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Gambler [PTU]
Topic Started: Apr 6 2014, 03:48 PM (1,450 Views)
The Black Glove
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A Man Of Heart
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Hello, ladies and gentlemen. Welcome to rejected core classes with TBG, where we take a look at a class that didn't quite make it into core. You never know what will end up here, so let's take a look.

There have been a lot of homebrew attempts at Gambler, and I loved the concept of being able to alter the dice to improve your odds. I submitted something to Doxy, and with a lot of reworking, we turned it into the class below. In the end, only two of the original features I submitted (Ace Up My Sleeve and Roulette) made it into the final class. ^_^; Sadly, it was ultimately rejected for being too meta- how does one really fluff a Gambler's abilities affecting the world? As such, it was dropped, and I decided to post it here for your viewing.

Gambler [PTU]

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Gambler
[Class]
Prerequisites: Novice Guile, Novice Perception
Daily/15 - Free Action
Trigger: You or your Pokemon make a Skill or Accuracy Roll
Effect: Make the roll with a -3 penalty, but add +1d6 to the roll's result. Gambler may be activated by spending 1 AP, ignoring its Frequency.

Ace Up My Sleeve
Prerequisites: Gambler
At-Will - Free Action
Effect: At the beginning of each day, you gain a 5. This becomes your Ace. At any time during the day, you may substitute your Ace for another d6 used in a skill check made by yourself or your Pokemon. The d6 that was replaced becomes your new Ace until the following day.

Collect Luck
Prerequisites: Adept Perception or Guile
Static
Effect: Whenever you or your Pokemon roll a Natural 1 or Natural 20 during an Accuracy Check, you gain a Luck Point. If you make a Skill Check and no d6 results are higher than 2, you gain a Luck Point. Luck Points may be spent like AP Points on any effect or Feature, and are automatically spent first. Luck Points disappear at the end of the Scene.

Price of Success
Prerequisites: Expert Perception or Guile
1 AP - Free Action
Trigger: You or your Pokemon miss all targets with an Attack
Effect: You may re-roll the Attack Roll with a +2 Bonus. However, after the action is resolved, you trigger Bad Luck.

Lucky Day
Prerequisites: Collect Luck
1 Luck Point - Swift Action
Target: Yourself or your Pokemon
Effect: The target gains the Super Luck Ability until the end of the encounter.

Roulette
Prerequisites: Gambler
At-Will - Extended Action
Target: A Pokemon with at least 2 Tutor Points.
Effect: The target loses 2 Tutor Points and learns the Move Metronome. Additionally, whenever one of your own Pokemon uses the Move Metronome, you may roll twice and choose the result.

Double or Nothing
Prerequisites: 4 Gambler Features
Daily/15 - Free Action
Trigger: You or your Pokemon are about to make an AC Check
Effect: Instead of rolling 1d20, flip a coin. If heads, treat the attack as if you had rolled a Natural 20. If tails, treat the attack as if you had rolled a Natural 1, and the user triggers Bad Luck. You do not gain Luck from "rolls" made with this Feature.

Mechanic - Bad Luck:
Whenever a user triggers bad luck, they must roll 1d10. On a result of 1-3, the target gains an Injury. On a result of 4-6, the target is Tripped. On a result of 7-9, the target drops their Held Item or is Disarmed (prevented by Sticky Hold). On a result of 10, the target gains an Injury, is Tripped, and is Disarmed.
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EdroGrimshell
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Interesting, but I agree with the reason it wasn't brought into the Core Book. Maybe make a more mystical version would be a good addition in the Game of Throhs book in the next update.
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itsbirb
Pokémon Trainer
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So isn't this basically Warper but less watered down with references to 40k Psykers and less meta chicanery?

I mean it's obviously OP as butts so that's a pretty good reason to not have included it but y'know what I"m saying.
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TheGloryXros
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Pokémon Trainer
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I like the class, and I really, REALLY would like to see this implemented....but yea, I'm struggling to think up a way that this class can be a legit thing within the Pokemon universe that'd make sense in-game wise...
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djtooth
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Mechanics Exploiter
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Would be interesting to see some way to trigger bad luck on opponents.
Some comments though
Gambler base feature pretty much gives you a +.5 average on a role. Fun mechanic, but weak.
the capstone is either you crit or you miss and gain the bad luck penalty. Not sure if that is worth taking.
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