Luck Rolls
Sometimes, the GM may call for a Luck Roll. This might be to help determine what treasure is in a treasure chest, the results of a game of chance or gambling game, or just to tip the scales when they aren’t sure if something good or bad should happen.
A Luck roll is simply a 2d6, without a Trait or any modifiers. However, they may be modified by circumstances, as per your GM. For instance, if used for determining the loot in a treasure chest, the chest itself might be particularly lucky (or, having already been picked over, particularly unlucky).
Luck rolls use a different DC schema, presented below.
Die Roll | Luck Roll Result |
---|---|
02 | Exceptionally Unlucky. All your friends should stand clear… |
03-04 | Very Unlucky. Bad things are in store for your future… |
05-06 | Somewhat Unlucky. Well, it could be worse… |
07 | Break Even. Nothing bad, but nothing good. |
08-09 | Somewhat Lucky. You have a good feeling! |
10-11 | Very Lucky. Something good is about to happen! |
12 | Exceptionally Lucky. You just hit the jackpot! |