A second attempt at something (roll again), only allowed if it can be justified. Failure means dire consequences.
Fumbles cannot be negated by Pushing a roll.
01: Critical Success, something good happens beyond achieving a goal. In combat, it means max damage.
96-100: Fumble, something bad occurs, worse than straightforward failure.
If a skill is under 50, anything over 96 is a Fumble.
A Group Luck roll means the player with lowest Luck rolls.
A player can spend points of Luck to modify a Skill roll on a 1-for-1 basis. Points spent are deducted from the Investigator’s Luck score.
Luck points cannot be spent on Luck rolls, damage rolls, SAN rolls, or loss of SAN rolls.
On a failed skill roll, a player can either Push the roll or spend Luck; Luck may not be spent on a Pushed roll.
Criticals, fumbles, and malfunctions cannot be bought off with Luck points.
A player can spend all their remaining Luck, minimum of 30 points, to avoid certain death.
At the start of every session, make an improvement roll for Luck. If the roll is higher than the current Luck score, regain 1D10 Luck.
Roll equal or under EDU score to determine the chance that a character has learned some information on a given topic, without having it as a specialisation.
Both sides declare a mutually exclusive goal: one will win, one will lose. Both sides roll and compare level of success, no pushing the roll.