Securing a Venue: You may have dreams of playing to a thousand people in the concert hall, but if you're just starting out, you'll need to work your way up there. A venue can be anything from a bus stop to a club to a birthday party, and the size of the venue will determine how many can attend your concert as well as how much tickets cost them. Scoring a good venue is usually either a Personality/Language or an Intelligence/Language roll, and can be modified by various factors including how well known your character is, how much time you've spent attempting to secure that venue(which gives a +1 to the roll for each hour spent), how much of your own money you're willing to lay down to get equipment and the like, and how many fans your character has. Here are some sample venues, the number of fans you can play to there, and how much of a multiplier this adds to your concert payment. In addition, most venues grant a bonus to rolls made to draw a crowd, though particularly small ones get a penalty.
Drawing a Crowd: While you can likely count on your friends to buy tickets to your concerts, that alone won't pay the bills. You will need to draw a crowd to your venue in order to get them to buy tickets. You can either pay someone to advertise for you, which may pay off, or you may wish to promote yourself. Every time you promote yourself, you must choose a location where people gather, such as the mall, the park, the shops, and so on, and spend an hour talking with people, demoing your music, and so on. For every hour you spend promoting yourself, you may make a Music/Personality or Language/Personality roll. Your friends may also promote for you, but they take a -5 penalty to any promotion rolls they make on your behalf. These rolls are subject to a bonus or penalty depending on your venue(see above), and may have a penalty or bonus depending on how well you choose to promote yourself. Going to a library to promote your heavy metal music may be a bad idea, while going to the battle arena to do it may be a smart idea. The penalty or bonus from this ranges from -3 to +3, and is up to the GM's discretion. Botching the roll(rolling all 1s) will cause you to lose attendance, though this number can't be negative. The results of a promotion roll draws people to your performance as follows:
Roll # of Attendees
Botch Lose 1d4
1-4 1d4
5-9 1d6
10-15 2+d6
16-21 3+d8
22-28 5+d10
29+ 8+d10
The number of attendees influences your concert money multiplier. Anything less than a nearly full venue will cost you in ticket sales.
Crowd multiplier= Attendance/Max Attendance, Round up to the nearest 10%.
Excess Crowd: If you manage to draw more of a crowd than your venue can handle, the extra crowd won't be able to add to how much money you earn. However, a sold out show reflects well on your skill, and when promoters and venue owners see that group clamoring for more tickets, they'll take note of it and consider it when deciding whether to let you use their venue. For your next venue roll, you gain a bonus depending on the number of people unable to attend the venue. The number of excess crowd members and the bonus they grant are listed below:
Excess Crowd Bonus to Venue Roll
1-10 +1
11-30 +2
31-60 +3
61-100 +4
101-150 +5
151-210 +6
211-280 +7
281-360 +8
361-450 +9
451+ +10
The Concert: A concert is a 4-hour performance, including setup, which can draw in excellent money for the idol. Once per week, an idol may perform in concert. When they do this, they must make a Personality/Music or an Accuracy/Music roll. This roll represents how well they've done in the concert, and serves as the final multiplier for determining how much money they make for their concert. The base difficulty for this roll is the difficulty of the venue you are playing in. Making this roll means that you earn your character's concert fee rating times the venue's multiplier, times the crowd multiplier. If your concert performance roll is at least 5 higher or is under the difficulty, you apply the roll multiplier listed below. If all of your dice come up 1, use the "botch" multiplier. Round up to the nearest dollar.
Performance Roll Margin Multiplier
Poor -11 or less/Botch x.25
Struggling -10 to -6 x.5
Mediocre -5 to -1 x.75
Good 0 to 4 x1
Great 5 to 9 x1.25
Superb 10 to 14 x1.5
Excellent 15 to 19 x1.75
Incredible 20+ x2
Earning Fans: As you perform better and better in your singing career, people will naturally become fans of your music. Whenever your concert performance roll is 5 higher than the difficulty of the venue you're playing at, 1d20% of those in attendance will become fans. Fans will attempt to attend every concert you hold, and have an approximately 50% chance of being able to show up for any given concert. Keep a record of how many fans your character has. When drawing a crowd, you may roll d100 and treat the result as the percentage of fans (round up to the nearest whole fan!)who will attend the concert regardless of your rolls made to draw a crowd.