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Theft, and other attempts.


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Theft Attempts:


Anyone can execute a Theft Attempt. For every 20 gps you want to steal your dice sides go down by 1. If you want to steal 200 gps, then you lower your dice sides down by 10 (i.e. if you are a d50 then your dice for the TA would be d40). Enhancers may be stolen by means of a TA but note that the thief may not go below d20 and that the base cost of a + 1 enhancer is 4,000gps, which means a thief must drop 50 sides of dice.

Everyone rolls 1d of their guild/forum dice in a thieving attempt.

How it's done:

The thief goes into the same room as the victim, gets near the intended victim, and states OOC the attempt of the theft and what they are going to steal. The victim is still unaware of this, only the MUN knows. A perception check is made (in exact same fashion as for AAs and KAs). If the victim passes, he/she prevents the theft attempt from proceeding and may challenge the thief to an HM. If the perception fails, the victim's MUN rolls 1d guild dice and the thief rolls his dice minus what he is stealing. If the thief scores a greater roll than the victim, he successfully stole the intended loot. The victim then gets a second perception check to see if they realize they have been stolen from. If they make this perception check then they know they have been stolen from but not who did the stealing. The victim may call out for help in locating a thief. At this point a detected thief (i.e. second perception check made by target) must roll a flee roll (thief and victim roll 1d full guild dice once more! whomever rolls higher is successful) to make his escape without being caught. If the thief rolls higher he escapes without ever being found. If the victim rolls higher he has caught the thief "red-handed." If caught "red-handed" the thief must pay back the money stolen plus equal amount from his personal gold.

If the thief who is caught does not have the gold to pay to the victim then he shall be brought before the Supreme Chancellor for a ruling.

Experience to be Granted for successful TAs is as follows:

below 20 gps - 150xp's
20 to 50 gps - 250xp's
any amount above 50 gps - 500xp's

For the TA victim who passes perception the restitution plus 250exp's.


Kidnapping Attempts:


A kidnapping attempt can be done by any race or breed and no Contract is needed to perform one. All kidnapping attempts must be logged and the log sent to the Supreme Chancellor for validation. It is executed in a similar fashion to the AA in that, the attempt is stated OOC and perception is rolled in the exact same manner as the AA. If you are kidnapped successfully you must follow the kidnapper to the designated PR and stay there. you are in essence "locked up" there. You may not call for others (i.e. give out the the link) or go to another room, public or private, until your ransom is paid. Any kidnap victim who is found outside of the designated room while they are under the kidnapping restrictions shall be fined the maximum amount of ransom plus 5,000xp's, from your own experience, to be paid to the kidnapper.

The fine is not the ransom. The victim still has to pay the ransom demanded by the kidnapper. This fine can and will be levied against any victim found breaking these rules and it can be levied more than once if the victim is found outside of the designated PR more than once.

How it's done:
The kidnapper enters the room and has the target in sight. He/She then states OOC the attempt to kidnap (i.e. PotU KA on "****" by "****", should look very similar to a AA state), then both target roll 1d of their guild dice for perception/stealth (just as AA perception, see the defence section in the AA section).


If target passes perception: target may flee or HM the kidnapper. (if KA target wins HM, then kidnapper must pay restitution which is half the maximum ransom i.e. 5,000 gps)
IF target fails perception: Kidnapper then rolls 2d Guild dice. In order for the kidnapping to be successful the kidnapper must hit the following required points on the roll:(for all breeds of target)

Target's Dice = Points Required = xp's Earned
d20-29 = 8 = 50xp's
d30-39 = 9 = 75xp's
d40-49 = 10 = 125xp's
d50-59 = 12 = 300xp's
d60-69 = 15 = 500xp's
d70-79 = 18 = 700xp's
d80-89 = 21 = 1000xp's
d90-99 = 24 = 1500xp's
d100 = 27 = 2000xp's

If kidnapper succeeds in rolling required points the KA is successful and target must follow kidnapper to designated room and wait to be ransomed.
If kidnapper fails in rolling required points the KA fails and kidnapper cannot KA same person for a period of no less than one MUN month.

All kidnappers must inform the Supreme Chancellor upon release of KA target or payment of ransom.

No enhancers are allowed in any kidnapping attempt.

Kidnappers are not allowed to abuse, rape or otherwise harm the victim beyond what it takes to restrain them in the room. If a kidnapper rapes or abuses the victim he/she is automatically free and the log of said "BAD TASTE" RP should be sent to the Supreme Chancellor.

The Escape Attempt:

If a kidnapper is ever successful in the bid to kidnap the target, the rarget is entitled to one (1) chance at escape to be granted upon request.

OOC the victim states intent to try to escape, he then RPs the attempt and both kidnapper and victim roll 1d guild/forum dice. If victim rolls higher he/she has succeeded in escaping. If kidnapper rolls higher then victim was caught in the attempt and must stay until the ransom is paid in full. A succesful Escape Attempt must be sent ot the Grand Chancellor for verification.

Ransoms:

The maximum amount that any kidnapper can demand from a victim is 100,000 gps. They must give the victim at least a week to raise the money from guilds, family and friends.
The victim cannot reveal who has them kidnapped while they are raising the ransom, only that the needed credits are for a ransom. If the victim cannot raise the money within the week then victim must pay all that he has raised and either become slave to the kidnapper until ransom is paid or be charged an 18% interest for every week that the money is left outstanding with the kidnapper deciding which he/she prefers.

Upon payment of full ransom KA victim is free and cannot be kidnapped by the same person again for a period of one MUN month.

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