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Roguery Point Buy: Difference between revisions

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{{ infobox
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| bodystyle = width: 100%; margin-top: 10px; margin-bottom: 10px; margin: auto; padding-left: 1px; padding-right: 1px; background-color: #EBEBEB;
<span style="font-size: 125%">'''This page is part of the [[Ability]] System, which is part of the [[Proficiency]] System for Combat Roleplay.''' </span><br><hr>
| headerstyle = background: #D0D3D1; width: 100%; text-align: center; vertical-align:middle; font: 15px georgia; font-weight: bolder; font-variant: small-caps; padding-top: 5px; padding-bottom: 5px;
* To see an explanation of general Rules, Terminology, and Mechanics used on this page, read the [[Abilities]] page.<br>
| datastyle  = text-align: left; font-size: 0.95em;
* To see a broader explanation of the Abilities and Rules used on this page, read the [[Proficiency]] Page.<br>
| header1    = The Ability and Proficiency System
* To see an indexed list of all Abilities, read the [[Ability List]] Page.
| data2      =
</div>
This page involves the [[Abilities]] and [[Proficiency]] system, which is a core part of how Combat Roleplay and "Competitive" Roleplay works on Massivecraft. To see an explanation of general Rules, Terminology, and Mechanics used on this page, read the [[Abilities]] page. To see a broader explanation of the Abilities and Rules used on this page, read the [[Proficiency]] Page. To see an indexed list of all Abilities, read the [[Ability List]] Page.  
}}
Roguery Point Buy is part of the [[Proficiency]] System. Its Packs allow a Character to get better at Rogue or Criminal activities. While in theory it is all Mundane Techniques, players can add Magical aesthetics if they like.  
Roguery Point Buy is part of the [[Proficiency]] System. Its Packs allow a Character to get better at Rogue or Criminal activities. While in theory it is all Mundane Techniques, players can add Magical aesthetics if they like.  
__TOC__
==Ability Aesthetics==
Roguery Point Buy operates under "Open Aesthetics" rules. What this means is, Roguery Point Buy  can be freely used with the following guidelines and suggestions: thievery, sleight of hand, illusory magic or smoke bombs, obfuscation, etc. This list is mostly comprehensive, but we accept suggestions for additions, within reason to the setting.  Alternatively, this Proficiency can be re-flavored as Magic. This Aesthetic Flavor has no effect on Ability functionality, but might alter if your Character is considered Occult or not. You decide when you use the Ability if it is Magic or not, and can choose to use it as Non-Magic, but you cannot choose in the moment if your Character is Occult or not Occult.
====Disguise Pack====
====Disguise Pack====
The Disguise Pack allows the user to don a mundane disguise that prevents them from being identified in a roleplay scene. The user is able to change any aspect of their appearance such as height or build, but the disguise must always be represented as an evident costume that covers the wearer's body entirely. This disguise is able to conceal things such as Afflictions and Affinities, but if the user is defeated in Combat then the disguise is able to be removed to reveal their identity. Keep in mind that using a Disguise should not be used in anti-RP ways to avoid consequences perpetually. While it can help with Crime RP or keep one step ahead of one's enemies, making a character completely untouchable may result in Staff intervention. Also keep in mind that wearing an obvious disguise may cause characters and NPCs to react differently than if they were in the scene unmasked, and certain places, like the Imperial Palace, will bar Masked/Disguised characters entirely.
The Disguise Pack allows the user to don a mundane disguise that prevents them from being identified in a roleplay scene. The user is able to change any aspect of their appearance such as height or build, but the disguise must always be represented as an evident costume that covers the wearer's body entirely. This disguise is able to conceal things such as Afflictions and Affinities, but if the user is defeated in Combat then the disguise is able to be removed to reveal their identity. Keep in mind that using a Disguise should not be used in anti-RP ways to avoid consequences perpetually. While it can help with Crime RP or keep one step ahead of one's enemies, making a character completely untouchable may result in Staff intervention. Also keep in mind that wearing an obvious disguise may cause characters and NPCs to react differently than if they were in the scene unmasked, and certain places, like the Imperial Palace, will bar Masked/Disguised characters entirely.
====Fleet Footed Pack====
====Fleet Footed Pack====
This pack is for those that wish to move quicker than most in combat.
{| class="wikitable"  
{| class="wikitable" style="width: 50%;"
! Name
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Type
! style="width: 10%; | Ability Name
! Range
! style="width: 10%; | Ability Type
! Cooldown
! style="width: 8%; | Ability Range
! Description
! style="width: 17%; | Ability Description
! style="width: 5%; | Modifiers
|-
|-
| style="background-color:#c8d5c8;" | Fleet Footed
| Fleet Footed
| Passive Technique
| Passive Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| Grants the user {{#simple-tooltip: Fleet Footed | The user is quick on their feet, granting them an additional 5 blocks of movement each turn. This Ability is disabled for 15 Minutes when the user uses an Ability, excluding Stances and Passives, or makes an Attack Emote (or something that replaces an Attack Emote). Additional uses don’t extend the timer, but reset it.}}
| Twice per Combat, Once per Health Stage
| N/A
| Fleet Footed isn’t active until you make a successful Melee Basic Attack against an Enemy, you may Move an additional 5 Blocks after that Attack.
|-
|}
|}
====Sharp Reflexes Pack====
====Sharp Reflexes Pack====
This pack is for the quick witted and flexible, dodging out of the way of an attack at just the right moment.
{| class="wikitable"  
{| class="wikitable" style="width: 50%;"
! Name
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Type
! style="width: 10%; | Ability Name
! Range
! style="width: 10%; | Ability Type
! Cooldown
! style="width: 8%; | Ability Range
! Description
! style="width: 17%; | Ability Description
! style="width: 5%; | Modifiers
|-
|-
| style="background-color:#c8d5c8;" | Sharp Reflexes
| Sharp Reflexes
| Counter Technique
| Counter Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| Grants the user {{#simple-tooltip: Sharp Reflexes | To dodge a dangerous attack, this ability can be used as a reaction to a Basic Attack targeting the user. Before making the Defense Dice Roll, and without consuming the user’s Action, add +5 to the final roll. If the user still fails the Defense Roll, reduce this Ability’s Cooldown to 10 Minutes, otherwise, Sharp Reflexes has a 1 hour cooldown.}}
| Twice per Combat
| N/A
| You can only use this when you are Targeted by a Basic Attack. Sharp Reflexes must be declared before the Defense Roll, which adds +5 to the Final Result of your Defense Roll. This does not take an Action, but cannot be used twice on the same Roll.
|-
|}
|}
====Close Save Pack====
====Close Save Pack====
The pack is for the hawk eyed citizens of the city, able to see every detail and react to even the fastest possible threat.
{| class="wikitable"  
{| class="wikitable" style="width: 50%;"
! Name
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Type
! style="width: 10%; | Ability Name
! Range
! style="width: 10%; | Ability Type
! Cooldown
! style="width: 8%; | Ability Range
! Description
! style="width: 17%; | Ability Description
! style="width: 5%; | Modifiers
|-
|-
| style="background-color:#c8d5c8;" | Close Save
| Close Save
| Counter Technique
| Counter Technique
| {{#simple-tooltip: 4 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| Grants the user {{#simple-tooltip: Close Save  | To push an ally out of harm’s way, use this Ability as a reaction to an ally taking damage from a Basic Attack or Ability. Instead of the ally taking damage, the user takes damage equal to half the original damage, rounded up. Close Save has a 2 hour cooldown.}}
| Once per Combat
| N/A
| You can only use this when an ally is targeted by a Basic Attack or an Ability that does -HP damage. Instead of the ally taking Damage, you become the Target and take Damage equal to half the original Damage, rounded up. Close Save only works if you can be a valid Target for the Attack/Ability. Multiple instances of Close Save, even from different people, don’t stack with each other.
|-
|}
|}
====Dirty Fighter Pack====
====Dirty Fighter Pack====
This pack is for fighters who don't believe in honor and fairness, doing whatever it takes to win.
{| class="wikitable"  
{| class="wikitable" style="width: 50%;"
! Name
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Type
! style="width: 10%; | Ability Name
! Range
! style="width: 10%; | Ability Type
! Cooldown
! style="width: 8%; | Ability Range
! Description
! style="width: 17%; | Ability Description
! style="width: 5%; | Modifiers
|-
|-
| style="background-color:#c8d5c8;" | Dirty Fighter
| Dirty Fighter
| Counter Technique
| Counter Technique
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand.}}
| Grants the user {{#simple-tooltip: Dirty Fighter | Target an enemy within Range, and apply the Blinded Status Effect to them. If the target is within 2 Blocks of the user, additionally apply a -2 Defense Stat Reduction for the next turn only. Dirty Fighter has a 2 Hour Cooldown.}}
| Once per Combat
| N/A
| You can only use this when an enemy is within Range. Apply the Confused Status Effect to them for 2 turns. Additionally, if the target is within 2 Blocks of you, apply a -2 Defense Reduction for their next two Defense Rolls. Multiple instances of Dirty Fighter, even from different people, don’t stack with each other.
|-
|}
|}
====Escape Artist Pack====
====Escape Artist Pack====
This pack is for the slippery scoundrels who need to escape a bind - literally. Tying these individuals down is quite challenging.
{| class="wikitable"  
{| class="wikitable" style="width: 50%;"
! Name
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Type
! style="width: 10%; | Ability Name
! Range
! style="width: 10%; | Ability Type
! Cooldown
! style="width: 8%; | Ability Range
! Description
! style="width: 17%; | Ability Description
! style="width: 5%; | Modifiers
|-
|-
| style="background-color:#c8d5c8;" | Escape Artist
| Escape Artist
| Instant Technique
| Instant Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| Grants the user {{#simple-tooltip:  Escape Artist | The user is able to, while restrained, slip out of ropes, chains, handcuffs, and any other mundane restraints used to hold a player down. Additionally, while in combat the user can spend an Action to remove the Trapped Status Effect. Escape Artist has no Cooldown, unless used in Combat, during which it has a 30 Minute Cooldown.}}
| Twice per Combat, once per Health Stage
| N/A
| Target yourself and remove the Snared Status Effect, or negate one instance of any Movement Speed reduction currently applied to you. Additionally, outside of Combat, you are able to, while restrained, slip out of ropes, chains, handcuffs, and any other mundane restraints used to hold you down.
|-
|}
|}
====Fancy Footwork Pack====
====Fancy Footwork Pack====
{| class="wikitable" style="width: 50%;"
{| class="wikitable"  
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Name
! style="width: 10%; | Ability Name
! Type
! style="width: 10%; | Ability Type
! Range
! style="width: 8%; | Ability Range
! Cooldown
! style="width: 17%; | Ability Description
! Description
! style="width: 5%; | Modifiers
|-
|-
| style="background-color:#c8d5c8;" | Fancy Footwork
| Fancy Footwork
| Instant Technique
| Instant Technique
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| {{#simple-tooltip: 1 Block | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| Grants the user {{#simple-tooltip: Fancy Footwork | This Ability can only be used when the user has at least one enemy within 1 Block of them. As a part of this Ability, the user takes the Move action, if able. The user Moves until they are standing within 1 Block of a separate enemy. Count the number of Blocks moved, and grant the user a bonus to their minimum Attack Roll equal to the number of Blocks (max 6), for their next Attack only. After using this Ability, the user can make an Attack Roll, that does not use an Action. Fancy Footwork has a 2 Hour Cooldown.}}
| Once per Combat
| N/A
| Target an Enemy within 1 Block Range and take the Move action, if possible. Move until you are standing within 1 Block of a different Enemy. Count the number of Blocks moved, and receive a bonus to your next minimum Attack Roll equal to the number of Blocks (max 6).  Additionally, when you use your Action to use this Ability, you may refund it, but only if you immediately spend it to make a Basic Attack.
|-
|}
|}
==== Improvised Attack Pack====
 
{| class="wikitable" style="width: 50%;"
====Improvised Attack Pack====
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
{| class="wikitable"  
! style="width: 10%; | Ability Name
! Name
! style="width: 10%; | Ability Type
! Type
! style="width: 8%; | Ability Range
! Range
! style="width: 17%; | Ability Description
! Cooldown
! style="width: 5%; | Modifiers
! Description
|-
|-
| style="background-color:#c8d5c8;" | Improvised Attack
| Improvised Attack
| Instant Technique
| Instant Technique
| {{#simple-tooltip: Emote Range | Emote Range means that it can target anyone who is within Emote Range (thus who can see your emotes when you use them).}}
| {{#simple-tooltip: Emote Range | Emote Range means it applies to anyone within Emote Range, meaning they can see and read your emotes. }}
| Grants the user {{#simple-tooltip: Improvised Attack | Target an enemy within range, and roll /dice 1 3. If the user rolls a 1 or a 2, make an Attack Emote against the Target, at Emote Range, but with -2 Attack Stat. If the user rolls a 3, make the Attack Emote at Emote Range, but with +2 Attack Stat (breaks cap up to 11) instead.  Improvised Attack has a 30 Minute Cooldown.}}
| Twice per Combat, Once per Health Stage
| N/A
| Target an Enemy within Range and roll /dice 1 3. If you roll a 1 or 2, make an Attack at Emote Range with -2 Attack. If you roll a 3, make an Attack at Emote Range with +2 Attack.
|-
|}
|}
====Nimble Bola Pack====
====Nimble Bola Pack====
{| class="wikitable" style="width: 50%;"
{| class="wikitable"  
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Name
! style="width: 10%; | Ability Name
! Type
! style="width: 10%; | Ability Type
! Range
! style="width: 8%; | Ability Range
! Cooldown
! style="width: 17%; | Ability Description
! Description
! style="width: 5%; | Modifiers
|-
|-
| style="background-color:#c8d5c8;" | Nimble Bola
| Nimble Bola
| Instant Technique
| Instant Technique
| {{#simple-tooltip: 10 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| {{#simple-tooltip: 10 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| Grants the user {{#simple-tooltip: Nimble Bola | This Ability can only be used if the user has not Moved yet in a turn. The user targets an enemy within Range, and counts the amount of Blocks between them. If the number of blocks is Even, apply the Trapped Status Effect to the enemy for 3 Turns. If the number of blocks is Odd, apply the Prone Status Effect to the enemy. Usage of this Ability does not disable Fleet Footed. Nimble Bola has a 2 Hour Cooldown.}}
| Once per Combat
| N/A
| Target an enemy within Range and count the number of blocks between yourselves. If the number of blocks is Even, apply the Prone Status Effect. If the number of blocks is Odd, apply the Snared Status Effect.
|-
|}
|}
==== Flexible Maneuver Pack====
 
{| class="wikitable" style="width: 50%;"
====Flexible Maneuver Pack====
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
{| class="wikitable"  
! style="width: 10%; | Ability Name
! Name
! style="width: 10%; | Ability Type
! Type
! style="width: 8%; | Ability Range
! Range
! style="width: 17%; | Ability Description
! Cooldown
! style="width: 5%; | Modifiers
! Description
|-
|-
| style="background-color:#c8d5c8;" | Flexible Maneuver
| Flexible Maneuver
| Passive Technique
| Passive Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}
| Grants the user {{#simple-tooltip: Flexible Maneuver | If the user has taken a Move action on this Turn, when they make an Attack Dice Roll, if they roll the lowest result, they may re-roll it once. If the user has not taken a Move action on this Turn, or the turn before, when they make a Defense Dice Roll, if they roll the lowest result, they may re-roll it once. If the user is in Deadeye or Ranger Stance, reverse this. After the user succeeds on a Dice Roll using this Ability, it goes on a 20 Minute Cooldown.}}
| Once per Health Stage
| N/A
| Flexible Maneuver isn’t active until you make an Attack or Defense Dice Roll at the lowest result. When it activates, you can choose to re-roll your Attack Dice Roll if you have taken a Move action on this turn, or choose to re-roll your Defense Dice Roll if you have not taken a Move action on this turn or the turn before.  
|-
|}
|}
====Smokescreen Pack====
====Smokescreen Pack====
{| class="wikitable" style="width: 50%;"
{| class="wikitable"  
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Name
! style="width: 10%; | Ability Name
! Type
! style="width: 10%; | Ability Type
! Range
! style="width: 8%; | Ability Range
! Cooldown
! style="width: 17%; | Ability Description
! Description
! style="width: 5%; | Modifiers
|-
|-
| style="background-color:#c8d5c8;" | Smokescreen
| Smokescreen
| Instant Technique
| Instant Technique
| {{#simple-tooltip: 4 Blocks | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| {{#simple-tooltip: 4 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}
| Grants the user {{#simple-tooltip: Smokescreen | The user creates a temporary smokescreen around themselves. For the next 3 turns, the user cannot be targeted by Abilities used by Characters outside of this Ability’s Range, and any Basic Attacks made targeting the user outside the Range have -2 added to the Final Result. Smokescreen has a 2 Hour Cooldown.}}
| Once per Combat
| N/A
| Target yourself and become untargetable by Abilities used outside of this Range for the next 3 turns. Additionally, any Basic Attacks targeting you outside of this Range have -2 to the Final Result.
|-
|}
|}
====Fate’s Wheel Pack====
====Fate’s Wheel Pack====
{| class="wikitable" style="width: 50%;"
{| class="wikitable"  
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Name
! style="width: 10%; | Ability Name
! Type
! style="width: 10%; | Ability Type
! Range
! style="width: 8%; | Ability Range
! Cooldown
! style="width: 17%; | Ability Description
! Description
! style="width: 5%; | Modifiers
|-
|-
| style="background-color:#c8d5c8;" | Fate’s Wheel
| Fate’s Wheel
| Passive Technique
| Passive Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}  
| Grants the user {{#simple-tooltip: Fate’s Wheel | When the user makes a Dice Roll in Combat Roleplay, that isn’t an Attack Dice roll or Defense Dice roll, they may use this Ability to re-roll the dice and choose which result to use. Fate’s Wheel does not consume the user’s Action, and once used, goes on a 30 Minute Cooldown.}}
| Once per Health Stage
| N/A
| Fate’s Wheel isn’t active until you make a Dice Roll in Combat Roleplay, that isn’t an Attack Dice roll or Defense Dice roll. When it activates, without using your Action, you may re-roll the dice and choose which result to use.
|-
|}
|}
====Venomous Strikes Pack====
====Venomous Strikes Pack====
{| class="wikitable" style="width: 50%;"
{| class="wikitable"  
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Name
! style="width: 10%; | Ability Name
! Type
! style="width: 10%; | Ability Type
! Range
! style="width: 8%; | Ability Range
! Cooldown
! style="width: 17%; | Ability Description
! Description
! style="width: 5%; | Modifiers
|-
|-
| style="background-color:#c8d5c8;" | Venomous Strikes
| Venomous Strikes
| Instant Technique
| Instant Technique
| {{#simple-tooltip: Self | Self Range means that it applies to the user themselves, or something they can directly touch after casting it.}}
| {{#simple-tooltip: Self | Self Range means it applies only to you, and to your Actions. If your Actions have a larger range, they’re still affected by this. }}  
| Grants the user {{#simple-tooltip:  Venomous Strikes  | The user applies a venom to their weapon, without using an Action. For the next 30 Minutes, whenever the user deals damage to an Enemy, they can reduce that damage by any amount (even to 0), and then reduce the target’s Attack or Defense Stat by the amount reduced. This Stat reduction lasts until the user damages an enemy with a reduced stat, without reducing it, until this Ability ends, or until the user is KO’d. The same target can only have their Stats reduced by a maximum of -3 in each Stat, even by multiple uses of Venomous Strikes. Once ended Venomous Strikes has a 4 Hour Cooldown.}}
| Once per Combat.
| N/A
| Target yourself and modify your Attack for the next 4 turns. Whenever you deal Damage to an enemy, you can reduce the Damage by any amount (even to 0), and then reduce the enemy’s Attack or Defense Stat by the amount reduced. This Stat reduction lasts until you Damage the affected enemy without reducing the Damage, until this Ability ends, or until you are KO’d. The same enemy can only have their Stats reduced by a maximum of -3 in each Stat, even by multiple uses of Venomous Strikes.
|-
|}
|}


====Theft Pack====
====Theft Pack====
{| class="wikitable" style="width: 50%;"
{| class="wikitable"  
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Name
! style="width: 10%; | Ability Name
! Type
! style="width: 10%; | Ability Type
! Range
! style="width: 8%; | Ability Range
! Cooldown
! style="width: 17%; | Ability Description
! Description
! style="width: 5%; | Modifiers
|-
|-
| style="background-color:#c8d5c8;" | Theft
| Theft
| Instant Technique
| Instant Technique
| {{#simple-tooltip: 1 Block | X Blocks range means that it must occur within that number of Minecraft blocks from where the User currently stands.}}
| {{#simple-tooltip: 1 Blocks | X Blocks Range means anyone within the variable number of Minecraft Blocks from where you currently stand. }}  
| Grants the user {{#simple-tooltip: Theft | The user targets an enemy within Range, and rolls /dice 1 5. If the user rolls a 1, and the target has a Block Token, remove the Block Token and grant it to the user, and if they have no Block Token, treat this as rolling a 4. If the user rolls a 2, they can reduce the Cooldown of another Ability (that is on Cooldown) by 30 Minutes. If the user rolls a 3, the user, and the target, can each reduce the Cooldown of another Ability of theirs (that is on Cooldown) by 15 Minutes. If the user rolls a 4, reduce the target’s next Move action by -3 Blocks, and increase the user’s next move action by +3 Blocks. If the user rolls a 5, remove any Attack and Defense Stat increases the target has for the next 3 turns, and grant them to the user for the next 3 turns (they are re-applied when this Ability ends). Theft has a 1 Hour Cooldown. }}
| Twice per Combat, Once per Health Stage
| N/A
| Target an enemy within Range and roll /dice 1 5. If you roll a 1, and the enemy has a Block Token, remove the Block Token and grant it to yourself, and if the enemy has no Block Token, treat this as rolling a 4. If you roll a 2, choose an Ability that is “Twice or Thrice per Combat” and refresh one of its uses. If you roll a 3, you and the Enemy gain the benefit of a 2 roll. If you roll a 4, reduce the enemy’s next Move action by -3 Blocks, and increase your next Move action by +3 Blocks. If you roll a 5, remove any Attack and Defense Stat increases the enemy has for the next 3 turns, and grant them to yourself for the next 3 turns (they are re-applied when this Ability ends).  
|-
|}
|}
{{Proficiency}}
{{Proficiency}}
[[category:Proficiency]] [[category:Dexterity Point Buy]]
[[category:Proficiency]] [[category:Dexterity Point Buy]]

Revision as of 07:48, 11 January 2025

This page is part of the Ability System, which is part of the Proficiency System for Combat Roleplay.

  • To see an explanation of general Rules, Terminology, and Mechanics used on this page, read the Abilities page.
  • To see a broader explanation of the Abilities and Rules used on this page, read the Proficiency Page.
  • To see an indexed list of all Abilities, read the Ability List Page.

Roguery Point Buy is part of the Proficiency System. Its Packs allow a Character to get better at Rogue or Criminal activities. While in theory it is all Mundane Techniques, players can add Magical aesthetics if they like.

Ability Aesthetics

Roguery Point Buy operates under "Open Aesthetics" rules. What this means is, Roguery Point Buy can be freely used with the following guidelines and suggestions: thievery, sleight of hand, illusory magic or smoke bombs, obfuscation, etc. This list is mostly comprehensive, but we accept suggestions for additions, within reason to the setting. Alternatively, this Proficiency can be re-flavored as Magic. This Aesthetic Flavor has no effect on Ability functionality, but might alter if your Character is considered Occult or not. You decide when you use the Ability if it is Magic or not, and can choose to use it as Non-Magic, but you cannot choose in the moment if your Character is Occult or not Occult.

Disguise Pack

The Disguise Pack allows the user to don a mundane disguise that prevents them from being identified in a roleplay scene. The user is able to change any aspect of their appearance such as height or build, but the disguise must always be represented as an evident costume that covers the wearer's body entirely. This disguise is able to conceal things such as Afflictions and Affinities, but if the user is defeated in Combat then the disguise is able to be removed to reveal their identity. Keep in mind that using a Disguise should not be used in anti-RP ways to avoid consequences perpetually. While it can help with Crime RP or keep one step ahead of one's enemies, making a character completely untouchable may result in Staff intervention. Also keep in mind that wearing an obvious disguise may cause characters and NPCs to react differently than if they were in the scene unmasked, and certain places, like the Imperial Palace, will bar Masked/Disguised characters entirely.

Fleet Footed Pack

Name Type Range Cooldown Description
Fleet Footed Passive Technique Self

Twice per Combat, Once per Health Stage Fleet Footed isn’t active until you make a successful Melee Basic Attack against an Enemy, you may Move an additional 5 Blocks after that Attack.

Sharp Reflexes Pack

Name Type Range Cooldown Description
Sharp Reflexes Counter Technique Self

Twice per Combat You can only use this when you are Targeted by a Basic Attack. Sharp Reflexes must be declared before the Defense Roll, which adds +5 to the Final Result of your Defense Roll. This does not take an Action, but cannot be used twice on the same Roll.

Close Save Pack

Name Type Range Cooldown Description
Close Save Counter Technique Self

Once per Combat You can only use this when an ally is targeted by a Basic Attack or an Ability that does -HP damage. Instead of the ally taking Damage, you become the Target and take Damage equal to half the original Damage, rounded up. Close Save only works if you can be a valid Target for the Attack/Ability. Multiple instances of Close Save, even from different people, don’t stack with each other.

Dirty Fighter Pack

Name Type Range Cooldown Description
Dirty Fighter Counter Technique 10 Blocks

Once per Combat You can only use this when an enemy is within Range. Apply the Confused Status Effect to them for 2 turns. Additionally, if the target is within 2 Blocks of you, apply a -2 Defense Reduction for their next two Defense Rolls. Multiple instances of Dirty Fighter, even from different people, don’t stack with each other.

Escape Artist Pack

Name Type Range Cooldown Description
Escape Artist Instant Technique Self

Twice per Combat, once per Health Stage Target yourself and remove the Snared Status Effect, or negate one instance of any Movement Speed reduction currently applied to you. Additionally, outside of Combat, you are able to, while restrained, slip out of ropes, chains, handcuffs, and any other mundane restraints used to hold you down.

Fancy Footwork Pack

Name Type Range Cooldown Description
Fancy Footwork Instant Technique 1 Block

Once per Combat Target an Enemy within 1 Block Range and take the Move action, if possible. Move until you are standing within 1 Block of a different Enemy. Count the number of Blocks moved, and receive a bonus to your next minimum Attack Roll equal to the number of Blocks (max 6). Additionally, when you use your Action to use this Ability, you may refund it, but only if you immediately spend it to make a Basic Attack.

Improvised Attack Pack

Name Type Range Cooldown Description
Improvised Attack Instant Technique Emote Range

Twice per Combat, Once per Health Stage Target an Enemy within Range and roll /dice 1 3. If you roll a 1 or 2, make an Attack at Emote Range with -2 Attack. If you roll a 3, make an Attack at Emote Range with +2 Attack.

Nimble Bola Pack

Name Type Range Cooldown Description
Nimble Bola Instant Technique 10 Blocks

Once per Combat Target an enemy within Range and count the number of blocks between yourselves. If the number of blocks is Even, apply the Prone Status Effect. If the number of blocks is Odd, apply the Snared Status Effect.

Flexible Maneuver Pack

Name Type Range Cooldown Description
Flexible Maneuver Passive Technique Self

Once per Health Stage Flexible Maneuver isn’t active until you make an Attack or Defense Dice Roll at the lowest result. When it activates, you can choose to re-roll your Attack Dice Roll if you have taken a Move action on this turn, or choose to re-roll your Defense Dice Roll if you have not taken a Move action on this turn or the turn before.

Smokescreen Pack

Name Type Range Cooldown Description
Smokescreen Instant Technique 4 Blocks

Once per Combat Target yourself and become untargetable by Abilities used outside of this Range for the next 3 turns. Additionally, any Basic Attacks targeting you outside of this Range have -2 to the Final Result.

Fate’s Wheel Pack

Name Type Range Cooldown Description
Fate’s Wheel Passive Technique Self

Once per Health Stage Fate’s Wheel isn’t active until you make a Dice Roll in Combat Roleplay, that isn’t an Attack Dice roll or Defense Dice roll. When it activates, without using your Action, you may re-roll the dice and choose which result to use.

Venomous Strikes Pack

Name Type Range Cooldown Description
Venomous Strikes Instant Technique Self

Once per Combat. Target yourself and modify your Attack for the next 4 turns. Whenever you deal Damage to an enemy, you can reduce the Damage by any amount (even to 0), and then reduce the enemy’s Attack or Defense Stat by the amount reduced. This Stat reduction lasts until you Damage the affected enemy without reducing the Damage, until this Ability ends, or until you are KO’d. The same enemy can only have their Stats reduced by a maximum of -3 in each Stat, even by multiple uses of Venomous Strikes.

Theft Pack

Name Type Range Cooldown Description
Theft Instant Technique 1 Blocks

Twice per Combat, Once per Health Stage Target an enemy within Range and roll /dice 1 5. If you roll a 1, and the enemy has a Block Token, remove the Block Token and grant it to yourself, and if the enemy has no Block Token, treat this as rolling a 4. If you roll a 2, choose an Ability that is “Twice or Thrice per Combat” and refresh one of its uses. If you roll a 3, you and the Enemy gain the benefit of a 2 roll. If you roll a 4, reduce the enemy’s next Move action by -3 Blocks, and increase your next Move action by +3 Blocks. If you roll a 5, remove any Attack and Defense Stat increases the enemy has for the next 3 turns, and grant them to yourself for the next 3 turns (they are re-applied when this Ability ends).