Idle Death Gamble Image
Prerequisite: Bard Class or Monk Class Charisma of 15 or Higher Dexterity of 14 or Higher
 

You harness the chaotic power of the *Idle Death Gamble* pachinko machine, drawing upon the themes of the *Private Pure Love Train* manga series. This feat grants you the ability to manipulate chance and apply powerful effects during combat.

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### Game Mechanics

**Range:** 60 feet

**Activation:**
- **Action:** As an action, you activate your domain, which extends in a 60-foot radius. You roll 3d20 to determine the pachinko numbers after 3 visual indicators.

- **Visual Indicators:** After using 3 visual indicators (shutter doors, reserve balls, or consecutive effects), the pachinko machine activates, and you attempt to hit the jackpot. If the jackpot is not achieved, a Riichi scenario is determined by rolling a d4. If the user also fails to acquire a jackpot during this scenario, the domain immediately dissipates and the user cannot open their domain again until they complete a long rest.

-**Pity Jackpot**If three consecutive Richi scenarios fail, you are guaranteed a jackpot on the next attempt, known as a "pity jackpot." This functions identically to a standard jackpot but lasts for only 3 minutes and 1 second. Instead of using the song "Admiring You" as a timer, the song "Tripping On Love" is used to time the pity jackpot's duration.

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#### Visual Indicators

1. **Shutter Doors:**
- **Action:** As a bonus action, manifest a shutter door.
- **Effect:** Deals 2d6 bludgeoning damage and grapples the target (Strength DC 15 to escape). If a jackpot is hit, shutter doors deal 2d6 slashing damage instead.

2. **Reserve Ball:**
- **Action:** As a bonus action, manifest a reserve ball.
- **Effect:** Deals 2d6 piercing damage and stuns the target if within 10 feet (Constitution DC 15 to resist). If a jackpot is hit, reserve balls deal an additional 2d6 piercing damage and can hit up to 5 opponents in a line.

3. **Consecutive Effects:**
- **Reaction:** Once per short rest, use as a reaction to revert damage taken, similar to casting *Regenerate*.

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#### Riichi Scenarios

**Roll a d4 to determine the active scenario:**

1. **Transit Card Riichi**
- **Chance:** ☆☆☆
- **Description:** You and your opponent are transported to a different part of the train station. Yuki must pass through the station gate and reach work on time. Failure causes the stage to revert.
- **Modifier:** -5 to the roll .

2. **Seat Struggle Riichi**
- **Chance:** ☆☆★
- **Description:** Compete for the best seat on a crowded train. If you secure the best seat, you hit the jackpot.
- **Modifier:** -2 to the roll.

3. **Potty Emergency Riichi**
- **Chance:** ☆★★
- **Description:** Hiro must reach Shin-Yurigaoka station without an accident. If he succeeds, you hit the jackpot.
- **Modifier:** -+2 to the roll.

4. **Friday Night Final Train Riichi**
- **Chance:** ★★★
- **Description:** Yume must avoid boarding a train on the opposite platform from Yuki and reappear after it departs. Success results in a jackpot.
- **Modifier:** +5 to the roll.

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#### Jackpot Bonuses

1. **Unlimited Cursed Energy:** If you hit the jackpot, the domain disappears, and "Admiring You" plays, granting you unlimited cursed energy for 4 minutes and 11 seconds. You can use cursed energy without restriction, and your body heals reflexively.
2. **Radiant Damage:** All attacks you make during this time deal an additional 2d8 radiant damage.
3. **Repeated Domain Use:** You can reopen your domain as long as you achieve a jackpot. Conditions from previous attempts carry over. If three odd numbers are rolled, the stage starts in advanced probability mode, increasing jackpot chances. If even numbers are rolled, the stage starts with faster spins. Hidden probability mode may occur, increasing jackpot chances further.

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#### Penalties and Power-Ups

1. **Failure to Hit Jackpot:** The stage reverts, and the number of possible spins decreases by 1 with each failure. Failure also results in a -2 penalty to your next roll.
2. **Minor Power-Up:** On non-jackpot results, gain 1d4 temporary hit points.
3. **Moderate Power-Up:** On non-jackpot results, your next attack deals an extra 1d4 radiant damage.

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#### Pachinko Slot System

- **Rolling Mechanics:** Roll 3d20 to determine pachinko numbers. A jackpot is achieved if all three numbers are the same.
- **Riichi Scenario Dice Roll Chart:**

| d20 Roll | Character Number |
|----------|-----------------------|
| 1-3 | 1 (Aiya Saito) |
| 4-6 | 2 (Sayuri Amanogawa) |
| 7-9 | 3 (Yume Asagiri) |
| 10-12 | 4 (Hiro Kato) |
| 13-15 | 5 (Suzuka Shimizu) |
| 16-18 | 6 (Sayaka Yamaguchi) |
| 19-20 | 7 (Yuki Yamaguchi) |

- **Riichi Scenario Chart:**

| d4 Roll | Scenario | Chance of Jackpot |
|---------|------------------------------|-------------------|
| 1 | Transit Card Riichi | ☆☆☆ |
| 2 | Seat Struggle Riichi | ☆☆★ |
| 3 | Potty Emergency Riichi | ☆★★ |
| 4 | Friday Night Final Train Riichi | ★★★ |

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#### Timer

- **Admiring You Song:** After hitting a jackpot, use the song "Admiring You" as a timer. The duration of the song (4 minutes and 11 seconds) represents the active period of unlimited cursed energy and automatic reverse cursed technique.

-**Tripping On Love Song:** After triggering a pity jackpot, use the song "Tripping On Love" as a timer. The duration of the song (3 minutes and 1 second) represents the active period of reduced unlimited cursed energy and automatic reverse cursed technique.

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#### New Attacks Upon Jackpot

1. **Lucky Volley:** The user launches a flurry of punches, dealing 4d6 bludgeoning damage and knocking the enemy back with a powerful punch (Strength save DC 15 to resist).
2. **Lucky Rushdown:** The user sprints forward and grabs an enemy, dragging them across the floor and throwing them away. Deals 3d6 bludgeoning damage and 2d8 radiant damage (Strength save DC 15 to resist).
3. **Overwhelming Luck:** The user charges up their cursed energy and delivers a devastating punch, followed by a series of attacks, dealing a total of 6d6 bludgeoning damage and 3d8 radiant damage (Strength save DC 15 to resist).
4. **Energy Surge:** The user dashes towards the enemy, launching them into the air, then kicking them back down, dealing 4d6 bludgeoning damage and 2d8 radiant damage (Dexterity save DC 15 to resist).

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#### Superpowered Visual Indicators

1. **Shutter Doors:** Deal 2d6 slashing damage instead of bludgeoning damage upon hitting the jackpot.
2. **Reserve Ball:** Deals an additional 2d6 piercing damage plus 1d4 radiant damage and can hit up to 5 opponents in a line upon hitting the jackpot.

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#### Extra Attacks Granted by the Feat

1. **Rough Energy:** The user winds up their fist, collecting all of their cursed energy into it to punch the enemy with insane damage, sending them flying. Deals 4d6 bludgeoning damage and 2d8 radiant damage (Strength save DC 15 to resist).
2. **Fever Breaker:** The user kicks the opponent towards two shutter doors, before following up with a second kick which sends them flying. Deals 3d6 bludgeoning damage and 2d8 radiant damage (Strength save DC 15 to resist).
3. **Gachinko Club Bouncer:** The user guards themselves with two shutter doors. If hit while the counter is active, they will smash through the shutter doors, knocking back the enemy. If hit with a projectile or throwable, the doors will simply break. Deals 2d6 bludgeoning damage and 2d8 radiant damage (Strength save DC 15 to resist).

-**Slot Combinations & Bonuses**

  • Matching Numbers (e.g., 7-7-7):
    Activates the jackpot. If three odd numbers are rolled, the advanced probability mode is triggered on the next domain expansion, increasing jackpot chances by a +2 to the rolls. If even numbers are rolled, it grants the reroll bonus once per activation.
  • Two Matching Numbers: Grants a moderate power-up (+104 radiant damage on the next attack). If this combination occurs during a failed scenario, you can reactivate the domain on your next turn as a bonus action.
  • All Different Numbers: Results in a penalty (-2 to your next roll).
  • Specific Number Combinations (e.g.,1-2-3 or 4-5-6): Grant hidden bonuses or penalties depending on the combination. The 1-2-3 combo grants an extra 1d4 temporary hit points; the 4-5-6 combo causes the domain to close immediately without a power-up or penalty.

Note: If the domain closes without a bonus allowing its reactivation, it cannot be opened again until after a long rest.

Attack Scaling at Higher Levels:


Lucky Volley, Base: 4d6 bludgeoning, Level 5: 5d6 bludgeoning, Level 11: 6d6 bludgeoning, Level 17: 7d6 bludgeoning


Lucky Rushdown, Base: 3d6 bludgeoning + 2d8 radiant, Level 5:4d6 bludgeoning + 2d8 radiant, Level 11: 5d6 bludgeoning + 2d8 radiant, Level 17: 6d6 bludgeoning + 2d8 radiant


Overwhelming Luck, Base: 6d6 bludgeoning + 3d8 radiant, Level 5: 7d6 bludgeoning + 3d8 radiant, Level 11: 8d6 bludgeoning + 3d8 radiant, Level 17: 9d6 bludgeoning + 3d8 radiant


Energy Surge, Base: 4d6 bludgeoning + 2d8 radiant, Level 5: 5d6 bludgeoning + 2d8 radiant, Level 11: 6d6 bludgeoning + 2d8 radiant, Level 17: 7d6 bludgeoning + 2d8 radiant


Rough Energy, Base: 5d6 bludgeoning + 3d8 radiant,Level 5: 6d6 bludgeoning + 3d8 radiant, Level 11: 7d6 bludgeoning + 3d8 radiant, Level 17: 8d6 bludgeoning + 3d8 radiant

Reserve Ball, Base: 2d6 piercing, Level 5: 3d6 piercing, Level 11: 4d6 piercing, Level 17: 5d6 piercing


Shutter Doors, Base: 2d6 bludgeoning, Level 5: 3d6 bludgeoning, Level 11: 4d6 bludgeoning, Level 17: 5d6 bludgeoning


Jackpot Reserve Ball, Base: 4d6 piercing + 1d4 radiant, Level 5: 5d6 piercing + 2d4 radiant, Level 11: 6d6 piercing + 3d4 radiant, Level 17: 7d6 piercing + 4d4 radiant


Jackpot Shutter Doors, Base: 2d6 bludgeoning + 2d6 slashing, Level 5: 3d6 bludgeoning + 3d6 slashing, Level 11: 4d6 bludgeoning + 4d6 slashing, Level 17: 5d6 bludgeoning + 5d6 slashing

Gachinko Club Bouncer, Base: 3d6 bludgeoning + 2d8 radiant, Level 5: 4d6 bludgeoning + 2d8 radiant, Level 11: 5d6 bludgeoning + 2d8 radiant, Level 17: 6d6 bludgeoning + 2d8 radiant

Previous Versions

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8/10/2024 8:14:10 AM
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8/10/2024 8:18:44 AM
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Idle Death Gamble Image

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