Quote:
Originally Posted by Hide
Regarding your “guesstimate”, per GURPS power ups 4 ridiculous luck gives you 6 lucky breaks an in-game day. Even if you multiply take alternative yield of ridiculous luck, under the “special case” clause, you acquire 2*6 = 12 luck breaks. With the 1:1 ratio, you roughly had 144 lucky breaks a day (6 calls per hour * 24 hours).
Alice's updated "luck" looks better now.
A lucky break every 30 in-game minutes is about 48 chances to call dice in a day. It is still high compared to the examples, but it is clearer and more transparent.
Regarding her skills:
Since Alice is a child or a teenager, I would change diplomacy for fast-talk.
Knife is fine, for her. I think the shortsword skill is out of character, it is out of her "original dimension" context; if you want her to use a sword, she could do knife -4 instead. Or if you REALLY want her to use a sword (Vorpal Blade), give her smallsword (you could say she took fencing lessons); the fencing bonus will be good for her.
Taking a bit from GURPS Action II, the traps skill lets you detect traps (doing Per-based Traps roll). That might keep it simpler for you and the players.
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My math on Ridiculous Luck specifically refers to the max multiplier suggested in that supplement, that of 7. Ridiculous Luck typically functions six times per real time hour; thus, the amount of uses per game day yields us 42 uses. If we divide that by the number of hours in a game day, we come to the result of 1.75 uses of Ridiculous Luck per in-game hour, or one use per in-game 30 minutes. This is within the RAW, or we could debate whether or not we should round up here but I suspect there's no such thing as 75% of a Ridiculous Luck use.
Shortsword is convenient because the Vorpal Blade as written in the module is a shortsword.