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shared_worlds:thick_as_thieves_stealth [2016/08/28 14:17] – [4.) Guard alertness] petikeshared_worlds:thick_as_thieves_stealth [2019/03/29 15:13] – external edit 127.0.0.1
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 One thing to remember about inadvertently alerting guards is that there are some degrees to raising suspicion. Unless you deliberately run into a guard, or appear in front of him in full visibility, none of them will automatically go into an attacking frenzy aimed at you. Any guard will first attempt to check a suspicious sound, glimpse of movement or disorder in a room. The following two subsections will explain this in greater detail. One thing to remember about inadvertently alerting guards is that there are some degrees to raising suspicion. Unless you deliberately run into a guard, or appear in front of him in full visibility, none of them will automatically go into an attacking frenzy aimed at you. Any guard will first attempt to check a suspicious sound, glimpse of movement or disorder in a room. The following two subsections will explain this in greater detail.
  
-=== Alertness Levels ===+=== a.) Alertness Levels ===
  
 Everyone performing guard duty has an Alertness Level (AL) at any given moment of that duty. There are multiple levels of alertness, depending on the rising levels of suspicion and awareness a guard holds towards what might be an illegal infiltration. Such an infiltration of course means that a guard is suspecting the presence of thieves or other criminals and intuders.  Everyone performing guard duty has an Alertness Level (AL) at any given moment of that duty. There are multiple levels of alertness, depending on the rising levels of suspicion and awareness a guard holds towards what might be an illegal infiltration. Such an infiltration of course means that a guard is suspecting the presence of thieves or other criminals and intuders. 
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 |5| Fully alert | Coming into full sight, being in a fully lit area, stealing loot in front of others, making a massive amount of noise, creating an explosion. | Pursuing, attacking and apprehending (or killing) a suspect/intruder. (Stun weaponry might be used in addition to deadly weaponry.) Making audible verbal and physical threats, showing clear anger or frustration. |   |5| Fully alert | Coming into full sight, being in a fully lit area, stealing loot in front of others, making a massive amount of noise, creating an explosion. | Pursuing, attacking and apprehending (or killing) a suspect/intruder. (Stun weaponry might be used in addition to deadly weaponry.) Making audible verbal and physical threats, showing clear anger or frustration. |  
  
-=== Paranoia Levels ===+=== b.) Paranoia Levels ===
  
 In addition to the Alertness Levels, there's the added value of Paranoia Levels (PL). This is purely a modifier of existing guard alertness, and is meant to reflect the amount of times a thief has been seen or met by a guard, but evaded capture. If a thief gets caught red-handed during a "job", but manages to escape and hide for long enough for a guard to give up on further searching/pursuing, this modifies the alertness level to a degree.  In addition to the Alertness Levels, there's the added value of Paranoia Levels (PL). This is purely a modifier of existing guard alertness, and is meant to reflect the amount of times a thief has been seen or met by a guard, but evaded capture. If a thief gets caught red-handed during a "job", but manages to escape and hide for long enough for a guard to give up on further searching/pursuing, this modifies the alertness level to a degree. 
shared_worlds/thick_as_thieves_stealth.txt · Last modified: 2023/04/14 06:28 by petike

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