This shows you the differences between two versions of the page.
Both sides previous revisionPrevious revisionNext revision | Previous revision | ||
downtime_thievery [2024-08-10 18:59] – accidental spam removal poems | downtime_thievery [2025-01-12 15:55] (current) – [Requirements] Allow use if played a lot poems | ||
---|---|---|---|
Line 4: | Line 4: | ||
This system is a [[rules extensions|rules extension]] for handling abstract, downtime pickpocketing.< | This system is a [[rules extensions|rules extension]] for handling abstract, downtime pickpocketing.< | ||
+ | |||
+ | ===== Requirements ===== | ||
+ | |||
+ | * The character must be a thief who has either... | ||
+ | * ... earned XP from adventure in the last game month of at least '' | ||
+ | * ... been a player' | ||
+ | * [[Henchmen]] are prohibited from this system. | ||
===== Procedure ===== | ===== Procedure ===== | ||
Line 16: | Line 23: | ||
- Additional modifiers may be added for certain items, such as +50% for something incredibly difficult like stealing a belt. | - Additional modifiers may be added for certain items, such as +50% for something incredibly difficult like stealing a belt. | ||
- If player accepts the modifiers and proceeds, the DM announces the final target number, at which point the player cannot turn back. The player rolls, and [[# | - If player accepts the modifiers and proceeds, the DM announces the final target number, at which point the player cannot turn back. The player rolls, and [[# | ||
- | - Two attempts can be made per encounter, and can be on separate targets if desired. However, the player must declare whether they will make 1 or 2 attempts before learning the modifiers (similar to draws from a //deck of many things//). ((Based on two attempts allowed per round on DMG 19.)) 3-4 attempts will incur a -20% penalty, | + | - Two attempts can be made per encounter, and can be on separate targets if desired. However, the player must declare whether they will make 1 or 2 attempts before learning the modifiers (similar to draws from a //deck of many things//). ((Based on two attempts allowed per round on DMG 19.)) The next set of 1-2 attempts will incur a -20% penalty, |
- Repeat above for a additional encounters. (See [[# | - Repeat above for a additional encounters. (See [[# | ||
Line 26: | Line 33: | ||
===== Success ===== | ===== Success ===== | ||
- | The thief earns full XP for treasure pilfered as though they were obtained from an adventure. | + | The thief earns full XP for treasure pilfered as though they were obtained from an adventure. The XP should be penalized if the thief is a higher level than the target, as per the DMG's " |
If a visible item was not selected, the pickpocketed item is randomly determined. For each level of the target, add +5 to a roll on the following table.((For [[multiclass]] targets, consider two classes as one level higher than the highest class level, and three classes as two levels higher.)) | If a visible item was not selected, the pickpocketed item is randomly determined. For each level of the target, add +5 to a roll on the following table.((For [[multiclass]] targets, consider two classes as one level higher than the highest class level, and three classes as two levels higher.)) | ||
Line 45: | Line 52: | ||
If pickpocketing failure indicates notice (a failure of more than 20%),((PHB 28.)) roll on the following table. Add +2 to the roll if the failure is more than 50%, OR if the attempt was failed by rolling a natural 100 on the dice.((If 100 is rolled and success occurs nonetheless, | If pickpocketing failure indicates notice (a failure of more than 20%),((PHB 28.)) roll on the following table. Add +2 to the roll if the failure is more than 50%, OR if the attempt was failed by rolling a natural 100 on the dice.((If 100 is rolled and success occurs nonetheless, | ||
+ | |||
+ | All saving throws except vs poison are modified by the character' | ||
+ | |||
+ | All saving throws except vs poison are at a -2 penalty if not wearing armor. | ||
^ Roll ^ Consequence | ^ Roll ^ Consequence | ||
Line 50: | Line 61: | ||
| 3 | Save vs w/s/r or lose 50% of max HP. If dead, then as 14. | | | 3 | Save vs w/s/r or lose 50% of max HP. If dead, then as 14. | | ||
| 4 | Indebted. Owe someone for helping you escape. Debt is d100 gp, plus another d100 for each level of the targeted character. If not paid within 1 month, then as 8. | | | 4 | Indebted. Owe someone for helping you escape. Debt is d100 gp, plus another d100 for each level of the targeted character. If not paid within 1 month, then as 8. | | ||
- | | 5 | Pass a Hide In Shadows roll to escape without consequence. On failure, reroll on this table. | + | | 5 | Pass a Hide In Shadows roll to escape without consequence. On failure, reroll on this table (including any +2). | |
- | | 6 | Roll 2d10 under or equal to thief' | + | | 6 | Roll 2d10 under or equal to thief' |
| 7 | Lost 'em! No consequence. | | 7 | Lost 'em! No consequence. | ||
- | | 8 | Hunted by the watch. Bribe required equal to 2d100 gp, plus another 2d100 gp for each level of the targeted character. If not paid, run out of the settlement for d12 months. | + | | 8 | Hunted by the watch. Bribe required equal to 2d100 gp, plus another 2d100 gp for each level of the targeted character. If not paid, run out of the settlement for 3d4 months. |
| 9 | Save vs pet. or captured by watch. Hard labor. 2d4 weeks, plus d2 weeks per 1000 gp value of the targeted loot, rounded down to the nearest 1000. Every week, can try 5% chance per thief level to escape and become a fugitive. Another character can pay for the thief' | | 9 | Save vs pet. or captured by watch. Hard labor. 2d4 weeks, plus d2 weeks per 1000 gp value of the targeted loot, rounded down to the nearest 1000. Every week, can try 5% chance per thief level to escape and become a fugitive. Another character can pay for the thief' | ||
| 10 | Save vs para. or branded. First branding is on forearms (-10% to pickpocket while in settlements). Second branding is on neck (another -10% to settlement pickpocket). Third branding is as 13 (as failed save). Fourth " | | 10 | Save vs para. or branded. First branding is on forearms (-10% to pickpocket while in settlements). Second branding is on neck (another -10% to settlement pickpocket). Third branding is as 13 (as failed save). Fourth " | ||
Line 59: | Line 70: | ||
| 12 | Save vs pet. or beaten to unconsciousness, | | 12 | Save vs pet. or beaten to unconsciousness, | ||
| 13 | Save vs pet. or stripped of all valuables on person and index fingers are cut off. -2 DEX and -25% to all pickpocket (stacks with branding). If already had this done, then go to save vs. death, as 14. | | | 13 | Save vs pet. or stripped of all valuables on person and index fingers are cut off. -2 DEX and -25% to all pickpocket (stacks with branding). If already had this done, then go to save vs. death, as 14. | | ||
- | | 14 | Save vs. death or be killed | + | | 14 | Save vs. death or be killed. If killed, body is stripped of all valuables. Body is d6: [1-2] Found by an ally. [3-4] Taken by an enemy. [5-6] Destroyed, no //raise dead// possible. |
===== Reasoning for extension ===== | ===== Reasoning for extension ===== |
Demon Idol acknowledges all copyrights, trademarks, and registered trademarks detailed on this page that do not belong to Demon Idol and makes no challenges to the ownership of said property rights.