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.
When you should be trapped, caught, or cornered, roll +Luck.
Whenever you enter a new location, roll +Luck.
When your attack misses, roll +Luck.
Once per mission, when your team needs a resource, transportation, equipment, money, information, roll +Luck.
When you should take significant harm from an environmental effect, explosion radius, falling debris, vehicle impact, roll +Luck.
When you need to make a decision with incomplete information, trust them or not, left door or right, now or wait, roll +Luck.
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.
(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.
Whenever you try a skill or use a weapon for the first time, roll with advantage (roll 3d6, drop lowest).
(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.
Once per mission, when your team is low on a critical resource, ammo, time, health, information, roll +Luck.
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.
Whenever your team needs a password, in person or on a device, you can take a guess. Roll +Luck.
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.
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.
When something should trap, delay, or catch you, traffic, a locked door, a crowd, roll +Luck.
When you fail a roll, roll +Luck immediately.
When you would take more than 2 harm from a single hit, roll +Luck.
(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
### Advanced Improvements, After 5 Improvements, Choose One
You never know what you'll need. That's why you carry a little of everything.
Choose one weapon:
Choose two additional items:
Your primary stat is LUCK: +2
Distribute the following among your remaining 9 stats: