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1.7.4 Fatigue and Damage
Fatigue
NOTE: The combat system is undergoing revision. This
page is outdated.
All Argo characters have a Fatigue level, a measure of how
much endurance they have and how much energy they can exert. Fighters
expend Fatigue in combat (magic users and psionic characters also expend
Fatigue when using their abilities).
When you are fully rested, your Fatigue level is equal to your
CON plus your STR (however, see also Combat Advantages). Offensive combat actions,
and active defenses, like dodging an attack, expend 1 point of Fatigue
each. You automatically recover 1 point per round. As long as your
Fatigue level is a positive number, your actions occur normally. If your
Fatigue level becomes a negative number, however, you suffer minuses to
all your combat rolls: if your Fatigue level were -5, all your combat
rolls would be at -5. If you expend twice your rested Fatigue
that is, if your Fatigue reaches zero minus your rested Fatigue
level you are exhausted. Not only are you at a terrible minus for
all your actions, but you will `slow down'... turns will be spent
recovering until you reach a non-exhausted level.
You can recover Fatigue by executing a +wait command, in
which case you won't expend any Fatigue for offensive actions: if you
are not being attacked, the net effect is that you will regain 1 point
per round. Or, you can execute a +rest command, in which
case you will regain 2 points per turn. While resting, however, you
cannot use active defenses such as Parry or Dodge, though your armor
will still be effective.
So, to give an example, if you had a CON of 10 and
a STR of 12, your rested Fatigue level would be 22. If you
were attacking, but not being attacked (your opponent is using
+nodef , or is targeting someone besides you... or is some
peaceful soul pleading with you to stop attacking), you could keep
fighting indefinitely: you would be expending 1 point of Fatigue per
round, but then automatically recover it, in effect `staying in place'.
If your target were attacking you, though, and you were using Parry as
your defense mode, then you would spend two points per turn (one to
attack and one to defend), and recover one... Your Fatigue level would
drop by 1 point each turn. (If your opponent were faster than you, you
would lose Fatigue somewhat faster; if he were slower, you would lose
Fatigue somewhat more slowly). If you continued to fight for 22 turns,
your Fatigue level would go below zero; your Fatigue level would be
applied to all your combat rolls (offensive and defensive) as a negative
modifier. If you kept fighting, this situation would continue and
deteriorate: the negative modifier would increase by 1 each turn, until
it reached -22. At this point, you would get one last action, and your
Fatigue level would go to -23. On your next turn, the combat system
would force you to spend a turn recovering; you would take no offensive
action. You could still use your active Parry defense (at a whopping
minus), but the point expended for this would cancel out the gain you
made while recovering... You would be effectively `pinned' until
something happened in your favor (such as your oppenent becoming
exhausted). At this point, you might choose to +rest for a
few turns, taking your chances on getting hit, or call for help, or
bravely run away.
Damage
Fatigue is recovered automatically, relatively quickly, and the only
thing it does to you is reduce your effectiveness. Damage is more
serious. The amount of damage you can take is determined by your
CON . When you are uninjured, your damage level is equal to
your CON (however, see also Combat
Advantages). When you are injured, it will drop below your
CON . If your damage level drops below zero, you are gravely
wounded: your effectiveness with all rolls against Abilities is reduced,
and you may die.
The calculations are as follows. As long as your damage level is at
or above zero, you do not suffer any penalties. When your damage level
goes below zero, your damage level is applied as a modifier to
all your rolls... That is, if your damage level were at -4, all your
rolls would be at -4. If your damage level reaches -CON
(zero minus your CON ), you die.
Damage can be removed by healing skills, spells, or objects. You can
also recover damage by natural healing: You have a chance, based on
CON , to recover 1 damage level per day.
When you die in Argo, you are effectively removed from the
game. Your status goes from `approved' to `dead'. You can only use
informational Argo commands (+man ,
+sheet , +staff , etc.). You are sent to the
Player Start room, and an object named `<YourName>'s
Body ', is put in the room where you died. All Argo
possesions and money that you are carrying are left in the room where
you died, and set so that anyone can take ownership of them. At this
point, you can hang around as a non-Argo player, bemoaning your
fate, or go to the chargen area, do a +reset , and get
started on a new character.
It is possible that you can get back in the game after
death, as your current character. The staff command
+approve will reset your status property to `approved',
effectively bringing you back to life (though it doesn't do anything to
recover your belongings). The purpose of this is to allow the staff to
correct for unwarrented deaths resulting from either problems in the
Argo code or improper roleplay. If it is determined that
your character will not be resurrected, your only option is to
+reset and start a new character. (Designer's Philosophy:
unless the death was caused by a program bug, `If you get killed you're
dead. Make friends while you're alive so they can avenge you. Make
sure people know you have friends.' But the policy on character
resurrection indeed, on all aspects of Argo is
completely up to the MUCK staff.) And the possibility is
left open for the MUCK 's wizards to create devices or
spells that will resurrect a dead character. (Note to Programmers: set
characters' @a/status property to `approved'
to resurrect them. Note to Evil Programmers: set characters'
@a/status property to `dead' to kill
people.)
A last note on taking damage and dying: The +wimpout
command provides a certain measure of insurance against dying. To set
your wimpout level, type +wimpout <number> . If go
below the damage level you specify with +wimpout , you will
immediately retreat in a random direction, or be sent home if there is
no exit available. (Note, though, that some weapons deal out damage in
large doses... and players with a high Strength do extra damage with melee
weapons... and critical successes can increase the amount of damage
done even further... So, it is possible to die even with a truly wimpy
+wimpout setting.)
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