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 Post subject: Cabal Updates
PostPosted: Sun Dec 04, 2011 9:56 am 
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Joined: Thu Oct 06, 2011 10:59 am
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I see a lot of people complain about certain cabals being out of date and stupid.

Which cabals need looked at in the players opinions and why? (without revealing the tip top secrets.)


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 Post subject: Re: Cabal Updates
PostPosted: Sun Dec 04, 2011 10:00 am 
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Joined: Mon Dec 01, 2008 2:01 pm
Posts: 3527
Location: I'm in a glass case of emotion!
SK Character: Retired Troll
What do you mean by a cabal being out of date? The helpfiles for the cabals are funny because it's silly to suppose that people don't know where harlie hq or MC hq is. "Hrm, this mansion along the road right next to Teron has jesters along the path and then a big door guarded by a gargoyle. I wonder what goes on there." "Hey look, it's a giant castle in the middle of the empire, right off of the main road, and it is guarded by an immense guardian. This must be a shoe factory." Beyond that sort of concern, I don't know what you mean.


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 Post subject: Re: Cabal Updates
PostPosted: Sun Dec 04, 2011 11:32 am 
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Joined: Mon Mar 18, 2002 6:34 am
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Location: Portland, Oregon
Baldric wrote:
"Hey look, it's a giant castle in the middle of the empire, right off of the main road, and it is guarded by an immense guardian. This must be a shoe factory."


That is a shoe factory!?!!! I have been looking for a good pair of shoes! Thanks Baldy!


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 Post subject: Re: Cabal Updates
PostPosted: Sat Dec 10, 2011 5:14 pm 
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Machinists:
Gnomish ingenuity, dwarven craftsmanship and human mercantilism form the cornerstone of this unique organization. While the machinists understand the power and use of the Gods and magic, it is their passion and belief in the limitless potential of the creativity and skill of mortals that drives them. With hot fire, tiny screws and heavy hammers, these individuals have been known to craft devices that would impress even the Gods. Their services are sought out by individuals and armies alike for their advanced abilities and peerless weapons, although it is rumored they keep the best always to themselves. Their heavily fortified workshop resounds night and day with the clang of hammers and the sound of explosions.

Skills:
Craftsmanship: The most necessary skill for any machinist is skill itself. Those trained at the machinists workshop are unmatched by any and all, when it comes to craftsmanship of any kind. Allows the machinist to repair, smith/tailor, and alter the appearance of any ore, existing armor, jewelry, or weapon.
Gunsmithing: The creation of guns and the powder to use them, is one of the best kept secrets of the machinists. After learning the art of gunsmithing, a machinist can create a variety of pistols, rifles, and cannon, along with the appropriate ammunitions. Of course, in order to create an accurate and powerful gun, the craftsman must also know the basics of how to use one.
Bomb making: Sharing some similarities with the art of gunsmithing, the skill of bomb making is an essential skill for the machinists. After studying this, the machinist can make and use a variety of explosives, from small hand thrown explosives, to larger and more powerful deployed bombs. Someone unskilled in the making and use of bombs is far more likely to have an accident, in the deployment of them.
Gunfighting: The machinists learned long ago that the only way to protect their inventions, gold and liberty, was to use their inventions to terrifying effect. A skilled gunsmith can wield two pistols at once, and fires/reloads all his guns with greater speed and precision.

Master level:
Mechanized Golem: Utilizing their superior craft, the master machinist learns to craft mechanized golems. These constructions are powerful defensive units used to protect the machinist and their merchandise, but are rather slow, when it comes to offensive capabilities. These constructs are not living, and therefore cannot be healed, but rather must be repaired by a machinist when not in combat. They do not tire crossing terrain and mountains, but water causes rust and damage when fording rivers. Being made of metal, it is best not to lead these constructs into deep bodies of water.
or
Booby-traps: Let the scouts have their snares. None are more skilled in the art defense than the machinist. They understand the many ways to penetrate defenses and to avoid common traps such as flying. With this skill they can craft and deploy a variety of defensive traps to thwart their enemies, or the enemies of those that hired them. Each trap serves a different purpose, some causing damage, some trapping the infiltrator outright. It is rumored some traps can even trouble the ethereal mage.

So bored, and yes, I know, obviously this would never happen. But anyway, that would be a badass cabal.


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 Post subject: Re: Cabal Updates
PostPosted: Sat Dec 10, 2011 5:33 pm 
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Joined: Fri Apr 30, 2004 8:48 pm
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Location: My heart's in <strike>Iraq</strike> Texas with my newly re-enlisted 'som' 'soq' daughter
SK Character: Galida Apelila Shaloush Mayumi
Snowmaniac has spent too much time playing WoW or whatever. What part of medieval do you not understand?


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 Post subject: Re: Cabal Updates
PostPosted: Sat Dec 10, 2011 9:46 pm 
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Considering the medieval period, otherwise known as the Middle Ages lasted from roughly the 400's to the mid-late 1400's (depending on the historian you ask the signifying dates vary), and that gunpowder weapons were common in Europe in the 1300's, I'd say a fair bit more than you. Generally, the signifying end date is the fall of Constantinople to the Turks in 1453, and they took that city with... oh right, cannons. You seem to be confusing medieval with the the Early Middle Ages, which ended at the turn of the millennium.

Anyways, no WoW and my earlier post wasn't really serious. Aside from the fact that the suggested cabal would be ridiculously overpowered, this is a sword and sorcery fantasy game and it simply wouldn't fit in. Unless the guns were made of magic, of course.


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 Post subject: Re: Cabal Updates
PostPosted: Sun Dec 11, 2011 5:45 am 
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I was more concearned with how some cabals don't quite make sense in todays sk world. I really don't feel like being specific for getting banned sake. I have seen others complain on this front and was trying to give a voice to it.


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 Post subject: Re: Cabal Updates
PostPosted: Sun Dec 11, 2011 4:07 pm 
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Aside from a skill for a certain gray cabal that is more or less obsolete, due to CRS large group warfare, I don't really know. But that skill should work in groups too.


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