My idea for Thief logs and Shopsteals...
I feel a great deal of it should be left up to interaction, not dicerolls. But I also think that the crime should match the punishment. And so here's a quick thing I just.. kind of tossed together. I also updated it with some info I felt was missing or otherwise just.. in need of adjusting. It may be a little redundant in places but I also did my best to draw from different sources of the IG and merge ideas and punishments that are on the MB as well as what I've seen suggested and my own suggestions.. so.. here we go!
So you want to do a shopsteal?.. Well, first see if an OP is available to oversee. So long as one is, ask in OOC if there is a Clerk or Manager of any shop that would like to possibly deal with a thief. If there is, you can skip down past the shop selection part. If not, time to do some rolls!
Which shop?If a shop is on this list that your thief would -not- steal from, for whatever IC reason, then you must state it -before- rolls are made to be allowed to do a re-roll for another shop. Otherwise if a shop is selected and you decline, that counts as your roll for the month and you may not attempt another.
!r 1d13
1 = The General Store (Nanthalion)
2 = The Naked Bird (Nanthalion)
3 = Might Makes Right (Cash Only) (Nanthalion)
4 = Body Arts (Jewelry or Cash Only) (Nanthalion)
5 = C2C (Nanthalion)
6 = The Bazaar (Nanthalion)
7 = Silent Embrace (Tower of Umbara)
8 = Apothecary (Tower of Unigo)
9 = Sorcerous Sanctuary (Cash Only)
10 = The Works (Nanthalion or Valencia)
11 = Real Estate Office (Cash Only - Choice of Nanthalion or Valencian Office)
12 = Belladonna (Valencia)
13 = Siren's Call (Valencia)
Nanthalion Only
Want to hit only Nanthalion's shops? Use the roll below to correspond with the list above.
Roll !r 1d11
Valencia Only
Want to hit only Valencia's shops? Use the roll below to correspond with the list above. This starts at #10 The Works as our 1 with the other locations following.
Roll !r 1d4
How much:The next roll is to see how much worth of items the thief is able to steal away. This is made with a 1d10 roll. The thief can steal a number of items to total up to the limit of their result from this roll. If your thief would NOT steal more than a certain amount, let's say 40mhl, you must state that before your roll. This way if you do land on a higher amount, you can stick with the 40mhl and thus the 40mhl punishment if you're caught. (See
Crime and Punishment below for details)
!r 1d10+1 x Thief Class
Example, a Thief x 5 would roll !r 1d15
The addition does not add to the total, but the rolling ability. Better thieves have better potential.
1-2 = Can steal items valued up to 20 mhl
3-4 = Can steal items valued up to 40 mhl
5-6 = Can steal items valued up to 60 mhl
7-8 = Can steal items valued up to 80 mhl
9-10 = Can steal items valued up to 100 mhl
11-12 = Can steal items valued up to 120 mhl
13-14 = Can steal items valued up to 140 mhl
15-16 = Can steal items valued up to 160 mhl
17 = Can steal items valued up to 200 mhl
In ActionThe next step is dependent on which shop the thief is stealing from – if the shop is closed, continue with section A. underneath this note labeled as Closed. If it is open, skip down into section B labeled Open.
A. Closed Shop:This means that the shop that has caught the thief’s eye is closed at the time and thus the thief will be trying to gain entrance into the shop with their skills (or perhaps a rock) depending on two rolls.
A. Door pick:The first method the thief will try to gain access into a shop is through the door, a roll of 1d100 will determine what state the door is locked in, ranging from impossible to pick to the door being left open. The Thief Mod is applied to this roll.
!xr 1d100+mod#
1-20 = Impossible lock - Failed attempt, go to window.
21-40 = Stubborn lock - 3 rounds of RP to unlock it
41-60 = Sticky lock - 2 rounds of RP to unlock it
61-80 = Easy lock - 1 round of RP to unlock it
81-100 = Hooray! The lock seems broken or to have malfunctioned from rust.
A. Window pick:If the door is found to be impossibly locked, then the thief will move on to trying a window. A roll of 1d100 is made to determine what state the window is locked in, ranging from impossible to open to it being left open. The Thief Mod is applied to this roll.
!xr 1d100+mod#
1-20 = Impossible lock - Break the window (Go to Step 2)
21-40 = Stubborn lock - 3 rounds of RP to unlock it
41-60 = Sticky lock - 2 rounds of RP to unlock it
61-80 = Easy lock - 1 round of RP to unlock it
81-100 = Hooray! Some idiot left the window unlocked!
If the window is impossibly locked as well, the thief may then choose to break the window to gain access into the shop. At this point, you CAN back o if your character would not destroy Empire property, but this must be logged and counts as your monthly shop-steal. Let's face it, when the fates are against a character, they may feel compelled to back off.
A. The Steal:Now that the thief has gained access inside of the store, he or she role-plays out stealing items from the closed shop up to the worth limit but not exceeding it. No rolls are made during this part.
A. Escape:Now that the thief has their ill gained goods, it is time for them to make an escape. A 1d100 roll is made to see if the thief has left behind any evidence that could be used to determine their identity in the case that the Imperial Guards are called about the break in, or they find it during their patrols. The Thief Mod is applied to this roll.
The type of evidence left behind is up to the thief, but it needs to be something that could clearly identify the thief as from their person (foot print, hair, combination of other things).
!xr 1d100+mod#
1-40 = Automatic Failure - CAPTURE or a BRIBE may be attempted. At this point, you may call for an IG in OOC or pause your scene to resume with an available IG, no OP required at that point as this is the IG's job.
41-70 = 50/50 - IG rolls 1d2 to determine if the Thief is caught - 1 = CAPTURE or BRIBE; 2 = Escape
71-100 = Automatic Success - Escape (At this point, the OP on duty will give you your payout or you can show a shop-clerk your log and a clerk can do an OOC sale of items for 0mhl in front of an OP for witnessing.)
Capture or BribeNow this is mostly based on interaction between the characters. An IG may be corrupt or lawful, or merely in it for padding their pocket. If a 1 is rolled for CAPTURE or BRIBE, it is up to the IG to determine if they will accept that bribe or not. The amount you choose to bribe them with is totally up to you. Prior to any coin exchanged ICly, there needs to be OOC agreement on if the IG will take the coins and let the thief go, or take the coins and still take the thief in. Some IG can be jerks like that! This adds to the drama of the play, and fun revenge perhaps later. In some cases, an IG may capture a thief but still let them go, and may even feel sorry enough for them to give them a gift of coin or item. That's why this part is ambiguous and left up to the IG.
* Keep in mind that when bribing, you need to have the coin actually available and on your person! This -may- be rectified only if the IG is willing to march you to the bank for their payout.B. Open Shop Steal:No need for break-in rolls, the shop is open!
The thief can pocket an item while pretending to shop like a normal customer, this roll is made with a 1d100 to determine if the thief is caught trying to shoplift an item or if the shopkeeper is oblivious to the actions of the thief. The Thief Mod is applied to this roll.
Keep in mind, even if you got a shop with mhl-only, you can always play it out appropriately by causing a distraction for the clerk to get at the till or by taking a non-descript item that is later sold off-screen to account for the mhl payout.
!xr 1d100+mod#
1-40 = Automatic Failure - Shop Worker sees you (see NOTE), a BRIBE may be attempted.
41-70 = 50/50 - Shop Worker rolls 1d2 to determine if the Thief is caught shoplifting
- 1 = Discovered, a BRIBE may be attempted; 2 = Unseen
71-100 = Automatic Success (The OP or manager may now do the mhl payout, or the clerk can sell you the item(s) for 0mhl)
Capture or BribeNow this is mostly based on interaction between the characters. A shop clerk may be corrupt or lawful, or merely in it for padding their pocket. If a 1 is rolled for CAPTURE or BRIBE, it is up to the clerk to determine if they will accept that bribe or not. The amount you choose to bribe them with is totally up to you. Prior to any coin exchanged ICly, there needs to be OOC agreement on if the clerk will take the coins and let the thief go, or take the coins and still call the IG in. Some clerks can be jerks like that! This adds to the drama of the play, and fun revenge perhaps later. In some cases, a clerk may capture a thief but still let them go, and may even feel sorry enough for them to give them a gift of coin or item. That's why this part is ambiguous and left up to the play. If the clerk does call in the IG, you can always try to bribe the IG too!
* Keep in mind that when bribing, you need to have the coin actually available and on your person! This -may- be rectified only if the IG is willing to march you to the bank for their payout.Crime and Punishment***Now, the crime should fit the punishment. It shouldn't just be random and this is the one thing that the IG can't make worse (without your OOC permission). The IG -may- reduce your punishment as they see fit based on play interaction and past offenses.
20mhl : One day servitude.
40mhl: Two days servitude.
60mhl: Three days servitude.
80mhl: One week servitude. May substitute for 3 public lashings that cannot be healed by magic and three days servitude.
100mhl: Two weeks servitude or one week in the IG cells. May substitute for 5 public lashings that cannot be healed by magic and one week servitude.
120mhl: One month servitude or three weeks in the IG cells.
160mhl: One month criminal enslavement to the targeted shop and one week on the slave poles.
200: One month criminal enslavement to the targeted shop and one week on the slave poles and one week in the IG cells.
* Keep in mind, your punishment can also be made worse on the IG's end as far as your number of offenses!
** Do not do the crime if you can't do the time. Included above are some substitutes for those who feel that their play would be too restricted, but some time MUST be served. These are -punishments- after all, but some modifications have been made to account for RL and OOC concerns.The 120mhl+ punishments are a bit more extensive in that they are geared for experienced thieves.
Servitude types:Criminal Enslavement - Working as a slave to the shop you tried to steal from.
Slave Poles - Being strung up for use and display in the inn, nude.
IG stock - Being restrained in the stocks in town, nude and with a spreader bar between your legs for display and use.
IG Enslavement - Being forced to clean the cells and headquarters, shovel snow and stables, doing icky jobs and tending to the IG with a chance of rapings.
** Keep in mind that despite you are for use and have a chance to be raped, you do NOT ever need to play anything out with anyone that you do not want to. This isn't to say that it doesn't happen off-screen to your character (as per rape rules on the site) but you are not obligated to play such out.IG cells - The IG cells are enclosed cells with minimal needs met such as basic food, water and chamber pot. You may or may not have a cot and you may or may not be chained down or restrained in the middle of the floor. You can expect no visitors without an IG present. This is a restrictive scenario compared to servitude. In this case you are indeed serving time for your crime. No faemails or Messages (spell) can be sent. You may try to escape.. but if you do so and are caught eventually, you can go to trial for worse fates.
Thieving from the Empire (Slightly different from L`aquera's 2007 post)
An 'offense' is the number of times you've been arrested. If caught and released or released on a bribe, this does not count towards your offenses.
First Offense: The standard punishment for your thieving, no additional punishment.
Second Offense: Fined 20mhl plus a day on the slave poles and Jailed for one day within the IG Jail cells located in the forest within the IG Headquarters.
Third Offense: Fined 60mhl, Jailed for three days within the IG Jail cells located in the forest within the IG Headquarters.
Fourth Offense: Fined 100mhl. Public Flogging, 5 lashes. Jailed for Four days. Made to clean up the paths of the Forest from debris, snow, downed trees across the path, twigs, dead animals for two days.
Fifth Offense: Fined 110mhl. Public Trial, announced to all that you are a thief. Small mark placed upon left hand of a closed fist with a dagger within it. Lashed publicly 10 times. Jailed one week.
Anything further on this will be decided at a trial after the thief has been within a cell for one week and two days.
Good SamaritanA citizen that observes the actions of the thief may report them to the Imperial Guard or take it on themselves to capture and punish the thief (in additional to the rolled punishment). This requires consent from the thief for the other player to become involved and is meant to increase role playing.
Bounty (My new suggestion)
To avoid the temptation of bribes and to offer reward to Good Samaritans for the lawfulness of aiding the Empire, the Empire pays out 50mhl for the live capture of any thief during their shop steal. This includes IG to help keep them on the straight and narrow of doing their jobs. This is a reward gifted by an OP on completion of an arrest. This only works during the thief's shop steal and does not work if you just bring in someone of the thief class or do such after a pick-pocketing.
Closed Becomes Open?!This has happened before. All of your rolls are done, you're getting the item or mehrial.. and in comes someone oblivious and opens the shop. In this case, you make it known in the room that your scene is finishing up and took place -before- the shop was opened. This way your scene actually has nothing to do with theirs and doesn't interrupt you or their customers.
However if your roll says you're getting caught and the shop just so happens to open, feel free to ask the clerk if they want to be involved in your capture/bribe/escape and play with them! That gets you the interaction and goes right along with your rolls.
Log your theftJust as a reminder to all of those who attempt a shop steal, that logs must be named with "Character Name's Shop Steals" and provided in the following format and posted here:
viewforum.php?f=79Month Year (Feb 2018)
Character Name:
Class:
Number of Offenses: (How many times were you arrested prior to this?)
Which shop did you target?
What did you steal/how much was the value?
Was the shop Open or Closed?
Did you fail/succeed?
Who caught you?
Did you attempt a bribe? if so, how much? Did they accept it or deny it?
If you were captured, what was the consequence?
If you escaped, who did the !payout? or are you still waiting?
Each character must have their own individual thread with the Thieves Den section of the MB. And that to note that shop stealing can only be done once per month.