Essence of theLuck Exchange
bywon'tbeusedever
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AI summary
Reframes randomness as something you can trade in, letting you look at a random result and retroactively make it worse in order to bank Luck, earning an amount proportional to how much worse you made it. Banked Luck is then spent to retroactively improve results — five Luck turning a 1 into a 6, for example — for yourself or for someone else, with all changes additive rather than multiplicative, so turning two d10s from 1s into 10s costs 18 Luck rather than 81. You gain an interface showing your Luck balance and its sources in whatever form you prefer, a HUD or phone app included, with a cap of 100 Luck from any single roll and 500 per day that rises slowly over time — and optionally your luck is never questioned, however implausible a run of results you produce.
Generated précis — the sections below are the author's original text.
Description
This swirling Essence is great at catching one's eyes, colored both green and red. On consumption, it will either taste horrendous or amazing, to even out your luck. On consumption, you gain the following effects. You may activate and deactivate them as you please.
Effects
7To be technical, most randomness only seems that way from our view of it. Sometimes, it's just an algorithm, sometimes it's just coincidence. This changes that, now things you think of as random will truly be so. Even the most rigged dice work perfect fine in your hands, as long as you are unaware of their nature. Though this only affects your own luck, not that of others.
When you see the results of your randomness, you may decide to make it a worse result to collect Luck. This change is retroactive, and you gain Luck depending on how much worse this has made the result. You may also do the same with someone else's, though this shall cost you luck instead.
With collected luck, you may spend it to change a result into something better retroactively. For example, for 5 Luck, you can change a 1 into a 6. Similarly, you can also improve someone else's luck for an increase in luck, but you would only gain this luck should it negatively affect you.
All Luck changes are additive, not multiplicative. For example, making two d10s hit 10 from rolls of 1, would cost 18 (10-1=9,+9=18) luck, not 81 (9*9=81) luck.
You gain an interface to view collected luck, and sources which they have been gained from. This can be a HUD, a phone app, or more.
At the start, the max Luck that can be gained from any roll is 100, and the max per day 500, though time will see this slowly but surely increasing.
Optionally, your luck will not be questioned in any way, even if you just rolled your tenth one or twenty in a row.
- Categories
- reality-warpingknowledgeutility
- Traits
- system interface
- Keywords
- luck manipulationprobability manipulation