Path of the Fluke

The Path of the Fluke wasn't supposed to train you in anything. Guess you just got lucky, punk. This Path is recommended for CHA-based characters who want to be a lucky hero like Nathan Drake or Han Solo.

**Requirements:** Stroke of Luck (Scholar)

**Path Completion Bonus**: +1 Charisma

## Core Abilities

**Fate Gambler**

**Cost**: 300 XP

**Expedited for:** Charm

**Activation**: Passive

For every 4 abilities purchased in the Path of the Fluke, your Strike pool increases by +1. This ability stacks with other Strike pool increases.

**Lucky Shot**

**Cost**: 300 XP

**Expedited for:** Charm

**Activation**: Attack, X Strikes

This attack gains +5X Accuracy and +2X damage.

**Hot Streak**

**Cost**: 300 XP

**Expedited for:** Charm

**Activation**: Free Reaction, 7 Strikes

Until the end of the Encounter, when you roll for any reason, roll an extra 1d6 every time a die shows a 6 (6s are "exploding").

**Old College Try**

**Cost**: 300 XP

**Expedited for:** Charm

**Activation**: Free Reaction, 3 Strikes

This ability is usable once per Encounter. Add your CHA to an immediate roll of any kind.

**Fate's Aim**

**Cost**: 300 XP

**Expedited for:** Charm

**Activation**: Passive

Your attacks gain +5 Accuracy for every 5 Strikes currently remaining in your Strike pool.

**Can't Escape Fate**

**Cost**: 300 XP

**Expedited for:** Charm

**Activation**: Attack, 3 Strikes

This attack cannot be Evaded.

**Oblivious Dodge**

**Cost**: 300 XP

**Expedited for:** Charm

**Activation**: Free Reaction, 3 Strikes

*Hey look, a silver piece! \*Whoosh\**

The ability is usable in response to an attack. Evade it. You are unaware the attack was even attempted.

**Two Aces**

**Cost**: 300 XP

**Expedited for:** Charm

**Activation**: Passive

Your Strike pool increases by +2. This ability stacks with other Strike pool increases.

**Three Aces**

**Prerequisite**: **Two Aces**

**Cost**: 400 XP

**Expedited for:** Charm

**Activation**: Passive

Your Strike pool increases by +3. This ability stacks with other Strike pool increases.

**Four Aces**

**Prerequisite**: **Three Aces**

**Cost**: 500 XP

**Expedited for:** Charm

**Activation**: Passive

Your Strike pool increases by +4. This ability stacks with other Strike pool increases.

**Five Aces**

**Prerequisite**: **Four Aces**

**Cost**: 600 XP

**Expedited for:** Charm

**Activation**: Passive

Whenever you would spend a Strike, you may spend 3 Vim instead.

**One in a Million**

**Prerequisite**: **Five Aces**

**Cost**: 700 XP

**Expedited for:** Charm

**Activation**: Free Reaction, X Strikes

This ability can be used on any roll for a single momentary action (as opposed to rolls which represent progress over a larger amount of time). Before attempting this roll, declare to use **One in a Million**. Instead of rolling, treat the result as if you rolled 6 on all dice. This may trigger effects that occur, for example, on doubles and triples. This ability costs 3 Strikes per die. This ability is usable only once per Rest.

**Good Fortune**

**Cost**: 300 XP

**Expedited for:** Charm

**Activation**: Passive

All loot you find (in the form of money or sellable items) is 10% more valuable.

**Great Fortune**

**Prerequisite**: **Good Fortune**

**Cost**: 400 XP

**Expedited for:** Charm

**Activation**: Passive

All loot you find (in the form of money or sellable items) is 20% more valuable. This ability replaces **Good Fortune**.

**Lucky Find**

**Cost**: 300 XP

**Expedited for:** Charm

**Activation**: Passive

*Hey, look what I found in my backpack! Forgot that was there!*

Once per Intermission, you may add an item weighing up to 3 + CHA Bulk to your inventory called "Stuff." At any time during your adventure, you may buy Equipment or Consumables weighing up to the remaining bulk of "Stuff" by spending 2 Strikes and the cost of the item you wish to purchase. Subtract the weight of the item from the bulk of "Stuff".

**Touch of Luck**

**Cost**: 300 XP

**Expedited for:** Charm

**Activation**: 1 Strike

Reroll any d6 you rolled.

**Seven Lives**

**Cost**: 300 XP

**Expedited for:** Charm

**Activation**: Passive

When you would die, you may instead decrease your Strike pool by 4 permanently.

**Shifting Luck**

**Cost**: 300 XP

**Expedited for:** Charm

**Activation**: Passive

When you take this ability, roll a d6 and set it aside. Whenever you roll, you may swap a die in your roll for the die you have set aside. (The die swapped out is now set aside for the same purpose.)

**Fate Gamble**

**Cost**: 300 XP

**Expedited for:** Charm

**Activation**: Passive

Declare this ability before rolling a check. If you roll triples, you critically succeed. Otherwise, you critically fail. Critical outcomes are situation-dependent and decided by the GM but can include, for example: additional status effects, additional damage, and/or manipulating the environment, and so on. This ability can be used once per Rest.

**In the Hands of Fate**

**Cost**: 300 XP

**Expedited for:** Charm

**Activation**: 1 Reaction, X Strikes

*You have a knack for being just barely on the edge of danger.*

This ability is usable when you are attacked. Apply X Alerts to the attack.

**They Missed? They Missed!**

**Prerequisite**: **In the Hands of Fate**

**Cost**: 400 XP

**Expedited for:** Charm

**Activation**: 1 Reaction, 3 Strikes

Until the start of your next turn, attacks against you have -20 \* CHA Accuracy.

**Naturally Lucky**

**Prerequisite**: **They Missed? They Missed!**

**Cost**: 500 XP

**Expedited for:** Charm

**Activation**: Passive

The first attack against you each Round is always a glancing blow.

**Plot Armor**

**Prerequisite**: **Naturally Lucky**

**Cost**: 600 XP

**Expedited for:** Charm

**Activation**: Passive

Gain 4 Armor permanently. This stacks with other Armor.

**S.O.L.**

**Cost**: 300 XP

**Expedited for:** Charm

**Activation**: Passive

Whenever you have no Strikes remaining, gain 2 damage for every d6 of damage you deal.

**Press Your Luck**

**Cost**: 300 XP

**Expedited for:** Charm

**Activation**: Free Reaction

This ability is usable immediately after using an ability which costs at least 1 Strike. Pay 1 Strike per 3 Strikes spent on the ability (rounded up), then roll 1d6: this roll cannot be modified by any means. On 3-6, the ability triggers an additional time (you may use **Press Your Luck** again or let the action resolve). On 1-2, the ability doesn't trigger at all and you cannot use **Press Your Luck** on it for the rest of the Encounter.

## Course of Heroism

**You're In Luck, Friend**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Heroism

**Cost**: 400 XP

**Expedited for:** Charm

**Activation**: Passive

Whenever you gain Supported, gain a Strike.

**I Owe You One**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Heroism

**Cost**: 400 XP

**Expedited for:** Charm

**Activation**: Free Reaction, X Strikes

This ability is usable when you make any roll while you are Supported X times. Set X dice of this roll to 6 after rolling. You are no longer Supported.

**Our Lucky Day**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Heroism

**Cost**: 400 XP

**Expedited for:** Charm

**Activation**: Passive

Whenever an ally makes an attack, you may apply **Lucky Shot**, **Can't Escape Fate**, and/or **One in a Million** to their attack as if it were your own. Conferring your Strikes in this way costs twice as many Strikes as it would cost you. If you confer your luck in this way, the ally is Supported.

## Course of Combat

**Missed It By That Much**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Combat

**Cost**: 400 XP

**Expedited for:** Charm

**Activation**: Free Reaction, 1 Strike

This ability is usable when taking Cover and a ranged attack hits you. Evade this attack.

## Course of Conditions

**Exciting Luck**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Conditions

**Cost**: 400 XP

**Expedited for**: Charm

**Activation**: Passive

Whenever you spend a Strike, gain 1 temporary Vim for each Strike spent, or 2 temporary Vim per Strike if you spent at least 7 Strikes at once.

## Course of Damages

**Godsent Resistance**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Damages

**Cost**: 400 XP

**Expedited for**: Charm

**Activation**: Free Reaction, 2X Strikes

*I dunno, the lich must've just glanced me with that spell of soul draining.*

This ability is usable when you take Attribute damage: take X less. This can reduce Attribute damage to a minimum of 1.

## Course of Wounds

**Just a Scratch**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Wounds

**Cost**: 400 XP

**Expedited for**: Charm

**Activation**: Free Reaction, X Strikes

This ability is usable when rolling for a Grievous Wound. Gain +2X to the result. If you have no Strikes remaining after activating this ability, gain an additional +3 to the result. (You may activate this ability even if you have no Strikes available.)

## Course of Bounty

**All-In Looting**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Bounty

**Cost**: 400 XP

**Expedited for**: Charm

**Activation**: Passive

Declare to use this ability before the first loot roll (and before rolling for loot type). Add 2d6 to the loot roll, then double the result. You cannot press your luck for this Encounter (you may roll to loot only once).

**Lucky Looter**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Bounty

**Cost**: 400 XP

**Expedited for**: Charm

**Activation**: Passive

Once per Rest, when rolling to loot, you may roll twice for loot type and choose which result to use.

## Course of Surroundings

**Just What I Needed**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Surroundings

**Cost**: 400 XP

**Expedited for**: Charm

**Activation**: 1 Reaction, X Strikes up to 3

You look around for an advantageous Environmental Object. Name a type of Environmental Object. If such an object could reasonably exist in this location and no objects of this type already exist in the Scene, the GM places one of these objects within 60, 30, 18, or 9 meters of you, depending on whether you spend 0-3 Strikes on this ability respectively. Objects may take up more than 1 hex, for example, a patch of Slippery ground may be several hexes in radius, at the GM's discretion.