Character Progression

Character Card Overview

Characters will need to significantly progress in order to face the challenges in the dungeon and they progress in three ways:

  • They gain a level
  • They obtains better equipment
  • They learn new skills and talents

Levels and equipment are represented on the character sheet. Skills and talents are represented by cards that are reusable and playable during encounters. Below is an example of the Knight’s character card.

Character card diagram (14×8.5 inches)

The first colored column represents the character’s primary attributes. The second colored column represents a character’s secondary attributes. The dark squares that have smaller colored squares in the corners represent the character’s tertiary attributes. The values of all attributes will commonly change when the character levels up or obtains equipment with bonuses. Players will use numbered tiles overlaid onto applicable squares to modify the value of attributes and bonuses.

Equipment

Diagram of the Short Sword item

When a character finds a usable item, they can equip it onto their character card if the character currently meets certain requirements. To the right (or above) is an example of a Short Sword with its key elements diagrammed.

  1. Name of the item
  2. Primary damage or function: Many items will have additional details regarding their function. These details are listed for each item in the GM handbook.
  3. Attribute requirements: In general, only one attribute is required. Each attribute is represented by its color and the number indicates the minimum value for its respective attribute to equip the item. In the case of the Short Sword, the player may equip it on any one of the three attribute rows (see below). Some items have more specialized attribute requirements. For example, a different item may require the combination of two or more attributes. When there are special requirements, an asterisk will be visible next to each number. The GM will refer to the GM handbook to learn of special requirements for any specific item.
  4. Equip slot type: In this case, this is a one-handed item (1h) and can be held in the left or right hand. If this displayed MH (main hand), then it could only be equipped in the main hand.
  5. Number of equip slots: Each dot represents the number of slots available for the equip slot type. The yellow dot indicates how many one-handed slots the item will consume. In the case of the Short Sword, the player still has an additional one-handed slot open and may equip an additional one-handed weapon or item (such as a torch) in the available 1h slot.

Equipping Items

The blank light gray squares represent equip slots on which items and gear can be placed. The example item below shows a Short Sword that requires 2 Strength OR 2 Agility OR 2 Charisma (yes Charisma too, more on this later) to equip and the Short Sword must be equipped on either the Strength, Agility, or Charisma row.

Equip slot examples

The Knight currently meets the requirements to equip the Short Sword on either the Strength or Charisma rows, but not for Agility (currently 1) to equip it on the Agility row.

Strength row on the Knight class character card

The blank dotted lined squares represent potential equip slots. In general, the character must find Attribute Tomes in order to expand the number of equip slots. There are also some special items that can be equipped on the dotted squares.

Primary & Secondary Attack & Damage Bonuses

These values are primarily determined by which weapon(s) are currently equipped and on which row(s) they are currently equipped.

The Short Sword shown above has a plus attribute attack and damage bonus, indicated by the +atr next to the item’s primary damage, 1d6. Since the item is equipped on the Strength row and receives the attribute bonus, numerical tiles are placed on the Primary Attack and Primary Damage squares, equal to the current value of the Strength attribute. If the player were to increase their strength later on, they would also increase the Primary Attack and damage values.

By default, attribute bonuses to attacks and damage do not apply to secondary weapons, such as an additional Short Sword equipped in the character’s spare hand. However, there are certain class abilities and improvements that can change this as a character progresses.

Gaining Levels

Characters gain levels only by earning fame points (FP). FP is as a measure of the character’s experience as well as their standing among others in the competition. Levels are gained when a specific number of FP have been obtained. Upon gaining a level, a character immediately go through the level up sequence that improves character stats.

Obtaining Equipment

Throughout the game, characters will obtain numerous useful items to aid them in their quest. Items are gained through a number of different avenues, including simply finding them in plain sight, finding hidden treasure, from defeated enemies that drop them, through trade, and rewards from NPCs.

Class restrictions on certain items are very minimal. In general, as long as the character meets the equip requirements for any given item, they can equip and use it. Each class begins with different values for each attribute, but characters are free to increase any attribute, increase the available equip slots, and equip most any item, preventing them from being overly locked to a specific class. If a player wanted to build a battlemage, they have the freedom to do so.

Skills and Talents

Once a skill or talent is obtained, the character has it forever and it can be used as many times as the player wants according to its rules. While class abilities and a few talents are restricted to specific classes, the bulk of all special actions in Gambit are Skills, which are available to all classes.

We’ll expand more on skills and other subjects as we expand the Game Overview section, so stay tuned and if you want to be notified when we add new content to the site, subscribe to our newsletter