Passwall

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Peace420
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Passwall

Post by Peace420 »

OK I know you guys expected atleast something from me on this one. A first level skill, inescapable bonds defeating a 3rd level skill? I know slapping a braceer on someone is cheesy as hell but please don't hamper the rest of us for it. Maybe there could be a maximum armor amount, say 4, the assasin has to be in light anyway and if they get into a fight the armor will only be minimally helpful. Or state if you are trying to keep someone from escaping bonds they need to have atleast 3-4 armor locations on. I can understand wanting to keep the linberger out but you goudafied Passwall in the process. You've created something that nothing in the game can get past and it's 1st level.

Or you could look at moving bonds to 3rd? I always thought it was one of the best 1st levels anyway, that's why I took it :P
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Post by Onimaster »

Yeah...

In. Bonds seems too potent for a 1st lvl ability now...

Especially if 1st level escape bonds and pass wall both can't trump it. I mean Escape bonds, as it is, is almost unuseable because no one ever ties anyone up without In. Bonds as it is.
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Post by Lambic »

Are there rules for using regular bonds?

I don't remember them if there are any. If not this might at least help, however, I have to back up the other two that it seems at little too powerfull.
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Post by GM_Chris »

We agree please post what you would like for bonds, inescapable bounds and pass wall and make it quick you have till Firday

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Post by Lambic »

OK I'm thinking. Thanks for the chance.
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Post by Ian_McAllister »

Ok here is my opinion...

Why not change Spy to

Level 1 Disguise.. as the first thing a Spy should really learn is not to get caught..

Level 2 Escape Bonds.. that CAN escape from the Interragators Inescapable bonds, only make it a 5-10 minute count.

Put Passwall back to the way it was.. since it is a 3rd level discipline.

This leaves only two ways to get out of a 1st level ability.. and the two discipline that would seem to have the best chance too.

It comes down to me that if you are willing to tie someone up and leave them unguarded then you deserve to have them escape.
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Post by Kidwynn »

From my understanding of the system, there needs to be a counter to pass wall. If that means not only putting the guy in inescapable bonds but also add armor then that it what needs to happen.

Just make the blocking of the ability to include not only the inescapable bonds but like x amount of armor points.

Just an idea.

:D
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Post by GM_Chris »

The counter is knockout :)

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Post by Kidwynn »

Hey like I said brainstorming....

:D
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Post by Onimaster »

I think Wes and I are brewing something good...
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Post by Onimaster »

Okay... Wes and I have bantered, and this is the basic rule for bondage that we came up with. I'll post it here for open debate.



Bind Hands and/or Feet – Any character may bind an opponent’s limbs so that the character cannot either use their hands or feet (Hands = No attacking, use of hands, and only limited skill availability / Feet = No Walking/running). Each location requires a separate binding to immobilize, and the target must previously be subdued. To bind a target’s hands or feet the binder must make an uninterrupted 60-second count per location to tie them.

The bound person must thereafter be guarded to prevent escape. When guarding someone the player must state they are "Guarding <Prisoner’s name>," and stay within 10 feet of that person. If they don’t, the prisoner may not begin the 3 minute count to free themselves by working their hands together or rubbing their wrists/rope phys. rep. Against a hard surface. If the guard does leave, he must come back and re-state (out loud) resuming his Guard position, at which the prisoner must abandon their attempt to free themselves.

Inescapable bonds – Totally inescapable without help, escape artist discipline, or other extraneous circumstances. You may use passwall while bound, but you are still bound on the other side as the ropes go with you along with your clothes and equipment would (Yes, if you passwall with bound feet you hit the ground and have to ‘inch-worm’ for the horizon.).

*Spy Level 3 – Escape Artist
By spending a Life point, a spy may escape any single regular bond (like a magician slipping out of handcuffs), turn an inescapable bond into a regular bond (a second LP may not be spent on the same bonds), or pick any non-magical lock.
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Post by GM_Chris »

Would like the person bound to have to act it out by squerming. HEHE

At least that is ideally what I would like. If the person stops squerming then they have to recount.

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Post by Onimaster »

Phil commented with the lower life totals it may not be bad at 3rd lvl to drop the limmit to the LP spent on escape artist so you can get out, but adding a count between... like 3 min.
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Post by Nelkie »

Passwall questions under the new rewrite.

1. do unescable bonds stay with the assasin when they passwall?

2. do they losse a shield when the use passwall.

3. how many weapons can they carry while using this skill

4. what is considered equipment when this skill is being used

5. Can passwall be used if the user is carrying resources? Do the resource fall to the group like armor? I ask this question because if an assasin can carry resources that they can passwall into a building, grab 6 resource that they can carry and passwall out.
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Post by GM_Chris »

You can cary what ever you can cary. You cannot wear armour and your bonds fall off

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