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downtime_thievery [2024-11-27 06:04] – [Failure] Add note that rerolls can also be at +2 poemsdowntime_thievery [2025-01-12 15:55] (current) – [Requirements] Allow use if played a lot poems
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 ===== Requirements ===== ===== Requirements =====
  
-  * The character must be a thief who has earned XP from adventure in the last game month of at least ''level * 200''. So a 3rd level thief must have earned at least 600 XP from adventure in the last game month in order to use this system. This XP does not all need to be awarded to the thief class. ((This helps encourage that the majority of XP gained by the character is from adventuring.))+  * The character must be a thief who has either... 
 +    * ... earned XP from adventure in the last game month of at least ''level * 200''. So a 3rd level thief must have earned at least 600 XP from adventure in the last game month in order to use this system. This XP does not all need to be awarded to the thief class. ((This helps encourage that the majority of XP gained by the character is from adventuring.)) 
 +    * ... been a player's only PC for a full session during the last two game weeks.
   * [[Henchmen]] are prohibited from this system.   * [[Henchmen]] are prohibited from this system.
  
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 | 6     | Roll 2d10 under or equal to thief's DEX to escape without consequence. On failure, reroll on this table (including any +2).                                                                                                                                                                                                                     | | 6     | Roll 2d10 under or equal to thief's DEX to escape without consequence. On failure, reroll on this table (including any +2).                                                                                                                                                                                                                     |
 | 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's release; the cost is 100 gp per remaining week in the sentence.                                                                                            | | 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's release; the cost is 100 gp per remaining week in the sentence.                                                                                            |
 | 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 "branding" is as 14 (save vs death permitted). Branding is healed only by regeneration or stronger.  | | 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 "branding" is as 14 (save vs death permitted). Branding is healed only by regeneration or stronger.  |
downtime_thievery.1732687445.txt.gz · Last modified: 2024-12-22 15:53 (external edit)