Trade-Skills: Entertainer (Instruments)

Play an instrument before onlookers, using any of the following instruments:
Bells
Drums
Fiddle
Flute
Harp
Horn

Mandolin
Panpipes
This is a performed entertainment, accomplished by the entertainer.
Only an Entertainer who has studied and passed the test of instrument can successfully perform.
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Modification-point cost: 1 per instrument learned.
Training Time: 6 weeks (42 days) per instrument.
Training note: This is an averaged time to complete the full training course for Dancing. However, the training time can vary according to the student's Intelligence.
For every point of Intelligence above 24, the training time will be reduced by one day (minimum
21 days to train).

 

For every point of Intelligence below 18, the training time will be increased by one day.
Training Cost: 24 white-gold per day of training + the cost of buying your own instrument to be trained in.
------------------------------------------------------------------------------------------------------------------------------Your Intelligence will be the % chance to successfully play an instrument. Unlike many Trade-skills, a record must be kept for each an every instrument trained in. Example: If you have a 30 Intelligence, you will have a starting 30% chance to succeed to playing that instrument.
For each successful performance, during which you play a song successfully, the % chance to perform again with that instrument successfully will increase by +1.

 

Example:
If you have a 30 Intelligence, and successfully play, you will gain +1 added to your current 30% chance the next time you attempt to play that particular instrument (you would have a 31% chance). If, once again, you performed with that instrument successfully, your skill in playing that instrument will increase from 31% chance to 32%.

 

Maximum success chance: 97%

 

MASTER PLAY
Once you reach the "Maximum success chance" (97%), you can then add in a touch to your performance in an attempt to "Master Play", pleasing onlookers. If you fail to Master Play, a successful Play check will cover up the mistake, and you will hide the mistake from a crowd. However, if you fail the Play check, onlookers will notice with a successful avoidance-roll vs. "Awareness" (each onlooker must avoid).

 

Performing Master Play is a possible way to double tips and payment you receive for your services. You will start out with a 25% chance to perform Master Play. For each successful show, during which you use Master Play to increase the impact of your music, the % chance to perform Master Play again successfully will increase by +1.

 

Example:
If you have a 25% chance to perform Master Play, and do so successfully, you will gain +1 added to your current 25% chance to perform Master Play the next time it is attempted (you would have a 26% chance). If you performed Master Play successfully again, your skill in Master Play would increase from 26% to 27% chance.

 

Once you reach a 97% chance to perform a Master Play, you will have obtained full 1st Mastery. You will then start over with a 25% chance to perform 2nd Master Play, which means during an act, you must first perform a 1st Master Play, and then follow a successful check to increase the complexity or your music with another roll (2nd Master Play).

 

If successful, you will again gain +1 to your 2nd Master Play performance checks. When you reach 97% chance to perform 2nd Master Play, you can then begin working on your 3rd Mastery, starting out at 25%, in which you can attempt to perform Master Play on a successful 2nd Master Play performed. You can continue to increase your Mastery levels as high as you like (there is no limit to performing Master Play).

 

Remember, each time you successfully perform Master Play, the possible intake of payment will increase, which can create quite a valuable profession and reputation for your skill.

 

Master Play maximum success chance: 97% will be the best chance to perform Master Play within all Mastery levels.