Gambler
warning
This character is in the balancing stage. It is highly likely that the information on this page differs from the game and will change in the future.
Role: Intensity Duelist
HP: 11 | MP: 0
"A high-risk duelist who stakes everything on the Intensity Die, trading self-damage for explosive payoffs."
Starting Dice: High Roll (x2), Chaos Roulette (x2), Death's Loan, Miss
Base Abilities
| Ability | Level 1 | Level 2 (+) | Level 3 (++) |
|---|---|---|---|
| High Roll / Loaded Die | Roll D6 and deal that much damage. On a 1 or 2, you take 1 self-damage. | Roll D6 and deal that much +1 damage. On a 1 or 2, you take 1 self-damage. | Loaded Die: Roll D6; a natural 1 is rerolled once. Deal that much damage. |
| Chaos Roulette | Deal 3 damage to a random enemy. | Deal 4 damage to a random enemy. | Deal 5 damage to a random enemy. |
| Death's Loan | Heal a random ally 4 HP; you take Wounded 2. | Heal a random ally 5 HP; you take Wounded 1. | Heal a random ally 6 HP (debt fully forgiven). |
Learnable Abilities
| Ability | Level 1 | Level 2 (+) | Level 3 (++) |
|---|---|---|---|
| Double Down | Roll D6: even → gain Blocked 5; odd → gain Spiky 3. | Roll D6: even → gain Blocked 7; odd → gain Spiky 4. | Roll D6: even → gain Blocked 9; odd → gain Spiky 5. |
| All In | Roll D6: even → 8 piercing damage; odd → nothing. | Roll D6: even → 10 piercing damage; odd → nothing. | Roll D6: even → 12 piercing damage; odd → nothing. |
| Safe Bet | Roll D6 and heal an ally for that much (you count as an ally). | Roll D6 twice keep highest and heal an ally for that much. | Roll D6 twice keep highest +2 and heal an ally for that much. |
| Raise the Stakes | Once per combat: permanently raise your Intensity Die floor by +2 (rolls land 3–6). Exhaust | — | — |