## Clocks and Luck ### Pushing Back Sometimes you just get lucky, and are able to push back against what seems like impossible odds. When it seems like reality is conspiring against you, the hand of the Emparar Di Deas intercedes, guiding you to a better path. This is when the Player chooses to push back. The player may spend 1 Luck point to reroll a failed roll - taking a few extra seconds to try a new strategy, or spend no luck but take a longer amount of time, and explain how they are changing their approach. In either case, another roll is preformed, with the difficulty increased a level. If the second roll is a success, the Character pushing their Luck loses Luck equal to 1+the effect of their roll. The amount of luck lost is equal to the effect used to change a roll, or the *effect*iveness of their luck. The players can choose to spend fewer luck points then the maximum they could spend for a reduced effect, but this cannot go below 1. ![[Clocks]] ### Flashbacks Flashbacks are there for when Players need something to catch. **Flashbacks cost 3 luck points for a small Flashback, and 5 for a large Flashback.** When a player uses a Flashback they 'flash back' in time to something their Character planned in secrete before hand. The player then explains how this secrete plan comes into effect in the present moment. **A small flash back is a small change or secrete.** It might be an item the Character 'reveals' they've had this whole time (which would've been really helpful twenty minutes ago...), or it might be a small thing in world, such as having bribed a guard, who happens to be coming on shift at the exact moment the current guard starts getting suspicious of the Players. **A large flash back is something greater.** A deal made with the guard before hand, a bribe you knew to plant. A passage you found while exploring on your own, stashing just the right weapons on the far side of hte scanner without telling anyone, etc. These are things which would take considerably more planning and effort. ### Deals with the Devil When Characters are Short on Luck, back up against the wall, and dice seem against them, the Devils see their chance and step in. They fight, gnaw, and gnash at one another until only one makes it through. **That one then offers the Character a deal, a coin flip.** **On heads: in exchange for a large number (1D8-1D12; GM's choice) of ticks the player(s) will succeed in their task; on tails: in exchange for some consequences later - some service to the Devil - the player(s) succeed in their task.** ![[Luck]]