Medieval & Fantasy Minecraft Roleplaying

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Finished [AoT] Events Explained

Bartooliinii

An Alteran Bard
Patron
Retired Staff
Pronouns
He/Him
Slimy_Froggy
Slimy_Froggy
Patron
[Arc of Thieves]
Events Explained

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The bands have formed.
The stage is set.
Hide your possessions.

The thieves are coming to town...



[Action Points Mechanic]
During AoT events, each member of your band will have 3 Action Points.

+ Save a failed hidden approach (stealth)
+ Save a failed parkour jump (evasion)
+ Save a failed lockpick (thievery)
+ Save a failed pickpocket (thievery)
+ Save a failed trick (guile)

+ Stealing a maximum of 1 extra item (pickpocket or lock)
+ Dismantle a trap
+ Break a window





[Using your Evasion and Stealth skills]
The advantages of being an experienced thief as opposed to a rookie.

[Use this guide for reference]

Events in this arc will generally be scaled to the team; your success will be dependent on rolling higher than 50% with your dice pool.
This gives all those in this Arc an equal opportunity to win; both new and old players. Your dedication and imagination are your own limit!
At the same time, players with more dice in their pool are rewarded for their dedication to thievery through other means.
So, if you're new and want to get more out of this arc; use your XP on the following skills:


Thievery (Mind) for locks and pickpockets: The more successes you roll, the higher the value of what you find.

Evasion (Body): When parkouring or dismantling a trap and you're unsuccessful, your next evasion roll will determine how much damage you'll take.

Stealth (Body): When breaking windows & getting out of harm's way; the more successes you roll, the less likely you are to be caught!






[The Path of Thieves]
Now comes the time to choose how to go about this first event.
You may discuss this with your group and then let me know your chosen path in our group conversation.
The approach is chosen for the entire team. You can't have individually different approaches, because your approach determines the event you'll get!



Violent Robbery
Your group will approach this problem head-on.
The arc has been aimed at non-violent thievery from the start, so you may not spend AP on saves.
You'll be fighting your way past guards, frighten them into silence or leave the dead behind as you go.
The skills you'll need most will be All Fighting Related skills (Body) and Intimidation (Soul).



Silently Stealthy
Your group will approach this problem from the shadows.
You may spend your AP on saves.
You'll be climbing roofs, dangling from ropes, and generally going Mission Impossible.
The skills you'll need most will be Stealth (Body) and Evasion (Body).



In Plain Sight
Your group will approach this problem hidden in the crowds.
You may spend your AP on failed saves.
You'll be a charmer, so skilled at thievery that you're not noticed even in a crowd.
The skills you'll likely need most will be Guile (Soul) and Thievery (Mind).


Any approach may turn into another during the event.
If you start out silently but are discovered, you may opt to kill witnesses.
And vice versa, after killing someone who saw you, you may want to return to the shadows.


We'll talk in the conversations I made for you.
ENJOY!

 
Last edited:

Bartooliinii

An Alteran Bard
Patron
Retired Staff
Pronouns
He/Him
Slimy_Froggy
Slimy_Froggy
Patron
Reference sheet of skills that will be used:
Awareness (Mind): A character's sense of the area around them, and ability to notice subtle details in the environment.
Ranged (Body): Skill with projectiles, such as bows and thrown weaponry.
Might (Body): A character's raw physical strength and skill in utilizing it.
Evasion (Body): A character's reflexes and ability to dodge.
Stealth (Body): A character's affinity with hiding and moving quietly.
Grappling (Body): Familiarity with fighting unarmed, both striking and wrestling.
Melee (Body): Familiarity with melee weaponry, and skill with their use.
Guile (Soul): A character's affinity with deception and trickery.
Thievery (Mind): Skullduggery, such as taking things unnoticed or bypassing locks.
Intimidation (Soul): Ability to frighten people and animals by force of demeanor alone.
 
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