Luck points are an additional mechanism for making the heroes larger than life and ensuring their survival in the dangerous Hyborian times. Each player character starts with 1d3 luck points at first level and gains one at each level after that. They may learn more from extraordinary feats, heroic sacrifice or succumbing to the tropes of the genre or railroading when needed. Most NPCs (including henchmen) have no luck points. The GM will keep track of your character's luck points. You'll know you've ran out only when your attempt to use luck fails.
The luck points can be used for the following purposes:
- Saving your life after failing on a Mortal Wound roll.
- Avoiding the permanent effect of a Mortal Wound roll (this means using two points if the roll was also fatal).
- Automatically succeeding in a Saving Throw (this has to be done before the save is rolled).
- Causing maximum damage on an attack (this has to be done before the damage is rolled, but can be done after to-hit is rolled). Unfortunately the force of the blow will also break the weapon used.
- Performing a heroic feat or feat of strength. This allows the character to do some extraordinarily difficult feat without rolling anything. E.g. swim across a river in armor, carry a wounded companion on you back while climbing over a wall, leap on the head of a raging ankheg.
- Lucky coincidence. Alter fate in a subtle way to arrange for a lucky break. E.g. meet an old friend, find an antidote on sale by a street vendor, produce from your gear just the perfect hat to bribe the mountain tribesmen.