Fallout The Roleplaying Game
Compendium
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Luck
In addition to being one of your attributes, your Luck also provides Luck points that you can spend to shift the odds in your favor in a number of different ways. When you start each quest with a number of Luck points equal to your Luck attribute. You can spend Luck points to do one of the following options, both during freeform play or on your turn in combat.
Luck of the Draw
You may spend a Luck point to introduce a helpful fact or detail about the situation you’re in, something that you’d have to be lucky to encounter. You could find just the right items or the right kind of ammo while you’re scavenging, find a key to a locked door, or a clue to a computer password. The gamemaster may prompt you with an opportunity to do this, or you may suggest when it could happen, but they can veto your suggestions, or ask you to spend multiple Luck points to make it happen.
Stacked Deck
You may spend 1 point of Luck, before you attempt a skill test, to use LCK instead of the default attribute used for that test to determine your target number. Obviously, this only really has a benefit if your Luck is higher than the attribute it’s replacing.
Lucky Timing
In a combat encounter, at the start of any round, or immediately after any other character or creature has acted, you may spend 1 Luck to interrupt the normal initiative order and take your turn for this round immediately. This counts as your normal turn—it simply allows you to act earlier—and you cannot do it if you have already taken a turn this round.
Miss Fortune
You may spend one or more Luck points to re-roll dice in a dice pool you roll. You may re-roll one d20, or up to three DC , by spending one Luck point, and you can spend multiple Luck points on a roll. Each die may only be re-rolled once—you cannot re-roll a die that has already been re-rolled. You must accept the re-rolled result, even if it is worse than the original roll.
Example: Nick Valentine is hacking a computer and his player hasn’t generated enough successes to pass the skill test. They need 2 successes, and have rolled a 9 and a 19, generating only 1 success. Nick’s player decides to spend a point of his Luck, and re-roll the d20 that rolled a 19. Rolling it again, Nick’s player gets a 6, generating the second success they need to pass the test.
Trinkets
Luck Options Summary
Luck Spend | Description |
---|---|
Luck of the Draw | Add a detail to a scene |
Stacked Deck | Use your LCK attribute for a skill test |
Lucky Timing | Interrupt the normal turn order to take your turn now |
Miss Fortune | Re-roll 1d20 or 3 DC per Luck point spent |
Regaining Luck
You start your quest with a number of Luck points equal to your Luck attribute. Once you’ve spent a point, it can’t be used again until the gamemaster refreshes them when you reach a milestone in your quest, or when you start a new quest. When they are refreshed, you get all your Luck points back, no matter how many you’ve spent. You can’t have any more Luck points than your Luck attribute.