SWFate-Gambling

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Some games are pure luck, but a good gambler doesn’t play those. Gambling is the knowledge of how to gamble and moreover, how to win when gambling. It also includes knowledge of secondary things like bookmaking. Characters with a high Gambling include gamblers and dapper secret agents.

Contents

Trappings

Playing the Game [Gambling]

A gambler can usually find a game when he’s short on cash – or just in the mood for sport. Finding a game, or obtaining an invitation to one, requires a Contacting roll (complemented by Gambling), with a difficulty equal to the quality of the game (page XX). Characters with the Big Man stunt (see page XX) can automatically find a game with a quality up to their Gambling skill, but such a game is automatically high stakes (see below).

The quality of the game determines the base value of its pot, unless the gambler declares he’s looking for a high stakes game, in which case the pot is two steps higher. However, a high stakes game also includes the potential for complications, like sore losers, or strange table stakes. Once at the table, the gambler’s Gambling skill roll will determine if he wins or loses, and if the pot is bigger than his Resources, that might be a problem. The particulars of running a Gambling focused scene are covered in the GM’s section, page XX.

Stunts

Luck

Gambling Man [Gambling]

Requires one or more compellable aspects related to gambling.

As a gambling man, the character is rarely able to turn down a bet or an opportunity to take a risk. Compels involving your gambling aspects automatically start out at a point of escalation – you must either spend two fate points to avoid them, or gain two fate points if you accept them, right at the outset.

Double or Nothing [Gambling]

Requires Gambling Man.

When it comes to head to head conflict, the character’s skill at gambling and taking risks is paramount.

Once per scene, after the gambler has lost a Gambling roll, he has the option to declare “Double or Nothing!” This is a call for both sides to reroll (and as such doesn’t involve fate points). If the gambler wins the next roll, the initial exchange is treated as a scratch (no loss to any participants), but if he loses (by whatever amount) he takes a hit equal to double the value of the initial loss. Regardless, such a move often elevates the stakes of a game. This can turn a regular stakes game into a high stakes one, and a high stakes game into a matter of life and death.

The Devil’s Own Luck [Gambling]

Requires Gambling Man and at least one other Gambling stunt.

On games of pure chance, like roulette, where a character could not normally roll a skill to affect the outcome, the character may use his Gambling skill at its full value (otherwise he’d be rolling Mediocre or worse instead).

Skill

Know When to Fold ’Em [Gambling]

Whenever gambling with NPCs, the player may ask that the GM roll the NPC’s Gambling in advance. Whenever the GM does this, the roll is automatically considered to be secret – she doesn’t have to show it to anyone.

The twist is that the GM must indicate to the player whether the NPC’s roll is above or below the player’s character’s Gambling skill – just not by how much. Given this knowledge, the player may then choose whether his character participates, or excuses himself, from the Gambling contest. If the player’s character does participate, the GM reveals the value of the roll, and may still spend fate points on behalf of her NPC as usual once the contest starts in earnest.

Never Bluff a Bluffer [Gambling]

The character’s experience with Gambling gives him an occasional insight into other parts of life. Whenever dealing with a bluff of some kind, he may use Gambling instead of Deceit (to run a bluff) or instead of Empathy (to see through one). The player should remind the GM that he has this stunt whenever he’s the target of something that might be a bluff, so that the GM knows to call for the correct skill to be rolled.

Winnings [Gambling]

The character wins more than he loses, and is often flush with cash. Once per session, he may use Gambling instead of Resources to represent these winnings, so long as he hasn’t recently experienced a loss. The player must provide a quick one-sentence explanation of what the resource is and how he won it, when using this stunt.

Players’ Club [Gambling]

Requires at least one other Gambling stunt.

You’ve played in so many games, and in so many places, that it’s rare that you can’t find someone who knows you. You may use your Gambling skill instead of Contacting whenever making a Contacting roll – though doing so invariably colors the results with the nature of Gambling.

Gambling Buddy [Gambling]

Requires Players’ Club.

Once per session, you may introduce a companion character into a scene, on the fly, as suits the convenience of the moment. This companion character has the Skilled (Gambling) advance for free, and two other advances which you may define at the moment of the reveal, or after the fact as you travel around with your buddy.

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