Luck Gained and Lost: Troika! Tuesday
Luck is one of the three pillars of stress that you can apply in Troika! Stamina and Skill are things I'd like to look at a later time because uses for Luck and how to get it back in ways that are interesting have been on my mind! I don't think all of these should be used at the same time but want to present some different ways Luck can be used for a dungeon game.
Losing Luck
Luck for Initiative
Luck can be spent 1 to 1 to gain extra tokens in the initiative stack. These spends must be announced at the START of combat and last until the combat ends.
Lucky Breaks
When reduced to 0 HP or less, test your luck modified by your health. -3 HP with a luck of 6 would reduce the target to 3. If the Luck Test succeeds lose all Luck and rise again at half Stamina. If the test fails the character has died.
Rushing
Time is a valuable resource in the dungeon. Luck Tests can be done to try and force a locked door or chest in lieu of a proper skill or narrative engagement. If the test is successful the door opens, the chest pops up. If not an encounter is rolled.
Mourning
Anytime a party member dies the party collectively loses a Luck point.
Luck for Skill
Certain situations call for unskilled characters to try and handle something. They can spend Luck to roll that skill.
A knight is trying to harvest a rare poisonous flower so he spends 3 Luck to get Horticulture 3. He then makes a standard skill test (skill + general skill.)
Gaining Luck
Patronage and Pacts
Dedicating actions, sacrificing wealth, promising favors big and small to beings more powerful than a character can generate a point of Luck per action. Characters risk disfavoring these powerful beings through improper patronage.
Extra Effort
A player can choose to inflict a damage roll against themselves as a Sword to generate a Luck Point in a pinch. If they would die from this damage they should expire after their next action.
Intoxication
imbibing alcohol or other recreational drugs raises the threshold for the next Luck Test by one. This effect stacks but the consequences for consumption should be considered.
Momentum
For every 10 rooms/locations of an adventuring site explored the party gains 1 luck.
Carousing
Every 500gp spent gives a temporary luck point. This does not raise your total!
Funerals
For every 1,000 gp spent on a funeral that player's next character starts with an additional Luck that is not counted for their total.