Minor Exploit

Limited to one target and have instant or short durations. They occur as part of an attack action. Simple things like tripping, pushing, grabbing hold.

First must hit and cause damage per normal. Then GM makes ruling to resolve (opposed STR check, etc.).

Major Exploit

Big heroic action. May affect more than one target, results in serious & permanent effects.

Must hit and cause damage per normal. Then make a Luck check. If successful, character luck reduced by 1.

Failed Exploits

Character may not attempt another exploit against same target until circumstances significantly change in their favor.

Natural 20 on attribute or luck check results in special setback.


Party Retreat

At the start of a round, party can tell GM they want to retreat. They must describe how that is possible. If GM agrees, group Luck check, possibly with STR/CON checks to carry away unconscious allies.

If successful, everyone reduces Luck by 1.

If unsuccessful, GM may allow successful players to flee and leave the others behind.

Rescue

Rescue exploits available only when not character’s turn. In response to something happening within 30 feet.

Can negate or reverse an adverse event for another player or NPC. Player must explain to table how it works. If GM agrees:

Player must make DEX check to get into position and then LUCK check, modified at GM’s discretion.