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Author Topic: Psychic Vigilante Justice elaboration  (Read 943 times)

laularukyrumo

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Psychic Vigilante Justice elaboration
« on: January 08, 2013, 01:30:43 am »

So I'm curious, if I find a chest full of armor in the basement of, say, a church or a keep, and I take a few choice pieces, am I labeled a thief by the game (and summarily terminated judged as such)? Or are they nice enough to know you're an adventurer and borrowing the goods to go smite evil with?

Cause I feel like I'm not sure if the high priest isn't attacking because I haven't tripped the Justice alarms, or if he knows I'm checking to see if the town cares or not before descending on me. Or something equally silly, like, it doesn't count until I leave the map or something.
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Bloax

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Re: Psychic Vigilante Justice elaboration
« Reply #1 on: January 08, 2013, 02:03:51 am »

Unless items are marked with $Tags$, exactly nobody cares about you taking them.
At least in 34.11.

In fact, looting fortresses is about the only way you'll ever get any half-decent gear before getting munched to bits.
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laularukyrumo

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Re: Psychic Vigilante Justice elaboration
« Reply #2 on: January 08, 2013, 02:40:08 am »

Iiiiiiiiiiiiiiinteresting.

time to go power grind armor user I guess? Can't train swimming before noon anyways.

edit: I go back down to sniff around for more goodies. Human Spearman shows up. I try and chat with him, get him to add to my party. Instead he takes a stab at my foot.

THEY CARED ABOUT MY THIEVERY D<

and now I'm dead. Woo!

Is it possible that there was a criminal in the underground of the church, instead of, say, a goblin? Or did I piss off the civvies? :o THIS WARRANTS FURTHER INVESTIGATION

EDIT: HOLY SHIT THERE'S A MUMMY IN THE BASEMENT OF THE CHURCH

I really, really wish you could butcher skeletons. Or at least throw them against a wall hard enough to cause them to break apart. Or something of that nature. Grrrh.
« Last Edit: January 08, 2013, 02:57:31 am by laularukyrumo »
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Quote from: Dwarfotaur
Everytime one of my militia has given birth in the Danger Room, it's lead to instant baby smoothies for everyone.

Gotta Catch 'Em All!

Dat Sig Thread

Bloax

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Re: Psychic Vigilante Justice elaboration
« Reply #3 on: January 08, 2013, 03:59:42 am »

Getting a full set of armor and grabbing a hold of a couple of tiny animals is a good way to get your dodging/shield/armor skills to legendary, yeah.
Just make sure that your helmet deflects their attacks first. Otherwise you're in for a YASD.
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oh_no

Eric Blank

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Re: Psychic Vigilante Justice elaboration
« Reply #4 on: January 08, 2013, 04:04:07 am »

The guy that stabbed you was a bandit.

Don't wake taht mummy though. They're no good, them cursin' mummies.
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Bloax

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Re: Psychic Vigilante Justice elaboration
« Reply #5 on: January 08, 2013, 04:40:20 am »

What exactly do mummy curses do?
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oh_no

Xantalos

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Re: Psychic Vigilante Justice elaboration
« Reply #6 on: January 08, 2013, 04:58:32 am »

What exactly do mummy curses do?
They make one out of every ... 5? rolls fail. Shield check? Fail. Armor? Fail. Dodge? Fail.
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Shinziril

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Re: Psychic Vigilante Justice elaboration
« Reply #7 on: January 08, 2013, 05:21:33 am »

To be more specific:
[INTERACTION:EXAMPLE CURSE]
   [I_TARGET:A:CREATURE]
      [IT_LOCATION:CONTEXT_CREATURE]
      [IT_CANNOT_TARGET_IF_ALREADY_AFFECTED]
      [IT_MANUAL_INPUT:victim]
   [I_EFFECT:ADD_SYNDROME]
      [IE_TARGET:A]
      [IE_IMMEDIATE]
      [IE_ARENA_NAME:Cursed]
      [SYNDROME]
         [CE_SKILL_ROLL_ADJUST:PERC:0:PERC_ON:20:START:0]


Taken from the raws.  Net effect seems to be that 20% of the time, instead of whatever your skill roll would have been, you get a 0 (effectively a "curse of unluck").  Oh, and there's no duration listed, so it lasts forever, or at least until you die.  This generally doesn't take long.

Tip for mummy-hunting- if the mummy hasn't spotted you, it won't curse you.  Just be careful, and try to decapitate or bisect it as fast as possible, because if it does spot you, it'll curse you first thing.  You will obviously want Ambusher at Legendary+5 or similar to pull this off successfully.
« Last Edit: January 08, 2013, 05:28:29 am by Shinziril »
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Yee

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Re: Psychic Vigilante Justice elaboration
« Reply #8 on: January 08, 2013, 08:28:52 am »

Quote
edit: I go back down to sniff around for more goodies. Human Spearman shows up. I try and chat with him, get him to add to my party. Instead he takes a stab at my foot.

I assume you entered the dungeon. It's a bandit. You can also meet other enemys like kobolds and goblins down there. Recruitable soldiers are upstairs in the keep, manning the walls or in taverns. The first two groups will only follow you, if you've completed a couple of tasks whereas the later are more likely to follow you right from the start.
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Loud Whispers

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Re: Psychic Vigilante Justice elaboration
« Reply #9 on: January 08, 2013, 01:07:50 pm »

In fact, looting fortresses is about the only way you'll ever get any half-decent gear before getting munched to bits.
You misspelled "corpses." Always plenty of corpses.

laularukyrumo

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Re: Psychic Vigilante Justice elaboration
« Reply #10 on: January 08, 2013, 07:49:53 pm »

So THAT'S what the curse does.

Yeah. I don't think I'll be mucking around in the church basement for a while. Gonna make that one of my eventual quests, though. I may also go through the process of taking each skeleton from the mummyhole and having it removed from play somehow. Stupid undead D<

also. I totally imagine this song playing when I finally do go take on the mummy.
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Quote from: Dwarfotaur
Everytime one of my militia has given birth in the Danger Room, it's lead to instant baby smoothies for everyone.

Gotta Catch 'Em All!

Dat Sig Thread

Findulidas

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Re: Psychic Vigilante Justice elaboration
« Reply #11 on: January 09, 2013, 05:37:47 am »

Dont forget that the quality of the armors and weapons plays a role as well. If you want masterworked armors and weapons then the best way to find them is to seek out a master of a certain weaponskill because they frequently carries masterworked stuff.

What exactly do mummy curses do?
They make one out of every ... 5? rolls fail. Shield check? Fail. Armor? Fail. Dodge? Fail.

They rolls usually fail spectacularly as well. You can be thrown several feet by a mere punch. A copper sword or a scratch from a cat can decapitate your head through you masterworked steel armor. Really once you get cursed its time to retire the adventurer because there is no way to get rid of said curse, which is a shame.
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...wonderful memories of the creeping sense of dread...