Cabal Gameplay

Cabal gameplay is designed with the goal to be simple and interesting as a multiplayer experience, providing some additional powers in exchange for responsibilities. The powers are vetted carefully so that remaining independent remains a viable alternative.

Cabal Components

Cabal gameplay is comprised of just two things:
Powers

These are extra abilities exclusive to mortals in the cabals. Each cabal has unique powers. This is an addition to any abilities the mortal already has. Cabal powers are geared towards helping the cabal members fulfill their duties, for example, a Justice can call special guards that attack only criminals.

Shrines

A cabal needs to protect its holy item to be able to keep those powers. This item is kept safely within their shrine. Shrines have three places of note::

  • A courtyard, serving as an "alert zone" to warn members of impending attack.
  • An entrance, occupied (but not blocked) by the door guard. Stolen cabal items are stashed on this.
  • An inner sanctum, defended to the death by the sanctum guard. An altar containing the cabal's relic is inside it.

WARNING: Picking up holy items removes the protection of PK range, and renders you unable to conceal, use transportation abilities, or attack other players.

Disclaimer: Cabal Politics

Having extra responsibilities and a leader to answer to may not be for everyone, and taking death marches to retrieve or prevent losing of the cabal item also comes with the territory. If you aren't willing to accept the beatdowns this can bring down upon you, please don't sign yourself up for cabals. The current record for beatdowns is an 8-on-1 holy gangbang of doom, held by Deiminos, former High Inquisitor of the Justice cabal.

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