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TheGreatGaspar

Thievery and Fence

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Posted (edited)

Here's a few more skills that I thought would fit well with my clan. The first is a bit complicated, but I think it makes sense considering what they do. I tried to make it based off the legendary questing rules, but made it a little cheaper at higher ranks, since these are not legendary items.

Skill Name: Theivery

Bloodline: None

Description: This is, quite simply, what Dorobou do. A character with this skill knows where to find things and how to acquire them without having to pay a penny.

Effect: This character may "quest" for non-legendary items instead of purchasing them. The number of words needed to complete the quest is (11-x)y, where x is the ranks in this skill and y is the cost of the item in $. The quest must consist of the character trying to steal the item in question. At the end of the quest, the player rolls a d100. On a 20 or below, the item was not stolen successfully, either because the thief was nearly discovered and had to escape, because the item was broken during the heist, or for some other reason.

On a 10 or below, the character has been discovered and may "quest" for a getaway. The word requirement is 4y, where y is the cost of the item in $. Upon reaching the word requirement, the player rolls another d100. On a 5 or below, or if they chose not to try to escape, the character is caught. If caught, the character must pay an amount of money equal to 1.5 times the cost of the item they were trying to steal as punishment. They still do not get the item. If they are unable to pay, they lose any number of items they own (their choice), at cost, until the cost is met. The character does not receive change if the total from items lost exceeds the amount needed to pay. If they combined cost of all the items they own does not meet the cost of the item, any future monetary rewards gained by the player go towards paying off this debt.

This skill may be used at any time that would make sense (i.e. in a location where there are things to steal). If used in the middle of another quest or mission, words used to gain the item are not counted for experience or other word requirements of that quest or mission. If the item is "unique" and is in the possession of another player or a specific npc, then it cannot be acquired in this way. Items gained through this skill may not be sold normally, except to other player characters. Items that have special properties must have an approved price before a player may attempt to steal it.

Cost: -1 per rank (up to 3)

Skill Name: Fence

Bloodline: None

Description: Every thief needs a good fence to get rid of hot merchandise. This character happens to have one. Unfortunately, prices fluctuate often on the black market, so you may not always get what you expect in return.

Effect: This character may choose to sell one or more of their items to a fence. Roleplay him meeting with the fence and handing the items over. Then roll a d25. The character receives an amount of money equal to (40+x)/100 times the value of the item, where x is the amount rolled. Once the items have been chosen and handed over, they may not be re-chosen after the roll has been made. This may not be used outside of your home village.

Cost: -1

Edited by TheGreatGaspar
Posted

One thing I notice right off the bat; to make the second skill actually necessary to take, you should add something in the first that says something like 'Items gained through this skill cannot be sold normally.' I guess the second skill does give a slim chance to gain more than just half value back with selling, but it makes sense to me that things you've stolen would be a lot more difficult to sell back.

Posted

Here's a few more skills that I thought would fit well with my clan. The first is a bit complicated, but I think it makes sense considering what they do. I tried to make it based off the legendary questing rules, but made it a little cheaper at higher ranks, since these are not legendary items.

Skill Name: Theivery

Bloodline: None (Dorobou clan)

Description: This is, quite simply, what Dorobou do. A character with this skill knows where to find things and how to acquire them without having to pay a penny.

Effect: This character may "quest" for non-legendary items instead of purchasing them. The number of words needed to complete the quest is (11-x)y, where x is the ranks in this skill and y is the cost of the item in $. The quest should(must)* consist of the character trying to steal the item in question. At the end of the quest, the player rolls a d100. On a 20 or below, the item was not stolen successfully, either because the thief was nearly discovered and had to escape, because the item was broken during the heist, or for some other reason.

On a 10 or below, the character has been discovered and may "quest" for a getaway. The word requirement is 4y, where y is the cost of the item in $. Upon reaching the word requirement, the player rolls another d100. On a 5 or below, or if they chose not to try to escape, the character is caught. If caught, the character must pay an amount of money equal to 1.5 times the cost of the item they were trying to steal as punishment. They still do not get the item. If they are unable to pay, they lose any number of items they own (their choice), at cost, until the cost is met. The character does not receive change if the total from items lost exceeds the amount needed to pay. If they combined cost of all the items they own does not meet the cost of the item, any future monetary rewards gained by the player go towards paying off this debt.

Note: There are non-legendary items that still have "unique" properties that would need to be priced and approved by staff. You might want to clarify that either a. items with special properties may not be stolen or b. items that have special properties must have an approved price before a Player may attempt to steal it.

This skill may be used at any time that would make sense (i.e. in a location where there are things to steal). If used in the middle of another quest or mission, words used to gain the item are not counted for experience or other word requirements of that quest or mission. If the item is "unique" and is in the possession of another player or a specific npc, then it cannot be acquired in this way. Items gained through this skill may not be sold normally, except to other player characters.

Cost: -1 per rank (up to 3)

*If you're calling the skill thievery, I think the fact that you are stealing it must be a requirement, otherwise you could [under these guidelines] quest and just find the item laying on the ground in random place (especially because the rest of the description implies it's being stolen illegally).

Skill Name: Fence

Bloodline: None (Dorobou clan)

Description: Every thief needs a good fence to get rid of hot merchandise. This character happens to have one. Unfortunately, prices fluctuate often on the black market, so you may not always get what you expect in return.

Effect: This character may choose to sell one or more of their items to a fence. Roleplay him meeting with the fence and handing the items over. Then roll a d25. The character receives an amount of money equal to (40+x)/100 times the value of the item, where x is the amount rolled. Once the items have been chosen and handed over, they may not be re-chosen after the roll has been made. This may not be used outside of your home village.

Cost: -1

d(・_・) approve'd

Posted (edited)

Clarified as Raph Sodos said. Now, how do I get this moved to the approved stuff forum?

Edit: Wait, I realized that only the second one has gotten full approval. *Goes to remove first off of character sheet*. Okay, anybody out there willing to give the first skill one more?

Edited by TheGreatGaspar
Posted

I honestly feel that skills of this nature should be general or general with permission rather than clan exclusive. Exclusively tying a concept such as thievery to a single clan is kind of silly. It's like saying that Fireballs are Uchiha only. :<

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