Roulletist
About this class
Destiny knows no bounds. Everything will succumb to the hands of destiny eventually, but it is your choice to either defy her or embrace her. The Roulletist finds grace in not knowing what may happen next in their all too short or long lives. The Roulletist is a class that brings chance and fate to every scenario they find themselves in, and are more than willing to walk along the lines of oblivion just for that rush of adrenaline.
Domains
Grace
Arcana
Starting stats
Hope feature
Class features
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Deck O' Cards
This feature gives the Roulletist a maximum 6 charges of 'Card Casting'. At the start of every session, you get 4 tokens that represent how many charges you will have regardless of how many you had at the end of the previous session.
With Card Casting, you may use one of the following features to aid you in the most fit scenarios:
- Swap Hands: You may spend 6 of your Card Casts to swap the results of any duality dice rolled from an ally.
- Cheater: Every time you would deal Severe Damage or higher to a creature, you may spend 4 of your Card Casts to heal an ally within close range.
- Raise: Whenever you or an ally within close range were to force an adversary to remove HP, you may spend 3 of your Card Casts to force the adversary to mark a stress as well.
- Shuffle: When an ally within close range were to take damage, you may spend 2 of your Card Casts to split the damage between you and that ally in any way you see fit.
- Highest Bid: Whenever you or an ally within close range were to make a roll that is in line with your Spellcast Trait, you may spend a Card Cast and add a d4 to the roll.
Class items
- Your favorite deck of cards
- A glowing tattoo
Character questions
Background prompts
- What has Destiny taken away from me?
- How did I first learn to bind magic to my cards?
- What gets me the biggest adrenaline rush?
Connection prompts
- What is your favorite magic trick?
- How do you think destiny binds us?
- What is a flaw that you think that I should improve on to aid the future of us?
Subclass cards
Printable via header menu
Bring Me Fate
Foundation
SPELLCAST TRAIT: Instinct
Bring Me Fate
Specialization
Bring Me Fate
Mastery
Bring Me Chance
Foundation
SPELLCAST TRAIT: Presence
Bring Me Chance
Specialization
Bring Me Chance
Mastery
Roulletist
Destiny knows no bounds. Everything will succumb to the hands of destiny eventually, but it is your choice to either defy her or embrace her. The Roulletist finds grace in not knowing what may happen next in their all too short or long lives. The Roulletist is a class that brings chance and fate to every scenario they find themselves in, and are more than willing to walk along the lines of oblivion just for that rush of adrenaline.
Domains
Grace + Arcana
Starting Evasion
12
Starting Hit Points
5
Class Items
- • Your favorite deck of cards
- • A glowing tattoo
Roulletist’s Hope Feature
Full House : Spend 3 Hope to replenish 2 Cardcasts from your "Deck O' Cards" class feature.
Class Features
Deck O' Cards
This feature gives the Roulletist a maximum 6 charges of 'Card Casting'. At the start of every session, you get 4 tokens that represent how many charges you will have regardless of how many you had at the end of the previous session. With Card Casting, you may use one of the following features to aid you in the most fit scenarios: - Swap Hands: You may spend 6 of your Card Casts to swap the results of any duality dice rolled from an ally. - Cheater: Every time you would deal Severe Damage or higher to a creature, you may spend 4 of your Card Casts to heal an ally within close range. - Raise: Whenever you or an ally within close range were to force an adversary to remove HP, you may spend 3 of your Card Casts to force the adversary to mark a stress as well. - Shuffle: When an ally within close range were to take damage, you may spend 2 of your Card Casts to split the damage between you and that ally in any way you see fit. - Highest Bid: Whenever you or an ally within close range were to make a roll that is in line with your Spellcast Trait, you may spend a Card Cast and add a d4 to the roll.
Roulletist Subclasses
Choose either the Bring Me Fate or Bring Me Chance subclass.
Bring Me Fate
The bringers of the inevitable. In their eyes, everything has been written out and told. Thus, they manipulate fate itself to draw from the ranging power of Des
Spellcast Trait
Instinct
Foundation Features
- Fated Foretell: Foretell is an ability you can use alongside your "Card Casting". During your turn or during a scene, you may apply Foretell to you or adversaries in any amount that you can spend at that moment. You may spend one of your Card Casts in order to use/apply two Foretells, and there is no limit on how much Foretell you can put on yourself or an adversary although, the amount of Foretell you have on yourself or an adversary resets to 0. There are variety of affects you can cause when you use Foretell, such as: Binding Fate: For every 3 Foretell on yourself, you may add a +1 to your rolls with Duality Dice or Damage Dice Cleanse: Spend 2 Foretell on yourself to clear a stress. Stacked Deck: Nearby Enemies take an additional point of damage for every Foretell they have stacked on them (Not to be confused with Hit Points; It is damage rolled on your damage dice). The way that enemies reduce Foretell is that whenever you roll with Fear, all adversaries reduce their amount of Foretell by 2.
Specialization Feature
- Destiny: You gain more abilities with your Foretell: We Continue: Spend 6 of your self-Foretell to allow all allies within Very Close range to regain a Hit Point. Collapse: If an adversary has 6 or more Foretell, your calculation with your damage dice against them gains a +1 to your Proficiency on top of the Proficiency you already have.
Mastery Feature
- Curator Of Fate: Your Foretell has reached its strongest point. Whenever the GM were to spend Fear in any way, you may add a number of Foretell to yourself or an adversary within Far range equal to half (rounded down) to how much Fear was spent (min. 1).
Bring Me Chance
The composers of chaos. They despise the idea of destiny itself and do whatever they can with their abilities to make sure that not even the gods will know wher
Spellcast Trait
Presence
Foundation Features
- Roullet: Every time you were to roll with your Duality Dice, you must roll an additional d6 alongside it. Each number rolled on the has a different effect and is in effect until your roll your next Duality Dice. Roullet effects: All In: If you were to mark any Hit Points, the amount is doubled. But the same consequence is with enemies you deal damage to. Shut Down: You don't generate any Hope or Fear whenever you roll your Duality Dice. Fold: Subtract a d6 from all rolls. Ego Boost: All Hope and Fear you generate from your Duality Dice are doubled. Check: Add a d6 to all rolls. Bluff: Gain a +1 to any stat of your choice.
- Stroke of Luck: Gain a +1 to your Hit Points.
Specialization Feature
- Gamble: Alongside every roll with your Duality Dice, you may spend 2 of your Card Casts to roll an additional d6 alongside your roll. This roll is your Gamble dice and does one of the following effects based on the roll: Ace: Recover a Hit Point Joker: Mark a Stress King: Regain 3 of your Card Cast. Jack: Lose 2 of your Card Casts. Queen: Clear a Stress 10: Mark a Hit Point. If you were to use 4 of your Card Casts before the roll, you may double the effects of the outcome.
Mastery Feature
- Bound To Nothing: Whenever you would take damage or fail a dice roll, you must roll a d6 and gain one of the following effects: Royal Flush: You succeed on the roll instead. The success stays with the type of failure. Lose: You generate a Fear regardless of the type of roll. Two of a Kind: You can use your next Card Cast feature on two creatures for the price of one. New Hand: Allow you or an ally to recover 3 Armor Slots. Gambler: You must roll a Gamble Dice. Bet on Black: You must roll a Roullet Dice
Background Questions
Answer any of the following, or create your own.
- • What has Destiny taken away from me?
- • How did I first learn to bind magic to my cards?
- • What gets me the biggest adrenaline rush?
Connections
Ask one of the following, or improvise.
- • What is your favorite magic trick?
- • How do you think destiny binds us?
- • What is a flaw that you think that I should improve on to aid the future of us?
Discussion
Be thoughtful and kind.
Remember to be respectful. Comments are moderated and should add to the discussion.