Luck - Ability Score and Checks

Luck a is a new ability score used to determine whether external circumstances are in your favour or against you.
  Luck rolls may be called for by the Dungeon Master when circumstances external to a character are in question, and also when determining the fickle hand of fate. If, for example, a character wants to know if there is an item lying nearby that they could use as weapon, or if the lantern they have found has any oil left in it, then call for a Luck roll. Note that if a skill is more appropriate to a situation then it should be used rather than Luck. To succeed in a Luck roll, the player must roll equal to or under their current Luck value.
  If the Dungeon Master calls for a Group Luck roll, the player whose character has the lowest Luck score (among those present in the scene) should make the roll.
 

Creating your Luck Thresholds

  Multiply your luck score (not modifier) by 5 for your regular success threshold value, then take this value and halve it, rounding that value down to the nearest whole number if necessary to generate your hard success threshold. Your luck score is used for your extreme success threshold. Record your luck thresholds as x5/x2.5/x1 values (e.g. Malach’s Luck score is 9, so his Luck thresholds are 45/22/9).  

Rolling your Luck Check

  Your Dungeon Master will tell you when you should roll a luck check and the how improbable the situation is. Something likely or not improbable at all doesn't require a luck check. Something that is fairly probable requires rolling equal to or less than your regular success threshold on 1D100. Something that is improbable will require a hard success. Something exceedingly improbable requires a roll equal to or less than your extreme success threshold.  

Example

  When escaping from captivity Malach manages to make it into the well stocked kitchen of the compound. If he wants to search for a weapon he may state that he wants to find cutlery, particularly knives to use, which the DM rules as requiring no check. Should Malach ask for specific weapons, it may require a regular to extreme success, depending on the situation and what he is searching for.   Example 1: Malach asks for a dagger and is told to roll a luck check and that he needs a regular success (45/22/9). He rolls a 30 and finds a large knife that will function mechanically as a dagger.   Example 2: Malach asks to search for a dagger and is told to roll a luck check and that he needs a regular success (45/22/9). He rolls an 8, an extreme success, and is told it appears a guard came in to grab some food and apparently forgot their weapon, select any melee weapon that does not have the 'Heavy' property.   Example 3: Malach asks to search to see if there is a longsword and is told to roll a luck check and that he needs an extreme success (45/22/9). He rolls a 30 and fails to find it, but that he does find a large knife that will function mechanically as a dagger.