The High-Roller
Face / Gambler
"Cards don't lie. People do. I speak both languages."
- Type
- Mundane
- Prime
- SWAY / SAVVY
- Starting Erosion
- 0
You survive on charm, luck, and the ability to read a room. You might be a gambler, a con artist, a salesman, or simply someone who’s learned that words are cheaper than bullets.
Starting Choices
- Prime Attribute: Choose +1 SWAY or +1 SAVVY.
- Skill Allocation: Distribute 6 Skill Points among Career Skills (maximum starting Rank 2).
- Starting Cheat Tool: Choose Marked Cards or Loaded Dice. Both are listed in starting_gear for reference; you take only one.
- Starting Talents: Choose one High-Roller Talent from the Calling-specific list above, plus one general Mundane Talent (Combat or Non-Combat list — player’s choice).
Starting Loadout
Career Skills
Starting Gear
Starting Talents
Choose One
Pick one of the following at character creation. See Starting Choices above for the full rule.
Read the Room
- Cost
- 1 Mettle
- Tempo
- 1 minute
"You know what everyone wants before they do."
Silver Tongue
- Cost
- 1 Mettle
- Tempo
- —
"You could sell sand in the Scorchveil."
Lucky Break
- Cost
- 1 Mettle · 1/scene
- Tempo
- —
"Fortune favors the bold — or at least the charming."
Card Sharp
- Cost
- Passive
- Tempo
- —
"The deck does what you tell it."
The Tell
- Cost
- Passive
- Tempo
- —
"Everyone has one. You find it in the first thirty seconds."
Ace in the Hole
- Cost
- 1 Mettle · 1/session
- Tempo
- T0
"You always save one card. The one they never see coming."
False Face
- Cost
- 1 Mettle
- Tempo
- —
"You become whoever they need you to be."
Loaded Dice
- Cost
- 2 Mettle · 1/session
- Tempo
- —
"The universe has a gambling problem. You're the house."
Pocket Aces
- Cost
- Passive
- Tempo
- —
"You never bet everything. You always have a way out."
Debt Ledger
- Cost
- 1 Mettle
- Tempo
- —
"You don't just remember debts. You create them."
Snake Oil
- Cost
- 1 Mettle
- Tempo
- —
"You could convince a dying man his cough is a feature, not a bug."
The Long Game
- Cost
- Passive
- Tempo
- —
"You don't play one hand. You play the whole evening."
Drive Examples
- The smell of cigar smoke and stacked Scrip across a winning table.
- The exact moment the mark realized the wallet was gone.
- Walking away from a town that never learned my real name.