The Luckies are a rather mysterious group, even to the Wanderers. The Luckies act as a true testament to the rule that "anyone can do at least one thing amazingly well". Most Luckies are incompetent, unfit, and uneducated. For all intensive purposes, they are below the curve, but Fate has somehow conspired that they are worthy of higher destinies, and what a Lucky lacks in talent, he more than makes up for in sheer Luck.
High Level Luckies (if such a term can be deemed appropriate) are capable of just about anything they put their minds to. Their seemingly infinite luck puts them as Jacks of All Trades that can turn the tides of battle without warning or effort. In short, they live up to their name.
No one knows where the Luckies come from. One does not train to be a Lucky, and they certainly don't have any kind of organization. To even call the Luckies a faction is somewhat of a misnomer. They have no organization, and indeed no masters. Luckies just seem to show up when they are needed.
As a matter of fact, no one can even be sure when they've met a Lucky. There's no obvious mystical signs, and the Luckies themselves rarely, if ever, know that they are Luckies. The only indication is when a Lucky is put into severe peril, their true natures seem to shine through. Even then, the effects are often subtle, and it becomes debatable whether that branch really was just there at the right time to catch their fall or whether fate itself conspired to put the branch there. After all, even a non-Lucky has lucky moments.
This, of course, means that for players, there's almost no one to train these techniques. They must come naturally to the user. So, players wishing to start taking abilities from this tree after character creation should either have a powerful destiny that needs to be fulfilled or have a good backstory reason of why their latent abilities had not shown up until this point.
This is not to say that there aren't powerful Luckies out there. They exist, and they constantly change the events of history. It's just that almost no one knows who they are. That's just their Luck.
No one attribute score is important to a Lucky. Luckies come in all varieties. Of course, a lot of Luckies tend to have high Wills. A strong fate often comes to those with a strong force of personality.
Sometimes inspiration comes to a Lucky at just the right time and allows them to pull off tasks they otherwise wouldn't be able to. Just don't ask the Lucky how they did it. You may not like the answer. Luckies with this ability gain a +2 AND proficiency on one skill roll per day that they have no proficiency in.
What Goes Around...
Hitting a Lucky can often be difficult. Even if you manage it, sometimes you'll wish you hadn't. When a Lucky is hit by an opponent, the Lucky can spend 1 Life point on his next attack against that target to gain a +1 to hit.
Luckies will land their attacks eventually as long as they keep trying. No matter how bad of an idea it may be. Whenever a Lucky misses with an attack or effect, this effect kicks in. By repeating the same attack against the same target, the Lucky gains a +1 cumulative bonus PER TIME he missed. This has no cap. To activate this bonus costs 1 Life point each time he invokes it. A Lucky MUST attack the same opponent with the same attack EVERY turn to keep this bonus. Delaying for even 1 turn drops the bonus. When the Lucky hits, the bonus is lost.
When a Lucky suffers bad luck, it has the effect of bringing down people with him. When a Lucky uses this ability, he trips up in some way and suffers a -2 to all rolls until his next action. However, one opponent of his choice suffers a -1 to all rolls as a result of these actions until the Lucky's next action as well. The Lucky does not need to use this ability during his or her turn, and does not need to be able to perceive the opponent he is targeting. Only the player needs to know of the target's existence.
One in a Million
Some shots have a One in a Million chance of hitting. However, Luckies themselves are One in a Million. To them, it's more like One in Ten. This ranged attack resolves at -8 to hit and has a range of 10 squares. However, if this attack hits, it does 30 damage to the target.
Last Minute Save
Cost: 1 Awesome Point
Sometimes, the strangest things come in to save the Lucky at the last second. Whenever an attack hits a Lucky, the Lucky activates this ability and something blocks a large blunt of the attack. This gives the Lucky 20 damage reduction for just this one attack.
Cost: 1 Awesome Point
Luckies can pull through in even the most peculiar and unlikely situations. When a Lucky is defending from an attack the Lucky can spend an Awesome point before rolling to defend to roll 2 rolls for the defense and take the better of the two.
Right Time, Right Place
Cost: 1 Awesome Point
Luckies have the innate ability to show up where they're needed. Whenever an ally is in danger, if the Lucky is not previous occupied with another fight or something else that has grabbed their full attention (like being captured or holding the lever that keeps a dam from exploding), the Lucky can spend an awesome point to stumble into the scene. The player should give a rationale of how their character stumbled in, but nothing short of absolutely impossible logic is out of bounds.
The Truth of 13
Many people fear many different numbers for fear of bad luck. 13 is one of the worst. However, a true lucky brings in both the bad luck and the good into their being. Whenver a Lucky with this ability rolls a natural roll of a 12, the roll is treated as a 13 instead. Furthermore, if a Lucky with this ability rolls a natural roll of two 1's, they can spend 3 awesome points to turn it into a roll of 13 (this does not count as a critical hit though).
Some things are just so cool that you just have to take it all in. When this occurs, you have no choice but to sit there and look dumb-founded. Of course, this makes for a good breather. When a Lucky with this ability declares that he is taking a turn off to watch the fun (no moving or attacking), the Lucky gains back 10 life at the beginning of the turn. During this time, the Lucky can still dodge, but they can do nothing in retaliation. The Lucky must actively be involved in a combat to use this ability. Gawking at a combat the lucky is not involved in or outside of combat does not count.
Trip and a Miss
Bad luck is almost always followed by Good luck. What looks like a failure to some can be a saving grace. Once a day, when a Lucky fails to hit with an attack, instead of merely missing, the Luck tripped up in some way and never used it. This means that any life drained by the attack does not happen.
Cost: 1 Awesome Point
Luckies seem to always know the right way to go or the right hand to pick. When a Lucky is presented with a choice (a fork in the road, high/low dice roll, a set of doors), he or she can spend 1 Awesome Point to pick the MOST correct decision. The most correct solution does not always equate victory.
Luckies always seem to get up after anything. Once per day, the Lucky with this ability can gain 20 Life instantly as a free action.
There's No F In Way
Even the worst luck can turn into a blessing for the Lucky, and the worst luck of those that try to destroy the lucky gets worse. Fate bends around the lucky any time someone rolls a natural roll of two 1's some twist of fate happens to cause great fortune or misfortune at the will of the Lucky. This will either heal 5 Life or cause 5 automatic damage that damage reduction does not reduce. This damage cannot crit or be augmented.
Path of Least Resistance
Some Luckies prefer a pacifistic approach to violence. Still, when they do decide to take action, it catches their foes off guard. If a Lucky spends an entire turn doing nothing, he can activate this ability. This ability gives a +4 to the Lucky's next roll to hit with an attack.
Chance for a Big Reversal
Whenever a Lucky is actually hit with an attack, he can often turn his setback into his opponent's defeat. The Lucky uses his Luck to twist the attack's effects back on his foe. The more force you use against the Lucky, the more fate's going to hurt you back. This attack does 20 damage base, and does half of the original attack's damage as extra damage. If the altered attack is less than the damage of the original attack, it does the original attack's damage instead. This attack can be used up to 1 turn after the Lucky was hit. If the Lucky calls this attack on the turn he is hit, it happens at the same time as the opponent's and goes off even if he or she is knocked below 0 because of the attack. It's range is the range of the attack that hit the Lucky.
Do The Impossible!
Some attacks are just doomed from the beginning. The Lucky must call on all of their luck to deliver the finishing blow in an impossible way. This attack hits at a -10 to hit. However, should it somehow hit, this attack does 15 damage for every effective point in agility the opponent has (before Kurosawa corollary).
The Love of a Lucky
Part of a famous saying about Luckies. The full phrase "Friendship is the love of a Lucky". When a Lucky deeply cares for his friends, he can push them to levels that even the Charrismatic Lords couldn't dream about. Luckies with this ability may freely spend their own Awesome points on behalf of their allies. This includes ANY of their non-attack abilities that require an awesome point to activate.
Awesomer than Awesome!
Luckies have stronger fates than other men, and when fate itself intervenes to help, it does more so than with any other person. Whenever a Lucky with this ability does an action that would give at least 2 Awesome points, the Lucky gains 1 extra Awesome Point.
Turn of Luck
Cost: 1 Awesome Point
Nothing will stop a Lucky. Not a lack of talent, not a lack of skill, and not the entire world trying to stop him. When a Lucky starts his turn, calculate all the minuses (save the Kurosawa Corollary) that have been accumulated on him. Upon activating this ability, treat his or her minuses as bonuses until the end of his or her next attack action. So, if he was currently suffering a -4 to precision from other abilities, it becomes a +4. The minuses from the Lucky's own abilities do not count for this (ie. One in a Million is still a -8 to precision).
Luck of the Ancients
Cost: 3 Awesome Points and 40 Life
A true Lucky's luck is absolutely infinite and unfathomable. This attack sets forth a series of infinitely impossible events that destroy the Lucky's foes and give impossible blessings to his allies. All enemies that are within 200 squares of any of the Lucky's allies (even if they're not in the same room or within sight of the Lucky). Resolve this attack at a +4 to hit. Any enemy that's hit with the attack takes 40 damage. On top of that, ALL of the Lucky's allies (save the Lucky himself) heal back 20 Life points.
The Limits of Mortals
Cost: 1 Awesome Point
The Lucky is truly a frightening beast with the power of the gods that can break the limits of any other mortal. Whenver a Lucky with this ability confirms a critical hit (a natural roll of 12 and 1 awesome point spent), the Lucky can spend one extra awesome point to triple the damage instead of doubling it.
Lucky's Last Stand
When all else fails, the universe will align itself for the lucky. Any time the Lucky with this ability is downed by an enemy attack and not the cost of their attacks, the Lucky can take one last attack action at the enemy that attacked them. This takes place after the Lucky is unconscious and out of pure luck. This attack action cannot revive the Lucky back to consciousness.