3. Luck
Of all the numbers on your character sheet Luck is likely to fluctuate the most. This number represents your character’s fortune and intuition, tested whenever fate swipes at them. When this happens the GM will ask you to Test your Luck or suffer the consequences.
3.1 Testing your Luck
Section titled “3.1 Testing your Luck”Roll equal to or less than your current Luck score. Every time you Test your Luck, reduce your current Luck score by 1 regardless of whether the Test was successful or not. Testing your Luck is optional; you may always refuse to roll and instead accept your fate. The GM is not obliged to give you details of the consequences if they are not already obvious.
3.2 Gaining and Losing Luck
Section titled “3.2 Gaining and Losing Luck”For every 8 hours rest you may regain 2d6 Luck. Luck may not exceed the starting value rolled at character creation save for exceptional situations. Running out of Luck inflicts no special penalty.
3.3 Use of Luck in Combat
Section titled “3.3 Use of Luck in Combat”In the case of a tie the character may Test their Luck to break it in their favour. When a character successfully hits an opponent, but before rolling for Damage, they may decide to Test their Luck and, if successful, may add 2 to their Damage Roll.
3.4 OPTIONAL: Luck Versus Death
Section titled “3.4 OPTIONAL: Luck Versus Death”If you find your games are too fatal and that the turnover of characters is too much to bear the GM might optionally allow characters who have died to Test their Luck and, instead of dying, be incapacitated, wounded, or saved by some bizarre twist of fate.