The Gambler
- the cheat: with a dirty trick, modify an opponent’s roll by BASIC once per encounter. If this takes the roll down to or below 1, treat as a natural fumble.
- the card counter: spend a turn to roll INT; add MAGIC to next attempt.
- the real deal: once per location turn a single attempt into a 1d3: 1 is a fumble, 2 is success, 3 is a crit.
Starting Loot
- Devil’s deck: when firing a pistol, DRAW for damage (from original)
- weighted dice: spend action and roll 2d6; 7 or higher, recover as HP; 6 or lower suffer as damage; snake eyes roll dying timer; box cars add 1 to max HP
- jackalope’s foot: replace any attempt or check with a DRAW vs the DM’s DRAW; high card wins; ACE crit success no matter DM’s card; JOKER fumbles.