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Bidderlyn

Sentinels

Jan 23rd, 2016
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  1. SENTINELS
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  3. The Sentinels are remarked for their millitary excellence and honor. They are the guards of the city bound to protect and serve the citizens and are those in charge for enforcing the order. The Sentinels deal with all the laws regarding the city's protection
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  6. Action 1 - Change patrol
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  8. 1) 'No Patrols' - +1 rebellion chance across all regions. Criminal actions will not be opposed by guards intervention.
  9. 2) 'Light Patrols' - Criminal actions have 50% chance to be opposed by guards intervention. Costs 20gold*regions to the city.
  10. 3) 'Heavy Patrols' - Criminal actions have 75% chance to be opposed by guards intervention. Costs 50gold*regions to the city. -1 rebellion chance across all regions
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  13. Action 2 - Protection focus
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  15. *Assigning a protection focus costs 20gold*regions in the city each turn it is in effect
  16. 1) 'Guard the North'- Threats from the North are less likely to spawn as long as this choice is in effect.
  17. 2) 'Guard the East'- Threats from the East are less likely to spawn as long as this choice is in effect.
  18. 2) 'Guard the South'- Threats from the South are less likely to spawn as long as this choice is in effect.
  19. 4) 'Guard the West' - Threats from the West are less likely to spawn as long as this choice is in effect.
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  22. Action 3 - Weapon carrying
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  24. 1) 'Abolished Weapons' - No one is allowed to carry weapons within the city except the guards.
  25. 2) 'Sidearms' - Citizens are allowed to carry sidearms within the city
  26. 3) 'Free Weapons' - Anyone can carry any weapon within the city.
  27. * Being caught with a weapon outside the allowed range will result with the guild taking a punishment as if it committed a crime
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