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Gambler

“Do you know what really fluctuates my electrons, sweetheart? Gamblers. Not the casino kind. Those I understand. I can model them. I can price them. I can predict exactly when they'll convince themselves they're on a winning streak and sell them another drink before the first one's empty.

But these Gamblers? These mana-starved street mystics in battered leather jackets, casting miracles held together with borrowed magic and bad decisions? They're different. They have the audacity to treat the astral winds like they're running a confidence scam against reality itself.

See, when I make a decision, whether as B1tSt0rm or Electra Grindstone, it's because the data says yes, the models agree and the market thanks me for my foresight. A Gambler makes a decision because they had a feeling. Because a crow landed on the right side of a fence. Because the universe blinked at exactly the right moment.

And then, somehow, they're right.

They leap from a rooftop and land in the only delivery truck carrying crash foam. They wander into the wrong boardroom looking for a bathroom and leave with an executive security clearance. They survive situations that should have killed them three times before breakfast.

That is why they infuriate me.

You and I build our success. We earn it. Qualification by qualification. System by system. We climb because we understand how the machine works.

Gamblers don't climb.

They fall upward.

How do you compete with that? How do you optimise a coincidence? Hedge against a whim? Build a business plan around destiny having a sense of humour?

Don't mistake them for harmless. A Voker levels a city block. A Technomancer tears open spacetime. Those are disasters with paperwork.

A Gambler is worse.

When they fail, probability itself develops bad habits. Forecasts become fiction. Risk assessments become comedy. Entire markets start behaving like they're trying to impress somebody.

And yet…

Codices above…

Every giga-corp hires them.

Every. Single. One.

Because once in a while they perform a miracle. Not the sort accountants call a miracle after adjusting the numbers. I mean the impossible. The fleet that should have been lost comes home. The project that should have failed succeeds. The impossible becomes merely improbable, then inevitable.

I despise that.

I despise that chaos occasionally outperforms preparation. I despise that luck sometimes humiliates competence. Most of all, I despise that those reckless, grinning, mana-poor street mages occasionally accomplish what entire departments of experts cannot.

But I'll tell you something, my friend.

I have survived long enough to learn which odds are worth respecting.

I would never bet against a Gambler.”


- Electra Grindstone, CEO of Sourcery Solutions, recorded strategy meeting, Sourcery Solutions HQ, Transcript Redacted, Mark 6196.




Rank Job Die Abilities
1 - Silver Tongue (D4/Mastery)
2 D4 Mana Gamble (1/Spells), Upgrade Job Die
3 D4 Silver Tongue (D6/Mastery), Bonus Proficiency
4 D6 Mana Gamble (2/Invocations), Upgrade Job Die
5 D6 Silver Tongue (D8/Mastery), Bonus Proficiency, Stack The Deck
6 D8 Mana Gamble (3/Counter), Upgrade Job Die
7 D8 Silver Tongue (D10/Mastery), Bonus Proficiency
8 D10 Mana Gamble (4/Absolute), Upgrade Job Die
9 D10 Silver Tongue (D12/Mastery), Bonus Proficiency
10 D12 Mana Gamble (5/Instant), Upgrade Job Die , Lady Luck

Starting Package

If you choose Gambler as your starting Job during Character Creation, gain the following bonuses:

Health Bonus: 5
Mana Bonus: 5
Strain Bonus: 15

Proficiencies: Gain 4 Proficiencies from the following: Coordination, Initiative, Knowledge - Astral, Knowledge - Material, Knowledge - Social, Magic, Presence, Reaction, Savvy, Sense, Socialise or Swagger.

Resistances: Gain 1 Resistance from the following: Reflex or Insight.

Starter_Abilities: You gain the following Ability:
Double Down.

Budget: Gain 1 Budget from the following:
Balanced: Personal Budget; 20,000c. Vehicular Budget: 75,000c.
Provisioned: Personal Budget; 30,000c. Vehicular Budget: 50,000c.

Abilities

Starter Abilities

Double Down

Gamblers don’t just believe in luck, they treat it like a muscle, a force they can flex with enough swagger and bravado to make the universe roll its eyes and humour them anyway. Long before the Federation confirmed luck as a measurable astral force, Gamblers were already tapping it, pushing their chips onto outcomes that any sane mage would call statistical suicide. They lean into that swingy, high-volatility magic, throwing invocations on a whisper of mana and a prayer that fate will pick up the tab. And sometimes? It does. Reality bends, improbable perfection snaps into place, and the Gambler walks away looking like they planned it. Other times, the universe punts them directly into the cosmic gutter. But that’s the nature of the talent, when a Gambler doubles down, the results aren’t subtle. They either pull off something miraculous, or they crash and burn in spectacular fashion… and they’re always ready to try again… unless they aren't.

Trait.

Once per Scene, when you perform the Lucky_Break Action you may Double Down instead:

Spend 1 GP and [Flip A Coin]. If [Heads], the Check is considered Success. If [Tails], the Check, Attack or Save is considered a Critical Failure. Not only is this a Critical Failure, but it will be a spectacular Critical Failure, the worst possible result. You may not [Reflip] this [Flip].

A spectacular Critical Failure is the dramatic negative consequences of a Double Down. These consequences should usually adversely affect the Gambler and the party, but often in unexpected ways that does something exciting, not only punitive.

Example: If Gamblin' Greg attempts to open a safe, Fails and Doubles Down, then Fails the [Flip], the Failure means the safe stays locked. However, the new spectacular Critical Failure might mean that in addition to the remaining firmly shut tight, Gregor set off all alarm, and now, there is a combat against security bots or Fed. Sec. forces are on their ways and the party only has 5 Turns to get out before they arrive.

Ash's Aside

Double Down theoretically means that a Gambler can succeed on anything, since any is supposed to be possible in Meat Space. Given that a Cast Member should be entitled to try and roll for almost anything, and yet Double Down means that anything can have a 50%, or greater, chance of succeeding, how do you square that circle? The answer is nuanced, but the idea is Gamblers are supposed to pull of the impossible, and Grit is a limited resource.

It is, however, acceptable to just state that certain things are impossible and not allow a Player to roll. Another compromise is that since Double Down is only applicable on a failed Check, Attack or Save, you could have them perform a Ritual instead of allowing the Double Down, as most things are possible if a person works hard or long enough at the task. Ergo, if something feels like it just shouldn't be possible, then make it a ritual with a big ass Severity and long ass Interval. That way, it's still possible, but Double Down doesn't apply.

This Ability isn't supposed to be a “gotcha” type Ability. It's supposed to be fun and make Gamblers feel unique in that they can pull of impossibly long odds, relatively often. Players should feel free to have discussions about expectations, as Appropriate. It is okay for some things to be impossible, even to a Gambler, and it's okay for other things to only be possible over time and with a group effort. It is also true, however, that Double Down is supposed to feel cool and exciting. It is supposed to occasionally pull of something impossible, as it is the signature Ability of a Luck Wizard. At the end of the day, why are you playing an improv. game if you don't want to “yes, and” crazy suggestions?


Job Abilities

Silver Tongue

Gamblers talk their way through life as naturally as they breathe. Some say it’s all the practice, after all, you learn fast when you’ve spent half your years explaining away miscasts, bad bets, and debts you absolutely meant to pay tomorrow. Others swear it’s the way mana and luck twist around them, tugging the attention of living things the same way a magnet pulls filings. Whatever the cause, people just listen to Gamblers. Maybe they’re charismatic firebrands, maybe they’re aloof artists dripping accidental mystique, maybe they’re the kind of delightful mess you can’t help but root for. Whatever the truth, they all carry that strange social gravity. A few well-placed words, a half-smile, a shrug that shouldn’t be convincing but somehow is, and suddenly crowds are leaning in. Gamblers rely on that gift as much as their magic, sometimes more, and it’s saved them from more disasters than any spell ever could.

Trait.

You gain a D4 Bonus Die to all Socialise Checks and Attacks you perform.

At Gambler ranks 3, 5, 7 & 9, you Upgrade the Bonus Die, to D6, D8, D10 & D12, respectively.

In addition, you gain 1 free rank in one of the following [Masteries]: [Animism], [Charm], [Deception] or [Lexiturgy]. This can't increase this [Mastery] to a rank greater than your current Gambler rank.

Alternatively, instead of gaining a free rank in the above [Masteries], you may choose to gain 2 Abilties from one of them instead. These Abilties must be of equal or lower rank to your new Gambler rank.

Example: If you would advance your Gambler rank to 4, you could use your free rank to advance your [Charm] [Mastery] to rank 4 but you could not use it to advance your [Lexiturgy] [Mastery] to rank 5.

At Gambler ranks 3, 5, 7 & 9, you gain an additional free rank or pair of Abilties, as detailed above.

Mana Gamble

Gamblers don’t bother with neat mana pools or careful pacing, they reach straight into the spaces between spaces and yank whatever power happens to be drifting by. Ambient mana is fickle stuff: maybe it’s thick as soup, maybe it’s thinner than your last excuse, and there’s no reliable way to tell until you’re already mid-gesture with the spell half-spoken. To a properly trained mage, that’s suicidal. To a Gambler, that’s just Tuesday. The spell goes off either way, the question is whether the local mana politely fuels it or violently recoils, whipping back on the caster in a classic miscast that the academies love to wag fingers about. But Gamblers shrug that off. In their eyes, if the magic hits clean, you look like a genius; if it blows up, well, that’s part of the charm. Either way, it’s always worth the gamble.

Trait.

Once per Encounter, instead of spending Mana to cast a Spell, you can Mana Gamble instead. If you do so, [Flip A Coin]:

Mana Gamble can't be used to pay for Abilities with variable Mana costs.

At Gambler rank 4, you gain another use of your Mana Gamble Ability per Encounter.

In addition, you can Mana Gamble instead of spending Mana to cast [Invocations] as well. You perform the Mana Gamble once you finish the Ritual and are required to spend the Mana.

At Gambler rank 6, you gain another use of your Mana Gamble Ability per Encounter.

In addition, you can spend one of your uses to perform a Mana Gamble as a Quick Action, when an [Enemy] casts a Spell you can [Game Mechanics:Definitions:Perceived|Perceive]. If you do so, [Flip A Coin]:

  • If [Heads], the Spell is [Countered].
  • If [Tails], nothing happens and the use is wasted.

At Gambler rank 8, you gain another use of your Mana Gamble Ability per Encounter.

In addition, whenever you cast a Spell with your Mana Gamble Ability, from a Result of [Heads], the Spell gains the [Absolute] Ability.

At Gambler rank 10, you gain another use of your Mana Gamble Ability per Encounter.

In addition, instead of performing a Ritual to cast an [Invocation], you can spend one of your uses to perform a Mana Gamble as an Action. If you do so, [Flip A Coin]:

  • If [Heads], the [Invocation] is cast immediately, as if the Ritual was performed Successfully, ignoring the Mana cost.
  • If [Tails], the [Invocation] is cast immediately, as if the Ritual was performed Successfully, ignoring the Mana cost. However, the [Invocation] is resolved by the GM, however they please, against yourself and your [Allies]. Once the [Invocation] is resolved, you immediately suffer a Miscast.

Upgrade Job Die

Trait.

You gain a Job Die. A Job Die is a Bonus Die that is added to Checks or Saves that you are Proficient or Resistant in, respectively. Your Job Die is a D4.

If you gain an additional instance of this Ability, and you already have a Job Die, you do not gain another; it is Upgrade instead.

At Gambler rank 4, 6, 8 & 10, you gain an additional instance of this Ability.

Bonus Proficiency

Trait.

You gain an additional Proficiency. This can be Swagger, Presence, Initiative, Reaction or any Skills.

Please Note: You can select any of the above options, not just the ones listed on the Starting Package, so long as you are not already Proficiency in it.

At Gambler rank 5, 7 & 9, you gain an additional instance of this Ability.

Stack The Deck

“Now listen here, all of ya, listen up! This ain’t cheatin’, not even close! You don’t scream at a singer for hittin’ a high note, do ya? You don’t throw a Voker in jail for knowin’ too many spells! So why in the seven hells is it suddenly a crime that the dice like me? That fortune smiles when I give ’em a little tumble? I’m not breakin’ rules, I’m celebratin’ life! I’m honourin’ the cosmic dance! Is skill cheatin’? Is instinct cheatin’? Is luck cheatin’? If the Lady of Chance herself wants to hold my hand, who are they to tell her no? Don’t let these corpo goons make luck illegal!”

- Lucky Larry, Mystic Swirl Casino, moments before having his legs broken by security, Mark 6114.



Trait

Whenever you [Flip] a [Coin], you [Flip] two instead and choose either Result.

Lady Luck

There comes a point in a Gambler’s life when the universe stops treating them like a meddler and starts treating them like a favoured child or a cursed one. Their luck stops costing them anything to call on; no grit spent, no strain, no second thoughts. They don’t push probability anymore, probability leans toward them like iron to a magnet. Every choice becomes an all-or-nothing coin flip with cosmic stakes. They’ll leap off a balcony and land in a passing parade float… or through the roof of a police skimmer. They’ll fire blind into the smoke and nail the real threat… or hit the only pipe in the whole damn room that explodes. Subtlety? Gone. Moderation? Dead. A fully awakened Gambler lives in a world that loves them or hates them with equal passion, and every action they take is a handshake with destiny itself. No middling outcomes. No safe bets. Just pure, uncut fortune, divine, deranged, and unstoppable.

Trait.

Your Double Down Ability no longer costs GP.

In addition, your Double Down Ability can now be performed an unlimited number of times per Scene.

Changelog

Version 0.5 - Nov 2025

  • Starting Package
    • Bonus Mana increased to 10 from 5.

Version 0.5b - Dec 2025

  • Wording updated.

Version 0.5c - June 2026

  • Wording updated.
  • Starting Mana Bonus reduced to 5 from 10
  • Starting Proficiency list updated to include Knowledge - Material, Initiative and Reaction
  • Swapped the Ability progression of Gambler:
  • Gamblers now gain Silver Tongue at ranks 1, 3, 5, 7 & 9, instead of 2, 4, 6, 8 & 10
  • Gamblers now gain Mana Gamble at ranks 2, 4, 6, 8 & 10, instead of 1, 3, 5, 7 & 9
  • Silver Tongue can now grants free ranks and Abilities in the Animism Mastery instead of the Tradecraft Mastery
  • Mana Gamble has been significantly reworked:
  • At rank 2, Mana Gamble can now only be used on Spells
  • At higher ranks, Mana Gamble gains addition functionality, including the ability to Counter Spells and activate Invocations instantly
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