<<replaced by Plot Points when using the Cortex system>>
Luck List 1.02
(roll d100 or 2d10)
1, Resurrection: Automatically pass any one death save regardless of the penalties (GMs digression), baring complete annihilation of the body and or head. Fall regain 4 hp.
2-4, Pro: No roll. Add +10 to any skill. Luck Pts applicable.
5-6, Good Job: No roll. End result of 15 (moderate task). Luck Pts applicable.
7-9, Retry: re-roll any roll you just rolled.
10-11, Double Take: +1 luck Pt. May be applied after a roll (but not after the roll has taken effect).
12-30, +1 Luck Pt
31-35, Genius: +3 to an Int roll.
36-40, Adrenaline: +3 Ref roll.
41-45, Mechanic: +3 tech roll
46-50, Cool: +3 Cool Roll or +1 Cool save
51-55, Suave: +3 Att roll
56-60, Speed: +2 MA stat.
61-65, Strength: +3 Body roll, or +1 Body save.
66-70, Empathy: +3 empathy roll
71-75, Support: +2 to another player or NPC’s roll.
76-79, Skill: Default a skill you don’t have to –0 (instead of –3).
80-81, Quickness: +1 to anyone’s Initiative roll.
82-83, Haste: Gain Initiative this round.
84-85, Seize Initiative: retain the previous rounds initiative.
86-88, Damage Control: +1 Damage with Melee/brawling, or +1 BTM vs. Melee/Brawling.
89-90, Bullet Zen: +1 Damage with projectiles, or +1 BTM vs. Projectiles.
91-93, Awareness: +5 Awareness/Notice.
94-95, Double Cross: +6 to Any roll that double crosses a teammate. (ie, shooting them) PCs or NPCs that are directly your foes do not count for use of this Luck Card.
96-97, Leadership: Give another player a “Luck Card” at any time.
98-99, Bad Luck: See Bad Luck chart.
100, Good Luck: Roll twice more on this list.
Bad Luck List 1.03
(Roll d10)
Note, if you can’t discard a luck card, bad things will happen.
1-3, Wasted a Luck Point.
4-5, Discard a Luck Card.
6-7, Wasted a Luck Point. Discard a Luck Card.
8-9, -1 to all Skill Rolls
10, -1 to all Skill Rolls, and –1 to all Saves.
Things to add to the Luck List when they go “card.”
+1 luck stat. (as common as the other stat bonuses)