Snapdragyn
Explorer
TL;DR: Need narrative (not rules-based) ideas for specific luck-based manifestations of magical talent in a low-point campaign. Does not have to be based on luck dice pool; could be anything with 'luck' as the fluff.
I'm about to be starting a new campaign w/ my old Heroes group. The guy DMing this one has given us the following info:
- Low power level (I forget the match of terms with points range, but thing 'hero', not typical 'superhero').
- Urban fantasy - magic exists, but is not widely/known recognized. Characters work for an 'in the know' private corporation interested in investigating/acquiring reports of magical phenomena/items.
- DM DESIGNS CHARACTERS - this is the biggy. We're supposed to provide an entirely NARRATIVE description of what our character does, with NO reference to rules - so no 'uses song to buff allies through Change Environment'.
The trouble I'm having is that I keep getting either too general in my description (like 'buffs allies' - what does that mean? what does it do?) or too specific/rulesy (the aforementioned 'Change Environment' when I was trying to say that he would proved everyone in the group a better chance to avoid being hit). I've got that my guy is Irish-American, with the 'blood of the bards' (uses music as his ability for whatever spell-casting he does) & the 'luck of the Irish' (his magical talents are all luck-based, at least in fluff - not all, or even any necessarily, based on luck dice).
So, anyone have some suggestions of specific-but-narrative manifestations of 'luck' that a buff/debuff-focused, support/5th wheel role character could have? Here's what I managed to come up with so far & had emailed to the GM, but I'm not sure it's really quite enough (& doesn't go much into the buff/debuff stuff, which is a bit of a miss from what I really wanted for the concept):
There's a feel of the general 'lucky fellow' - like the person who always has perfect parking karma. The 'extra lucky' - like searching a desk or bookshelf & just close his eyes and grab just what he was after, or flip a book open on the page that contained exactly what he needed.
That last part could even get into a bit of luck-based divination, which I like but it shouldn't be his main focus - he's not really 'the information guy', he's 'the lucky guy'. He'd be more likely to assist 'the information guy' if we have one by asking what they needed - then putting his finger right on it (or throwing a lucky dart at it - which would be cool for hardcopy, but lol if it's on a computer; still, maybe a fun thought.).
He definitely has a bit of a rough background, and may play the 'tough' role in the party. From a role perspective, in fact, that's probably his strongest fit - although you know my preference for jack of all trades/support characters, & I think this lends well to that. Definitely some room for stealthing, too, either by walking through areas right as guards look away/go on break/have a camera fritz out (think the mall scene in Minority Report, but luck-based instead of precognition-based) or just using a bit of charisma to bluff his way through.
I have this vision of him leading the team up to the desk of a guard nervous at seeing us all walk in after hours, & when questioned replying 'Us? Oh, we're just here to take THAT elevator up to the executive suite, where my friend <actual name a> here will blow the vault after <actual name b> disables the mechanical AND magical alarms - oh, didn't you know they had magical alarms? - & then we'll smash out the window & climb into the helicopter which our buddy <actual name c> will be flying for us (he's not here, obviously; probably already got the whirlybird fired up & ready, though)... yeah, that or we're the HVAC crew here to fix your air conditioning system' - and, you know, by the strangest coincidence the previous guard DID mention that there was a problem with the air, so the guard just laughs off his weird sense of humor & buzzes them all up. I think the best part of this luck manifestation would be making it work ONLY if he tells the ABSOLUTE truth.
Music is how he channels & focuses the general luck into the specific outcome or target or (in a not-entirely-specific way) intent. Parking spot luck is just natural. Enemy's get-away car running over a nail & blowing a tire (though the intent was probably not THAT specific; more 'we need to catch them/they can't get away') - that takes focus, will power, an effort on his part (in whatever game terms that gets reflected). Same with the luck that makes his otherwise standard bar-room brawler fighting skills into something that allows him to hold his own against a black belt - if he stopped (humming, whistling, whatever) while fighting, the black belt would trounce him
Spreading the luck to allies should be a greater challenge than focusing it just on himself - basic magical concepts there, as it's going past the natural affinity his own magic would have to work on himself and getting it to work on others, but only the specific others he chooses (& if it's the whole team at once, spreading it wider - & perhaps thinner, as well). Perhaps he crafts lucky talismans for his allies, or trades out items every few days which he's kept on himself to gain a bit of his 'essence', which can then make it easier for him to bring his power to bear on those who hold them? That could be a magical tap back to his power, too, so potential risk there if enemies were to acquire one. I kinda like that idea.
I'm about to be starting a new campaign w/ my old Heroes group. The guy DMing this one has given us the following info:
- Low power level (I forget the match of terms with points range, but thing 'hero', not typical 'superhero').
- Urban fantasy - magic exists, but is not widely/known recognized. Characters work for an 'in the know' private corporation interested in investigating/acquiring reports of magical phenomena/items.
- DM DESIGNS CHARACTERS - this is the biggy. We're supposed to provide an entirely NARRATIVE description of what our character does, with NO reference to rules - so no 'uses song to buff allies through Change Environment'.
The trouble I'm having is that I keep getting either too general in my description (like 'buffs allies' - what does that mean? what does it do?) or too specific/rulesy (the aforementioned 'Change Environment' when I was trying to say that he would proved everyone in the group a better chance to avoid being hit). I've got that my guy is Irish-American, with the 'blood of the bards' (uses music as his ability for whatever spell-casting he does) & the 'luck of the Irish' (his magical talents are all luck-based, at least in fluff - not all, or even any necessarily, based on luck dice).
So, anyone have some suggestions of specific-but-narrative manifestations of 'luck' that a buff/debuff-focused, support/5th wheel role character could have? Here's what I managed to come up with so far & had emailed to the GM, but I'm not sure it's really quite enough (& doesn't go much into the buff/debuff stuff, which is a bit of a miss from what I really wanted for the concept):
There's a feel of the general 'lucky fellow' - like the person who always has perfect parking karma. The 'extra lucky' - like searching a desk or bookshelf & just close his eyes and grab just what he was after, or flip a book open on the page that contained exactly what he needed.
That last part could even get into a bit of luck-based divination, which I like but it shouldn't be his main focus - he's not really 'the information guy', he's 'the lucky guy'. He'd be more likely to assist 'the information guy' if we have one by asking what they needed - then putting his finger right on it (or throwing a lucky dart at it - which would be cool for hardcopy, but lol if it's on a computer; still, maybe a fun thought.).
He definitely has a bit of a rough background, and may play the 'tough' role in the party. From a role perspective, in fact, that's probably his strongest fit - although you know my preference for jack of all trades/support characters, & I think this lends well to that. Definitely some room for stealthing, too, either by walking through areas right as guards look away/go on break/have a camera fritz out (think the mall scene in Minority Report, but luck-based instead of precognition-based) or just using a bit of charisma to bluff his way through.
I have this vision of him leading the team up to the desk of a guard nervous at seeing us all walk in after hours, & when questioned replying 'Us? Oh, we're just here to take THAT elevator up to the executive suite, where my friend <actual name a> here will blow the vault after <actual name b> disables the mechanical AND magical alarms - oh, didn't you know they had magical alarms? - & then we'll smash out the window & climb into the helicopter which our buddy <actual name c> will be flying for us (he's not here, obviously; probably already got the whirlybird fired up & ready, though)... yeah, that or we're the HVAC crew here to fix your air conditioning system' - and, you know, by the strangest coincidence the previous guard DID mention that there was a problem with the air, so the guard just laughs off his weird sense of humor & buzzes them all up. I think the best part of this luck manifestation would be making it work ONLY if he tells the ABSOLUTE truth.
Music is how he channels & focuses the general luck into the specific outcome or target or (in a not-entirely-specific way) intent. Parking spot luck is just natural. Enemy's get-away car running over a nail & blowing a tire (though the intent was probably not THAT specific; more 'we need to catch them/they can't get away') - that takes focus, will power, an effort on his part (in whatever game terms that gets reflected). Same with the luck that makes his otherwise standard bar-room brawler fighting skills into something that allows him to hold his own against a black belt - if he stopped (humming, whistling, whatever) while fighting, the black belt would trounce him
Spreading the luck to allies should be a greater challenge than focusing it just on himself - basic magical concepts there, as it's going past the natural affinity his own magic would have to work on himself and getting it to work on others, but only the specific others he chooses (& if it's the whole team at once, spreading it wider - & perhaps thinner, as well). Perhaps he crafts lucky talismans for his allies, or trades out items every few days which he's kept on himself to gain a bit of his 'essence', which can then make it easier for him to bring his power to bear on those who hold them? That could be a magical tap back to his power, too, so potential risk there if enemies were to acquire one. I kinda like that idea.