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<blockquote data-quote="kigmatzomat" data-source="post: 3894502" data-attributes="member: 9254"><p>The difference between a hero and a villain is wisdom and respect for people. Your characters aren't showing any wisdom or respect. As far as the "common knowledge of wind walk" fine and dandy in your campaign, but in a vampire-ridden area using that windwalk to appear in the middle of an armed base is as bad as a spell that gives you fangs! </p><p></p><p>Let's face it, the guy who appeared could be your buddy but he could now be a vampire where he wasn't before. That's what vampires do, turn people and use the existing relationships to gain access to everyone. Your priestess could have tried a turning to demonstrate that the windwalker was not a vampire but instead she starting yelling at people. </p><p></p><p>Any cleric capable of casting Wind Walk should be bright enough to know that people terrified of vampires are going to shoot first, ask question second. Furthermore, any cleric capable of casting Wind Walk can also cast Sending and warn people he's coming. Last of all, a cleric of a level to cast Wind Walk should have the diplomacy to follow reasonable security precautions. </p><p></p><p>The guards <em>should</em> react when people bypass the normal security protocols. Given the power of vampires, they should do so rather decisively. Those protocols are to protect the people and the rightful authorities. If your characters have not been officially added to the chain of command, they are not to be obeyed! </p><p></p><p>Power your characters have. But authority is separate from power. There's lots of relatively low-ranked individuals who operate tanks and gunships IRL that have power but not a whole lot of authority. Even your priests may not have much authority if they don't play according to the church policy. Until an existing, recognized authority brings you into the chain, you are a dangerous wild card. </p><p></p><p>Respect is separate from authority or power. There's an old saw that goes "you have to give respect before you earn it." People may fear you or respect your power but personal respect requires demonstrating judgement. In all honesty, the priestess and your character should have been berating your idiot teammate for scaring the locals. That would have demonstrated that you understand the situation and the rational response of the militia. </p><p></p><p>Authority can come from respect. If you demonstrate that you have good judgement, understand the needs of the community and show the proper deference to the existing power structure then you may be given authority by the locals.</p><p></p><p>If I were the commander of the guard I'd be writing very diplomatically worded letters to the nearest bishop-equivalent of the party cleric & priestess's church(es). Right now your characters are even less socially adapted than the Special Fathers on Cartoon Network's "Lucy, Daughter of the Devil" and they have a nun assassin who has a penchant for stabbing people and blowing up things.</p></blockquote><p></p>
[QUOTE="kigmatzomat, post: 3894502, member: 9254"] The difference between a hero and a villain is wisdom and respect for people. Your characters aren't showing any wisdom or respect. As far as the "common knowledge of wind walk" fine and dandy in your campaign, but in a vampire-ridden area using that windwalk to appear in the middle of an armed base is as bad as a spell that gives you fangs! Let's face it, the guy who appeared could be your buddy but he could now be a vampire where he wasn't before. That's what vampires do, turn people and use the existing relationships to gain access to everyone. Your priestess could have tried a turning to demonstrate that the windwalker was not a vampire but instead she starting yelling at people. Any cleric capable of casting Wind Walk should be bright enough to know that people terrified of vampires are going to shoot first, ask question second. Furthermore, any cleric capable of casting Wind Walk can also cast Sending and warn people he's coming. Last of all, a cleric of a level to cast Wind Walk should have the diplomacy to follow reasonable security precautions. The guards [i]should[/i] react when people bypass the normal security protocols. Given the power of vampires, they should do so rather decisively. Those protocols are to protect the people and the rightful authorities. If your characters have not been officially added to the chain of command, they are not to be obeyed! Power your characters have. But authority is separate from power. There's lots of relatively low-ranked individuals who operate tanks and gunships IRL that have power but not a whole lot of authority. Even your priests may not have much authority if they don't play according to the church policy. Until an existing, recognized authority brings you into the chain, you are a dangerous wild card. Respect is separate from authority or power. There's an old saw that goes "you have to give respect before you earn it." People may fear you or respect your power but personal respect requires demonstrating judgement. In all honesty, the priestess and your character should have been berating your idiot teammate for scaring the locals. That would have demonstrated that you understand the situation and the rational response of the militia. Authority can come from respect. If you demonstrate that you have good judgement, understand the needs of the community and show the proper deference to the existing power structure then you may be given authority by the locals. If I were the commander of the guard I'd be writing very diplomatically worded letters to the nearest bishop-equivalent of the party cleric & priestess's church(es). Right now your characters are even less socially adapted than the Special Fathers on Cartoon Network's "Lucy, Daughter of the Devil" and they have a nun assassin who has a penchant for stabbing people and blowing up things. [/QUOTE]
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