Blessed By Stupid Luck (Aka "A Dumb Lucky Blonde") Image

Some people are chosen by fate. Others train their whole lives to master survival. Ashara Morgan? She once survived a grenade because she slipped on a Nuka can and fell behind a fridge.

Whether it's divine intervention, quantum probability glitches, or just sheer bone-headed luck, you’ve made it through things that should have turned you into radioactive paste. People whisper your name like you're a legend, but you’re pretty sure most of it is just you tripping at the right time or hitting the red button that somehow worked out.

You don’t understand the rules of survival.
You just break them. Repeatedly.
And somehow, you're still here.

Some call you blessed. Others say you're cursed.
You just call it Tuesday.

 
Ability Scores:

Your survival has never come from intelligence or planning — it comes from sheer instinct and dumb luck. Choose Dexterity for your quick reactions and chaotic agility, and either Constitution for your ability to take punishment or Charisma for your wild, unforgettable presence.

Suggested Ability Score Increases:
+1 Dexterity
+1 Constitution or Charisma

Feat:

Feat: Idiot’s Luck (Custom Feat for Human Variant Fighter Ashara)

You don’t survive because you’re smart. You survive because the universe can’t seem to kill you. Whether it’s falling into cover by accident or dodging bullets because you dropped your snack, fate seems to like watching you stumble through danger and win.


You gain the following benefits:

  • +1 to Dexterity or Constitution (your choice)

  • When you roll a natural 1 on an attack roll, saving throw, or ability check, roll a d6:

    • On a 6, the failure turns into an accidental success (DM decides how).

    • On a 4–5, something chaotic but helpful happens (you fall prone but avoid damage; you shoot the wrong guy and he turns out to be a threat, etc.)

    • On a 1–3, it's just a regular fail — the universe shrugs.

  • Once per long rest, when you’re reduced to 0 hit points but not killed outright, you can drop to 1 HP instead — but only if you describe how you accidentally survive (e.g. “The bullet hit my belt buckle” or “I passed out and flopped behind cover”).

Optional DM Add-on:

If you critically fail three times in a row, the universe takes pity on you — once per day, you may ask the DM for a "luck event" (e.g. falling through a wall onto a hidden stash, tripping and stabbing someone, etc.).

Skill Proficiencies: You’ve survived by pure instinct and chaotic chance rather than careful planning or knowledge. Your quick reflexes and stubborn endurance have kept you alive against impossible odds. You gain proficiency in Survival to represent your uncanny ability to navigate and endure harsh environments, and Intimidation to reflect the way your fierce reputation and unpredictable nature keep others wary of crossing you.
Tool Proficiencies:

You’ve learned to keep your gear barely functional by banging it with whatever’s handy, and you’ve picked up a knack for tinkering with old-world junk. You gain proficiency with Tinker’s tools (or an improvised “junk repair kit”) to reflect your ability to jury-rig broken tech, as well as proficiency with a gaming set—because sometimes, luck is a game you have to play.

Languages:

Growing up isolated in Vault 43, you picked up bits and pieces of old-world jargon and technical slang — half-forgotten words that mean little outside the Vault but sometimes help you decipher relics of the past. You learn one language of your choice, which you can flavor as a pre-war technical dialect, a regional wasteland pidgin, or the rough slang of a neighboring survivor colony.

Equipment: You start with the basic necessities cobbled together from scraps and scavenged tech: a battered but trusty revolver with a ribbon tied to the grip, a plasma knife mostly used for opening cans, and a small patchwork of worn clothes and armor scavenged from the Vault ruins. You also carry a few miscellaneous junk bits—old batteries, broken circuit boards, and random shiny things—that might come in handy or explode unexpectedly.
 
Suggested Characteristics
d5 Personality Trait
1 “I have zero impulse control — if it’s shiny or dangerous, I’m touching it.”
2 “I talk to my lucky charm (or ribbon) like it’s the smartest person I know.”
3 “I don’t understand half the stuff I’m supposed to, but I fake it with confidence.”
4 “I laugh in the face of danger — mostly because I don’t get it.”
5 “I’m clumsy, loud, and a magnet for trouble, but somehow I survive.”
d4 Ideal
1 Freedom: “Nobody’s going to trap me again — no Vault, no tyrant, no rules.”
2 Chaos: “Plans are boring. I trust the universe to sort it out.”
3 Justice: “If you hurt the innocent, I’ll come for you — whether I know how or not.”
4 Loyalty: “Junie’s memory is everything to me. I protect what’s mine, no matter the cost.”
d4 Bond
1 “Junie’s ribbon tied to my revolver is the only thing that keeps me sane.”
2 “I blew up Vault 43, and I’m still paying the price — but I don’t regret it.”
3 “I want to find the robo-horse with the jet engine butt — and I won’t stop till I do.”
4 “I trust no one but myself, and even then, only because I don’t have a choice.”
d4 Flaw
1 “I do things before I think — and usually regret it later.”
2 “I don’t understand technology, but I’m sure I can fix it with a rock.”
3 “I mask my pain with jokes and violence — no one sees the real me.”
4 “I’m reckless and stubborn, even when it’s clear I should run.”
 
Blessed By Stupid Luck (Aka "A Dumb Lucky Blonde") Image

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