• Tag Archives Fortune
  • The Lucid Effect 1: The Kindergarten Teacher

    The Lucid Effect presents a new Lucid, first with only mundane abilities that encapsulate their former lives, and a possible incarnation with supernatural talents building off their previous skills.

    The Basic Template spends only basic Character Points and 5 Lucid Points.
    The Lucid Template fills out the character presenting a near complete New Lucid.

    As we kick off our second character creation series, we start with the Kindergarten Teacher. While we may not think about it very often teachers, especially for younger students develop skills they might not even realize they have. Skills such as tracking down lost children, debate for those parental disagreements, and even basic first aid.

    Basic Template

    Kindergarten Teacher

     

    History 9 Fortune 8
    Career: Teacher 6 Intuition 7
    Education 4
    Lucid 9
    Focus (Based on Realm) 9
    Strength 5 Wisdom 4
    Climbing 4 Animal Handling 2
    Lift 4 Domestic 2
    Study: Children’s Education 3
    Dexterity 5 Intelligence 4
    Dodge 4 Computers 2
    Sport: Kickball 4 Logic & Math 3
    Medical 2
    Constitution 8 Mental 8
    Running 7 Concentration 7
    Sense 5 Expression 4
    Perception 4 Art: Finger-paints 2
    Tracking 4 Debate 2
    Etiquette 3

     

    While hardly an expert in any field, the Kindergarten Teacher has a wide range of skills to draw on. In a pinch, teach can substitute their lack of an Unarmed Fighting Skill for Sport: Kickball and their time hunting down children in parks and playgrounds have left them adept at tracking. As a Lucid, this opens up multiple possibilities. Knowledge being a key element to the character our teacher will be taking a turn towards dark wish fulfillment. Playing on their already good perception and intuition our teacher acquires new senses and secrets not shared on the playgrounds.

     

    Lucid Template

    History 9 Fortune 9
    Career: Teacher 6 Intuition 7
    Education 4 Reading 9
    Lucid 9
    (F) Secrets of the Night 9
    Strength 5 Wisdom 4
    Climbing 4 Animal Handling 2
    Lift 4 Domestic 2
    Study: Children’s Education 3
    Dexterity 5 Intelligence 4
    Dodge 4 Computers 2
    Sport: Kickball 4 Logic & Math 3
    Medical 2
    Constitution 8 Mental 8
    Running 7 Concentration 7
    Sense 9 Expression 6
    Perception 4 Art: Finger-paints 2
    Tracking 4 Debate 2
    ESP 9 Etiquette 3
    Influence 6
    Lucid Boons Value
    Blessing Major
    Passive Reader Major
    Secret of Pain Major
    Secret of Suffering Major
    Empathy Typical
    Thought Reader Major

    Unspent Experience: 9

     

    Adding the Secrets of the Night, ESP, Reading, and Influence Abilities the teacher knows things those around him can’t understand, sees what’s going on, can predict what may happen, and guide others in the direction they see best. The Boons selected continue on this theme of knowledge, understanding and secrets.

     

    Blessing (Fortune/Supernatural – Major)
    Requirements: Reading 4 (Ability)
    Looking into the subject’s future, the fortune reader may implant a Blessing.

    Passive Reader (Mental/Supernatural – Major)
    Requirements: Lucid 6 (Ability)
    The strength of the character’s natural Telepathic talent is overwhelming and constantly active, picking up the thoughts and feelings of those around them.

    Secret of Pain (Wisdom/Dark – Major)
    Requirements: Secrets of the Night 6 (Lucid Focus)
    The Dark Lucid has learned techniques to cripple their foes with a touch of their fingers, radiating with Dark force.

    Secret of Suffering (Wisdom/Dark – Major)
    Requirements: Secrets of the Night 9 (Lucid Focus), Secret of Pain (Boon)
    Pain is merely the beginning. The character’s Dark abilities linger on, further tormenting victims of the Secret of Pain Boon.

    Empathy (Sense/Dark – Typical)
    Requirements: ESP 1 (Ability)
    The Empath may pick up on the emotional states of those around them.

    Thought Reader (Sense/Dark – Major)
    Requirements: ESP 3 (Ability), Secrets of the Night 3 (Lucid Focus), Empathy (Boon)
    As the character’s knowledge expands, they learn to do more than sense basic emotions. Now, the Dark Lucid can actually delve into the subject’s mind, reading the thoughts of any target within sight.

    These Boons allow the Teacher access to the minds of his students, as they never imagined and tools for discipline none would believe. While one wouldn’t call many teachers the front line type, players wishing to toughen up the teach may consider increasing the character’s Dexterity to 6 and picking up Quick 6 a key ability of the Dark and adding additional survivability. Alternatively, they may chose to focus more on the powers of the mind expanding on Thought Reader shifting towards Fear, or Mind Control, both tools of the Dark.



  • Nothing Wasted 1: Good Fortune and Cinematic Gaming

    When setting a scene during a story GMs cover major elements and details. With some notable exceptions it’s difficult to include every detail in a scene. This means there is a framework for everyone to play within but occasionally questions arrive. When players ask questions or look for things in the scene the GM may simply say yes or no but depending on the request a Fortune roll can be used to determine if what the players are looking for is there and/or available.

     

    For instance:

     

    Separated from the other Coven members Chaz, Grigori and Margaret duck into an alleyway,  they were being herded and they knew it. All of them could feel the presence of the jawed nightmare moving behind them. They alley was narrow, but not so tight that the horrid creature would be unable to reach them. Garbage bins and refuse littered the alleyway.

     

    Here we have a set up for action. The players decide this is where they will make their stand. First Chaz’s player asks if there is a trash bin large enough for him to hide behind. The GM had mentioned there was a lot of trash in the alley and so he quickly points out there are probably several piles of trash and bins he could completely hide behind. As neither Gregori or Margaret are the physical type neither of them are looking to be stuck in alley when the Living Nightmare comes for them. Margaret asks the GM is there are any fire escapes. While this was not in the original description  it seems reasonable and it could give the players a major advantage. Because of this the GM decides it’s feasible but to let Fortune decide and asks Margaret and Grigori’s players to make Fortune Rolls. The GM sets the Target at Average (15) because it is reasonable but wants to leave some room for bad luck. The GM also decides that should they succeed by a Margin of 5 he’ll even give them a bonus.

     

    Margaret’s Fortune Roll is 13 (Fortune 6 + 2d6)

    Grigori’s Fortune Roll is 17 (Fortune 8 + 2d6)

     

    Reviewing the results the GM tells the payers that there is one fire escape in the alley but the ladder is not down someone will need to jump to grab the ladder and pull it down or will need a boost to get up there. Had Grigori rolled a 20 they ladder would have been down and they could have simply climbed up from the start. Because they need to clear the ladder initially it will take them at least one additional turn before they can start climbing the fire escape.

     

    Using the Fortune roll in this scene adds an element of the unknown and the results force the players to consider their next actions. Do they want to risk the added time and be caught exposed or attempt the climb for a better tactical position?

     

    When deciding to use a Fortune roll in a scene the GM should evaluate the significance of the actions involved. and how reasonable the request is. In this example Chaz’s player was expanding on something that was already established. A Fortune roll could have been used here but with the set up of the scene didn’t seem necessarily.  The other players request asks for things not established in the scene description and offers a tactical advantage. Because of this the GM decided a Fortune roll was appropriate but  because the request was reasonable set an Average Target.

     

    One thing to consider is when assigning a target for a Fortune Roll anything above Advanced (25) becomes almost impossible because there are no Supporting Characteristics. While an Easy (5) roll is an automatic success.  This should help GMs in determining if a roll is even necessary.

     

    These Fortune rolls are used to add additional suspense to a scene and help GMs navigate the line between giving players too much and too like. It’s important to not let Fortune rolls become a crutch though. GMs should always attempt to provide rich descriptions and backgrounds for the players to build from.



  • Nothing Wasted 1: Good Fortune and Cinematic Gaming

    When setting a scene during a story GMs cover major elements and details. With some notable exceptions it’s difficult to include every detail in a scene. This means there is a framework for everyone to play within but occasionally questions arrive. When players ask questions or look for things in the scene the GM may simply say yes or no but depending on the request a Fortune roll can be used to determine if what the players are looking for is there and/or available.

     

    For instance:

     

    Separated from the other Coven members Chaz, Grigori and Margaret duck into an alleyway,  they were being herded and they knew it. All of them could feel the presence of the jawed nightmare moving behind them. They alley was narrow, but not so tight that the horrid creature would be unable to reach them. Garbage bins and refuse littered the alleyway.

     

    Here we have a set up for action. The players decide this is where they will make their stand. First Chaz’s player asks if there is a trash bin large enough for him to hide behind. The GM had mentioned there was a lot of trash in the alley and so he quickly points out there are probably several piles of trash and bins he could completely hide behind. As neither Gregori or Margaret are the physical type neither of them are looking to be stuck in alley when the Living Nightmare comes for them. Margaret asks the GM is there are any fire escapes. While this was not in the original description  it seems reasonable and it could give the players a major advantage. Because of this the GM decides it’s feasible but to let Fortune decide and asks Margaret and Grigori’s players to make Fortune Rolls. The GM sets the Target at Average (15) because it is reasonable but wants to leave some room for bad luck. The GM also decides that should they succeed by a Margin of 5 he’ll even give them a bonus.

     

    Margaret’s Fortune Roll is 13 (Fortune 6 + 2d6)

    Grigori’s Fortune Roll is 17 (Fortune 8 + 2d6)

     

    Reviewing the results the GM tells the payers that there is one fire escape in the alley but the ladder is not down someone will need to jump to grab the ladder and pull it down or will need a boost to get up there. Had Grigori rolled a 20 they ladder would have been down and they could have simply climbed up from the start. Because they need to clear the ladder initially it will take them at least one additional turn before they can start climbing the fire escape.

     

    Using the Fortune roll in this scene adds an element of the unknown and the results force the players to consider their next actions. Do they want to risk the added time and be caught exposed or attempt the climb for a better tactical position?

     

    When deciding to use a Fortune roll in a scene the GM should evaluate the significance of the actions involved. and how reasonable the request is. In this example Chaz’s player was expanding on something that was already established. A Fortune roll could have been used here but with the set up of the scene didn’t seem necessarily.  The other players request asks for things not established in the scene description and offers a tactical advantage. Because of this the GM decided a Fortune roll was appropriate but  because the request was reasonable set an Average Target.

     

    One thing to consider is when assigning a target for a Fortune Roll anything above Advanced (25) becomes almost impossible because there are no Supporting Characteristics. While an Easy (5) roll is an automatic success.  This should help GMs in determining if a roll is even necessary.

     

    These Fortune rolls are used to add additional suspense to a scene and help GMs navigate the line between giving players too much and too like. It’s important to not let Fortune rolls become a crutch though. GMs should always attempt to provide rich descriptions and backgrounds for the players to build from.