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==Skills== | ==Skills== | ||
===Abilities=== | ===Abilities=== | ||
Each Ability below can be purchased for 3 Proficiency Points. Abilities gained through Roguery count as Mundane Techniques, and are unaffected by Ability-Counters: they can only be countered by Abilities that specifically mention them by name, and Perception. Any number of these Abilities can be purchased, with no restrictions on combination with the Packs. They can be mixed and matched. | Each Ability below can be purchased for 3 Proficiency Points. Abilities gained through Roguery count as Mundane Techniques, and are unaffected by generic Ability-Counters: they can only be countered by Abilities that specifically mention them by name, and Perception. Any number of these Abilities can be purchased, with no restrictions on combination with the Packs. They can be mixed and matched. | ||
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Revision as of 05:42, 20 April 2021
Roguery is a Point-Buy mechanic of the Proficiency System. It allows for the purchasing of additional "Skills" that specifically allow for a Character to engage in subterfuge, stealth, and other associated criminal or illicit activity. Skills are split between "Packs" and "Abilities." Each Pack and Ability below costs 3 Proficiency Points each. There is no upper limit to the amount of of Skills a Character can purchase, as long as they have the Proficiency points to afford it. There are also no limitations on applying Roguery to any form of Aberrant or Affliction. When writing these Skills on a Character Application, they should be mentioned under "Character Abilities," and declared the total point cost on the sheet under Proficiency Points spent.
Skills
Abilities
Each Ability below can be purchased for 3 Proficiency Points. Abilities gained through Roguery count as Mundane Techniques, and are unaffected by generic Ability-Counters: they can only be countered by Abilities that specifically mention them by name, and Perception. Any number of these Abilities can be purchased, with no restrictions on combination with the Packs. They can be mixed and matched.
Ability Name | Ability Type | Ability Range | Ability Description |
---|---|---|---|
Rogue Gift 1 | Constant Passive | Self | Grants the user Rogue Gift 1 |
Rogue Gift 3 | Constant Passive | Self | Grants the user Rogue Gift 3 |
Rogue Gift 4 | Toggle Passive | Self | Grants the user Rogue Gift 4 |
Rogue Gift 5 | Trigger Passive | Self | Grants the user Rogue Gift 5 |
Honed Skill 4 | Constant Passive | Self | Grants the user Honed Skill 4 |
Wall Climb 3 | Toggle Passive | Self | Grants the user Wall Climb 3 |
Home Upgrade 1 | Region Enchant | Player Region | Grants the user Home Upgrade 1 |
Packs
Each Pack below can be purchased for 3 Proficiency Points. Any number of these Packs can be purchased, with no restriction on combinations with the Abilities. They can be mixed and matched.
Pack | Description |
---|---|
Burglary Pack | The Character can lock-pick into Regalian Rental Region Homes. Note: The Burglary system is current undergoing review, so tickets relating to such are currently on hold. Thank you for your patience and understanding. |
Government Forgery Pack | The Character has the required false stamps and stationary to fraud convincing Government Documents from any official Ministry or Office. This cannot be countered, except by Abilities that specifically mention this Pack, or by Perception. |
Guard Forgery Pack | The Character has the required false stamps and stationary to fraud convincing Guard Permits, Arrest Warrants, and decrees. This cannot be countered, except by Abilities that specifically mention this Pack, or by Perception. |
Art Forgery Pack | The Character has the required skill to replicate a piece of Art that they have seen, as long as they have at least 5 points in the relevant Arts proficiency. This cannot be countered, except by Abilities that specifically mention this Pack, or by Perception. |
Sleight of Hand Pack | The Character can expertly perform sleight of hand games and other quick finger-based actions. This includes pick-pocketing. Your Character can attempt to pickpocket someone with a 60% success rate. /Dice 1 10, if you roll 4 or below, your Character gets caught. What is pick-pocketed is up to the player who is pick-pocketed, but they cannot say "there was nothing in the pocket", there always has to be something. A Character can only be pick pocketed once per day, but the pickpocket can make as many attempts as they like. This cannot be countered, except by Abilities that specifically mention this Pack, or by Perception. |