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Torg and D20 Modern
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<blockquote data-quote="Voneth" data-source="post: 534998" data-attributes="member: 1016"><p>"Luck point" systems I know about four so far ...</p><p></p><p>D20 Deadlands (which came out before Spycraft and d20 Modern)</p><p>Basicaly you get some point which can improve your rolls and heal you with a d6.</p><p></p><p>The GM rewards you the dice when he feels like it. You run out, you are out of luck.</p><p></p><p>Spycraft</p><p>As you get higher in level, the size (shape?) of the dice change. You go from d4 to d10s. They effect rolls, which include a inspiration roll for GM hints and an education roll for when the player has no idea, but his PC might have specialized training. These "action" points also can be traded in for some healing and to activate high level abilities that no one else gets. The psi system in Spycraft runs off feats and skills with the total roll determining how big your effect is. Ice Daggers and a load of Action Dice, yeeeehaw!!!</p><p></p><p>Your action dice ususaly refresh between games, but the GM also had action dice and he can only get more if he gives you some in mid-game.</p><p></p><p>Mutants and Masterminds</p><p>You get a hero point every odd level, but M&M actualy has two "pushing your luck" systems. Extra Effort allows a PC to do a lot of stuff that usualy is in the realm of action points, such as enhance your attack rolls or you defense score. If you do Extra Effort, you are Exhausted the next round with a penalty to you Dex and Str. You can avoid being Exhausted by spending an Hero Point. Hero Points also do some extra things not covered in Extra Effort, like healing subdual damage. So you actualy have more of an option to decide if you want to be a "lucky" hero, or one who "pushes" himself to fight evil.</p><p></p><p>Your Hero Points refresh between games, but it is suggested the GM give the PCs a "rest" period if the session runs too long.</p><p></p><p>d20 Farscape</p><p>Every intellgent race has Control points, which are based off their class and then modified by their race (the opposite of hit points in Farscape which are based off your race and modified by your class). If you are a non-mystic type, Control points (and you have quite a few) do most of the standard stuff for luck points. Farscape does go an extra mile by allowing them to be spent to create "vitural" skills where you can suddenly have trained skill. It will be a low rank and be expensive, but it can be done. The result is worth the effort, or it can get PC in hot water. "Wait, I wasn't trying to overload the plasma pistol. Honest!!!" For mystic types, Control fuels your miricles.</p><p></p><p>Control comes back with rest and mediation.</p><p></p><p>As for the company thing, I was more thinking that almost every person I bump into who is trying to sell a product or run a business on the side usualy finds out that it's not worth it.</p></blockquote><p></p>
[QUOTE="Voneth, post: 534998, member: 1016"] "Luck point" systems I know about four so far ... D20 Deadlands (which came out before Spycraft and d20 Modern) Basicaly you get some point which can improve your rolls and heal you with a d6. The GM rewards you the dice when he feels like it. You run out, you are out of luck. Spycraft As you get higher in level, the size (shape?) of the dice change. You go from d4 to d10s. They effect rolls, which include a inspiration roll for GM hints and an education roll for when the player has no idea, but his PC might have specialized training. These "action" points also can be traded in for some healing and to activate high level abilities that no one else gets. The psi system in Spycraft runs off feats and skills with the total roll determining how big your effect is. Ice Daggers and a load of Action Dice, yeeeehaw!!! Your action dice ususaly refresh between games, but the GM also had action dice and he can only get more if he gives you some in mid-game. Mutants and Masterminds You get a hero point every odd level, but M&M actualy has two "pushing your luck" systems. Extra Effort allows a PC to do a lot of stuff that usualy is in the realm of action points, such as enhance your attack rolls or you defense score. If you do Extra Effort, you are Exhausted the next round with a penalty to you Dex and Str. You can avoid being Exhausted by spending an Hero Point. Hero Points also do some extra things not covered in Extra Effort, like healing subdual damage. So you actualy have more of an option to decide if you want to be a "lucky" hero, or one who "pushes" himself to fight evil. Your Hero Points refresh between games, but it is suggested the GM give the PCs a "rest" period if the session runs too long. d20 Farscape Every intellgent race has Control points, which are based off their class and then modified by their race (the opposite of hit points in Farscape which are based off your race and modified by your class). If you are a non-mystic type, Control points (and you have quite a few) do most of the standard stuff for luck points. Farscape does go an extra mile by allowing them to be spent to create "vitural" skills where you can suddenly have trained skill. It will be a low rank and be expensive, but it can be done. The result is worth the effort, or it can get PC in hot water. "Wait, I wasn't trying to overload the plasma pistol. Honest!!!" For mystic types, Control fuels your miricles. Control comes back with rest and mediation. As for the company thing, I was more thinking that almost every person I bump into who is trying to sell a product or run a business on the side usualy finds out that it's not worth it. [/QUOTE]
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