I like the idea, but I think there are a few problems with your maneuvers. One is making the player take ranks in the Profession (gambler) skill. While Profession (sailor), Profession (miner), and Profession (siege engineer) all see limited use, the only time anyone takes Profession (gambler) is if they want to enter the 'Fatespinner' Prc. I understand why you chose that as your discipline's favored skill, but you should try and make it a skill that people can use regularly. You might tell me that Concentration for the Diamond Mind discipline is also pretty useless to martial type character, but it is conceivable that a Diamond Mind specialist might need to make a Concentration check once or twice in a campaign (outside of using his maneuvers). I also think you made all of the maneuvers that begin with 'attack twice' scale poorly. While it is nice to have maneuvers that will not ever be a complete waste, look at the following scenario. Maneuver A: Do 75 bonus damage or 0 damage. Maneuver B: Do 32 bonus damage or regular weapon damage. Which maneuver would you prefer to have? Most players will tell you 'A', and that's because they will gladly accept higher risks for greater rewards. One way you might be able to fix this problem is to change the mechanic like so. Before you roll your attack, choose 'odd' or 'even'. If you were correct in choosing whether the dice roll was an odd number or an even number, then you get X big effect. If you did not call the dice roll correctly, you instead get Y smaller effect. I hope these suggestions will be of use to you Mr. One.