MartialArts/IrresistiblyTemptedGamblerStyle

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Irresistibly Tempted Gambler Style

A Celestial Martial Art by DeadManSeven.

Introduction

This style was an experiment in weird meta-mechanics (coins, a deck of cards, using the dice as randomisers) to make a style inspired by Cait Sith and similar characters from CRPGs, who's randomness make them both very powerful and very weak at the same time. I don't think it's really designed for proper combat, but if anyone wants to tell me about a character that's used this style, I'd love to hear about how it stacks up against more dependable styles like Snake and Violet Bier.

Background

This little-known style, also know as Chance and Chaos Style, relies heavily on luck and randomness to deliver very powerful results for very little payment. However, because of its unreliability and lack of similar discipline that other styles require, it has never been regarded as a truly serious style. In the Second Age, it is only known by a handful of Sidereals, and practised by even fewer of them, as they generally prefer to be the movers of fate, rather than to be moved by it.

Small items that have some relation to chance or fortune (such as dice, cards, mahjong tiles, etc.) are treated as unarmed attacks for this style. In the hands of a martial artist using Charms from the Irresistibly Tempted Gambler Style, these weapons have the following stats:

Acc: +1 + [Essence / 2 (rounded down)]
Dmg: 0L + [Essence / 2 (rounded down)]
Def: -1 + [Essence]
Rng: 15 + [Essence x 3]
Rate: 1 + [Essence]

All Charms in this style allow the use of armour. Fate, after all, favours the prepared.


Charms

         Playing         Sour
           the           Luck
          Odds          Method
              \        /
               Armament
               Denying
              Technique
                  |
            Irresistibly
           /  Tempted   \`
          / Gambler Form \`
         /        |       \`
Double or     Incurring    Drawing
 Nothing        Karma       Fate
  Strike        Method    Technique
        \__       |      _/
           \ Chance and /
            Chaos Stance

(For a non-ASCII Charm tree, click here.)


Playing the Odds
Cost: 1 mote
Duration: Instant
Type: Reflexive
Minimum Martial Arts: 1
Minimum Essence: 1
Prerequisites: none

Opening herself up to the flows of chance and chaos in Creation, the martial artist can gain a sense of the possibility of something occurring or not occurring. The Storyteller is not required to tell the player any more than descriptions like 'almost certain,' 'not likely,' or 'even odds', although occasional flashes of insight ('The next card in the deck is a black six.'; 'Bribing the guard will allow you passage into the barracks.') may be dramatically appropriate from time to time.



Sour Luck Method
Cost: 3 motes
Duration: One turn
Type: Reflexive
Minimum Martial Arts: 2
Minimum Essence: 1
Prerequisites: none

The character can bring down bad luck upon her opponents, forcing the odds against them. For every 3 motes spent on this Charm, one of the character's opponents gains +1 difficulty on a roll of the player's choosing. This Charm can be used a number of times equal to the character's Essence in a turn.



Armament Denying Technique
Cost: 5 motes
Duration: Instant
Type: Supplemental
Minimum Martial Arts: 3
Minimum Essence: 2
Prerequisites: Playing the Odds, Sour Luck Method

The martial artist makes an unarmed attack against one opponent, and allows chance to cripple them. Their weapon may be knocked from their hand, the straps from their armour may burst undone, their feet may become tangled or caught, or some other situation will arise that causes them difficulty during the fight. The effect is left up to the Storyteller to decide, but they are encouraged to make the effect of the attack as unpredictable as possible.



Irresistibly Tempted Gambler Form
Cost: 6 motes
Duration: One scene
Type: Simple
Minimum Martial Arts: 4
Minimum Essence: 2
Prerequisites: Armament Denying Technique

The martial artist becomes a focal point of both good and bad karma, manipulating chance as she pleases. Any Sidereals or pattern spiders in [Essence*100] yards will be able to sense the user, although they won't be able to identify what is happening unless they are familiar with the Chance and Chaos Style. While this Charm is active, the martial artist can reflexively spend one mote to see the results of a dice roll made against her. This cost must be paid before the dice are rolled. She can then choose to spend 2 motes per die showing either a 9 or 10, to convert it to a 1. She can also use this effect on her allies, paying the same costs and instead reversing the change, making 1s and 2s become successes. This Charm can only affect rolls made in combat; nudging fate is easier in the chaos of battle.

Also, her luck in avoiding attacks and other ill effects increases in her favour. She acts as if she was behind 50% cover (+2 difficulty to hit) as happenstance casually turns blows aside.

More than one Martial Art form cannot be active at the same time.



Double or Nothing Strike
Cost: 2 motes
Duration: Instant
Type: Reflexive
Minimum Martial Arts: 4
Minimum Essence: 2
Prerequisites: Irresistibly Tempted Gambler Form

Closing her eyes and shutting off influence from the outside world, the martial artist allows fate to direct her blows. This can allow for devastating consequences, but whether it is against herself or her opponent is always unknown.

The motes to power this Charm must be spent after an attack is made, but before soak is applied. The Storyteller takes a coin (or a die with an even number of sides, or some other random event that has exactly even chances of occurring), and the player predicts what will happens (heads or tails, odds or evens, etc.). If the result is correct, the character doubles her raw damage. If it is incorrect, the damage is instead halved (rounded up).

However, this Charm is an exception to the 'one application per instant' rule, and may be re-applied a number of times equal to the character's Essence. Multiple correct predictions stack, doubling the entire pre-soak damage pool each time; however, multiple incorrect predictions half the damage pool (rounding up). This Charm can reduce the character's minimum damage to below their Essence.



Incurring Karma Method
Cost: 4 motes, 1 Willpower
Duration: Instant
Type: Supplemental
Minimum Martial Arts: 4
Minimum Essence: 3
Prerequisites: Irresistibly Tempted Gambler Form

Issuing a quick prayer to chaos, the character strikes her opponent with a perfect success (all dice are successes) and doubling her base damage (not including the extra successes). However, then the hand of chance is held against the character. Some time in the near future, she will suffer an unfortunate turn of events to pay for indebting herself to chance. The Storyteller is, of course, encouraged to make this occur at an appropriately crucial time, and to manifest in an appropriate manner. Subduing a spirit with this Charm may cause a later faux pas within the spirit's court, striking down the wall of a castle may bring stray stones upon her and her allies, or killing a mighty foe with this Charm may ensure they rise as a hungry ghost bent upon revenge. The character cannot make use of Incurring Karma Method until the botch has occurred and chance has righted itself.



Drawing Fate Technique
Cost: 10 motes, 1 health level
Duration: Instant
Type: Simple
Minimum Martial Arts: 5
Minimum Essence: 3
Prerequisites: Irresistibly Tempted Gambler Form

The character allows herself to be a conduit for chaos, and then uses that power to attempt to turn the tide of battle. This technique can allow the martial artist to completely reverse the flow of a fight, for good or for ill. It is not a power to be used lightly.

On activating this Charm, a bright corona of light surrounds the character with a colour associated with her Caste. Like Irresistibly Tempted Gambler Form, activating this Charm will alert any Sidereals or pattern spiders within [Essence] miles to its use. The light surrounding the character will concentrate itself into forming a playing card, created of Essence and tinged with the colour of her anima banner, in her hand. The card is very clearly magical in nature, and is intangible to everyone except its creator. Every Exalt that learns this Charm calls up cards that are a unique set, and the artwork (especially on the picture cards and the aces) is often a personal reflection of the user of the Charm.

Take a regular shuffled deck of 52 cards, and draw one. The card determines what effect the Charm has. Each suit has its own correlation, with the numbered cards showing the strength of the effect. They are as follows:

  • Cups (Hearts): The suit of life and harmony. Drawing a card from this suit will restore the body of the character, healing the card's number in health levels in the order of bashing, lethal, then aggravated. This can heal the health level lost while activating this Charm.
  • Coins (Diamonds): The suit of money and finance. In combat, the currency is motes of essence. Drawing a card from this suit will restore the card's number *3 in motes, filling the personal pool first. This can restore the motes used to activate this Charm. Also, it might cause the character to gain more motes than she can hold. In this case, excess motes bleed away, with 5 being lost every turn until the character has returned to her regular level or below. Bled motes don't add to the character's anima display, but are lost regardless of how many motes the character spends for that turn.
  • Staves (Clubs): The suit of toil and the worker. Drawing a card from this suit will bolster the character's spirit, giving her the strength to go on. It restores half the card's value, rounded down, to the character's Willpower. This may put the character's temporary Willpower rating above her permanent one (but not above ten), but excess points disappear at the rate of one per day, unless at least one point is spent during that day, until the character is back to her normal level.
  • Swords (Spades): The suit of death and destruction. Drawing a card from this suit will wrack the character with pain, causing her the card's number in levels of unsoakable, unavoidable lethal damage. This damage will never kill her (extra levels of damage beyond Incapacitated are simply ignored), but it is capable of knocking her out, unless she has magics that allow her to continue functioning in such a state. Aside from not being fatal, these lethal levels of damage are identical to any other lethal wounds the character incurs, so while the damage the character takes from the charm cannot kill her, any subsequent wounds gained in combat might.

Also, the picture cards function slightly differently to the numbered cards. These are their effects:

  • Knaves (Jacks): The Betrayers. A Knave functions like drawing the ten of the same suit, but its effects are passed on to the character's enemies. The Knave of Swords is sometimes called The Redeemed.
  • Queens: The Balancers. Queens function the same as drawing a ten of the same suit, but all its effects are passed on to everyone in the fight. The Queen of Cups is often called The Peace-Maker, while the Queen of Swords is sometimes referred to as The Mistress of the Dual-Edged Sword, or the Black Plague Bitch.
  • Kings: The Victors. Kings function the same as drawing a ten of the same suit, but its effects are given to the character and all her allies.

Aces, again, have a slightly different function to both number and face cards. Drawing an ace functions the same as a ten of the same suit, but its effects do not need to occur immediately. Instead, the character may store the card Elsewhere for up to 52 days after using the Charm (but can still choose to use its effects on the same turn as the card is drawn instead, without storing it), and can bestow its effects upon anyone she chooses. Drawing forth a stored card requires a dice action. The character cannot use Drawing Fate Technique again until the ace's effect is spent.



Chance and Chaos Stance
Cost: 10 motes, 1 Willpower
Duration: Special
Type: Simple
Minimum Martial Arts: 5
Minimum Essence: 3
Prerequisites: Double or Nothing Strike, Incurring Karma Method, Drawing Fate Technique

The character blindfolds herself (or simply shuts her eyes), trusting completely in chance to strike her targets down. She suffers no penalties for loss of sight, for she is now completely in the hands of fate, but opening her eyes at any point will end the Charm.

At the beginning of each turn, before initiative is rolled, the player rolls a single die, and multiplies the number shown by her Essence (a ten, whether showing a 10 or 0, is always counted in this case as 0). This is her total dice pool for whatever action she takes during the turn, regardless of actual scores or penalties (including wound penalties). Charms that increase dice pools cannot give extra dice, and multiple action Charms cannot provide extra actions (although if such Charms have secondary effects, these can be benefited from if the Charm is used). Split actions do not incur any negative, but a character can't split her pool any more times than half the number of dice she has available for the turn (rounded down), and is still subject to rate restrictions in attacks, and the maximum distance she can move during a single turn. Chance and Chaos Stance can only be ended at the beginning of a turn, before the character has taken any actions. This does allow her to see the results of the initial roll before deciding to end the Charm.

The character can use the dice pool generated by this Charm only for combat and combat-related actions (such as dodging, balancing, riding a mount, etc.); it cannot be used outside of combat.


Comments

I really suck at critting MA styles, so I'll confine myself to one comment. I think your Form is extremely, :extremely overpowered, :especially considering that it requires only 3 MA and not 4 like the majority of Forms. To be honest, I think it would be acceptable only if you took away the second effect entirely -- so that the Martial Artist only gets +2 DC to hit and the 1mote see-other-people's-rolls thing.~ Shataina

The Form might work better if it's scalable - i.e., spend 2m per 10 you want to convert. Then again, I'm usually trying to cripple MA wherever I find it, as Grandmasta will tell anyone. ^_^() I also feel warm and fuzzy since, if memory serves correct, I suggested the name. Not sure if I'm comfortable enough with it to allow a PC to have it, but it's a cool enough schtick that I might swipe it for an NPC in my Sids game. ~ WaiyaddoNoDan
That's an awesome idea. I was thinking of just changing it back to only 1s and 10s, but paying for each die converted is much much better. Consider that how it works now. I did a little bit of cleaning up on a couple of Charms, clarifying what was going through my head that I didn't put down when I first wrote it, and added some fluff to Drawing Fate Technique. Finally, I don't think it's a PC-oriented style at all, really. It would take an amazingly patient and fluid GM to deal with it outside the hands of an NPC. - DeadManSeven
I'll stop after this comment, but I really still think it's overpowered. I'm glad you raised it to 4MA, but still .... I think that the problem is that when you play a lot of Exalted, you frequently forget just how powerful success can be, and limiting this to NPCs doesn't do anything about its raw power. Taking just half the effects: since you can use this to cause :any of your allies to succeed at :any action ... what else do you need? Remember those descriptions of what 5 successes can do in the core rulebook? What's stopping the MAist from having this form on any time anyone she knows has to do anything, and giving them tons of extra successes? "Oh, I have a test I didn't prepare for. No worries, let's call in the Irresistibly Tempted Gambler!" "Whoops, I gotta break out of this jail; I better make sure the Irresistibly Tempted Gambler visits me!" "Hey, Irresistibly Tempted Gambler, I really gotta convince my wife I'm not running around on her. Can you arrange to be, you know, nearby at the time?" Your Form is like a dice-adder, only better, and it applies to :any roll for :multiple people. I'm not saying it's a totally inappropriate idea for a Charm for this style (whose concept, incidentally, I really really like although I have to admit I only read up to the Form), but I think it should be right around the last Charm in the style, have significantly more limitations concerning what rolls it can affect, and cost at least a Willpower and a Health Level.~ Shataina
Maybe cap the bought successes / failures at MA or Essence? In any case, unless your dice come up all 1's and 2's, I can't see it being a huge problem. It's just the bastard child of a TN reducer and a success-adder. Now, I'd lean towards making them mere successes, instead of 10's, because those double successes add up fast. I think the balancing factor is that it's only useful for your allies if they're rolling lots of 1's and 2's.
Perhaps if the user had to pay motes for allies before their rolls, making it more gambler-ish? ~ WaiyaddoNoDan
I think I has the solution. Limiting the rolls to only combat and combat-related stuff (the same sort of restrictions that are on the pinnacle) should bring it into line. After all, a brawl is really the only place where more than five successes doesn't regularly guarantee you winning. I also like the idea of naming a roll to affect before it's rolled; I'll go make those changes now. I'm not a huge fan of the idea that Martial Arts can be used as a substitute for anything else - Ebon Shadow is about as far as I'm willing to let it tread on other Charm trees (and really, taken on its own, Ebon Shadow is nowhere near as good as stealth or athletics as actual Stealth or Athletics Charms are), so thankyou for pointing out the exploitable bits in this style. :)
Also, I think I've got someone lined up this Monday to give the style a playtest, so hopefully then I can see how things work in play, as opposed to how they work on paper. - DeadManSeven

Question about the form Charm: does the ability to see the results of a dice roll also give the martial artist the ability to tactically act on those results? For example, could a Solar with the form charm active spend one mote to see an attack roll made against him, then, based on the results of that roll, decide whether and how to defend against it? (Come to think of it, can you do that under normal circumstances? I've confused myself...) -Everyl

I'd say you can choose to alter your defence, based on how good (or bad) the roll looks. If everyone in your game is generally rolling all their dice out in the open, I'd take out the part about spending a mote to see what the roll looked like. The Form as written assumes a bit that the GM is going to be rolling their attacks in secret or behind a screen or whatever. As for what happens normally, I think it comes down to preference in individual groups, myself. - DeadManSeven

Gorgeous Style, one I'm very fond of. As a brief consideration, however, the Swords effect of Drawing Fate Technique is extremely brutal; have you considered changing it to half the card's value rather than full, in the manner of Cups? This might be a little more prudent, in my petulant opinion...DeathBySurfeit

I did think about that for a little while, but then I decided to go with a 1:1 ratio for damage, with the caveat that the most it will ever do is knock the user out, not kill them. Also, I think the deterrant has got to be pretty brutal to balance out something like everyone on your side suddenly regaining 30 motes, or being able to restock your combat-sorcerer buddy's pool of Willpower, or smiting all your enemies with ten levels of unblockable, unsoakable, unavoidable lethal damage. For a style based around gambling, the rewards have got to look really good, but the losses have got to hurt. :)
Also, I'm glad you like it. Getting feedback is fun! - DeadManSeven

Neat idea - but huge balance issues with most of the charms, imo.

Playing the Odds, Sour Luck Method. - All good. (Sour luck is Inst, not turn)
Sour Luck Method does last for one turn, because that prevents comboing it. That's the way Ex. 1st handles the comboable/not-comboable dichotomy without Ex. 2nd's keywords.
Armamament Denying Tech. - 5m and 3/2 requirements seems a little low for handing out botches. Perhaps a WP cost would make it a little fairer, and a simple charm.
Armament Denying Technique doesn't hand out botches, it hands out inconviniences. It's as power as fate (read: the GM) disctates it to be. Note that it's not the player that gets to choose what happens.
Form charm - An uncapped success adder, or success remover - after the roll. Suggest a cap of Ess successes/1's per turn. And a cost of 3m per success/1. Compare it, for example, to the success adders in the solar book at 2m/success before the roll, maximum (usually) of Ess successes.
It's far from uncapped - its limit is the number of 1s and 2s your allies get, and/or 9s and 10s your enemies get. The conditionality of it makes it pretty inferior to regular success-adders, since you can only convert 1/3rd of of failures and 2/3rds of successes. Note also that the stylist actually doesn't get anything they can use to change their own rolls - all they get is the +2 cover bonus.
Double or Nothing strike - The player will spend too long going up and back down on the scale hoping for a lucky run. I'd suggest doubles stack, but a single half roll halves the current (possibly original) damage, and you may not use the charm again that turn.
And that's a problem how? In a style built around gambling, don't you think it's thematic for the stylist to get in over their head hoping for that one big luck break? There's a limit of [Essence] flips, which will be, what, a maximum of five or so before the style becomes completely useless - five coin flips/die rolls shouldn't take up any more time than a lot of other Charm effects (Arrow Storm Technique, I am looking at you.)
Incurring Karma Method - The successes and failures don't seem balanced. I'd suggest allowing the enemy the exact same bonus if he survives, with the added note that the player may not combo that charm with a perfect defense. This'd still be a powerful charm - just not silly.
Like Armament Denying Technique, this is as balanced as the GM makes it. Use it like the character broke an Eclipse oath.
Drawing Fate Tech - To make this fair, two nice and two unpleasant decks would be best. Probably with a HL bonus/penalty and a motes bonus/penalty. Also, the numbers on both are (as someone above mentioned) way to high. Motes should be the number on the card, HLs half that.

Also, add a WP cost to the charm - this in combination with the loss of the willpower regain effect will limit the number of times it can be used in the one combat.

Fair? Who said gambling with the weave of Creation was going to be fair? :) Having two effects, a random good and random bad, would totally destroy the theme of gambling - you want the big payoff, but sometimes you don't get ahead much, and sometimes you get screwed. If you -know- you're going to get hurt each time, then that's no incentive to do it again - you have to want to beat the system each time you draw a card. The things this Charm can do have got to seem fun and interesting and unholy disruptive, because that's what gets the Charm used again - and eventually, it will bite back, and that is exactly what I designed it to be like.
Chance and Chaos Stance - What can I say, it's a very nice dice adder/multiaction charm on anything over a 3. (on a 4: 12 dice and 6 attacks at full pool. I'm not really sure how to keep the concept while making this anything other than evil. Any suggestions?

I'm not sure you're reading the Charm right. On a roll of 4, with Essence 3, that gets you 6 actions, each at 12 dice, which is unaffected by Charms that get you more or less dice. You can make five attacks, unless you've got some way of upping your rate (if you're not using Power Combat, then yes, this is broken, but you'll have to find your own way to fix it. :)), and then you've just got 12 dice to dodge with. Once. This is not really very optimal. You've got to be rolling 6 or better at the time you can learn the Charm for it to be really effective - and, again, if the Charm is powerful a quarter of the time, okay half the time, and utter rubbish you wasted motes on a quarter of the time, then I did right by this style.

Overall - a lot of nice ideas - but the negative effects don't balance out with the positive effects, and both sides are a good step beyond powerful. DiamondMX

I think where you're seeing flaws, I'm seeing features. This is supposed to be above the average power level of a CMA - if you're lucky. This style is supposed to disrupt things. It's meant to be chaotic, and powerful, and painful. It's meant to feel like you are taking a risk when using it - like gambling, in other words. It is, however, not something that can be included within a game lightly, and I know I'd have no qualms about disallowing it in a game I ran if I knew it was going to be too unsettling. I have written many other less disruptive, (theoretically) less broken styles you may want to take a look at, then. :) - DeadManSeven, who hasn't defended his mechanics in a long time.

Gambling with creation may not be fair, but charms trees are supposed to be - and this one isn't. It's supposed to be powerful, yes I get that, but is it supposed to be very powerful 90% of the time? Where you see features, I see a combat reset charm, a charm more than capable of killing your rate in people per round and some charms quite capable of making opponents botch and fail a lot more regularly than they should. Sure there's a risk involved, for one round out of a combat you might be left a little defenceless, or maybe even knock yourself out. But almost all of the time, you'll be kicking ass in a way few other Ess3 Martial Artists can hope to aspire to. I'm saying that the style isn't balanced because the risks don't balance with the benefits, and there's always a risk of suddenly getting unlucky in the game, you just made it a lot more likely to get lucky, and a little more likely to get unlucky.DiamondMX

Let's compare with some canon Charms, then. Fivefold Bulwark Stance, Flow Like Blood, Four Halo Realignment Thingy from Celestial Monkey, etc.. All of these work 100% of the time. They always work exactly the same. They always give you a scene-long reflexive defense, for a one-time cost. On average, you can expect half of your pool in successes each time. Compare with the Form Charm, where you're paying for every dice you convert, and you can only get, on average, one in three of your friends' failed dice, and one in two of your enemies' successes. There's a bit of a buffer with the +2 cover bonus (which is easily negated by the anti-environmental penalty Charms that everyone has access to and usually has to take in a non-MA Charm progression), but in a drawn-out fight, you'll either run out of motes or you won't be able to convert enough dice where it matters.
Now, Drawing Fate Technique. I did the math on this one a while ago. There's approximately a 75% chance of something good happening, and slightly less than 25% of something you don't want happening (the remaining couple of draws are taken up by gaining a number of motes below the cost of the Charm, or one health level, so that it partially pays for itself). Let's compares that to sorcery, another large-scale affair. Even the most scatterbrained sorcerer shouldn't have their spells being disrupted 75% of the time - a Wits + Occult roll that's difficulty 1 across the board unless you're injured? Simple. Drawing Fate Technique will fail one in four times - if Heavenly Guardian Defense or Arrow Storm Technique or Death of Obsidian Butterflies not only fizzled every fourth time but hurt you maybe every tenth time, would they be considered powerful effects any more? Is there any other Charm that can drop you ten levels of damage with no good effects? Or one that can do the same thing to an entire army you're in charge of? Not even Two-Target Method can get that bad.
Finally, Chance And Chaos Stance. If you get a high roll, you have [Rate] big-pool attacks and a bunch left over for defense, and maybe an action to jump away somewhere. You whip through extras, and you're a little harder for Exalts to stop for a turn, and you still can't get around perfect defenses or anything. I'm honestly not seeing how that's overpowered for the pinnacle Charm for a MA style. If it did that on its own, it would probably get bumped up to Essence 4. However, since you've got a one-in-ten chance of not being able to do anything during the turn, and maybe a fifty-fifty split of actually getting a benefit that high combat pools wouldn't provide naturally, I'm not seeing overpowered here. Cludgy mechanics maybe, but not overpowered.
Here's a test. Take a d10 and roll it a number of times, multiplying the number by three or four, to test out Chance and Chaos Stance. See how long it takes to come up with a result that you wouldn't want to use to defend against a fifteen-dice attack. Then, take a set of playing cards, and keep drawing and shuffing until you draw an effect you wouldn't have wanted to pay ten motes and a health level for. And that is how useful these Charms are. If you only focus on the positive effects they can bring out, that's not a realistic assessment of how they work, because you need to take in the negative aspects as well, and it looks to me like you're underestimating how often they come up, and how much pain and suffering they will cause when they do. - DeadManSeven


As a user of this Martial Art, I've had chaos and chance stance collapse on my head earning me 4 dice for every action that turn, and I tell you, it wasnt pretty. I have been hit with 7+ levels damage on more than one occasion, and have hit my entire team with 10 levels of Lethal damage at least twice in that campaign. However, I would very rarely, use Drawing fate technique more than twice. Using it more than once was enough for other characters in the circle to threaten to shoot mine. Remember, its not just the backlash from the charms itself, but others around you. Incurring Karma method is a good example, you may use the charm to get out of a tight jam, only to later get into a tighter jam, but it may not just be you, but your friends, and they wont like that. The stakes on paper seem palpable, but its very very dangerous stuff when put into practice. - ArabianNinja

The charm doesn't state you can't use Shadow Over Water, SSE, or similar 'gain a defence' charms - perhaps that's where the confusion lies. Also healing 3HL is worth 10m - and being able to store the effect allows for a little (nay a lot) less randomness.DiamondMX
"Drawing a card from this suit will wrack the character with pain, causing her the card's number in levels of unsoakable, unavoidable lethal damage." I would say that, since you don't roll the damage, it doesn't say it's an attack, and that it explicitly says that it's unavoidable, it's fairly well-implied that you can't cheat and HGD it away.
Also, I'm guessing you're referring to the ace effects with the second part there, how it takes away randomness. Well, it does, but you also lose access to the Charm. So you don't really get a fixed effect, you get a delayed one. You also still don't get to choose which of the four delayed effects you get - so you could have a card of Willpower all ready to go for your sorcerer in the big battle tomorrow, but an assassin breaks into your camp during the night when you could have really used a card of pain. You'll get a sure effect one in every thirteen times - doesn't always mean it'll be relevant. - DeadManSeven

I realy like this style. You should make some more charms for it, it has great potential /Swifty