Editing Crime
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* '''Desecrating:''' Moving, picking up, destroying, or reanimating a corpse. | * '''Desecrating:''' Moving, picking up, destroying, or reanimating a corpse. | ||
* '''Pickpocketing:''' Looting an item from a character's inventory using [[sleight of hand]] while [[hiding]]. Can sometimes, but not always, be rectified by returning the stolen items. Being caught in a failed pickpocket and being caught having pickpocketed an item are considered separate crimes. | * '''Pickpocketing:''' Looting an item from a character's inventory using [[sleight of hand]] while [[hiding]]. Can sometimes, but not always, be rectified by returning the stolen items. Being caught in a failed pickpocket and being caught having pickpocketed an item are considered separate crimes. | ||
* '''Assault:''' Committing a harmful act against another character. These can be attacks or spells, with some negative condition-applying spells such as {{SAI|Hypnotic Pattern}} qualifying. | * '''Assault:''' Committing a harmful act against another character. These can be attacks or spells, with some negative condition-applying spells such as {{SAI|Hypnotic Pattern}} qualifying. | ||
* '''Murder:''' Inflicting the {{Cond|Dead}} condition on another character. Hostility can determine the difference between murder and justified homicide. If the player kills a monster that is hostile to two onlookers, the onlookers won't care; if it's only hostile to one of the onlookers, the other onlooker will consider it murder. Some scripted encounters are never considered murder. | * '''Murder:''' Inflicting the {{Cond|Dead}} condition on another character. Hostility can determine the difference between murder and justified homicide. If the player kills a monster that is hostile to two onlookers, the onlookers won't care; if it's only hostile to one of the onlookers, the other onlooker will consider it murder. Some scripted encounters are never considered murder. | ||
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Large, populated [[locations]], such as the [[Goblin Camp]] or [[Druid Grove]], have guards that deal with crime. If a civilian witnesses a crime, they can report the crime to a guard, who will run over (often with a full patrol) to search for the offending character. If the culprit is nowhere to be found, they will investigate the area for a number of turns before dispersing, forgetting about the crime. The player cannot talk to NPC's while they are investigating a crime. | Large, populated [[locations]], such as the [[Goblin Camp]] or [[Druid Grove]], have guards that deal with crime. If a civilian witnesses a crime, they can report the crime to a guard, who will run over (often with a full patrol) to search for the offending character. If the culprit is nowhere to be found, they will investigate the area for a number of turns before dispersing, forgetting about the crime. The player cannot talk to NPC's while they are investigating a crime. | ||
However, if you interrupt an NPC with {{SAI|Enthrall}} right after they've noticed a crime | However, if you interrupt an NPC with {{SAI|Enthrall}} right after they've noticed a crime but before they start an investigation, they will be forcibly interrupted, unable to continue the investigation, they will not call the guards or question any party members, and they will not be suspicious of you, allowing for more criminal opportunities. | ||
=== Questioning === | === Questioning === | ||
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* {{Cond|Fugitive}} | * {{Cond|Fugitive}} | ||
* {{Cond|Enemy of Justice}} | * {{Cond|Enemy of Justice}} | ||
* | * [[Witness (Condition)|Witness]] | ||
== Rewards == | == Rewards == | ||
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=== Achievements === | === Achievements === | ||
{{Achievement|Escapologist | {{Achievement|Escapologist}}{{Inflicts|Fugitive}} | ||