Super Luck

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Super Luck

100 points

You are not just lucky – you have limited control over probability. Once per hour of play, you may dictate the result of any one die roll you make (or the GM makes for you) instead of rolling the dice. Wholly impossible attempts cannot succeed (your effective skill level must be at least 3), but you can choose any result that would be possible – however improbable – on a single normal die roll.

You can have Super Luck and any degree of "normal" Luck, but no one can take Super Luck more than once!

Super Luck is difficult to explain as anything other than a limited degree of control over reality. This capability is traditional for gods and powerful spirits. Among mortals, only the most gifted psis, supers, and wizards are likely to possess it.

The GM probably shouldn't allow this trait outside of cinematic action games, as it's thoroughly unrealistic and tends to short-circuit mystery and suspense. On the other hand, if the PCs are demigods, the GM might permit higher levels: Super Luck 2 [200] works every 30 minutes, Super Luck 3 [300] works every 15 minutes, and so on, with each level halving the time between uses.

Alternatives

Most lucky heroes should just use Luck – or Serendipity, if their luck doesn't lend itself to interpretation as "good odds." Those who can consciously load the dice in their favor but not guarantee success have Visualization.

New Special Enhancements

Alter Reality:

Your Super Luck works retroactively. You can wait until after you roll and then specify a different result, altering the past. You must declare this immediately. Once you or anyone else has made another roll, the flow of time becomes too complex for you to unravel. Alter Reality always produces visible effects; e.g., time rewinds and replays differently, or a glowing hand reaches down from the heavens and changes things. +75%.

Wishing:

You can specify the result of any die roll made in your presence. You must personally witness the action you wish to influence. Normal usage limits apply. +100% if you can affect your rolls and those of others; +0% if you can aid others but not yourself.

Powering Up

Super Luck is a perfect fit for cosmic and divine powers. Other options are a magical power, a psionic probability-control power, or even a spirit power, if the user commands spirits that have Super Luck with Wishing. The GM should consider restricting Alter Reality and Wishing (and higher levels of Super Luck, if allowed) to cosmic powers – although Alter Reality might fit less-than-cosmic time-control powers. Talent gives a bonus to die rolls manipulated by this ability. Since the user can dictate outcomes, the practical effect is to alter margin of success or failure, or extend the range of possible results (e.g., for damage rolls).