The @Hall of Wagers is a sprawling chamber beneath the stands where mortals, fiends, and celestials gamble on battle outcomes, wagering gold, souls, oaths, and cosmic favors.
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Use these as currencies, story hooks, and consequences.
- Gold / Coin (standard)
- Soul Shards (valuable fragments of essence; usually worth ~500 gp each)
- Oaths / Vows (binding promises with enforceable penalties)
- Lifespan (Years) (time traded for advantage; commonly ~1,000 gp per year)
- Divine Favor (a blessing, protection, or miracle owed)
- Infernal Favor (power now, consequences later)
- Memories / Names / True Titles (dangerous, intangible collateral)
Rule of the Hall: Anything offered as a stake becomes legally collectible by the House if lost.
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Set a single Odds Tier for each side before a match.
| Odds Tier | Description | Payout (Profit) |
|---|---|---|
| Even | Both sides equal | 1:1 |
| Slight Favorite | One side stronger | 2:1 on underdog |
| Heavy Favorite | One side much stronger | 3:1 on underdog |
| Hopeless | Underdog “can’t win” | 5:1 on underdog |
How to pick odds fast:
- If the crowd expects a coin-flip: Even
- If one side is clearly superior: Slight/Heavy
- If the weaker side “shouldn’t survive”: Hopeless
House Cut: The Hall takes 10% of all winnings (or collects a small “favor” equivalent for non-gold wagers).
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- Win/Loss (standard)
- Underdog Victory (uses odds tiers above)
- Draw / Mutual Death (**5:1**)
- Time-Limit Victory (**2:1**)
- Perfect Victory (no damage taken) (**4:1**)
| Bet | Example | Payout |
|---|---|---|
| First Blood | “Blue lands first hit” | 1.5:1 |
| Final Blow | “Red deals the finishing strike” | 2:1 |
| Spell Finish | “A spell ends it” | 2:1 |
| Environmental Kill | “Killed by arena hazard” | 3:1 |
| Crowd Favorite Moment | “Signature stunt lands” | 2:1 |
| Humiliation Finish | “Pinned, disarmed, or shamed” | 4:1 |
Live bets can be placed at initiative breaks, end of rounds, or when a fighter drops below 25% HP.
| Live Bet | Trigger | Payout |
|---|---|---|
| Survive Next Round | placed at round start | 1.2:1 |
| Down-but-not-Out | drops below 25% HP | 1.5:1 |
| Comeback Victory | under 25% → wins | 4:1 |
| Sudden Twist | betrayal/ally/hazard | 5:1 |
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When wagers involve souls, oaths, years, or memories:
- Souls: the House marks the loser with a Claim Sigil (collectible later).
- Oaths: magically enforced; breaking triggers a Geas-like penalty.
- Years: the loser visibly ages; may gain a “haunted” aura.
- Memories: an important detail is erased (GM chooses or roll).
Optional Table: Collection Severity
1–2 Minor (embarrassment, small curse)
3–4 Moderate (lost memory, mark, debt)
5–6 Severe (oath binding, soul lien, forced service)
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A high-stakes card game overseen by impartial dealers (inevitables, ghosts, or serene celestials).
Buy-In: gold, soul shards, a minor oath, or a single memory.
Rounds: Ante → Deal → Bet → Reveal.
Resolution (system-agnostic):
- Each player rolls a check (Deception, Insight, Sleight of Hand, or “Gambling” if you have it).
- Highest total wins the pot.
- Players may “raise” by adding stakes; match or fold.
Special Hands (Flavor Rewards):
- Celestial Flush: cleanse a minor curse / reduce corruption.
- Infernal Full House: gain a dark boon (with a string attached).
- Dead Man’s Hand: lose an intangible (name, memory, or luck) if you lose the round.
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A floating wheel of sigils and cold starlight. Place bets on outcomes.
House Edge: 10% (waived if the wager is a binding vow).
Spin Results (d6):
1. Radiance – winnings x2
2. Damnation – lose wager
3. Echo – spin again, keep best outcome
4. Balance – wager returned
5. Cataclysm – gain a boon or a curse (50/50)
6. Oblivion – lose something precious (minor but personal)
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A spectator favorite for the reckless.
Rules:
- Each gambler rolls 2 dice (or 1 roll + modifier, system-agnostic).
- Highest total wins.
- Ties trigger a Blood Re-Roll: each tied player may pay a cost to re-roll.
Blood Re-Roll Cost Ideas:
- lose a small amount of HP / take a minor injury
- sacrifice a soul shard
- swear a minor oath
- accept a short-lived curse
Critical Events (optional):
- Max result: triple winnings
- Snake eyes / minimum: the House writes your name into the Debt Ledger
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No coin—only promises.
Make an oath (“I will spare the next opponent,” “I will never refuse a duel,” “I will bring the House a relic.”)
The dealer assigns severity.
| Oath Severity | Examples | Reward |
|---|---|---|
| Minor | small promise | x1.5 |
| Binding | meaningful obligation | x3 |
| Geas-Level | dangerous or restricting | x6 |
| Soul-Bound | life-defining vow | x10 |
Breaking an oath: immediate collection—curse, compulsion, or forced service.
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- The House is neutral—it only cares that debts are paid.
- Cheating is possible, but punishments are theatrical.
- Debts may be repaid via:
- forced arena fights
- pact service
- soul indenture
- “favor assignments” from the House
- The Hall remembers defaulters; repeat offenders are black-sigiled.
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