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Luck-based Distractions An optional rule for using Luck with Iron Gauntlets.
 At the discretion of the director, luck may be expended to thwart an opponent’s plans, or annoy him at the very least, by way of a distraction. This distraction can be a result of the actions of the character, an extra, or even the environment. Once initiated, the opponent must make a composure task with a difficulty equal to the number of luck points spent. Even if successful, the opponent receives a penalty of -1D for each point of luck expended on his next task during the same turn. If the opponent fails the task, however, the distraction become too much and he may not act until next turn (this includes defensive actions). In addition to the opponent’s decreased ability to act, some distractions may also cause him to sustain fatigue or injury.

 • | 1 point distractions represent those executed by the character expending luck, and primarily divert an opponent’s attention long enough to create a slight advantage. Examples include a hiccup, sneeze, and nosebleed. |
 • | 2 point distractions represent those that stem from harmless extras, and can act as an obstacle to an opponent’s goals. Examples include stumbling next to, sneezing on, and flashing an opponent. |
 • | 3 point distractions represent those caused by harmless environmental situations, and can hamper an opponent’s actions. Examples include a sudden gust, heavy rain, and a muddy path. |
 • | 4 point distractions represent those perpetrated by aggressive extras, and can inflict harm on an opponent by way of an automatically successful attack, but may not inflict more than 3fat. Examples include attacks by wild animals, local constables, and insane peasants. |
 |  | | Roll | | | Damage | | | 1 | | | 1fat | | | 2 | | | 2fat | | | 3 | | | 3fat | | | 4 | | | 4fat | | | 5 | | | 5fat | | | 6 | | | 1inj | | | 7 | | | 2inj | | | 8 | | | 3inj | | | 9 | | | 4inj | | | 10 | | | 5inj | |
| • | 5 point distractions represent those manifested by powerful environmental disturbances, and can inflict fatigue or injury—roll one die and consult the table at right. Examples include wind-blown debris, densely-packed hail, and freezing temperatures. |
 • | 6 point distractions represent those of epic proportion, and can even knock out (but not kill) an opponent. The exact degree of damage is up to the director, but it should leave an opponent unconscious or near-incapacitated. Examples include sandstorms, floods, electrical strikes, and even attacks by hordes of creatures or soldiers. |
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