Luck

From Guidebook

The Luck stat represents a PC's or NPC's staying power in a risky situation. It is phrased as Luck because it isn't an exact measure of physical hardiness and isn't 'hit points'. A better way of thinking of it is a stamina gauge and how much fortitude a character has to stay in the fight. It is about the lucky breaks and quick thinking just as much as physical prowess.

Losing Luck can be framed as a physical blow, but a character could also narrowly dodge, parry, or perform a quick bit of countermagic. These examples are not exhaustive, but the essential point is that when a character loses Luck it can be framed in many different ways.

When Luck Runs Out[edit]

When a character's Luck runs out, it is exactly what it sounds like. This is the point at which a character might be dealt a blow they cannot recover from, they are knocked out, they are tossed away from the fight, they lose the spar or many other results, as per the flavour in the thread.

In lethal situations, death is always optional. We do not and will not require anyone to kill their characters when their Luck runs out, although players are expected to write a decent explanation as to why they survived or got away.

Determining Luck[edit]

Base Luck for all Paths is set at 4, regardless of rank. Some Mundane Keywords add temporary bonuses to Luck, especially skill and ability keywords. These bonuses are situational, so this means the character needs to be in a situation where they would use the relevant keyword and thus apply the bonus. In flavour, this means the character is prepared for the Encounter.

Skill keywords, such as Ballistics, Melee, and Brawler, all apply a bonus, one (1) Luck bonus at every two ranks in the skill. This means Brawler II offers a bonus of one (1) Luck, while Ballistics IV adds two (2) luck. However, these skill bonuses do not stack and the keywords cannot be used simultaneously.

The Mundane Keyword of Exchange Equipment offers one (1) bonus to Luck for Human Paths (Human, Arcanist, Cursed, & Possessed) and Half-Bloods. The prerequisite for this Keyword is to be an active member of the Exchange.

Luck Bonuses Rank II (any skill) 1 Luck Bonus

Rank VI (any skill) 2 Luck Bonus (total)

Exchange Equipment 1 Luck Bonus

Max Bonus Luck 2 Luck Bonus (3 for humans/half-bloods)

Draining Luck[edit]

A Strike or Cinder roll that meets or exceeds the DC of the target drains Luck by one (1). As the DC range is a binary result between 'hit' or 'miss', the number of Passes do not need to mean anything, but a player can choose to match them to the Success Range for how spectacular of a hit it can be.

Critical Hits[edit]

If the number of Passes in a Strike or Cinder roll meets or exceeds 10, then the target loses two (2) Luck. This is a critical hit.

Weaknesses[edit]

  • Silver
    • A physical hit with silver versus a Shifter drains 2 Luck
  • True Sunlight
    • A physical hit with True Sunlight versus an Undying drains 2 Luck.

Luck

Cinder



Strike & Cinder Dice
Dice PoolThresholdPassExplosionsAssistanceDifficulty ClassSuccess RangeLuckContested Rolls

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