A player wants luck similar to Liquid Luck (Red Dwarf) or Domino (Deadpool 2)
I’m thinking something similar to how supplies or books of lore are handled in Dungeon World. 5 uses (until replenished back on the TARDIS). Either to fictionally solve a problem (to be described by the player), to coincidentally have a useful item, or to get a +1 to a roll. With the option that you can spend more than one at a time (so up to a +5 that you need to really recover after)
Why not ake them roll a d6 each time they use it. On a 1 it doesn’t work and a threat from thier past becomes active, otherwise it gives the +1 as expected. That way it’s not a guarantee and it gives u a chance to move the plot forward.
A GM is home-brewing an undead adventure right now, and has all characters roll straight 2d6 “Fortune Rolls” when a move doesn’t apply for finding things. On a 10+, you get the useful thing and can get the dead foes hard humanity to turn into advanced moves. It’s a bit harder to get than a 2+ on a 1d6, but it’s certainly fun.
How about this. You start with 5 Luck. When you rely on your luck to get you through something, spend one, two, or three Luck, then roll +Luck spent, resolving the move as normal.
Then add a move for how they gain luck (+1 at the end of session, maybe?)
I was thinking of making it a 7-9/10+ move, but then that can be used any time. I like the idea of resource management for this. Especially as they aren’t likely to get it back very often in an adventure. The choice of when to use it interested me.
When you prepare to push your luck in a complicated situation roll 2d6. On a hit you hold 2 luck. On a 7-9 the GM will also add a complication to what is going on around you (ala barbarian appetite). Luck can be spent 1 for one to: Add 1 to your roll, avoid damage, see a danger before it arrives, etc etc.
I see this as being used like seeing red at the opening of any challenge . You could make it a roll at camp each rest too.
Aaron Griffin I like that idea – as this is a Doctor Who game and the PCs get some powers from the TARDIS and its connection to the Vortex which is often tenuous (not just because the TARDIS isn’t properly sentient) – it could create a kind of “luck weather” – better not venture outside into too much danger, I don’t feel that lucky today…
A lot of the playbooks by Awful Good Games have their own, specific HOLD, which goes right along with what Aaron Griffin is saying. Vampire holds Thirst, Battlemind holds Focus, Invoker holds Mantra, etc. Each has one or more ways to gain that specific Hold, and there are usually more than one move to use the Hold.
“Feeling unlucky today” could something like rolling a d6 at the beginning of the session and any time they leave the TARDIS, or d4+2 (or whatever).
What I’m going to go with-
Touch of the Vortex
The Vortex has a connection with your entropic field. When you leave the TARDIS a wisp of Artron energy follows you, Roll d4+2 Hold. You may spend 1 hold to:
* Solve a small problem with luck and coincidence. Describe how this is done.
* Coincidentally have or find a trivial useful item
* Add+1 to a roll.
You can spend Hold on the same option to increase its effect, but this may physically and mentally drain your character