Gambits are special trait a character can possess which carry extra mechanical weight during play. Most gambits have an expanded effect depending on the disciplines known by the character. Each dungeoneer starts with a single gambit, and they can earn more b spending their cashout and experience.
Expertise: A combination of natural knack and practice has given you a blanket familiarity within an area of your choice. Select one action rating. Whenever you are performing that action, you may treat either of the following hand arrangements as if it were a two-card blackjack (and thus a critical hit if you beat the dealer).
- A hand containing five cards of any total hand value which did not bust.
- A hand containing two and only two cards which have the same face value.
Adaptation: You have developed a particular hardiness against certain kinds of threat, and can push through those kinds of situations with more confidence than your peers. Select one save rating. Whenever you make that type of save, you receive a one-point bonus to its rating. Additionally, you receive this bonus to any save rating if you are making that save against the complications of an action listed in any of your disciplines. Point-for-point bonuses to save ratings from multiple sources can stack.
Pack Mule: You packed to be prepared for the dangerous dungeons you intend to plunder. You may add three Personal Effects items to your equipment, one of which may be larger than a pocket if it can be attached to a belt. Alternatively, you may add a single hauled item, which may be strapped to you. Additionally, you may add one additional item to your playbook from each of your disciplines' equipment lists.
Mastermind: You know every delve lives or dies on your planning, and you are always ready to shift your schemes as the situation bcomes more clear. Each time your team begins a round of downtime, you receive one chip from the dealer which ay be wagered on actions as if it were effort. If you still have this chip at the end of that round of downtime it is returned to the bank. Each time you succeed on a downtime action, you may ask a single question to gather information about the current situation which is relevant to one of your disciplines.
Susceptible to Becoming Lost: Strange vibrations have been set up within your being, and might just save you if a disaster should occur. If this character dies or this campaign ends, this character may be played in a Jackrooms single-session game. If the character survives to escape, then you may resume playing this character in campaign play under the Jackrooms game session's dealer. This could either return them to the campaign where they almost died, or enter them into a new campaign. The character retains all upgrades which have been purchased with cashouts and experience. As soon as you escape from or die within the Jackrooms, the vibrations dissipate and this gambit is removed from your playbook.