Criminal Proficiency Category

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The Criminal Proficiency Category summarizes all the Proficiency Skills which are related to Criminal Actions, both for in-game Crime Roleplay as well as Progression Report Skills, which may be relevant to some crime-related performance rolls. These skills are very narrow, and all have specific usage in roleplay at each step. Most of them are also related to the enforced Crime Rules regarding the rolls and mechanics of fair crime. Keep an eye on the numbers of these Proficiencies, because they generally have diminishing returns the more points are invested at a later stage.

Dextrous Rogue Skill

Dextrous Rogue Skill covers Pickpocketing, Sleight of Hand games and other quick finger-based actions. There is a steady skill progression outlined in the table, but besides what is outlined on the table, the Proficiency also dictates how well Sleight of Hand games are performed. These however aren't set to specific Proficiency numbers, rather, the Proficiency translates to quality of the Sleight of Hand, ranging from 0 (Incapable of pulling it off) to 25 (Practically always pulling it off). While the Pickpocketing is entrenched in rules, the Sleight of Hand is more free-form roleplay and up to players to decide what is fair. While the explicit benefits of Pickpocketing taper off towards the higher Proficiency points invested, the Sleight of Hand capacity has a steady progression. Note: Altalar cannot invest up to 30 Points in this skill, it simply does not go higher than 25 (since Altalar did not do much in terms of Crime training)

Points Description
0 Points
  • Your Character fails by default when attempting to Pickpocket someone or use Sleight of Hand
2 Points
  • Your Character can pickpocket someone as long as they are besides/behind them
  • Success is determined by rolling /dice 20, anything rolled above 10, failing results in detection
  • 4 points in Perception are required to detect a pickpocket attempt of this level even if it succeeds, from either the target or someone in emote range
4 Points
  • Your Character can pickpocket someone as long as they are besides/behind them
  • Success is determined by rolling /dice 20, anything rolled above 8, failing results in detection
  • 8 points in Perception are required to detect a pickpocket attempt of this level even if it succeeds, from either the target or someone in emote range
6 Points
  • Your Character can pickpocket someone as long as they are besides/behind them
  • Success is determined by rolling /dice 20, anything rolled above 6, failing results in detection
  • 12 points in Perception are required to detect a pickpocket attempt of this level even if it succeeds, from either the target or someone in emote range
8 Points
  • Your Character can pickpocket someone as long as they are besides/behind them
  • Success is determined by rolling /dice 20, anything rolled above 4, failing results in detection
  • 16 points in Perception are required to detect a pickpocket attempt of this level even if it succeeds, from either the target or someone in emote range
10 Points
  • Your Character can pickpocket someone from any direction
  • Success is determined by rolling /dice 20, anything rolled above 4, failing results in detection
  • 20 points in Perception are required to detect a pickpocket attempt of this level even if it succeeds, from either the target or someone in emote range
15 Points
  • Your Character can pickpocket someone from any direction
  • Success is determined by rolling /dice 20, anything rolled above 3, failing results in detection
  • Your Character can no longer be detected by Perception Proficiency, either by the target or someone in emote range
20 Points
  • Your Character can pickpocket someone from any direction
  • Success is determined by rolling /dice 20, anything rolled above 2, failing results in detection
  • Your Character can no longer be detected by Perception Proficiency, either by the target or someone in emote range
25 Points
  • Your Character can pickpocket someone from any direction
  • Your Character automatically succeeds on their first attempt on a person
  • Success after the first attempt determined by rolling /dice 20, anything rolled above 2
  • Your Character can no longer be detected by Perception Proficiency, either by the target or someone in emote range

Stealth Rogue Skill

The Stealth Rogue Skill dictates the capacity to stay hidden while out of sight (and in some higher ranges, get saving graces to avoid being detected even in line of sight). This skill has both IC roleplay applications when trying to remain undetected and listen in on someone, but is also very important in progressions when attempting to sneak past enemies. Generally in progressions, the higher the number, the greater the success rate against NPCs. Note: Altalar cannot invest up to 30 Points in this skill, it simply does not go higher than 25 (since Altalar did not do much in terms of Crime training)

Points Description
0 Points
  • Your character will be detected when performing any action behind a wall/door/window
  • Unless they have a sound dampening Vampire mutation
2 Points
  • Your Character can avoid being detected behind a wall/door/window (you have to emote that your character is sneaking)
  • Anyone within emote range with 4 Perception can see/hear through it and will detect your character
  • This skill can also be used to sneak up behind someone, as long as they do not have 2 Perception to detect your Character
4 Points
  • Your Character can avoid being detected behind a wall/door/window (you have to emote that your character is sneaking)
  • Anyone within emote range with 8 Perception can see/hear through it and will detect your character
  • This skill can also be used to sneak up behind someone, as long as they do not have 4 Perception to detect your Character
6 Points
  • Your Character can avoid being detected behind a wall/door/window (you have to emote that your character is sneaking)
  • Anyone within emote range with 12 Perception can see/hear through it and will detect your character
  • This skill can also be used to sneak up behind someone, as long as they do not have 6 Perception to detect your Character
8 Points
  • Your Character can avoid being detected behind a wall/door/window (you have to emote that your character is sneaking)
  • Anyone within emote range with 16 Perception can see/hear through it and will detect your character
  • This skill can also be used to sneak up behind someone, as long as they do not have 8 Perception to detect your Character
10 Points
  • Your Character can avoid being detected behind a wall/door/window (you have to emote that your character is sneaking)
  • Anyone within emote range with 20 Perception can see/hear through it and will detect your character
  • This skill can also be used to sneak up behind someone, as long as they do not have 10 Perception to detect your Character
15 Points
  • Your Character can avoid being detected behind a wall/door/window (you have to emote that your character is sneaking)
  • Anyone within emote range with 30 Perception can see/hear through it and will detect your character
  • This skill can also be used to sneak up behind someone, as long as they do not have 15 Perception to detect your Character
20 Points
  • Your Character can avoid being detected behind a wall/door/window (you have to emote that your character is sneaking)
  • Your Character can no longer be detected except through direct line of sight
  • If caught within direct line of sight, roll /dice 20, if rolling above 15 your character remains undetected by sneakily hiding
  • This skill can also be used to sneak up behind someone, as long as they do not have 20 Perception to detect your Character
25 Points
  • Your Character can avoid being detected behind a wall/door/window (you have to emote that your character is sneaking)
  • Your Character can no longer be detected except through direct line of sight
  • If caught within direct line of sight, roll /dice 20, if rolling above 10 your character remains undetected by sneakily hiding
  • This skill can also be used to sneak up behind someone, as long as they do not have 25 Perception to detect your Character

Burgling Rogue Skill

Burgling Rogue Skill dictates the success rate at not leaving behind evidence at a crime scene, but also your character's ability to break into buildings. The avoiding evidence is pretty straightforward. If your character trespassed or burgled on some area, you should OOC inform the owner (if a staff member didn't already place signs there to inform them) Lock picking however is a bit more complicated. Before starting a lock picking attempt on a door, you should send in a ticket, asking if any Lore Staff is available. If not, you should wait until there is one, because a Lore Staff member should be present to ensure conforming to the rules, and also put down the OOC info. When a Staff member has picked your ticket, you may proceed with the Lock picking, during which the Staff member will ensure you remain undetected for 5 minutes of Lock picking. Lock picking does not produce any sounds, and can only be caught by being seen. When this is done, the Staff member will use MassiveLock/Region override to open the door for you, and then place a sign next to it saying "This door was Lock-picked open". You cannot close the door again to make it appear as if your character was never there. What you can steal from a house or building can be cross-referenced on the Crime Rules page. There are two places immune to lock picking: The Imperial Palace and the Guard Prison. Prison cells inside the Guard Prison cannot be Lock picked, but prison cells in other buildings follow the logic of what type of building they are in terms of what tier can open them, for example, if a cell is inside an Old Town House, the skill required to open that applies to the cell. These Burglary evidence drops seem absurd at first glance, but are absolutely necessary, because otherwise all criminals just force a no evidence drop scenario, which is essentially god-rp.

  • When burglarizing any area, the Player Character with the Burgling Rogue Skill points can share the effect of their point-investment with another SINGULAR Player Character as a 'tag-along' character (regardless of whether or not the tag-along has any burgling rogue skill points). The tag-along retains all point investments and abilities, and acts as a social means for burglarizing characters to not self-rp. As such, the tag-along cannot actually burglarize items but only follow along. Both the tag-along and the main burglaring character leave behind Pieces of Evidence from the burglaring character only, regardless of who steals anything.

Note: Altalar cannot invest up to 30 Points in this skill, it simply does not go higher than 25 (since Altalar did not do much in terms of Crime training)

Points Investment Decription
0 Points
  • Your Character when burgling, is able to bust open a door (not gate or Noble Estate or Clandestine Base door), but automatically leaves behind a Piece of Evidence
  • Your Character when burgling, performs a /dice 10 for each item taken, with any roll 2 and up leaving behind a Piece of Evidence
  • Any Special Item like an Artifact or High Value Item like a Noble Stamp will automatically yield 3 Pieces of Evidence
5 Points
  • Your Character when burgling, is able to lockpick into an Old Town house without leaving behind a Piece of Evidence
  • Your Character when burgling, performs a /dice 10 for each item taken, with any roll 6 and up leaving behind a Piece of Evidence
  • Any Special Item like an Artifact or High Value Item like a Noble Stamp will automatically yield 3 Pieces of Evidence
10 Points
  • Your Character when burgling, is able to lockpick into a New Town house without leaving behind a Piece of Evidence, including earlier tiers
  • Your Character when burgling, performs a /dice 10 for each item taken, with any roll 7 and up leaving behind a Piece of Evidence
  • Any Special Item like an Artifact or High Value Item like a Noble Stamp will automatically yield 3 Pieces of Evidence
15 Points
  • Your Character when burgling, is able to lockpick into an Imperial Isle house (or shop) without leaving behind a Piece of Evidence, including earlier tiers
  • Your Character when burgling, performs a /dice 10 for each item taken, with any roll 8 and up leaving behind a Piece of Evidence
  • Any Special Item like an Artifact or High Value Item like a Noble Stamp will automatically yield 3 Pieces of Evidence
20 Points
  • Your Character when burgling, is able to lockpick into a City Noble Estate or Sewer Clandestine Base without leaving behind a Piece of Evidence, including earlier tiers
  • Your Character when burgling, performs a /dice 10 for each item taken, with any roll 9 and up leaving behind a Piece of Evidence
  • Any Special Item like an Artifact or High Value Item like a Noble Stamp will automatically yield 2 Pieces of Evidence
25 Points
  • Your Character when burgling, is able to lockpick into a Countryside Estate or Castle without leaving behind a Piece of Evidence, including earlier tiers
  • Your Character when burgling, performs a /dice 10 for each item taken, with any roll 9 and up leaving behind a Piece of Evidence
  • Any Special Item like an Artifact or High Value Item like a Noble Stamp will automatically yield 2 Pieces of Evidence
  • Your Character can unlock Mythic locks during Progressions or Events (happen rarely).
Staff members perform an independent roll to dictate what the Piece of Evidence proves. 50% of all Pieces of Evidence will include a Red Herring Evidence, meaning a randomized alternative Piece of Evidence that does not incriminate the character. Investigations have to be launched with the Staff member who presided over the Burglary to see if they can unlock any of the Pieces of Evidence. Pieces of Evidence can prove a variety of visual features through disguises (to make sure single Mutation abilities don't become hard counters to investigation RP). Those who participated in the burglary cannot investigate the scene.
Perception Points Counter Description
0 Points
  • When Investigating, your Character will be unable to unlock any Piece of Evidence and thus cannot investigate a scene.
5 Points
  • When Investigating, your Character may perform a /dice 10 for each Piece of Evidence (not including Red Herring). Rolling 5 and above will reveal the Piece of Evidence (including any Red Herring attached to it).
  • Investigating a scene can be done an infinite amount of times, but each Piece of Evidence roll that fails destroys the evidence (including the Red Herring attached to it).
  • Investigating a scene and destroying a piece of evidence (on purpose or on accident through rolls) will result in the Guards being told the complete identity of the person destroying the Evidence.
10 Points
  • When Investigating, your Character may perform a /dice 10 for each Piece of Evidence (not including Red Herring). Rolling 4 and above will reveal the Piece of Evidence (including any Red Herring attached to it).
  • Investigating a scene can be done an infinite amount of times, but each Piece of Evidence roll that fails destroys the evidence (including the Red Herring attached to it).
  • Investigating a scene and destroying a piece of evidence (on purpose or on accident through rolls) will result in the Guards being told the complete identity of the person destroying the Evidence.
15 Points
  • When Investigating, your Character may perform a /dice 10 for each Piece of Evidence (not including Red Herring). Rolling 3 and above will reveal the Piece of Evidence (including any Red Herring attached to it).
  • Investigating a scene can be done an infinite amount of times, but each Piece of Evidence roll that fails destroys the evidence (including the Red Herring attached to it).
  • Investigating a scene and destroying a piece of evidence (on purpose or on accident through rolls) will result in the Guards being told the complete identity of the person destroying the Evidence.
20 Points
  • When Investigating, your Character may perform a /dice 10 for each Piece of Evidence (not including Red Herring). Rolling 2 and above will reveal the Piece of Evidence (including any Red Herring attached to it).
  • Investigating a scene can be done an infinite amount of times, but each Piece of Evidence roll that fails destroys the evidence (including the Red Herring attached to it).
  • Investigating a scene and destroying a piece of evidence (on purpose or on accident through rolls) will result in the Guards being told the complete identity of the person destroying the Evidence.
25 Points
  • When Investigating, your Character may perform a /dice 10 for each Piece of Evidence (not including Red Herring). Rolling 2 and above will reveal the Piece of Evidence (including any Red Herring attached to it).
  • Investigating a scene can be done an infinite amount of times, but each Piece of Evidence roll that fails destroys the evidence (including the Red Herring attached to it).
  • Investigating a scene and destroying a piece of evidence (on purpose or on accident through rolls) will result in the Guards being told the complete identity of the person destroying the Evidence.
  • Your Character can perceive a Mythic perception during Progressions and Events (happen rarely).

Note: Those found or caught in Noble Estates during burgling attempts there can be imprisoned for up to 5/7 days in a Noble cell, before being handed over for procedural punishment by the Guards. The Nobles do not gain kill or maim perms, but have the means to engage in their own interrogation and interactions with the captured before sending them to the prison. The Nobles can choose to skip this from their end, and if a criminal believes they are intentionally being ignored to deny them the ability to role play for five days, they should contact Lore Staff.

Conning Rogue Skill

Conning Rogue Skill dictates your character's ability to fabricate an imitation of something. This is a bit of a unique Proficiency, because it can be combined with other Arts Category Proficiencies to produce imitations of the real product at half the price, but with an Arts Proficiency detection for fraud. The rules for Conning Arts is as followed:

  • Your Character needs at least 5 Proficiency Points in what they are trying to con, for example, 5 points in Visual Arts
  • Your Character needs at least 5 Proficiency Points in Conning Rogue Skill to produce a fraud
  • The fraud product is produced at twice the value of points in Conning Rogue Skill
  • So, since Your Character has 5 points in Conning, the fraud is at the quality "as if it was" 10 Visual Arts
  • This caps at 20, so 10 in Conning gives 20 in fake quality, but 15 in Conning is still 20 in fake quality
  • Another Character can tell if something is a fraud, as long as they have the fake quality in points in that particular Arts
  • For example, Your Character produced something with a fake quality of 20 in Visual Arts, they need 20 in Visual Arts to see through the fraud
  • The only Proficiencies that this skill can be used on are: Visual Arts, Ceramic Arts, Sculpting Arts, Carpentry Arts, Threads Arts, Metallurgy Sciences and Finecraft Sciences.
  • This can never be used to con Altalar Nightsilver, even if this would fall under Metallurgy.

The second use of Conning Rogue Skill is document falsification. Documents forged by a lower (e.g. 10 point investment) character could be indentified as fakes by a higher (e.g. 15 point investment) character. This has a very straightforward tier system that just makes it easier to understand:

  • 0 points invested: Anyone can immediately see your character's document is a fake
  • 5 points invested: Your Character can reproduce a convincing copy of a commoner's writing and signature, 10 in Perception can see through the fraud
  • 10 points invested: Your Character can reproduce a convincing copy of a Noble's writing and signature and signet or seal, 15 in Perception can see through the fraud
  • 15 points invested: Your Character can reproduce a convincing copy of a Government or Guard or Synod order and signature and signet or seal, 15 in Perception can see through the fraud
  • 20 Points invested: Your Character can reproduce a convincing copy of the Imperial Family's orders and signature and signet or seal, 15 in Perception can see through the fraud
  • 25 Points invested: Your Character always has access to a fraudulent government obligation worth 300 Regals (this cannot be traded away or duplicated, and should be used per-roleplay storyline
  • The Perception numbers do not change for detection as Conning Rogue Skill increases, they are always the same each type of document due to the complexity of the document type

Note: Altalar cannot invest up to 30 Points in this skill, it simply does not go higher than 25 (since Altalar did not do much in terms of Crime training)


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Writers MonMarty
Processors HydraLana
Last Editor HydraLana on 04/28/2020.

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