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shared_worlds:thick_as_thieves_stealth [2016/08/28 14:17] – [4.) Guard alertness] petikeshared_worlds:thick_as_thieves_stealth [2023/04/14 06:28] (current) – [4.) Guard alertness] petike
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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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 ^ **No.** ^ **AL** ^ **Cause** ^ **Guard behaviour** ^  ^ **No.** ^ **AL** ^ **Cause** ^ **Guard behaviour** ^ 
 |1| Startled | Minor suspicious sounds, like louder creakings, accidental louder footsteps on surfaces, heavy breathing, falling of objects on cushioned surfaces. | Stopping for a moment if walking, listening carefully to suspicious sounds, proceeding again shortly afterward if nothing odd is heard again. |  |1| Startled | Minor suspicious sounds, like louder creakings, accidental louder footsteps on surfaces, heavy breathing, falling of objects on cushioned surfaces. | Stopping for a moment if walking, listening carefully to suspicious sounds, proceeding again shortly afterward if nothing odd is heard again. | 
-|2| Slightly suspicious |  | Stopping and detouring for a short while to check on suspicious sounds and visual glimpses, or on minor changes to furnishings or potential loot (slightly moved or tipped over recently, etc.). Pondering aloud, but without making verbal threats. |  +|2| Slightly suspicious | falling of objects on uncushioned surfaces. | Stopping and detouring for a short while to check on suspicious sounds and visual glimpses, or on minor changes to furnishings or potential loot (slightly moved or tipped over recently, etc.). Pondering aloud, but without making verbal threats. |  
-|3| Strongly suspicious |  | Preliminarily searching for a suspect/intruder, entering rooms with suspected criminal activity, searching shadowy areas briefly. Occassionally turning on lights or observing a place more carefully (especially if furnishings or potential loot has been clearly moved or tampered with a bit). Making occassional verbal threats, for the most part quietly. |  +|3| Strongly suspicious | Making unfocused footsteps even on louder surfaces (metal grating, marble or tiled floors in echoing interiors, etc.). Accidentally bumping into things when hurrying or moving less carefully, briefly and quietly dashing past in shadows (at a close distance). Leaving equipment, dropped items or loot, or knocked out bodies in a shadow-filled space where a guard could easily stumble upon them. Slow, careful wading into water. | Preliminarily searching for a suspect/intruder, entering rooms with suspected criminal activity, searching shadowy areas briefly. Occassionally turning on lights or observing a place more carefully (especially if furnishings or potential loot has been clearly moved or tampered with a bit). Making occassional verbal threats, for the most part quietly. |  
-|4| Vigilant | Making heavy, easily heard footsteps (by running, etc.), running around in spaces where shadows are easily cast or glimpses can be caught, leaving equipment or dropped loot behind in a fully-lit space or in a guard's way. | Actively searching for a suspect/intruder, scouring rooms and spaces carefully, turning on or relighting lights. Looking into easier or more obvious hiding place. Making audible verbal threats, showing minor signs of irritation or frustration.  |  +|4| Vigilant | Making heavy, easily heard footsteps (by running, etc.), running around in spaces where shadows are easily cast or glimpses can be caught, leaving equipmentdropped items or loot, or knocked out bodies behind in a fully-lit space or in a guard's way, faster and louder wading into water. | Actively searching for a suspect/intruder, scouring rooms and spaces carefully, turning on or relighting lights. Looking into easier or more obvious hiding place. Making audible verbal threats, showing minor signs of irritation 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. |  +|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 (dropping cratesplanks, barrels, furniture) or shouting/yelling close by. Doing a loud jump into water. Breaking glass (windows) close by. Shooting firearms close by. Shooting arrows, bolts or other projectiles within eyesight of guards (or other people) in well-lit areas. Shooting a rolling nut crossbow or powerful crossbow within earshot. 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.1472408245.txt.gz · Last modified: 2019/03/29 15:17 (external edit)

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