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PostPosted: Sun Nov 25, 2012 2:13 pm 

Joined: Tue Nov 20, 2012 6:27 pm
Posts: 165
Location: Wharton, TX
To be a thief is risky, but not impossible. Only if you have the relevant skill (see the skills page for details), may you attempt;

    Pick Pocketing
    Shop Lifting (This uses the same skill as pick-pocket)
    Opening a Lock

Shoplifting.

To shoplift, a thief must attempt to roll greater than 75 on a roll of 100 (there are no +s). A member of shop staff must be there to witness your roll, and also to (OOC) present you with the object you have stolen (as an item to carry in the dream). Permanent items can not be stolen, all stolen items expire at the end of each day. If your shop is a victim of Shop Lifting, you must hand over the acquired goods to the successful thief. You are not to notify officials as you did not see the shoplifting occur. If the thief fails in his/her roll, you may beat them, apprehend them or have them arrested.

Pickpocketing

Roll a d100+[your level]. This roll CANNOT be defended against. People nearby may roll a single d100 to see the pickpocket happening (aiming to beat your pickpocket roll).
A pickpocket roll of 50 or over is a success, under 50 is a fail.

A successful roll means;
You have retrieved a number of credits from your opponent, calculated from the following table. Your next pickpocket roll has a -1 penalty (so if you roll +10 to pickpocket, you will now roll +9, following that +8, following that +7... and so on to zero. It does not go below zero), your penalties are lifted at the end of each day. This is to ensure nobody pickpockets an unreasonable amount in one day!

A roll of 50-59 yields 5 credits
A roll of 60-89 yields 10 credits


A roll of 75 or above will give you all the credits your target has stolen today; if they have stolen 90 from various people that day, you get all 90). if they have not stolen any credits, or they have stolen less than 10, you recieve 10 credits regardless.

A roll of 90-99 yields all the money the targeted has stolen that day, at least 15 credits.
A roll of 100-129 yields all the money the targeted has stolen that day, at least 20 credits.
A roll of 130 yields all the money the targeted has stolen that day, at least 30 credits.

If the thief is successful, the victim of the pick pocketing should remain unaware of the action.

A furre without the full amount of money which was stolen must transfer ALL the credits they have.

A sorcerer is the victim of a pick pocketing thief who rolled 73. She is to give 10 credits to the thief yet they only have 5 credits in her account. The sorcerer must transfer all 5 credits to the thief.

An unsuccessful roll means;
You have been caught in the act and must face the consequences. Your hand is in their pocket, or fiddling with their bags. You must give your victim reasonable time to react before attempting to retreat (or fight, or otherwise!). You cannot roll to pickpocket for the next hour after a failure.


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