The Cardsharp
Official art for the Cardsharp here, by the fantastic Noah Collins (finxhes on all platforms)!
Throughout the game, the Cardsharp accrues points of Gambler's Luck, gaining a point every time their dice roll a double number, regardless of whether or not the roll fails or succeeds. They can then spend these points to manipulate luck in various ways. They can add numbers to rolls that they make, gain an extra use of one of their abilities, or force a critical success.
Cardsharps are a social archetype, like Courtiers, but they are a little more accustomed to action, and associated more with society's underground. Along with Courtier, the Cardsharp has been one of the archetypes to have the most changes made to it over the game's development. They get unique Tricks for Aplomb, Barter, Insight, and Subterfuge. Below is the official Archetype information for the Cardsharp.
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Cardsharps are skilled gamblers. They will take the risk, but know the consequences of their failure. They are bold, showy, and they always bounce back from a losing streak.
Cardsharps are masters of games that mix skill and chance, and their natural luck at the card table seems to follow them through the rest of their lives. Cardsharps are usually found in seedy bars, in the underbelly of society, but they can come from all walks of life. Some may be gambling addicts, others professionals, and still others simply astute hobbyists.
Features
Critical Attributes
Social. You use your Social modifier for Perception checks.
Body. Your Body modifier is your Proficiency bonus.
Skills
Cardsharps get special Tricks for the Aplomb, Barter, Insight, and Subterfuge skills. Choose at least 2 of these as your first skills. You may take all 4 if you like. After you have chosen, you can fill out the rest of your Core skills with any skills you wish.
Combat Proficiencies
Signature Weapon. Choose 1 from: Dirk, Fan, Sword, Claws, Martial Arts, Pistol, or Sling. Add your Proficiency Bonus to attacks made with this weapon.
Actions. You can take [1 + Body Modifier] Actions per round in combat.
Reactions. Choose from Parry or Quip as the Reaction you are proficient in. When you take this Reaction in combat, add your Proficiency Bonus.
Archetypal Abilities
Gambler's Luck
Cardsharps have the ability to store their natural luck for later use. Any time the Cardsharp rolls a pair of numbers (or a Critical Success or Failure, if rolling a single die), no matter what the roll is for, they gain a point of Gambler’s Luck. Gambler’s Luck does not expire, and can be spent in any of the following ways:
- 1 Point: +1 toward your current attack or skill check roll. You can spend multiple points to stack this bonus. You cannot add this to a damage roll.
- 2 Points: Use a Trick from one of your Secondary Skills, as long as your skill bonus is high enough.
- 3 Points: Restore 1 use of an ability that has a limited number of uses per day. You cannot restore the same ability twice in a single day.
- 5 Points: Turn a successful roll into a Critical Success, or a Critical Failure in an ordinary failure.
- 8 Points: Get an automatic Critical Success without making a roll.
You can spend your Gambler’s Luck at any point during gameplay. If you are in combat, using Gambler’s Luck does not require spending an Action. In addition to the features on the table above, many Cardsharp Tricks empower you with extra ways to use your Gambler’s Luck.
Wager
Re-roll a failed roll whenever you like, but any failure counts as a Critical Failure. You cannot use Gambler’s Luck to turn this Critical Failure into a regular one.
Fight Dirty
A dirty fighting move is something like kicking dirt into an opponent's eyes, going for a shot below the belt, or pulling their hair. This can be performed as part of a melee attack, for an extra Action. If the attack is successful, it only does ½ damage, but the next attack that enemy makes has Bad Luck. Fight Dirty can only affect 1 target at a time; if it is used on a new opponent before the original one attacks, the original enemy is no longer affected.
Ship Action: Game Night
During travel, a Cardsharp can organize a game of cards or dice for the crew. Attending the game requires spending a Ship Action, and provides +1 morale, as well as +1 to the crew mate's Subterfuge, Insight, and Barter skills when they deboard. This lasts 1 day after for each game the crew mate participates in, starting when they leave the ship at port. The Cardsharp does not need to spend another Ship Action to attend their own game.
Starting Equipment
- Compartmental Bag (holds 10 items)
- Daytime Clothes
- A deck of cards or a set of dice
- A lucky trinket
- Signature Weapon (See Archetype features)
- Silk Armour
- PDA + 1 TB Holodisc
Cardsharp Tricks
These Tricks are ONLY the ones unique to your Archetype.
Aplomb Tricks
Aplomb is your confidence and mental resilience.
Blind Confidence
Each time you gain a point of Gambler’s Luck, gain 1 extra point. You can gain a number of extra points each day equal to your Aplomb modifier. Gain +1 Aplomb Requires: Cardsharp Archetype
Vice
You have an unhealthy habit that you use to deal with stress, such as substance use, compulsive shopping, gambling, physical pleasure, etc. Your character has 1 habit that you declare for the use of this Trick. When you indulge your vice, you suffer -1 to any Attribute of your choice, but gain +2 to any skill of your choice instead, for the remainder of your day. Gain +1 Aplomb Requires: Cardsharp Archetype, +2 Aplomb
Hype Man
Once a day, you can use your affinity for luck to gift it to another. Immediately after a crew mate fails a skill check, you can convince them it doesn't count. Your ally gets to re-roll. Gain +1 Aplomb Requires: Cardsharp Archetype, +5 Aplomb
All In
When attempting something particularly difficult, dangerous or foolhardy, Cardsharps can call on their natural luck and confidence for Good Luck on the attempt. The Captain may veto use of this ability if they feel the task is too ordinary or easy. Gain +1 Aplomb Requires: Cardsharp Archetype, +8 Aplomb
Barter Tricks
Barter is your skill in negotiation.
Cash Out
Luck means money. You can trade your Gambler’s Luck to find spare money at will. 1 point of Luck nets you 1d8 Guilders. Gain +1 Barter Requires: Cardsharp Archetype
Raise the Stakes
When negotiating with someone for an item, money, or a favor, you can guarantee they will offer what you hope to gain by turning the transaction into an all-or-nothing bet. This can be based on a coin flip, a game of cards, or any other method of gambling. What you offer must be roughly equal to what you’re asking them to put up in return. Gain +1 Barter Requires: Cardsharp Archetype, +2 Barter
Lucky Strike
You can expend points of Gambler’s Luck to bolster the main damage type of your Signature Weapon. 1 point of Gambler’s Luck adds 3 damage for the next attack. This extra damage is added before any form of Damage Reduction. Gain +1 Barter Requires: Cardsharp Archetype, +5 Barter
Ante Up
When you return to your ship, you can convert your remaining pocket money to Gambler’s Luck. You can only do this if you made a purchase while you were out. Gain 1 point of Gambler’s Luck for every 10 Guilders. You can gain a maximum of 5 points of Gambler’s Luck this way each day. Gain +1 Barter Requires: Cardsharp Archetype, +8 Barter
Insight Tricks
Insight is used to determine if someone is lying, or to read the social nuance and unspoken communication of an exchange.
Stack the Deck
You can sense when your friends are out of their depth. Donate as many points of your Gambler’s Luck to an ally’s roll as you like. They get +1 to their roll for each point you donate. You cannot use this to bolster damage. Gain +1 Insight Requires: Cardsharp Archetype
Gamblers Anonymous
You have a way of sniffing out fellow scoundrels. When you meet another Cardsharp, you can pit your luck against theirs. They must succeed a Social Attribute Save versus your Social DC, or they lose 3 Gambler’s Luck to you. Once you have used this against someone, you can’t use it against them again for the rest of the day. When gambling with another Cardsharp, you can bet points of Gambler’s Luck in addition to money. Gain +1 Insight Requires: Cardsharp Archetype, +2 Insight
Tells
Your ability to read peoples' tells means you can guess where they're aiming in combat. If an enemy has a turn in combat before you invoke this ability, you have Good Luck on Reaction rolls against their attacks for the duration of the encounter. This only applies to a single enemy per encounter. Using this Trick does not require spending an Action. Gain +1 Insight Requires: Cardsharp Archetype, +5 Insight
Losing Streak
Expend 3 points of Gambler’s Luck to impose Bad Luck on a target’s next roll. This does not affect damage rolls. This Trick does not require spending an Action, but you must be able to see the target. Gain +1 Insight Requires: Cardsharp Archetype, +8 Insight
Subterfuge Tricks
Subterfuge is your ability to be sneaky, and your familiarity with covert operations.
Lucky Break
Once a day, if you are caught somewhere you shouldn’t be, you can give up all your remaining Gambler’s Luck to walk away without consequences. Gain +1 Subterfuge Requires: Cardsharp Archetype
Backup Plan
You always keep cards or dice on you. Use an Action to throw a handful at an enemy with surprising force, up to 2 metres away. They count as a Social weapon that you are Proficient in, and deal 2 + your Proficiency Bonus in damage. You can do this a number of times a day equal to ½ your Subterfuge skill modifier, rounded down. Gain +1 Subterfuge Requires: Cardsharp Archetype, +2 Subterfuge
Loanshark
If someone owes you a debt of 200 Guilders or more, you can add your Proficiency Bonus to all skill checks you make against this person as long as the debt is outstanding. In addition, you can force someone to accept a loan they do not want for this purpose by rolling your Subterfuge skill against any appropriate skill of their own. You can make this loan using Ship funds. Gain +1 Subterfuge Requires: Cardsharp Archetype, +5 Subterfuge
Luck's Favour
Lady Luck works in the shadows to bring misfortune to your enemies. Expend 5 points of Gambler’s Luck to force an enemy to re-roll any attack or skill check that succeeded, even if it was a Critical Success. Gain +1 Subterfuge Requires: Cardsharp Archetype, +8 Subterfuge
Get Heliosail
Heliosail
A solarpunk pirate TTRPG
Status | In development |
Category | Physical game |
Author | QuinnSilver |
Genre | Adventure, Role Playing |
Tags | Dice, Exploration, Pirates, Sci-fi, solarpunk, Tabletop, Tabletop role-playing game |
Languages | English |
More posts
- On Heliosail's Release Date40 days ago
- "Final" Courtier Rules46 days ago
- Quick Fixes for 0.9.4Jun 03, 2024
- Update 0.9.4: ECONOMY UPDATEMay 16, 2024
- Major Update: 0.9.1.3Sep 11, 2023
- Major Update: 0.9.2Aug 16, 2023
- TricksJul 03, 2023
- Version 0.9.1May 03, 2023
- Version 0.9 UpdateApr 09, 2023
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