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Thieves

Thieves are quite common in any society, may it be imaginary or not. So, of course within the Empire we do honor those who may wish to run a character as a thief. Though we do advise you to read over the following rules carefully, as well as put some effort into the art of thieving. Get a friend to let you perform mock thieving attempts on them so you can get the general feel of running through the correct TA process. We don't want you parading around RhyDin performing poor TA attempts on people.

Believe it or not, they won't hesitate to make fun of you if they're the victim of your crappy TA. That's the way people are. So to save you from the embarrassment, practice and read the rules. Don't perform a TA on someone who's not apart of the Empire and expect us to back you up if they decide not to accept the attempt.

Just keep in mind that dice aren't everything. Not everyone should have god type powers. Think of how your characters are supposed to be and play them out accordingly. I would hardly think a dwarf could go from 0 experiences to millions by buying a packet of rosters from someone. Yeah the high "XP count" might be there, but intelligence and the actual wisdom gained from obtaining such a high status is missing. We're sorry to do this but we can't have illegal dicer's paradingaround with supreme status.

Playing a Thief:
Thieves are sneaky people, they get their victims when they least expect to be robbed of their personal belongings. A thief’s attitude and appearance can be the same as any other beings you may encounter in RhyDin. So beware!

Most thieves have exceptional perception and stealth ranges. They are quick and hard to notice right away. Often times after noticings omething is missing the thief has already slipped away unnoticed, and by that time there is nothing the victim can do about it unless the thief goes around bragging about it.


Experience
Item XP GP
Newsletters 100xp each 50gp each
Rosters XP-Consult Chart GP-Consult Chart
Updated Rosters XP-Consult Chart GP-Consult Chart

Stolen Rosters
Members XP GP
001-049 50XP 20GP
050-149 100XP 20GP
150-249 200XP 20GP
250-349 250XP 20GP
350-449 300XP 20GP
450-549 350XP 20GP
650-749 400XP 20GP
750-849 450XP 20GP
850-949 500XP 20XP
950-Up 550XP 20XP

Who to send things to:
Everything should be sent to the Dice Warden and Cheif Auditor for validation.

Special Note:
When turning in roster zip files, make sure the file is organized bythe roster's acronym and member count only. An example is: ][ TDEE - 25][. Please don't put any other information unless the roster is divided into more than one part. When turning in individual rosters to your GC or receipt specialist, please label them the same way.

Basic Thieving Rules:

1. All thieves must have completed the training process before obtaining a registration number. This means you have read over all the rules, practiced a few mock TA's and submitted a final TA recording into the Thieves Magistrate for review.

2. After receiving a certification letter, you will need to post your registration number into your life scroll or web portal that contains your character information.

3. Thieves can steal gold, enhancers, or anything else someone may have in possession at the time.

4. Only one enhancer may be used during the TA's perceptionand attack rolls. This can be any stealth or perception modifier you may have. This goes for the thief and the victim. The only time you canuse more than one enhancer is if the TA goes bad and escalates into a DM. Remember in normal matches, up to three enhancers may be used unless otherwise directed and agreed upon by the combatants and marshal.

Dice Rulings for Thieving:
Thief - The thieves dice used are marked down to (2d) during the actual TA. The dice sides used are their registered GOTHIC dice sidesthey have earned from either their guild or freelance status.

Victim - During a TA, the victim will have to make a perception check of (2d20) to see if he or she will spot the thief coming upon them. If the thief isn't spotted then the TA goes on accordingly.

If the thief is spotted, both the thief and the victim roll (1d) andtheir sides to see if the target has successfully blocked or captured the thief. If the target rolls higher than the thief, then he or she may choose to DM or FC the thief.

If the thief rolls higher, then they may choose to flee or move on with the TA as planned. If the thief panics, and flees, they must leave the room immediately.

Perception Check:
Like an AA, you will need to make a perception check of (2d20) to seeif the victim has spotted the thief. A total of two or more points must be gained for a success, unless enhancers are used.

If the victim fails the perception check, then him or her and no one else knows of the TA. A bodyguard may interfere with the perception roll while guarding the victim. That process is explained more thoroughly in the next selection.

Special Note:
When a TA is administered, the actual warning is told OOC, and only the mun of the one being stolen from and the others in the room know he/sheis being stolen from. Furthermore, please don't act like your character already knows what is happening. Your character should be going about their business having no knowledge of what is to come. The only way of your character knowing is if he/she or their bodyguard passes the perception roll.

Bodyguard Interference:
Some characters have guards on call to protect them from harm. And so, when a bodyguard is present in the room at the time the first line of the TA is stated. That bodyguard may interject and attempt to win perception for the victim. A bodyguard is allowed to use one enhancer like stated earlier. If the bodyguard wins perception, then the (1d)roll from both sides are made to determine if the thief gets caught orif the thief escapes by fleeing. If the bodyguard fails the perception check, then he/she is exempt from the TA and the actual victim mustr oll perception for themselves.

Thieving Attempt Procedure:
The thief must be in the same room as the target and must make sure that they log the entire TA from start to finish.

It's wise to get a few lines on the target to make sure that theyare active and the mun of your victim is not (afk) or in (OOC) mode.

The thief states his/her OOC warning. The following articles must be included in the warning:

    1. Targets Screen Name. 2. Thief’s Screen Name. 3. State that is a GOTHIC TA. 4. State the item(s) being stolen. 5. Thieves modified TA dice and enhancers. 6. Registration number, Date and Time.

You need to announce for the bodyguard of the victim to state their enhancers, if there are even bodyguards present. If not then the victim needs to state their enhancers.

Notify the target to roll a perception check and state how many points are needed for success.

Determine if the perception was obtained or if they failed to see the thief.

If perception was won, the (1d) rolling process goes into effect to determine if the thief will be caught.

Of perception was lost, then the thief moves forward with the TA.

State the points needed for success in stealing whatever it is your character is aiming to claim.

You must role-play the action of stealing before rolling your dice.

Once you have rolled, you compare your score to the TA charts located at the bottom of the page to see if you've obtained enough points for a successful steal.

State success or failure, the thief may flee if failed.

Turn off the log and send it to the Chief Auditor unedited, for validation. Do not modify the log for any reason.

Converted TA's:
If a thief is caught in the act, and the victim chooses to either DM or FC the thief, you are directed to use the standard procedures as you would normally do as stated in the combat or slaving charter. The only major difference here is the thief has lost the right to decline the DM challenge and cannot refuse a forceful collaring. If a thief is collared, the person collaring must abide by the GOTHIC slaving regulations as posted. Make sure you get a certified marshal for the DM, as well as a witness.


Stolen Gold
Gold Amount Points Needed
1+ 4
10+ 5
30+ 6
50+ 7
100+ 8
600+ 9
2000+ 10
7000+ 12
13000+ 18
18000+ 24
24000+ 30
30000+ 36
40000+ 42

Stolen Enhancers
Enhancer Points Needed
+1 12
-1 12
 











 
 
 
 
 
 











 
 

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