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Gambling

A gentleman's favoured diversion, gambling plays an important element in London en garde. Gambling encompasses games of chance, from dice games like Hazard to wagering on horse races. While a gambler with a skill level of 1 may know elementary rules like the nicks and outs of a certain main, a professional with a gambling score of 10 can manipulate the dice to his own interest. The number generated from 1d6 determines a player's inital Gambling Ability Score. No Gambling Ability Score goes below 1 or above 10.

Pupilage for such a questionable ability requires finding individuals who prefer anonymity. Once discovered, they may part with their secrets for the right remuneration (up to a maximum score of 6):

Number of Weeks1

Cost

Ability Bonus

1 Weeks

10 Crowns

0.1

2 Weeks

25 Crowns

0.25

3 Weeks

50 Crowns

0.5

4 Weeks

100 Crowns

1

  1. Number of weeks spent training in Hunting for one turn (month).

For example, Doctor Simon Creed seeks to learn from Chevalier de Balibari, a professional gambler. For his inconvenience Doctor Creed maintains the chevalier's extravagant lifestyle, debiting 100 Crowns from his treasury, while the elderly rouge inculcates a number of trade secrets.

Practical application of gambling involves frequenting one of London's many clubs or a Racing Cup for horse races. The player then wagers money. He casts 1d6 to ascertain the return or loss of the investment. The Gambling Result Table aids in this process:

Gambling Ability

Die Roll

1

2

3

4

5

6

1

6

6

5

4

4

3

2

6

5

5

4

3

3

3

6

5

4

3

3

2

4

5

5

4

3

3

2

5

5

4

4

3

2

2

6

5

4

3

3

2

1

7

4

4

3

2

2

1

8

4

3

3

2

1

1

9

4

3

2

2

1

1

10

3

3

2

1

1

1

Pursuing the exploits of good Doctor Creed the physician wagers 100 Crowns at the gambling table. His player then rolls 1d6 and comes up with the number 6. Consulting the Gambling Result Table, he cross-references the die roll of 6 against Dr. Creed's Gambling Ability Score of 4. Thus, Doctor Creed won with a Gambling Result of 2.

If prepared to risk exposure, a player desiring to cheat improves his Gambling Result by 1. Of course, the croupier may detect the leger de main (a roll of 6 on 1d6). A Player Character caught cheating loses his wager and club membership. PC's held acccountable at a horse race loses his bet and barred from speculating on future competitions.

Modifier

Detection

+1 to Gambling Result

6+ on 1d6

Suppose Doctor Creed employed a technique to ensure his dice landed on a certain sum. His Gambling Result improves to 1. However, the setter (croupier) suspects cheating. The Game Master rolls 5. Thus, Simon barely avoided an unpleasant situation.

Credit or debit from a game of chance relies on tabulation from the next table:

Gambling Result

Win/Loss

Gambling Result 1

Won 3 x Wagered Amount

Gambling Result 2

Won 2 x Wagered Amount

Gambling Result 3

Won 1 x Wagered Amount

Gambling Result 4

Lost 1 x Wagered Amount

Gambling Result 5

Lost 2 x Wagered Amount

Gambling Result 6

Lost 3 x Wagered Amount

Requesting his winnings, the establishment pays Docotr Creed 300 Crowns. A Gambling Result of 1 multiplies the bet by three (100 Crowns X 3 = 300 Crowns).

Furthermore, a Gambling Result improves or worsens a player's Gambling Ability Score:

Gambling Result

Ability Score +/-

Gambling Result 1

+0.5

Gambling Result 2

+0.25

Gambling Result 3

+0.1

Gambling Result 4

-0.1

Gambling Result 5

-0.25

Gambling Result 6

-0.5

The night's success raises Doctor Creed's Gambling Ability Score by 1/2 (from 4 to 4.5).