Ok the basic idea is to be able to reliably capture/subdue heartlings and bigger animals like bears.
To do this 1 or 2 new skills could be made: Manhunter (100.000 lps) and Beast trainer (150.000 lps).
These skill would open up new craftable items: Handcuffs (mabe from 2 bars of Wrought iron), Chain and ball (1 bar of Wrought and 3 bars of Cast iron), Bear collar (5 bars of Wrought iron) and maybe Bear trap (1 bar of Steel and 3 bars of Wrought iron).
In general blacksmithing would recieve new craftable weapons: Iron club (1 block of wood and 2 bars of cast iron), Mace (1 block of wood and 3 bars of Wrought iron), Warhammer (4 pieces of leather and 10 bars of steel or bronze)
Items use:
- Handcuffs: Can be applied to a knocked down heartling (hold the handcufs then right click on target heartling)-once equipped can't be taken off eccept by owner of key (he right clicks on chained heartling and 'Unchain' option appears like with cattle 'unleash'). Hancuffs fill both hand slots in inventory, halve all 3 combat stats and prevents from traveling anywhere, but you can still move around freely and use unarmed attacks to try and escape (unlikely but hey...). They require the Manhunter skill to be crafted and used.
- Chain and ball: Can be put on and off a heartling in the same way as handcuffs. Effects: a chained heartling can only walk and crawl, can't run. Same crafting and use limitations as handcuffs.
- Bear collar: You equip it in a hand while trying to domesticate/tame a Bear (in the same way as you use a rope when domesticating cows or goats). Obviously only very strong heartlings could hope to subdue bears, but if they do they could use them as:
1. Mounts (links back to the 'Bear cavalry' idea)
2. Oversized 'War hounds' that follow their master (like leashed cows) and treat as hostiles anybody fighting their owner (note that you would have to have the bear collar equipped in one hand slot to drag him around wich unables the heartling to use 2 handed weapons while having a war bear in tow).
Anyway you obviously need the Beast trainer skill to use and craft this item.
- *Bear trap: you set it up on a spot in the woods (hold it, then right click on the floor to set it up), then lift a skinned dead animal and right click on the trap to set it up as a bait. The 'scent' radius at wich bears (and other future carnivors) will be attracted to the trap will depend on the dead animal's quality and size. The traps quality will limit the level of the bears that can be caught with it (if the first bear that gets to the trap is too high a level to be trapped by it, he'll just take the bait and go away, leaving the trap disarmed and damaged (level of trappable bear = ql of trap/5 (maybe 10)). A trapped bear can't move and will stay trapped for 3 ingame days, after that he'll just die of starvation, leaving only bones. This item need the Beast trainer skill to be used (ok maybe a different name would be more appropriate, like Beast tracker or Furrower...?)
New weapons:
Blunt weapons in general: The idea is to have a class of weapons specifically designed to knock out opponents rather than cause lethal damage. That is specifically true when trying to capture of interrogate possible thiefs/criminals and their associate. Therefore I'd propose these variants of maces, that would cause twice the damage of corresponding swords would (corresponding as in the type of metal required to make them), but just on Soft Hit points. One problem that springs to mind is raiders and high level grievers using these to quickly knock out any defenders, then switch to swords and kill them while they are on the ground. To partially mitigate that I would propose that all blunt weapons can be used only by heartlings without the murder skill or only with the Man hunter skill (and make the man hunter and murder skill exclusionary between them, so you have to choose one fighting approach over the other). Admittedly if we do it this way we might call the skill Law enforcer rather than Man hunter to indicate a more 'Lawful good' kind of alignment (defender of the people and hunter of criminals...). Of course large raiding parties could include combinations of both kinds of fighters, but it would bring a bit of diversity in fighting styles...
- Iron club: Basic one handed blunt weapon, does 15 Shp dmg basic + 1/3 str.
- Mace: Advanced one handed blunt weapon; does 30 Shp dmg basic + 1/3 Str.
- Warhammer: Supreme two handed blunt weapon; does 80 Shp dmg base + 1/3 Str. Might also be good for demolishing stuff (like Pickaxe, but better).