So if youre going to BotD you may have seen the post Squire Kip - TopicsExpress



          

So if youre going to BotD you may have seen the post Squire Kip Silvershield put up about quest ability strips for his quest at the event. Personally I love this idea and he has given me permission to use this in quests at our park. I am wondering if this is something we would like to implement at our park. I know I will probably be implementing them into my quests at least. Heres the system: Quest Ability Strip Colours Affinity for Nature – Green Player is in tune with nature, and the beings who live in harmony with nature. This player will generally be considered a friend by such monsters and NPCs. They will also have knowledge about animals and natural locations. Calm – Silver Player gives off an aura of calm. This player will have an advantage when negotiating or dealing with non-hostile monsters and NPCs. Charm - Magenta Player can initiate a performance that entrances a monster or NPC. The monster will not attack anybody for the duration of the performance or until they feel threatened. The performance must be either a song, a joke, a dance, or a story and may last no longer than 2 minutes. 1/game. Court Knowledge - Purple Player is familiar with the customs and behaviors of the royal court. The player will have an advantage when dealing with politicians and nobles. Disarm Traps - Grey Player has an affinity for mechanical traps. If this player fails to disarm a trap they fare better than other players. Hallowed Ground - Pink Player creates a fixed 20’ radius area where no offensive actions can occur for 2 minutes. Actions that are initiated outside the 20’ radius may still affect individuals in the area. 1/game. Magical Knowledge – Light Green (Lime) Player has experience with reading magical auras. They can detect and identify magical locks and traps. They also have background information about magical beings and locations. Menace - Black Player gives off an aura of menace that can be sensed by hostile monsters and will have an advantage when attempting to intimidate hostile monsters. Persuasion - Light Brown (Tan) Intelligent monsters and NPCs find the players arguments more convincing than they otherwise would and are more likely to be influenced by the player. Pick Locks - Brown Player has an affinity for mechanical locks. If this player fails an attempt to pick a lock they fare better than other players. Presence - Light Blue (Aqua) Player may converse safely with a group of players, monsters, or NPCs so long as the player takes no hostile action towards them. Monsters and NPCs that are not capable of intelligent thought (animals, slimes, mindless undead, etc) are not affected. Players may choose not to converse but may still not harm the player. May not last longer than 3 minutes. May not be used for scouting or reconnaissance. 1/game. Talk to Dead - Black & White Dead players, intelligent monsters, and intelligent NPCs can be asked one yes or no question, and must answer truthfully to the best of their ability. May only be used once per target. Tracker – Copper Player is an experienced tracker in almost any environment. Player will often be able to determine more information about the kind of monsters and NPCs in the area as well as possible locations of game objectives. Tribal Knowledge - Blue Player is familiar with the tribal and clan customs of many cultures. This player will have an edge understanding and negotiating with monsters and NPCs who live in a clan or tribe. Turn Undead – Light Purple (Lavender) Monster and NPC undead (including monsters and NPCs affected by Undead Minion, Greater Undead Minion, Vampirisim, etc) must stay 50ft away from the player and may not initiate any hostile actions towards them. Any undead that is targeted by a hostile action is no longer affected by Turn Undead and may act normally. Lasts for 2 minutes. 1/game. Prepared - Orange Player is an experienced campaigner and is aware before a Quest starts of any special equipment or circumstances that may be encountered. The reeve in charge of the Quest should privately give the player a brief overview of the monsters and challenges he is likely to encounter.
Posted on: Tue, 08 Jul 2014 14:31:24 +0000

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