Cloudnine Posted February 21, 2019 Posted February 21, 2019 (edited) A Fú's Luck|福家福 This is a given name, for the Fú family lacked a name for their peculiar talents. Rather, this sobriquet started as a common saying in jest or jealousy regarding anyone's exceptional luck (good or bad), immortalized over millennia by Dragon Country scholars and historians. These enigmatic mystics are able to quite literally push their luck, attaining incredible feats no matter the odds. Luck however, does seem to balance out for these wily nobles as after a streak of defying fate, they appear to succumb to a period of general malaise before returning to their lucky selves. Effect: Character gains an additional tank stat called 'Luck.' Luck is gained at a rate of 10 luck per character level. If the character's Luck reaches 0, set the character's Chakra and Stamina to 0 until Luck regenerates. Luck does not regenerate until between threads, or per GM discretion. For every thread the character spends their luck, at the end of the thread (or at any other point in the thread per GM discretion), the character makes a Bad Luck Roll: Roll a 1d20 and add their remaining luck percentage (100(remaining luck/total luck)). This skill cannot be taken if the character has hindering skills that grant roll penalties or increase fail chance. Requirements: Fú Family [Hereditary] Cost: -1 Quote Bad Luck Roll [1d20 + (100(remaining luck/total luck))]: 01-10: Lose 100% of any rewards from this thread 10-30: Lose 50% of any rewards from this thread, rounded down 30-110: No effects 110-120: Gain an additional 50% of any rewards from this, thread rounded down Super Luck | 強運 Even when staring down the head-cleaving ax of their executioners, historical records note some Fú earn a stay of execution after everything else goes wrong. Maybe the court ran out of pikes to display fresh heads, the undertaker experienced an unshakable bout of extreme food poisoning, or the weather's just so horrible that the assembled crowd isn't deemed impressive enough for their noble blood to spill. Regardless, circumstance allows these Fú to see the light of at least another day. Effect: As a free action in the phase the roll is made, the user may spend 10(100/x) Luck to increase or decrease the result of that dice roll by 1. x is equal to the number of sides the dice has. A dice roll can only be manipulated by up to 5/(100/x) integers, rounded down with a minimum of 1. The final die value cannot be below 1, or above the die’s maximum value. The skill effect must be announced in the dice roll ‘reason’ before the roll is made. This ability can be used once per rank in this skill. This skill cannot be combined with other roll-augmenting effects. Requirements: A Fú 's Luck Cost: -2 for rank 1; -1 for additional ranks Ranks: 8; gained once every 10 levels. Quote Super Luck Quick Notes Luck per 1 value change : max luck spent : maximum value change d100 (10 : 50 : ±5) d50 (20 : 40 : ±2) d20 (50 : 50 : ±1) d10 (100 : 100 : ±1) d5 (200 : 200 : ±1) d2 (500 : 500 : ±1) Double or Nothing |走極端 Fortune seems to favor Fú caught in dire situations. Sometimes though, they can put too much on the line. It is in the most trying times that these mystics achieve their most odds-defying feats. Effect: The user may pay 150 Luck after making a dodge roll. Attempt the roll again, treating the incoming attack dealing double total damage and effects (round up, status effects can break max turn durations and battle limits through this skill) and cite this skill in the second roll's comments. The second roll must be used. This second roll cannot be augmented with Super Luck or any other roll-augmenting effects. Double or Nothing cannot be combined with any other effects that grant additional dodge rolls. Usable once per battle per rank. Pay 300 luck when using the second rank. Requirements: A Fú 's Luck Cost: -2 Ranks: 2 [Rank 1 available at level 25; Rank 2 available at level 75] Lucky Eight | 囍 The most auspicious number there is for the Fú. It looks like a stylized version of the character for happiness, and when spoken in their language, sounds like the word for 'wealth.' Seeing it anywhere can bring a rush of joy. Effect: Regenerate choice of 8x chakra or 8x stamina any time an 8 shows up in the character's final rolls. At 25% health or lower, the character may choose to regenerate 8x health instead of the above chakra or stamina. x= ninja rank. Requirements: Fú Family Cost: -1 Edited May 24, 2020 by Cloudnine
Cloudnine Posted February 21, 2019 Author Posted February 21, 2019 (edited) Notes: Luck System: Luck is used to alter die rolls. If the character uses too much, they run the risk of penalties, including reduced stats and loss of rewards. Super Luck: I can't seem to un-butcher the effect wording. Basically, ranks in the skill = how many rolls you can alter. Each time you alter a roll, you can add/minus to the roll an amount up to the maximum in the table. It's cheaper to change the result of the roll if the dice has more sides. It gets a lot more expensive for 1d2, which is encountered in RP more and having a 1 or 2 can have more profound results than a 74 vs. 79 on a 1d100. If 10 ranks is too high, going down to 8 would be pretty cool flavor-wise. Lucky Eight: Just threw this in for some flavor. Edited February 21, 2019 by Cloudnine
PandaMattMatt Posted March 4, 2019 Posted March 4, 2019 Whooo boy. You sure do make really fun and interesting stuff, but damn does it boggle the brain a bit. Fu's Luck: Approved, this is pretty straight forward and is basically just giving access to everything else. Super Luck: This is where the numbers start getting me all jumbled up. Basically, you can manipulate a block into a dodge, a hit into a block or even a crit into not a crit. That's some really powerful abilities. Especially when used in Roleplay settings. Although, this also comes with some dang steep drawbacks. Chakra/stamina being set to 0, a potential absolutely no rewards (Which I think might be a little overboard?), and etc. I honestly think 8 ranks would be better here. It'll fit your flavor, but i think doing this 10 times is a bit much. Also, if we go to 8 ranks, I'd suggest making rank 1 cost 2 sp, and all subsequent ranks costing 1 sp. Double or Nothing; I like this, approved. Lucky 8's: 18% Chance to get +32 Stamina/Chakra and *maybe* 32 Health. I'm inclined to say this is fine, but I think I would rather see a trade off. Health is worth roughly twice as much as Chakra/Stamina. So Maybe at 25% of less health, they get to choose Health instead of Chakra/Stamina? Requirements: When you say Fu Family Birth, I'd get rid of the birth part and just say Fu Family. It's not required, just odd haha
Cloudnine Posted March 4, 2019 Author Posted March 4, 2019 Haha thanks for taking a look! It's definitely an odder clan. I'm boggled without it all too... @__@ -Birth requirement thing removed! -Lucky 8: HP regen is a choice that replaces chakra/stam at 25% health -Super Luck: First rank costs 2SP, and now has 8 max ranks -I'll prolly keep the Bad Luck penalties as-is, with normal dodge rolls it's pretty hard to get into the threshold where you roll into the reward-loss penalty. I can see running out of luck in RP threads, and the 0-20 bad luck threshold is there to prevent every RP roll that could matter from being modified. The character can either rule the RP thread and get no rewards, or let some RNG happen and get exp/$.
PandaMattMatt Posted March 4, 2019 Posted March 4, 2019 I think you should probably get someone with a much more mechanical/numbers oriented mind in here after me. I think this looks good in general, but I'm bad with numbers. However, as of now:
Princess Posted May 2, 2019 Posted May 2, 2019 For what its worth, I don't think a hereditary skill is the place to introduce an entirely new mechanic, then have a realm of regular skills that modify that mechanic. That really feels like the realm of a bloodline for me, especially because as a hereditary skill there's nothing stopping you from getting a transfusion of say, Sennika, and layering a bloodline with ANOTHER new mechanic on top of that. But feel free to disagree.
Kouta Posted May 7, 2019 Posted May 7, 2019 I do disagree. The Akimichi introduce Calorie Points and the Aburame introduce their colonies through Hereditary skills. I don't think this is too farfetched to introduce here, but I do wonder: This seems poorly balanced against you. Half your luck rolls do something really bad (writing an S rank and then losing the rewards feels bad, yo), and the "Good" rolls don't do anything good. I'd at least put one "1.5x rewards" near the top of the scale just so there IS a good luck reward. Your best reward is "you get luck points back, but you got this result so you probably didn't spend them anyway". The other weird thing here is that IC days mean nothing in NA, unless it is the middle of an arc. You can always just say "Himiko picks up a mission THREE days later" and suddenly the IC days was worthless. The one skill that I think is really good is the "adjusting rolls after you see them" skill....which I think is too good for Not-A-Bloodline. You can adjust them before you roll them so "I'll spend 5 luck points to get a +5 on this roll" or w/e, a lot like Taijutsu Charges do, and then roll, but I don't like "I rolled a 67 out of 82, lemme dump my luck here and spend exactly what I need in order to successfully dodge." The skill about a once/battle re-roll, I'd just make it once/battle, make it cost a static amount of luck instead of variable luck, and maybe got to 1.5x (rounded down) instead of double. Doubling Total Damage and all statuses is, um....bad. Being Stunned for Two turns is like, immediate death.
Cloudnine Posted May 15, 2019 Author Posted May 15, 2019 (edited) I'd rather keep this set as Hereditary. I don't have strong opinions on it, I can move it as a fully passive bloodline, but I am against the possibility of it being passed through transfusion. Yurane gave some feedback via Discord, I attached the convo here, just to keep all feedback in one place in this thread. Changes made this round: A Fu's Luck: -Changed the bad luck roll reward/penalties. Most of the threshold has no effect, if you use Luck but roll a 110-120 (keeping 90-99% of your luck), you get 1.5x rewards. -Removed the IC recovery time/Luck drought/slashed stats with having bad luck Super Luck: -Adjusted the ranks from every 5 levels to every 10 levels to pace it better, since with Double or Nothing, rank acquisition was front-loaded in lower levels. The whole kit could be completed at level 35 without enough Luck to use it all. -Super Luck cannot bring a roll value below 1 (so RPJ fail chance can't lower to 0%) or above the max face of the die -I'd prefer not to reduce ranks in this- hopefully the larger level spread helps. It also mathed out decently (see below image) Double or Nothing: -I hoped doubling damage/statuses would allow the second use per battle. If things went bad the first time, they're just.... super dead, lol. I want risk as a flavor for this clan skill set/bloodline/thing through 'A Fu's Luck' and 'Double or Nothing,' the character can max all clan skill perks at the cost of all Luck, maybe win a close match, but lose rewards. -Added a fixed cost, and made the second rank double cost since rerolling is a strong benefit. ( I'm also so, so, so down with quadrupling the damage/effects penalty) -Spaced out the level requirements for this skill- rank 1 at 25 and rank 2 at 75. (Was level 0 and 'upon advanced path') -With these changes would a second rank be doable? Other: -Here's a quick chart I made of PC level vs Luck gained vs Luck spent. Super Luck rank: max rank of Super Luck attained at that level Super Luck d100: The most standard use of Super Luck would be modifying 1d100s, so this is the Luck cost of using all ranks available of Super Luck at that level D or N Max: Luck cost of using Double or Nothing at max rank at that level Max Spending: Total of 'Super luck d100' and 'D or N Max' Penalty Possible: Ensuring that max use of the clan skills will bring the character into the threshold of Bad Luck Roll penalties (<30%). The number in parenthesis is the percent of max Luck the character can hit if they used all D or N ranks, and all Super Luck ranks rolling for 1d100s. At lower levels and roughly near rank promotion levels (eyeballed as the D or N rank levels), the character can hit 0 but slowly retain more Luck at higher levels. 120 baaarely scratches the penalty roll threshold, which I thought was kinda cool and miraculous. Edited May 15, 2019 by Cloudnine
Princess Posted December 20, 2019 Posted December 20, 2019 I think the two ranks for Double or Nothing is fine, but please add to the restrictions that it also cannot be combined with any effect that grants you additional dodge rolls as well. This stops it from stacking with itself (which would be suicide yes but also maths out in your favour if you play the odds twice in a row) but also things like Path of the Assassin which give you that extra dodge roll. Limiting yourself to one additional dodge roll per incoming attack I think it a fairly minor drawback, and one that keeps the mechanics of the game fairly well in tow. Even if you cheese A Fu's Luck as hard as you can, and at level 120 spend only 10 luck in a thread, you still need an average roll or higher to get the additional rewards (1d20+100(1190/1200), if we round up the modifier to 100 which I think is a fair assumption, you still need to roll a 10+ on that d20 to ping rewards). It does kind of annoyingly reward you for not really using your powers, which, kinda comes off as odd. Nothing I can't stamp for, just feels odd to be taking a suite of powers you're actively discouraged from using, but given the reward increase can never be guaranteed, I think it'll balance out fine and you'll typically be aiming to burn luck to win, and hope for that big middle tier of nothing. So add the limiter I requested to adding dodge rolls and I think this is good to go.
Cloudnine Posted May 24, 2020 Author Posted May 24, 2020 Done! Double or Nothing now cannot stack with additional dodge roll effects!