Skills in this campaign work less like pathfinder or D&D and more like Call of Cthulhu in the sense that you do not increase them through ranks or by level but rather through "training" them. At level 1 your skills work like they normally do, you may put ranks into whatever skills you want, in this case with a limit of 3 in one skill rather than 1. After this, during each session you can note down every skill that you succeed a check with (eg. You succeed at a heal check to diagnose a disease then another to cure it, you may note "Heal - 2" or something similar in your notes.) At the end of the session you may roll each of these skills against its own bonus to increase them. Each skill can go to a certain cap. All skills can go to a maximum of 30. Luck can also decrease as well as increase depending on certain events. You may also attempt to "push" a roll in order to get a reroll, at a cost.
Luck is a measure of how lucky you are and how often things go your way. It allows a player to influence the world around them indirectly. This skill is added to your notes section as a number between 0 and 30 denoting how lucky (or unlucky) your character is. This mechanic replaces the Hero Points system in a way as luck can be used to increase checks, avoid death, and other luck related situations as noted below. This is mostly optional although some luck checks are required on occasion as described under "Mandatory Luck Checks" although these will never be an issue if you build up your luck to 30 and never spend it in any way as you will always find yourself getting the best outcome when it comes to luck based situations.
Luck is determined at the start of the game by rolling 3d6, this number is used for your starting luck, although it can change depending on events that happen throughout your adventures.
Gaining and Losing Luck
Luck can be increased in one of three ways: At the end of a session, when leveling up, or by having them granted by the GM. At the end of each session, all players may roll 1d30 and if the number is higher than their current luck they may add 1d6 to their luck to the 30 luck max. When a character levels up they immediately increase to 30 luck. If a GM decides that you have accomplished something great or were exceedingly lucky they may grant luck points to you. On the other hand, luck can be lost in a few ways, most of which involve luck being spent or used although luck may also be deducted if you are generally unlucky or do something against your alignment.
Uses of Luck
Luck is used to increase rolls at a cost. At any time you may spend luck to try to increase a roll (this can only be done with skill checks and ability checks, not attacks or other similar checks). Say your luck were at 20, you may spend any amount of points of this to increase another check but these points will be removed permanently and the check will not be counted as a success for improvement. If you are ever in a situation that will cause your death (such as having failed a saving throw and falling down a bottomless cliff) you will be asked to make a luck check, You roll 1d30 and if the roll is above your luck you fail and will die, if you roll less than your luck you will survive but lose that many points from your current luck. (eg. If you have 23 luck and you are struck down by a mummy lord, you can roll a d30 to try to save yourself. Say you rolled a 17, you avoid the hit and survive with 1 hp although your luck will be reduced to 6 luck.)
Mandatory Luck Checks
Sometimes, a luck check will be required. When this happens the GM will ask for 1 of 2 kinds of check: Personal Luck or Group luck. A mandatory personal luck check means that something bad might happen to one person, said person must roll 1d30 and if the result is above your current luck you fail, below your current luck and you succeed. If you fail something bad will happen but in the event you fail by 10 or more something horrible will happen. If you succeed nothing will happen but if you succeed by 10 or more you will have something positive happen. In the case of a group luck check, the check is to determine if something generally bad or good will happen during events like travel. All players currently in the group state their luck and the person with the lowest luck must make a luck check, if the check is above that persons luck points something bad happens, below and something good happens. A success or failure by 10 means a severe outcome. In situations where something bad might happen to a certain person (such as a magical trap or enemy ambush) the person with the lowest luck will be targeted, if the same person would be targeted again by fate then the next lowest luck person is targeted instead. In combat, creatures will always most likely target the lowest luck person in the party.
Pushing rolls is an alternative to using luck although it is much more immediately dangerous. At any time you fail a check other than an attack or save you may "push" the roll. Doing so will allow a reroll after giving a reasonable explanation of how you want to try harder, the result of which must be taken. If you fail this check a second time then the situation will result in the worst possible outcome. In the event of a success you may mark two successes for improvement on the skill in question.
All skills besides luck are improved in the same way. Whenever you succeed at a check you may mark this down in your notes and at the end of the session, all party members tally up which skills were successes and roll 1d30 for each success in each skill. If these rolls are higher than your current skill rank in that skill you may add 1 Improvement Point toward increasing this skill. Each skill requires a number or Improvement Points equal to it's current total/5 with a minimum necessary progress of 1. After improving a skill you may roll 1d3-1 to add to that skill. If you roll a 0 and gain nothing, your Improvement Points in that skill is kept 1 point away from improvement. (eg. If your skill in Arcane is at a +14 and you succeed an Arcane check you may roll 1d30. Say this roll is a 22, you may mark 1 Improvement Point in the notes of Arcane. At +14 you need 2 points, if you get both Improvement Points and roll the 1d3-1 and get a 1 you increase your Arcane to +15 and now require another 3 Improvement Points to increase it again. In the event that you got a 0, you do not improve and will need 1 more Improvement Point to improve next time.) Additional Improvement Points are added even after you have improved meaning that if a skill is used enough during a session it can improve multiple times.
Improving Ability Scores
Ability scores can also be improved in a similar manner to skills although to a much lesser extent. You can get up to a maximum of 15 in any score with this method. At the end of a session, rather than gain improvements to a skill you may choose to improve an ability score. Doing this means you sacrifice Improvement Points from any skills of your choice; the Improvement Points from the chosen skills are then totaled up and 1d15 is rolled for each Improvement Point. If the roll is higher than your current score, the point is added toward improving the ability of your choice. A number of progress points equal to your current score in the chosen ability are needed to improve. Once you have all of the required Improvement Points you gain +1 to the chosen ability as a misc. bonus. (eg. say you have a 9 in strength but find that you cant carry enough so you wish to sacrifice skill Improvement Points to increase it. In this example you already have 5 points to improving Str and at the end of the session you have 6 Improvement Points so you may choose 4 Improvement Points to sacrifice and must roll 4d15. Say 3 are above 9 and 1 is below, you gain 3 Improvement Points and only need one more. You can sacrifice another if you chose and may roll another 1d15. If this one succeeds you gain another point in strength and your progress is reset to 0.)