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RunaktlaThu 29-Nov-07 04:34 AM
Member since 30th Aug 2006
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#42, "Oh god I've wanted this for ages"


          

I've submitted a form of this idea many times in the last several years...

I can't find the rest, but here's from my Scion Trannie's deletion thread in February 2004: http://forums.carrionfields.com/dc/dcboard.php?az=show_mesg&forum=4&topic_id=24857&mesg_id=24862&page=

So, I understand your argument about the pendulum thing, but I don't think it would be as bad, and things can be created purposefully to keep what you said happens, from happening. Things will naturally balance. For example, evil Sylvans aren't gonna be happy when Marans have extended powers to harm them, so they may band together with others to fight their more prevalent foe. Not only that, the additions could be specifically designed to cause irritation between those who are normally allies. Here's a few examples, focusing mainly on the Fortress, since everyone picks Scion/Empire/Outlander benefits as examples...

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Fortress in Power
When the Fortress is in power, daylight may be extended, and causes the sun to shine bright, particularly near the Fortress. In nearby areas, such as the Open Plains, Osendrelle, Voralian City, and Tir Talath, the sun has a chance to de-hide/camo/duo any non-good PC and envelop them with a revealing glow (aka. faerie fire). At extreme extents of power (which should be incredibly hard to maintain) the revealing ability extends all the way to Hamsah and Galadon. Evil and neutral outlanders will be furious, along with all non-good hiding/camo/duo'ing PC's, from Tribunals to Villagers. Nexus, Empire and Scion will be fighting them anyways. Neutral Druids with Sunray however, may take to a killing spree.

On the other hand, the Fortress leader has the option to focus the orb's power to ask for compassion from the Higher Planes. Magical safe havens will emerge in the wilderness, guarded by some normal NPC's but mainly powerful archons, which prevents non-evil PCs near them from being struck/summoned, and possibly even be able to transport them secretly (ie. like gating them between wilderness safe havens once per 24 hours). Now, even the good aligned Outlanders are offended as otherworldly creatures are taking refuge in their wilderness. Not only that, the archon's presence deadens the intensity of violent acts in the area, reducing the ability of maledicting magic, and powers such as bloodlust of the twelve fiends, deathblow, and bloodthirst. For added fun, where the safe havens pop up is entirely random, so it may be anywhere from right next door to Galadon to near where the Village or Outlanders reside.

Finally, the Fortress leader can choose to focus the orb's power to influence the citizenry, causing them to favor the Light. With this in effect, guards hesitate to and possibly completely ignore good aligned criminals. The city disallows Tribunals from flagging good aligned people (they may do it afterwards, but its an insult for the city to not listen to them beforehand). The Paladin's Guild becomes more powerful and good aligned PCs can obtain food/drink items from the guildguard with minor benefits when eaten (+str/con/hp). With this power, reports of criminals that would go to a Justiciar, especially to an evil one, may instead get diverted towards the Maran cabal in a similar fashion.

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So, that's my take on some example Fortress powers.

In addition, I always plugged in an idea that these sorts of powers may not come into effect simply from holding a cabal item. That, in a sense, rituals may need to be performed (at least for Scion ones) requiring certain sacrifices (ie. ritual only can be done over the corpse of a Paladin PC killed at midnight). Empire may not ever control Hamsah until say, they take the Scales of Justice for awhile.

Anyways, my thoughts. I think a blanket "this will screw the pendulum" is a bit too much. The only thing that may need to be considered is if it affects newbies much adversely.

- Runaktla

  

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HOT TopicImprovements to the Cabal Wars [View all] , Terwin05, Thu 08-Nov-07 03:50 PM
Reply Eh, I just thought about proposing this idea recently :..., Dervish, 15-Nov-07 11:09 AM, #4
Reply Tweaking the Cabalwars, Zulghinlour, 14-Nov-07 09:31 PM, #1
     Reply How about broad changes rather than cabal-specific bene..., Boon, 14-Nov-07 11:12 PM, #2
     Reply RE: Tweaking the Cabalwars, Abernyte, 15-Nov-07 11:09 AM, #3
     Reply RE: Tweaking the Cabalwars, Dervish, 15-Nov-07 11:09 AM, #5
     Reply Oh god I've wanted this for ages, Runaktla, 29-Nov-07 11:15 AM #6
          Reply While this would be cool for most Cabals, what about ....., Dragomir, 29-Nov-07 03:33 PM, #7
               Reply RE: While this would be cool for most Cabals, what abou..., Runaktla, 30-Nov-07 10:57 AM, #8
               Reply Cool Ideas., Dragomir, 30-Nov-07 04:57 PM, #11
               Reply RE: While this would be cool for most Cabals, what abou..., Dervish, 30-Nov-07 10:57 AM, #9
                    Reply RE: While this would be cool for most Cabals, what abou..., Dragomir, 30-Nov-07 12:44 PM, #10
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