Roguery: Difference between revisions

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-Rogue Gift 5 '''((NEW UNWRITTEN-- Replacement for stealth 10))'''
*Rogue Gift 5 '''((NEW UNWRITTEN-- Replacement for stealth 10))'''
-'''MISSING ABILITY-- Seraphalo-esque, maybe? Or should that remain in alchemy?'''
*'''MISSING ABILITY-- Seraphalo-esque, maybe? Or should that remain in alchemy?'''
-'''MISSING ABILITY-- Anti-Booby trapping, ability to disarm traps skill?'''
*'''MISSING ABILITY-- Anti-Booby trapping, ability to disarm traps skill?'''
-'''MISSING ABILITY-- Mundane Disguise Mechanic'''
*'''MISSING ABILITY-- Mundane Disguise Mechanic'''


===Packs===
===Packs===
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-'''MISSING PACK: Vanalism?'''
*'''MISSING PACK: Vanalism?'''
-'''MISSING PACK: ability to forge progression orders that NPCs can't determine as fake'''
*'''MISSING PACK: ability to forge progression orders that NPCs can't determine as fake'''

Revision as of 04:46, 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

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

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

Grants the user
Grants the user
Grants the user


  • Rogue Gift 5 ((NEW UNWRITTEN-- Replacement for stealth 10))
  • MISSING ABILITY-- Seraphalo-esque, maybe? Or should that remain in alchemy?
  • MISSING ABILITY-- Anti-Booby trapping, ability to disarm traps skill?
  • MISSING ABILITY-- Mundane Disguise Mechanic

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