Toggle menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Roguery: Difference between revisions

From MassiveCraft Wiki
Created page with "wah"
 
No edit summary
Line 1: Line 1:
wah
Roguery is an expanded Point-Buy aspect of the  [[Proficiency]] System. It allows for the purchasing of additional "Skills" that specifically allow for a Character to better 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===
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ability Name
! Ability Type
! Ability Range
! Ability Description
|-
| style="background-color:#fe9e9e;" | Rogue Gift 1
| Constant Passive
| Self
| Grants the user {{#simple-tooltip: Rogue Gift 1 |Should the character fail a dice roll for pickpocketing another character, they may roll a second time. This effect may only apply once per person being pickpocketed per day, but if a different person is targeted each time, it has no upper limit. The failed attempt is simply retconned.
 
}}
|-
| style="background-color:#fe9e9e;" | Rogue Gift 3
| Constant Passive
| Self
| Grants the user {{#simple-tooltip: Rogue Gift 3 | The Character can, if they have seen any writing from a specific person, perfectly imitate that person’s writing and signature on any piece of writing.
}}
|-
| style="background-color:#fe9e9e;" | Rogue Gift 4
| Toggle Passive
| Self
| Grants the user {{#simple-tooltip: Rogue Gift 4 | Items held (like Clockwork or weapons) and stationary items used (like doors and hatches) do not produce any sound when used by the Character. Additionally, the character does not produce audible footsteps on any surface.
}}
|-
| style="background-color:#fe9e9e;" | Rogue Gift 5 '''((NEW UNWRITTEN-- Replacement for stealth 10))'''
| Constant Passive
| Self
| Grants the user {{#simple-tooltip: Rogue Gift 5 |
}}
|-
| style="background-color:#fe9e9e;" | Honed Skill 4
| Constant Passive
| Self
| Grants the user {{#simple-tooltip: Honed Skill 4 | The user can hide messages inside anything they physically produce from the Hobby Group Proficiencies, hiding a message that can only show up under certain conditions (through the technique the information was hidden). If anyone is told these conditions, they can read the message from all the user’s crafts, for the ones this specific technique for hiding messages was applied. Once created, messages cannot be edited or removed.
}}
|-
| style="background-color:#fe9e9e;" | Wall Climb 3
| Toggle Passive
| Self
| Grants the user {{#simple-tooltip: Wall Climb 3 | The user is able to near-instantly scale a vertical wall or barricade as long as it has a landing position at the top that is reasonably horizontal, thus allowing them to hop over walls and fortifications. This requires the user to be standing at the base of the vertical wall and be thrown up, landing safely at the top. This Ability can be used four times every 12 hours. This Ability can also be used to safely travel down a wall, but it does also take a charge each time downwards travel is used.
}}
|-
| style="background-color:#fe9e9e;" | Home Upgrade 1
| Region Enchant
| Player Region
| Grants the user {{#simple-tooltip: Home Upgrade 1 | This (Mundane) Region Enchant is always active on the user’s primary residence and cannot be disabled. While active in a region, it becomes immune to fire damage due to sprinkler irrigation systems. Additionally, if a metal block is placed behind the front door or any entrance, if the Region is burgled, any burglars have one of their legs broken due to a trap activating. They can still continue to burgle, but will have to do with a broken leg. This effect cannot be Dodged, Prevented or Countered.
}}
|-
| style="background-color:#fe9e9e;" | '''MISSING ABILITY-- Mundane Disguise Mechanic'''
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#fe9e9e;" | '''MISSING ABILITY-- Anti-Booby trapping, ability to disarm traps skill?'''
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#fe9e9e;" | '''MISSING ABILITY-- Seraphalo-esque, maybe? Or should that remain in alchemy?'''
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
|}
 
===Packs===
{| class="wikitable" style="width: 85%;"
! style="font-weight:bold; background-color:#b0b0b0;" | Pack
! style="font-weight:bold; background-color:#b0b0b0;" | Description
|-
| style="font-weight:bold;" | 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.'''
|-
| style="font-weight:bold;" | Government Forgery Pack
|  The Character has the required false stamps and stationary to fraud convincing Government Documents from any official Ministry or Office.
|-
| style="font-weight:bold;" | Guard Forgery Pack
| The Character has the required false stamps and stationary to fraud convincing Guard Permits, Arrest Warrants, and decrees.
|-
| style="font-weight:bold;" | 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.
|-
| style="font-weight:bold;" | 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.
|-
| style="font-weight:bold;" | '''MISSING PACK: Vanalism?'''
|
 
|-
| style="font-weight:bold;" | '''MISSING PACK: ability to forge progression orders that NPCs can't determine as fake'''
|
|}

Revision as of 03:50, 20 April 2021

Roguery is an expanded Point-Buy aspect of the Proficiency System. It allows for the purchasing of additional "Skills" that specifically allow for a Character to better 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

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 ((NEW UNWRITTEN-- Replacement for stealth 10)) Constant Passive Self Grants the user
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

MISSING ABILITY-- Mundane Disguise Mechanic Grants the user
MISSING ABILITY-- Anti-Booby trapping, ability to disarm traps skill? Grants the user
MISSING ABILITY-- Seraphalo-esque, maybe? Or should that remain in alchemy? Grants the user

Packs

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.
Guard Forgery Pack The Character has the required false stamps and stationary to fraud convincing Guard Permits, Arrest Warrants, and decrees.
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.
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.
MISSING PACK: Vanalism?
MISSING PACK: ability to forge progression orders that NPCs can't determine as fake