Weave Gambler in Borderline World | World Anvil
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Weave Gambler

Weave Gambler
[Class][Supernatural][+Attack or Speed]
Prerequisites: Two of Focus, Intuition, or Perception at Novice Rank; Combat at Novice Rank
Daily x3 — Swift Action
Trigger: You make a skill check.
Effect: You may choose to add +1d6(exploding)-3 to your skill check. If you roll a 6, you may roll an additional d6 and add it to the check until you no longer roll a 6, or until you've rolled an additional 6 a number of times equal to your ranks in that skill. The choice to use this ability can be made after the skill check is rolled, but must be used prior to knowing the consequences of the roll.
    Ante Up
[+Attack or Speed] [Ranked 2]
Rank 1 Prerequisites: Gambler
Rank 2 Prerequisites: Gambler, Adept Focus
Static
Effect: Each Rank, gain the listed Ability and choose Acupressure or Pay Day. You gain the Chosen Move.
Rank 1: Gain the Moody ability.
Rank 2: Gain the Simple ability.
    Reel Time
[+Attack or Speed]
Prerequisites: Gambler, Adept Combat
See text — Standard Action
Effect: Twice per scene, you may roll a d100,000 (5d10) and consult the Low Stakes Reel Time table, using the move that corresponds with your result.
All moves accessed through this ability gain the Aura keyword if they do not already have it, are considered Weapon moves, and deal Physical damage regardless of their normal damage type (and therefore benefit from the user’s Attack stat and are defended by the target(s) Defense stat and Physical Evasion). Some moves have additional keywords as denoted on the table. Moves denoted as having a “Replay” do not expend this feature’s frequency when rolled.
Additionally, once you have Master Combat, you may choose to roll on the High Stakes Reel Time table once per Scene.
Ceres' Note: User's of this Class usually don't know their luck is magical until they unlock this power. This can lead to interesting character moments
    Double or Nothing
[+Attack or Speed]
Prerequisites: Gambler, Ante Up Rank 1, Expert Focus or Combat
Daily — Free Action
Effect: Before rolling accuracy check(s) for an attack, you may decide to double your total effective critical hit range for the move, after other modifiers. If a move would still only critically hit on 19-20, double its range again to 17-20. If you successfully hit all targets of the attack and rolled within the expanded critical range for all accuracy checks the move requires, then you critically hit them. Otherwise, your attack does nothing. On a natural 20, this ability's frequency is not expended. This feature ignores the normal +6 restriction on critical hit bonuses.
    The House Always Wins
[+Attack or Speed] [Ranked 2]
Rank 1 Prerequisites: Gambler, Adept Intuition and Perception
Rank 2 Prerequisites: Gambler, Master Intuition or Perception
Static
Effect: Each Rank, gain the listed Ability.
Rank 1: Gain the Super Luck Ability.
Rank 2: Gain the Probability Control Ability.
    I’m All In
[+Attack or Speed]
Prerequisites: Gambler, Ante Up Rank 2, Double or Nothing, The House Always Wins Rank 2
Scene — Free Action
Trigger: You or your Pokémon miss with an attack.
Effect: Reroll the attack. If it misses again, then that move is disabled for the rest of the day. If the rolled attack critically hits, then this feature’s frequency is not expended.
If used with an attack produced via Reel Time or Metronome, reroll the entire Reel Time or Metronome roll as well. If the new move misses, then Reel Time or Metronome cannot be used for the rest of the day.
This feature leaves discoverable psychic residue.

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Author's Notes

Playtest pending. Share your feedback in the discord server!


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