Neo-Arbs, my take:

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Posted by Ponderer(VIP) on January 12, 2000 at 14:43:37:

In Reply to: This post has a real reason, and then a reason just to make it legit. posted by Salipek on January 12, 2000 at 09:05:43:

First, the new arbiter cabal must have LESS micromanagement by the imms, slim to none would be best. Cabal leaders must not be so heavily reigned in so as to have all forms of policy decisions voided by immortals. The neo-arbs should be much harder on criminals and have more leeway as far as cabal wars go(though cabal wars should never be started by them).

Neo-arbs would be lawful good and lawful neutral only, no more evil arbiters because there's already a lawful evil cabal. This would also bring balance to Thera.

Neo-arbs would be divided into three jurisidictions, placement decided on by leaders and perhaps immortals. The three jurisdictions would be "town watch", "investigators", and "executioners".

"Town Watch"- These arbiters will be the most numerous of the three subsets. It is their duty to keep a constant watch on the goings on in all 6 protected cities. These will be the bottom rung of the arbiters(local police). They're powers will allow them to keep better watch over the cities, but they'll be relatively weak as far as apprehension goes, having to rely more on their own powers instead of super special guards.

Powers:
-Judge-same as before
-Vigilance-same as before
-Manacles-same as before
-Guard-One special guard instead of two
-Wanted-same as before
-Shield-same as before
-Portal-A magical link between cities, the arbiter walks into it and can go in one of the six directions, each leading to one of the protected cities.

This is an entry level position and rising through the hierarchy is possibly when one displays terrific roleplay.

"Investigators"-These arbiters will be the least numerous of the arbiters as the efficiency of the "Town Watch" should count down on the necessity of this group. These arbiters are the ones that investigate crimes that were not seen by one of the "Town Watch" for one reason or another. It's not necessary for the "Town Watch" to hear the yell, but they have to see at least a portion of the fight for the crime to be in their jurisdiction. Successful robberies also fall into the jurisdiction of Investigators.

Powers:
-Judge-same as before
-Vigilance-same as before
-Manacles-same as before
-Shield-same as before
-Guard-two special guards
-Wanted-same as before
-Investigate-This is the ability I outlined way the fuck down on the forum. It might be there still if you search for it, but I'm not going over it again. Basically an ability to forensically investiage corpses, crime scenes etc, gathering evidence.

Executioners-These arbiters are the brawn of the arbiters. Only those above 45th rank can be executioners and when applying for the position(you have to have so many hours as a town watch or investigator before you can become an executioner) you have to show an outstanding knowledge of most areas. This is the power-elite of the arbs, people you don't want to mess with.

Powers
-vigilance-same as before
-manacles-same as before

-Executioner's Guards-2 Perma-hasted, enlarged, giant strengthed, flying special guards with much better reaction time than previous special guards.

-Scouts-Unseen sentries you can place anywhere that'll let the executioner who set it know when a criminal passes by it. Up to 4 can be set at any one time and the scout will let the executioner know which area he's in when the criminal passes by. For example: Scout on Eastern Road tells you 'Criminal X just passed by!'

-Re-inforcements-These special guards attack the criminal when the executioner is sufficiently hurt. If an executioner chases a criminal and is harmed by the criminal down to say writhing in agony these guards will arrive to try and turn the tide, constantly rescuing the executioner out of combat and taking the blows. They're not the greatest fighters, but they're annoying and can take a lot of punishment.

-Shield-same as before

Town Watch and Investigators are the only ones that can flag a criminal.

Executioner special guards are warded against summoning.

The three jurisdictions are set up to relieve some of the responsibilities of previous arbiters, freeing them up to rank more easily.

Everybody after the first wave of inductions to start the cabal begins as a Town Watch. Induction(after the first wave) will not be given until the 20th rank. Upon reaching the 35th rank the arbiter is up for promotion. Roleplay, Success Rate, and tracking ability are all taken into account when weighing promotion. Upon reaching the 45th rank a second promotion is available, same as before but greater sternness if the applicant is going for Executioner. Once at the hero rank promotions will be handed out on a merit system. If you do something great like bring in 100 criminals you might be up for promotion.



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