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1.6.2 Using Coded Skills
Some skills, spells, and psionic abilities have coded effects. That
is, success or failure causes some change to the database, such as
raising or lowering someone's hit points, transferring money, unlocking
an exit, etc. The online manual entry for a skill should say whether or
not it is coded.
In order to trigger an ability's coded effects, you need to use
+use (for skills), +cast (for spells),
+focus (for psionic abilaties), or a specific named action
rather than +roll to perform the action.
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+use <skill> vs|at|on <target> |
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+cast <spell> vs|at|on <target> |
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+focus <psiab> vs|at|on <target> |
Example: If Nim had the Medic skill, and wanted to try to give Antar
medical aid, she would do +use medic on antar . If she
instead wanted to help him with the healing spell Anjin's Cantrip, she
would do +cast anjin's cantrip on antar .
The online manual on your world should indicate what skills are
defined, and their coded effects if any. You can also use the
+info command to get information
about prerequisites, tools, and materials needed to learn and use
specific skills, spells, or psionic abilities. For example, typing
+info spells/steal intelligence produces the following
output:
>> SPELL INFORMATION FOR 'STEAL INTELLIGENCE':
Base: Craft Skill
INT Rating: 10
Prequisites: Skills: Mage (1)
Prequisites: Skills: Pon's Lore (2)
Components: Wizard's Staffs (1)
Materials: Anise (1)
Materials: Cobweb (1)
Fatigue: 16
Defence: Intelligence
This indicates that you must have an INT of 10 and the
skills Mage (at level 1) and Pon's Lore (at level 2) in order to learn
the spell in the first place. In order to actually cast the
spell, you would need to have a Wizard's Staff, some anise, and a bit of
cobweb (spell use is discussed in greater detail in the Magic section). So, when attempting to use a
skill, spell, or psionic ability that you know, check the ability
with +info if the system tells you that you need
something else in order to use it in a way that invokes its coded
effects.
+Use , +cast , and +focus are
`generic' commands: each makes the appropriate rolls and applies results
as needed. . Some skills though, are aspects of a subsystem of
Argo and are invoked through special commands, specific to the
subsystem. Weapon skills and other combat skills such as Martial Arts,
for example, are part of the combat system. To engage in combat, you
don't +use sword vs antar or +use martial
arts ; instead, you use the commands relating to the combat
system, such as +attack , +parry , and
+aim . To start a rumor at court, you would use the
+gossip command, rather than +use court
influence . Objects are created with the +make
command. These commands carry out the implied action, referencing your
skill levels as needed. Coded skills that have their own set of commands
are discussed in separate sections of the manual (Combat, Artisan
Skills, Thieves' Skills, Medical Skills, and Rumors
and Influence, etc.)
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