Thanks to visit codestin.com
Credit goes to www.scribd.com

0% found this document useful (0 votes)
294 views2 pages

Riffle Character Sheet

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
294 views2 pages

Riffle Character Sheet

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 2

: Starts on Gearloc Mat : Not reliant on other Skills to train

Initiative Die Numbers: 3, 3, 3, 4, 4, 5


Deck Builder – Increase the odds with careful card selection.
1 1 1 1 1 1
 Card Counting:
Dice Icon Key Burn and Turn:
2 2 2 2 2 2

Bones (BP) - May use this in your Backup Plan. 3 3 3 3 3 3


Deck Stacking:
Card Counting (I) - Look at # cards from the
top of the Active Deck. Place each on the top or 4 4 4 4 4 4

bottom of either the Active or Full Deck.  House Edge:


Burn and Turn (I) - Discard up to # cards from Card Shark – Riffle’s killer instinct extends beyond the card table.
5 5 5 5 5 5
your Hand, then draw back up to 5 cards. You
may then play a Card Combo.  Good Read:
6 6 6 6 6 6
Deck Stacking (I) - Choose # cards from the Bleeding Chips:
discard and shuffle them into the Active Deck. 8 8 8 8 8 8

House Edge (I) - Draw # cards from the Full Drawing Dead:
Deck and place them in the discard. Then choose
up to # cards from the discard and place them Gambler – Riffle is not afraid to take risks in pursuit of the perfect hand.
7 7 7 7 7 7
on the bottom of the Full Deck.  Luck of the Draw:
Good Read (A) - After the Move step of a Baddie’s 10 10 10 10 10 10
turn, you may move up to # positions.  SeeChipbackand a Chair:
for details
Bleeding Chips (L/Ctr) - After a Baddie deals Dmg Consumables – Riffle always seems to have the right card when they need it.
that removes any amount of Def from you, you 9 9 9 9 9 9
may reduce this die by 1 to add a Bleed Effect Die Sleeved Card:
to that Baddie.
Drawing Dead (BA) - Place on any Baddie until
the end of its next turn. After the Baddie rolls Card Combos
its dice on its turn (but before resolving them), you
may change up to # of its rolled dice to (die SINGLE – any 1 card SUITED – 2+ cards
of the same suit
must have a side to be changed).
MATCHING – 2+ cards RUN – 2+ cards
Luck of the Draw (I) - Guess a number and a of the same number of consecutive numbers
suit. Then look at # cards from the top of the Full
Deck. If there are at least the guessed number GEARS VITALITY BONES VISION
of cards in the stated suit, choose and add the Move the top Full Deck
SUIT EFFECTS

guessed number of cards of that suit to the top card to the top of the
Deal 1
of the Active Deck. Shuffle the remaining cards Active Deck
Dmg to an Heal for
back into the Full Deck. adjacent 1 HP.
Gain 1 . OR
The Suit Effect of another
One Last Chip (A) - When you would be KO’d by Baddie.
card in this combo may be
Dmg from a Baddie, instead ignore all Dmg from applied to any unit.
that Baddie and set your HP to 1.
Angle Shooting (A) - When you would be KO’d by FULL HOUSE – 3 cards of the same Resolve each card’s Suit Effect.
Dmg from a Baddie, apply all Dmg you would be number, 2 cards of another number Then draw a Hand of 5 cards.

dealt by that Baddie that turn to the closest Party Resolve each card’s Suit Effect
4 OF A KIND – 4 cards of the twice. The effects may be applied
Member instead. same number to any unit.
Dead Hand (A) - When you would be KO’d by Dmg
from a Baddie, apply all Dmg you would be dealt STRAIGHT FLUSH – 5 cards of consecutive numbers in the same suit
by that Baddie that turn to the Baddie instead. GEARS VITALITY BONES VISION
Sleeved Card (I/L) - When playing a Card Combo, Flip the Active
this die can be used as a card of any number Each Gearloc and Full Decks
from the suit shown. Deal 5 True Each Gearloc
may add up to face up for rest of
Dmg to any may heal to their
A - Place in Active Slot. I - Use instantly. 5 to their Adventure. You may
Baddie. full HP.
BA - Place die on Baddie (Active). L - Place in a Locked Slot. Backup Plan. look through both
BP - Place in Backup Plan. decks at any time.
Ctr - Use as a counter.
v1.0
Mess with me,
and you’ll be the one
Backup Plan Breakdown taking a gamble.

Out of Turn – Play a Card Combo. Long a covert observer of the misdeeds of the Gearloc Council, Riffle
recorded the body’s crimes in a coded deck of playing cards. After
Call the Clock – At End of Round, move the non-Tyrant Baddie highest years of waiting for their message to be interpreted, Riffle has decided
in the Ini Meter to the last spot in the Ini Meter. now is the time to go all-in, taking the fight to Daelore’s tyrants with
a deadly poker face and a stacked deck.
Pocket Pair – Resolve two different Suit Effects.
Maverick – Deal # Dmg to any Baddie equal to the number of cards Beginner Build Strat
you played in your Start of Turn Card Combo.
Stats: Riffle needs at least 1 extra
Reshuffle – Shuffle the discard pile into the Active Deck. HP to help avoid early battle KO’s.
After that, Riffle should get 1 or 2
Upgrade to Innate +1! additional Dex to give them more
options.
Critical Riffle Details Skills: Riffle should prioritize
grabbing one or two skills from
Riffle’s Deck: Riffle uses their deck of cards to play a unique version of poker the Deck Builder profession to
that vaguely resembles 5-card draw. During Adventure set-up, shuffle Riffle’s increase their Play Limit and help
deck of 52 cards. Count out 22 cards face down and place them on the them cultivate their Active Deck.
designated spot in the Skills Area of Riffle’s mat. This is the Active Deck. Place Good Read and Drawing Dead
the remaining cards face down above Riffle’s mat as the Full Deck. Then draw 5 will help keep them alive for a few
cards from the Active Deck to form Riffle’s Hand. extra turns.
Riffle always draws from the Active Deck unless stated otherwise. Riffle only
draws cards at the end of their turn or when a Skill or Card Combo effect
allows them to. They always draw back to a Hand of 5 cards when doing so.
At the start of Riffle’s turn during battle, Riffle may play one Card Combo from
Innate and Innate +1
their Hand. The different Card Combos are defined on the front of this sheet. Innate – Card Artist:
The maximum number of cards Riffle can play in a Card Combo is their Play Riffle has a deck of playing cards.
Limit. Riffle’s Play Limit is equal to 1 + the number of Skills Riffle has learned At the start of each of their turns,
from their Deck Builder profession. they may play one Card Combo from
Card Combos trigger effects as detailed on the front of this sheet. When a their Hand to gain various effects.
Single, Suited, Matching, or Run combo is played, resolve the Suit Effect of See Critical Riffle Details for more
each card in the order of your choosing (Aces can be used as low or high cards information.
but cannot connect a 2 and a King). Full House, 4 of a Kind, and Straight Flush Innate +1 – Card Savant:
combos are tougher to pull off and require a higher Play Limit. However, these Vision cards may be used as any
Card Combos also have stronger effects when played. Once resolved, played number when playing a Matching
cards are placed in a discard pile. Riffle will then continue with their turn like
normal. At the end of their turn, Riffle may choose to keep or discard any cards
or Run Card Combo.
in their hand and then draw back up to 5 cards.
Card Combo example: Riffle plays two matching cards, a 10 and 10
(requiring a Play Limit of at least 2). Because the Vision suit has a choice of effects,
Riffle has two options. Their first option is to deal 1 Dmg to an adjacent Baddie
and move the top card from the Full Deck to the Active Deck (resolving these two
effects in any order). Alternatively, Riffle can deal 1 Dmg to a non-adjacent Baddie,
using the Vision card to extend the Gear card’s effect to any unit.
Be aware, if Riffle runs out of cards in their Active Deck, the discard does not
automatically reshuffle. Riffle will need to make good use of their Skills and
Backup Plan in order to move cards from the discard and Full Deck to the
Active Deck in order to continue to have cards to draw.
Chip and a Chair: During the Select and Roll step of Riffle’s turn, they may
select the Chip and a Chair die, spending a Dex as normal. However, instead of
rolling this die, it is immediately placed in Riffle’s Active Slots (side showing
does not matter). When a Baddie would KO Riffle, they may roll this
die and apply its result. Note that if the Angle Shooting result is rolled
and there are no other Party Members on the Battle Mat, the die is
exhausted with no effect and the Dmg is dealt to Riffle as normal.

You might also like