Friday, December 30, 2016

Luck (Optional Ability Score)



This optional ability score is designed with OSR style roleplaying games in mind and is based on a similar mechanic found in Goodman Games’ Dungeon Crawl Classics RPG. Many of the possible effects of Luck assume Advanced Dungeons & Dragons and derivative games, however these rules should be easy to include in other systems with some modification. This system likely should not be used in combination with existing rules for managing Luck (other than random die rolls) except as a replacement. Examples include systems where ‘Luck’ can be a power or advantage (Like Mutants & Masterminds or GURPS) or that use ‘Hero’ or ‘Destiny’ points to achieve good fortune.

Regardless of the rules set employed in your campaign, Luck should always be determined randomly and should not be assigned with a more ‘heroic’ generation method (such as 4d6, drop the lowest). At your option, Luck can be a player’s choice; they may choose whether or not to have a Luck score. Players without luck scores have no bonuses or penalties and cannot spend Luck points. Such characters are known as ‘Defiant’ heroes.

Luck (3d6)

Luck influences many aspects of a character’s life and career beginning after the ability score determination step of character creation. It affect all rolls on random tables if both of the following conditions apply; a) the results of a roll on the table clearly scales from more favorable to less favorable (or vice versa), and b) the results directly affect the player character and no other (with the exception of background NPCs created with the player’s character). Unlike other ability scores, Luck can be used by players as a sort of commodity. This is entirely optional and is handled in one of two ways; Challenging Fate and Denying Fate, each described below. Denying Fate causes the character’s Luck score to decrease permanently and other cosmic forces may cause it to be raised or lowered.

This includes (but is not limited to) random determinations for starting age, social class and rank, circumstances of birth (including legitimacy), status and quality of parents and siblings, birth order and inheritance, and starting money.

During play, Luck also influences critical hits (both location and severity), fumbles, and any random happenstance that befalls the character. In addition, each character is born under a sign which determines what other checks are modified by Luck. The player rolls percentile dice on the table below to determine their birth sign. Signs may be Auspicious (with a high Luck score), Foreboding (with a low one), or Conflicted (scores with a modifier of 0). The gamemaster should inform the player which of the three example traditions their character is likely to follow; the Elder Houses, the Great Procession, or the Wheel of Heaven. The signs listed represent only a few possibilities and gamemasters are encouraged to add additional options or modify the existing signs as desired. 

After determining the character’s sign, the player will note which checks are modified by Luck and apply their Luck modifier to all rolls of the appropriate type(s). In the case of percentile based checks, apply plus or minus 5% per +1 or -1. If the character has a positive Luck modifier, rolls are modified so as to be most beneficial: add the modifier if higher rolls are more desirable, or subtract the modifier if a lower roll is better. Characters with a negative Luck modifier are penalized in the same way. 

Table: Birth Sign
Roll
The Elder Houses
The Great Procession
The Wheel of Heaven
Rolls modified by Luck
1-2
The Star (of the war-maiden’s sword hilt)
The Eye
The Maiden
Turning undead
3-4
The Bee-wolf (bear)
The Tail (of the manticore)
The Rooster
Unarmed attack rolls
5-6
The Salamander
The Wings (of the strix)
The Monkey
Spell damage
7-8
The Saddle
The Bow (of the centaur)
The Elephant
Mounted attack rolls
9-10
The Jug or the Wash Basin
The Legs (of the shedu)
The Cow
Corruption rolls
11-15
The Osprey
The Horns (of the sea-goat)
The Wing and Crown (of the garuda)
Chance to improve skills
16-17
The Ibex
The Nose (Spike; of the abath)
The Horse
Bend bars/lift gates
18-19
The Forge (of the smith)
The Yoke (of the ox)
The Mule
Open doors
20-24
The Ears (of the wolf)
The Flag (of the hind)
The Rat
Sanity checks
25-26
The Adder
The Bat
The Scorpion
Critical hit location
27-28
The Tail (of the rat)
The Scales (of the pangolin)
The Hare
Saving throws against traps
29-33
The Beak (of the raven)
The Hummingbird
The Carp
Number of languages
34-35
The Nose (of the mole)
The Nose (of the jackal)
The Bear-Cat
Traps skill to find secret doors
36-37
The Crown
The Hen
The Bowl (of wine)
NPC reaction adjustment
38-39
The Raccoon
The Spider
The Tails (of the fox spirit)
Traps skill and find or remove traps (thieving)
40-41
The Tower
The Neck (of the camel)
The Handle (of the crossbow)
Missile damage rolls
42-43
The Owl
The Queen
The Dog (of the moon goddess)
Spell checks
44-45
The Tooth (of the mountain lion)
The Fang (of the snake)
The Wing (of the pheasant)
Called Shots
46-47
The Handle (of the axe)
The Boar
The Tiger
Critical hit severity
48-49
The Belt (of the war-dog)
The Hunter
The Claw (of the bear)
Damage adjustment
50-52
The Tusks (of the boar)
The Tow-Tailed Wolf
The Kite
Attack and damage rolls for 1st weapon
53-55
The Opossum
The Lightning Bolt
The Tortoise and Serpent
Saving throws against breath weapon
56-58
The Branch
The Face (of the gorgon)
The Lady
Saving throws against magic
59-61
The Cross(ed swords or sticks)
The Frog
The Shirt and Bow (of the Emperor)
Saving throws against magical device
62-64
The Mantle (of the hunter)
The Mongoose
The Frog
Saving throws against paralyze
65-67
The Leaf (of holly)
The Shoe (of the underworld)
The Ramp
Saving throws against poison
68-70
The Hammer (of the smith)
The Clover
The Lion (guardian)
Hit probability
71-73
The Tail (of the dragon)
The Ratel
The Mouth (of the headless one)
Critical hit tables
74-76
The Spike (of the wyvern)
The Tusk (of the elephant)
The Axe and Scepter (of the Empress Dowager)
All damage rolls
77-81
The Cauldron or The Wine Basin
The Date-plum
The Water Lilly (lotus)
Magical healing
82-86
The Serpent and the Tree
The Spy-glass
The Beard (of the dragon)
Learning Ability
87-88
The Twig (of mistletoe)
The Cypress
The Three Staves (of the immortals)
Missile adjustment
89-90
The Noose
The Cheetah
The Snake
Initiative reaction adjustment
91-92
The Hauberk
The Wreath
The Donkey (of the lucky one)
Magical defense adjustment and resist Persuasion skill
93-94
The Crook (of the shepherdess)
The Horse
The Foot (of the hare-hunting horse)
Movement
95
The Spear and Bow (of the king)
The Lion
The Crescent (of the guardian of the Empress)
All attack rolls
96
The Belt (of the sun god)
The Tainia (girdle or ribbon)
The Nine Gifts
All saving throws
97
The Cap (of the fey)
The Feather
The Necklace (of jade)
Defense adjustment
98
The Boot (of the wanderer)
The Scythe
The Shield (of the footman)
Hit point adjustment
99
The Ring (of the vandal)
The Amphora (of wine)
The Boat (silver ingot)
Skill checks and thieving
00
Roll twice more*
*Roll three times if this result occurs a second time, but no more. Reroll any subsequent 00 results.

Some signs are more or less favorable to certain types of characters while others are more general in application. For example, an unlucky character born under the sign of The Maiden (in the Wheel of Heaven tradition) can mitigate the effects of their misfortune by choosing a career without the ability to Turn Undead. However, any character born under the sign of The Nine Gifts is likely to experience great fortune with a good Luck score or one disastrous failure after the next with a poor one. 

Challenging Fate
Whenever the player is about to make a roll, he or she may choose to Challenge Fate. When so doing, the player spends two or more points of Luck. For every two points spent, the roll is positively affected by a margin of 1 (or 5%). As soon as the outcome of the roll is determined, the character’s Luck is penalized by the number of points spent and the player uses the character’s new Luck modifier until the spent points are restored. Luck spent this way returns at a rate of one point per day and no effect other than a Wish or the intervention of a deity can cause them to recover sooner. 

Denying Fate
Characters can choose to exert their will over present events at the risk of lasting misfortune by kindling the ire of forces far beyond mortal comprehension. At any time the player can choose to Deny Fate by losing one point of Luck (permanently reducing the score by 1). Upon so doing, the player chooses one of the following effects:

Best Effort
The player may re-roll any die roll just made and take the best result. If the new roll is less than half the highest possible die result, apply a bonus equal to half the highest possible result (+10 bonus when rolling a d20, +50% bonus when rolling percentile, +9 bonus when rolling 3d6, and so on). In this way, the minimum possible result of a Fate Denying character’s Best Effort is just over the average under any other circumstances.

Boon of Circumstance
The player can grant the character an advantage by adding favorable details to the immediate situation (similar to succeeding a Luck ability check). The gamemaster should grant any reasonable request. For example, if the character is lost and unarmed in the darkness, the player can grant the character the finding of a weapon or a source of light, but not a magical weapon or the turning of night into day.

Defy Death
By Defying Death, the character can turn a potentially deadly turn of events into a mere setback. A dying (but not dead character) will stop dying and return to consciousness at a moment when it would be safest for them (but not necessarily for allies) with at least 1 hit point. Similarly, the player can choose to grant the character instant recovery to the conditions of being bound, charmed, ensorcelled, paralyzed, sleeping, unconscious or the like. Defying Death can also turn a critical hit on the character to a normal one or any normal hit into a miss.

Feat of Heroism
The player can grant the character the benefits of any normal advantage or ability for which any prerequisites (ability scores, class, race, etc.) are already met. The character can also regain one use of any ability with restrictions on usage (including spells).

Note Regarding Signs: The example signs often correlate with their associated bonuses/penalties, but not always. This is by design as such real-world analogues are often vague or even dissonant. Within your campaign this can be explained by sharing legends that informed the Sign associations, or acknowledging that the system(s) of augury have changed over time and the original meanings may have shifted. If the campaign world would benefit from more or less transparent connections, they should be altered accordingly.