 06-06-2017 at 12:08 PM. Reason: Added entries to and organized Links section |
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advantage, advantage of the week, daredevil, luck, super luck, [basic] |
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