Courses / CS / Getting Lucky

Getting Lucky

Required For:
Level:
1
Study DC:
9
Code:
CS 190

Fortune Passive

Limit:
Once per turn, on your turn

You have Fortune 1.

Fortune 1:
(At the start of each of your turns, flip 1 coin.
On heads, you gain 1 Fortune Point, or FP, which may be spent on various Criminal Science abilities.
On tails, you are unlucky and don’t get anything.
You lose all unspent FP at the start of your next turn.
Outside of combat, turns may occur less frequently, once per increment instead of once per six seconds.)

Tags: FP

Tilt Ability

Buff
Buffs make their targets better at something.
Time:
Trigger
Trigger:
When you roll to hit, or you roll a test of skill
Cost:
1 FP
Limit:
Once per roll

Tilt the odds in your favor.
You get a bonus on your roll to hit or test of skill.
Do this after seeing the result.
The size of this bonus is determined by your mastery in this course.

You can only Tilt each roll once.
You cannot Tilt downtime rolls (ex: projects, research, crafting).

Tags: Trigger, Buff, Hit, Test

“I’d rather be lucky than good.”


Upgrades
Name Effort Requires Description
Fortunate 5 You have Fortune 1
Tilt ½ 0 Fortunate Tilt 1d2 -1
Tilt 1 5 Tilt ½ Tilt 1
Tilt 1d4 15 Tilt 1 Tilt 1d4
Tilt 1d6 10 Tilt 1d4 Tilt 1d6
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