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Cyberpunk RED skill
Gamble
Key facts
- Stat
- INT
- Category
- education
- Linked Stat
- INT
- Resolution
- 1d10 plus INT plus skill level against a DV set by the situation. A natural 10 lets you roll again and add, a natural 1 makes you roll again and subtract.
- Typical use
- playing a game of chance, reading an opponent's tell, or judging whether a bet is worth the risk.
Overview
Gamble is the skill of understanding odds, tells, and risk. It covers card games, dice, betting, and the reading of an opponent across a table. In the Night City underworld, where debts are settled in back rooms and fortunes turn on a single hand, it is the difference between leaving with a payout and leaving owing someone. It also works as a cover for characters who spend a lot of time in places where people lose money.
How it works
Category: Education
Tips and playstyle
Best for: Fixers, Rockerboys, Nomads, and any character whose life includes gaming rooms and debts. Character concepts: Casino fixer, card sharp, back-room bookmaker, solo who pays the rent at the tables. Synergies: Human Perception reads the person, Gamble reads the odds, and Conversation keeps them talking while you do both.
Frequently asked questions
Is Gamble pure luck?
No. The skill covers the odds and the people, so a trained gambler loses less and wins more over time than a lucky amateur.
Can it help outside a casino?
Yes. Any situation with uncertain odds and an opponent, such as a risky bargain or a bluff, can use it.
How high should I take it at creation?
Skills cap at 6 during character creation and 10 afterwards. Take it high if it defines your role, and around 2 to 3 if it is a supporting talent.