✪ 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).
✪ 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.