Shattered Kingdoms

Where Roleplay and Tactics Collide
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PostPosted: Tue Apr 06, 2010 1:47 pm 
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Joined: Sat Mar 02, 2002 4:00 pm
Posts: 1444
Location: New York
BoG4u wrote:
Consider this a buff to characters.


This cracked me up for some reason.


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PostPosted: Tue Apr 06, 2010 1:58 pm 
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Joined: Fri Apr 17, 2009 9:50 pm
Posts: 5522
You could even script it.

On entering a room:

Quote:
>north
[blah blah blah]
You notice a box nearby. It moves!


{A|An} {Imperial/Sylvan/Taslamaran/Northern/Zhensh} Scout is here, and has spotted you!

>l scout
You see a young {gender} {race} bearing the typical facial and body features of a military upbringing. Simple armor designed for stealth bears few emblems, but the style is decidedly {kingdom} in nature. You spot {him|her}, but {he|she} seems to have already seen you first. This might mean trouble.

<worn as armor> light chain mail
<worn around body> an inconspicuous box (brand new)

A {Kingdom} scout screams and attacks!
A {Kingdom} scout fires an Arrow of Marking at you!
A {Kingdom} scout exclaims 'No other class's gonna do that!'
A {Kingdom} scout scoops up {his|her} box, and dashes away from sight!



>affect

'Marked' penalty to fortitude
'Marked' penalty to reflex
'Marked' penalty to will
'Marked' penalty to armor class


Stacks a number of times related to their rap sheet at the judge. Banishment allows for a significantly higher stack or more significant effect with each mark. Would be nice if it applied a (Marked) aura. Also makes pulse race.

Each Marking costs the tribunal a small fee and shows up on their bank books as such. This would allow for tracking enemy movement without significant tweaks to the code.



The scout sends location information including room name, area, and group members to the tribunal when it begins combat.

This puts it completely on the players, but at the same time, makes more possible. Enemies are still worn down, but not in a fashion that makes them have to waste so much time engaging in trash conflicts.


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PostPosted: Tue Apr 06, 2010 6:03 pm 
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Joined: Sat Mar 02, 2002 4:00 pm
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Location: New York
I don't think automatic debuffs are the way to go. If you want the "warning" effect with no battle to speak of, just reduce the bounty NPCs to level 1.


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