Lady Luck
From SCross
Lady Luck
Ancient tradition holds that the alignments of the planets and the stars are the arbiters of fate, just as comets, novae, and other stellar phenomena are the harbingers of fateful events.
Despite this, few realize that Lady Luck makes her home in the Starfield, on a small golden planet floating in a corner of the realm. The planet itself is perfectly flat, its only feature a glittering gambling hall.
While this is Lady Luck's home, she is not always present there; however, any who place a wager in her casino will come to her attention wherever she is, and if she is intrigued, she may even choose to visit.
Spell
For 5 MP, the summoner may call upon Lady Luck's influence to either re-roll their last roll (be it a +check, +attack, +defend, +cast, +resist, or some other type of check), or force anybody else to re-roll their last roll.
If the roll required HP or MP, it is not spent again (in the cast of +casts, the MP should be healed before the re-roll and ATB charge restored). The new roll takes the place of the old, whether it is better or worse. This can only be done once per scene.
The Wheel of Fate
Sometimes a Summoner or Mortal feels so strongly about something in their life that they will risk a turn on the Wheel of Fate. It is not something to be enterred into lightly for the very nature of the wheel will change a persons life forever. In ways that cannot be predicted before hand and whatever Lady Luck wheel rolls will affect body and soul.
No one should ever roll the wheel unless they feel so strongly about something. That nothing else will do. A person can only spin on the wheel once in their life time. Wagering their life and the changes that will come about to alter the effect of chance or luck for another person. An example would be, wagering ones life on the wheel to save someone from dying.
To roll the wheel a Judge should first make sure the PC understands the severity of what they are doing. They should also know that they cannot "Undo" what is done to them. Positive or Negative results of the spin are permanent and cannot be brought off like normal nor can it be re-rolled. One roll only no specials, pacts or abilities permitting a reroll of dice can be used.
They must be in the Casino with Lady Luck and have gambled enough to draw her attention. Be it with Gil or by enterring the "Games."
An example of a Wheel of Fate Encounter A Final Gamble
+dice 1d100
Low (1-50) - 1-10 High (51-100) - 11 - 21
Then
+dice 1d21 To pick result.
Reroll if it falls within the eliminated High/Low band.
1 - Death
2 - Merchant
You suddenly inherit up to +20 in resources
3 - Priest's Tongue
4 - Unsettling Presence
5 - Elemental entity (If already held this changes.)
6 - Longevity
7 - Saintly
8 - Fate's Fool
9 - Wrathed
10 - Slave to Scent
11 - Transformation (+rm)
12 - Impotent
13 - Bankrupt!
Resources Reduced to 0
14 - Hideous
15 - Gaia's Love
16 - Become a Moogle
17 - Chaotic Synthesist
18 - Amputee
19 - Chaos Touched
20 - Bullet Time
21 - Prophetic Talent
Prerequisites
Lady Luck, unlike many spirits, requires no summoning components to pact. She does, however, require any who pact her to demonstrate a willingness to place their faith in the whims of fortune.
Before she will pact anyone, they must willingly wager their entire fortune on a game of pure chance, with at least an even chance of losing, and accept the result regardless of its outcome. (Minimum bet 600gil)
While any attempt to influence the outcome of the wager will not necessarily upset the Lady, it will remove the element of pure chance and thus render the wager inadequate for Lady Luck's consideration.
Back to Spirit Cosmology
Back to The Starfield


