Luck Rules

https://homebrewery.naturalcrit.com/share/ry7ughRgCb

Luck
"Fortune favors the bold, not the crazy. Running out of cover to charge a well-defended base is crazy. Running out of cover to cast a well-placed spell is bold."

—Colonel Blackjack

Nothing is more satisfying than a killing blow barely missing or a crashing wyvern just barely going overhead the characters and in to approaching enemies. With luck on their side, players have an edge in a primarily hostile world. All player-based characters start off with a certain amount of luck.

Asking Favors of Fortune
Luck allows a character to influence situations by removing a killing blow or to have something gone wrong work in favor. Luck should not help the crazy or someone putting the rest in danger from stupidity. Luck should favor those who put their necks on the line to serve a purpose. This allows players to take risks, but not stupidly put their allies in danger. A GM may decide if and how Luck should be used in a specific situation. Luck may be spent or burnt. Spending Luck means that a GM-specified checkpoint in a mission regenerates the spent point. Burning Luck means that next session it will not be restored. Burnt luck is gone for good until the GM decides that the character deserves it back, if they deserve it back.

Spending Luck
Spending Luck allows a character to do the following.

• Reroll a failed check once. The results of the reroll are final.

• Gain an additional +1 bonus to the check. This must be chosen before the check is rolled.

• Add a single degree of success to a check. This may be chosen after the check is rolled.

• Add a single degree of failure to an opponent’s next check.

• Count as rolling a 15 for the Initiative Roll or maximizing a single Dice Damage roll.

• Recover from being Stunned and/or from Fatigue.

Burning Luck
Burning Luck allows a character to do the following, though with the DM's permisson any action may theoretically be taken by burning luck.

• Return from Death by becoming unconscious, instead. The character is considered stable, but any side-effects from the Lingering Injuries Table are kept, such as broken or removed limbs.

• Used only if the Character is under their maximum roll for a single hit die in HP: The Character stops all bleeding and poison, recovers from all Fatigue, gains their hit die in HP, can ignore all disadvantages for two Rounds, and the next Attack made adds another damage die to the total damage figured, meaning it is figured after all other damage is calculated.

• The Character can decide the next Attack made to be unavoidable, and the Attack hits automatically without a roll needed.

Fate Scorned
Sometimes negating an attack is not enough to fully save a character’s life. In such instances, the character and DM may work together to decide how exactly a character could luckily survive a dire situation.

Gaining Luck
Characters may be awarded luck at the DM’s discretion. These can be rewarded by reaching milestones or for particularly good acts. It is not advised for a DM to allow characters more than 5 points of Luck. Reward those with low Luck before ever rewarding someone with high Luck points.