Latest Diablo 3 News
DiabloWiki Updates
Support the site! Become a Diablo: IncGamers PAL - Remove ads and more!

Character Concept: Gambler

Discussion in 'Fan Fiction' started by CliffCarlisle, Feb 16, 2004.

  1. CliffCarlisle

    CliffCarlisle IncGamers Member

    Joined:
    Feb 14, 2004
    Messages:
    5
    Likes Received:
    0
    Trophy Points:
    1
    Character Concept: Gambler

    This probably Sucks to high heaven, but thats what you're here to tell me. :embarrass

    Gambler

    Description: The ancient games of Sanctuary were never meant for combat, but some were charmed to it when they rolled too well, and drew too often. They became convinced that luck was on their side, while others scoffed at the idea of luck as a device for combat. The famous story that the prominent clans of Warrior Gamblers tell to their children is of “Hershef the fortunate,†who was called into a duel by a powerful mage. The Mage threw every spell in his book at Hirshef, and never gave him more than a scratch. Half of the mage’s spells just blew up in his face! After the mage was weakened by a blast in the face by a Hydra, which was supposed to be his, Hirshef defeated the mage with a simple rolling of a die, which happened to be a six. With this victory, the Warrior Gamblers became a force in the world.

    When Diablo and his minions began to wreak havoc, and the world was plunged into darkness, the Gamblers, now a thriving clan, decided to take a stand. They sent their best and luckiest out into the world, to save it from destruction.

    Physical: Gamblers are of a thin-ish build, with long flowing, blond hair. They wear long black trench coats with Light blue piping, and high, turned-up collars. On their hands are foppish white gloves, and on their legs are flared, dark-brown pants. Their arms are held behind their back, unless holding a weapon, which, if one-handed, they hold daintily in their Right hand in front of their face, with pinky extended. Armor goes underneath the flowing coat, and the hair flows out from under the helm. All in all, very Bishounen.

    Unique Items:
    Dice- (normal dice, twenty-sided, 60-sided, 100-sided)
    Held between the index and middle fingers, and the middle and ring fingers. Can be held in both hands with the Gambler’s arms crossing in front of his face. Dice are the most basic, and most cliché weapon of the Gambler clans. All dice’s damage ratios are 1- the number of sides on the die. Magical die usually give points in the Paraphernalia skill tree, and give points mainly in the “Dice†skill.

    Cards- (Deck, Full deck, Bicycle, Fixed deck, Sleeve aces.)
    Two-handed weapon. The deck is held in the shield hand and the card is held in the weapon hand between the index and middle finger in front of his face. Base damage starts at 1-13, and goes up from there. +Skills are from the Paraphernalia tree, usually Blackjack or Poker.

    Skill Trees:
    “Good Luck†“Bad Luck†and “Paraphernalia.â€

    -------

    Good Luck – Some are like Auras, affecting allies, but some, instead of helping combat, increase percentage-based stats, like MFind, and Block chance.

    Dumb Luck- Level 1: Passive. The Gambler uses the luck raising skills of his clan to raise his chances of getting good items while gambling in towns. At each Slvl, this percent raises.

    Chance – Level 1: Passive. The Gambler, through the use of lucky artifacts and phrases, raises his own chance-based stats. Mfind, Chance to block, Auto cast spells on equipment etc. are raised.

    Lucky Shot – Level 6: Aura. A light blue horseshoe-shaped aura raises accuracy and hit chance for all allies. Prerequisites: Chance

    Find Gold- Level 12: Aura. Using a quick charm taught by his people, the Gambler surrounds himself and his allies in a gold aura, making money easier to find. Raises chance to find gold, and raises amount to be found. Prerequisites: Lucky Shot

    Find Item – Level 12: Aura. Another quick charm and hand gesture brings about an entirely different but still extremely fortunate turn of events. A Red and purple aura raises chance to find Potions, scrolls, and gems, and raises type to be found. Prerequisites: Lucky Shot

    Find Magic – Level 18: Aura. A deep blue aura raises the Mfind % for all allies at cost of constant mana drain. Prerequisites: Find Item

    Attribution – Level 24: The uncontrollable nature of the Gambler’s skills, in the hands of an experienced Gambler, can be directed somewhat in his own favor. Randomly rolls a random enemy boss attribute, like Lightening enchanted, or immune to fire, and applies it to the Gambler. Cannot be spanned, and thus the first attribute must wear out before another can take it’s place. More Slvls increase the chance of the really good attributes. Prerequisites: Find Magic

    Rock-Paper-Scissors – Level 24: A simple children’s game turned deadly. Has one-in-three chance of poisoning self, healing an ally, or hurting an enemy. More Slvls increase how much the damage hurts, the healing heals, and how long the poison lasts. Prerequisites: Find Gold

    Luck Mastery – Level 30: Tilts the scales of chance in your favor. All percents in the Good luck tree raise with points into this mastery.

    --------

    Bad Luck: Lady luck can sometimes sting. Bad luck manifests itself in curse-like spells, warcry-like skills, and one nova, causing every-day unluckiness to lead to the enemies’ downfall. All curses’ ranges are shorter than necromancer curses.

    Jinx! – Level 1: Works like a barbarian warcry. Using the subtle influence of your voice on enemies, their weapons will miss horrible. With a cry of “Jinx!†All enemies in range have a penalty in accuracy and hit-chance.

    Stumble – Level 1: Curse. Causes affected enemies to randomly stumble as they run, impeding progress.

    Luck Nova – Level 6: No damage caused. Enemies’ accuracy, Hit chance, Chance to block and magic find to go down temporarily. Prerequisites: Jinx!

    Karma – Level 6: Curse. .25 of every point of damage dealt by effected enemy is dealt back to the enemy five seconds after it has been dealt. More points increase duration of curse and raises the fraction. Prerequisites: Jinx!, Stumble

    Backfire – Level 12: Curse. The Gambler adds a chance for enemies’ skills to backfire back into their own faces. Prerequisites: Karma

    Misplacement – Level 12: Curse. Using the subtle chance of memory, the Gambler causes enemies who have targeted you to forget who you are and stop. Prerequisites: Luck Nova

    Fall Over – Level 12: Curse. Causes enemies who run full tilt to randomly trip over their own clumsy feet and fall flat on their faces. Prerequisites: Karma

    Butterfingers – Level 18: Curse. With a simple gesture, the Gambler causes enemies to randomly drop one-slot items, like potions, scrolls, gems, rings, and amulets. In PvP, only works on items in opponent’s belt. Prerequisites: Misplacement.

    Affliction – Level 18: Curse. A complex speading of the innate magical energies of chance causes random status effects in enemies. Prerequisites: Backfire

    Bad Luck Mastery – Level 30: Passive. Causes the scales of chance to tip against the enemy. In Skills, which lower enemy chance-based stats, this skill lowers them even more. Also raises chance of more damaging status ailments, and how often they stumble, fall, forget, backfire, and drop items.

    ----------

    Paraphernalia: What’s a Gambler without his games? The meat of the Gambler’s combative skills resides here.

    Dice – Level 1: Causes a number of dice equal to the Slvl to fly in the direction of the click and land a short distance away. Each die causes 1-6 damage each time it is stepped on, and the longer the enemy lingers on a die, the more damage it does. If you click on the Player’s character with this skill, the dice fly in all directions, effectively creating a “Dice Nova.â€

    Coin Toss – Level 6: Costs one gold and no mana. You can aim this attack at friend or foe. It has a 50-50 chance of hurting or healing.

    Slots – Level 6: Costs one gold and a small amount of mana. A slot machine appears over the Gambler’s head and does its thing. A list of about five attacks ranging from weak to ***-kickin’ are possible. Prerequisite: Dice

    Blackjack – Level 12: Two cards appear over the Gambler’s head and uncover themselves. Damage is calculated this way. The two cards you draw (Jack, Queen, and King are all 10, And Aces worth 11 or 1.), times a number dependant on your Slvl, plus your own normal attack. If the two cards are a Black jack and any ace, 2-52 poison damage is stacked on top of the normal damage, but if the cards add up to 22 or higher, the damage calculated is halved. Prerequisite: Slots

    Chips Down – Level 12: Costs no mana. Throws a quarter of the gold pieces in your inventory for about 2 damage per 1 Gold. This rate raises with each Slvl. Prerequisite: Coin toss

    Big Slots – Level 18: Costs five gold and a little mana. Same as slots, except with ten attacks ranging from nothing to Baaaaadaaaaaass and with five wheels instead of three. Prerequisites: Black Jack.

    Rabbit’s foot – Level 18: Passive. Raises percentage of success for all games. Slots hit big money more often, better cards show on Blackjack and poker, and Roulette targets enemies more often.

    Live Gamble – Level 24: Sacrifice all gold for a chance to eradicate one monster, corpse and all. When used on Quest bosses and Act bosses, you say, “I can’t†and don’t even try. Prerequisites: Chips Down.

    Poker – Level 24: Like BlackJack, except with five cards, a higher Slvl variable, and Jacks, Queens, and Kings are now worth 11, 12, and 13 respectively. A straight yield 2-52 fire damage, Flushes yield 2-52 cold damage, Straight flushes yield both, a full house yields lightening damage, and a pair of face cards adds one more card of that face onto the total. Prerequisites: Big Slots.

    Roulette – Level 30: Reduces one enemy or ally to one HP, includes self. Bosses and uniques have a much, much lower chance to be hit by this than normal monsters do. Prerequisites: Live Gamble, Poker

    Gimme your best shot. :D
     
  2. flabergaster

    flabergaster IncGamers Member

    Joined:
    Jul 27, 2003
    Messages:
    32
    Likes Received:
    0
    Trophy Points:
    20
    I like it lol.Its funny and different. Good job.
     
  3. proudfoot

    proudfoot IncGamers Member

    Joined:
    Jul 7, 2003
    Messages:
    1,960
    Likes Received:
    0
    Trophy Points:
    120
    That's an awesome concept :) I didn't read it all, but I love the idea.
     
  4. tamrend

    tamrend IncGamers Member

    Joined:
    Jul 1, 2003
    Messages:
    167
    Likes Received:
    0
    Trophy Points:
    41
    It reminds me of that gambler character from Final Fantasy III (FF6 in Japan). What the hell was his name?

    There were a few skills that I felt didn't belong, such as the memory one (misplacement?), but overall interesting. I feel like a lot of tweaking would be necessary to make this character viable and balanced.
     
  5. Jazzmosis

    Jazzmosis IncGamers Member

    Joined:
    Dec 12, 2003
    Messages:
    44
    Likes Received:
    0
    Trophy Points:
    5
    I don't know what to say, really.. it's a good idea but the problem is the "beginner" spells (Good/Bad luck) may be overly powerful.. ie: the chance to gamble something increases. . . it may become too easy to get godly items.

    There's a few others, but overal it's a good idea..
     
  6. Yavanna

    Yavanna IncGamers Member

    Joined:
    Sep 9, 2003
    Messages:
    785
    Likes Received:
    0
    Trophy Points:
    120
    Bit too godly, and needs at least one level 24 skill in Bad Luck. But overall it could work, if you worked out the gold-cost part.
     
  7. DurfBarian

    DurfBarian IncGamers Member

    Joined:
    Jun 22, 2003
    Messages:
    9,706
    Likes Received:
    17
    Trophy Points:
    467
    Different. I like it. Could be a fun support character; sort of a "paladin who strayed over the Utah-Nevada border a few times too often" type of guy.
     
  8. Indemaijinj

    Indemaijinj IncGamers Member

    Joined:
    Aug 9, 2003
    Messages:
    1,073
    Likes Received:
    0
    Trophy Points:
    165
    All those skills with "cards and slot-machines over the heads of the monsters" are not realistically implementable in Diablo 2.

    The idea of giving a skill a gold cost is quite novel though.
     
  9. CliffCarlisle

    CliffCarlisle IncGamers Member

    Joined:
    Feb 14, 2004
    Messages:
    5
    Likes Received:
    0
    Trophy Points:
    1
    My whole concept for the "Good luck" tree was sort of to set up a "Magic Find" class, who are not as adept in combat as the others (Most of his Games are too risky and Chancy to work consistantly in combat... I think), but could work as a sort of "Merchant" class, using their Good luck to find Godly items to trade away for cash or other good items, while using their Good and Bad luck tree to keep themselves out of danger, and their Allies going strong. The whole concept of Trade, and the search for the bestest, godliest item as one of the main goals of D2 players is the driving force behind this character's main purpose. (I think of this as a Character who would have a lot of Mules carrying all the cool crap they find) Also, I think a "Gamer Gambler" (Gambler using only the Paraphenalia tree) would be a fun Sub-class to play.

    But yeah, I should have to build up my Item finding Prowess slower (Moving "Dumb Luck" to a later slot perhaps?), and maybe the "Stumble" move should be one level later.

    Ooh... or maybe a move that can sacrifice any rare items you find to wreak ### kicking all around the house... so to speak. (Thus turning those useless rares gathering dust on your faithful mules into clean efficient fuel.)

    And I based the look on Setzer, a Sephiroth look-alike from FF6.

    Thanks for the input. :worship:
     
  10. Lone_C

    Lone_C IncGamers Member

    Joined:
    Jun 22, 2003
    Messages:
    178
    Likes Received:
    0
    Trophy Points:
    26
    Yeah, when I saw the thread title, I immediately thought, 'Setzer.' Well, actually I thought, 'what the hell's the name of that guy in FF6,' but you get the picture.

    It sounds like a really cool idea, and some of those skills (Butterfingers comes to mind) sound awesome. Whether it'd be viable or overpowered, I have no idea.
     
  11. Backdoor Bandit

    Backdoor Bandit IncGamers Member

    Joined:
    Jun 25, 2003
    Messages:
    568
    Likes Received:
    0
    Trophy Points:
    120
    Nice idea you have there. Amusing to read.

    -Backdoor Bandit
     
  12. CliffCarlisle

    CliffCarlisle IncGamers Member

    Joined:
    Feb 14, 2004
    Messages:
    5
    Likes Received:
    0
    Trophy Points:
    1
    Gambler Moves V. 2

    A few Changes, mostly just placement of a couple moves.

    Skill Trees:
    “Good Luck†“Bad Luck†and “Paraphernalia.â€

    -------

    Good Luck – Some are like Auras, affecting allies, but some, instead of helping combat, increase percentage-based stats, like MFind, and Block chance.

    Chance – Level 1: Passive. The Gambler, through the use of lucky artifacts and phrases, raises his own chance-based stats. Mfind, Chance to block, Auto cast spells on equipment etc. are raised.

    Lucky Shot – Level 6: Aura. A light blue horseshoe-shaped aura raises accuracy and hit chance for all allies. Prerequisites: Chance

    Find Gold- Level 12: Aura. Using a quick charm taught by his people, the Gambler surrounds himself and his allies in a gold aura, making money easier to find. Raises chance to find gold, and raises amount to be found. Prerequisites: Lucky Shot

    Find Item – Level 12: Aura. Another quick charm and hand gesture brings about an entirely different but still extremely fortunate turn of events. A Red and purple aura raises chance to find Potions, scrolls, and gems, and raises type to be found. Prerequisites: Lucky Shot

    Find Magic – Level 18: Aura. A deep blue aura raises the Mfind % for all allies at cost of constant mana drain. Prerequisites: Find Item

    Dumb Luck- Level 18: Passive. The Gambler uses the luck raising skills of his clan to raise his chances of getting good items while gambling in towns. At each Slvl, this percent raises. Prerequisites: Find Gold

    Attribution – Level 24: The uncontrollable nature of the Gambler’s skills, in the hands of an experienced Gambler, can be directed somewhat in his own favor. Randomly rolls a random enemy boss attribute, like Lightening enchanted, or immune to fire, and applies it to the Gambler. Cannot be spammed, and thus the first attribute must wear out before another can take it’s place. More Slvls increase the chance of the really good attributes. Prerequisites: Find Magic

    Rock-Paper-Scissors – Level 24: A simple children’s game turned deadly. Has one-in-three chance of poisoning self, healing an ally, or hurting an enemy. More Slvls increase how much the damage hurts, the healing heals, and how long the poison lasts. Prerequisites: Find Gold

    Luck Mastery – Level 30: Tilts the scales of chance in your favor. All percents in the Good luck tree raise with points into this mastery.

    --------

    Bad Luck: Lady luck can sometimes sting. Bad luck manifests itself in curse-like spells, warcry-like skills, and one nova, causing every-day unluckiness to lead to the enemies’ downfall. All curses’ ranges are shorter than necromancer curses.

    Jinx! – Level 1: Works like a barbarian warcry. Using the subtle influence of your voice on enemies, their weapons will miss horrible. With a cry of “Jinx!†All enemies in range have a penalty in accuracy and hit-chance.

    Stumble – Level 6: Curse. Causes affected enemies to randomly stumble as they run, impeding progress.

    Luck Nova – Level 6: No damage caused. Enemies’ accuracy, Hit chance, Chance to block and magic find to go down temporarily. Prerequisites: Jinx!

    Karma – Level 6: Curse. .25 of every point of damage dealt by effected enemy is dealt back to the enemy five seconds after it has been dealt. More points increase duration of curse and raises the fraction. Prerequisites: Jinx!

    Backfire – Level 12: Curse. The Gambler adds a chance for enemies’ skills to backfire back into their own faces. Prerequisites: Karma

    Misplacement – Level 12: Curse. Using the subtle chance of memory, the Gambler causes enemies who have targeted you to forget who you are and stop. Prerequisites: Luck Nova

    Fall Over – Level 12: Curse. Causes enemies who run full tilt to randomly trip over their own clumsy feet and fall flat on their faces. Prerequisites: Stumble

    Butterfingers – Level 18: Curse. With a simple gesture, the Gambler causes enemies to randomly drop one-slot items, like potions, scrolls, gems, rings, and amulets. In PvP, only works on items in opponent’s belt. Prerequisites: Misplacement.

    Affliction – Level 24: Curse. A complex speading of the innate magical energies of chance causes random status effects in enemies. Prerequisites: Backfire

    Bad Luck Mastery – Level 30: Passive. Causes the scales of chance to tip against the enemy. In Skills, which lower enemy chance-based stats, this skill lowers them even more. Also raises chance of more damaging status ailments, and how often they stumble, fall, forget, backfire, and drop items.

    ----------

    Paraphernalia: What’s a Gambler without his games? The meat of the Gambler’s combative skills resides here.

    Dice – Level 1: Causes a number of dice equal to the Slvl to fly in the direction of the click and land a short distance away. Each die causes 1-6 damage each time it is stepped on, and the longer the enemy lingers on a die, the more damage it does. If you click on the Player’s character with this skill, the dice fly in all directions, effectively creating a “Dice Nova.â€

    Coin Toss – Level 6: Costs one gold and no mana. You can aim this attack at friend or foe. It has a 50-50 chance of hurting or healing.

    Slots – Level 6: Costs one gold and a small amount of mana. A slot machine appears over the Gambler’s head and does its thing. A list of about five attacks ranging from weak to ***-kickin’ are possible. Prerequisite: Dice

    Blackjack – Level 12: Two cards appear over the Gambler’s head and uncover themselves. Damage is calculated this way. The two cards you draw (Jack, Queen, and King are all 10, And Aces worth 11 or 1.), times a number dependant on your Slvl, plus your own normal attack. If the two cards are a Black jack and any ace, 2-52 poison damage is stacked on top of the normal damage, but if the cards add up to 22 or higher, the damage calculated is halved. Prerequisite: Slots

    Chips Down – Level 12: Costs no mana. Throws a quarter of the gold pieces in your inventory for about 2 damage per 1 Gold. This rate raises with each Slvl. Prerequisite: Coin toss

    Big Slots – Level 18: Costs five gold and a little mana. Same as slots, except with ten attacks ranging from nothing to Baaaaadaaaaaass and with five wheels instead of three. Prerequisites: Black Jack.

    Rabbit’s foot – Level 18: Passive. Raises percentage of success for all games. Slots hit big money more often, better cards show on Blackjack and poker, and Roulette targets enemies more often.

    Live Gamble – Level 24: Sacrifice all gold for a chance to eradicate one monster, corpse and all. When used on Quest bosses and Act bosses, you say, “I can’t†and don’t even try. Prerequisites: Chips Down.

    Poker – Level 24: Like BlackJack, except with five cards, a higher Slvl variable, and Jacks, Queens, and Kings are now worth 11, 12, and 13 respectively. A straight yield 2-52 fire damage, Flushes yield 2-52 cold damage, Straight flushes yield both, a full house yields lightening damage, and a pair of face cards adds one more card of that face onto the total. Prerequisites: Big Slots.

    Roulette – Level 30: Reduces one enemy or ally to one HP, includes self. Bosses have a lower chance to be hit by this than normal monsters do. Prerequisites: Live Gamble, Poker

    --------

    Just for fun & Speculation:

    Gambler Sub-classes:

    Paraphegambler: A Gambler using only the "Paraphernalia" tree.

    Merchant: Gambler using Bad Luck to defend himself, and Good luck to find Items.

    True Risk Taker: Gambler exclusively using Roulette (Not reccomended for Parties of more than five PCs and minions).

    RPS Gambler: Gambler who plays "Rock Paper Scissors" exclusively.

    LuckyBler: Gambler using the "Good Luck" tree Exclusively. Parties will love you.

    Unluckybler: Gambler using the "Bad Luck" tree exclusively.

    Any ideas on Gambler sub-classes? :lol:
     
  13. Ron_Lugge

    Ron_Lugge IncGamers Member

    Joined:
    Jun 26, 2003
    Messages:
    64
    Likes Received:
    0
    Trophy Points:
    11
    I like the concept.
     
  14. Grignr

    Grignr IncGamers Member

    Joined:
    Jun 28, 2003
    Messages:
    77
    Likes Received:
    0
    Trophy Points:
    26
    The first thing that popped into my head, also, was "Setzer". Still one of my favorite characters from that game, if only because he can call upon a flock of Chocobos to trample his enemies... while underwater. Now THAT takes skill.

    Very fun character. Does this mean I can post my character concepts again? I did last year, and a few of them got some really great responses, particularly the "Avatar". If I dredge them up, can I post them?
     
  15. Snowglare

    Snowglare Fan Fiction Forum Moderator

    Joined:
    Jun 22, 2003
    Messages:
    235
    Likes Received:
    0
    Trophy Points:
    57
    "If I dredge them up, can I post them?"

    Sure, go ahead.
     
  16. ~FaMe~

    ~FaMe~ IncGamers Member

    Joined:
    Jun 22, 2003
    Messages:
    195
    Likes Received:
    0
    Trophy Points:
    42
    Thought FF6 was FF3 in US :S :p
     
  17. Meosha

    Meosha IncGamers Member

    Joined:
    Feb 22, 2004
    Messages:
    455
    Likes Received:
    0
    Trophy Points:
    143
    Not bad...although what would really be cool for this character is a luck-based attack, whose damage is calculated by multiplying Magic Find (for what's Magic Find but good luck?) by a multiplier (the multiplier increases with skill levels into the attack, of course)
     

Share This Page