Mechanic
Luck
A number that starts at 0. A Luck roll succeeds with a chance equal to your Luck in %.
- 0
- Start
- +5
- Lucky
- -5
- Unlucky
- +5
- Gambler's Coin
- +75
- Liquid Luck
- 85
- Highest
Sources
Starting perk: +5. Not with Unlucky.
Starting perk: -5. Not with Lucky.
+5 while it is in your inventory. Given once after you start 10 Scratcher Tickets; Gambling Addiction starts with one.
+75 for 3 days after you drink it; another bottle adds 3 more days. Georgio gives one and later sells three.
What it changes
A wound is avoided at your Luck in %. That search still finds nothing.
With negative Luck, a search without a wound comes up empty at your Luck without its minus, in %.
When an officer finds illegal goods, all of them are overlooked at your Luck in %.
Your Luck in % is the chance of a second winning number. Positive Luck keeps the one that pays your tickets more, negative Luck the one that pays less.
Each symbol's chance to match is multiplied by 1 + Luck / 100. A ticket opened with more Luck than it was made with is dealt again, before any scratch.
Every content chance is multiplied by 1 + Luck / 100. A crate unlocked with more Luck than it appeared with is filled again.
Examples
- 50% crate item at Luck -5
- 47.5%
- 50% crate item at Luck 80
- 90%
- 20% scratcher symbol at Luck 80
- 36%
Lottery tickets, scratchers and crates keep the Luck you had when they were made. The draw uses your current Luck or the highest a ticket kept, whichever is higher.
Related pages
Tickets, scratchers and the weekly draw
Searches, finds and wound odds
Inspections, burglary and insurance
Liquid Luck and other drinks
Side Street, Prime Real Estate, Lucky and more
Wounds, addictions and what blocks a night out
Locked crates, their contents and who buys them
When he gives and sells Liquid Luck

