Luck Rules for Spear! Fang! Raygun!


In addition to the ability scores in Astonishing Swords & Sorcerers of Hyperborea, Spear! Fang! Raygun! usses a Luck score with rules inspired by Dungeon Crawl Classics but adapted to the AS&SH rules. The following Luck Table determines the Luck score’s effect according to the roll.




Luck Points

Critical Hit

Threat Range

Test of Luck Extraordinary Feat of Luck
3 -3 20 1:6 0%
4-6 -2 20 1:6 1%
7-8 -1 20 2:6 2%
9-12 +0 20 2:6 4%
13-14 +1 20 3:6 8%
15-16 +1 20 3:6 16%
17 +2 19-20 4:6 24%
18 +3 19-20 5:6 32%


Luck Table Defined:

Bonus Luck Points: At the beginning of every session, characters will roll a 1d6 to determine how many Luck Points (see below) are at their disposal for the session. This number modifies that roll.

Critical Hit Threat Range: An extremely high Luck score can increase the range of your critical hits, so that instead of a critical hit on a natural 20, the character scores a critical hit on either a natural 19 or 20.

Test of Luck: Sometimes characters simply get lucky. This chance-in-six roll is used to determine if a character somehow avoided some misfortunate. For example, a character would roll a Test of Luck to see if he somehow avoided waking a snoozing guard despite his poor sneaking roll or wasn’t noticed by ambushers when he was dawdling around behind the group, etc.

Extraordinary Feat of Luck: This is the probability of success for situations where a character may cheat doom and death itself by sheer, stupid luck.

Luck Points

At the beginning of every game session, players will roll a 1d6, modified by their Luck score, for each of their characters. The resulting number represents the amount of Luck Points that character has for the session. Characters will always receive at least one Luck Point per game session, even if their modified roll is zero or lower. Luck Points can be spent in the following ways:

  • Reroll a die
  • Force a Test of Luck to avoid a misfortune (GM’s discretion)