luck
a luck based ability seems “bad” to make using simple numbers; i think? although sometimes i think a character should definitely be based off of an existing luck based game (Hakari, lol…) i think simple buffs given off in a more RNG kind of setting would be much more fitting for my simple mind lol
ex., my paragon of luck’s ability is differentiated by several different factors, much like a game:
- how many enemies there are in the battle and how many of these numbers have an upper hand towards the paragon
- how much of a superiority a singular enemy may have in a particular skill, identified by a number of prowess someone has against the paragon, (x2, x3, 4x stronger)
therefore, in any battle, we can assume the paragon is given a singular six-sided dice, all with different randomized power ups that are chosen by Emi.
now, using these circumstances, the sides and amounts of said powers depend on how many enemies there are, and how superior these enemies are for their numbers to become a problem. therefore, if the paragon of luck faces 20 formidable enemies, he will have a 20 sided dice.
in the question of one superior enemy, the paragon is given a singular six sided dice, but he has multipliers he can roll, all that scale up to the amount of how much more powerful his enemy is than him. (ex, if enemy is 7x more powerful: include 7 buffs that can be rolled to apply to any of the already-rolled 6 power ups from the die)
as always this is for my own reference so i don’t lose it lol…











