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Moderator: Serena
Kooky wrote:Thieves who are active are not that easy to come by.. so IG folks get excited when we know someone is looking to do a shopsteal. But it becomes a HUGE disappointment when an OP NPCs the IG instead of the thief posting their steal to the MB and letting the IG track them down. That's like.. the best part of the job and the most fun; that's our interaction. That's the biggest thing that separates the job from a regular 'guard' job for a House. In a few cases, that's why characters -have- the job, to throw their weight around while serving the Empire. And some have thieves -to- get caught and have that interaction with attempted bribes or talking their way out of it, the play of attempted escape and perhaps manhandling and rape.
Now I know the other side of the spectrum, where the thief-player wants the SL closed up and knit up tight to get on with play or is disappointed no IG seems to be on at that moment and knows their character should be arrested. That feeling of limbo and uncertainty.
It's just.. really, really disappointing when that play gets taken away from the IG folk who are looking to do their jobs. I'm not trying to start anything, just voice an opinion on it and give people something to realize if they don't know.
I play two IG and thieves myself, for the interaction. To me, I'd rather pause and wait for an IG to be available and play out the capture/bribe that way and leave it all up to interaction, to play with a new person/character and see what happens.
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!
Naomh wrote:Could there be a possibility of having a potential re-roll on location? For thieves who only want to work in a selected area (just Nanthalion/Valencia) or in other cases that I had just happen where Des just gets stuck in a loop and has you hit the same store time and time and time again?
Aborted my 5th shopsteal because it would've been the 3rd time I would've hit the Siren's Call, monotonous monotony is repetitively bleh.
Azara wrote:Naomh wrote:Could there be a possibility of having a potential re-roll on location? For thieves who only want to work in a selected area (just Nanthalion/Valencia) or in other cases that I had just happen where Des just gets stuck in a loop and has you hit the same store time and time and time again?
Aborted my 5th shopsteal because it would've been the 3rd time I would've hit the Siren's Call, monotonous monotony is repetitively bleh.
Just number the Nanth stores as 1-11 so you only roll a 1d11 if you want to restrict your options to Nanth stores.
REB would be @ 11 as it can be either Nanth or Val.
If you want to restrict it to just Val stores roll a 1d3 to denote the 11, 12, 13th numbers designated for Val stores.
And, of course, if you don't have a preference, the standard 1d13 roll applies.
~A~
Balard wrote:I like it Kooky, though i notice that a lot don't use the lockpicks and i would like to see them, i know some can't get hold of the lockpick sellers thats fine, but it's what i think should be used on the doors.
(08:03:07) Desdaemona: (notice) Item 166 'Copper lock picks': type Special, value 0, price 15.00, slots 1, uses 6, level 1 strength 0 class .
(08:03:09) Desdaemona: (notice) Description : The most basic of tools used for picking locks, copper lockpicks are easily bent, and not quite accurate, and give a -10 modifier to lockpicking (though keep in mind that one not using any lockpicks whatsoever incurs a -20 penalty). Because of the relative unsteadiness of the metal copper, they are only sturdy enough to pick "bad" and "poor" locks. Comes in a set of six lockpicks, accomodating for
(08:03:11) Desdaemona: (notice) various sizes of locks.
(08:03:01) Naomh: !itemstat 165
(08:03:01) Desdaemona: (notice) Item 165 'Iron lock picks': type Special, value 0, price 30.00, slots 1, uses 6, level 1 strength 0 class .
(08:03:03) Desdaemona: (notice) Description : A bit stronger version of lockpicks, these are fairly sturdy and a bit well made. The "staple" of what most thieves choose to pick. While moderately stronger than copper, because of the thinness of the lockpicks the metal can be a bit ill-suited for some of the more advanced locks. Iron lockpicks cannot pick "excellent" or "superior" locks, and have a -5 modifier to attempting to pick any
(08:03:05) Desdaemona: (notice) other lock. Good for your average locks
(08:03:13) Desdaemona: (notice) Item 167 'Steel lock picks': type Special, value 0, price 60.00, slots 1, uses 6, level 1 strength 0 class .
(08:03:15) Desdaemona: (notice) Description : The more luxurious lockpicks for those that can afford it, steel lockpicks are well made and are quite sturdy. These are exceptionally good for those who spend their time picking their way through some of the more challenging types of locks. There is no negative modifier for using steel lockpicks, and they can pick any type of locks.
(08:02:42) Naomh: !itemstat 168
(08:02:44) Desdaemona: (notice) Item 168 'Mithril lock picks': type Special, value 0, price 100.00, slots 1, uses 6, level 1 strength 0 class .
(08:02:46) Desdaemona: (notice) Description : The end all be all of lockpicking, they're light, finely crafted, and incredibly durable. These are more for show and status symbols than anything, though that is not to say they are not quite exceptional when actually used, actually granting a +5 bonus to lockpicking merely by using such find crafted tools.
The first step to any shop steal is finding an Op to oversee a shopsteal. If an Op is not available for whatever reason any manager (but not assistant manager) of any place can OOCly oversee a shopsteal attempt. Once you find someone capable and willing to oversee you can begin your shopsteal. It is recommended to do any and all rolls in #TLI-Quest or the OOC room.
1: Which shop?
Before you can go IC you first need to figure out which store you are stealing from. If for whatever reason there is a store your character would not steal from it must be announced BEFORE the roll is done. You can only exempt yourself from one store and should you roll it you may re-roll until you get another business.
Keep in mind that if you roll a store that is not your omitted one and you decide to not follow through with the rest of the shopsteal this still counts as your once shopsteal per month.
All stores:
!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)
Alternatively you may choose to restrict yourself to Nanthalion only or Valencia only stores. The rolls for each region are below:
Nanthalion only: 1d11
Valencia only: 1d4, with 1 being #10 on the list above, 2 #11, 3 #12 and 4 #13. For The Works and the Real Estate Office this is clearly the Valencian branches only.
Additionally, from here on the Thief has a modifier to applicable rolls based on how many times the class has been taken. This modifier is as follows.
Thief x1: No modifier
Thief x2: +1 to rolls
Thief x3: +2 to rolls
Thief x4: +3 to rolls
Thief x5: +5 to rolls
Thief x6: +7 to rolls
Thief x7: +10 to rolls
2: Gaining entry
Now that you've rolled out which store you are going to strike, it's time to go IC and start roleplaying the shopsteal. For Nanthalion locations the channel is #TLI-Town and Valencia locations reside in #TLI-Borderlands. From here it is recommended to spend at least one post approaching and 'scoping out' the store. If it is closed proceed to the rolls below, if it is opened you may enter freely and skip ahead to step 3.
2-1: Picking and entering
The store is closed, which means you must now find a way in. All entryways are typically locked, including windows. It is the thief's choice to start with windows or the doors but only get one attempt for each category, meaning one can not try four different windows and two doors. If you fail at your first attempt to unlock an entryway then you can abort the shopsteal which counts as your monthly shopsteal attempt, or move on to the other.
Roll !r 1d100, if you rolled a 100 you are fortunate and someone forgot to lock that window/door! If not then apply your thief modifier and a second modifier based on your lockpicking tools listed below:
No lockpicks: -20 to rolls
Copper lockpicks: -10 to rolls
Iron lockpicks: -5 to rolls
Steel lockpicks: no modifier
Mithril lockpicks: +5 to rolls and consult to the chart below:
After applying your Thief and lockpick modifier to the roll, consult chart below:
less than 5 = Jammed lock - Your fumbling jammed the lock, just be glad you didn't break your tools. 1 round of RP then move on to other entryway. If this is your second entryway attempt then move on to step 2-2.
6-25 = Beyond your talents: For one reason or another this lock proves too stubborn for you to unlock. 4 rounds of RP before you can give up and move on to second entryway attempt. If this is your second attempt then move on to step 2-2
26-50 = Stubborn lock - 3 rounds of RP to unlock it
51-75 = Sticky lock - 2 rounds of RP to unlock it
76-100 = Easy lock - 1 round of RP to unlock it
Greater than 100 = Your deft fingers and quality tools handled the lock as if it was as much of a barrier to entry as a simple doorknob. You may enter the store immediately.
2-2: breaking and entering
You are unable to pick the locks. The only way for you to enter now is to force your way in. Hope you brought something to smash the windows in with. You may choose to instead abort the shopsteal at this point, but you must roll on the chart at step 4 for your picking attempts earlier and this will still count for your monthly shopsteal attempts.
3: The Theft
Now you have made it in. It's time to spend at least one post looking around and 'acquiring' goods. Be it coin or items to pawn off to an NPC fence later. How much a thief can take depends on a combination of skill and luck and is represented with the roll down below. If the store is closed proceed to 3-1 after rolling, if it is open move to 3-2 after rolling.
The roll is a 1d(x) with (x) being 10 plus the number of xthief you are. So for instance a Thief x5 would roll a 1d15, a Thief x2 would roll a 1d12. Compare the roll to the chart below to figure out the MAXIMUM value of coin and goods you can take. If you decide for whatever reason to take less you are free to do so, just announce the total amount you are stealing before moving on to Step 4.
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
3-1: Closed store
The store is closed, you have free reign to spend a minimum of one post collecting goods before moving on to step 4.
If the store becomes opened while you are stealing in it, it is up to you and the clerk opening the store how to handle it. You can either opt to have it be two separate scenes, where you steal and have left while the store was still closed, or the clerk can walk in on you during your stealing attempts and move on to step 4 immediately.
3-2: Open store
The store you have chosen to steal from is open and you must RP out sneaking items and/or coin while the clerk is not looking or otherwise distracted. The clerk and any customers inside the store must roll a 1d100 to see if they notice the thief stealing wares. If they roll a 100 they notice your thieving ways otherwise they will subtract your Thief modifier and add their own, suffering a -5 penalty if no levels in thief are taken.
For example for a Laymen to notice a Thief x7 stealing from their store they will roll, and if not 100 they will subtract 10 (the Thief's modifier) and add -5 (no thief levels taken) to their roll. Meanwhile a Thief x3 would roll, subtract 10 from the Thief's modifier, then add 2 to their roll for being Thief x3.
After rapplying modifiers consult the chart below:
Results:
Less than 30 = Failure: You failed to spot the thief stealing.
31-80 = Chance of being spotted. Roll !rstat INT+modifier against the Thief's !rstat INT+modifier, if spotter beats thief the thief is spotted, otherwise thief is not.
Greater than 81 = Success: You have caught the thief in the act. Proceed down to step 4-2.
4: Escape
Now you must get away with your ill-gotten goods.
4-1: Closed store
After you have grabbed your goods and decide to leave roll 1d100, on a roll of 100 you make a smooth getaway. Otherwise apply your thief modifier to the roll. If you had to break in, unable to pick the locks, you do NOT apply your modifier and instead subtract 10 from the roll for such a clumsy and unprofessional job. See below for further details.
Less than 5 = Caught
6-25 = Identified
26-45 = Evidence left behind
45-65 = Suspicion
Greater than 65 = Clean getaway
Caught: Someone catches you in the act, preferably a player character but if necessary it can be NPC's. If NPC it's always members of the IG that have caught you but if a player's character it could be anyone whose attention you caught with your fumbling around and poor luck. Preference still goes to IG members spotting and catching you if any are available.
Identified: Someone saw you and recognized you, or has a solid enough description of you that the Imperial Guard can actively hunt you down.
Evidence left behind: You left something behind, or someone caught a glimpse of you and willing to share it with the Imperial Guard. What exactly is up to you, from a fragment of cloak to a descriptor similar to 'It was a catgirl with a ring around her tail' or 'Dark-haired human male'. Every time you leave evidence behind you will record it and then roll 1d100 adding your thief modifier. If your roll beats the number of evidence times ten. For example, among all of your shopsteals you have left 1 piece of evidence, perform another shopsteal and leave a 2nd piece, now you roll against a threshold of 20. Should you roll lower than the threshold the Imperial Guard now have enough evidence to hunt you down. If you do not leave any evidence behind you do not need to do this roll.
Suspicion: Nothing from any witnesses or evidence behind is useful, but they are well aware that they are stolen from. The next time you steal from this store half the value of goods you can steal due to everything being locked more securely. For simplicity this only impacts your future shopsteal attempts, no one else's.
Clean Getaway: As it says on the tin. You get away like the smooth criminal you are.
4-2: Open Store
Listed earlier the chances to be caught are rolled by clerks and any customers within the store. However there is more than one way to be caught. Roll 1d100, if you roll a 100 you make a clean getaway otherwise add your thief multiplier and check your result below:
Less than 10 = Detected while leaving
11-35 = Detected after leaving
36-50 = Suspicion
Greater than 50 = Clean getaway
Detected while leaving: "Hey wait a minute...!" While you don't get caught sliding the things into your pocket, the clerk notices the missing wares are you try to make your getaway and are capable of stopping you at the door and/or calling in the Imperial Guard.
Detected after leaving: The clerk notices the missing wares and are unable to stop you from leaving, or perhaps you already have left. Either way they know who took the good and are capable of giving the Imperial Guard a full description that they can hunt you down with.
Suspicion: Something is missing. The clerk has an idea what but not who may have taken it and give a list of people and rough descriptions. This counts as an evidence counter and the thief must make their evidence roll as described in 4-1.
Clean getaway: By the time the missing wares are noticed you're long gone, forgotten about and the clerk doesn't want to say anything. Well done.
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