Roguery: Difference between revisions

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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.
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.
 
__TOC__
==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.
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. For longer descriptions on Abilities, consult the [[Ability List]] Page.


{| class="wikitable"  
{| class="wikitable"  
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| Toggle Passive
| Toggle Passive
| Self
| 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.
| 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, and the character no longer makes noise when attempting to remain silent. Additionally, the character does not produce audible footsteps on any surface.
}}
}}
|-
|-
| style="background-color:#efefef;" | Rogue Gift 5
| style="background-color:#efefef;" | Rogue Gift 5
|  
| Trigger Passive
|  
| Self
| Grants the user {{#simple-tooltip:  |  
| Grants the user {{#simple-tooltip:  Rogue Gift 5 | The user may, if they are spotted by another character while attempting to hide, re-position to another place within Emote Distance, voiding the initial instance of spotting. This allows them to remain hidden, but can only be done once per RP scene.
}}
}}
|-
|-
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| Player Region
| 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.
| 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:#efefef;" |
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#efefef;" |
|
|
| Grants the user {{#simple-tooltip:  |
}}
|-
| style="background-color:#efefef;" |
|
|
| Grants the user {{#simple-tooltip:  |
}}
}}
|-
|-
|}
|}
*Rogue Gift 5 '''((NEW UNWRITTEN-- Replacement for stealth 10))'''


===Packs===
===Packs===
Each Pack below can be purchased for 3 Proficiency Points.
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.
{| class="wikitable" style="width: 85%;"
{| class="wikitable" style="width: 85%;"
! style="font-weight:bold; background-color:#b0b0b0;" | Pack
! style="font-weight:bold; background-color:#b0b0b0;" | Pack
! style="font-weight:bold; background-color:#b0b0b0;" | Description
! style="font-weight:bold; background-color:#b0b0b0;" | Description
|-
|-
| style="font-weight:bold;" | Burglary Pack
| style="font-weight:bold; width: 15%" | 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.'''
| 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
| 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.  
|  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.
|-
|-
| style="font-weight:bold;" | Guard Forgery Pack
| 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.
| 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.
|-
|-
| style="font-weight:bold;" | Art Forgery Pack
| 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.  
| 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.
|-
|-
| style="font-weight:bold;" | Sleight of Hand Pack
| 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.
| 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.
|-
|-
| style="font-weight:bold;" |
|}
|


|-
Note: If you suspect a player is being unfair or snarky by saying "There was only dust" or "a twig" in their pocket, and they are clearly trying to god-roleplay their way through losing something from the theft, you should report them to Lore Staff, in which case Lore Staff will choose something for them to be stolen.
| style="font-weight:bold;" |
 
|
==Vandalism==
|}
Vandalism is not included in Proficiencies. Destruction of property in Regalia is difficult to moderate due to how players roleplay using areas. That being said, if you want to vandalize something, send a ticket and discuss the circumstances with Staff. Generally speaking, you can never vandalize something without getting identified doing it. The logic here is that if you get the bragging rights of temporarily destroying someone's roleplay location, they get to know who did it, so more conflict roleplay can come from it. Having higher Sneak proficiency does not protect from discovery during Vandalism, not does disguises.
 
Positive Vandalism (like drawing paintings and putting down lots of flowers) still follows the old personal identifying rules. Negative Vandalism like destroying or depicting things with an intent to cause conflict follows a somewhat new set of rules:
 
First, Staff will ask what group will take responsibility or claim the action. Group does not need to specifically refer to an actual group, but can also just be what these people represent so "the Worshipers or X" or "Sons of Y". There must always be one group claiming an action, but multiple groups can also claim.
If no Group makes a claim, the old rules will default, meaning all participants will be revealed by name and the information becomes public.
The group who claimed the action will be asked to leave some sort of message for their Vandalism behind.
Random vandalism without story or conflict starting purposes will still also default to the old "all names get published" rules.


*'''MISSING PACK: Vandalism?'''
{{Proficiency}}
*'''MISSING PACK: ability to forge progression orders that NPCs can't determine as fake'''
{{Accreditation
|Artists =
|Writers = MonMarty, birdsfoot_violet
|Processors = Okadoka
}}
[[category:Proficiencies]]

Revision as of 23:12, 16 May 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. For longer descriptions on Abilities, consult the Ability List Page.

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.

Note: If you suspect a player is being unfair or snarky by saying "There was only dust" or "a twig" in their pocket, and they are clearly trying to god-roleplay their way through losing something from the theft, you should report them to Lore Staff, in which case Lore Staff will choose something for them to be stolen.

Vandalism

Vandalism is not included in Proficiencies. Destruction of property in Regalia is difficult to moderate due to how players roleplay using areas. That being said, if you want to vandalize something, send a ticket and discuss the circumstances with Staff. Generally speaking, you can never vandalize something without getting identified doing it. The logic here is that if you get the bragging rights of temporarily destroying someone's roleplay location, they get to know who did it, so more conflict roleplay can come from it. Having higher Sneak proficiency does not protect from discovery during Vandalism, not does disguises.

Positive Vandalism (like drawing paintings and putting down lots of flowers) still follows the old personal identifying rules. Negative Vandalism like destroying or depicting things with an intent to cause conflict follows a somewhat new set of rules:

First, Staff will ask what group will take responsibility or claim the action. Group does not need to specifically refer to an actual group, but can also just be what these people represent so "the Worshipers or X" or "Sons of Y". There must always be one group claiming an action, but multiple groups can also claim. If no Group makes a claim, the old rules will default, meaning all participants will be revealed by name and the information becomes public. The group who claimed the action will be asked to leave some sort of message for their Vandalism behind. Random vandalism without story or conflict starting purposes will still also default to the old "all names get published" rules.


Accreditation
Writers MonMarty, birdsfoot_violet
Processors Okadoka
Last Editor Birdsfoot violet on 05/16/2021.

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