Continued from part1: http://therustydagger.blogspot.com/2011/01/picking-pockets.html
Why does my pickpocket table has an entry for a result of 21+ which I labeled Finery? This is because I add a modifier to the roll in certain situations as follows:
If the location doesn't suggest a particular tendency toward either high or low class NPCs I leave the roll unmodified (a marketplace with both beggars and wealthy merchants).
If the location is slightly more likely to contain a particular social class I add or subract by 2 (+2 for a high end nightclub or -2 for a labour district).
If the location is particularly likely to contain a certain social class I add or subtract by 5 (+5 for the Royal Ball, -5 for the city slums). This method is intended to separate the two extremes while maintaining a wide degree of variety in the middle range. Additionally I modify the dice result by +1 for every two levels or HD of the target, if any.
Now on to the random result tables (1d6)
Beggar odds and ends:
1 = Moldy breadcrust
2= Small carved charm
3= Flint/steel
4=Spoon
5=Rusty shiv
6= Roll twice more- ignore further 6s
Poor odds and ends
1=Stale piece of bread
2=Small wooden holy symbol
3=Small metal tin, possibly chewing tobbaco
4=Needle and spool of thread
5=Knife
6=Roll twice more- ignore further 6s
Commoner odds and ends
1=Apple/cheese
2=Tool
3=Dagger
4=Pipe, tobbaco
5=Candle/matches
6=Roll on Middle class chart
Middle class odds and ends
1=Small book
2=Key
3=Cards/dice
4=Flute/harmonica
5=Cigarettes
6=Roll on High class chart
High class odds and ends
1=Roll on Middle class chart but item is masterwork
2=Fine handkerchief or gloves
3=Pocket watch /Picture locket
4=Small bottle or flask (check contents bellow)
5=Wallet or purse (check contents bellow)
6=Roll on Finery chart
Small bottle or flask
1=Alcohol
2=Perfume/cologne
3=Holy water
4=Sanitizer
5=Beverage
6=Potion or medicine
Wallet (2d6 gold plus roll once bellow)
1=Receipt/ticket
2=Paper (check content bellow)
3=Wallet is made of expensive leather
4=Cigarette case
5=Reward for return note
6=Key or embarrassing object (up to you)
Purse (2d6 gold plus roll once bellow)
1=Makeup
2=Paper (check content bellow)
3=Candy
4=Cigarette case
5=Mirror
6=Key or embarrassing object (up to you)
Paper
1=Document
2=Note
3=Map
4=Letter (possibly romantic)
5=Schedual
6=Picture
Finery
1=Expensive hat/hairpin
2=Drug or special substance
3=Monocle/opera glasses
4=Walking stick/cane
5=Jewelery (roll on jewelery chart)
6=Minor magic item (up to you)
Jewelry
1=Medallion/broach/chain/necklace
2=Ring
3=Cuff links/buttons
4=Earings or other accessible piercings
5=Watch or bracelet
6=Roll again but jewelry is masterwork
So there it is, I think its a pretty good system, not too complicated and can be alot of fun (especially those embarrassing items and ``other accessible piercings``) If anyone reads this I encourage you to give it a try and tell me how it worked out.
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