Expand all | Hide all flags | Hide context | Hide tags | Hide checkflag | Hide setflag | Hide roll | Hide approv | Hide ruletag | Hide node id

    Synopsis:

    An NPC noticed a destroyed item, or was told about it by another NPC, and is interrogating a suspected player.


  • 4.
    Narrator
    : *Someone's been breaking things around here. This child has no intention of taking the blame.*KID
  • 4.
    Narrator
    : *This child discovered a broken item. You have a feeling you're about to get the blame.*KID
  • 4.
    Narrator
    : *This child will benefit from reporting your vandalism, no doubt.*KID
    • 2. [Jump] Jump to Node 13 (2)
  • 13.
    Narrator
    : *A vandal's been damaging property around here. You have a feeling you're under suspicion.*CRIME_Allow_Search
  • 13.
    Narrator
    : *It seems things keep getting broken around here. You're about to get the blame.*CRIME_Allow_Search
  • 13.
    Narrator
    : *An act of vandalism has taken place. You might want to clear up this particular mess.*CRIME_Allow_Search
    • 6.
      Narrator
      : [TagAnswer]
      • 27. Player: I confess - it was me.CRIME_GuiltFound
        • 7.
          Narrator
          : *Your confession is more than enough. The grown-ups will deal with you.*KIDCRIME_FoundGuiltyPlayer, CRIME_FleeHelpFromDialog
          End
        • 7.
          Narrator
          : *You owned up to your mistake. Unfortunately for you, that means the grown-ups have to be told.*KIDCRIME_FoundGuiltyPlayer, CRIME_FleeHelpFromDialog
          End
        • 7.
          Narrator
          : *You suspect handing you over will be quite the coup for this child. The adults are on their way.*KIDCRIME_FoundGuiltyPlayer, CRIME_FleeHelpFromDialog
          End
        • 7.
          Narrator
          : *Alas, this child is a tell-tale. The grown-ups will love hearing this.*KIDCRIME_FoundGuiltyPlayer, CRIME_FleeHelpFromDialog
          End
        • 20.
          Narrator
          : *You've admitted being the criminal responsible. The guards will want to hear about this.*CIVILIANCRIME_FoundGuiltyPlayer, CRIME_CallGuardsFromDialog
          End
        • 20.
          Narrator
          : *You sense confessing your sins here was not enough. The guards will be hearing of this.*CIVILIANCRIME_FoundGuiltyPlayer, CRIME_CallGuardsFromDialog
          End
        • 20.
          Narrator
          : *You confess, but are not absolved. The guards will deal with you.*CIVILIANCRIME_FoundGuiltyPlayer, CRIME_CallGuardsFromDialog
          End
        • 31.
          Narrator
          : *Some honesty from a criminal - how refreshing. It won't stop you being arrested, though.*GEB_Arrest_HavePrison, IsInPrison = False, 69cf6c1f-fc1f-4e22-b55d-dc40768f6669CRIME_FoundEvidenceCurrentCrime
        • 31.
          Narrator
          : *Your admission doesn't absolve you of your crimes. Only time in the cells will do that.*GEB_Arrest_HavePrison, IsInPrison = False, 69cf6c1f-fc1f-4e22-b55d-dc40768f6669CRIME_FoundEvidenceCurrentCrime
        • 31.
          Narrator
          : *Your confession won't fix the damage you caused. You're about to be locked up.*GEB_Arrest_HavePrison, IsInPrison = False, 69cf6c1f-fc1f-4e22-b55d-dc40768f6669CRIME_FoundEvidenceCurrentCrime
          • 19. Player: Allow yourself to be arrested.GEB_Arrest_HavePrison, 69cf6c1f-fc1f-4e22-b55d-dc40768f6669CRIME_FoundGuiltyPlayer, Allow_Arrest
            End
          • 14. Player: Attack.CRIME_FoundGuiltyPlayer, TemporaryHostilityAfterDialog
            End
        • 18.
          Narrator
          : *You sense the pleasantries might be over. In fact, this could get very unpleasant indeed.*CRIME_FoundGuiltyPlayer, CRIME_FoundEvidenceCurrentCrime, TemporaryHostilityAfterDialog
          End
        • 18.
          Narrator
          : *That little confession may have sealed your fate.*CRIME_FoundGuiltyPlayer, CRIME_FoundEvidenceCurrentCrime, TemporaryHostilityAfterDialog
          End
        • 18.
          Narrator
          : *Your confession is accepted. You can take comfort in dying with your conscience clean.*CRIME_FoundGuiltyPlayer, CRIME_FoundEvidenceCurrentCrime, TemporaryHostilityAfterDialog
          End
      • 1. Player: Careful who you accuse, child.KID
        • 15.
          Narrator
          : *You suspect the child will think twice before bothering you again.*
          End
        • 15.
          Narrator
          : *You made yourself quite clear: children should know better than to accuse their elders.*
          End
        • 15.
          Narrator
          : *Perhaps this child will live to maturity after all. You're being left alone.*
          End
      • 24. Player: I wouldn't know anything about that.CRIME_GuiltFound = False
        • 5.
          Narrator
          : *You quickly clear things up. Obviously you aren't the miscreant responsible.*
          End
        • 5.
          Narrator
          : *You have a convincing air of innocence about you. That's enough for now.*
          End
        • 5.
          Narrator
          : *The situation is quickly resolved. Clearly you're not the one responsible.*
          End
      • 12. Player: Try to talk your way out of it.GEB_CharismaDisabled = False, CRIME_PersuasionFailed = False, CRIME_GuiltFound
        • 26. Player: Didn't you see? The real vandal already fled!Roll (Charisma, Deception) vs 10 (0)
        • 26. Player: I only came to see what the ruckus was. No crime in that.Roll (Charisma, Deception) vs 10 (0)
        • 26. Player: Probably a manufacturing fault. I can hardly be blamed for your shoddy belongings.Roll (Charisma, Deception) vs 10 (0)
          • Link to Node 0
          • Link to Node 28
        • 25. Player: How about I start breaking bones instead?Roll (Charisma, Intimidation) vs 10 (0)
        • 25. Player: Now that I'm warmed up, shall I break you next?Roll (Charisma, Intimidation) vs 10 (0)
        • 25. Player: How'd you like to get vandalised?Roll (Charisma, Intimidation) vs 10 (0)
          • 0. [RollResult] True
            • 10.
              Narrator
              : *You've been given the benefit of the doubt this time, but something tells you next time you won't be so lucky.*GEB_CharismaDisabled_NextTimeCRIME_PersuasionSuccess
              End
            • 10.
              Narrator
              : *You may have talked your way out of this one, but there will be no repeat performance.*GEB_CharismaDisabled_NextTimeCRIME_PersuasionSuccess
              End
            • 10.
              Narrator
              : *You'll walk free, for now, but your stories won't land so well if you're caught again.*GEB_CharismaDisabled_NextTimeCRIME_PersuasionSuccess
              End
            • 17.
              Narrator
              : *Perhaps you're innocent after all. This won't go any further.*CRIME_PersuasionSuccess
              End
            • 17.
              Narrator
              : *Your words are compelling. You will not be disturbed further.*CRIME_PersuasionSuccess
              End
            • 17.
              Narrator
              : *Perhaps it's best not to accuse you of this particular crime. As you were.*CRIME_PersuasionSuccess
              End
          • 28. [RollResult] False
            • 9.
              Narrator
              : *Perhaps the guards will find your words to be of interest. They served little purpose here.*CIVILIANCRIME_FoundGuiltyPlayer, CRIME_CallGuardsFromDialog
              End
            • 9.
              Narrator
              : *Your words are uncompelling. The guards will deal with you.*CIVILIANCRIME_FoundGuiltyPlayer, CRIME_CallGuardsFromDialog
              End
            • 9.
              Narrator
              : *You sense the guards will be hearing of this.*CIVILIANCRIME_FoundGuiltyPlayer, CRIME_CallGuardsFromDialog
              End
            • 3.
              Narrator
              : *You aren't convincing enough. This guard wants you locked up.*GEB_Arrest_HavePrison, IsInPrison = False, 69cf6c1f-fc1f-4e22-b55d-dc40768f6669CRIME_PersuasionFailed
            • 3.
              Narrator
              : *Your words have only confirmed your guilt. You're about to be arrested.*GEB_Arrest_HavePrison, IsInPrison = False, 69cf6c1f-fc1f-4e22-b55d-dc40768f6669CRIME_PersuasionFailed
            • 3.
              Narrator
              : *You hope for a glimmer of understanding. No such luck. It's the cells for you.*GEB_Arrest_HavePrison, IsInPrison = False, 69cf6c1f-fc1f-4e22-b55d-dc40768f6669CRIME_PersuasionFailed
              • 32. [Jump] Jump to Node 31 (2)
            • 8.
              Narrator
              : *Your words have only made things worse. Much, much worse.*CRIME_FoundGuiltyPlayer, TemporaryHostilityAfterDialog
              End
            • 8.
              Narrator
              : *Your words are of no interest. The time for talking is over.*CRIME_FoundGuiltyPlayer, TemporaryHostilityAfterDialog
              End
            • 8.
              Narrator
              : *Your words only make you appear more guilty. You can't be allowed to walk free.*CRIME_FoundGuiltyPlayer, TemporaryHostilityAfterDialog
              End
        • 29. Player: Am I to be held responsible for every little thing that goes wrong? This is an outrage! Roll (Charisma, Persuasion) vs 10 (0)
        • 29. Player: Can't you just fix it? Save all this fuss?Roll (Charisma, Persuasion) vs 10 (0)
        • 29. Player: Can't we just sweep this under the rug, so to speak?Roll (Charisma, Persuasion) vs 10 (0)
          • Link to Node 0
          • Link to Node 28
      • 21. Player: Maybe a little gold would smooth this over? ([GEN_CheckMagicPocketGold_6057ad05-9492-4630-9f0a-be548b134c54])CRIME_GuiltFound
        • 30.
          Narrator
          : *Gold may have made your problem go away this time, but next time you won't be so lucky.*GEB_Crime_BribingDisabled_NextTime, 93147083-af38-43f5-8354-9737c3e928d2 = False, e678bd59-74f4-4a7b-8776-aca807d9ef22, CIVILIAN = FalseGEN_TransferNPCPayment
          End
        • 30.
          Narrator
          : *The benefit of the doubt can only be bought so many times. This was the last of those times.*GEB_Crime_BribingDisabled_NextTime, 93147083-af38-43f5-8354-9737c3e928d2 = False, e678bd59-74f4-4a7b-8776-aca807d9ef22, CIVILIAN = FalseGEN_TransferNPCPayment
          End
        • 30.
          Narrator
          : *Improperly-acquired coin weighs heavy on the conscience. The bribe may have worked this time, but it won't work the next.*GEB_Crime_BribingDisabled_NextTime, 93147083-af38-43f5-8354-9737c3e928d2 = False, e678bd59-74f4-4a7b-8776-aca807d9ef22, CIVILIAN = FalseGEN_TransferNPCPayment
          End
        • 23.
          Narrator
          : *You're sure the gold will be most useful in catching the one responsible.*2a7c4f74-438b-4987-9def-4f918c98b9db, e678bd59-74f4-4a7b-8776-aca807d9ef22GEN_TransferNPCPayment
          End
        • 23.
          Narrator
          : *A quick transaction, and your problem is miraculously resolved.*2a7c4f74-438b-4987-9def-4f918c98b9db, e678bd59-74f4-4a7b-8776-aca807d9ef22GEN_TransferNPCPayment
          End
        • 23.
          Narrator
          : *Your gold was more than enough to defuse the situation. You're free to go.*2a7c4f74-438b-4987-9def-4f918c98b9db, e678bd59-74f4-4a7b-8776-aca807d9ef22GEN_TransferNPCPayment
          End
        • 11.
          Narrator
          : *It's customary to possess gold in order to bribe someone with it.*e678bd59-74f4-4a7b-8776-aca807d9ef22 = False, CIVILIAN
        • 11.
          Narrator
          : *You don't have the gold to buy your way out of this situation.*e678bd59-74f4-4a7b-8776-aca807d9ef22 = False, CIVILIAN
        • 11.
          Narrator
          : *Perhaps you'd better earn some gold before you try giving it away to others.*e678bd59-74f4-4a7b-8776-aca807d9ef22 = False, CIVILIAN
        • 22.
          Narrator
          : *The price of freedom runs higher than you thought. A prison cell beckons...*GEB_Arrest_HavePrison, IsInPrison = False, 69cf6c1f-fc1f-4e22-b55d-dc40768f6669
        • 22.
          Narrator
          : *Your gold buys contempt, but not freedom. You're about to be detained.*GEB_Arrest_HavePrison, IsInPrison = False, 69cf6c1f-fc1f-4e22-b55d-dc40768f6669
        • 22.
          Narrator
          : *If you didn't seem guilty before, you certainly do now. Turn yourself in, or face the consequences.*GEB_Arrest_HavePrison, IsInPrison = False, 69cf6c1f-fc1f-4e22-b55d-dc40768f6669
          • 16. [Jump] Jump to Node 31 (2)
        • 33.
          Narrator
          : *Loosening your purse strings usually suffices, but not today. Your sins demand blood, not gold.*CRIME_FoundGuiltyPlayer, TemporaryHostilityAfterDialog
          End
        • 33.
          Narrator
          : *Gold saves you from many confrontations, but not this one.*CRIME_FoundGuiltyPlayer, TemporaryHostilityAfterDialog
          End
        • 33.
          Narrator
          : *Only the guilty party would attempt such brazen bribery. If you're guilty, you should be punished.*CRIME_FoundGuiltyPlayer, TemporaryHostilityAfterDialog
          End