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Fortune Points


Willow

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I'm working on an adaptation of Feng Shui/Shadowfist to HERO. One of the things FS has in spades is average joes, who through sheer luck, are able to hold their own with special forces assassins and robots from the future. HERO does have Luck, but its not quite what I'm looking for. Here's what I came up with:

 

Fortune Points: You have a number of Fortune Points. Each session, you can spend a Fortune Point to gain +4 on any 3d6 roll, or to gain +4 DCV for one attack. (4 10-pt Skill Levels: 40, Metagame Effect: Controlled by Player, not Character +0, Charges: Varies) Real Cost: 13 for 1, 16 for 2, 18 for 3, 20 for 4, etc.

 

I had to play a little fast and loose with the nature of 10-pt Skill levels, but I'm happy with the end result (call the other changes a +0 advantage if you need to.)

 

What do you think? Is there a way to do this cheaper?

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Re: Fortune Points

 

Which one?

 

Essentially, the power works just like it says: "You have a number of Fortune Points. Each session, you can spend a Fortune Point to gain +4 on any 3d6 roll, or to gain +4 DCV for one attack." The text on Skill levels in HERO is longer, for good and bad.

 

As for the first advantage (the +1/4), upon re-reading the text, I realize its not needed. (Activation rolls aren't specified, but it says 10 point levels can be applied to anything the GM wants.) EDIT: So I took it out of the orginial post.

 

The 'metagame' advantage essentially means that it's totally under the control of the player: no conscious thought is required on the part of the character (unlike many powers, and overall skill levels in particular), so the character doesn't even need to be aware of the situation if there's a roll to be made. Certain people might think this is worth a +1/4, but I don't.

 

The "Fast and Loose" Advantage (+0) gets rid of all that extraneous Skill Levels text. Among other things, this means that you can't split the Skill levels between 4 different rolls, the DCV only applies to one roll, not until the levels are reassigned, that assigning the skill levels isn't even a zero phase action, and they aren't technically Combat Skill Levels (and can't boost damage or do other CSL tricks).

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Re: Fortune Points

 

Didn't find the PDF, but there certainly are a lot of variations on Luck/Fate etc. mechanics that HERO fans have created. The threads below contain posts or links for most of them:

 

http://www.herogames.com/forums/showthread.php?t=45410

 

http://www.herogames.com/forums/showthread.php?t=44044

 

http://www.herogames.com/forums/showthread.php?t=22714

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Re: Fortune Points

 

Ditto both of the above.

 

RDU Neil's luck chit system is very good. Definately worth a look. At least it'll give you good ideas how the existing luck system could be modified. I personally would use it unmodified for a few sessions and see how the players like it.

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Re: Fortune Points

 

If you try out my Luck Chits system, lemme know how it goes. We've been mighty happy with it and others on the boards have adapted it to their own needs. Still others... just not their cuppa. No mechanic can be judged except by how well it works in actual play. I'd like to think Luck Chits has a decent track record, but alway interested in how others find it.

 

For your purposes, you may find that the Luck Chits can allow for survivability... but not necessary added effectiveness. With chits for extra dodges, blocks and recoveries and moving hit locations... a lower level guy could survive, but my chit rules don't really provide for "added ability." By this I mean... while Joe Schmoe survives the fight, luck chits don't really help him have the power to hurt his opponent.

 

A clever player could do things with Blue chits like, "The car I'm hiding behind has the keys in it! I'm going to ram Man Mountain while he fights my buddies!" or "I throw a blue chit! When Black Water got knocked back into that shop, he ruptured a gas line! I empty my gun into the room to try and set off an explosion while he's in there!"

 

Now... these are cool bits and really work if the play group is into this kind of "authorship" but it is very different than granting a normal a qualitative ability to hurt a super. (There are ways I think this can work, but it would not be Luck Chits.)

 

Other powers to give to "normals" so they can do abnormal things.

 

Damage Reduction: They Just Never Get Hit Squarely!

 

DCV Levels: There's Always Some Cover!

 

etc.

 

 

Sounds cool. Keep us filled in on how this plays out!

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Re: Fortune Points

 

Thanks!

 

Here are some Chinese symbols for luck that could be copied:

http://chineseculture.about.com/library/picks/aatp_luckysymbols.htm

 

It's traditional to give lucky money in China during new years or during festivals like weddings:

http://chinesefood.about.com/library/blphotoluckymoney.htm

 

Put caligraphic sutra or money in evelopes for players to choose. Here you can buy 35 evelopes for $7:

http://www.startunzflutes.com/envelopes.html

 

Don't forget rice paper for that truly authentic look for sutras. Probably any good stationary would work, though, as long as it's not binder paper ;)

http://www.rice-paper.com/ricepaper.html

 

For writing, I'd just use a felt tip pen. Red is a lucky color in asia, use that for the luckiest chits. Use black for the regular ones.

 

Good luck!

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