Risk Tables

Risk Tables are are supplementary set of rules to be used in conjunction with Secondary Skills.
WORK IN PROGRESS!!!!

Rolled on a D100

General Risk Table for Secondary Skills


This table can be used for a variety of Secondary skills produce marketable goods or services. This DOES NOT apply to the success chance of creating the goods but could be used when attempting to sell those goods (i.e. Tailors have their own built in success tables for creating cloth armor, but could use the Risk tables below when they bring some of their cloth armor to a town market for sale). GMs may want to apply modifiers to the generic risk table rolls depending on the environment or location. For example, to reflect a high risk high reward environment a GM could increase the chance of BOTH a critical failure and a critical success by 10%, and reduce the chances of a standard success or failure by 10% each (I.e. selling crafted goods on the docks of a pirate town is far more risky than selling crafted goods in a city market that is well patrolled by guards).

Before rolling on the risk table, indicate to your GM specifically what it is you are trying to do (i.e. don’t simply say attempting to mine, say entering the caves near our camp to attempt to mine for gold).

OutcomeUntrained@Rank1@Rank2@Rank3+EffectSome Examples
Critical Success10096-10096-10096-1002x reward, may lead to repeat customers and/or +1 reputationSell twice as many products as expected or for twice the price, and a local merchant takes notice and offers you an exclusive contract to sell from his store front
Favorable Success91-9981-9576-9571-951.5x reward, may lead to repeat customers and/or +1 reputationSell for 1.5x the price and gain a name in that town for your superior goods
Success66-9051-8041-7531-70standard rewardSell exactly what you were trying to sell for the standard price
Failure31-6521-5016-4011-30no reward, no penaltyFind no customers
Serious Failure11-306-206-156-10no reward, negative consequences (i.e. goods damaged) and/or may incur a minor to serious injuryMarket stall catches fire, damaging goods and causing minor burns
Critical Failure1-101-51-51-5no reward, significant negative consequences (i.e. goods stolen/lost) and/or may incur a critical injuryLocal cartel takes offense to you hawking goods on their turf; they confiscate your wares, stab you in the gut and leave you for dead.

Performer


This Risk table is used specifically for the Performer secondary skill, which already has a defined income system in place (see: Performer)

@ Rank1@ Rank2@ Rank3RiskEffect
96 to 10095 to 10094 to 100Unexpected successGain 1 reputation of appropriate type
66 to 9555 to 9444 to 93Things go according to plan for onceNo extra effects
61 to 6552 to 5443Performance goes poorlyNo real negative effects other than a bruised ego
56 to 6047 to 5139 to 42Come down with a cold or other minor illnessCan’t perform that week
51 to 5543 to 4637 to 38Pockets picked while busy performingLose equivalent of 1d10 SP @ Lv1, 1d6 GP @ Lv2, 1d6+6 GP @ Lv3
46 to 5040 to 4236Patrons re-neg or hold back on paymentIncome from that performance reduced by 1d100%
36 to 4536 to 3935Performance goes terribleLose 1 reputation of appropriate type
34 to 3534 to 3533 to 34The heart of a particular fan is so stirred/moved they become infatuatedInfatuated fan follows you for a minimum of 1d3 weeks unless otherwise dissuaded
3332 to 3330 to 32As above, but gets in the way and prevents performances for the duration
n/a30 to 3127 to 29After a rather stunning performance crazed fans latch on to youCrazed fans follow you for a minimum of 1d3 weeks unless otherwise dissuaded
n/a2925 to 26As above, but must roll 1 extra risk roll when performing for the duration
25 to 3224 to 2824Unknowingly perform something in-appropriate or offensive to patronsRun out of town/location by angry mob
21 to 2421 to 2323As above, plus permanently banded from performing or ever returning to that location
17 to 2017 to 2018 to 22Accused (possibly falsely) of sleeping with someones spouse, lover, etc…Threatened/Chased off or Single combat (sometimes to the death) with offended party
n/a1615 to 17As above, plus contract put out on you (anything from a good beating to your head)
14 to 1611 to 158 to 14Roughed up by rivals/critics after a performanceCannot perform for next 1d3 weeks
6 to 136 to 106 to 7Come down with a serious illnessCan’t perform again until treated/healed
1 to 52 to 54 to 5Robbed by rivals/critics after a performanceLose all gold and silver on hand
n/a11 to 3One of your patrons decides they can’t be without your artImprisoned or otherwise forced to continue to perform at their behest