Stats#
These stats are derived from Attributes. Most of them are combat focused, but are important for any character nonetheless. All of them can be affected by additional modifiers from a range of effects, character features, and equipment. Unless otherwise noted stats can be negative, providing a penalty rather than a bonus. Some stats act as a pool of points, others act as modifiers for certain rolls. They are listed here in a similar order to how they appear on the basic character sheet.
Size Note: Character Size is described on a seperate page, it is a stand-alone item but is important for Attribute, Stats, and combat calculations.
Combat & Action Stats#
Initiative#
Initiative = AGI + DEX + INS + Mods
Initiative determines the order in which characters take their turn during each round. When the first attack is declared, all combatants roll initiative and are placed in order from highest to lowest. The combatant with the highest initiative goes first and play continues in descending order.
The character that declares the first attack gains a +6 bonus to their initiative roll. If multiple characters are acting in unison — such as in a coordinated ambush — all allies involved gain the +6 bonus. Note that initiating combat does not guarantee that character goes first nor does it guarantee their intended action plays out. In situations where another character goes before the initiating character, it means their Insight tipped them off and they have sensed the immediate threat, or their reflexes have saved them and allowed them to react to it quickly. Narratively, this allows characters to be saved by instinct or gut feeling.
Characters who have not yet had their first turn in initiative are considered out of combat and are vulnerable to surprise attacks.
An exception to the tie breaker rule: In an initiative tie between opponents, the group that initiated combat goes first. If neither belings to an initiatong group, resopve normally. In a tie between allies, the players decide the order and may change it from round to round.
Action Points#
Action Points (AP) = 4 (Base) + Mods
On their turn, each character spends Action Points (AP) to perform actions. All characters have 4 AP per round, which replenish at the start of their turn. Like other stats, AP can be affected by modifiers from character features or other effects.
AP is a shared pool used for every action a character takes, on their own turn using Standard Actions or in response to events on other characters’ turns with Opportunity Actions. A character who spends all of their AP on their own turn has no AP remaining for Opportunity Actions that cost AP until their AP replenish at the beginning of their next turn. Managing the AP pool is a tactical choice, not just a bookkeeping step.
Generally, the more time or effort an action requires, the more AP it costs:
- 0 AP — Free or instinctive actions: speaking a short sentence, dropping an item, certain character features.
- 1 AP — Simple tasks: picking up an item, drawing a weapon, stepping to an adjacent space, opening a door, drinking a potion already in hand.
- 2 AP — Focused tasks: making an attack, moving up to your Speed.
- 3+ AP — Complex tasks: disabling a trap, intimidating opponents while breaking through a door.
Specific AP costs for named actions are listed in the Combat action catalog and in individual character features. See Action Economy for the full breakdown of action types (Standard, Opportunity, and Reaction).
Speed#
Primary Speed = 20 + 5 per +1 AGI Bonus or Flat −5 if AGI Penalty + Mods
Speed describes the normal mode of movement of a character, conveniently rounded to 5ft spaces. It represents the distance in feet a character can cover with a single Move action using a designated method of movement.
Primary Speed
The primary mode of movement for a character is almost always a ground Speed with high maneuverability. If not, these details will be provided by the character’s Racial Traits. Primary Speeds always use the formula provided above, secondary Speeds use their own calculations or flat bonuses.
A character with any AGI penalty takes a flat −5 penalty to their primary Speed, regardless of how negative the penalty is. A character with AGI bonuses gains a +5 bonus to their primary Speed per AGI bonus.
Speed Modes
Format: Mode Distance in Feet (Base Maneuverability, Acceleration) Swim 80ft (High, 20ft/round)
The descriptors of a Speed determine what type of movement or terrain the Speed applies to, how difficult it is to maneuver, and how much it can accelerate per round. A character may have Speeds in multiple modes of travel, each with its own desceiptors.
Modes
- Ground — Standard walking and running on solid ground. Most characters have a ground Speed; it should be assumed that a Speed without a descriptor is a ground Speed.
- Climb — How fast a character scales vertical surfaces.
- Swim — How fast a character moves through water.
- Fly — How fast a character moves through the air.
Combining Speeds
Some movements can combine multiple modes in a single Move action — for example, a character with both a ground and climb Speed may walk across a floor and climb a wall as part of one move. When combining modes, the character’s maximum travel distance cannot exceed their Primary Speed.
Maneuverability
Maneuverability = Base Value + Size Value + Speed Tier
Each speed also has a base maneuverability rating (High (0), Medium (2), or Low (4)) that is used to determine how many spaces are required to make a 180° turn. To determine the turning distance, add the maneuverability number to the character’s size value (see Size), and Speed Tier. The arc is then traced forward and to the side that many spaces. The minimum is zero spaces, which allows the character to fully turn in place. To determine the number of spaces for a 90° turn, simply divide thin snumber by two and round down if necessary.
If a Speed does not provide a maneuverability rating, treat it as High (0).
Acceleration
Not all Speeds can be reached in a single turn. A Speed’s Acceleration describes how much a Speed can increase in one round regardless of how many Move actions is taken in a sinlge round.
If a Speed does not provide an Acceleration, treat it as equal to the Speed.
Acceleration Example: If a stationary Vehicle has a Speed of Ground 350ft (Moderate, 75ft/round), it must spend fice rounds accelerating (via a Drive action) before it can reach its top Speed:
- Round 1: +75ft/round acceleration, Speed 75ft.
- Round 2: +75ft/round acceleration, Speed 150ft
- Round 3: +75ft/round acceleration, Speed 225ft
- Round 4: +75ft/round acceleration, Speed 300ft
- Round 5: +50ft/round acceleration, Speed 350ft
Speed Tiers
Speed in These Lucky Stars is categorized into four tiers based on distance covered per round. These tiers are used to describe how fast something is actually moving at the time another action is taken that affects it. The tiers are used across several rules — including Opportunity Attacks, reaction dodge difficulties, and vehicle impact damage — Ones current Speed tier is determined by how far their most current movement takes them in one round. In almost all cases this is determined by a move action where the continuation of that move is assumed or predetermined.
Most characters on foot operate entirely within the Slow tier. The Moderate tier is reached through extended sprinting, mounts at a trot, or features that push character Speed significantly. Fast and Very Fast are generally reserved for vehicles, and mounts at gallop. Opportunity Attacks cannot be made against those moving at the Fast and Very Fast tiers.
| Tier | Speed Range (ft/round) | Approximate Speed | Examples | Modifier |
|---|---|---|---|---|
| Slow | up to 40 | up to 5mph | Walking, jogging, mount at walk, vehicle creeping | +0 |
| Moderate | 45–120 | 5–14 | Running, sprinting, mount at trot/canter, urban vehicle | +3 |
| Fast | 125–400 | 15–45 | Mount at gallop, fleeing vehicle | +7 |
| Very Fast | 400+ | 45+ | Highway-plus car, high-speed chase | +12 |
Health & Defense Stats#
Defense#
Defense (DEF) = AGI Bonus + FORT Bonus + Mods (Min 1)
Defense is the first layer of a character’s health. It represents a character’s ability to react to and avoid dangers — dodging, bracing, turning a blow aside, or simply keeping their composure under fire. When a successful attack is made, damage is dealt to the defender’s DEF first.
DEF Reset
A character’s DEF stays damaged until one of the following happens:
- They take a point of VIT damage. DEF resets to max as part of the same resolution.
- They spend an action in combat to reset their DEF.
- Combat ends, or the GM otherwise rules they are safe from immediate threat — usually when the character gains total cover, is hidden from all opponents, or the scene resolves.
In-world framing: A DEF reset can be described as a character readying themselves, regaining their composure, or catching their breath after receiving or dodging blows.
Vitality#
Vitality (VIT) = ½ Level + ½ FORT + Mods (Total Rounded Down, Min 1)
Vitality is the second layer of a character’s health. It represents a character’s overall durability and ability to endure ailments. The more VIT a character has, the more they can push through before succumbing to their injuries.
In combat, VIT represents the number of solid blows a character can take before being incapacitated. Each time a character’s DEF is depleted, they lose a point of VIT.
Wounds from VIT Damage
An attack inflicts a wound on the defender if it:
- Dealt 2 or more VIT damage, or
- Caused the defender to reach 0 VIT.
The GM determines the appropriate wound severity based on the attack and circumstances.
Reaching 0 VIT
When a character’s VIT reaches 0, the attacker decides whether the final blow was lethal or non-lethal. If the damage came from an environmental effect or other non-character source, the GM makes the decision.
- A lethal blow applies the dying condition and a major wound.
- A non-lethal blow applies the unconscious condition and a minor wound — usually a contusion to the head.
VIT Recovery
- One point of VIT is recovered with a full day’s rest.
- VIT damage cannot reduce a character below 0.
- Max VIT is affected by any changes to a character’s FORT.
Wounds & Conditions#
A wound is an injury, usually brought on by an attack or other damaging effect. Many wounds have conditions associated with them. Wounds may occur when:
- A character takes two or more points of VIT damage from a single attack.
- A character loses their final VIT point.
- A character is affected by special effects such as abilities and environmental effects.
A condition is part of a broad category of effects that can come from a variety of sources, including attacks, wounds, abilities, stress, VIT loss, the environment, or any combination of these things.
See Wounds & Conditions for wound severities, condition effects, and recovery.
Stress Threshold#
= ½ Level + ½ WILL + Mods (Total Rounded Down, Min 1)
Your character’s Stress Threshold represents the amount of stress they can endure before it takes a toll on their actions. Stress can be gained from a variety of sources such as abilities, conditions, and failed rolls. When a character’s stress level reaches their threshold, they gain the stressed condition. Most stress is reset after a rest unless specified otherwise. Stress caused by wounds can only be reset when the wound is healed. Stress Threshold is affected by changes to one’s WILL.
Other Stats#
Luck#
= 3 + Party Attribute Modifiers + Mods (Min 1)
Luck points can be used to add 1d4 to any decision roll made by your character (once per decision roll). Luck points replenish at the beginning of each session, so be sure to use them up. Character features and other effects allow Luck to be used in additional ways. Temporary mods/damage to attributes do not affect total Luck. Your total Luck is dependent on your party. To calculate the number of Luck points your character has during character creation, begin with 3 points and use the table to determine any modifiers.
Each player works their way down the table and compares their attributes to the rest of the party. If the statement in the left column is true about your character, adjust your Luck by the amount corresponding to that statement. Each character may be affected by multiple Luck adjustments, or none at all. If a tie is presented by any number of characters, those characters are all affected by the adjustment.
| Of the party, your character has the… | Luck = 3… |
|---|---|
| Highest attribute total | -1 |
| Lowest attribute total | +1 |
| Lowest physical attribute total | +1 |
| Lowest mental attribute total | +1 |
Grapple#
Grapple = STR + AGI + Mods
A character may spend 2 AP to make a contested grapple check against an opponent. The winner chooses to engage or end the grapple immediately. Though rare, grappling with multiple opponents or allies is possible and follows the same rules as other contested rolls.
The character in control can act normally using the actions below; the pinned character must spend 1 AP at the start of their turn to attempt to gain control in order to act. If unsuccessful, they take no other actions.
In Control: Move up to 10 ft with grappled opponent (3 AP), Attack with a light weapon or unarmed attack (3 AP), End Grapple (1 AP), Toss opponent up to 10 ft with a successful STR roll (3 AP).
Pinned: Attempt to gain control with a contested grapple check (1 AP).
Characters engaged in a grapple are vulnerable to external attacks. Any attack made against a grappling character from a character not engaged in the grapple has advantage. Grappling characters that attempt to make an attack against a target outside of the grapple do so at a minor disadvantage.
Grapple is also affected by Size — larger creatures receive a flat bonus to Grapple, and smaller creatures receive a flat penalty, independent of their STR and AGI modifiers.
Stealth#
Like many other rolls, Stealth checks are made using different attributes based on the action being taken. Modifiers to Stealth are common from armor and character features.
Stealth actions generally do not cost additional AP. Moving silently costs the same as a Move action; hiding behind an object costs the same as taking cover. Most stealth checks start at target 8. If an opponent is actively searching, they may roll INS to detect you. Successful or unnoticed stealth actions count as defensive actions; failed or noticed stealth actions usually count as aggressive actions.
Stealth is also affected by Size — smaller creatures receive a flat bonus to Stealth, and larger creatures receive a flat penalty, independent of their AGI modifier.
Attack#
= STR or DEX + Mods
The attribute used while making an attack (ATK) varies depending on the type of weapon being used and the type of attack being made. As such, ATK values are located in the weapons block on the character sheet. In most cases, melee attacks will use STR while ranged attacks will use DEX.
Blank Boxes#
The character sheet has a pair of blank boxes to add common modifiers based on game/character. It may be helpful to have a reference for actions such as pilot, drive, charge, disarm, or intimidate.