Holocron

Gambling

Wretched Hives · Entertainment and Downtime

Games of chance are a great way to make a fortune, and a better way to lose one.

Resources

This activity requires one workweek of effort, plus a stake of at least 100 cr to a maximum of 10,000 cr, or more as you see fit. Alternatively, you could allow characters to bet with things other than money.

Resolution

The character must make at least one, but up to three checks, and then consult the Gambling Roll Modifier table below. If the character makes more than one check, they can choose the highest value amongst all checks made. However, for each check made beyond the first, the DC for each tier increases by 5. The player can choose to make a Charisma (Deception), Intelligence check with the appropriate gaming set, or Wisdom (Insight) check. If the character is not proficient in the gaming set, they can not make a Charisma (Deception) or Wisdom (Insight) check. Each check can only be made once.

Gambling Roll Modifier
Ability Check DC d100 Roll Modifier
10 +5
15 +10
20 +15
25 +20
30 +25

The d100 Roll Modifier is added to the percentile dice rolled for the Gambling Results table, which is discussed below.

For instance, if the character makes an Intelligence (sabaac deck) check, and the result is an 18, they can elect to keep that check, resulting in a +10 gambling roll modifier. If the result of the check was only 4, however, they can choose to then make a Charisma (Deception) check. If the result of that check is a 22, and the character elects to keep it, they receive a +10 gambling roll modifier, since the DC for each tier increased by 5 after the first check. If the character makes an Intelligence (sabaac deck) check with a result of 8, a Charisma (Deception) check with a result of 13, and finally a Wisdom (Insight) check, with a result of 11, they fail to meet a DC, since the DC for each tier increased by 5 for each subsequent check. In this instance, they lose their entire stake, and accrue a debt equal to that amount. This debt can be paid immediately if the character has the requisite funds after losing their stake.

Once the player has determined their gambling roll modifier, they then roll percentile dice and consult the Gambling Results table below.

Gambling Results
d100 Result
40 or lower You lose your entire stake.
41-70 You lose half your stake.
71-100 You break even. Not bad.
101-110 You win an amount equal to your stake.
111 or higher You win an amount equal to three times your stake.

Complications

Gambling tends to attract unsavory individuals. The potential complications involved come from run-ins with the law and associations with various criminals tied to the activity. Every workweek spent gambling brings a 10 percent chance of a triggering a complication. They have an additional 10 percent chance of triggering a complication for each check made during Resolution beyond the first.

This is a great opportunity to create a rival to the party, or involve a previous rival.

Gambling Complications
d6 Complication
1 You are accused of cheating. You decide whether you did cheat or were framed.
2 The town guards raid the gambling hall and throw you in jail.
3 A noble in town loses badly to you and loudly vows to get revenge.
4 You won a sum from a low-ranking member of a nefarious guild, and the guild wants it money back.
5 A local crime boss insists you start frequenting their gambling parlor, and no others.
6 A high-stakes gambler comes to town and insists that you take part in a game.

Variant: Gambling Spectator

Occasionally, rather than participate themselves, your characters might want to gamble on a game or event in which someone else is involved. In that case, the character can instead make a Wisdom (Insight) check. If they do so, they do not have the opportunity to make subsequent checks.

Uptime

Players can actively engage in gambling using the following rules.

Resources

This activity requires a stake of at least 20 cr to a maximum of 2,000 cr, or more as you see fit. Alternatively, you could allow characters to bet with things other than money.

Resolution

The character must make five checks.

If playing against the house, the player makes a DC 20 Intelligence check with the appropriate gaming set. Once you've resolved all five checks, consult the Gambling Results (Uptime) table below.

If playing against an opponent, the player can choose to make a Charisma (Deception), Intelligence check with the appropriate gaming set, or Wisdom (Insight) check contested by the opponent. If there are multiple opponents, use the ability scores and relevant proficiencies for the most skilled amongst them. For each check the character makes, the opponent also makes a check, with an additional effect based on what choices were made.

  • If the character chooses to make a Charisma (Deception) check, they have advantage on the check if the opponent makes an Intelligence (gaming set) check, and disadvantage on the check if the opponent makes a Wisdom (Insight) check. If the opponent also makes a Charisma (Deception) check, both checks are made normally.
  • If the character chooses to make an Intelligence (gaming set) check, they have advantage on the check if the opponent makes a Wisdom (Insight) check, and disadvantage on the check if the opponent makes a Charisma (Deception) check. If the opponent also makes an Intelligence (gaming set) check, both checks are made normally.
  • If the character chooses to make a Wisdom (Insight) check, they have advantage on the check if the opponent makes a Charisma (Deception) check, and disadvantage on the check if the opponent makes an Intelligence (gaming set) check. If the opponent also makes a Wisdom (Insight) check, both checks are made normally.

This advantage and disadvantage occurs for both the character and the opponent. For instance, if the character chooses to make a Charisma (Deception) check, and the opponent choose to make an Intelligence (gaming set) check, the character has advantage on their check, while the opponent has disadvantage on theirs. In the event of a tie, the character and opponent should reroll the contest. If the character is not proficient in the gaming set, they can not make a Charisma (Deception) or Wisdom (Insight) check. Once you've resolved all five checks, consult the Gambling Results (Uptime) table below.

When determining what action the opponent takes, the GM can choose or determine the choice randomly.

Gambling Results (Uptime)
Successes Result
0 successes You lose your entire stake, and accrue a debt equal to that amount.
1 success You lose your entire stake.
2 successes You lose half your stake.
3 successes You break even. Not bad.
4 successes You win an amount equal to your stake.
5 successes You win an amount equal to three times your stake.

Complications

Gambling tends to attract unsavory individuals. The potential complications involved come from run-ins with the law and associations with various criminals tied to the activity. For each success during Resolution, you have a 10 percent chance of triggering a complication.

This is a great opportunity to create a rival to the party, or involve a previous rival.

Gambling Complications (Uptime)
d6 Complication
1 You are accused of cheating. You decide whether you did cheat or were framed.
2 The town guards raid the gambling hall.
3 A noble in town loses badly to you and loudly vows to get revenge.
4 You won a sum from a low-ranking member of a nefarious guild, and the guild wants it money back.
5 A local crime boss insists you start frequenting their gambling parlor, and no others.
6 A high-stakes gambler insists that you take part in a game.

Variant: Gambling Spectator

Occasionally, rather than participate themselves, your characters might want to gamble on a game or event in which someone else is involved. In that case, the character can instead make five Wisdom (Insight) check.