Gamble

This represents your skill and experience with games of chance, including cards and dice, as well as your knowledge of horse racing and blood sports of all sorts. Aboard ship, innocent card games are often transformed into low-stakes gambling, and passengers have been known to bet on the weather and the number of passing aircraft (or birds!) they will encounter over a certain period. Most of the time, such things are merely color, part and parcel of conversation aboard ship. However, when stakes are higher, Gamble can be used to overcome obstacles and create advantages.

Overcome

Use Gamble to overcome problems related to knowing the odds and making the appropriate bet. You can also use it to detect attempts at cheating such as marked cards, loaded dice, and similar stratagems.

Create an Advantage

Use Gamble to create advantages related to winning at a game of chance, such as Vingt-et-Un Winnings or Deed to Old Rowleigh’s Mill, or to create a wager for high-stakes play.

Attack

Gamble is not typically used to attack, but a high-stakes game may put one’s nerves under stress, as his or her fortune may indeed be on the line. In such circumstances, Gamble can used to attack in order to inflict mental stress.

Defend

Gamble is not typically used to defend.

Stunts

  • Poker Face
    You can use Gamble in place of Deceive to bluff, stonewall, or otherwise rely on hiding your true intentions or disposition while interacting with others.
  • Winnings
    You can spend a fate point to produce wealth, representing previous winnings. Each fate point you spend in this way creates a 2-point financial stress box and an aspect like Cold Hard Cash or Ready Money.

High-Stakes Gambling

In high-stakes play, each side stakes a wager consisting of an aspect and a stakes value. This wager can be represented by staking Wealth, with a stakes value equal to the value of the financial stress box staked. Alternatively, a character can create an advantage to garner stakes for the wager; succeeding yields an aspect with a stakes value of 2, succeeding with style yields one with a stakes value of 3. For example, a character could use Business to sell off some land or use Contacts to touch up some friends for cash, creating the wager Pile of Cash. Characters involved in the high-stakes play roll Gamble; the highest roll wins, gaining a temporary extra financial stress box of the highest stakes value among the wagers while retaining their own; the others lose their wagers.

Under some circumstances, high-stakes gambling becomes an outright conflict, with the wagers remaining on the table until all but one gambler is taken out or concedes. During such a conflict, the gamblers can use Notice, Deceive, Empathy, and Rapport as well as Gamble and Will in order to attack and defend.

Gamble

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