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Faction #16 The Cult of the Dark One
#35
(02-10-2020, 06:20 PM)TheDarkSide Wrote: Ahhh if you make them appear as Independent to others on Scouting reports, and allowing them to hide in cities altogether I think I could have a great time as a Cult player.  Plus the Ambush bonus would be great as well too. Just think of the Chaios that could be had with that, I think by best buddies the Bandits, Pirates, and SOA would be awesome allies.

If they really are Independent (as I suggested) then they could promote that faction at the same time as Bandits/SOA/etc without having actually declared for any of them.  They'd better play well to not get caught, though.

Also, my thought is that anyone should be able to Ambush, if they thought they could get away with it.  We might work out conditional bonuses for it, though.

When "working for" a hidden group, you might help by providing "assistants" to take care of errands for them.  Perhaps they might need an obstinate storekeeper to be strong-armed into cooperation, or a message to be passed that a civilian better perform a task for them "or else", etc.  There's any number of underhanded things that a player interested in such factions could perform.
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RE: Faction #16 The Cult of the Dark One - by Davin - 02-10-2020, 07:13 PM

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