T O P I C R E V I E W |
AulayanDuerf |
Posted - 03 Apr 2003 : 20:38:30 I'm currently in the process of designing a minor artifact, but am running into stumbling blocks. As you know, artifacts are much more powerful than normal magic items, and I can't get my brain to work on something so powerful.
The artifact is entitled 'Tyche's tear,' It'd be classified as a minor artifact, due to the fact it lost alot of power with Tyche's split. Obviously, it'd be a good and bad luck sort of device, but I'm not sure exactly what to design into it.
History wise, I'm doing pretty well so far. I need to seriously flesh it out, of course, but a recent Realms-L Discussion on when the Dawn Cataclysm happened has helped greatly. So all I'm looking for is exactly what to have the item do. |
2 L A T E S T R E P L I E S (Newest First) |
HSolo2399 |
Posted - 04 Apr 2003 : 15:08:33 One idea you could have with the 'tear', is who has dominion over it now. may be it still holds a bit of the old days in it, and a totaly randum magic happens. start with it being 50/50 and as events happen you check to see if a 'good' luck event happens, bonus on a save, lucky shot with and arrow; or a 'Bad' luck event happens. you could use a sliding scale to shift the percentages to 'good' luck or 'bad' luck as they happen. Say you have 10 'good' luck events in a row, the scale would tip for 'bad' until 10 'bad' luck events bring it into ballance back at 50/50. You could also have one or two envoced powers that the players see every day, and make them guess about the 'influence' that the 'tear' is generating. |
branmakmuffin |
Posted - 03 Apr 2003 : 20:57:34 GURPS has a disadvantage called Cursed, I think. What it does is bring good luck to the Cursed person, and bad luck to his companions. If/when his companions find out about it, they might not be too keen to have him around anymore. That's one possibility.
Another is the case of the alien named Longshot, a former member of the X-Men. His "super power" was incredible luck, sometimes good, sometimes bad. I think it all had to sort of balance out. I don't think he got to choose.
You could let the possessor choose up to a certain limit of "good luck" events. Let's say s/he chooses 10 "good luck" (and let's say 10 is the limit on consecutive "good luck" events), the next event has to be a whopping "bad luck" event to balance it out. I suppose the "whoppingness" would be determined by how beneficial the "good luck" events were. Maybe the user could build up a "bank account" of "good luck" by deliberately choosing to be affected by "bad luck".
You'd have to decide on a "luck rating" system if you take either of my last two sugggestions. For example, how "lucky" is an automatic hit in combat? How "lucky" is an automatic for maximum damage? How "lucky" is an automatic critical hit? How "lucky" is it to make your opponent critically miss? How much "luck" do you get in your "bank account" if you decide your opponent automaticaly hits you for maximum damage?
Edited in reply to HSolo2399:
I believe I said that. |
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