Loot
From Gnomewiki
Loot is a simplified system for of generating treasure on NPCs. Basically, loot is what the creature is carrying. The loot system presented here should be used for all NPCs (both Monsters and PCs).
Nil: Nothing except the clothes (or fur, scales, etc.) on their back.
Poor: Few things of value.
Moderate: A fair amount of money or objects of value.
Rich: A significant holding of financial goods and resources.
Very Rich: Extremely wealthy NPCs. These NPCs will often have a lair or dwelling in which they keep their treasure.
Abundant Wealth: A huge amount of wealth. Usually Abundantly wealthy NPCs will have a hoard or lair in which they keep their treasure.
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Advanced Loot System
The Advanced Loot system is designed to allow for the random values of items and gold based on the creature's Loot rating. This should be used in conjunction with anything that the GM deems the creature to be carrying in excess of it's normal Loot Rating. The GM can also decide is the value is for single items or for the entirety of all items.
In order to determine the value of an item (or how much gold is present) roll 2d6 and add the modifiers. Separate rolls should be made for both Quality and Condition of the item. Add the Quality and Condition scores to give the Item Value.
Example: A creature with a Loot Rating of Nil is killed. Examination of the corpse reveals a single item. 2d6 are rolled for the Quality. The roll is 6. The Quality modifier for a Nil Loot Rating is -6 which gives a Quality score of 0. 2d6 are then rolled for the Condition which also carries a -6 modifier. The roll is 8 and with the modifier the total comes to 2. So, the item found has a Quality score of 0 and Condition score of 2. The two numbers are added to find the value of the item. This item has a Item Value score of 2.
Quality and Condition Chart
| Loot Rating | Quality | Condition |
| Nil | -6 | -6 |
| Poor | -3 | -3 |
| Moderate | -1 | -1 |
| Rich | +1 | +1 |
| Very Rich | +3 | +3 |
| Abundant Wealth | +6 | +6 |
Once the Item Value Score has been discovered, match the Item Value Score with the number on the following chart and multiply to find the total value of the item in gold pieces.
Example: The Item Value Score from the item was 2. We can see that we multiply this by 0.5 for a total gold value of 1.
Item Value Chart
| Value Rating | Gold Value |
| 0-3 | x 0.5 |
| 4-7 | x 1 |
| 8-11 | x 2 |
| 12-15 | x 3 |
| 16-19 | x 5 |
| 20-23 | x 10 |
| 24-27 | x 25 |
| 28-31 | x 50 |
| 32-33 | x 100 |
| 34-35 | x 250 |
| 36+ | x 500 |
Example: So, if we had an item with a Item Value score of 30, we would multiply 30 x 50 for a total gold value of 1,500!
Random Items
| Roll | Item Type |
| 1. | Jewelry |
| 2. | Map |
| 3. | Trinket |
| 4. | Weapon |
| 5. | Armor |
| 6. | Magic |
Jewelry
Roll for random jewelry. Make 2 separate rolls. 1d for each roll.
| Roll 1 | Roll 2 |
| 1. Gold | 1. Earring(s) |
| 2. Silver | 2. Necklace |
| 3. Platinum | 3. Bracelet |
| 4. Diamond | 4. Broach |
| 5. Ruby | 5. Pendant |
| 6. Emerald | 6. Ring |
Maps
When a character attempts to decipher a treasure map, they must roll 2d6 against a TN based on the difficulty of the map. The GM should determine the difficulty in deciphering the map. The Cartography skill grants a bonus to attempts at deciphering.
In order to use the following chart, multiply the Map Value by the Item Value. Example: The Item Value of the Map was 200 gp. Roll 2d6 to determine the Treasure Value. An 8 is rolled. Multiply 8 x 200 for a Treasure Value of 1600 gp.
This indicates that the treasure is worth 1600 gp. The GM should keep the value of the treasure a secret from the players. If the treasure of the map is extremely valuable, the GM may consider creating an entire adventure or campaign around the treasure.
| Roll | Treasure Value |
| 2-4 | x50 |
| 5-7 | x100 |
| 8-9 | x200 |
| 10 | x300 |
| 11 | x400 |
| 12 | x500 |
Magic Weapon
| Roll 1 | Weapon | Roll 2 | Type | Roll 3* | Modifier |
| 1-3 | Blade | 1-3 | Blessed | 1-2 | +/- 1 |
| 4-5 | Blunt | 4-6 | Cursed | 3-4 | +/- 2 |
| 6 | Missile | 5-6 | +/- 3 |
_* Blessed weapons have a positive modifier, Cursed weapons a negative modifier. This is the modifier to hit.
Magic Items
| Roll | Item |
| 1 | Wand/Rod |
| 2 | Ring |
| 3 | Earrings |
| 4 | Necklace |
| 5 | Clothing |
| 6 | Object |
