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Quests Of Change
Quests Of Change

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Casino Warden (Alpha 0.1)

Found in every casino within the Realm of Mortals, Casino Wardens are constructs that serve as both security, attendants, and even slot machines for the customers of a given casino.

Casino Wardens are bound to the service of either a Casino Kingpin or a Bunny Queen with appearances reflecting their master. While functionally the same, Casino Wardens that serve Casino Kingpins appear as bulky golems with a silvery finish, a lack of humanoid facial features, and a screen within their chest, while those that serve a Bunny Queen appear similar to a mechanical Bunny, capable of projecting information and with pink holograms. Through a Casino Warden's interface, a creature is capable of conveniently placing bets with ease .

Though Casino Wardens enforce the law and rules of a given Casino and are always ready to spring into action to stop thieves and swindlers, their primary purposes are often to ensure the happiness of casino patrons. Due to being magically bound to its given casino, a Casino Warden is capable of magically enforcing the results of bets made within its respective casino, and can effectively function as a gambling machine itself.

Due to their direct connection to a casino, Casino Wardens are capable of instantly manifesting a creature's winnings from the casino's vault, or reclaiming the loser of a bet's valuables, transferring them into said vault.

If a patron of a casino ever refuses to pay a debt owed or lacks the funds to pay off such a debt, a Casino Warden can produce a transformative pulse, turning said patron into a Bunny. Creatures transformed this way can undo this effect by paying off their debt, an endeavor that is often done by working at the Casino at hand as a Bunny.

Casino Warden

Movement: 5

Combat Stats:

HP: 120

Will: 80

MP: 60

Strength: 8

Mind: 1

Defense: 11

Resolve: 5

Finesse: 6

Speed: 7

Utility Stats:

Awareness: +5

Diplomacy: +2

Knowledge: +0

Physicality: +0

Subtlety: +0

Resistances And Weaknesses: The Casino Warden is immune to psychic and poison damage.

Inventory:

Abilities:

Treasury Manifestation: As a one-handed action, a Casino Warden can manifest any amount of gold or a single item from within its respective casino's vault. The Casino Warden may only use this ability only to retrieve the winnings of a creature that made a bet within 10 spaces of it or to provide winnings to a creature that activated the Casino Warden's Instantaneous Gamble ability. Additionally, as a one-handed action, the Casino warden can transfer gold from another creature's inventory to its respective treasury if that creature had lost a bet within 10 spaces of it.

Instantaneous Gamble: Any creature adjacent to the Casino Warden may spend a two-handed action to place a bet through the Casino Warden. That creature first states how much gold they are wagering (that creature may bluff and is not required to have that much gold in their inventory to activate this ability). That creature then selects their odds, choosing 1d2, 1d4, or 1d8. That creature then rolls the corresponding die. If the die's highest number is rolled, on a d2, the creature earns an amount of gold equal to the bet placed, if a d4 was rolled, they earn twice that much gold, and if a d8 is rolled, they gain four times as much gold. If a number besides the highest possible number is rolled, the Casino Warden removes gold of the bet amount from the losing creature's inventory with Instantaneous Gamble. 

Debt Conscription: If a creature places a bet using Instantaneous Gamble or through a verbal agreement within 10 spaces of the Casino Warden, if that creature loses the bet at hand is lacks the gold or items to pay off said bet, 1d4+1 of that creature's class levels are replaced with levels in Bunny. Class levels gained this way cannot be removed via a ritual of purification, but can be removed by paying the Casino Warden or the owner of its respective casino the amount of gold owed.

Mechanical Slam:

Action: One-Handed

MP: 0

Range: 2

Accuracy Dice:  1d8

Damage: 2d8 + Strength

Damage Type: Physical

Additional Effects: None

Immobilizing Beam:

Action: One-Handed

MP: 15

Range: 1-6

Accuracy Dice:  1d8

Damage: None

Damage Type: None

Additional Effects: A creature hit by this attack's Movement is reduced to 0 until the end of its next turn.



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