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Never trust anybody that describes themselves as lucky. They're either an idiot or they know something you don't.
Lucksters manipulate probability somehow, giving them greater (but still not absolute) control over situations where random chance plays a part. To an adventurer, random chance is a highly potent governor of their lives and fortunes and as such Luckster makes a versatile and useful multiclassing option for just about anybody.
Luckster | Make things go your way. | |
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caret-right | Gambit | Enforce extreme results. |
caret-right | Joker | Reroll others' dice. |
caret-right | Lucky Charm | Free mojo refills. |
caret-right | Money Spider | Better looting results. |
caret-right | Serendipity | Reroll challenge dice. |
Enterprises | Luckster School |
Utility | plus-circleCharmed Life: Whenever you roll a trigger die for any reason, you can choose to reroll it after seeing its result and keep whichever of the two results you prefer. minus-circleSupply-Driven: Rerolling a trigger die costs one Supply or one use of a Mojo Catcher item. You cannot reroll dice if you have no Supply/Mojo Catcher uses remaining. minus-circleTrigger Dice Only: Some die rolls in the game are explicitly not trigger dice and thus cannot be affected via the use of Luckster (usually these are dice rolled to produce a random effect from a table, such as looting rolls). Such situations are both rare and clearly noted, so don't worry about it too much but do be aware that's a thing. |
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caret-right | Alternative | plus-circleLuck Pusher: You can reroll a single die result as often as you want and keep whichever single result you like the best. minus-circleSupply-Heavy: Every time you reroll a die, it costs another Supply/Mojo Catcher use. |
Protection | plus-circleFavored Soul: You are completely immune to the Cursed condition. | |
Help | Cursed creatures are fated to suffer. |
minus-circle The Cursed condition does nothing on its own, but a subject cannot recover from any other condition they are suffering from until they first recover from the Cursed condition. Roll to recover from Cursed first; if that fails, then the subject can make no more recovery attempts that round at all. |
Utility | plus-circleLife On The Edge: You have a way of producing the most unlikely of results, though not necessarily the ones you want. When you reroll a die using the Luckster ability, you may choose to enhance it with Gambit if you want. A result of 1-6 on a Gambit-enhanced die counts as a 1, and a result of 7-12 counts as a 12. | |
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Utility | plus-circleScales of Fortune: You aren't just personally lucky; your mere presence can change the luck of others. You can use Luckster to alter the result of any trigger die rolled in your presence (including both those of your allies and your enemies), not just those you roll personally. You choose which result you like better. minus-circleNormal Costs: Rerolling other people's dice costs 1 Supply/Mojo Catcher use as normal. |
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Utility | plus-circleKarma: Any Mojo Catcher items in your inventory are automatically refilled at the beginning of each session at no cost to you, even when you're not in a civilized area. | |
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Utility | plus-circleWellspring: When you would mark off the last use in a Mojo Catcher, roll a trigger die. If the result is a 7+, you don't mark off the use after all. There is no limit to how often you can take advantage of this ability except your luck. | |
Utility | plus-circlePhat Lootz: When rolling to loot a defeated/helpless foe, you use a much more beneficial chart than normal (and thus tend to find much better loot). See below for details. | |
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Sidebar: Looting |
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When treasure and other valuable rewards need to be generated on the fly, the referee may call for a looting roll. This most often happens when you're going through the pockets of a defeated foe and helping yourself to the contents. You can roll once per 5 levels of a defeated creature and get everything that comes up (so creatures of level 1-4 never yield any loot, but creatures of level 5-9 give one loot roll, level 10-14 give two loot rolls, and so on). Looting rolls are not trigger dice and thus cannot have their values changed by any class that alters the result of trigger dice. What you roll is what you get, period. |
Check | Normal Loot | Money Spider Loot |
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1 | Nothing | Nothing |
2 | Nothing | Nothing |
3 | Nothing | Nothing |
4 | Nothing | Supply |
5 | Nothing | Supply |
6 | Nothing | Keystone |
7 | Supply | Keystone |
8 | Supply | Random Keystone |
9 | Keystone | Novelty |
10 | Keystone | Novelty |
11 | Novelty | Treasure |
12 | Treasure | Rare Treasure |
Keystones looted from a creature always correspond to one of the classes that creature has training in (referee's choice). Random keystones (from Money Spider) can be from any class in the game universe (referee's choice).
Utility | plus-circleThat Was A Freebie: When starting an operation challenge, you can choose to reroll any single die in the chain and pick whichever result you like better. plus-circleNo Cost: Rerolling an operation die with Serendipity does not cost Supply or a Mojo Catcher use. It just happens. minus-circleLimitations: You can only reroll a single die once with Serendipity, and only at the beginning of an operation challenge. Once you/your party starts actually interacting with the challenge, you can no longer use Serendipity. |
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Luckster School | The settlement hosts an institution that teaches the secrets of this class for a small fee. Keystones of this class can be purchased here: the first such keystone per session costs 1 Supply, the second 2, the third 3, and so on. |
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