-Thievery Ideas-
*Skill System
All players have a variety of skills they can choose from to make there experience more exciting. All players start out with six points to put in to their skills but can only put in the max of 3 per skill. Each them has there own skills that will make them unique to the other team.
>Thief Skills<
Sneak- Makes it on how much sound you make depending on your level.
1st level = 25% less sound
2nd level= 50% less sound
3rd level= 75% less sound
Trap disarm- Based on how good you are at disarming a trap without it going off.
1st level= 20% chance
2nd level= 40% chance
3rd level= 60% chance
Acrobatics- Based on how “high” you can jump.
1st level= You can jump over a big box
2nd level= You can jump over a horse
3rd level= You can jump a tree
Potion Lore- Based on “how long” potions last and there effectiveness.
1st level= 5% better with potions
2nd level= 10% better with potions
3rd level= 15% better with potions
Pick Pocket- Based on how well you can steal loot off guards (potions, gold, rations / NOT WEAPONS)
1st level= 30% chance
2nd level= 50% chance
3rd level= 70% chance
Back-Stab- With the use of a dagger to perform a devastating attack.
1st level= Minor damage
2nd level= Good damage
3rd level= Critical damage
>Guard Skills<
Strength- Determines how hard you hit.
1st level= Weakling
2nd level= Hard hitter
3rd level= Battering ram
Disarm- Allows a guard to disarm a thief.
1st level= 10% chance
2nd level= 20% chance
3rd level= 30% chance
Athletics- Determines how fast you move.
1st level= Turtle
2nd level= Horse
3rd level= Cheetah
Sense- Determines how well you hear.
1st level= Good hearing
2nd level= Great hearing
3rd level= 6th sense like
Tracking- How well you notice footstep prints.
1st level= Novice tracker
2nd level= Good tracker
3rd level= A ranger
Willpower- How well you can resist drugs. (Crack arrows)
1st level= Minor resistance
2nd level= Lesser resistance
3rd level= Ok resistance
*Skill System
All players have a variety of skills they can choose from to make there experience more exciting. All players start out with six points to put in to their skills but can only put in the max of 3 per skill. Each them has there own skills that will make them unique to the other team.
>Thief Skills<
Sneak- Makes it on how much sound you make depending on your level.
1st level = 25% less sound
2nd level= 50% less sound
3rd level= 75% less sound
Trap disarm- Based on how good you are at disarming a trap without it going off.
1st level= 20% chance
2nd level= 40% chance
3rd level= 60% chance
Acrobatics- Based on how “high” you can jump.
1st level= You can jump over a big box
2nd level= You can jump over a horse
3rd level= You can jump a tree
Potion Lore- Based on “how long” potions last and there effectiveness.
1st level= 5% better with potions
2nd level= 10% better with potions
3rd level= 15% better with potions
Pick Pocket- Based on how well you can steal loot off guards (potions, gold, rations / NOT WEAPONS)
1st level= 30% chance
2nd level= 50% chance
3rd level= 70% chance
Back-Stab- With the use of a dagger to perform a devastating attack.
1st level= Minor damage
2nd level= Good damage
3rd level= Critical damage
>Guard Skills<
Strength- Determines how hard you hit.
1st level= Weakling
2nd level= Hard hitter
3rd level= Battering ram
Disarm- Allows a guard to disarm a thief.
1st level= 10% chance
2nd level= 20% chance
3rd level= 30% chance
Athletics- Determines how fast you move.
1st level= Turtle
2nd level= Horse
3rd level= Cheetah
Sense- Determines how well you hear.
1st level= Good hearing
2nd level= Great hearing
3rd level= 6th sense like
Tracking- How well you notice footstep prints.
1st level= Novice tracker
2nd level= Good tracker
3rd level= A ranger
Willpower- How well you can resist drugs. (Crack arrows)
1st level= Minor resistance
2nd level= Lesser resistance
3rd level= Ok resistance
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