PLAYBOOK: GAMBLER.   Posted by The Guide.Group: 0
The Guide
 GM, 13 posts
Tue 16 Jul 2019
at 21:14
PLAYBOOK: GAMBLER
PLAYBOOK: GAMBLER

STATS:

Distribute these scores:

+2, +1, +1, 0, -1

TRICK:      (MANIPULATE, TRICK, BRIBE)

BACKBONE:   (SURVIVE or give AID)

SMOOTH:     (INVESTIGATE and ASSESS)

BRAWN:      (ATTACK and SHIELD) (This score cannot start higher than 0).

CREEP:  +2  (CONJURE) (The +2 score must go here!)


50/50 - Use 1 D6 to cast an attack against your enemy (see below).

IN THE CARDS - You know what your future holds. Get ready to roll 2D6, separately. First, though, designate one of them to signify your character, and one to signify a specific enemy. Roll each die. Whoeverís die has the higher number will get +1 on any modifier they use for the remainder of the encounter.

PLACE YOUR BETS
At dawn, hold 2. At any time, spend a hold to place a bet on the outcome of another playerís (next) roll. Stake whether the roll will be a 10+, a 7-9, or a miss.
If youíre right:
--Regain up to 2 Vitality
or
--Do +2 extra Harm the next time you do damage.

If youíre wrong:
--you lose 1 Vitality, and gain -1 forward.

(Any unused Hold for Place Your Bets disappears at the next dawn-- it doesn't roll over).



KNIFE: 2 hurt - hand, quiet
WALKING STAFF: 2 hurt-- hand, loud
WATER CANTEEN: holds 3 days' worth of water (9 drinks)
GOLD - 40
LOADED DICE X3  You may reroll three of your rolls per day (resets at dawn).
TRICK DECK X3 : Three times per day, you can give yourself an extra +2 to misdirect a target into being more susceptible to your lies...
LUCKY FEATHER: give it up to find 1 extra drink of water.
TALL TALE: you've heard of this before... and that knowledge is valuable. (Give this up, and it turns out that The Tall Tale you heard explained this exact situation, scenario, monster, or curse in detail... and gives advice on how to handle it.)

You must take 3 drinks per day in order to survive. You may also trade a drink of water to change a roll to 12 or avoid harm.
Take four or more harm and youíre unstable.


You hang to the outskirts of the town. Every interaction with you comes with a risk - pain, pleasure, joy, rage, rejuvenation, decay...

You traded a little piece of yourself away to gain advantage, but how long until your luck runs out and itís time to pay up?

You are not like the others. You arenít bound by circumstance - you roll with whatever might come your way.

Because of this, all your combat is determined by a roll of the dice. When you attack with 50/50, roll +CREEP instead of +BRAWN with only ONE D6. The number rolled determines what sort of attack youíll be able to perform.

1
SCRATCH
+2 harm, close, loud.

2
GOUGE
+1 self harm, close, quiet

3
BOUND
+1 harm, binding

4
TRAPPED
+1 self harm, binding

5
BREAK
+2 harm, loud

6
BEND
+2 self harm, loud


Details on the 50/50 rolls:

1 SCRATCH
+2 harm, close, loud.
They didnít see it coming. Three large gashes appear over your enemyís eyes, the
blood blurring their focus. They now cause -1 less harm when attacking throughout the
encounter.

2 GOUGE
+1 self harm, close, quiet.
You lose your sight for the remainder of the round. You canít help, run, or attack.

3 BOUND
+1 harm, binding.
You cause your enemy to hallucinate violently - they now believe they are in their own
casket deep, deep underground. They cannot move at all for the remainder of the
round.

4 TRAPPED
+1 self harm, binding.
A backfire - you believe youíre suddenly trapped in your own casket, deep
underground. You cannot move for the remainder of the round.

5 BREAK
+2 harm, loud.
You grip the air with your hands, and snap it over your knee. By the sound of your
enemyís screams, you know something inside them has broken as well. They are now
unstable.

6 BEND
+2 self harm, loud.
You grip, but instead of hearing the screams of your enemy, you let out your own.
Something inside you broke. Something crucial. You are now unstable.

This message was last edited by the GM at 22:34, Tue 16 July 2019.