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Random Stealing House Rule
Random Stealing House Rule
In Dragon Age: RPG and in the CRPGs a character can attempt to steal items off of another
person. In the CRPGs this is handled by the Stealing Skill while in the RPG it is handled by
the Dexterity (Legerdemain) Focus. Of course sometimes what players actually lifted will be
obvious as it will be done with the intent to get something specific (though this system can
still partially apply in these instances as well), but other times they may just want to attempt
to pickpocket a random NPC (this is most common among characters of the Rogue Class). In
the tabletop setting this can leave the GM trying to come up with these details off the cuff,
and trying to keep things feeling consistent for the context of the situation and world. In
these instances this can be a source of pace killing in a session, the GM scrambles to provide
some loot as all the players wait. The Stealing Results House Rule is directly designed to be
able to address this fallout and keep your games moving smoothly and efficiently. Some
options may still require a little additional detailing by the GM, but it helps to narrow things
down into a context befitting the Dragon Age setting.
Pickpocketing Marks
Attempting to randomly lift items from a Target Rank Complications
random NPC is fairly straight forward, and Rank Complications
happens in a series of simple phases. First, Chance to be a skilled Rogue, roll
the character needs to pick a mark (or target). Underclass 1D6 and on a 1 must face another
skilled Rogue of a similar level
Marks come in the following ranks:
Sometimes the Guards will
Underclass, Commoner, Craftsman, Noble. respond, roll 1D6 and on a 1 the
Each of these ranks presents a different Guards come to any calls, but they
Commoner
potential set of complications moving must be nearby. Being caught
through the process. A character should means stolen item is confiscated
consider carefully what rank they wish to and thief is fined 10 Silver
Guards will respond for
attempt on. The complications presented Craftsman if it is not inconvenient
here are just an example to keep things to them, or if a roll of 1D3 results
simple. A GM is of course encouraged to Craftsman in a 1, but they must be nearby.
think of other complications and Being caught gets stolen item
confiscated and thief fined 20
ramifications for the process. A very good
Silver
thing to consider is the nature of the Guards will always respond to the
environment itself: crowds can make things Noble cries of the Nobles, or may have
easier but likely has a chance of Guards private Guards. Jail time if caught.
where open areas may present more challenge but less risk of being caught (as an example).
Of course you could always mix complications, using the ones presented here as a base and
adding in additional bits and bobs as you see fit based on the circumstances (and the level of
fun it can add to the ongoing game).
After a mark is selected, the thief must get a position on them or distract them using their
Dexterity (Stealth) or Communication (Deception) vs Perception (Seeing) of the target in an
opposed test, and if they pass they can move on to the next phase (if the thief passes and did
some good roleplaying with it, you can consider granting them some bonuses in the next
phase). Of course, if the target wins this test they will likely be put off by the strange
behavior of the thief and can react accordingly (should they choose not to react they will get a
+2 on the next phase). This would be a good place to introduce potential bonuses or penalties
based on the environmental conditions that were discussed previously, and where those
potential consequences could start to matter and impact the rest of the process and scene.
Next, the thief will need to decide just what Item Size Modifiers
kind of item it is they intend to nip. As this Size Modifier
is for a random theft the choice will be Small +2
handled by selecting an item size to attempt Moderate 0
for on the target, and in Dragon Age: RPG Large -2
pickpocket items come in a series of sizes:
Small, Moderate, and Large. These different sizes will apply a potential penalty or bonus to
the subsequent final phase. If the thief is going for a small item then they get a +1 on their
next test, if they choose a moderate sized item they get no bonus or penalty, and finally a
large item will produce a -1 on the final phase test. Each item size will correlate to a listing of
goods of that size which may plausibly be on the target, and each good will be assigned a
random number.
Finally, the thief makes an opposed test of Dexterity (Legerdemain) vs Perception (Seeing or
Touching) of the target (remember the modifiers based on the Item Size). In this case if the
thief succeeds they will manage to lift a single item off of the target without them noticing,
but if they fail then the target has noticed the item being removed from their person and can
react accordingly (and likely not well).
The Spoils
Assuming that the thief passed the tests and lifted an item off their target the player can make
a roll on one of the charts accordingly. This framework can of course be modified by a GM to
better fit their story and specific needs, but it at least gives us that framework from which to
expand upon. An obvious correlation to make is that with greater risks come greater
potential rewards, and the lists presented have been designed around that idea. This is not to
say there has not been value added to each particular type of mark or size of item, but it is an
additional tactical aspect that players should keep in mind while approaching their dirty
work.
This list should not be considered an exhaustive one either, but one that can provide a quick
potential range of variety in the heat of the moment during a session. Some of these options
will still require a little creative work on the part of the GM (this is not taking away your job
of adding the spice, just trying to encourage and assist it). Players frequently will go in
directions we did not plan for as GMs, so it can alleviate some of these stresses of this to have
helpful details at the table when in a pinch.