Pick Pocketing Guide

A place for thieves to meet up secretly, swapping stories, fencing goods etc.

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Pick Pocketing Guide

Postby WhiteMist on Wed Oct 14, 2009 7:12 am

The roll is a simple contested roll: Pickpocket - Victim

Both the pickpocket and victim roll 1dAgi +1dInt, with a person untrained in the skill halving their score.

To succeed in their attempt the thief must beat the victim’s score.

A successful use of this skill can take up to the difference in the rolls in Mhl, with the obvious limit of how much the victim has, and a further limit of the lowest of the two stats the thief uses (i.e., the lower of their Agi and Int).

Regardless of the outcome of the roll, the victim has a chance of noticing something amiss, the chance being higher if the thief failed. This chance is equal to the victims Int (halved for characters untrained in stealing) – the result of the stealing attempt roll, with a minimum of 5% and a maximum of 75%.

Not only the victim, but any person that can see the thief has a chance of noticing the attempt (successful or not). This chance is 1% for those untrained in Stealing and 2% for those so trained.

Examples: Felonious Fingers, a trained thief has Int of 16 and Agi of 22. Mabel, a poor innocent, totally untrained in the arts of stealing has Int of 9 and Agi of 14.

Our friendly thief Mr. Fingers sidles up to Mabel and gives her a nice chat up line, winking and smiling as his dextrous fingers delve into her tunic. Rolling his dice, Felonious Fingers gets an 8 and a 14 for a total of 22. Poor Mabel, flustered by all the attention rolls and gets 7 and 6, netting 13, which is halved as she is untrained for a total of 7 (6.5, rounded up). 22 being higher than 7 signifies a successful attempt, so Felonious can now take up to 22 – 7, or, 15 Mhl. Mabel now has a chance to notice. Half her Int, as she is untrained, is 5 (9 / 2 = 4.5, rounded up to 5). 5 – 15 (the result of the stealing roll) is –10. That being under the minimum chance of 5% gives her a 5% chance of spotting something is wrong.

Flush with success Mr. Fingers makes his way over to Ehlanna and with a cheeky smile and a fine line in compliments proceeds to try and divest her of some of her hard earned wealth. Now, Ehlanna has an Int of 84 and Agi of 85, even worse she is trained in Stealing! Rolling his dice Felonious maxes out and gets a 16 and a 22 for a total of 38. Ehlanna rolls and gets a 20 and a 44, for a total of 64. 38 being a bit lower than 64 gives us a Stealing roll result of failure. Ehlanna now has a percentage chance of spotting the attempt equal to her Int – the result of the roll; which is 84 – (-26) which is 110. This being more than the maximum of 75% gives her a 75% chance of noticing. If Ehlanna had been untrained, her initial roll of 64 would be halved giving 32. Using that in the Stealing roll changes things slightly, now the result is 38 – 32, making the result of the attempt into a success! Felonious grins as his fingers feels Ehlanna’s money pouch, taking up to 6 Mhl. Being untrained (in this example) Ehlanna now has a chance of spotting the theft equal to half her Int (84 / 2 = 41) – the Steal roll (6) which gives her a 35% chance of noticing she is now not so rich as she once was.
Consequences of being caught stealing.

Now, what happens if a thief is caught with his or her hands somewhere they don’t belong? By preference the outcome should be Role Played out, but there will be cases when that is just not feasible, for example when the thief is a vastly superior character to the victim who, hence, has no chance of handing out any form of punishment or retribution beyond heavy pouting. In these circumstances the thief should be pointed out to an Op (if present) and if the Op deems it necessary they may decide for an NPC intervention. The punishment to be doled out depends on how many times they have been caught pilfering.

Generally For the first offence, the theif must pay back twice what was taken (if the attempt failed, they pay back double the lowest of the either the Stats involved in the stealing attempt – either Agi or Int – or twice the difference in the rolls (treated as a positive number). For the second offence, the thief spends a 'night on the pole', for third, and subsequent, offences the thief has a hand removed. All effects being cumulative.

So, if Mr. Fingers (a guild member) has a really bad patch: 1st he repays twice what he has stolen. Next time he repays twice what he stole, and gets hung up on the pole. 3rd time of being caught he repays, gets hung up plus he loses a hand.
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WhiteMist
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