## Fallout Revised

## Critical as Hits

**Luck**

Lucks primary function is to set your critical meter. Every time you score a hit in combat your critical meter gains a point. Note that bursts count as a single hit. When your points equal your critical meter you may perform a critical hit. The damage bonus has a variety of factors but in general criticals have a starting value of 5 DV. Additionally, as long as it’s a possible attack (as unlikely as it may be) a critical hit always hits.

Luck | Hits to fill Critical Meter |
---|---|

1 | 15 |

2 | 13 |

3 | 11 |

4 | 10 |

5 | 9 |

6-7 | 8 |

8-9 | 7 |

10-12 | 6 |

13-17 | 5 |

18-29 | 4 |

30-62 | 3 |

63+ | 2 |

Name | Rank | Luck Requirement | Level Requirement | Description |
---|---|---|---|---|

Better Criticals | 1 | 6 | When you deal a critical hit the damage increases by 5 DV. | |

Better Criticals | 2 | 6 | 15 | When you deal a critical hit the damage increases by 10 DV. |

Better Criticals | 3 | 6 | 40 | When you deal a critical hit the damage increases by 15 DV |

Critical Banker | 1 | 7 | You’re a patient battlefield tactician, and can save a Critical Hit, to be used in V.A.T.S. when you need it most. | |

Critical Banker | 2 | 7 | 17 | You can now save 2 Critical Hits, to be used in V.A.T.S. when you need them the most. |

Critical Banker | 3 | 7 | 43 | You can now save 3 Critical Hits, to be used in V.A.T.S. when you need them the most. Banking a Critical has a 2% chance to save an additional Critical. |

Four Leaf Clover | 1 | 9 | With any successful attack there is a 4% chance you instantly fill your critical meter . | |

Four Leaf Clover | 2 | 9 | 13 | There chance to fill your critical meter increases to 8%. |

Four Leaf Clover | 2 | 9 | 32 | There chance to fill your critical meter increases to 12%. |

Four Leaf Clover | 2 | 9 | 43 | There chance to fill your critical meter increases to 16%. |