The Gambler

by Marshall S. Bush


On Living Life by the Turn of a Card

"So's ya want to learn me tricks, eh youngling? What is that seems so attractive: The freedom of the road, the bright clothes, the money? Feh. None of that means anything to what a Gambler does. "Wait son... No need to get ashamed. Sit down, we'll talk awhile, then maybe... maybe, I'll think about letting you tag along, but get ready to listen a long while... after you fetch me a dwarven ale..."

The Place of Luck

"You see, everyone thinks its about the money. They see me sit down to a table with my dice and cards and think, ‘Oh my, there's a dwarf too lazy to earn a wage.' Nothing could be further from the truth. Our kind isn't afraid of work, but we wait till it comes to us, as we do everything else. It's all just a question of what's the next turn of the card.

"Other adepts, they think they know luck. And they do. So do horrors. They both understand and use the force of Karma. But they only know about it. We court it, rely on it, dance with it and in the end, come to understand. We are the masters and servants of luck, and so we rely on luck to make us our living. Whatever comes.

"If you've ever looked back on your life, at the things that you just thought were luck, if you have the eyes to see it, you realize that every lucky break you got was a decision or action on somebody's part. You got that job cuttin' wood for your neighbor because you looked strong. The avalance started because someone kicked a pebble up the mountain. Some people stop believin' in luck when they see it for the first time... and they are the saddest buggers I've ever seeen.

"Don't look so tense son. You don't have to fret over every move you make now. You see, that's just it. One Namegiver would be hard pressed to realize and plot the outcome of every action he takes. Only the really enlightened get there. The rest of us, following our paths, must merely roll with the blows. We must never let the whims of luck lead us to despair... or a false sense of triumph. We must become luck's master, as well as understand that few things that happen are ever truly bad breaks. We must respond to every question of ‘Well, was that good or bad luck?' with ‘Maybe.'

A Bit of History

"They say the first Gambler adepts began showing up just before the doors to kaers were closing. Oh, we are a recent path to be sure. In those days, namegivers prayed to the Passions, called on whatever resources they could to keep them from despair. There was one, an elf thief and wizard, who began to consider it all.

"Why had he been born then, in such a world? Why was he forced to deal with these travesties... it made so little sense to him. And so he meditated on luck. And he got an answer.

"Some say he weren't the first, and was contacted by a Ghost Master. Some say he gave birth to our kind on his own. Whatever the start, he was the one that Namgivers came to for their training. He was the first Gambler.

"Some saw us with just a touch of distrust. ‘Horrors play with luck,' they said, ‘you must be in leauge.' We'd just show our cards or dice carved by our hand. That shut them up.

"In the kaers, we followed are path our made friends and enemies, entertained with the troubadours, ran and fought with the thieves, and damn sure when it came to a fight we were there.

"Oh, but to see a gambler fight is joy. Its like watching a warrior half drunk. One hit will be solid, graceful, obviously planned, then the next, he'll loose grip on his sword and whack a schorcher right in the eye.

On the Relation of Gamblers and the Element of Air

"Oh... weapons caught your attention. I see you looking at that hawk hatchet by my side. Yeah, any Gambler knows how to pitch a blade. Hell, you ever seen a Gambler in a bar didn't know how to throw darts? It's all part of our way. We live blown by the wind.

"Gamblers work a lot with the element of air. We don't understand it perfect, but that's why we have Elementalists, right? But we live blown by it, from one day to the next, one town to the next. A lot of us tend to wander hither and yon, seeing the world, and seeing what the world brings us. Oh some of us settle down, lad, but most die without a set home. Somethin' to think about, boy.

"Yeah, the wind, she helps us. But where was I...

Another Few Words on History

"OH, the kaers. Yeah. We lived amongst the other adepts and had our own heroes and villains. When we all came back out, Gambler's had a field day. The world was one big study hall for the force of luck, ours to explore and teach and learn. We gave men a respect for luck by winning at games of chance, and learned respect for it ourselves by loosing.

"Why yes I've lost a game time or two, don't look so surprised. It's how you take what comes that makes you a better gambler. It's the game that's important, and what comes at the end, that's just what comes.

On the Darker Path

"Some don't believe that. They think it's about money and wenchin'.

"That lit you up, didn't it lad. Oh, we get our fare share of ladies. Don't let the Troubadours and Swordsmen think that they got a corner on the market. But let me tell you about those who forget what it's all about, boy.

"We call them Con Men. They have no desire to understand luck, they just use it like a tool. Winning is the only way for them. Some Gamblers, oh they never seem to loose, but it's got nothing to do with wanting to win for winnin's sake. They enjoy the risk as much as anyone. If they lost it all tomorrow, they'd just laugh and roll with it. Not the Con Man.

"He plots and schemes and cheats and uses. And in the end, oh, he'll have a pile of gold at his feet, and a pretty wench on his arm, but if that pile ever left, he'd be nothing. And then his wench would leave him too, unless she's as dumb as him. And what's left? A broken down excuse for a Namegiver with nothing but his feeble, fragile pride.

"Oh don't you even think about following that path, boy. Nothing but misery there.

A Reiteration and Closing Remarks

"So that's our life, youngling. We ramble and roam, as often random as by purpose. We spend the money we have, because me may lose it all tomorrow and live every day as if it were the last. We are up one minute and penniless the next, but it's all turn of the cards.

"A little you expected, eh, boy? Did you think it was all about money and way out of your poverty? Oh, I can see that you never had nothin', nor no good chance to better that. I see you staring at this ruby ring on my hand, and wondering how you might get ahold of one like it, since it'd feed you for month or two.

"Well, there. It's in the pot. I'll get me cards and we'll have a go. If you win it's yours. If not, I'll teach you my path. So there's little way you can loose, boy.

"Are you ready to turn your cards?"


Notes:

Talent Crisis:

Gambler's come to Talent Crisis when they fail to roll with the whims of luck and begin to fret over what they could have done or what might have happened. As long as a Gambler takes little concern for tomorrow, living for the moment, he's fine. If he doubts himself, he risks losing himself.

Rituals of Passage:

Predictably enough, at fifth, eigjth, and tenth circles, a Gambler must play his better in a game of chance. The game is usually chosen by the more experienced Gambler and at fifth circle, may just be a game or two, but at tenth, the trial may last a number of days. The better isn't concerned so much with whether the prospect can beat him, as how the prospect takes the win or loss.

Ghost Master Ritual:

The Gambler must make a new set of cards or dice, or engrave a new set of darts. He must then set up the boards or chips or table and set a place himself and one other. He then sits, in silence, praying for the master to show himself. He then begins the game, as if the other was there, and if the ritual is successful, will be rewarded by the cards simply being picked up or the sound of money being thrown into a pot. The Ghost Master invariably wins the first game, taking as his winnings the coin to be made the pledge coin. The Gambler then waits three nights, and then must perform the ritual again, this time beating the Ghost Master, to win the coin back.

On Multi-Disciplines:

Gamblers work well with other roguish disciplines, like Thieves or Swordsmen. They make poor Nethermancers (to grim) or Archers (to narrow of focus). Rarely do they become spellcasters at all, though the temperament of the Illusionist suits them best, though many who become spellcasters like the introspection offered by being a wizard. Rarely one will become a Warrior, and far more rarely a Beastmaster.

On race:

Gamblers may be of any race, as all are aware of and use karma to some extent. The temperament of Obsidiman is not ill suited, but the least well suited to the discipline. Windlings, already possessed of extraordiary luck, fit almost too well into this discipline.

Half Magic:

Gamblers may make half-magic tests to see if a player is cheating (in character.... you...) or to see if cards are marked or dice loaded. They can also make half magic tests to find the gambling halls in a particular town.


The Gambler

Important attributes: Perception, Charisma, Dexterity

Racial restrictions: None

Karma Ritual: The Gambler takes out some dice or a deck of cards and sits, rolling them about in his hand or shuffling them, meditating on how each action he has taken to get him to this point has been a junction of luck and choice. He meditates and considers how to two relate, recalling every major turning point in his life. As he does this, he begins to roll or deal, his eyes closed. The ritual ends when he calls a result, opens his eyes, and sees that what he called was the last card drawn or the last number rolled.

Artisan Skills: Drawing and Coloring (for cards), Carving (for dice), Acting

FIRST CIRCLE
Talents

Avoid Blow (D)
Karma Ritual
First Impression
Gambling* (D)
Luck Sight* (D)
Throwing Weapon (D)

SECOND CIRCLE
Talents

Durability (5/4)
Speak Language
Winning Smile

THIRD CIRCLE
Talents

Fouled Luck*(D)
Melee Weapon

FOURTH CIRCLE
Karma: The Gambler may spend a Karma Point on any Charisma based roll
Talents

Resist Taunt
Thread Weaving (Luck Spinning)(D)

FIFTH CIRCLE
Karma: Increase the Gambler's karma die step by one
Talents

Engaging Banter
Haggle

SIXTH CIRCLE
Perception: For 2 points of Blood Magic, that never heals, the Gambler may add +3 to his Perception step for "luck". This acts as a sort of danger sense as well as pointing him in the direction he needs to go, and so on. It will almost never work when the Gambler is intentionally trying to use it. For instance, he couldn't use it to up his perception during a night's watch. He could, however, apply it to when the GM calls a roll to see if he wakes in the night when a stealthy Scorcher snaps a twig coming towards camp, or to catch a glimpse of an assassins reflection in the top of the water in his mug. In all cases, GM's discretion applies.
Talents

Life Check (D)
Wind Catcher

SEVENTH CIRCLE
Social Defense: +1 to the Gambler's Social Defense
Talents

Blessed Kiss (D)
Disguise

EIGHTH CIRCLE
Physical Defense: +1 to the Gambler's Physical Defense
Talents

Call Thrown Weapon **
Safe Path

NINTH CIRCLE
Karma: Increase the Gambler's Maximum Karma Pool by half. (i.e. 40 to 60 for a human Gambler)
Talents

Bank Shot (D)
Fast Hand
True Sight

TENTH CIRCLE
Karma: A Gambler now gets bonus dice for rolling the two highest numbers on his/her Karma die (i.e. 5 or 6 for a D6). This bonus applies only to the Karma die, and may only be used on talents or powers the Character has as a gambler (i.e. not for use with Versatility talents or Multi-Discipline talents not also possessed as a Gambler)
Talents

Second Chance ***
Slough Blame (D)

*Indicates a new talent, described below.
**This talent is described under Felargon Schiefzahns‘s Jester Discipline.
***By the ED Companion, this should only be available at 15th circle. I chose to violate this due to the appropriate nature to this ten circle Discipline. If you wish to not include this one, I would suggest Critical Hit as a replacement.


New or Modified Talents:


Blessed Kiss
Step Number: Rank + Charisma Step
Action: YesSkill Use: No
Karma: YesStrain: 1
Discipline Talent: Gambler

This talent relates to games of chance, and is used in two ways.

The Gambler may use this to give someone a point of his Karma. To do so, he must beat the targets social defense, the roll the required karma die. The karma die's result is not added to the test, but to the one roll of the target's choosing in the same round. The target must decide where the roll will go before it is made. If used in combat, the Gambler must have initiative on the target. The roll must be one that either the recipient or the gambler could use karma on normally. The recipient may only receive the benefit of this discipline once per round. Despite the name, no physical contact is required.

Fouled Luck
Step Number: Rank + Charisma Step
Action: YesSkill Use: No
Karma: NoStrain: 1
Discipline Talent: Gambler

This talent relates to games of chance, and is used in two ways.

The Gambler points and laughs at a potential victim, rolling the test versus the targets social defense. If successful, the victims karma die is dropped by one step. If the Gambler gets a good success, then victim's karma die is dropped by two steps, an excellent by three, and so on. The duration of effect is the Gambler's rank in Fouled Luck. The target may only be affected by one use of this talent at any given time and may never have his karma die dropped below step 1.

Gambling
Step Number: Rank + Perception Step
Action: YesSkill Use: Yes
Karma: NoStrain: None
Discipline Talent: Gambler

This talent relates to games of chance, and is used in two ways.

First, a Gambler may once a night, if in a populous place where he may ply his trade, set a difficulty number for himself, in multiples of 5, and roll against it. If he succeeds, he makes that much in silver for the night. If he fails, he loses that much. The number may set as high as the Gambler wishes (With GM approval), but if he fails and doesn't have that much in his purse, then that might lead to a quick side adventure...

Secondly, there is the use in contests of Gambling. This is used to play out a specific game, usually an important one. Any number of players may be involved. All players roll gambling + perception or just perception. The highest roll wins.

Optional: If you wish to make the talent's use a little more complex and more like real gambling, use the rules for Contests of Gambling as above. Once the winner is determined, the loser, or whoever rolled the lowest, may call a raise of one to five off of the winner's roll. All participants then re-roll and compare results. If the Winner makes the roll, and the loser doesn't, then the game is over. If the Winner doesn't and neither does the loser, even if other participants do, the game is over and the Winner remains victor. If the Winner fails to make the role, but the loser does make it, then the highest roller is now the winner, and the new loser may call a raise. No more than three raises (for a total of four rolls) may be called in any one contest. If at any time the winner makes a Excellent or better success over the losers roll, then the contest is finished.

Example: Three experienced gamblers throw into a game. As this is a rather important plot devolpment, they settle it in a contest of gambling. The first gambler rolls a 17, the second a 13 and the third a 7. The third decideds to call a raise (Hes rolling step 14 and thinks he can beat it) of three. The Difficulty number is now 20. The first gets a 17 again, the second a 14 and the third makes a 22. So now the third player is winner, and the second player may call a raise. If the third player had gotten a 34 (an excellent success on a 20, and a lot of bonus dice) then the contest would be over, period.

Luck Sight
Step Number: Rank + Perception Step
Action: YesSkill Use: No
Karma: NoStrain: None
Discipline Talent: Gambler

By beating a targets Spell Defense, A gambler may see how fortunate the person is at the moment. In seeing how luck has favored them, them may determine the amount of karma the person has (rounded off to the nearest 10), approximate wealth (What he has in total, not just on his person) and approximate rank if a an Adept (Novice, Journeyman, Warder). At GM's approval, this power may be used to see how other things (establishments, kaers, items) have been treated by luck as well.




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