Chapter Five: Gambling This chapter is designed to allow your characters to have the same amount of skill and luck when gambling as other gamblers have. All card games are played using a two-step procedure. A first roll is made using the character's Gambling skill; the result of this roll simulates the deal. The player then has the option to roll a second time (simulating the draw, an extra card, and so on), which may or may not improve the hand. This second roll simulates all the back-and-forth game playing that takes place after the deal. Betting is done as it is in the real game - either before the deal, after it, and/or after the second roll, as appropriate. All the dice rolling is done in secret (the GM rolls the dice for the NPCs), so the betting is done without fore- knowledge of the other players' hands (that is, the respective quality). The final combined quality is used to determine who wins; the character with the higher quality is the winner. If the quality of the two hands is a tie, the tie is resolved the following order of precedence: character with the higher Gambling Skill Bonus, then character with the higher Perception. Note that in blackjack a tie can be resolved as a "push", with higher side winning and the bets staying on the table. First Roll: 1-10: Bad Hand 11-30: Poor Hand 31-70: Average Hand 71-90: Good Hand 91-100+: Great Hand Second First Dice Result Dice Result Bad Poor Average Good Great Bad Bad Bad Poor Average Good Poor Bad Poor Average Good Good Average Poor Average Average Good Great Good Poor Average Good Good Great Great Average Good Great Great Grand Poker The results of a real poker game (5 card stud or draw) would be these equivalents: for a bad hand, the hand would rely on the high card; for a poor hand, the hand would have a pair, two pair, or three of a kind; for an average hand, either a straight or a flush; for a good hand, either a full house or four of a kind; for a great hand, a straight flush; and for a grand hand, a royal flush. Blackjack The results of a real game of blackjack would be these equivalents: for a bad hand, the hand would be a bust; for a poor hand, the cards would have a value of 13, 14, or 15; for an average hand, a value of 16 or 17; for a good hand, a value of 18 or 19; for a great hand, a value of 20, a three card 21, or a blackjack; for a grand hand, a three card 21. Note a blackjack will beat a three card 21. Cheating A Player Character may never cheat, unless he has detected another NPC cheating. If you think your character's opponent is cheating, you can request a Perception roll to determine whether or not the opponent is cheating. You may ask for this roll after each hand of cards. If you are successful, you may confront him with it or cheat back. To cheat, you lie about the quality of your rolls. The difficulty of the Perception depends on the Gambling Roll Modifier of your opponent. Take the Gambling Roll Modifier of your opponent and multiply it by three; this is the difficulty of the Perception roll. If the Perception roll is a failure, the NPC has detected the attempt and will take any action the GM deems appropriate. This system works in the reverse if the NPC discovers the characters are also cheating.