Search the Community
Showing results for tags 'rebuilding'.
Found 1 result
-
I've spent a lot of time wandering around ruins, they're rather interesting places but they're gone all too quick. So I wish to propose an additional step in decay, to whit ruins. This suggestion only applies to walls, fences, gates, deed tokens (read below) and guard towers. The concept is when a structure decays to 100% there is a (QL of object)% chance to transform into a "ruined" object. Ruined objects do not function as they once did. Ruined walls and fences are passable, as are ruined gates. Ruined deed tokens just retain the name of the settlement that stood there and ruined guard towers have a habit of attracting more monster spawns... Now there is an upside to ruins. Ruined fences and gates can be "restored" by using one plank/brick/stone shard etc to working order, though the quality will be 1/2 of what it was. Ruined walls/doors cannot be restored unless a new writ is placed including them. They're locations a player can restore if they wish to. Ruins can be easily destroyed (1/8 as hard to bash apart) and can also be rummaged, foraged (50+ forage skill) and botanised (25+ skill). Ruined objects do decay, but slowly (they retain their quality, thus doubling the time to decay away). The hope is that we'll see ruined cities turning up with players looting them for all they are worth. Optional extra : Furnature can also obtain a ruined state and objects within chests/racks etc have a QL/4 chance of obtaining the "antique" tag which can be sold at deeds/merchants for 1 copper.
- 1 reply
-
- 3
-
- decay
- rebuilding
-
(and 2 more)
Tagged with: