|Combat luck is not really a skill. It is an esoteric concept that reflects that lucky things can happen to you. Each level of Combat Luck gives you either a Luck Point or a Fate point to spend to offset a really unlucky occurrence (which need not be combat related but usually is). Each point also gives you one point of "protection" versus attacks for which you do not otherwise have the proper armor or defensive screen.|
- Level 1 - 1 Luck point
- Level 2 - 2 Luck points
- Level 3 - 2 Luck points and 1 Fate point
- Level 4 - 3 Luck points and 1 Fate point
- Level 5 - 4 Luck points and 1 Fate point
- Level 6 - 4 Luck points and 2 Fate points
- Level 7 - 5 Luck points and 2 Fate points
- Level 8 - 5 Luck points and 3 Fate points
Luck points and Fate points are "spent" to counter unlucky events or force a serendipitous happenstance. The Referee is the final arbiter on whether the use of a Luck point or Fate point is allowed in a given situation.
All spent Luck points return automatically one the first day of the following month. Spent Fate points return six months after being spent (the Referee will keep track of spent points and let you know when you have recovered them).
LUCK Points - Use these points in one of the following ways (uses 1 point):
- The player may choose to re-roll a single die roll of their choice. The roll must have been one that was made by them, or one that was made for a beneficial effect on them.
- The player may attempt to use a Luck point to force their opponent to reroll one of their die rolls. If the opponent has an available Luck point, they can use it to counter the attempt. Both Luck points are used and the original roll stands. Note that the player may not use a second Luck point to counter the counter.
- The player may use a Luck point to modify an existing percentile die roll by plus or minus 5.
- The player may use a Luck point to stabilize their character after going to zero or negative hit points (unconscious or dying).
- The player may use a Luck point to avoid a knockout blow. They still suffer the damage but are not unconscious.
- The player may use a Luck point to cut sustained damage in half. This is factored in prior to reduction from armor or screens.
Only "significant" NPC's should have any chance of having Luck points. Normal NPC's do not have Luck points.
Fate Points - These points are one of the most powerful tools in a player character's life. By use of these points, a player may choose to change fate. They may choose the success or failure of ANYone die roll. Be it their own, a fellow party members, or the GM’s! Because of the power involved, these points are only regained six months (real time) after they are used. So, if a player with 2 Fate points were to use a one on August 5th, it will come back on Feb 5th of the following year. Please note: The GM has final say in this power. If the GM declares that Fate Points cannot be used in a given situation, they cannot be used.
Protection - Each level gives you one point of protection versus attacks for which you do not otherwise have the proper armor or defensive screen. For example, you are wearing a skenisuit and get hit with a laser beam for 20 damage. If you were level 3 in Combat Luck, the 20 damage would be reduced by 3 and you would take 17 points.
If you have the proper armor for the attack, but the protection would result in less damage than the armor, you can use the protection instead. For example, you are level 3 in Combat Luck, are wearing a skeinsuit and get hit with an arrow for 4 damage. The skeinsuit would reduce it to 2 damage but the "protection" would reduce it to 1 damage so you can choose to take the protection instead.