Thieves Hideout

Shop Stealing

The harsh reality of Belariath lends itself quite well to the criminal element. Not all citizens survive with paid employment. There are those who would rather take what others have earned, than to earn it themselves. Or prefer to aquire items without purchasing them. Whatever the reason, the Thief is one who sees such activities as more of a challenge, a game, instead of a 'crime' and so they test themselves, their skill vs. the wit of others. They add to life the delicious -zing- of danger, a level of excitement as well as enrage us to no end when we fall victim to their shenanigans. Yet, we also find ourselves grinning when we watch some of the more bold thieves dance merrily away from a shop, laughing, as they flaunt their treasure by waving it in the air, their audacity shocking, but entertaining.

IMPLIED OOC CONSENT

By RP'ing this activity IC'ly you are giving IMPLIED OOC CONSENT to the consequences of your actions. Regular OOC consent rules apply for any sexual scene that may occur.

SHOP STEALING

This activity opens up a new area for Thieves to practice their skills, to fill their pockets, and to mock those who would attempt to tame them. Shop Stealing allows a Thief to enter an establishement, either opened or closed, and pilfer items. They are bound by chance, by the roll of the dice, yet the possibilities are endless. It is for them that we open the Empire's Shops so that they may practice their dastardly deeds.

Set Up Rolls

These rolls are all made pre-scene, in order to allow the rp to flow and to allow the proper choice of room for the upcoming shopsteal

Any shop steal requires either an OP, or a Shop Manager to be present (Either Icly or OOCly) to witness the event. Only in these conditions can a shop steal be done. Please do not assume that becaus esomeone fitting this description is in a channel, that they are able to witness, always ask and get confirmation.

THIEF CLASS BONUS

When rolling for the attempts at "How to get in"; "Escape"; and "Shoplifting" the following applies: For each X factor taken in the Thief Class, the Thief is awarded a % advantage (an additional roll) toward success. The chart is as follows, with the result being added to the original roll:

x1 = Unmodified
x2 = 10% (1d10)
x3 = 20% (1d20)
x4 = 30% (1d30)
x5 = 40% (1d40)
x6 = 50% (1d50)
x7 = 60% (1d60)

Example: You roll # for an Escape roll. With your class bonus, you would then add the corresponding dice result to your initial roll. Your first roll results in a 35 and you're a Thief x4. You receive a 30% bonus, or a 1d30 roll, which then results in a 15. You add the initial roll (35) with your bonus roll (15) for a total of 50. You would then take your final roll of 50 and see what range it falls in and follow the directive.

NON-THIEF PENALTY/RESTRICTION

Now, not all citizens plan to live the life of a Thief. However, they may see something in particular that they wish to have, but do not have the funds for it. Or, they may simply be feeling rather brazen and want to attempt something risky. Non-thieves will be allowed to attempt to steal from shops as well BUT they will do so at a distinct disadvantage. These bold folks will suffer up to a 25% (1d25) penalty against their rolls. For EVERY roll made at "How to get in"; "Escape"; and "Shoplifting" the Non-Thief must make a SECOND roll to determine their disadvantage for being unskilled. This roll takes into account the pure luck that may befall an unskilled Thief and a low disadvantage result is possible.

**NOTE** Non-Thief Class CANNOT steal from a CLOSED SHOP!

Example 1: Lucky - The Non-Thief must roll a 1d25 to determine their disadvantage which is to be SUBTRACTED from their initial roll. For instance, if their roll to Shoplift is 80 and the roll their 25% penalty resulting in 5 (80 - 5), then their final outcome is 75 which is still in the Automatic Success range.

Example 2: Unlucky - If the initial roll is a 45 and their penalty roll is 20 (45 - 20), the result is 25 which brings them down from the 50/50 range into the Automatic Failure range for their final outcome.

WITNESSES

If the Town is empty and you would like to RP Shop Theft, then ask an for an OP or any Shop Manager to witness the RP. Shop Managers DO NOT need to be IC, they can witness the RP OOC'ly.

WHO TO ROB

This roll determines which shop the Thief will attempt to rob. The purpose of this step is to make sure that all shops are made equal targets and not just one is "favored" among the thieves. All of the shops listed have a price list that includes items easily pocketed or placed into a small sack/bag. No modifiers are used for this roll.

Which shop: 1d12

1 = The General Store (Nanthalion)
2 = The Naked Bird (Nanthalion)
3 = Might Makes Right (Cash ONLY) (Nanthalion)
4 = Body Arts (Jewelry ONLY) (Nanthalion)
5 = C2C (Nanthalion)
6 = The Bazaar (Nanthalion)
7 = Silent Embrace (Tower of Umbara)
8 = Apothecary (Tower of Unigo)
9 = The Works (Nanthalion)
10 = Siren's Call (Valencia)
11 = Belladonna (Valencia)
12 = Real Estate office (Cash Only - Choice of Nanthalion or Valencian Office)

Example: The Thief rolls the dice (1d12) and the result is 6. The shop the Thief must attempt to steal from is The Bazaar. If the result sends the Thief to an OPEN shop, then "Open Shop" will be the step needed. If the shop is CLOSED, then "Closed Shop" will be the step needed.

HOW MUCH TO STEAL

This roll determines how much a Thief can pilfer from the shop. The purpose of this step is to make sure that the amount taken is limited to realistic amounts, and prevents abuse of the system. No one can claim to have stolen 1000 mhl worth of merchandise no matter how reasonable their argument may seem. No modifiers are used for this roll.

How much: 1d5

1 = Can steal items valued up to 20 mhl
2 = Can steal items valued up to 40 mhl
3 = Can steal items valued up to 60 mhl
4 = Can steal items valued up to 80 mhl
5 = Can steal items valued up to 100 mhl

Example: The Thief rolls the dice (1d5) and the result is 2. The item(s) the Thief steals must not amount to more than 40 mhl worth of merchandice. It is strongly recommended that the Price List of the Shop being robbed is studied so that there is less room for error in what can be taken.

OPEN SHOP

If the roll for which establishment to rob happens to have sent the Thief to an OPEN shop, then this roll is the next step. Since there will be staff present, this roll decides if the Thief has been caught shoplifting. Even though the dice determines the outcome, the RP itself is left up to the players involved, so have fun with it!

Shoplifting: 1d100

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

Example 1: Unmodified (Thief Class x1): The Thief rolls the dice (1d100) and the result is 45. The Thief has a 50/50 chance of being caught and the Shop Worker would roll the 1d2. The result of that roll determines if the Thief is discovered (see NOTE), or unseen.

Example 2: Modified (Thief Class x2-x7): If the Thief has a class bonus (x2) then they would roll a 10% advantage (1d10). So if the initial roll (1d100) is 70 and the bonus roll is 5, the two rolls are added (70 + 5) a result of 75. The Thief has successfully shoplifted the item(s).

Example 3: Modified (Non-Thief Class): If the shoplifting attempt is made by a citizen with no Thief skills, then they would make their initial roll (1d100). Let's say the result is 60. The citizen then rolls his 25% disadvantage (1d25) resulting in a 20 which is then SUBTRACTED from the initial roll (60 - 20). Now the final result is 40 and the citizen has failed and is seen by the Shop Worker (see NOTE).

**NOTE** If the Thief fails, or a BRIBE is refused, then the Shop Woker will report the crime to the IG. The Thief will be identified by either recognition (if the Shop Worker, or any customer present, knows the Thief) OR because the Thief has left/revealed some kind of indentifier that will lead to their recognition. This outcome WILL result in a successful CAPTURE.

CLOSED SHOP (FOR THIEF CLASS ONLY!)

If the roll for which establishment to rob happens to have sent the Thief to an CLOSED shop, then this roll is the next step. Since the shop is closed, the Thief must find a way to get into the establishment. These steps determine how and if the Thief makes a clean get away. Even though the dice determines the outcome, the RP itself is left up to the player, so have fun with it!

Step 1

This step determines what mode of entry the Thief will use to get in. If the first roll results in an impossible lock for the door, there is a second chance roll to get in through a window.

Lockpicking: 1d100

Door -

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! Some idiot left the door unlocked!

Window (in the event a 1 was rolled for the door lock)

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!

Example 1: Unmodified (Thief Class x1): The Thief rolls the dice (1d100) and the result is 15. The Thief encounters an "impossible lock" so his attempt to enter through the door is a failure and he must try a window. The Thief now rolls a second time (1d100) and the result is 85. This time he finds the window unlocked and gains entry. At this point the "How much to steal" roll comes into play and the Thief pilfers his items.

Example 2: Modified (Thief Class x2-x7): If the Thief has a class bonus (x5) then they would roll a 40% advantage (1d40). So, if the initial roll (1d100) is 50 and the bonus roll (1d40) is 25, the two rolls are added (50 + 25) for a result of 75. The Thief finds himself dealing with an "easy lock" and needs to only RP one round in order to gain entry. At this point the "How much to steal" roll comes into play and the Thief pilfers his items.

Example 3: Modified (Non-Thief Class): If the theft attempt is made by a citizen with no thief skills, then they would make their initial roll (1d100). Let's say the result is 65. The citizen then rolls his 25% disadvantage (1d25) resulting in a 10 which is then SUBTRACTED from the initial roll (65 - 10). Now the final result is 55 and the citizen must deal with a "sticky lock" and RP 2 rounds to gain entry. At this point the "How much to steal" roll comes into play and the Thief pilfers his items.

Step 2

This step determines the succes of the Thief's escape in the event that there is IG present IC'ly.

Escape: 1d100

1-40 = Automatic Failure - CAPTURE or a BRIBE may be attempted
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

Example 1: Unmodified (Thief Class x1): The Thief rolls the dice (1d100) and the result is 20. The Thief is captured by the IG and a CAPTURE roll must be made or a BRIBE may be attempted.

Example 2: Modified (Thief Class x2-x7): If the Thief has a class bonus (x7) then they would roll a 60% advantage (1d60). So, if the initial roll (1d100) is 60 and the bonus roll (1d60) is 35, the two rolls are added (60 + 35) for a result of 95. The Thief has successfully escaped the scene of the crime.

Example 3: Modified (Non-Thief Class): If the theft attempt is made by a citizen with no Thief skills, then they would make their initial roll (1d100). Let's say the result is 80. The citizen then rolls his 25% disadvantage (1d25) resulting in a 15 which is then SUBTRACTED from the initial roll (80 - 15). Since the final result is 65 the IG must roll a 1d2 to determine if the Thief is caught. The result of that roll determines if the Thief is CAPTURED (BRIBE attempt is optional), or escapes.

**NOTE** If the theft is conducted in an empty channel (see WITNESSES near the top of the write up), or without IG present then, in the event of a FAILED escape, the Thief will have left evidence behind that reveals his identity and IG will be called upon to capture the Thief. Normal combat rules will apply. In the case of a 50/50 result, then the "witness" will make the determining 1d2 roll.

CAPTURE

This roll determines the punishment that will be sentenced upon the captured Thief. No modifiers are used for this roll.

Consequences: 1d5

1 = 1 week Criminal Enslavement
2 = 2 weeks debt slave to shop
3 = 3 days on the slave poles
4 = Captor's Choice (personal punishment - current scene only)
5 = Combat (only if IG are present, otherwise roll again)

**Captor's Choice: For this result, the captor can choose to exact a punishement of their own choosing and must be RP'd out within the current scene. If sexual in nature OOC consent rules apply.

Example 1: The Thief rolls 1d5 and the result is 2. The consequence of his attempted crime is to become a debt slave to the shop he tried to steal from.

Example 2: The Thief rolls 1d5 and the result is 5. The consequence of his attempted crime is to run into an ill-tempered IG and combat ensues. The Thief either defeats the IG and walks away, or is beat down and may think twice about trying to steal again. Regardless of the outcome there is no further consequence to the Thief.

Example 3: The Thief rolls 1d5 and the result is 1. The consequence of his attempted crime is to have the IG haul his arse to the ISA at which point the ISA takes over and normal Criminal Enslavement procedures apply.

BRIBE

OPTIONAL- IC ONLY - In the event of getting caught, either by Shop Worker or IG, and if agreeable by the parties involved, the Thief can attempt to bribe their captor. The bribe is paid OUT OF POCKET by the Thief and must be ON HAND. No trips to the bank will be allowed to retrieve the correct amount. This option takes 2 rolls to complete.

Step 1

The Thief rolls a 1d5 to determine the amount of the bribe to be given if it is accepted. No modifiers are used for this roll.

How much: 1d5

1 = 20 mhl
2 = 40 mhl
3 = 60 mhl
4 = 80 mhl
5 = 100 mhl

Example: If a 1d5 roll results in 4, then 80 mhl's will be paid to the Shop Worker, or IG. In the event that the Thief does not have the correct amount on hand, then Step 2 is bypassed and this becomes a CAPTURE.

Step 2

The Shop Worker, or IG, makes a 1d2 roll to determine if they will be accepting the bribe. No modifiers are used for this roll.

Did it work: 1d2

1 = The bribe is accepted
2 = The bribe is refused

In the event that a 2 is rolled, then a CAPTURE roll is made and the amount of the bribe is ADDED to the result (i.e. if the consequence rolled is a 1, then the Thief not only spends a week in Criminal Enslavement, but also pays a FINE in the amount of the bribe rolled).

GOOD SAMARITAN

In the event a citizen witnesses a fleeing Thief and wishes to take it upon themselves to attempt a capture, OOC consent must be given by the Thief, and one of two options can be chosen:

1. Any such scene is additional to the stated penalty and just used for extra roleplay purposes.

2. Any such scene is logged and the concerned citizen 'reports to the IG' what s/he did on their behalf. The IG commander can assess the log and decide if the thief was punished enough. If not, the original penalty still stands and the IG go after the thief.

PAYOUT

Successful Thieves will be given a choice of what they would like to do with their stolen items:

1. Keep the items. This option is based on the contingincy that the player has taken the time to calculate what items would be within the value rolled. If the amount of the items falls short of the value rolled the difference will NOT be given. **NOTE** Only items that DO NOT take up equipment slots will be allowed to be kept.

2. Take the money. If this option is chosen it will be assumed that the Thief has successfully fenced the items and they will be given money equal to the amount rolled.

LIMIT

Shop Stealing can be attempted only ONCE IN EACH MONTH to allow for consequences to be played out or, in the case of success, with the potential of stealing up to 100 mhl, it is more than fair to limit such as most workers do not earn that much per month at their job.

Log Your Theft

Just as a reminder to all those who attempt a shop steal, that logs must be provided in the following format

Which Shop did you steal from?
How much were you stealing?
What items did you keep?
Was the shop Open or Closed?
Did you fail/succeed?
Who caught you?
Did you try to bribe them? If so, how much? Did they accept/deny?
If you were captured, what was the consequence?
If you escaped, who did the !payout, or are you still waiting?