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Old 10-06-2018, 10:04 AM   #9
The Wyzard
 
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Join Date: Jul 2018
Default Re: Jobs and critical success/failure

Hmm. Something like this, maybe. Roll 1d6 if you roll low or high enough on Risk.


Good Results
1. You learn something! Pick a talent that is useful in your professional path, with your GM's agreement. (Example: A translator picks a language they don't know. A shop worker picks Business Sense. A petty thief who would like to become a professional thief picks Silent Movement.) Multiply 3d6 x 10 x [the number you rolled on the Risk Dice] and gain that many XP, which can only be used towards the talent you picked above.

2. Through happenstance, you come into a treasure map. The GM can use this as the basis for an adventure, or add it into a pre-existing adventure. The treasure map can either lead to a small unguarded treasure, or help ensure that the PCs find a larger hidden treasure in a typically dangerous adventure. For example: If your next planned adventure includes a corridor with twelve stone faces carved into one wall, and the fifth in line has a removable nose with a cache of jewels behind it, this information would allow the PCs to find it without a roll.

3. Through happenstance, you come into a useful bit of information. This can be a plot hook for an adventure, or a useful clue about a pre-existing adventure the GM has planned.

4. New Friend! You make a useful ally in town. Work with the GM to pick their profession and any other information about them. Don't ask them for more favors than you do for them.

5. Loot! You gain a bonus payment of additional money, or come into possession of useful goods. The GM can roll 1d6 x your weekly pay (assume 20$ for subsistence-level jobs, if anybody has one.) Useful goods could potions or scrolls the PCs would like but would normally have trouble affording, or some other valuable item.

6. Opportunity! This is a bit of a mini-adventure; preferably something you can resolve in ten minutes or so of table-time. You can tag one other PC into it. You have a chance to really save your boss's bacon, jump into a (non-lethal) barfight and pull a drunken young prince out of harm's way, or otherwise make a good name for yourself. The downsides of screwing it up shouldn't be too bad; this is after all a GOOD result. But the GM can make it a little challenging if they want. If you succeed in turning the situation to your advantage, both PCs involved gain a reward approximately equal to one of the above results. The rewards may or may not be identical.

Bad Results
1. Screw up: You pick how, but you blow it at work and get fired. You have to look for a new job as usual.

2. Thieves: You lose 1d6x10% of your current liquid money, or perhaps an item of jewelry or the like. The GM has discretion to make this hurt. If you or your friends know their way around the thieves guild, it may be time to teach someone a lesson.

3. Embarrassing Rumor: Some people talk trash about you. Work with your GM to pick a rumor. You might get kicked out of lodgings if you don't own them, you might have trouble at work depending on your job, you might have merchants charge you more or refuse to deal with you, law enforcement might get on your case. The GM might just say you have a -1 to reaction rolls in that community from then on. The rumor might even be true! If you are a thief, having people gossip that you are a thief could be hazardous to your well-being.

4. Enemy: You gain the undying enmity of a significant person in town. They probably won't try to kill you directly, but they will devote time and energy to screwing your life up.

5. Accident: Per the book. Roll under your attribute or take damage. The GM may alternately make the situation more involved.

6. Misfortune: Much like the 6 result above, a mini-adventure, no more than ten minutes or so. You can tag in one other PC if you can justify it. Something bad or dangerous happens, but you have a chance to mitigate it. Example: Street toughs demand protection money from your shop. You can attempt a non-lethal brawl (or escalate it to lethal at your peril...), or else they take the money out of the till. That might get you fired or cut your pay. Or, your boarding house might catch fire. You can choose to try and brave the flames to retrieve your possessions, or cut your losses and watch it burn. The central idea here is that the PC can *choose* whether to take a risk that might get them hurt or killed, but the GM is entitled to make the results of doing nothing rather bad.
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