Courses / CS / Getting Lucky
Getting Lucky
Code:
CS 190
Required For:
Level:
1
Study DC:
9
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.)
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.)
Tilt
Ability
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 cannot Tilt downtime rolls (projects, research, crafting, shopping, working out, befriending, or improving relationships) or study rolls, or rolls to ask for help studying.
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 cannot Tilt downtime rolls (projects, research, crafting, shopping, working out, befriending, or improving relationships) or study rolls, or rolls to ask for help studying.
“I’d rather be lucky than good.”
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 |