← LUCK  ·  PLAYBOOK 1 OF 2
The FORTUITOUS
Fortune favors you. You have never fully decided if that is a gift or a debt you have not been handed the bill for yet.
PERSONNEL FILE
STAT: LUCK
PRIMARY: +2
ACCESS: OPEN
The Fortuitous  ·  FILE LUCK
The FORTUITOUS
PRIMARY: LUCK
HERO / ANTI-HERO / VILLAIN
Fortune favors you. You have never fully decided if that is a gift or a debt you have not been handed the bill for yet.
SMALL WORLD

You always know someone wherever you go. Once per mission, name a type of person you need to find, a doctor, a mechanic, a cop who looks the other way, and roll +Luck.

  • 10+: You know exactly who and where. They owe you nothing but they'll help.
  • 7–9: You know someone adjacent to who you need. It'll take a favor.
NARROW ESCAPE

When you should be trapped, caught, or cornered, roll +Luck.

  • 10+: There's a way out that shouldn't exist. You find it.
  • 7–9: There's a way out but you leave something behind, gear, information, your dignity.
GOOD EYE

Whenever you enter a new location, roll +Luck.

  • 10+: You immediately notice something useful, an exit, a useful object, a piece of information, that others would miss.
  • 7–9: You notice something, but its usefulness isn't immediately clear.
RICOCHET

When your attack misses, roll +Luck.

  • 10+: The attack finds another target, a weak point, or bounces back usefully. Deal half harm to the intended target anyway.
  • 7–9: The miss creates a minor advantage, you're in a better position now.
WINDFALL

Once per mission, when your team needs a resource, transportation, equipment, money, information, roll +Luck.

  • 10+: It materializes from an unlikely source. No cost, no strings.
  • 7–9: It's available but there's a catch, a price, a favor, a complication.
UNSCATHED

When you should take significant harm from an environmental effect, explosion radius, falling debris, vehicle impact, roll +Luck.

  • 10+: You somehow avoid the worst of it. Take half harm.
  • 7–9: Take half harm and end up in a weird position, prone, displaced, confused.
GAMBLER'S INSTINCT

When you need to make a decision with incomplete information, trust them or not, left door or right, now or wait, roll +Luck.

  • 10+: The GM tells you which choice is better and why.
  • 7–9: The GM tells you which choice is better but not why.
LIGHTNING ROD

Once per scene you can redirect a bad luck event, a missed roll, a GM hard move, a piece of collateral damage, away from your team and onto an enemy or neutral party. No roll required, but the GM decides exactly how it lands.

FATE'S FAVORITE

(1/session)

Once per session, something incredibly, improbably lucky happens in your favor. Tell the GM what you need, they make it happen in a way that fits the fiction.

BEGINNER'S LUCK

Whenever you try a skill or use a weapon for the first time, roll with advantage (roll 3d6, drop lowest).

FIND A PENNY

(1/mission)

Once per mission, completely ignore all damage from one attack because you bend down to pick up a penny at exactly the right moment. Roll +Luck to see where the attack goes.

  • 10+: It misses everyone.
  • 7–9: It hits a teammate for half harm.
WINDFALL MOMENT

Once per mission, when your team is low on a critical resource, ammo, time, health, information, roll +Luck.

  • 10+: Something turns up. The resource is replenished in a way the GM describes as plausible but improbable.
  • 7–9: A partial replenishment, enough to keep going, not enough to be comfortable.
LUCKY SHOT

When you fire from behind full cover without a clear line of sight, roll +Luck for the attack. On a hit, deal 2 harm with no retaliation, they can't find you.

HAVE YOU TRIED "PASSWORD"?

Whenever your team needs a password, in person or on a device, you can take a guess. Roll +Luck.

  • 10+: You somehow got it right.
  • 7–9: Wrong, but you learn something about the format or context.
OBLIVIOUS

You walk through life blissfully unaware of the danger around you, and somehow that keeps you safe. Roll with advantage on all dodge-based rolls against traps and surprise attacks.

CONVENIENT TIMING

Once per scene, when you arrive somewhere, you arrived at exactly the right moment. The GM must describe one thing your arrival prevented or enabled, no roll required.

SLIP THROUGH

When something should trap, delay, or catch you, traffic, a locked door, a crowd, roll +Luck.

  • 10+: It doesn't. You're through without slowing down.
  • 7–9: You get through, but something falls out of your pocket, someone notices, or you leave a trail.
LUCKY BREAK

When you fail a roll, roll +Luck immediately.

  • 10+: Something lucky immediately softens the consequence, the GM must offer you an out, even if it costs something minor.
  • 7–9: The failure stands but you take +1 forward on your very next roll, luck is repositioning.
CHARMED LIFE

When you would take more than 2 harm from a single hit, roll +Luck.

  • 10+: Take only 1 harm, something intervened.
  • 7–9: Take 2 harm instead of the full amount.
JINX

(1/mission)

Point at an enemy and quietly declare them jinxed. For the rest of the scene, every roll they make is at -1. No roll required.

### Improvements, At 5 XP, Choose One

  • Take a new Fortuitous move
  • Take a move from another playbook
  • Add +1 to Luck (max +3)
  • Add +1 to Agility (max +3)
  • Add +1 to Charisma (max +3)
  • Add 1 to your harm track maximum
  • Your LUCKY BREAK move: on 7-9 you get an out AND keep a small advantage
  • Once per session you may declare something lucky happened off-screen between scenes

### Advanced Improvements, After 5 Improvements, Choose One

  • Fortune's Favorite: Your luck is now visible to others. Once per session, any teammate who acts immediately after you on your suggestion takes +2 forward. Your reputation for luck precedes you everywhere.
  • The Run: Once per campaign, nothing bad happens to you for an entire mission. Every roll is at least a 7. The GM may still make hard moves on the world around you.
  • Change playbook: You have grown into someone different.
  • Retire: Your luck held long enough. Tell the table what you walked away with.
PERSONAL ASSESSMENT
  • FaceRelaxed, a little knowing. The face of someone who has learned to let things resolve.
  • BodyMoves through spaces like the spaces were made for you.
  • StyleLucky in a specific direction. Something you wear or carry that has not let you down.
  • PresenceThings go better when you are around. Most people cannot say why but they notice.
  • Lucky CharmDescribe it. You probably cannot explain why it works. It does.
ORIGIN
  • You have always been lucky. You did not notice for a long time because luck feels like skill from the inside.
  • An event that should have ended you did not. The luck started after. Or maybe it was always there and that was the first test.
  • Someone told you that you were lucky and something clicked into place.
  • You asked for it. What you asked and who you asked are private.
  • You do not know. Things just go your way. You have learned not to ask too many questions about it.
GEAR & EQUIPMENT

You never know what you'll need. That's why you carry a little of everything.

Choose one weapon:

  • A lucky firearm (2 harm — once per mission reroll a missed attack with it)
  • A switchblade (1 harm, always on you, the GM never takes this from you)
  • A thrown weapon (2 harm — you always seem to have one when you need it)
  • Whatever's nearby (you're proficient with improvised weapons — always deal 2 harm)

Choose two additional items:

  • Lucky charm (once per session, reroll any one die — keep the new result)
  • A wallet stuffed with miscellaneous cards, cash, and credentials (once per mission, you have exactly the ID you need)
  • Emergency kit (has the right tool for one unexpected situation per mission)
KNOWN ASSOCIATES / CONNECTIONS
Something lucky happened to you both at exactly the same moment. Ask them: do they think that was a coincidence?
Your luck has spilled over onto them — good and bad. Ask them: which way has it mostly gone?
You've gambled something that was theirs and won. Ask them: do they know, and do they want their share?
You once told them to trust you on something improbable. It worked. Ask them: do they still trust you like that?
Your luck failed you at exactly the wrong moment for both of you. Ask them: how did you come back from that?
You found something that should have been theirs. Ask them: did you give it back, and what did you say?
They've been caught in your orbit during a particularly bad luck streak. Ask them: are they still holding that against you?
You've never told them how much of what looks like skill is actually luck. Ask them: do they suspect?
Something about them changes your luck — better or worse. Ask them: have you noticed a pattern?
You saved their life doing something you shouldn't have been able to do. Ask them: what's their theory?

YOUR STATS

Your primary stat is LUCK: +2

Distribute the following among your remaining 9 stats:

+1+1 00 00 -1-1 -2

Improvements (every 5 XP)

  • Take a new Fortuitous move
  • Take a move from another playbook
  • Add +1 to Luck (max +3)
  • Add +1 to Agility (max +3)
  • Add +1 to Charisma (max +3)
  • Add 1 to your harm track maximum
  • Your LUCKY BREAK move: on 7-9 you get an out AND keep a small advantage
  • Once per session you may declare something lucky happened off-screen between scenes

Advanced Improvements (every 5 level-ups)

  • Fortune's Favorite: Your luck is now visible to others. Once per session, any teammate who acts immediately after you on your suggestion takes +2 forward. Your reputation for luck precedes you everywhere.
  • The Run: Once per campaign, nothing bad happens to you for an entire mission. Every roll is at least a 7. The GM may still make hard moves on the world around you.
  • Change playbook: You have grown into someone different.
  • Retire: Your luck held long enough. Tell the table what you walked away with.