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* ''LightNovel/RebuildWorld'': Akira is often concerned about his luck, and buys something to serve as this from the FriendlyShopKeeper Shizuka. There’s also the bullet he used as a paperweight for the message he left anonymously for Elena and Sara when he first encountered them, that Sara made into a necklace charm and gives him. Akira loses both of these, but considers any equipment he buys from Shizuka’s shop to be good luck in general.
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* ''WesternAnimation/MollyOfDenali'': In "Dream Tube", Trini finds a rock, which she adopts as her "lucky rock". [[spoiler:It later turns out to be an agate, which the kids sell to Auntie Midge for $30, meaning they now have enough money to buy a tube]].
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* ''Webcomic/{{Outsider}}'': Played with. The ''diral-seii'' is part of a coming of age ceremony in some Loroi cultures. It is a talisman meant to give good luck to the TrueCompanions of the person who bears it... by taking the luck from the bearer. The bearer will eventually die since they don't have enough luck, at which point it is passed on to the next in line and the process repeats. Beryl is quick to dismiss this as a minor cultural holdover from more primitive days, and [[OutgrownSuchSillySuperstitions tells Alex not to think that the Loroi actually believe in that sort of thing]].

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* ''Webcomic/{{Outsider}}'': Played with. The ''diral-seii'' is part of a coming of age ceremony in some Loroi [[SpaceElves Loroi]] cultures. It is a talisman meant to give good luck to the TrueCompanions of the person who bears it... by taking the luck from the bearer. The bearer will eventually die since they don't have enough luck, at which point it is passed on to the next in line and the process repeats. When this is explained to Alex Jardin, the human main character, the tactical analyst Beryl [[OutgrownSuchSillySuperstitions is quick to dismiss this as a minor cultural holdover from more primitive days, days]], and [[OutgrownSuchSillySuperstitions tells Alex not to think him that the Loroi actually believe in that sort of thing]].from the planet where this is a custom are hardline tradionalists even by Loroi standards.
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* In ''VideoGame/ThiefTheDarkProject'', in the Cragscleft Prison level, one of the objectives is to retrieve Garrett's lucky HandOfGlory from Issyt the Beggar, who managed to smuggle it in (Garrett would rather not think about [[AssShove exactly how]]). While folklore ascribes numerous abilities to the Hand of Glory, many of which would be quite useful in a StealthBasedGame, Garrett's lacks any special power, being merely this trope.

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* In ''VideoGame/ThiefTheDarkProject'', in the Cragscleft Prison level, one of the objectives is to retrieve Garrett's lucky HandOfGlory from [[spoiler: the corpse of]] Issyt the Beggar, who managed to smuggle it in (Garrett would rather not think about [[AssShove exactly how]]). While folklore ascribes numerous abilities to the Hand of Glory, many of which would be quite useful in a StealthBasedGame, Garrett's lacks any special power, being merely this trope.
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* In ''VideoGame/ThiefTheDarkProject'', in the Cragscleft Prison level, one of the objectives is to retrieve Garrett's lucky HandOfGlory from Issyt the Beggar, who managed to smuggle it in (Garrett would rather not think about [[AssShove exactly how]]). While folklore ascribes numerous abilities to the Hand of Glory, many of which would be quite useful in a StealthBasedGame, Garrett's lacks any special power, being merely this trope.
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* ''Film/UltramanTigaTheFinalOdyssey'' has Deputy Captain Seichi Munakata's Costa Rican necklace coin, which he gives to his superior, Captain Iruma, as she has been sent on a perilous mission to R'lyeh. This turns out to be a ChekhovsGun as Iruma later uses this necklace to help her grab and out-of-reach detonator.
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* ''TabletopGame/DungeonsAndDragons'':
** The Luckstone grants a minimal bonus to saving throws and to [[SkillScoresAndPerks ability and skill checks]]. Its primary advantages are that it doesn't occupy an equipment slot and that its "luck bonus" stacks with most other protective equipment and enhancements.
** The Luck Blade is a magic shortsword that, among other features, grants a minimal "luck bonus" to saving throws and allows the bearer to [[LuckManipulationMechanic reroll one die roll per day]].
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A GoodLuckCharm is an item that brings you good luck or is believed to do so. These are very common in folklore; the most common examples are a four-leaved clover, a rabbit's foot, and a horseshoe (hung upside down so that the luck won't pour out). In video games, expect an item like this to improve your LuckStat.

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A GoodLuckCharm good luck charm is an item that brings you good luck or is believed to do so. These are very common in folklore; the most common examples are a four-leaved clover, a rabbit's foot, and a horseshoe (hung upside down so that the luck won't pour out). In video games, expect an item like this to improve your LuckStat.
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* ''VideoGame/TalesOfSymphonia'': As seen in [[https://cdn.akamai.steamstatic.com/steam/apps/372360/ss_155a14b9f8818a74958a995821da2de1ad2e5581.600x338.jpg this official screenshot]]:
--> '''Colette:''' It's a charm. A Flanoir snow bunny. They say it brings good luck.
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* Discussed in ''LightNovel/TheZashikiWarashiOfTheIntellectualVillage''. The titular character Yukari is a type of spirit said to bring good luck to any house where it dwells. Conversely losing a zashiki warashi is said to bring bad luck to the house. However it's explained that Yukari doesn't bring good or bad luck; rather she seeks out households experiencing good fortune and dwells there until they begin to decline, at which time she departs.

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* Discussed in ''LightNovel/TheZashikiWarashiOfTheIntellectualVillage''.''LightNovel/TheZashikiWarashiOfIntellectualVillage''. The titular character Yukari is a type of spirit said to bring good luck to any house where it dwells. Conversely losing a zashiki warashi is said to bring bad luck to the house. However it's explained that Yukari doesn't bring good or bad luck; rather she seeks out households experiencing good fortune and dwells there until they begin to decline, at which time she departs.

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* Creator/IsaacAsimov's "Literature/DoesABeeCare": Thornton Hammer considers Kane a good-luck charm, unaware of how he manages to be inspired by the man's presence. [[spoiler:Kane has a {{Psychic Power|s}} that he uses intuitively to get the people around him to advance their science far enough to design a spacecraft.]]
* ''Literature/BigNate'': It's left ambiguous whether the charm, a broken-off foot from an action figure, is genuine or a combination of psychosomatics and coincidence.



* ''Big Nate'' of all things has this in the form of a broken-off foot from an action figure. It's left ambiguous whether the charm is genuine or a combination of psychosomatics and coincidence.

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* ''VideoGame/ResidentEvil2'' has Sherry's gold locket [[spoiler: which subverts the crap out of this trope. It secretly contains a sample of the G Virus, which is the reason the [[ImplacableMan Tyrant T-103 Type]] is hunting her down.]]

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* ''Franchise/ResidentEvil'':
**
''VideoGame/ResidentEvil2'' has Sherry's gold locket [[spoiler: which subverts the crap out of this trope. It secretly contains a sample of the G Virus, which is the reason the [[ImplacableMan Tyrant T-103 Type]] is hunting her down.]]]]
** Jim Chapman begins his ''VideoGame/ResidentEvilOutbreak'' scenarios with a lucky coin, which he can take a moment to flip; succeeding gives him a 15% boost to his critical hit rate, and this can stack up to three times if you're ''really'' lucky. ''File #2'' gives him a second coin which boosts crit rates just by being in his inventory, as well as enhancing melee weapon durability.


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* ''VideoGame/EternalDarkness'' has Peter Jacob carrying a Lucky Penny with him which seems to just be a UselessItem. [[spoiler:Until he needs to jury-rig a replacement fuse to restore power to the cathedral. Alex later uses the same coin in the Roivas mansion's circuit box to bring electricity back to the upstairs bathroom.]]
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* ''WebComics/{{Mindmistress}}'': Mindmistress designed but never built this luck charm. When it is colorful, it brings good luck, but if it goes gray... it brings bad luck. She refused to make it because she could not stop it from flipping modes. However her design was stolen and used. The user had massive good luck, till it turned gray. He kept wearing it for a full month, casing a massive bad luck storm for him. [[http://mindmistress.comicgenesis.com/vision46.htm Page where she explains it.]]

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* ''WebComics/{{Mindmistress}}'': ''WebComic/{{Mindmistress}}'': Mindmistress designed but never built this luck charm. When it is colorful, it brings good luck, but if it goes gray... it brings bad luck. She refused to make it because she could not stop it from flipping modes. However her design was stolen and used. The user had massive good luck, till it turned gray. He kept wearing it for a full month, casing a massive bad luck storm for him. [[http://mindmistress.comicgenesis.com/vision46.htm Page where she explains it.]]
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* The 1994 remake of ''Film/AngelsInTheOutfield'' has a couple of examples:
** Early on, it's shown that several Angels players tap a structural pole in their clubhouse for good luck -- one of the players ruefully notes that after 15 straight losses maybe they should find something else to do.
** Once the manager Knox starts taking on Roger and J.P. and the Angels start winning due to Roger being able to see the angels and pointing out who's going to be blessed, Knox himself isn't sure whether he buys the divine intervention explanation but he keeps them around because it isn't like he had anything better to go with. His cover explanation to Angels management as to why he wanted those two kids to have front row seats near his dugout is that he considers them lucky charms (which, to be fair, isn't that much of a stretch).
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A GoodLuckCharm is an item that brings you good luck, or is believed to do so. These are very common in folklore; the most common examples are a four leaved clover, a rabbit's foot, and a horseshoe (hung upside down so that the luck won't pour out). In video games, expect an item like this to improve your LuckStat.

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A GoodLuckCharm is an item that brings you good luck, luck or is believed to do so. These are very common in folklore; the most common examples are a four leaved four-leaved clover, a rabbit's foot, and a horseshoe (hung upside down so that the luck won't pour out). In video games, expect an item like this to improve your LuckStat.









* "Lucky" Garnett's lucky quarter in ''Film/SwingTime.'' His friend "Pop" seems to take it more seriously than Lucky himself does, since Lucky is willing to have it changed so Pop can buy cigarettes.

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* "Lucky" Garnett's lucky quarter in ''Film/SwingTime.'' His friend "Pop" seems to take it more seriously than Lucky himself does, does since Lucky is willing to have it changed so Pop can buy cigarettes.



* Played with in one episode of ''Series/HowIMetYourMother'' in which Ted describes a series of DisasterDominoes all tracing back to when he stopped to pick up a "lucky" penny and culminating in missing the interview for an amazing dream job. Seems like the trope has been subverted but he concludes in the narration that since that dream job would have required moving to another city a few months later, it would have prevented him meeting the titular mother, so it really was a pretty lucky penny after all!

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* Played with in one episode of ''Series/HowIMetYourMother'' in which Ted describes a series of DisasterDominoes all tracing back to when he stopped to pick up a "lucky" penny and culminating in missing the interview for an amazing dream job. Seems like the trope has been subverted but he concludes in the narration that since that dream job would have required moving to another city a few months later, it would have prevented him from meeting the titular mother, so it really was a pretty lucky penny after all!



* ''VideoGame/{{Terraria}}'': Has an item called the Lucky Horseshoe which looks like a traditional good luck charm. However instead of affecting luck in the game it negates fall damage.

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* ''VideoGame/{{Terraria}}'': Has an item called the Lucky Horseshoe which looks like a traditional good luck charm. However However, instead of affecting luck in the game game, it negates fall damage.



* In ''VideoGame/DragonAgeInquisition'', ex-Templar Cullen shows a romanced female [[PlayerCharacter Inquisitor]] a coin given to him as a good-luck charm by his brother when he left to join the Templars - [[ConvenienceStoreGiftShopping the only thing his brother had in his pocket at the time]], Cullen recalls wryly. Although Templars are not allowed to carry such charms, since they're expected to rely entirely on their faith, he nevertheless kept the coin with him through all of his experiences in the previous two games, and muses that for whatever reason he survived when he should have died twice over. He then attempts to give the coin to the Inquisitor, if she'll accept it.

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* In ''VideoGame/DragonAgeInquisition'', ex-Templar Cullen shows a romanced female [[PlayerCharacter Inquisitor]] a coin given to him as a good-luck charm by his brother when he left to join the Templars - [[ConvenienceStoreGiftShopping the only thing his brother had in his pocket at the time]], Cullen recalls wryly. Although Templars are not allowed to carry such charms, since they're expected to rely entirely on their faith, he nevertheless kept the coin with him through all of his experiences in the previous two games, games and muses that for whatever reason he survived when he should have died twice over. He then attempts to give the coin to the Inquisitor, if she'll accept it.



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* Felix Felicis potion from the ''Literature/HarryPotter'' series.

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* Felix Felicis potion from the ''Literature/HarryPotter'' series.series, though Harry's experience after drinking it suggests that it works less by manipulating probability than by suggesting a course of action that will benefit the imbiber.

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* ''TabletopGame/WarhammerFantasyRoleplay'': Genuine lucky charms are [[LimitedUseMagicalDevice single-use items]] that let a character reroll a test or NoSell one successful attack against them. The trick is in distinguishing the real thing from the fake trinkets.
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* [[AvertedTrope Averted]] in one episode of ''Series/HowIMetYourMother'' in which Ted lists a series of unfortunate things that happened because he stopped to pick up a "lucky" penny.

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* [[AvertedTrope Averted]] Played with in one episode of ''Series/HowIMetYourMother'' in which Ted lists describes a series of unfortunate things that happened because DisasterDominoes all tracing back to when he stopped to pick up a "lucky" penny.penny and culminating in missing the interview for an amazing dream job. Seems like the trope has been subverted but he concludes in the narration that since that dream job would have required moving to another city a few months later, it would have prevented him meeting the titular mother, so it really was a pretty lucky penny after all!

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* ''Film/UncutGems'': The [[MacGuffin uncut black opal]] that drives the plot is suggested to be one by Kevin Garnett. The movie [[MaybeMagicMaybeMundane leaves it ambiguous if the gem is really magical or not]]; nothing ''explicitly'' supernatural happens, but Garnett plays the best basketball games of his life while he has it, while Howard has some ''incredible'' luck before selling it. [[spoiler:And the second he ''does'' sell it, his newest scheme blows up in his face in [[BoomHeadshot the worst way possible]].]]



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* In the ''WesternAnimation/ReadyJetGo'' episode “[[Recap/ReadyJetGoS2E15MyThreeSunsMagnetPI Magnet, PI]]", it is revealed that Mitchell has a lucky magnet hidden under his jacket.

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* In the ''WesternAnimation/ReadyJetGo'' episode “[[Recap/ReadyJetGoS2E15MyThreeSunsMagnetPI Magnet, PI]]", A minor plot device in ''WebVideo/FalloutNukaBreak'' is a red bottle cap with a star painted on it is revealed that Mitchell some people in the Wasteland believe is a mystical talisman. [[MaybeMagicMaybeMundane The Ranger never gets it to do anything special, but has a lucky magnet hidden under an unusual string of good luck while it's in his jacket.possession]].


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* In the ''WesternAnimation/ReadyJetGo'' episode “[[Recap/ReadyJetGoS2E15MyThreeSunsMagnetPI Magnet, PI]]", it is revealed that Mitchell has a lucky magnet hidden under his jacket.
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* ''Series/TheArmyGoblin'': In "Snudge and Jimmy O'Goblin", Dooley buys a good luck charm called Jimmy O'Goblin. After Snudge confiscates, he experiences a run of good luck, so Hut 29 embark on scheme to make Snudge believe that he is cursed so he will get rid of Jimmy O'Goblin so Dooley can reclaim it.

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* ''Series/TheArmyGoblin'': ''Series/TheArmyGame'': In "Snudge and Jimmy O'Goblin", Dooley buys a good luck charm called Jimmy O'Goblin. After Snudge confiscates, he experiences a run of good luck, so Hut 29 embark on scheme to make Snudge believe that he is cursed so he will get rid of Jimmy O'Goblin so Dooley can reclaim it.
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* ''Series/TheArmyGoblin'': In "Snudge and Jimmy O'Goblin", Dooley buys a good luck charm called Jimmy O'Goblin. After Snudge confiscates, he experiences a run of good luck, so Hut 29 embark on scheme to make Snudge believe that he is cursed so he will get rid of Jimmy O'Goblin so Dooley can reclaim it.
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* ''Webcomic/{{Outsider}}'': Played with. The ''diral-seii'' is part of a coming of age ceremony in some Loroi cultures. It is a talisman meant to give good luck to the TrueCompanions of the person who bears it... by taking the luck from the bearer. The bearer will eventually die since they don't have enough luck, at which point it is passed on to the next in line and the process repeats. Beryl is quick to dismiss this as a minor cultural holdover from more primitive days, and [[OutgrownSuchSillySuperstition tells Alex not to think that the Loroi actually believe in that sort of thing]].

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* ''Webcomic/{{Outsider}}'': Played with. The ''diral-seii'' is part of a coming of age ceremony in some Loroi cultures. It is a talisman meant to give good luck to the TrueCompanions of the person who bears it... by taking the luck from the bearer. The bearer will eventually die since they don't have enough luck, at which point it is passed on to the next in line and the process repeats. Beryl is quick to dismiss this as a minor cultural holdover from more primitive days, and [[OutgrownSuchSillySuperstition [[OutgrownSuchSillySuperstitions tells Alex not to think that the Loroi actually believe in that sort of thing]].
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* ''Webcomic/{{Outsider}}'': Played with. The ''diral-seii'' is part of a coming of age ceremony in some Loroi cultures. It is a talisman meant to give good luck to the TrueCompanions of the person who bears it... by taking the luck from the bearer. The bearer will eventually die since they don't have enough luck, at which point it is passed on to the next in line and the process repeats. Beryl is quick to dismiss this as a minor cultural holdover from more primitive days, and [[OutgrownSuchSillySuperstition tells Alex not to think that the Loroi actually believe in that sort of thing]].

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* Some writers portray Scrooge [=McDuck=]'s NumberOneDime as a good luck charm. [[BerserkButton Scrooge does not approve.]]

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* Some writers portray Scrooge [=McDuck=]'s NumberOneDime as Discussed in ''LightNovel/TheZashikiWarashiOfTheIntellectualVillage''. The titular character Yukari is a type of spirit said to bring good luck charm. [[BerserkButton Scrooge does not approve.]]to any house where it dwells. Conversely losing a zashiki warashi is said to bring bad luck to the house. However it's explained that Yukari doesn't bring good or bad luck; rather she seeks out households experiencing good fortune and dwells there until they begin to decline, at which time she departs.


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* Some writers portray Scrooge [=McDuck=]'s NumberOneDime as a good luck charm. [[BerserkButton Scrooge does not approve.]]
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* [[AvertedTrope Averted]] in one episode of Series/HowIMetYourMother (I don't remember the name) in which Ted lists a series of unfortunate things that happened because he stopped to pick up a "lucky" penny.

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* [[AvertedTrope Averted]] in one episode of Series/HowIMetYourMother (I don't remember the name) ''Series/HowIMetYourMother'' in which Ted lists a series of unfortunate things that happened because he stopped to pick up a "lucky" penny.penny.
* ''Series/ThePartridgeFamily'': In "Everything You Wanted to Know About Sex... but Couldn't Pronounce," the three youngest kids each give Keith a good luck charm the morning before he takes a test that will determine if he'll be allowed to graduate or not.
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[[quoteright:349:[[WesternAnimation/TheFairlyOddParents https://static.tvtropes.org/pmwiki/pub/images/fairly_oddparents_good_luck_charms.png]]]]
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* In ''Series/{{Supernatural}}'' Sam Winchester finds a lucky rabbit's foot that endows its owner with good luck until the charm is passed to someone else.

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* In ''Series/{{Supernatural}}'' Sam Winchester finds a lucky rabbit's foot that endows its owner with good luck until the charm is passed to someone else.owner loses it (and they always lose it). At which point they get lethally bad luck.
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[[folder: Western Animation]]
* In the ''WesternAnimation/ReadyJetGo'' episode “[[Recap/ReadyJetGoS2E15MyThreeSunsMagnetPI Magnet, PI]]", it is revealed that Mitchell has a lucky magnet hidden under his jacket.
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* In ''VisualNovel/IkemenSengoku'', Nobunaga Oda becomes convinced that the female main character is a good luck charm after she saves him from an assassination attempt and he gives her a job at his castle to keep her by his side. The MC, for her part, is not too happy about being treated as a lucky charm since it often involves her being forced to accompany Nobunaga and his other warlords to battles.

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