Every PC has a special ninth attribute called *Luck*. Primarily representing fate and good fortune, *Luck* also reflects a character’s accumulated experience dealing with perilous hazards and dangers.
At the **start of an adventure,** a character’s *Luck* attribute is equal to **10 + half level** (round up).
## Luck Rolls
*Luck* rolls (often interchangeably referred to as a *Luck* check or *Luck* save, although “save” usually implies a defensive use) are primarily made for two reasons:
- (i) **resisting serious adverse effects** such as [[Spell List|spells]], traps, special enemy attacks, or major environmental hazards (particularly those with an area effect), or
- (ii) to perform a **Major Exploit, Rescue,** or **Party Retreat,** which rely on the *Luck* resource to pull off.
**A *Luck* roll is usually modified by an appropriate attribute bonus or penalty,** depending on the nature of the attack, hazard, or other action. For example, a character’s Dex modifier applies to dodging out of the way of a *[[Hellblast]]* or when making a successful getaway via a Party Retreat. To indicate this, the roll is noted as a *Luck* (Dex) save. Eg a PC with *Luck* 11 and a +2 Dex modifier would need to roll 13 or less.
To make a *Luck* roll, roll **1d20.** The GM decides whether any circumstantial modifiers apply. If the result is **equal to or less** than the adventurer’s current *Luck* attribute, the test is successful. Note that a character’s ***[[Rerolls]]* are always available** for *Luck* rolls. A successful *Luck* roll means the character avoids the threat (or lessens its effect), or successfully performs the Major Exploit, Rescue, or Party Retreat.
Every time a character **succeeds** on a *Luck* roll, their ***Luck* attribute is reduced by 1 point** to a minimum of five. *Luck* is not reduced on a failed check.
## Other Uses
*Luck* is a flexible and ephemeral quality, and your GM might allow other uses. For example, comparing *Luck* scores to decide which PC is initially targeted by a trap or enemy, to see whether a guard patrol turns the corner at a critical moment, determine whether a discarded lantern has any oil left, or a last-ditch chance to spot the glint of a rooftop assassin. “Oracle”-like uses of *Luck* to determine independent parts of the game world do not reduce an adventurer’s *Luck* score.
## Regaining Luck
*Luck* returns at a rate of 1 point per Long Rest.
> ### Designer’s Thoughts
> Although hit points, [[Spell List|spells]], and other abilities tend to replenish regularly, relying on *Luck* gets riskier the longer an adventure goes on.
>
> Diminishing *Luck* is intended to serve several purposes. Firstly, players must make choices about when to use their *Luck*. Secondly, it ratchets up the danger as the adventure progresses. Thirdly, in conjunction with Short Rests (p.89) and random encounters, it incentivises pressing on with the adventure rather than looking for a place to camp.
>
> For longer adventures, or for tables who like to engage in frequent side treks, you might consider allowing *Luck* to replenish more quickly. Perhaps 1 point is restored at certain adventure milestones, at the start of each play session, or as a Short Rest Great Success recovery option (see Solo p.216).