Push Your Luck
Push Your Luck lets a player force one more chance after a failed roll.
It is not a free reroll. It is shared authorship: the player helps decide what they risk to make the moment work.
When You Can Push
You may Push Your Luck when:
- You fail a roll.
- The action still has a plausible way forward.
- The scene has enough pressure that a cost makes sense.
You cannot push if the Guide says the fiction is already settled.
How To Push
On a miss:
- The Guide states what failure means.
- The player chooses or proposes a cost.
- The Guide confirms the cost is fair and immediate.
- Reroll the full dice pool at
DC -2, minimum DC6. ThisDC -2adjustment is a candidate for revision pending further playtest evidence. - Keep the new result.
Use this sentence:
“I make it, but…”
Examples:
- “I make it, but my pack strap tears.”
- “I make it, but I hit the pothole and collapse prone.”
- “I make it, but the thing hears me.”
- “I make it, but I drop the case.”
- “I make it, but I arrive coughing and lose my next clean breath.”
Cost Categories
Choose a cost that fits the fiction.
Position
You end somewhere worse.
Examples:
- Lose cover.
- End prone.
- Overrun your target.
- End exposed.
- Give up a good angle.
Resource
You spend, damage, drop, or lose something.
Examples:
- Tear a pack pocket.
- Drop a weapon.
- Spend extra ammo.
- Damage a tool.
- Lose a fragile item.
Exposure
You reveal yourself or draw attention.
Examples:
- Make noise.
- Leave a trail.
- Raise enemy awareness.
- Reveal your route.
- Trigger a watcher.
Strain
You force your body or mind past comfort.
Examples:
- Lose stamina.
- Take fear.
- Become disoriented.
- Worsen footing.
- Lose an anchor for the next beat.
Objective
You succeed, but the larger situation worsens.
Examples:
- Arrive late.
- Let a clock advance.
- Save one thing but lose another.
- Complete the action at reduced quality.
- Close off an easier follow-up.
Who Authors the Cost?
Use the mode that fits the table.
Guide Authored
The Guide states the cost.
Use this for new players or high-pressure scenes.
Player Authored
The player proposes the cost.
Use this for players comfortable adding fiction.
Shared
The player chooses a category, and the Guide frames the exact cost.
This is the default.
Outcomes
If the pushed reroll succeeds:
- You succeed.
- The cost still happens.
If the pushed reroll succeeds with a Partial Critical:
- You succeed.
- The cost still happens.
- You also gain the Partial Critical benefit.
If the pushed reroll fails:
- You fail.
- The cost escalates from minor to major.
Minor and Major Costs
A minor cost creates a setback without taking away agency.
Examples:
- Lose cover.
- Tear a pocket.
- Make noise.
- Lose 1 stamina.
- Arrive late but still act.
A major cost changes control of the scene or creates an immediate new problem.
Examples:
- Get pinned or surrounded.
- Lose critical gear.
- Trigger an alarm.
- Take heavy stamina loss.
- Let the target escape.
Limits
The cost must be:
- Immediate
- Plausible
- Connected to the failed action
- Genre-appropriate
The cost should not directly harm another player character unless:
- The risk was clear before the roll.
- The benefit is significant.
- The table agrees.
The Guide may veto or reshape a proposed cost.
Quick Procedure
Use this at the table:
Miss: You fail because ___.
Push offer: You can still make it, but ___.
Player: I push / I do not push.
Reroll at DC -2. This adjustment is provisional pending further playtest evidence.
Success: You make it, but the cost happens.
Failure: You fail, and the cost gets worse.
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