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Gamble smiling mockingly

Gamble

  • This entry has multiple S P O I L E R S for the X story.

Background

  • Real Name: Unrevealed
  • Marital Status: Unrevealed
  • Known Relatives: None
  • Group Affiliation: None
  • Base Of Operations: Mobile
  • Height: 5’11” Weight: 180 lbs
  • Eyes: Grey-blue Hair: Light brown


Powers & Abilities

Gamble is a cinematically-skilled hitman with superb combat skills, superior athleticism and extraordinary intelligence. He enjoys taking chances, and this fascination with risk makes him essentially fearless. Furthermore, he is incredibly lucky.

Gamble is also an expert gambler, and many of his skills in this domain find an application in the field – particularly his ability to bluff, and read other “players”. Gamble’s strongest suit is probably his ability to analyse strategies and spot patterns. He excels at analysing how others think and act, though lack of critical information – or an irrational opponent – can mess his game.

Gamble usually packs a modern semi-automatic handgun and some throwing knives, though he’s also a highly proficient hand-to-hand fighter. He occasionally carries a pair of dice filled with explosives, but this little gadget is chiefly intended for diversion and delaying the opposition.

Since a lot of his work as a hitman involves talking to people and unearthing information, Gamble has a full array of detection and streetwise skills.


History

Gamble is an itinerant gambler and hitman with solid underworld connections. He usually works in the most crime-ridden US cities, such as Steel Harbor or Arcadia. He seems to be an unusually gifted man who developed a fascination for chance to spice up his life.

In 1994 Gamble was hired by the Llewellyn brothers – Arcadia mobsters who had received a first warning from the killer vigilante only known as X. However, seconds after Gamble took his $25K and left, X killed his employers for having hired a hitman.

Gamble also immediately attracted the attention of Carmine Tango, the godfather of Arcadia, who briefly interrogated him and pilfered his cut off Gamble’s cash. Tango had no objection about a hit against X, though, and let Gamble go.

Gamble negotiating with a mob boss

Working leads, Gamble grew curious about street urchin Miki D, whom he thought might be a lookout for X. However, X responded by apposing his mark on Gamble’s car – the first and only warning before death. After locating the urchin’s squat the hitman prepared a trap there for X, correctly assuming that X would try to kill him once Miki D was threatened.

Gamble’s trap almost worked – X wasn’t expecting that the roof would be laced with explosives. After a poor start the vigilante turned the tables thanks to his superhuman abilities, but Gamble got lucky – the explosion threatened Miki D, and Gamble fled as X was busy saving the kid.

Though the hit had failed, Gamble became the first man to survive X’s mark of death.

There’ll be time enough for countin’ when the dealin’s done

Attracted by the risk, Gamble returned to Arcadia some months later and contacted the one Llewellyn brother whom X had let live. Gamble knew that he couldn’t kill X — but he had been analysing his strategy and saw interesting possibilities. He orchestrated various conflicts to clear the deadwood and clear the path for Llewellyn, his tool, to become Mayor of Arcadia.

Gamble briefly clashed with X when the vigilante deduced that Gamble was behind Llewellyn. However Gamble took an hostage and called X’s bluff, knowing that the masked killer would never let an ordinary citizen die. He then escaped to rendezvous with a deadly mercenary whom he had hired, “Wildboy” Willie McCone.

However, Gamble’s luck appeared to run out — McCone seemingly killed Gamble by stabbing him through the chest.

McCone was actually working for a renegade U.S Army general who moved in and plunged Arcadia into unprecedented chaos in order to take control. However, neither the general nor McCone suspected that Gamble was still alive – Gamble was fully dextrocardiac, and the blade had perforated a lung rather than the heart.

Gamble and the X killer agreed to a truce, and their combined efforts resulted in the death of the general and his men ; Gamble killed McCone in retaliation for his near-death. However, at the last second he impulsively lined up a headshot on X to win it all. His gun jammed, and X shot him dead in return.


Description

Gamble usually wears a good suit, shirt and tie, with some warm colours. His hair is usually kept combed back. He’s nearly always grinning, and projects assurance and a certain smugness in any circumstances.

Occasionally, he dresses like an Old West gambler for flavour, or like a 1950s flamboyant gambler with a sort of zoot suit.


Personality

Gamble is smooth, smart, fearless and in control. He enjoys taking risks even when it’s not quite necessary, and will happily demonstrate this in order to bolster his rep. He’s not quite irrational about it, since being clearly fearless and ready to do crazy things at the drop of a hat is an asset in his business.

Gamble doesn’t like to back down and prefer to look on top of everything, but he’s a smooth player – he knows when to hold ’em, knows when to fold ’em. He’s generally a pragmatic, ruthless, intelligent man, but he knows that his incredible luck protects him and will sometimes push things a bit too far for the thrill of it.


Quotes

Jonas Llewellyn: “How do we know he’s not going to take the money and run ?”
Gamble: “You don’t. Life’s a gamble, isn’t it ?

“I’m no professional killer. I make my living at games of chance. Murder is how I unwind. It’s something to think about…”

“Looks like you just got lucky, kid. Don’t push it. Nobody’s luck lasts forever. Nobody’s but mine.”

“Are you a mark or a player ?”

“I never seem to have lasting relationships. Lucky at cards, as they say…”

“Got to go. I hear the wheel spinning.”

“Others, they’ve thought they were smarter than him, or tougher. They didn’t *get* it. They didn’t think like him. Once you work out his logic, he’s obvious.”

“*My* world makes sense. Pure mathematics. The odds are 50/50. I win or I lose. People live or they die.”


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Game Stats — DC Heroes RPG Print Friendly

Tell me more about the game stats

Gamble

Dex: 06 Str: 03 Bod: 04 Motivation: Anti-Heroic Thrill
Int: 06 Wil: 06 Min: 05 Occupation: Gambler, hitman
Inf: 04 Aur: 04 Spi: 05 Resources {or Wealth}: 005
Init: 018 HP: 030

Powers: Regeneration: 01

Bonuses and Limitations: Regeneration is Form Function – he’s just a fast healer.

Skills: Charisma: 05, Detective (Legwork)*: 06, Martial artist*: 06, Military science (Demolition)*: 06, Thief (Locks and safes, stealth)*: 06, Vehicles (Land)*: 06, Weaponry (Firearms, Thrown weapons)*: 06

Advantages: Ambidextrous, Expertise (Games of chance, strategy, bluffing), Iron Nerves, Luck, Misc.: Gamble receives a special +2 Column Shift on the Altering the Environment table when it comes to surviving or escaping (see our “Expanded Altering the Environment rules” article)

Connections: Underworld (Low), Street (Low), Mercenary scene (Low)

Drawbacks: MIA toward Taking chances

Equipment:

  • Generic handgun [BODY 03, Projectile weapons: 04, Ammunition: 08, R#03]. Was drawn like a M1911-type pistol.
  • When wearing his Old West gambler clothes he’ll favour a revolver, possibly a .44 Magnum Ruger Redhawk [BODY 04, Projectile weapons: 05, Ammunition: 06, R#03]. It is carried in an Old West-style belt holster with ammunition loops.
  • Throwing knives (x2) [BODY 02, EV 03 (04 w/STR), can be thrown]
  • Gamble carries a bevy of sophisticated explosives, detonators, detcord, etc. though setting this stuff up takes hours.
  • Exploding dice (x4) [BODY 01, EV 06, Scattershot Advantage, Grenade Drawback, Dart Bonus]
  • Flashy sports car, usually a convertible.


Game Stats — DC Adventures RPG Print Friendly

Tell me more about the game stats

Gamble — Averaged PL 7.8

STR STA AGL DEX FGT INT AWE PRE
01 03 02 04 06 03 02 01

Powers

Amazing luck ● 7 points ● Descriptor: Just lucky
– Impossible survival — Immortality 2 (Limited 2 – must be explainable by a lucky break)
– Heals just right — Regeneration 1
– Enhanced Advantages (Luck 4, Evasion)

Combat Advantages

Accurate attack, Close Attack 1, Defensive attack, Defensive Roll 2, Evasion, Improved critical 1 (Handguns), Instant Up, Power Attack, Ranged Attack 5

Other Advantages

Benefit (Gamble is fully ambidextrous), Contacts, Equipment 3, Fearless, Luck 4, Well-Informed

Skills

Athletics 4 (+5), Close combat (Unarmed) 2 (+9), Deception 4 (+5), Expertise (Gambler) 9 (+12), Expertise (Hitman) 9 (+12), Expertise (Streetwise) 7 (+10), Insight 7 (+9), Intimidation 3 (+4), Investigation 5 (+8) (Limited 1 to Search, Gather information, Surveillance), Perception 5 (+7), Persuasion 2 (+3), Stealth 6 (+8), Technology 6 (+9) (Limited 1 to Demolitions, Security), Vehicles 4 (+8) (Limited 2 to common land vehicles)

Equipment

Light pistol ● 6 points (has occasionally used a heavy one instead)
Throwing knives Limited 2 (two knives) ● 1 point
Explosive dice — Ranged Explosive Damage 5 (Limited 1 – four dice) ● 5 points
Three points in demolition equipment

Offense

Initiative +2
Unarmed +9, Close, Damage 1
Light pistol +9, Ranged, Damage 3, Threat 19-20
Throwing knife +9, Ranged, Damage 1, Threat 19-20
Exploding dice +9, Ranged, Damage 5

Defense

Dodge 10 Fortitude 6
Parry 10 Toughness 5/3*
Will 7

* Without Defensive Roll

Complications

Obsession Gamble seldom can resist taking chances

Power levels

  • Trade-off areas Attack/Effect PL 7, Dodge/Toughness PL 8, Parry/Toughness PL 8, Fort/Will PL 7
  • Point total 124 Abilities 44, Defences 20, Skills 33, Powers 7, Devices 0, Advantages 20. Equiv. PL 9.
  • Notes The Averaged PL is prolly best treated as 7 as all its components got rounded up.

By Sébastien Andrivet

Source of Character: X (Comics’ Greatest World, Dark Horse, 1990s)

Helper(s): Paul Soth (v1)

Writeup revised on the 19th of December, 2012.

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