Luck

Luck

Luck gives a character a limited ability to control the winds of fate. A character has a pool of Luck points, and can spend this Luck as he desires to gain a variety of advantages. He gains new Luck points as a personal reward for a variety of actions.

It is possible for a character to have less than 0 Luck points. Such a character becomes Unlucky: he fails any tied rolls for as long as he has a negative Luck pool. A character with less than 1 Luck cannot use Luck under any circumstance.

Spending Luck

Characters have several options to spend their Luck.

Fortune Favors the Bold

A character can spend Luck to add an additional die to a single roll.

Luck Die
1 1d4
2 1d6
4 1d8
7 1d10
12 1d12

Lucky Dodge

Whenever a character would take Spirit or Stamina damage, he may spend one Luck to negate two points of damage.

Whenever a character would take a Wound, he may spend three Luck to negate the Wound.

Fortunate Opening

A character can spend Luck to use a Power he does not have. He must spend an amount of Luck equal to the amount of Stamina or Spirit spent on the Power to do this.

Momentum Swing

Whenever you make a roll, count up the number of dice showing 1s and the number of dice showing the maximum value for the die. If the number of maximums is at least 2 larger than the number of 1s, then the character can spend 1 Luck to increase the party’s momentum.

Winds of Fate

A character can spend Luck to gain some other advantage. There are no set limits to what this can do; it could alter anything from an NPC’s hair color, to the existence of an important tool, to the weather in a particular region. The GM and the player bargain over the exact effects and costs of this use of Luck.

Earning Luck

Being There

All characters gain some amount of Luck simply by coming to the game. This reward is typically between 2 and 5 Luck, depending on the length and importance of the session.

Push your Luck

If the character’s party chooses to rest after an encounter, and the character chooses not to rest, then the character gains some Luck. Depending on the difficulty of the encounter, the player may earn between 1 and 3 Luck.

To your Disadvantage

Whenever a character’s Traits come into play in a noticeable manner, the character may gain Luck. The exact amount earned depends on how significant the effects of the Trait are.

For Personal Reasons

Whenever a character makes progress towards a personal goal, the character earns Luck. The difficulty of the goal, and the amount of progress towards it, determines the size of the award.

Better Lucky than Good

A character can, at any time, spend Character Points to gain Luck. For every Character Point spent, the character gains 2 Luck. A newly-created character must use this option to spend any Character Points left after buying Attributes, Skills, Powers, Traits, and Trappings.

Misfortune

Misfortune is the opposite of Luck. The GM can use Misfortune in much the same way that the players use Luck, though the end result is usually detrimental to the party. For example, the GM could spend 2 Misfortune to apply a -1d6 penalty onto any character’s roll. Or he could spend 1 Misfortune to apply a Momentum Swing against the party.

The amount of Misfortune available to the GM in a given session is equal to the players’ Rank; for long sessions, this number is doubled. If the GM does not use all his Misfortune by the end of the session, any remaining Misfortune carries over to the next session.

NPCs, Luck, and Misfortune

Unlike the player characters, most non-player characters do not have their own Luck. If an NPC is clearly a foe of the party, then any Luck that the NPC would have instead is added to the session’s Misfortune count. If an NPC is clearly an ally, then it does retain its own Luck, which it uses like any player character. NPCs who are neither friend nor foe do not have any affect on the Misfortune pool. If an NPC switches sides, then the Misfortune pool should be increased or decreased to match. (In the circumstance that the Misfortune pool would go negative at this point, the GM should award the party an amount of Luck equal to the negative value, and set the Misfortune pool to 0.)

The GM should only add an NPC’s Luck to Misfortune once, even if the NPC appears in multiple sessions. However, if the NPC gains character points between sessions, and uses those character points to buy more Luck, then do add the new Luck to Misfortune.

Luck

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