⚡ Flash of Luck

“Of course I planned for this. What kind of amateur do you think I am?”

Heists and infiltrations can grind to a halt when the crew spends hours planning for every contingency — or crash and burn because nobody anticipated one specific detail. Flash of Luck gives players a safety net, letting them spend Luck Points to retcon a past action into existence.

Think of it like a heist movie flashback: the camera cuts to “twelve hours earlier” and you see the character slipping a lockpick behind the bar, or calling in a favor from an old friend. Except here, you’re making it up on the spot.

Optional Rule

Flash of Luck may be too powerful for combat-heavy missions. GMs should only allow it when it adds to the game and doesn’t unbalance the scenario.


⚡ Quick Reference

Flash of Luck At A Glance

RuleDetail
UsesOnce per Beat, max 3 times per Mission
Action costStandard Action (if used during combat)
MechanicSpend Luck Points → describe a past action → pay eb cost → make required Checks
GM vetoAlways. Impossible or overpowered retcons can be rejected.
Failed CheckFlashback still happened — you tried but failed. Luck is NOT refunded. Counts against your uses.
Can’t afford itIf the item/service is unavailable per GM fiat or economy rules, Luck IS refunded.

🎬 How It Works

  1. Declare — On your turn, announce you’re using Flash of Luck.
  2. Describe — Tell the table what you did in the past, when it occurred, and how it helps now.
  3. Spend Luck — Pay the Luck Point cost based on how improbable the retcon is (see table below).
  4. Pay eb — Spend the appropriate amount of in-game money for whatever you claim to have done.
  5. Roll — If the past action required a Skill Check, make it now. Passing confirms the retcon; failing means you tried but it didn’t work out.

📊 Flash of Luck Table

TypeMax eb SpendLuck CostExamples
Simple — Could have easily happened “on camera” during a previous Beat100eb2You called a Lifepath friend and arranged for them to be in the nightclub you’re infiltrating. You picked up an Air Pistol at a Night Market last session.
Unlikely — Could NOT have happened “on camera” during a previous Beat500eb4The security guard you encounter is a regular in your Wednesday night poker game (never mentioned before). You hid an assault rifle behind a cabinet in a club you’ve never visited “on camera.”
Improbable — Requires remarkable foreknowledge or incredible luck1,000eb8You were a beta tester for this exact safe model and know its exploit. You once ran into the club owner at a casino where he displayed an exploitable gambling problem.

⛔ Limitations

  • GM has absolute veto. You can’t slip sugar into the gas tank of a car you couldn’t have known would be there. You can’t hide a sniper rifle in a skintight bodysuit.
  • Economy rules still apply. If an item can’t be bought at all (per the GM or the economy rules), you can’t Flash it. Luck refunded.
  • Failed Checks are final. The flashback happened, but you botched it. No retries. Still counts against your per-Beat and per-Mission limits.
  • Once per Beat, three per Mission. Budget your flashbacks carefully.

💡 Tips for Players

  • Use it to avoid planning paralysis. Don’t spend 2 hours planning the heist — plan the basics and Flash the rest when surprises hit.
  • Start small. A 2-Luck “Simple” retcon (calling a friend, pocketing a tool) solves most problems without feeling broken.
  • Coordinate with the crew. Only one Flash per Beat, so make sure you’re not stepping on a teammate’s plan.

💡 Tips for GMs

  • Encourage Flash of Luck during heist/infiltration missions — it’s designed to keep the action moving.
  • Be liberal with “Simple” retcons (2 Luck) — they add flavor without breaking balance.
  • Be strict with “Improbable” retcons (8 Luck) — if a player spends 8 Luck, the payoff should feel earned, but the retcon must be plausible within the fiction.
  • Consider restricting Flash of Luck during straight combat missions — it works best when the stakes are about planning and surprise, not raw firepower.

When to Enable Flash of Luck

This rule is designed for heist-style, infiltration, and social missions where planning is part of the fun but over-planning kills momentum:

  • ✅ Caper / heist missions (the classic use case)
  • ✅ Infiltration and con jobs
  • ✅ Social intrigue (galas, Night Markets, corporate events)
  • ⚠️ Use cautiously in combat-heavy missions (can feel too powerful)
  • ❌ Don’t allow retroactive knowledge of things the PC literally couldn’t know

Veto Guidelines

Always veto if:

  • The flashback contradicts established events
  • The player couldn’t have known about the thing (e.g., slipping sugar into a car they didn’t know would be in the race)
  • The retcon breaks a core challenge of the mission
  • Physical impossibility (hiding a sniper rifle in a skintight bodysuit)

Designing Heist Missions with Flash of Luck

  • Don’t over-specify security details — leave gaps for players to exploit via flashbacks
  • Plan 2–3 critical obstacles that can’t be bypassed by Luck alone (the climactic safe crack, the face-to-face confrontation)
  • Let failures be fun — a failed Flash of Luck means the character tried and failed in the past. That’s a story beat!

Integration with Beat Charts

Flash of Luck works best with the Beat Chart System:

  • Planning Beat: Players can save their Luck by doing minimal planning, knowing Flash of Luck is available
  • Execution Beat: This is where flashbacks shine — “remember when I…” moments
  • Complication Beat: A failed flashback IS a complication. Lean into it.

❓ Quick Answers



(Source: Tales of the RED: Hope Reborn, pp. 186–187)