[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"detail-sidebar-cat-0-en-105":3,"doc-seo-514943-105":59,"doc-detail-514943-en":122},{"code":4,"msg":5,"data":6},0,"success",[7,13,18,23,28,33,38,43,48,51,55],{"id":8,"doc_module":4,"doc_module_name":9,"category_name":10,"show_sort_weight":11,"slug":12},1,"Document","Story & Novel",90,"story-novel",{"id":14,"doc_module":4,"doc_module_name":9,"category_name":15,"show_sort_weight":16,"slug":17},2,"Literature",80,"literature",{"id":19,"doc_module":4,"doc_module_name":9,"category_name":20,"show_sort_weight":21,"slug":22},4,"Exam",70,"exam",{"id":24,"doc_module":4,"doc_module_name":9,"category_name":25,"show_sort_weight":26,"slug":27},5,"Comic",60,"comic",{"id":29,"doc_module":4,"doc_module_name":9,"category_name":30,"show_sort_weight":31,"slug":32},6,"Technology",50,"technology",{"id":34,"doc_module":4,"doc_module_name":9,"category_name":35,"show_sort_weight":36,"slug":37},7,"Healthcare",40,"healthcare",{"id":39,"doc_module":4,"doc_module_name":9,"category_name":40,"show_sort_weight":41,"slug":42},8,"Research & Report",30,"research-report",{"id":44,"doc_module":4,"doc_module_name":9,"category_name":45,"show_sort_weight":46,"slug":47},9,"Religion & Spirituality",20,"religion-spirituality",{"id":46,"doc_module":4,"doc_module_name":9,"category_name":49,"show_sort_weight":46,"slug":50},"World Cup","world-cup",{"id":52,"doc_module":4,"doc_module_name":9,"category_name":53,"show_sort_weight":52,"slug":54},10,"Lifestyle","lifestyle",{"id":56,"doc_module":4,"doc_module_name":9,"category_name":57,"show_sort_weight":24,"slug":58},19,"General","general",{"code":4,"msg":60,"data":61},"ok",{"site_id":62,"language":63,"slug":64,"title":65,"keywords":66,"description":67,"schema_data":68,"social_meta":115,"head_meta":117,"extra_data":119,"updated_unix":121},105,"en","luck-recovering-luck-combat-firearms-modifiers-psychic-powers","Luck - Recovering Luck - Combat - Firearms Modifiers - Psychic Powers","","Rules for using Luck in a horror tabletop setting, including how Luck is spent, what it cannot be used for, and mechanics for Luck Recovery at the start of each session. Covers combat options such as withdrawing from melee, knockouts with blunt attacks, prone positioning versus firearms and melee, and wound healing. Provides extensive firearm modifier rules affecting difficulty, bonuses, and fumble chances for dual wielding and firing conditions. Includes psychic power costs and resolution, with example power types like Clairvoyance, Divination, and Medium.",{"@graph":69,"@context":114},[70,84,105],{"@type":71,"itemListElement":72},"BreadcrumbList",[73,77,79,82],{"item":74,"name":75,"@type":76,"position":8},"https://docshare.wps.com","Home","ListItem",{"item":78,"name":9,"@type":76,"position":14},"https://docshare.wps.com/document/",{"item":80,"name":10,"@type":76,"position":81},"https://docshare.wps.com/document/story-novel/",3,{"item":83,"name":65,"@type":76,"position":19},"https://docshare.wps.com/document/luck-recovering-luck-combat-firearms-modifiers-psychic-powers/514943/",{"url":83,"name":65,"@type":85,"image":86,"author":91,"headline":65,"publisher":94,"fileFormat":97,"inLanguage":63,"description":67,"dateModified":98,"datePublished":99,"encodingFormat":97,"isAccessibleForFree":100,"interactionStatistic":101},"DigitalDocument",{"url":87,"@type":88,"width":89,"height":90},"https://docshare.wps.com/thumbnails/luck-recovering-luck-combat-firearms-modifiers-psychic-powers/514943.png","ImageObject",300,407,{"name":92,"@type":93},"Ezra","Person",{"url":74,"name":95,"@type":96},"DocShare","Organization","application/pdf","2026-10-17","2026-10-06",true,{"@type":102,"interactionType":103,"userInteractionCount":29},"InteractionCounter",{"@type":104},"ViewAction",{"@type":106,"mainEntity":107},"FAQPage",[108],{"name":109,"@type":110,"acceptedAnswer":111},"What are the consequences of dodging on a fumble or a critical?","Question",{"text":112,"@type":113},"On a fumble, the character takes a penalty die on their next action after stumbling out of position. On a critical, they take a bonus die next action after stepping into prime position.","Answer","https://schema.org",{"og:url":83,"og:type":116,"og:title":65,"og:site_name":95,"og:description":67},"article",{"robots":118,"canonical":83},"index,follow",{"doc_id":120,"site_id":62},514943,1791464644,{"code":4,"msg":5,"data":123},{"doc_id":120,"user_id":124,"nickname":92,"user_avatar":125,"doc_module":4,"category_id":8,"category_name":10,"doc_title":65,"doc_description":67,"doc_content":126,"file_id":127,"file_url":128,"file_type":129,"file_size":130,"view_count":29,"is_deleted":4,"is_public":8,"is_downloadable":8,"audit_status":8,"page_count":44,"language":131,"language_code":63,"site_id":62,"html_lang":63,"table_of_contents":66,"faqs":132,"seo_title":133,"seo_description":67,"update_tm":134,"read_time":135},1099514068035,"https://ap-avatar.wpscdn.com/davatar_276721f389ce27ea32af1340a28f341c","Luck  \nUsing Luck  \nAdjust skill or characteristic rolls: (cost: 1 for 1) .  \nIgnore a weapon fumble or ﬁrearm malfunction: (cost: 10) the roll is still a failure, but the more dire effects (e.g. a weapon breaking or a ﬁrearm jamming) are avoided.  \nHalve Sanity point loss: (cost: double the Sanity point loss) a hero with the Resilient talent can also apply its effect to the Sanity loss, after ﬁrst halving the loss.  \nAvoid unconsciousness: (cost: 1, doubling each round thereafter) this can be used when a hero fails a CON roll to remain conscious, or if they suffer automatic unconsciousness.  \nRecover damage: (cost: 20) gain an immediate 1d6 hit points.  \nAvoid certain death: (cost: all, at least 30) the hero gains 1d6+1 hit points and returns in the next scene.  \nLuck cannot be spent on: Luck rolls, damage rolls, pushed rolls, Sanity rolls, skill improvement checks, or avoiding a non-combat natural 100 .  \nIn addition, heroes only receive skill experience checks for skill roll successes made without spending Luck points.  \nRecovering Luck  \nAt the start of each session, each player makes a Luck Recovery roll. The player rolls 1d100 and, if the roll is higher than their current Luck score, they gain 2d10+10 points, if it is lower, they gain 1d10+5 points.  \nLuck can never exceed 99, for any reason.  \nCombat  \nEscaping Melee  \nWhen a character wishes to withdraw from melee, they must make a Dodge roll opposed by their attackers Fighting skill. On a success they have stepped away from the melee, on a failure the ﬂeeing character can try again next round.  \nKnockouts  \nA character can knock out a target, as a ﬁghting manoeuvre using a blunt attack. If successful the target is rendered unconscious and suffers 1 hit point of damage.  \nThis can be used on any opponent with a skull or similar vulnerable spot (e.g. humans, deep ones, ghouls, etc., but not a shoggoth) .  \nLying Prone  \nA character can lie prone to make themselves harder to hit with ﬁrearms, and to provide a stable base for ﬁring. But melee attacks gain 1 bonus die.  \nWounds and Healing  \nHeroes recover 2 hit points per day and ignore the Major Wound rules.  \nDodging  \nIfa character reacts to an attack by dodging, their roll can affect their next action:  \nOn a fumble: the character has stumbled out of position and takes a penalty die on their next action.  \nOn a critical: the character has stepped into prime position and takes a bonus die on their next action.  \nDual Wielding  \nA character may attack with two guns or two melee weapons, one in each hand, in a single round. All attacks are made with a penalty die, and the chance of a fumble is increased:  \nIf the roll required is 50+: a fumble occurs on 96–100 .  \nIf the roll required is 50-: a fumble occurs on 90–100 .  \nFists count as melee weapons for the purpose of dual-wielding. Firearm Modifiers  \nTarget is diving for cover: (Dodge success) penalty  \nTarget is partially concealed: penalty  \nTarget is fully concealed: raise difficulty  \nTarget is moving at full speed: (MOV 8+) penalty  \nTarget is small: (Build 2-) penalty  \nTarget is large: (Build 4+) bonus  \nTarget is prone: (ignore if in point blank range) penalty  \nPoint-blank range: (within DEX/5 in feet, does not apply to large weapons like riﬂes) bonus  \nAiming for 1 round: bonus  \nLoading and shooting in the same round: penalty Firing 2+ shots with a handgun: penalty on all shots Firing into melee: penalty  \nFiring while running: penalty  \nFiring while prone: bonus  \nUsing a mounted weapon: bonus  \nUsing two weapons: penalty on all attacks  \nMovement In melee:  \n• Characters may move their MOV in yards and attack normally.  \n• Characters may move their MOV × 5 in yards and make one melee attack at the end of the round.  \nWith ﬁrearms:  \n• To take advantage of the +50 DEX for readied ﬁrearms, it has to be ﬁred before any movement.  \n• Characters may move their MOV in yards and attack normally.  \n• Characters may move their MOV × 5 in yards but must ﬁre while m","cbCaiqn87kiKUtAq","https://ap.wps.com/l/cbCaiqn87kiKUtAq","pdf",72741,"English","[{\"question\":\"What are the consequences of dodging on a fumble or a critical?\",\"answer\":\"On a fumble, the character takes a penalty die on their next action after stumbling out of position. On a critical, they take a bonus die next action after stepping into prime position.\"}]","Luck - Recovering Luck - Combat - Firearms Modifiers - Psychic Powers | PDF",1791304186,14]