04-21-2017, 03:03 PM
Author's Note: In order to not put heroes at too much of a disadvantage to the point where it would be boring, I'm skipping straight to the next bit of information that I had planned, rather than list the Archetypes or detail them any further.
Traps and You: A Guide to how not to fall prey to some of the tactics heroes use to defeat you easily.
- Under no circumstance is the hero allowed a last request of any variety: When a hero makes a last request after you have captured him, it is likely because he has something planned. Like for example if he were a pyromancer and requested a cigarette, or something. Or say he was a Hydromancer, and requested a bottle of water. Giving a hero coffee is a bad idea, as it could be used as a weapon by being splashed into your face which will burn. While I have never personally experienced this, the idea is mentally painful. You should also not allow the hero to retrieve anything that could potentially be used as a weapon of any sort against you.
- Pets: Should the hero have a pet, you should go out of your way to capture it. Why? A pet can do a lot of damage if the hero has trained it right. It can chew through wires that control the cell the hero is in, it can pilfer the keys from wherever you have hidden them, it can spy on your enemies, it can torture you by crawling up your clothes and biting you in certain areas. Bottom line, if the hero does have a pet when you capture him you should execute the pet immediately. There is no telling what it could do if you don't do so and prevent it from bothering you.
- Guards: When a hero is being guarded, make sure to guard him with a mix of both genders so that if the hero manages to charm one he cannot charm the other into aiding him in an escape attempt.
