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Gamble

Basic
Intelligence   The Gamble skill is used to participate in games of chance, such as card games or crude (and often violent) dice games popular amongst the lower classes. Each participant in a game wagers the same amount and makes an Opposed Gamble Test. The player with the most degrees of success (or fewest degrees of failure) wins the pot. You may, at your option, choose to throw the game, in which case you lose automatically.
You may also opt to use Sleight of Hand instead of Gamble to hide cards up your sleeve or palm dice. Success gives you a +20 bonus to your Gamble Test. However, failing by five or more degrees indicates that your ruse is revealed with predictably unpleasant consequences.
Making a Gamble Test can represent anything from controlling a single hand of cards to an entire day spent gaming.  

Baleful Consequences

Sometimes being big or carrying a large stick can be useful for more than just getting people to do what you want— sometimes you can convince them that there are far worse consequences than losing money if they don’t let you win. Before making a Gamble Test, you may first make a Difficult (–10) Intimidation Test. On a success, you gain a +5 bonus on related Gamble Tests. On a failure, you take a –5 penalty on these Tests.  

Off Guard

The wily Acolyte catches others off guard by lulling them into a false sense of security with an innocent hand of cards. You may make a Gamble Test to calm down tensions and ingratiate yourself with others. If successful, you gain a +10 bonus to your next interaction or Inquiry Test made with them, as they are likely to be more disposed towards you.  

Risk

Life is a gamble, and your familiarity around the gaming table and understanding of the odds can aid you outside of a game of tiles. As a Full Action in combat, you may attempt a Hard (–20) Gamble Test. On a success, you gain a +10 bonus that can apply to any one Test made for the duration of the encounter. On a failure, you take a –10 penalty that applies to a single Test made during the encounter as determined by the GM. You may only use Risk once per encounter.

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