In this world, Magic is Everything. All people, all races, are granted with the power to perform mystical and magical feats via grimories, mystical tomes granted to each and every child on their 15th birthday. Those blessed by the mana can have their names written down in legend.
Shattered Grimoires is the work of the mind(s) of Ardere & Shattered Grimoire's staff. All characters and content are copyright their creators, and may not be replicated without their creators' permission. Black Clover is owned by Yuki Tabata and published by Viz Shonen Jump. All images belong to their original owners. The theme you are currently viewing was made by Eliza of ElizaCodes exclusively for Shattered Grimoires.
What a person fights for says a lot about a person. My battle? Well, that's for me to know and for you to die for looking too closely. Curiosity, after all, killed the proverbial cat.
Post by Velondra Silverlake✵ on Apr 27, 2021 18:04:47 GMT -5
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THE ROGUE SYSTEM
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Crime plays a rather large part in the days of old. Here in Black Clover, many of these crimes have been narrowed down but do not deviate far from their overhanging title. Whether minor or major, all crimes that are committed happen because of the criminal's actions.
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The Infamy system is used to determine how infamous a rogue is. This encompasses a range of variables, and depending on the issues that pop up or unforeseen things happening, this system is subject to change to accommodate said situations as they arise.
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[attr="class","header2"]BECOMING A ROGUE
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How do you become a rogue? It's simple. [break][break]
CHARACTER CREATION
You can choose to start off as a rogue fresh from character creation. By becoming a rogue this way, you will automatically start with 5 Infamy. Just to get your foot in the door. This is the simplest and easiest way to become a rogue.
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CRIME THREADS
If you don't want to start off as a rogue and would rather build your character a bit before taking that leap from wandering citizen or Magic Knight to rogue, then keep reading. You can invoke three (3) crime threads (following all the crime thread rules), and upon completion, will become a rogue and gain all the Infamy from all the crimes you have committed. [break][break] After doing so, you will not be able to remain in a Magic Knight squad. This is non-negotiable. The moment you take this route, your career as a Magic Knight is over (unless you wish to go through the court system to remove some of your Infamy).
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ROGUE MISSION CHAIN
Another method is completing a rogue mission chain. You will gain a set amount of Infamy from completing the chain. Again, if you were part of a Magic Knight squad, that option will no longer be open to you. [break][break] The mission chain is divided into two different tiers: JR-INT and SR-GR. You can only take the mission chain that corresponds with your grimoire's rank.
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IF YOU DON'T WANT TO BE A ROGUE...
It's simple: don't do any of those things above, and don't consort with people that you know are rogues or criminals. If you are found in their company, you might be charged with crimes as well.
What a person fights for says a lot about a person. My battle? Well, that's for me to know and for you to die for looking too closely. Curiosity, after all, killed the proverbial cat.
Post by Velondra Silverlake✵ on Apr 27, 2021 18:05:34 GMT -5
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Crime Threads
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I know what you are thinking: "Yes, I want to become a rogue already. Now how exactly do we go about wracking this stuff up?"
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Well, it’s easy. Just like how rogues can be tracked down by the Magic Knights, no one is going to know when a crime is going to be committed until it happens. So rogues now have a chance to do some things on a smaller scale with fewer repercussions (then say, a siege thread). What this means is that a rogue can turn ANY SOCIAL thread that they initiate into a crime thread.
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[attr="class","header2"]BASIC MECHANICS
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The rogue must make it very clear in their post that they are committing a crime. You must also make an OOC note at the bottom of your post specifying the kind of crime about to be committed (just so it is clear and no one is confused).
There is a 6 hour waiting period on posts in crime threads; this is to ensure that a rogue cannot spam post to finish the thread quickly.
A rogue can only be in ONE crime thread at a time; these threads count towards your total amount of socials.
A max of three (3) rogues are allowed in a single crime thread (unless you have the perk that allows more).
Rogue(s) automatically gain +1 Infamy for initiating the crime, regardless of whether it is completed or not.
If you complete a crime thread but use any form of Illusion, Transformation, or any magic that conceals you, you will only earn half as much infamy (minimum of 1).
Any participant(s) in the thread that you are either invading (using Uninvited Guest), or turning into a crime thread (of which you were already a participant of), are expected and allowed to retaliate against any rogue participants.
Crime threads that stemmed from using the Uninvited Guest perk must still follow its rule of once per month.
A rogue can only initiate a crime thread against other PC’s if their ranks are equal (i.e. a senior rank rogue cannot target intermediates or juniors—this is to make sure that stronger rogues do not grief fresh characters, etc).
Similarly, the number of people entering can only be equal to the number of rogues in that thread (i.e. in a crime thread with two rogues, only two other people of equal rank can enter to fight them or attempt to thwart their crime). This is so it’s not impossible for new rogues to get their feet off the ground, and to prevent MK’s from being jerks about it. Evil has to have its fun, too.
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[attr="class","header2"]AFTER THE INITIATION
[break] The moment a social thread becomes a crime thread, a few things happen.
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The rogue(s) who have committed to the crime is now locked into that thread for five (5) rounds (meaning, they are not allowed to leave the thread at all until that five-round period is up).
The thread is locked from outside interference for two (2) rounds; no one is allowed to enter the thread until after the second round of posts.
Once the rogue's objective is complete, they can attempt to leave the thread (assuming the five rounds have passed). However, if they are engaged in combat, then they must find a way to disengage and escape.
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[attr="class","header2"]REWARDS
[break] After the rogues make their attempted exit, they must contact a mod to look everything over (similar to a mission). If the mod deems it successful, then the crime is completed and you will be rewarded your Infamy depending on what crime(s) you have committed. The rogue will also be given a sum of gold for successfully completing their crime, based on their rank.
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The maximum infamy each rank may gain in a single crime thread is outlined in the chart below:
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GRIMOIRE RANK
MAXIMUM INFAMY
Junior
5
Intermediate
10
Senior
15
Grand
20
Archmage
25
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In addition to the above-stated rewards, those who commit the crime of murder or robbery and theft gain 15% of the victim's yul and 1 item that they possessed inside the thread; the yul reward will go up to 20% if there is no item on the victim to be taken. The crime thread the murder, robbery or theft must be successful or like other crime threads, you do not gain the rewards. Victims of these crimes DO lose the yul and item from their account and it is accredited to the rogue in questions account but ONLY if the crime thread is a success. If there is more than one rogue in the thread then the yul gained will be split between them and they will decide who gains the item if there is one.
Last Edit: May 16, 2022 14:12:26 GMT -5 by Hinota Yuiee✾
What a person fights for says a lot about a person. My battle? Well, that's for me to know and for you to die for looking too closely. Curiosity, after all, killed the proverbial cat.
Post by Velondra Silverlake✵ on Apr 27, 2021 18:06:21 GMT -5
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CRIMES & INFAMY
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Infamy can be gained several ways. Some ways will get you more infamy than others, so be aware of that. In order for infamy to be claimed, the crime committed must be witnessed. A witness can be a PC, personal NPC, or a normal NPC. The victim of the crime must be alive to tell of the crime for it to be counted as well.
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[attr="class","header2"]Assault and Battery
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Assault is the act that creates an apprehension in another of an imminent, harmful, and/or offensive contact, accompanied by the present ability to carry out the threat. Battery is the harmful or offensive touching of another.
An unlawful attack or attempted attack, accomplished through force or violence, that causes physical injury to another person. This type of assault involves the use of weapons and/or serious injury. If a weapon is used, an attack is deemed a felonious assault even if no injury occurs. But there need not be a weapon for this designation. If a serious injury occurs due to an assault using hands, fists, or feet, it is also deemed a felonious assault. [break][break] Therefore, both serious resulting injuries and the use of weapons are triggers for a felonious assault. Assault and battery is an example of a felonious assault. This is a type of incident that results in actual contact made and creates a need for medical attention to the victim.
SIMPLE ASSAULT | +1 Infamy
Occurs when a weapon is not used and the resulting injuries that are caused to the victim are minor in nature.
PHYSICAL ASSAULT | +2 Infamy
Causes grievous bodily harm, such as prior to the commission of a murder or aggravated assault.
AGGRAVATED ASSAULT | +3 Infamy
Occurs with the use of a weapon and/or an amount of increased force.
VERBAL ASSAULT | +1 Infamy
This is a type of non-physical, oral assault that results in an emotional, mental, and/or psychological injury to the victim, rather than a physical bodily injury.
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[attr="class","header2"]Murder
[break] The crime of unlawfully killing a person, especially with premeditated malice.
The intentional killing of another person by someone who has acted willfully, deliberately, or with planning. All murder that is committed with poison or by lying in wait is first degree murder.
SECOND DEGREE | +4 Infamy (+2 Infamy if NPC)
An unpremeditated killing, resulting from an assault in which death of the victim was a distinct possibility. Second degree murder is different from first degree murder, which is a premeditated, intentional killing; or results from a vicious crime such as arson, rape, or armed robbery. Exact distinctions on degree vary by state.
MANSLAUGHTER | +3 Infamy (+2 Infamy if NPC)
Manslaughter is an unlawful killing that doesn’t involve malice aforethought—intent to seriously harm or kill, or extreme, reckless disregard for life. The absence of malice aforethought means that manslaughter involves less moral blame than either first or second degree murder.
VOLUNTARY MANSLAUGHTER | +4 Infamy (+2 Infamy if NPC)
This is often called a "heat of passion" crime. Voluntary manslaughter occurs when a person: is strongly provoked (under circumstances that could similarly provoke a reasonable person) and kills in the heat of passion aroused by that provocation. For “heat of passion” to exist, the person must not have had sufficient time to “cool off” from the provocation. That the killing isn’t considered first or second degree murder is a concession to human weakness. Killers who act in the heat of passion may kill intentionally, but the emotional context is a mitigating factor that reduces their moral blameworthiness.
INVOLUNTARY MANSLAUGHTER | +2 Infamy (+1 Infamy if NPC)
Involuntary manslaughter often refers to unintentional homicide from criminally negligent or reckless conduct. It can also refer to an unintentional killing through commission of a crime other than a felony.
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[attr="class","header2"]Larceny
[break] The wrongful taking and carrying away of the personal goods of another from his or her possession with intent to convert them to the taker's own use.
THEFT | +1 Infamy if Mundane Item, +2 if Magic, +3 if Relic
The act of stealing; specifically : the felonious taking and removing of personal property with intent to deprive the rightful owner of it.
BURGLARY | +2 Infamy
The act of breaking and entering a dwelling at night to commit a felony.
ROBBERY | +2 Infamy
The act or practice of robbing; specifically, larceny from the person or presence of another by violence or threat.
PIRACY | +3 Infamy
An act of robbery on the high seas, or an act resembling such robbery.
FORGERY | +1 Infamy
The crime of falsely and fraudulently making or altering a document.
KIDNAPPING | +4 Infamy
To seize and detain or carry away by unlawful force or fraud and often with a demand for ransom.
EXTORTION/BLACKMAIL | +3 Infamy
The act or practice of extorting especially money or other property; especially the offense committed by an official engaging in such practice.
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[attr="class","header2"]Social/Political Crimes
[break] An offense involving overt acts or omissions (where there is a duty to act), which prejudice the interests of the state, its government, or the political system.
The systematic use of terror especially as a means of coercion.
TREASON | +4 Infamy
The crime of betraying one's country, especially by attempting to kill the sovereign or overthrow the government.
BRIBERY | +1 Infamy
The act or practice of giving or taking a bribe.
ARSON | +4 Infamy
The willful or malicious burning of property (such as a building) especially with criminal or fraudulent intent.
IMPERSONATION OF AN OFFICIAL | +3 Infamy
Assuming a false identity with the intent to defraud another; or pretending to be a representative of another person or organization.
RIOTING | +3 Infamy
A form of civil disorder commonly characterized by a group lashing out in a violent public disturbance against authority, property or people. Riots typically involve theft, vandalism, and destruction of property, public or private.
What a person fights for says a lot about a person. My battle? Well, that's for me to know and for you to die for looking too closely. Curiosity, after all, killed the proverbial cat.
Post by Velondra Silverlake✵ on Apr 27, 2021 18:07:18 GMT -5
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ROGUE TIERS & BENEFITS
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Once you have completed a crime, received your Infamy, you are more than likely sitting there thinking: "Well, what does this get?" As soon as you stop counting your loot and pay attention to this very informative seminar, you'd know. Depending on how infamous you are, you get a bunch of nifty bonuses and boons for your efforts. So sit down, shut up, and read...unless you're illiterate.
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NOTE: You get all the rewards of your tier plus everything before it. In the case of rewards being increased or getting a higher version of a previous bonus, they do NOT stack. You will simply take the higher of the two.
You're not special. You're a baby on the block, and are basically a glorified purse snatcher in the minds of those who are more infamous than you and in the eyes of the public. You've got some learning to do, kid, if you wanna ever get out of this section. But eh...you're on the right track so here are some nifty bonuses.
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NOTE: For characters using the crime thread route to become a rogue, the completion of the three (3) crime threads must be met before they can access this tier.
STICKY FINGERS: You've got some sticky fingers even when don't mean to; you just can't help yourself. All yul rewards for missions (legal and illegal) and crime threads are increased by 25%.
I'M A BAD BOY/GIRL NOW: Well if you wanna get infamous, you have to commit crimes, so here ya go. You are able to invoke crime threads in a social you are a part of.
COOL KIDS CLUB: Well, if you've made it here we can help you out, I guess...just don't die... You are able to take rogue missions from the rogue mission board now. [break][break] NOTE: Only rogues can take missions from the rogue board. This does NOT include the mission chain specifically for becoming a rogue, which can be taken by wandering citizens and Magic Knights choosing to take the rogue path.
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[attr="class","header2"]GRUNT | Infamy 21-40
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Hey, look at you! You're finally making a name for yourself! You're still hot garbage, but you're making it slowly. If I were your parents, I'd be disappointed in how proud of you I was. Not a lot of people know you still, but the few who do have a modicum of respect for you and your talents. Here is what your newly-found notoriety gets you.
WHISPERS: Word is slowly reaching the general public about you, though only murmurs, or a few rumors at this point. Every month you passively gain +1 Infamy. This will be gained at the start of the month.
EXTRA SKILL: You can now pick a single perk from the rogue perk list and add it to your character.
HITMAN: Are you tired of those stupid Magic Knights ruining all your plans? Did some random do-gooder stop that awesome robbery you had planned? Well, now you are able to place a bounty on a Magic Knight or Wandering Citizen for other rogues to take (in this case, you must pay the bounty out of your own pocket). The bounty placed can only be taken by someone who is of equal rank to the Magic Knight or wandering citizen.
BOUNTIFUL: Your new infamy does come at a cost, as people who have heard about your character or met at some ill fate at your hands can place a bounty on you. However, only someone of equal rank can take the bounty.
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[attr="class","header2"]LIEUTENANT | Infamy 41-70
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You're finally one of the big boys now, huh? Well, congratulations! You're one of the bigger fish in the criminal underbellies sea. In fact, you probably have at least one or two henchmen at this point to do some of your light work. You have earned your renown, and those under you want to be like you, while those above are keeping their eyes on you.
KNOWN: At this point you are forced into "Known" status, as you have done enough to be recognizable by the general populace and probably have a few bounty posters littered around the towns you have caused trouble in.
EXTRA STICKY FINGERS: You have gotten better at taking what you want with barely anyone noticing. Your yul bonus will increase from 25% to 50%. Must be Known.
DO THY BIDDING: You have people who need work, and you don't wanna take the pesky little jobs, you're too good for that. You can now create rogue jobs for the Rogue job board. [break][break] NOTE: You can only make two (2) missions per month; it must be staff-approved and resets on the first of every month.
HUMBLE BEGINNINGS: You're starting to gather a crew, unless you're one of those people who likes to be a lone wolf. But if you want some peace and quiet from everyone else, this should help. You get a 15% discount on buying a Tier 1 Organization Base. Must be Known.
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[attr="class","header2"]BIG FISH | Infamy 71-100
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You've made it this far without dying, or being permanently captured. That's mildly impressive, so you can pat yourself on the back. So here you are, one of the top people in this underworld. By this point you've probably gotten a few underlings who are fairly strong in their own right, and have either started expanding upon your goals, or are just settling in for the long haul. Either way, this is where the fun starts.
FEAR: You've done enough that people know who you are and are afraid of you. Each month, you passively gain +2 Infamy (does not stack with previous bonus).
SPECIAL SKILL: You gain access to a second rogue perk.
UNINVITED GUEST: That party you weren't invited to...well, that doesn't matter anymore as you don't need an invitation. Evil rarely does. Once a month, you can invade any one (1) social that you are not part of and make it a crime rhread. This will follow all crime thread rules, and you can not activate this ability again until the current thread is finished (even if a new month starts). Must be Known.
PROTEGE: You found someone (or something) that just looks like they need a friend, and you are there to help mold them into your special apprentice. You can purchase one Junior rank NPC at a 50% discount. This NPC will follow all normal NPC rules, but will be automatically counted as a rogue in your organization (if you have one). Must be Known.
So you're here...you probably have a bunch of underlings with you, blown up a village or two, done all sorts of nasty things to get to where you are. You could have also played it smart, laid low, and just pulled the strings from the shadows. How you got here doesn't matter, because here you are someone to inspire awe into allies and fear into enemies. The Pinnacle of Villaindom. We've been waiting...
APPRENTICE'S GROWTH: So that special NPC you got in the last tier, remember them? Well, they have been growing rather quickly under your tutelage. You get 10% off all purchases regarding your special rogue NPC. Must be Known.
PROTECTION MONEY: At this point, your name scares people...or people just don't wanna say it for fear of invoking your wrath. If you have an organization, you get a 10% discount on all base mods for your organization. If you don't belong to an organization, you instead get 10% off all item purchases from the Curio Store and items that you make. Must be Known.
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NOTE: You can only have one or the other, not both, and this does not include Seasonal or NA Shop items.
ALL THE SKILLS: You gain access to your third and final rogue perk.
THE WORLD IS MY OYSTER: Due to the widespread panic that you can potentially cause, NPCs are more apt to work with you when you "negotiate." You get 20% off when purchasing a Tier 3 base building. Must be Known.
AMBUSH: You don't have to follow the rules like others...people listen to you above the law. Whenever you are in a crime thread, you can bring along one extra rogue, increasing the cap for threads that you are in to 4 instead of 3. Must be Known. [break][break] NOTE: This does not stack if multiple rogues in the same thread have this boon.
What a person fights for says a lot about a person. My battle? Well, that's for me to know and for you to die for looking too closely. Curiosity, after all, killed the proverbial cat.
Post by Velondra Silverlake✵ on Apr 27, 2021 18:07:54 GMT -5
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KNOWN STATUS
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As you've read through this system, you must have seen the phrase "Must be Known" a few times already (and if you haven't, then you should go back and read everything again, then come back). Being known means that the general public knows about you—people who are not criminals and Magic Knights. It means that you have caused enough trouble that the general populace knows about you.
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When you have the Known Status, you will have setbacks. Notoriety comes at a cost...though depending on your level of infamy, the drawbacks are different.
Any thread you create in the Noble Region can be invaded by Magic Knights, as they won't just let a criminal waltz in there (Magic Knights equaling the number of rogues in the thread and of equal grimoire rank to the highest rogue or less).
If you are captured or don't manage to escape, your Infamy will be reset to 41.
Can only safely create threads in the Common Region, Forsaken Region, the Fringe, the Wild Lands, Grand Magic Zones, and your base (If you have one).
If you create a thread in the Noble Region, it becomes Death Enabled (DE) and you are susceptible to having the thread invaded by Magic Knights (Magic Knights equaling the number of rogues in the thread and of equal grimoire rank to the highest rogue or less).
Any thread you create in the Common Region will be considered open to being invaded, but will not be Death Enabled. (Magic Knights equaling the number of rogues in the thread and of equal grimoire rank to the highest rogue or less).
If you are captured, your Infamy will be reset to 71.
Can only safely create threads in the Forsaken Region, the Fringe, the Wild Lands, Grand Magic Zones, and your base (If you have one).
Any thread you create in the Noble Region and Common Region becomes open and Death Enabled for Magic Knights to come and capture you (Magic Knights equaling the number of rogues in the thread and of equal Grimoire rank to the highest rogue or less).
If you create a thread in the Forsaken Regio,n it will be considered open but not Death-Enabled (Magic Knights equaling the number of rogues in the thread and of equal Grimoire rank to the highest rogue or less).
If you are captured, your Infamy will be reset to 100.
You can only safely create threads in the Fringe, the Wild Lands, Grand Magic Zones, and your base (If you have one)
Any thread you create in the Noble Region, Common Region, and Forsaken Region becomes open and Death Enabled for anyone. Be prepared to fight for your life...and to take just as many (Magic Knights equaling the number of rogues in the thread and of equal grimoire rank to the highest rogue or less).
Any thread you create in the Fringe or Grand Magic Zones will be open for invasion by anyone (Magic Knights equaling the number of rogues in the thread and of equal grimoire rank to the highest rogue or less).
If you are captured, your Infamy will be reset to 200.
Can only safely create threads in the Wild Lands or your base (If you have one).
[attr="class","header"]ROGUE PERKS
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Now that you're a rogue, you're attempting to build a name for yourself. When you unlock the ability to take a rogue perk, you can choose one from the list below. Choose wisely, as you can only have three (3) perks total. There is no other way to get these perks aside from being a rogue.
So maybe you don't commit the crimes you do as yourself. Perhaps you use Transformation, Illusion, or Sensory magic to hide yourself. If that's the case, while you are in a thread, no one will know how infamous you are as long as you are disguised, and you are not required to state your Infamy in any of the posts as long as you are not found out. Only rogues with Transformation, Illusion, or Sensory may take this perk. NOTE: Must have a corresponding spell to conceal or hide one's identity for this perk to be usable. [break][break]
[b]DISGUISED[/b] [spoiler]So maybe you don't commit the crimes you do as yourself. Perhaps you use Transformation, Illusion, or Sensory magic to hide yourself. If that's the case, while you are in a thread, no one will know how infamous you are as long as you are disguised, and you are not required to state your Infamy in any of the posts as long as you are not found out. Only rogues with Transformation, Illusion, or Sensory may take this perk. [b]NOTE:[/b] Must have a corresponding spell to conceal or hide one's identity for this perk to be usable.[/spoiler]
Resetting on the first of every IRL month a rogue with this perk gains a magical smoke bomb item that can be used only once within crime threads or threads that have been invaded by magic knights. The use of the item is instantaneous and allows the user to exit a thread automatically. If the item is used, the rogue will only receives half the rewards from their word count and can only take one item that they earned within the thread, although it does not allow the rogue in question to ignore the lock-in timer for initiating a crime thread. On the rare occasion a rogue ends up in a mission/dungeon/event/social then this perk can not be used as the agreement was made ooc for the two parties to be in the thread together and so you knew the dangers going in. In addition to this, this perk goes inactive when you gain the infamy rank of big fish. [break][break]
[b]ESCAPE ARTIST[/b] [spoiler]Resetting on the first of every IRL month a rogue with this perk gains a magical smoke bomb item that can be used only once within crime threads or threads that have been invaded by magic knights. The use of the item is instantaneous and allows the user to exit a thread automatically. If the item is used, the rogue will only receives half the rewards from their word count and can only take one item that they earned within the thread, although it does not allow the rogue in question to ignore the lock-in timer for initiating a crime thread. On the rare occasion a rogue ends up in a mission/dungeon/event/social then this perk can not be used as the agreement was made ooc for the two parties to be in the thread together and so you knew the dangers going in. In addition to this, this perk goes inactive when you gain the infamy rank of big fish.[/spoiler]
Rogues with this perk can reduce the five round lock-in limit by a single round (meaning, they are only locked into a Crime Thread for four (4) rounds before they can attempt to escape). [break][break]
[b]GETAWAY DRIVER[/b] [spoiler]Rogues with this perk can reduce the five round lock-in limit by a single round (meaning, they are only locked into a Crime Thread for four (4) rounds before they can attempt to escape).[/spoiler]/
Whenever you complete a Crime Thread, you gain +2 Infamy in addition to all the other Infamy you gained from the thread. [break][break]
[b]INFAMOUS[/b] [spoiler]Whenever you complete a Crime Thread, you gain [b]+2 Infamy[/b] in addition to all the other Infamy you gained from the thread.[/spoiler]
Rogues that have this perk can intimidate their foes through sheer presence alone. In a Crime Thread, all non-rogues have their stats reduced by -1 plus an additional point for each additional rogue in the thread, up to a max of -3. NOTE: Must have at least 41 Infamy for this perk to activate. [break][break]
[b]INTIMIDATING PRESENCE[/b] [spoiler]Rogues that have this perk can intimidate their foes through sheer presence alone. In a Crime Thread, all non-rogues have their stats reduced by -1 plus an additional point for each additional rogue in the thread, up to a max of -3. [b]NOTE:[/b] Must have at least 41 Infamy for this perk to activate.[/spoiler]
Those with this perk that initiate a Crime Thread have the ability to prevent others from escaping or entering after the second round of posting. A rogue can use this perk in a Crime Thread to completely lock down the thread and prevent all escape and entry for three (3) posts. The rogue will also be locked into the thread for the duration as well, and unable to leave for 2 more posts after the lock down has ended. This includes the use of escape perks like Escape Artist and Escape Rope. [break][break]
[b]LOCK DOWN[/b] [spoiler]Those with this perk that initiate a Crime Thread have the ability to prevent others from escaping or entering after the second round of posting. A rogue can use this perk in a Crime Thread to completely lock down the thread and prevent all escape and entry for three (3) posts. The rogue will also be locked into the thread for the duration as well, and unable to leave for 2 more posts after the lock down has ended. This includes the use of escape perks like Escape Artist and Escape Rope.[/spoiler]
You are adept at learning how to use magic on the fly, and take away as much knowledge as possible. Whenever you complete a Crime Thread, you gain double Spell Points. NOTE: This does not double with Arcane Knowledge. [break][break]
[b]SPELL THIEF[/b] [spoiler]You are adept at learning how to use magic on the fly, and take away as much knowledge as possible. Whenever you complete a Crime Thread, you gain double Spell Points. [b]NOTE:[/b] This does not double with Arcane Knowledge.[/spoiler]
You start off completely unknown. It is harder for you to gain notoriety within the underworld. Your name will likely only pass the lips of people as murmurs or rumors. It will be as if you appeared and disappear without creating so much as creating a ripple. This of course comes with some drawbacks, since its harder to get your name out there. Those who gain this perk find it harder to become known as it completely prevents you from gaining any infamy from smaller crimes and halves your infamy for things like murder. At the beginning of the month 5 infamy gets knocked off the infamy you have gained. This perk must be taken before a person gains 41 infamy. Infamy of a crime can be negated IF they can cover their tracks to a satisfactory level [break][break]
[b]INCOGNITO[/b] [spoiler]You start off completely unknown. It is harder for you to gain notoriety within the underworld. Your name will likely only pass the lips of people as murmurs or rumors. It will be as if you appeared and disappear without creating so much as creating a ripple. This of course comes with some drawbacks, since its harder to get your name out there. Those who gain this perk find it harder to become known as it completely prevents you from gaining any infamy from smaller crimes and halves your infamy for things like murder. At the beginning of the month 5 infamy gets knocked off the infamy you have gained. This perk must be taken before a person gains 41 infamy. Infamy of a crime can be negated [i]IF[/i] they can cover their tracks to a satisfactory level[/spoiler]
Last Edit: Apr 27, 2022 18:04:56 GMT -5 by Hinota Yuiee✾
What a person fights for says a lot about a person. My battle? Well, that's for me to know and for you to die for looking too closely. Curiosity, after all, killed the proverbial cat.