Luck Spending & Luck Recovery

Source: Call of Cthulhu 7th Edition Investigator’s Handbook

7e Official
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Rule Summary

The optional and standard rules for spending Luck points to alter dice rolls.

Quick Reference Check:

1 Luck per 1 point deducted. Cannot spend on Luck rolls, Sanity, Damage, Pushed rolls, or Fumbles.
### Spending Luck Investigators may spend points from their current **Luck** pool on a 1-for-1 basis to adjust a failed roll to a success: - Example: An investigator rolls a 45 on a skill of 40. They can spend **5 Luck points** to reduce the roll to 40 (Regular Success). - You can spend Luck to upgrade to Hard or Extreme success by paying the required difference. ### Restrictions - Luck **cannot** be spent on Luck rolls. - Luck **cannot** be spent on Combat damage rolls. - Luck **cannot** be spent on Sanity rolls. - Luck **cannot** be spent on Pushed rolls. - A roll of 100 (or 96–100 fumble) **cannot** be modified with Luck. ### Regaining Luck At the end of each scenario or substantial chapter, the Keeper can grant a **Luck Improvement Check**: roll 1d100; if the roll is > current Luck, gain 1d10 Luck points.