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).
Outcome
@Rank1
@Rank2
@Rank3+
Effect
Some Examples
Critical Success
96-100
96-100
96-100
2x reward, may lead to repeat customers and/or +1 reputation
Sell 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 Success
81-95
76-95
71-95
1.5x reward, may lead to repeat customers and/or +1 reputation
Sell for 1.5x the price and gain a name in that town for your superior goods
Success
51-80
41-75
31-70
standard reward
Sell exactly what you were trying to sell for the standard price
Failure
21-50
16-40
11-30
no reward, no penalty
Find no customers
Serious Failure
6-20
6-15
6-10
no reward, negative consequences (i.e. goods damaged) and/or may incur a minor to serious injury
Market stall catches fire, damaging goods and causing minor burns
Critical Failure
1-5
1-5
1-5
no reward, significant negative consequences (i.e. goods stolen/lost) and/or may incur a critical injury
Local cartel takes offense to you hawking goods on their turf; they confiscate your wares, sta you in the gut and leave you for dead and


Singer - Dancer - Musician


This Risk table is used specifically for the Singer/Dancer/Musician secondary skill, which already has a defined income system in place (see: Singer - Dancer - Musician)
@ Rank1
@ Rank2
@ Rank3
Risk
Effect
96 to 100
95 to 100
94 to 100
Unexpected success
Gain 1 reputation of appropriate type
66 to 95
55 to 94
44 to 93
Things go according to plan for once
No extra effects
61 to 65
52 to 54
43
Performance goes poorly
No real negative effects other than a bruised ego
56 to 60
47 to 51
39 to 42
Come down with a cold or other minor illness
Can't perform that week
51 to 55
43 to 46
37 to 38
Pockets picked while busy performing
Lose equivalent of 1d10 SP @ Lv1, 1d6 GP @ Lv2, 1d6+6 GP @ Lv3
46 to 50
40 to 42
36
Patrons re-neg or hold back on payment
Income from that performance reduced by 1d100%
36 to 45
36 to 39
35
Performance goes terrible
Lose 1 reputation of appropriate type
34 to 35
34 to 35
33 to 34
The heart of a particular fan is so stirred/moved they become infatuated
Infatuated fan follows you for a minimum of 1d3 weeks unless otherwise dissuaded
33
32 to 33
30 to 32

As above, but gets in the way and prevents performances for the duration
n/a
30 to 31
27 to 29
After a rather stunning performance crazed fans latch on to you
Crazed fans follow you for a minimum of 1d3 weeks unless otherwise dissuaded
n/a
29
25 to 26

As above, but must roll 1 extra risk roll when performing for the duration
25 to 32
24 to 28
24
Unknowingly perform something in-appropriate or offensive to patrons
Run out of town/location by angry mob
21 to 24
21 to 23
23

As above, plus permanently banded from performing or ever returning to that location
17 to 20
17 to 20
18 to 22
Accused (possibly falsely) of sleeping with someones spouse, lover, etc...
Threatened/Chased off or Single combat (sometimes to the death) with offended party
n/a
16
15 to 17

As above, plus contract put out on you (anything from a good beating to your head)
14 to 16
11 to 15
8 to 14
Roughed up by rivals/critics after a performance
Cannot perform for next 1d3 weeks
6 to 13
6 to 10
6 to 7
Come down with a serious illness
Can't perform again until treated/healed
1 to 5
2 to 5
4 to 5
Robbed by rivals/critics after a performance
Lose all gold and silver on hand
n/a
1
1 to 3
One of your patrons decides they can't be without your art
Imprisoned or otherwise forced to continue to perform at their behest