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
SECOND CIRCLE
Talents
THIRD CIRCLE
Talents
FOURTH CIRCLE
Karma: The Gambler may spend a Karma Point on any Charisma based roll
Talents
FIFTH CIRCLE
Karma: Increase the Gambler's karma die step by one
Talents
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
SEVENTH CIRCLE
Social Defense: +1 to the Gambler's Social Defense
Talents
EIGHTH CIRCLE
Physical Defense: +1 to the Gambler's Physical Defense
Talents
NINTH CIRCLE
Karma: Increase the Gambler's Maximum Karma Pool by half. (i.e. 40 to 60
for a human Gambler)
Talents
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
*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.
Blessed Kiss
Step Number: Rank + Charisma Step | |
Action: Yes | Skill Use: No |
Karma: Yes | Strain: 1 |
Discipline Talent: Gambler |
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: Yes | Skill Use: No |
Karma: No | Strain: 1 |
Discipline Talent: Gambler |
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: Yes | Skill Use: Yes |
Karma: No | Strain: None |
Discipline Talent: Gambler |
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: Yes | Skill Use: No |
Karma: No | Strain: None |
Discipline Talent: Gambler |
What's New | Main Page | Disciplines | Eternal Library |
Campaign | Web Guide | Links |