games:board:thiefgamedetect
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— | games:board:thiefgamedetect [2015/11/27 13:07] (current) – created - external edit 127.0.0.1 | ||
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+ | ======Detection====== | ||
+ | ^ Go back to [[thiefgame]] ^ | ||
+ | =====Sight===== | ||
+ | ====Light==== | ||
+ | Every light source has a light value which represents its brightness. | ||
+ | * **Moonlight**---At the beginning of a mission the Owner can declare one angle for moonlight to be entering from outside windows. | ||
+ | * __Light__: 4 (from each appropriate window at the nominated angle only) | ||
+ | ===Figure coverage=== | ||
+ | The amount of light falling on a figure is also a factor - whether the figure is fully exposed, or partially hidden by walls and other objects can affect its detectability. | ||
+ | The base a figure is mounted on should be divided up into sixteenths by quartering each side of the base. Have a look at how many full squares are covered by the light beam and compare it to the following chart- | ||
+ | |||
+ | ^ Number of squares covered ^ Rating ^ Modifier ^ | ||
+ | | {{: | ||
+ | | {{: | ||
+ | | {{: | ||
+ | |||
+ | ====Light Sources==== | ||
+ | A light source is visible from any distance. | ||
+ | ====Walls==== | ||
+ | Walls block light. | ||
+ | ====Alertness==== | ||
+ | If the figure to be detected is in the FOV of another, the watcher rolls their alertness dice. If a guard, add their Notice to each die roll. They must achieve at least one success with a target number of 7 minus the level of the light on the figure. | ||
+ | ===Snuffed Lights=== | ||
+ | * If a guard sees a light source put out, they automatically enter alert status (if able) and investigate. | ||
+ | * If a guard sees a light source that is normally lit is now snuffed out on the patrol route (ie it happened while they were elsewhere) | ||
+ | If an alert guard is near (within 1 inch of their figure) a snuffed light source, they will relight it. | ||
+ | * If a non-electric light, the guard relights it. | ||
+ | * If an electric light the guard will move to the generator by the most direct route in alert status. | ||
+ | =====Sound===== | ||
+ | Every action creates sound of some sort. Sound behaves in the same way as Light (see above) - however a figure can detect sound from any angle, it does not need to be in the figures FOV (field of view). | ||
+ | * **Moving** | ||
+ | * 1---__Sound__: | ||
+ | * 1.5---__Sound__: | ||
+ | * Climbing---__Sound__: | ||
+ | * Jumping---__Sound__: | ||
+ | * Lockpicking---__Sound__: | ||
+ | * Door opening/ | ||
+ | * **Bow** | ||
+ | * Shooting an arrow---__Sound__: | ||
+ | * Arrow hitting wood---__Sound__: | ||
+ | * Arrow hitting marble or metal---__Sound__: | ||
+ | * Fire arrow hitting anything---__Sound__: | ||
+ | * Moss arrow hitting anything---__Sound__: | ||
+ | * **Blackjack** | ||
+ | * Hitting anything---__Sound__: | ||
+ | * **Other weapons** | ||
+ | * Hitting anything---__Sound__: | ||
+ | * **Guards** | ||
+ | * Yelling---__Sound__: | ||
+ | * Whistle---__Sound__: | ||
+ | ===Ignored Sounds=== | ||
+ | Guards ignore and do not react to any sound generated by fellow guards' | ||
+ | ===Blocking Sounds=== | ||
+ | A thief needs to exceed the sound of nearby objects and equipment in order to be detected. i.e. a thief generating only 1 Sound can move freely within 8 of a Generator without being heard, or within 5" of a drunk guard." | ||
+ | ===Walls=== | ||
+ | Walls block sound. | ||
+ | ====Hearing==== | ||
+ | The listener rolls their hearing dice. If a guard, add their Notice to each die roll. They must achieve at least one success with a target number of 7 minus the level of the sound. | ||
+ | =====Touch===== | ||
+ | A guard moving into a thief, or a thief moving into a guard automatically triggers the guard into **pursuit status**. | ||
+ | ======Guards====== | ||
+ | A guard that makes their hearing or alertness roll changes their status to one higher (ie bored to interested). | ||
+ | * If a guard enters **alert status** they will leave their [[ThiefgameguardsPatrols|Patrol Route]] and move towards the position that the alert came from unless it is a guard in pursuit status. | ||
+ | * If a guard enters **alert status** because of a guard in pursuit status, they will move towards that guard for conscientious turns. | ||
+ | * If a guard enters **pursuit status** and they have not yet had an action this turn, they will make a noise:--- if the guard has a whistle, they will use it, otherwise they will yell. | ||
+ | * Once in pursuit status, the Owner may move them how they like in the same manner as a thief - plotting the destination each turn. The guard will stay in pursuit status as long as they have the thief in FOV (as long as the light level on the thief is greater than 0), or if not, for conscientious turns, or if they move to an off map location. | ||
+ | * After leaving pursuit status, the guard will enter alert status (Alert-Return) and return to their patrol route, where they will continue their patrol on interested status. | ||
+ | A guard **must** have made a successful alertness check (or have been touched) before they are able to target a thief with an attack, and vice versa. | ||
+ | |||
games/board/thiefgamedetect.txt · Last modified: 2015/11/27 13:07 by 127.0.0.1