Job Roll

Basic Set: Campaigns · p.516

Open source p.516

At the end of every month in which
a character works, he must roll
against one of the prerequisite skills
for his job. This is called a job roll.
For jobs with multiple prerequisite
skills, the GM should specify whether
the worker uses his best prerequisite,
his worst prerequisite, or one specific
skill at all times. This roll might be at
a bonus for an easy job, at a penalty
for a difficult one.
For jobs without prerequisites, the
GM should specify either a flat success
roll (e.g., “All characters roll vs. 12.”)
or an attribute roll (e.g., “Roll ST.”).
Most jobs offer a fixed wage or
salary. On anything but a critical suc-
cess or critical failure, the worker col-
lects the monthly pay for the job (see
below). On a critical success, he gets a
10% permanent raise.
Other occupations are more vari-
able; for instance, freelance jobs and
work on commission. For these jobs,
the worker earns the monthly pay if he
makes his job roll exactly. For greater
success, increase that month’s income
by 10% times the margin of success; a
critical success triples the month’s
income! On a failure, decrease that
month’s income by 10% times the
margin of failure.
For any kind of job, a critical fail-
ure is always bad. At best, the worker
will earn no pay for the month. He
might also face demotion (at least a
10% reduction in monthly pay), lost
savings (due to damages, fines, etc.),
loss of job, on-the-job injury (due to an
accident – or possibly a fight, if the job
is a violent one), or arrest (especially
at a criminal “job”). The GM should be
creative!