← 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.