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Showing results for tags 'hazard'.
I was reading the description of the Luck power and it says is supposed to be a fun, fringe benefit thing and not to be a hero or villain's bread and butter schtick. It says things like, "Luck should never rule a situation. The GM has full control over Luck. If it is necessary for something to happen, it happens regardless of how much Luck Power a person has. The GM should not feel compelled to let Luck save someone. Luck should not come into play often and should be a pleasant surprise." But what if somebody wants that Luck power to be a hero or villain's signature thing, the same way somebody might spend 60, 70, 80+ points on a blasting powers suite, Power Armor, Martial Arts, stuff like that. That is, have it be featured very prominently many times per combat and day and challenging scenario? I am looking at a supervillain, Hazard, and he has a significant investment in the Luck skill, 60 points. How exactly would that be adjudicated? Do you have some pointers for how to use Luck? I like the description of him as a good Hunter or Rival for a player who has given their character a Hunted or Rivalry complication. I looked in another book and I like the idea of Cumulative Luck rather than d6 for somebody who is going to spend a lot of points into Luck with an advantage. You add the point total up and divide by 6 to get results rather than count 6s. But this means that Hazard would get 2, 3 and 4+ better Luck results very routinely. How would that look in game if a character got crazy, superheroic luck happen to them and crazy, supervillainous bad luck happen to their rivals?