:is quoting a large file, and will be unable to interact for a moment. @set here=@a/skills/Acrobatics:phy,7,0 @set here=@a/skills/Actor:cra,9,0 @set here=@a/skills/Animal Trainer:cra,8,0 @set here=@a/skills/Armorer:cra,8,0 @set here=@a/skills/Artisan:cra,8,0 @set here=@a/skills/Artist:cra,9,0 @set here=@a/skills/Axes & Maces:phy,6,0 @set here=@a/skills/Bureaucracy:int,8,0 @set here=@a/skills/Bows:phy,7,0 @set here=@a/skills/Business Sense:int,10,0 @set here=@a/skills/Brawling:phy,6,0 @set here=@a/skills/Climbing:phy,7,0 @set here=@a/skills/Concealment:int,9,0 @set here=@a/skills/Conversation:pre,10,0 @set here=@a/skills/Crossbows:phy,7,0 @set here=@a/skills/Deduction:int,11,0 @set here=@a/skills/Detect Lies:pre,10,0 @set here=@a/skills/Diplomacy:pre,9,0 @set here=@a/skills/Disquise:pre,10,0 @set here=@a/skills/Engineer:int,12,0 @set here=@a/skills/Fast-Talk:int,10,0 @set here=@a/skills/Gambling:pre,10,0 @set here=@a/skills/Guns:dex,7,0 @set here=@a/skills/Hunting:cra,8,0 @set here=@a/skills/Hypnotism:pre,10,0 @set here=@a/skills/Knives:phy,6,0 @set here=@a/skills/Literacy:int,6,0 @set here=@a/skills/Lockpicking:dex,8,0 @set here=@a/skills/Mage:int,10,0 @set here=@a/skills/Mathematics:int,9,0 @set here=@a/skills/Mechanic:cra,8,0 @set here=@a/skills/Medic:int,9,0 @set here=@a/skills/Mimic:pre,9,0 @set here=@a/skills/Naturalist:int,9,0 @set here=@a/skills/Oratory:pre,8,0 @set here=@a/skills/Perception:int,10,0 @set here=@a/skills/Physician:int,11,0 @set here=@a/skills/Physician/preq:skills,Medic,1 @set here=@a/skills/Pickpocket:dex,8,0 @set here=@a/skills/Pilot:cra,10,0 @set here=@a/skills/Poisons:int,9,0 @set here=@a/skills/Polearms:int,6,0 @set here=@a/skills/Politics:pre,8,0 @set here=@a/skills/Priest:pre,8,0 @set here=@a/skills/Riding:dex,6,0 @set here=@a/skills/Running:int,6,0 @set here=@a/skills/Sailing:int,8,0 @set here=@a/skills/Sex Appeal:int,7,0 @set here=@a/skills/Shields:phy,6,0 @set here=@a/skills/Sleight of Hand:dex,8,0 @set here=@a/skills/Stealth:dex,9,0 @set here=@a/skills/Streetwise:pre,9,0 @set here=@a/skills/Swimming:phy,6,0 @set here=@a/skills/Swords:phy,7,0 @set here=@a/skills/Thrown Weapons:int,7,0 @set here=@a/skills/Tracking:int,8,0 @set here=@a/skills/Traps:int,9,0 @set here=@a/skills/Ventriloquism:pre,9,0 +man #edit d +account b +account y +account (Argo command) Syntax: '+account' Displays your account balance at the current bank. You must be at a bank branch to display your account. Use the +banks command (from any location) to display a list of banks and their branches. .format 6=76 .end d Acrobatics b Acrobatics y Acrobatics (Skill) Base: Physical Skill INT Rating: 8 You are trained to perform difficult, unusual and impressive acrobatic feats. A swashbuckler who swings from chandeleers and weilds his rapier with exceptional flourish, a cat-burgler who works her way past obstacles and dectionn devices by skilled leaps and difficult contortions... both would be candidates for the Acrobatics skill. (Uncoded) .format 1 99=76 .end d +active b +active y +active (Argo utility) Syntax: '+active ' Staff only. Displays a list of players who have logged on in the last , along with their usecount and an indicator of their approval status. See also +inactive. .format 6=76 .end d Actor b Actor y Actor (Skill) Base: Craft Skill INT Rating: 9 You are trained to use your voice, body language, etc., to best effect in performance (the 'performance' can be impromptu, such as telling a convincing lie to the investigating officer). You are also familiar with the professional language and craft of the stage. (Uncoded) .format 1 99=76 .end d +advantages b +advantages y +advantages (Argo command) Syntax: '+advantages', follow prompts Records advantages you select during character generation on your character sheet, deducting the appropriate amount from your Available Points. Not available after character approval. .format 6=76 .end d +aim b +aim y +aim (Argo combat command) Syntax: '+aim [at] ' Aims a readied missle weapon at . Aiming for 1 turn is necessary to fire at normal levels (rolls for firing without aiming are at -3). Additional turns spent aiming increase your chance to hit by 1 for each turn spent aiming, up to +5. .format 6=76 .end d Animal Trainer b Animal Trainer y Animal Trainer (Skill) Base: Craft Skill INT Rating: 8 You are knowledgable in the needs and abilities of animals, and can train them to perform tasks or tricks within their capabilities. Familiarity with the skill gives you knowledge of one species (or narrow, related group of species). Each additional level gives you knowledge of another species, in addition to increasing your chance of success. (Uncoded) .format 1 99=76 .end d +approve b +approve y +approve (Argo utility) Syntax: '+approve ' Staff only. Approves 's character for RP. An approved player has access to all Argo player commands, and buys skills and stats differently. Review the character carefully before approval, ensuring that the character conception fits the MUCK theme and that advantages and disadvantages are given an appropriate point value. See also +unapprove. .format 6=76 .end d +approved b +approved y +approved (Argo utility) Syntax: '+approved' Staff only. Scans the database and displays a list of all approved chararacters. .format 6=76 .end d Armorer b Armorer y Armorer (Skill) Base: Craft Skill INT Rating: 9 You are knowlegable and skillful in the design and production of weapons and armor. Each additional level increases your chance of successfully making or repairing an object. At the discretion of the MUCK's Argo staff, more specific forms of the Armorer skill may be defined for specific types of weapons and armor. Making weapons for use in the Argo combat system is a coded skill requiring an investment of time and money. .format 1 99=76 .end d Artisan b Artisan y Artisan (Skill) Base: Craft Skill INT Rating: 9 You are knowledgable and skillful in an artisan craft, such as Leatherworking, Basket Making, Beadwork, etc. 'Artisan' is a catch-all skill to be used for crafts which do not have their own skill category. Familiarity with Artisan skill gives you training in one craft; additional levels increase your chances of success. An additional level can also give you skill in another *related* craft. (Uncoded, often a prerequisite for coded skills. .format 1 99=76 .end d Artist b Artist y Artist (Skill) Base: Craft Skill INT Rating: 10 You have practical training that allows you to express your artistic insights and ideas competently, and knowledge of the profession: reasonable prices for supplies and finished work, where to buy and sell, etc. The Artist skill reflects your *training*, not your *talent*: one's artistic talent is measured by the Presence stat rather than the Artist skill. But, better training lets you better express your talent: your chances for producing a good work of art are rolled against Craft skill (intelligent design, manual dexterity, and artistic insight all play a part) modified by your Artist skill (as does training). (Uncoded) .format 1 99=76 .end d +attack b +attack y +attack (Argo combat command) Syntax: '+attack ', or '+attack' Initiates an attack sequence against . If you already have a designated target, you can type '+attack' without arguments. If you have a readied weapon, the attack will be resolved using your skill level for that weapon and its damage values. If you don't have a readied weapon, the attack will be resolved as unarmed combat. .format 6=76 .end d Axes & Maces b Axes & Maces y Axes & Maces (Skill) Base: Physical Skill INT Rating: 7 You are trained in the use of weapons from the Axes/Maces group, having been instructed in effective manuevers and practiced enough to execute them reliably. Additional levels increase your chances to use the weapons offensively and defensively. (Coded.) .format 1 99=76 .end d +award b +award y +award (Argo utility) Syntax: '+award =' Staff only. Modifies the number of character development points available to by the specified number. The number may be positive or negative. .format 6=76 .end d +background b +background y +background (Argo command) Syntax: +background , or +bg Shows 's public background. For your own background, and for staff members, +background shows private backgrounds as well. defaults to 'me'. The command usually has an alias of '+bg'. .format 6=76 .end d +banks b +banks y +banks (Argo command) Syntax: '+banks', '+banks #add', '+banks #remove' The +banks command, without arguments, lists all banks and their branches. Staff members may also use the #add and #remove options to add or remove their current location from a bank. .format 6=76 .end d +become b +become y +become (Argo utility) Syntax: '+become ' Staff only. Renames and redescribes your character, and installs Argo properties for an NPC identity created with the +define command. You can change identies as often as you like, but only one staff member may be in a given role at a time. Use the +revert command to return to your normal form. A page alias is established so that pages to your regular name go through. You automatically revert if you disconnect while in NPC form. Note: It's possible for you to drop connection with the net or the MUCK, without your character being disconnected, in which case the programs will not be triggered to revert your character. This shouldn't be a cause for alarm. You can log back on using the NPC name and your regular password. If you forget who you were or the exact spelling, you could log on as a Guest, and do WHO to get the right name. See also +define and +revert. .format 6 7=76 .end d +block b +block y +block (Argo combat command) Syntax: '+block' Sets your Defense Mode to 'block': you attempt to avoid attacks by warding them off with your shield. You must have a readied shield in order to block. Your Block skill is equal to your current DEX plus your Shield skill. .format 6=76 .end d +boost b +boost y +boost (Argo command) Syntax: '+boost', follow prompts On a successful Influence roll, this command boost the reputation of someone in one of your Groups, raising his or her Influence. You may boost the reputation of someone who is not a member of a group, in effect 'putting in a good word for' him or her, causing her to be accepted by the group (i.e., to have Influence). You must be have Influence in the group in order to attempt to boost another player. Characters whose Influence in the group is greater than yours are harder to build up; characters with lower Influence are easier. Critical successes are highly effective; critical failures will backfire. May only be used once per day. .format 6=76 .end d Bows b Bows y Bows (Skill) Base: Physical Skill INT Rating: 8 You are trained in the use of weapons from the Bows group, having been instructed in effective techniques and practiced enough to execute them reliably. Familiarty with the skill lets you use weapons from the group at the base chance. Additional levels increase your chances to hit. (Coded.) .format 1 99=76 .end d Bureaucracy b Bureaucracy y Bureaucracy (Skill) Base: Intelligence INT Rating: 9 You know both the formal and informal aspects of the bureaucratic procedures of an organization or culture: not only what forms to fill out and how, but where you can cut corners, effective means of getting a project through red tape, who can be bribed and who can't, etc. Familiarty with the skill gives you close knowledge of beureaucratic practice within a small, well-defined group: the auditing department of a large company, shipping in a particular port, and so forth. Additional levels increase your chances for successful roles and give you knowledge of broader or additional fields. In literate societies, Literacy would be a prerequisite of Beauracracy. (Uncoded) .format 1 99=76 .end d Business Sense b Business Sense y Business Sense Base: Intelligence INT Rating: 10 Through formal or informal means, you have absorbed the principles and techniques necessary to take best advantage of a business situation. Successful rolls against Business Sense would mean that you bartered well, either selling high or buying low, or that you negotiated a contract to your advantage. A successful business sense roll might also give you insight into a client's or customer's needs, motivations, preferences, etc. (Uncoded) .format 1 99=76 .end d +buy b +buy y +buy (Argo command) Syntax: '+buy ' Purchases , creating the object if necessary and transferring ownership and possesion to you. The cost is deducted from your funds. Your location, something at your location, or a room in your current environment path must be a supplier for in order for you to be able to buy. Type '+buy' without arguments to see a list of objects for sale at your current location. .format 6=76 .end d Brawling b Brawling y Brawling (Skill) Base: Physical Skill INT Rating: 8 You have developed your ability to fight unarmed. Most likely, the training was informal, though you can choose to define the skill as having been learned from a teacher or school. Familiarity with Brawling lets you roll to hit or defend at the base rate in unarmored combat (more sophisticated forms of unarmored combat -- the martial arts -- have higher Intelligence Ratings but give better chances). (Coded.) .format 1 99=76 .end d +cast b +cast y +cast (Argo command) Syntax: '+cast [on|at|vs] [] Makes a roll against your skill level for , applying the coded effect if any, and displaying the results to the room or a group. +Cast is similar to the +roll command, but where +roll simply indicates the success or failure of a roll, and allows any stat or skill to be rolled against any other, +cast applies any coded effects of the spell as well. The Argo Manual provides more complete information on using the RP commands. For skills, use +use rather than +cast. .format 6=76 .end d +cgroom b +cgroom y +cgroom (Argo utility) Syntax: '+cgroom []' Staff only. Toggles the 'character generation room' status of the indicated room. If one or more character generation rooms have been configured, chargen commands suchs as +skills and +advantages may only be used in chargen rooms. defaults to 'here'. .format 6=76 .end d +check b +check y +check (Argo command) This command is used to verify the nature of Argo objects and to get basic event information about Argo players. Syntax: +check ...................... Show basic info about yourself +check ............. Show basic info about +check ............. Show basic info about +check 's .. Show basic info about +check #on .................. Report automatically when you are injured +check #off ................. Don't report automatically .format 4=76 .end d Climbing b Climbing y Climbing (Skill) Base: Physical Skill INT Rating: 9 You have developed your sense of balance, trained in techniques such as jamming and repelling, and learned to use ropes, knots, pitons, ascenders, etc. As a result, you may make best use of your strength and flexibility to execute difficult climbs. Players and Monitors will need to exercise judgment in deciding what modifiers should be applied to a climbing roll, or whether the climb is possible at all. Darkness and rain can apply negative modifiers to a climb; good equipment or the presence of vines and roots can apply negative modifiers. But no matter how good a climber's skills and equipment, some climbs will be effectively impossible. (Uncoded) .format 1 99=76 .end d +combat b +combat y +combat (Argo command) The +combat command is used to display or change your combat status. If you are 'combat ok', you may use combat-related commands, and they may be used against you. If you are not 'combat ok', then you may not use the commands and they may not be used against you. Syntax: +combat ........................ Show your combat status +combat #yes ................... Set yourself 'combat ok' +combat #no .................... Set yourself *not* 'combat ok' By default, players are *not* 'combat ok'. .format 4=76 .end d Concealment b Concealment y Concealment (Skill) Base: Intelligence INT Rating: 10 You have developed the ability to hide things -- including yourself -- to best advantage. Sometimes concealment is impossible (you can't hide in a bare, bright room; you can't conceal a large chest in the folds of your cloak), but if it's possible, you do it well: other player's attempts to find or notice the hidden object are calculated as an INT roll vs. your Concealment skill. (Coded.) .format 1 99=76 .end d +control b +control y +control (Argo command) Syntax: '+control #target ', '+control ' The +control command is used to control Argo-enabled puppets. To use it, you must first designate a +control target. You may target a puppet if either (1) you own it, (2) you are an Argo staff member, or (3) a spell or ability Has temporarily given you the ability to control it. Syntax: +control #target .... Set as your control target +control ............ Force current target to do Example: +control +attack antar ....... Current target attacks Antar .format 6=76 .end d Conversation b Conversation y Conversation (Skill) Base: Presence INT Rating: 11 Your ability to manipulate and benefit from conversations is highly developed. Successful rolls against Conversation can mean that your interlocuter let a valuable piece of information slip, that you noticed some telling hesitation or evasiveness, or that you successfully changed the subject, distracting attention from a dangerous topic. In addition, you have a nuanced awareness of body language and a very good memory for who said what, when, and under what circumstances. Detect Lies complements the Conversation skill well. (Uncoded) .format 1 99=76 .end d Crossbows b Crossbows y Crossbows (Skill) Base: Physical Skill INT Rating: 9 You are trained in the use of weapons from the Crossbows group, having been instructed in effective techniques and practiced enough to execute them reliably. Familiarty with the skill lets you use weapons from the group at the base chance. Additional levels increase your chances to hit. (Coded.) .format 1 99=76 .end d Deduction b Deduction y Deduction (Skill) Base: Intelligence INT Rating: 12 Your ability to sift and weigh data and arrive at valid deductions is highly developed, though you may do so in largely unconscious ways. A successful deduction roll means that you deduce (i.e., are told OOC by players or Monitors) something that is not immediately apparent. Players and Monitors will need to exercise judgment in determining appropriate modifiers, based largely on what proportion of the relevant data the player knows. (Uncoded) .format 1 99=76 .end d +define b +define y +define (Argo utility) Syntax: '+define', follow prompts Staff only. The +define command adds a skill, spell, psionic ability, language, group, advantage, disadvantage, NPC, template, weapon, or object to the Argo database. You should also use +man #edit to include documentation for the new material in the online manual. .format 6=76 .end d +deposit b +deposit y +deposit (Argo command) Syntax: '+deposit ' Allows you to deposit the indicated amount in the bank. You must be at a bank location to use the command. Use the +banks command to display a list of banks. See also '+withdraw'. .format 6=76 .end d Detect Lies b Detect Lies y Detect Lies (Skill) Base: Presence INT Rating: 10 A more specialized skill than Courtier or Conversation, Detect Lies simply means that you have a good chance to know if someone is lying. Whether you define the skill as an acute awareness of body language, a latent psychic ability, or an unconscious ability to weigh seemingly irrelevant data, the game results are the same: you may roll to see if a player or NPC is telling the truth. The roll is made against the target player's Presence ('+roll detect lies vs 's pre>) If the roll is successful, the player or Monitors must tell you. If the roll is unsuccessful, you're not sure. A critical failure means that you *know* for sure that the other person is/isn't lying, but you're wrong; a critical success means that you know not only whether someone is lying, but additional information such as why they are lying, what they are attempting to conceal, etc. If possible, have someone else make the roll for you. (Uncoded) .format 1 99=76 .end d Diplomacy b Diplomacy y Diplomacy (Skill) Base: Presence INT Rating: 11 You are skilled at negotiation. This can be used to arrange treaties or lessen (or increase) hostility between groups or individuals. In addition you are knowledgable about the pecking order and social customs of groups you work with or within, and you are attentive to all manner of data relevant to your efforts: body language, gossip, current events, and so forth. Diplomacy is a broad skill, the 'official' or 'legal' equivalent of the 'personal' skill of Conversation and the 'social' skill of Courtier. Like these, it calls for flexible and inventive roleplay. The Diplomat will probably find Detect Lies and Influence skills useful as well. (Uncoded) .format 1 99=76 .end d +disadvantages b +disadvantages y +disadvantages (Argo command) Syntax: '+disadvantages', follow prompts Records disadvantages you select during character generation on your character sheet, crediting you with the appropriate amount from your Available Points. Not available after character approval. .format 6=76 .end d Disguise b Disguise y Disguise (Skill) Base: Craft Skill INT Rating: 11 You trained in the use of disguise: not only make up, costumes, etc., but also techniques such as modifying your voice and gestures, directing attention away from yourself, or directing attention *to* yourself such that people notice everything or anything except your true appearance. As such, elaborate equipment will not always be necessary (though its absence may cause negative modifiers) Players' or NPCs' attempts to penetrate a disguise are made as INT rolls against your Disguise skill. (Uncoded) .format 1 99=76 .end d +dodge b +dodge y +dodge (Argo combat command) Syntax: +dodge Sets your Defense Mode to 'dodge': you attempt to avoid attacks by moving out of their way. Your Dodge skill is equal to your current CON + current DEX divided by 2 plus 2. You may declare +dodge at any time. Dodging is the only defense mode available if you have no shield or weapon that can parry. It may also be your best choice if you are unskilled with your weapon or shield. .format 6=76 .end d Engineer b Engineer y Engineer (Skill) Base: Intelligence INT Rating: 13 You are trained -- most likely through formal schooling -- in the design of a particular kind of equipment appropriate to the Tech Level of you and your world. Familiarity with Engineering gives you training in one branch of the subject: Chemical Engineering, Biomechanical Engineering, Civil Engineering, etc. Additional levels increase your chances of success on rolls for projects within your field, or allow you to design projects that incorporate a variety of fields. (Uncoded) .format 1 99=76 .end d +exchange b +exchange y +exchange (Argo command) Syntax: '+exchange', or '+exchange ' If is the MUCK's large coin, converts of your large coins to 100 small coins. If is the MUCK's small coin, converts of your small coins to their equivalent in large coins. The +exchange command with no arguments consolidates your funds to the smallest possible number of coins (i.e., you have as many large coins as possible, with the remainder in small coins). .format 6=76 .end d Fast-Talk b Fast-Talk y Fast-Talk (Skill) Base: Intelligence INT Rating: 12 Your verbal wits, gift of gab, and command of slang are highly developed. Successful use of Fast-Talk means that you diverted or confused your interlocutor, hoodwinked a customer, or simply told a lie convincingly. Fast-Talk implies a measure of glibness and chicanery, but its results are largely equivalent to those of Conversation. Note, however, that Fast-Talk (which is essentially a form of cleverness) is based on Intelligence, whereas Conversation is based on Presence. (Uncoded) .format 1 99=76 .end d +feint b +feint y +feint (Argo combat command) The +feint command changes your attack mode to feinting. Feinting is a tactical manuever that can increase your chance to hit a well-defended opponent. Instead of attacking, you fake an attack in attempt to draw your oppenent off guard. If the feint succeeds (rolled as an attack against your opponent), the amount by which you made your feint is applied as a modifier to your next attack roll. Upon executing a successful feint, your attack mode automatically switches to attack. Your next attack is made with the feint modifier, and then your attack mode automatically switches back to feint. Syntax: '+feint ' or '+feint' .format 6=76 .end d +finished b +finished y +finished (Argo command) Syntax: '+finished', follow prompts Use this command to declare your character complete, so you will be able to use Argo commands in RP. Not available on MUCKs requiring character approval. Note that adjusting stats and skills is more difficult and expensive after you enter play: it's a good idea to go over the character with a staff member or friend before using the +finished command. .format 6=76 .end d +fire b +fire y +fire (Argo combat command) Syntax: '+fire [at] ', or '+fire' Fires a readied missle weapon at . If you are currently aiming, you can type '+fire' with no arguments. Rolls for firing without aiming are made at -3. See +aim. .format 6=76 .end d +focus b +focus y +focus (Argo command) Syntax: '+focus [on|at|vs] [] Makes a roll against your skill level for , applying the coded effect if any, and displaying the results to the room or a group. +Focus is similar to the +roll command, but where +roll simply indicates the success or failure of a roll, and allows any stat or skill to be rolled against any other, +focus applies any coded effects of the psiab as well. The Argo Manual provides more complete information on using the RP commands. For skills, use +use rather than +focus. .format 6=76 .end d Gambling b Gambling y Gambling (Skill) Base: Presence INT Rating: 11 You know the rules of games of chance. You are good at calculating or estimating the odds, though you may do so by intuitive rather than mathematical means. Your control over your own body language and sensitivity to that of others is highly developed: sometimes this will carry over into social situations, but for the most part it is confined to gambling. You are also skilled in that very specialized form of acting, the bluff. And you are well versed in the conventions and unspoken codes that constitute good manners in gambling circles. Players and Monitors will need to be flexible and resourceful in determining how Gambling skill rolls should be used in play. A roll can be made at the start of the scene to indicate a general outcome that guides the improvised plot, or more specific rolls may be appropriate (Gambling vs. INT, Gambling vs. PRE, Gambling vs. Gambling). Though calculation of odds is defined as part of Gambling, the skill is more centrally a matter of Presence, which measures not only your self-control and insight into others, but quantifies that most unquantifiable of qualities, luck. (Uncoded) .format 1 99=76 .end d +give b +give y +give (Argo command) Syntax: '+give to ' Gives of your coins to . .format 6=76 .end d +gossip b +gossip y +gossip (Argo command) Syntax: '+gossip', follow prompts On a successful Infleunce roll, starts a new rumor in one of your Groups. May only be used once per day. .format 6=76 .end d +group b +group y +group (Argo utility) Syntax: '+group ' Staff only. Lists all members of the specified group, along with an indication of their approval status. .format 6=76 .end d +guard b +guard y +guard (Argo command) Syntax: '+guard ' '+guard #ally ' '+guard #!ally ' The +guard command is a combat setting, indicating that you are guarding . A guarded player cannot be attacked in melee combat (but may be attacked with ranged weapons, spells, and psionic abilities), except by allies. A guarded exit may not be passed through, except by allies. A guarded object may not be picked up, except by allies. Use #ally and #!ally to remove players from your ally list. Use +unguard to stop guarding. You may only guard one object at a time, and a player who is guarding cannot also be guarded. You are temporarily unable to guard an object if you are stunned. .format 8=76 .end d Guns b Guns y Guns (Skill) Base: Dexterity INT Rating: 9 You are trained in the use of weapons from the Guns group, having been instructed in effective techniques and practiced enough to execute them reliably. Familiarty with the skill lets you use weapons from the group at the base chance. Additional levels increase your chances to hit. Note that Guns, unlike melee and low-tech Combat skills, is based on Dexterity, not your Physical skill. (Coded.) .format 1 99=76 .end d Hunting b Hunting y Hunting (Skill) Base: Intelligence INT Rating: 9 You have formally or informally mastered the body of lore necessary to be a successful hunter: the habits of animals, tracking, snares and traps, and so forth. Depending on your culture, you will be familiar with specific techniques: a Neanderthal will know how to stamped the mastodons over the deadly cliff without getting trampled, the Comanche how to ride safely within a stampeding herd of buffalo and place his arrow with deadly accuracy, the Deep South Woodsman how to read the baying notes of the coon hounds, the Toltan how to surf the wind on a Blue Drake and bring down a Mangdo with his plasma lance. .format 1 99=76 .end d Hypnotism b Hypnotism y Hypnotism (Skill) Base: Presence INT Rating: 10 You are trained in techniques appropriate to your tech level and culture. This does not mean that the techniques need to be *common* in your culture: they may be quite rare, specialized, or arcane. But there must be some reasonable explanation of how these techniques work and how you acquired them. The precise nature of the techniques are left to the player and RP staff to devise. You will also need to specify what consititutes 'suitable conditions' (dim lights, quiet, and a focusing object such as a dangling watch are the classic examples). In game terms: You may make a roll of your Hypnotism skill versus the subject's Presence. A successful roll allows results such as causing the subject to do or say something he or she normally wouldn't, implanting a post-hypnotic suggestion, or causing the subject to 'relive' and experience, recalling it completely. This roll is made with the following modifications: Subject is willing, conditions are suitable: -0 Subject is unwilling: -2 Unsuitable conditions: -1 to -4 (use judgment) Action would harm subject: -1 to -4 Relived experience is very traumatic: -1 to -4 Hypnotism, like Persuasion and Mind Influence, entails one player 'forcing' another to do something. As such it calls for maturity and good communication between players. But the bottom line: Argo is intended to facilitate *consensual* RP; you are never required to do something that you (the player) find offensive, distressing, or otherwise unacceptable. (Uncoded) .format 1 99=76 .end d Influence b Influence y Influence (Skill) Base: Presence INT Rating: Usually 9 You are familiar with and accepted by a specific group, subculture, organization, etc. There is no single skill named 'Influence'; rather you select skill levels for Influence within separate Groups defined on your world: 'Court Influence', 'Sliders Influence', etc. Influence skills are coded, and used through the Rumors and Influence commands. You can also roll against the skill less formally, to determine outcomes not covered by the commands. .format 1 99=76 .end d +inactive b +inactive y +inactive (Argo utility) Syntax: '+inactive ' Staff only. Displays a list of players who have not logged on in the last , along with their usecount and an indicator of their approval status. See also +active. .format 6=76 .end d +icroom b +icroom y +icroom (Argo utility) Syntax: '+icroom []' Staff only. Toggles the 'IC vs OOC' status of the indicated room and all rooms below it in the environment tree. defaults to 'here'. .format 6=76 .end d +income b +income y +income (Argo command) Syntax: '+income' The +income command is used to receive your regular Argo income, whether it derives from a job you hold (see +job) or from an income directly set by a staff member. You may use the command once per income interval (an interval of time set by the Argo staff; the default period is one week). .format 6=76 .end d +info b +info y +info (Argo utility) Syntax: '+info [/[instance]]' Displays information about the specified instance from the specified category. For example, to display information about the object 'broadsword' (such as its cost, the amount of damage it does in combat, prerequisites and tools required to make it, etc.), type '+info object/broadsword'. If the argument is omitted, you will be given the option of displaying a list of valid instances from the current category. If both the and arguments are omitted (that is, if +info is typed by itself, without arguments) you will be given the option of displaying and selecting from a list of valid categories, and then displaying and selecting from a list of valid instances within the selected category. .format 6=76 .end d +install b +install y +install (Argo utility) Syntax: '+install ' Wizard only. The +install command integrates an Argo program into the MUCK's Argo system, creating appropriately named actions, setting properties, registering the program so that other Argo programs can access it, and so forth. Using +install on a program that is already in use returns it to default settings. See The Argo Manual for complete information on installing and maintaining an Argo system. .format 6=76 .end d +investigate b +investigate y +investigate (Argo command) Syntax: '+investigate', follow prompts On a successful Influence roll, this command lets you investigate the source of a rumor, finding out who started it. The more entrenched a rumor is, the more difficult it is to find out where it came from. Successes and critical successes will tell you the name of the initiating player. Failures will produce no information. Critical failures will give you an incorrect name. May only be used once per day. .format 6=76 .end d +job b +job y +job (Argo command) Syntax: '+job', '+job #find', '+job #quit' The +job command, by itself, displays your current job. Use '+job #find' to find a job, and '+job #quit' to quit a job. The #find option puts you at a prompt that allows you to specify the job you want to try to get. You must have all the qualifications (prerequisites) for the job in order to have a chance to be hired. If you qualify, a Presence roll is made: if the roll succeeds, you get the job. Different jobs have different salaries and different levels of risk. Use '+list jobs' to list all available jobs and '+info job/' to get more information about a specific job. .format 6=76 .end d Knives b Knives y Knives (Skill) Base: Physical Skill INT Rating: 8 You are trained in the use of weapons from the Knives group, having been instructed in effective manuevers and practiced enough to execute them reliably. Familiarty with the skill lets you use weapons from the group at the base chance. Additional levels increase your chances to use the weapons offensively and defensively. (Coded.) .format 1 99=76 .end d Knowledge b Knowledge y Knowledge (Skill) Base: Intelligence INT Rating: 8 You have extensive knowledge of a particular subject, acquired either informally or through formal study. There is no single skill called 'Knowledge': rather, you specify the subject when learning the skill, by entering ' Knowledge' as the name of the skill you want. The subject can be anything you like, appropriate to your world and tech level. The broader the subject area, the more general your knowledge, but you can make rolls to see if you know more specific facts by making the roll with negative modifiers. For example, if you have the skill History Knowledge (very broad), and need to make a roll reflecting your knowledge of the Napoleonic Wars, a successful roll would indicate that you know some relevant but very general facts: the basic facts of Napolean's biography, dates of some important battles and turning points, the broad causes and effects of the wars, etc. An unsuccessful roll would indicate that what you know about the Napoleonic Wars is not relevant. If you had a more specific knowledge skill, such as Napoleonic Wars Knowledge, the facts at your command would be considerably more specific. An extremely specific Knowledge skill (Waterloo Knowledge, say) would give very detailed about that subject, but would be useful in a much narrower range of circumstances. If you want to see if you know relevant facts about a specific area within a subject you know, make the roll with negative modifiers. For example, our Historian could roll to see if has relevant and specific knowledge of the Napoleonic Wars by making the roll at -1 or -2; if he wanted to know something still more specific (the disposition of troops, casualties, events & circumstances of the Battle of Watterloo, say), he would make the roll greater minuses: -3 or -4. (Uncoded) .format 1 99=76 .end d +list b +list y +list (Argo utility) Syntax: '+list ' The +list command displays a list of database entries for the specified category. The category can either be a group of Argo system entities (skills, spells, groups, objects, etc.) or a class of objects (weapons, armor, materials, herbs, metals, etc.) .format 6=76 .end d Literacy b Literacy y Literacy (Skill) Base: Intelligence INT Rating: 8 You know how to read and write any languages you speak. Familiarity skill Level (1) is adequate for any normal task (making sense of an invoice or menu, writing a letter, reading a book for pleasure, etc.). Some professions, such as writer, librarian, or historian, would call for higher skill levels. Attempts to find information by library research (including electronic libraries and databases) are made by rolls against your Literacy skill. Literacy may be defined as a prerequisite for numerous other skills by the MUCK's staff. .format 1 99=76 .end d Lockpicking b Lockpicking y Lockpicking (Skill) Base: Dexterity INT Rating: 10 You have learned to pick locks, using the appropriate tools. (Coded.) .format 1 99=76 .end d Mage b Mage y Mage (Skill) Base: Craft Skill INT Rating: 10 You have an aptitude or affinity for magic (however this is defined on your world), have become aware that this is so, and have been trained to make use of this, altering reality through spells. The Mage skill is a prerequisite for all spells; some spells will require higher levels of Mage than others. Higher Mage skill levels don't increase your chances to cast a spell (spell results are calculated against your Craft skill plus skill levels for a specific spell); rather, higher Mage skill levels allow you to learn more complex and powerful spells. Mage skill may also be used like a Knowledge skill, determining whether you know some piece of magical lore or history. .format 1 99=76 .end d +make b +make y +make (Argo command) Syntax: '+make ' Begins the process of making an instance of . To make an object, you must have all required prerequisite abilities, tools, and materials. Use the +info command for a listing of these. Any materials required to make an object are immediately used when you begin making. After the amount of time required to make the object has passed, rolls will be made to determine if the attempt to make was successful, and you will receive a notification. .format 6=76 .end d +man b +man y +manual (Argo command) Syntax: '+man', follow prompts; or '+man ' Displays information from the online manual. Typing the command without arguments displays a complete list of available documents, or a default screen if one has been configured. '+man #search ' or '+man #find ' will search all online documents for instances of . '+man #browse ' will display all documents containing . As with almost all Argo commands, it is not necessary to type the #argument completely: typing the first one or few characters will select the appropriate option. For example, typing '+man #s skills' produces the same result as typing '+man #search skills'. Staff members may add, remove, or modify documents with the '+man #edit' command. .format 6=76 .end d Martial Arts b Martial Arts y Martial Arts (Skill) Base: Physical Skill INT Rating: 8 Prequisisite: PRE 9 You are trained in a specific style of martial arts, and as a result are able to act quickly in combat, protect yourself from blows, and deal extra damage. (Coded.) .format 1 99=76 .end d +mask b +mask y +mask (Argo utility) Syntax: '+mask /' Staff only. The +mask command hides objects in the Argo database, so they are not shown to non-staff players with commands such as +info and +buy. .format 6=76 .end d Mathematics b Mathematics y Mathematics (Skill) Base: Intelligence INT Rating: 12 You are trained in the field of mathematics, and have a sound command of branches of mathmatics that have been developed in your culture. Mathematics is a prerequisite for certain skills, and may also be used on its own. A straightforward case of solving equations, performing an analysis, or developing a proof are made as unmodified rolls. There may also be situations where it would be appropriate to substitute Mathematics -- at minuses -- for more practically oriented skills, such as Accounting or Astrogation. (Uncoded) .format 1 99=76 .end d Mechanic b Mechanic y Mechanic (Skill) Base: Craft Skill INT Rating: 10 You are trained to repair and maintain mechanical equipment of your tech level or lower. Mechanic is a general skill, and can be applied in a wide range of circumstances. For very specialized or complex equipment, you should apply negative modifiers unless you also have skill with that kind of equipment (such as Operation). Make a roll whenever you need to repair equipment under unusual or stressful situations (during combat, etc.). If you do not have appropriate tools, negative modifiers should be applied, or it may simply not be possible to repair the equipment. No roll is needed for maintenance or to repair equipment under normal circumstances with appropriate tools (assuming, that is, that the damage is not so severe the item can't be repaired at all). .format 1 99=76 .end d Medic b Medic y Medic (Skill) Base: Intelligence INT Rating: 9 You are trained in basic first aid, and know how to stop bleeding, treat for shock, and stabilize trauma, even with minimal, improvised equipment (clothing for bandages and tourniquets, branches for splints, etc.) (Coded.) .format 1 99=76 .end d Mimic b Mimic y Mimic (Skill) Base: Presence INT Rating: 9 You have developed the ability to mimic the voice of other people. You must have heard the mimicked person speak, at least a few sentences. If you are trying to maintain an elaborate and protracted deception through mimickry, you will need to have heard the subject speak a great deal more, and preferably should have considerable background information: what and who he or she knows, characteristic likes, dislikes, habits, etc. Disguise and Ventriloquism are useful complements to Mimic. (Uncoded) .format 1 99=76 .end d Naturalist b Naturalist y Naturalist (Skill) Base: Intelligence INT Rating: 10 You are knowledgable in the field of natural history and its practical applications. This can take the form of formal training (such that of a Biology teacher), or informal mastery of natural lore. Your knowledge is shaped by how developed the field of natural history is in your culture. A 20th century Biology teacher would know taxonmic classifications of species, understand the inter-relationships in ecosystems, etc. A medieval naturalist, on the other hand, would know species by their 'folk names', would have a less developed understanding of ecosystems, and would know folklore associated with the field (some of which may be highly inaccurate). (Uncoded) .format 1 99=76 .end d +nodef b +nodef y +nodef (Argo combat command) Syntax: '+nodef' +nodef `turns off' your defenses: you have no Defense Mode set. When you have no Defense Mode, you are concentrating entirely on your attack: rolls to hit are made at +2. .format 6=76 .end d +note b +note y +note (Argo utility) Syntax: '+note ', edit list Staff only. +Note puts you in a list editor to make notes viewable by staff members: explanation of characters' advantages & disadvantages, remarks about XP awarded, notes about Argo features of a room, etc. Anything with a dbref can be annotated. See also +notes. .format 6=76 .end d +notes b +notes y +notes (Argo utility) Syntax: '+notes ' Staff only. Displays staff notes for the indicated object. See also +note. .format 6=76 .end d Oratory b Oratory y Oratory (Skill) Base: Presence INT Rating: 9 Your ability to modulate and project your voice and shape sentences effectively is well developed. You understand (perhaps unconsciously) how symbols, connotations, and body language affect an audience. So, you are good at making speeches, swaying crowds, and so forth. Oratory is suitable for attempts to influence *groups*. To influence an individual, skills such as Conversation or Persuasion should be used. If appropriate mass media are available (such as television), you can sway groups not physically present. Preconceptions against the position or goal you are advocating do not necessarily hurt your chances for success: a skillful orator can tap an audiences emotions and redirect them to his ends. However, apathy about the issue, entrenched prejudices against social groups, or preconceptions against you personally do hurt your chances: apply negative modifiers to your roll, generally from -1 to -4. (Uncoded) .format 1 99=76 .end d Overview b Overview y The Argo System, Overview Argo is a points-based roleplaying game system tailored for use online. Characters begin with a starting allotment of character development points, an arbitrary unit of value that can be allocated to various abilities and resources. Some points will be spent developing your character's inborn abilities. You may opt to begin with one or more 'advantages' -- things such as wealth, status, and inborn abilities. Taking advantages reduces the amount you have to spend on other things. You can also begin with one or more 'disadvantages' -- things like poverty, social stigmas, and inborn handicaps. Taking disadvantages increases the amount you have to spend on other things, and makes the character more interesting to play as well. (see 'overview 2') .format 1 99=76 .end d Overview 2 b Overview 2 n Argo, Overview (cont'd) A character's basic, untrained abilities or aptitudes are reflected by a set of five attributes, represented by 'Statistics', or 'Stats'. Strength (STR) reflects your physical strength. Constitution (CON) is a measure of your health, metabolism, and toughness. Dexterity (DEX) is a reflection of your coordination, agility, and grace. Intelligence (INT) measures your powers of reasoning, memory, and observation. Presence (PRE) reflects your self-discipline, leadership ability, and strength of character. Presence is also a measure of less specific but thoroughly important qualities that contribute to leadership and a powerful personality: empathy, insight into the motivations of others, luck, and the knack of being in the right place at the right time. A 'normal' or 'base' value for these stats is 8 points, and new characters begin with 8 points in each. So, for example, if a character had a Strength of 7, a Constitution of 12, a Dexterity of 16, an Intelligence of 10, and a Presence of 14, she would be a bit weaker than an average person, but also a bit smarter and significantly healthier. Her strength of character would be noteworthy, and as a rule she would find it relatively easy to get what she wants out of herself and others. She would also be extremely agile and coordinated, so much so that people would automatically take notice and be impressed. (see 'overview 3') .format 1 99=76 .end d Overview 3 b Overview 3 n Argo, Overview (cont'd) Points can also be spent on skills. On magical worlds, this could include spells, a special class of skills. On other worlds, it could include psionic abilities, another special class. A character's competence with a given skill is determined by his training or ability in that particular skill, and modified his stats. Some skills are modified by a single appropriate stat. Others, which involve the coordination of varied personal qualities, are modified by the average of two groups of stats. A Physical skill -- such as acrobatics, swimming, or a combat skill -- is modified by the average a character's Strength, Constitution, and Dexterity. A Craft is skill which, though it may well involve a physical component, is largely an exercise of one's mental abilities. Crafts are modified by the average of a character's Intelligence, Presence, and Dexterity. Crafts include such obvious examples as Goldsmith or Carpenter, but also things such as Physician or Pilot. Giving your character a Background -- the story of what has happened in his life heretofore; a description of his likes and dislikes, his goals and motivations -- further fleshes out and defines the character. (see 'overview 4') .format 1 99=76 .end d Overview 4 b Overview 4 n Argo Overview (cont'd) Once the characters have been generated, players can interact in all ways they normally do on MUCKs, but with the addition of commands that add elements of earned character development and 'controlled chance'. Robert Frost once said that writing free verse is like 'playing tennis without a net'. That is, without challenges, without built-in limits, much of the satisfaction of the game is lost. Argo provides a 'net'. A player can't just show up and declare that he's a world-class swordsman or super-genius inventor. These things would have to be earned, either by spending points on them (and sacrificing the opportunity to spend them on something else), or by actively participating on the MUCK for long enough to accrue the experience points needed to build the character up to the desired level, or both. When two characters of unequal but comparable abililty contest something, the character with the higher ability will win more often, but not always. No one has the resources (points) to be the best at everything, and 'power gamers' will find themselves defeated from the start. (see 'overview 5') .format 1 99=76 .end d Overview 5 b Overview 5 n Argo Overview (cont'd) The system also provides a fairly realistic combat system that takes into account the characters' abilities, their current state of health, and the types of weapons and armor used. Participation in the combat system is completely voluntary. Commands for influencing rumors and reputations are provided for characters who want to concentrate more on politics and intrigue. Artisans, merchants, and service-providers can use the monetary system, commands for transferring funds, and programs that make 'working' objects. Thieves -- or successful thieves, at least -- can use another set of commands to redistribute wealth as they see fit. A pair of general-purpose roleplaying commands, +prove and +roll, can be used to indicate outcomes for the many skills and situations that don't lend themselves to programmed results. A player with Oratory skill can use his ability to sway a gathered crowd by rolling against his skill level. The program won't write a rousing speech for him; it will simply indicate successful or failed use of the Oratory skill. A successful result would indicate that he used his skill to deliver the speech (acted out IC) in a compelling manner. (see 'overview 6') .format 4 6=76 .end d Overview 6 b Overview 6 n Argo Overview (cont'd) RL paper-and-dice roleplaying games are usually directed by a Game Master or Referee who develops the world in which the characters will pursue their destinies, inititates storylines, and applies the rules to points of conflict. Online roleplaying is less hierarchical: players usually initiate and direct their own storylines, build much of the world in which they interact, and arbitrate the outcome of events between themselves. Sometimes though, it's still helpful to have an independent arbitrator and witness. In Argo, this position is called a 'Monitor' (though a different title may be substituted on your MUCK). Monitors are appointed by the wizards of a MUCK, and are able to use utility commands that help them do their job. They are not 'in charge' in the same way as a Game Master or Referee, but they perform some similar roles: making rule determinations from an impartial viewpoint, co-ordinating things between characters at different locations, acting as a witness for events that other characters wouldn't be aware of IC, and awarding experience points (you get experience points anyway; Monitors can award bonus points for good role playing). .format 1 9=76 .end d +parry b +parry y +parry (Argo combat command) Syntax: '+parry' Sets your Defense Mode to Parry: you attempt to avoid attacks by deflecting them with your weapon. You must have a readied weapon in order to parry. Your Parry skill is equal to your current DEX plus your weapon skill minus 1. Not all weapons may be used to parry, and not all weapons can be parried. .format 6=76 .end d +pause b +pause y +pause (Argo command) Syntax: '+pause' Pauses all events, including combat, in the room. Actions are saved, and will be resumed when someone uses the +unpause command. System settings may restrict the use of the +pause command to staff members. .format 6=76 .end d Perception b Perception y Perception (Skill) Base: Intelligence INT Rating: 10 Your ability to notice the subtle or inobvious is well developed. Anyone has a chance for noticing some bit of sensory data (the quiet sound of a lock clicking, a brief glimpse of a gun under a coat, etc.), which is figured as a roll against Intelligence. You have this same chance, plus an additional chance to roll against your Perception skill. Also, you have a chance to perceive the inobvious because you know you should look for it. For example, someone without the Perception skill would get an INT roll to see that the man in the sharkskin suit has a gun under his jacket if the gun is momentarily revealed. Someone with Perception would get an INT roll and a Perception roll. Even if the gun isn't revealed, a character with Perception would have a chance (a Perception roll) to realize -- perhaps unconsciously -- 'There's something unusual about him', and then examine him closely, perhaps moving to a better vantage point, and therefore see that he has a gun. (Someone without Perception could do this too, but the roll would be made at Default levels.) (Some coded effects) .format 3 99=76 .end d Physician b Physician y Physician (Skill) Base: Craft Skill INT Rating: 13 Prequisite: Medic You are a trained physician, and can use techniques and equipment appropriate to your culture and tech level to stabilize trauma and cure disease. (Coded.) .format 1 99=76 .end d Pickpocket b Pickpocket y Pickpocket (Skill) Base: Dexterity INT Rating: 9 You have learned the techniques of taking things from people without their noticing. (Coded.) .format 1 99=76 .end d Poisons b Poisons y Poisons (Skill) Base: Intelligence INT Rating: 11 You are familiar with poisons known in your culture and the techniques for using them. To determine if a character knows some needed piece of information about poisons, a roll can be made against Poisons skill, or suitable minuses, against related skills such as Physician, Naturalist, Herbalist, Chemistry Knowledge, etc. To actually poison someone, causing IC damage, use the +use command, with Poison as the skill. (Coded.) .format 1 99=76 .end d Polearms b Polearms y Polearms (Skill) Base: Physical Skill INT Rating: 8 You are trained in the use of weapons from the Polearms group, having been instructed in effective manuevers and practiced enough to execute them reliably. Familiarty with the skill lets you use weapons from the group at the base chance. Additional levels increase your chances to use the weapons offensively and defensively. (Coded.) .format 1 99=76 .end d Politics b Politics y Politics (Skill) Base: Presence INT Rating: 9 You are familiar with the political process of a particular culture, group, or organization, and are skilled at manipulating it to your advantage. The group can be a legal jurisdiction (town, state, nation), or it could be a sub-culture, corporation, etc. Successful rolls let you gain office or position, or influence the group's policy in ways that meet your own ends. If there are other player character members of the group, attempts to influence them or the group through Politics should be RP'd at a fairly detailed level. This will require skillful and flexible RP, and rolls in various permutations such as Politics vs. Politics, Politics vs. INT, Politics vs. Influence, etc. .format 1 99=76 .end d Priest b Priest y Priest (Skill) Base: Presence INT Rating: 10 You are a spiritual leader in some religion, sect, or cult appropriate to your culture. You are thoroughly knowledgable about its rites, tenets, and folkways. You may also be gifted, or at least trained, in various ways reflecting the nature of the religion, but these will vary widely: a Catholic priest would be good at comforting the distressed and advising people about relationships and conduct; a priest from some evil or demonic cult would have very different gifts and aptitudes. On some worlds, Priests may have divine abilities, expressed as spells. In this case, the RP staff will have edited the spells such that Priest, rather than Mage, is a prequisite for the skill. (Uncoded) .format 1 99=76 .end d +puppets b +puppets y +puppets (Argo utility) Syntax: '+puppets =[yes|no]' Staff only. Enables or disables a puppet from using the Argo system. .format 6=76 .end d +prove b +prove y +prove: Syntax: '+prove [vs ] [] [at [+|-]] [to ]' Shows your level for a stat or skill in straight numerical form, relative to a number, or relative to another player's, to the room or a group. Although the command syntax looks complex when expressed formally, in practice it is relatively intuitive and flexible. As a general guideline, construct an imperative English sentence, expressing what you want to prove, to whom. In most cases, +prove will be able to parse your input. Examples: +prove str +prove my intelligence vs mistral +prove that my Detect Lies ability is at least as high as Mistral's, to Cain, Able, and Monitor1. .format 7 9=76 .end d +psiabs b +psiabs y +psiabs (Argo command) Syntax: '+psiabs', follow prompts Use this command to learn or improve psionic abilities. Typing '.l' at the prompt will show all psionic abilities available on your MUCK. When you learn a psionic ability, you will be asked how many levels you want to learn. This number will be added to your current level, if any. It costs 1 Point to raise a psionic ability one level. You cannot 'learn' negative levels. The psionics system may be disabled, depending on the theme of your MUCK. .format 6=76 .end d +put on b +put on y +put on (Argo command) Syntax: '+put on ' Begins the process of donning armor, a spacesuit, or similar equipment. The time required to don a suit of armor is proportionate to its defense value, usually 2 turns per level of Damage Reduction. .format 6=76 .end d +quash b +quash y +quash (Argo command) Syntax: '+quash', follow prompts On a successful Influence roll, decreases the authority and tenacity of a rumor current in one of your Groups. A 'whispered' rumor that is successfully quashed will die out. More entrenched rumors are more difficult to influence. Critical successes will greatly lower the rumor's authority; critical failures will do the reverse. May only be used once per day. .format 6=76 .end d +ready b +ready y +ready (Argo combat command) Syntax: '+ready ' Readies a weapon or shield for use in combat, or a tool for some other purpose. You must be holding the object. You cannot have more than one weapon ready, but you may have one weapon and one shield. .format 6=76 .end d +realm b +realm y +realm (Argo utility) Syntax: '+realm', '+realm #add', '+realm #remove' Realms are distinct areas of the MUCK which are treated as separate installations of Argo. Use the +realm command, without arguments, to display the name of your current realm. Staff members may also use the #add and #remove options to add and remove realms from the MUCK. .format 6=76 .end d +remove b +remove y +remove (Argo utility) Syntax: '+remove', follow prompts Staff only. The +remove command removes a skill, spell, psionic ability, language, group, advantage, disadvantage, NPC, template, weapon, or object from the Argo database. You should also use +man #edit to delete the appropriate entries in the online manual. .format 6=76 .end d +rename b +rename y +rename (Argo utility) Syntax: '+rename =' Staff only. This utility should be used to rename Argo commands, rather than the MUCK @name command. .format 6=76 .end d +repair b +repair y +repair (Argo command) Syntax: '+repair' Begins the process of repairing an instance of . To repair an object, you must have all required prerequisite abilities, tools, and materials. Use the +info command for a listing of these. Any materials required to repair an object are immediately used when you begin repairing. After the amount of time required to repair the object has passed, rolls will be made to determine if the attempt to repair was successful, and you will receive a notification. .format 6=76 .end d +reset b +reset y +reset (Argo command) Syntax: '+reset', confirm The +reset command erases all your Argo properties and recycles any Argo-based objects you own. The purpose is to let you start a new Argo character without having to get a new MUCK character. +Reset skips recycling for wizards and/or the owner of lib-argo. .format 6=76 .end d +rest b +rest y +rest (Argo combat command) Syntax: '+rest' The +rest command sets your combat action to 'rest'. When resting, you take no offensive or defensive actions, and recover fatigue at an accelerated rate. .format 6=76 .end d +revert b +revert y +revert (Argo utility) Syntax: '+revert' Staff only. Returns you to your normal form from an NPC identity acquired with the +become command. You automatically revert if you disconnect while in NPC form. See also +become. .format 6=76 .end d Riding b Riding y Riding (Skill) Base: Dexterity INT Rating: 9 You are trained to ride a type of animal. Obviously, it will need to be an animal that can be ridden: a horse, a camel, an elephant, or perhaps their alien equivalents. Additional skill levels increase your ability and give you training in other types of animals. Make a roll for difficult or unusual maneuvers or situtions, such as staying on a panicked animal, performing a difficult jump, or doing something else when riding a galloping animal. (Uncoded) .format 1 99=76 .end d +roll b +roll y +roll (Argo command) Syntax: '+roll [vs ] [] [at [+|-]] [to ]' or, '+roll d [at [+|-]] [to ]' or, '+roll [to ]' Makes a roll against , displaying the results to the room or a group. Rolls may be made versus another player's stat or skill and/or modified to reflect IC factors influencing the difficulty of the roll. You can modify a roll downward at any time; depending on your system's configuration, you may also be able to modify a roll upward. You can also make straight die rolls, either percentiles or up to 1,000 any-sided dice (ex: +roll perc, +roll 3d6 at -2, +roll 513 D 2136). Extremely large numbers -- any calculations resulting in figures greater than 2.1 billion -- will result in errors. .format 9=76 .format 7=76 .end d +rumors b +rumors y +rumors (Argo command) Syntax: '+rumors' Displays the current rumors in any Groups where you have Influence. .format 6=76 .end d Running b Running y Running (Skill) Base: Physical INT Rating: 7 You are a trained runner: you know how to move your body economically while running and husband your energy and wind; your cardiopulmanary system is well exercised, and you can run for great distances without becoming exhausted. Movement speed has very little coded effect in Argo, but if you need to determine how fast someone can run, assume 10 meters per second per level of Physical skill plus Running skill (this is an all-out sprint under good conditions). To determine the outcome of a race (including things like a check to see who reaches a door or dropped weapon first), make a roll of Running vs. Running if both players or neither have Running skill, or Running vs. DEX if one player does not have Running (don't roll Running vs. Running against someone who does not have the skill: doing so gives unfair advantage to the trained runner). If conditions are uneven (one character is starting behind the other, or is encumbered), the handicapped character should make the roll, at mutually agreed-upon minuses. (Uncoded) .format 1 99=76 .end d Sailing b Sailing y Sailing (Skill) Base: Intelligence INT Rating: 9 You know how to handle unpowered boats such as sailboats, rowboats, and canoes. Make a roll for unusual or difficult manuevers. This skill gives you *basic* navigating ablilities, like how to get back to somewhere you started from, or how to steer in a specific direction. For any extended voyage, you (or someone else on board) would also need the Navigation skill. (Uncoded) .format 1 99=76 .end d +search b +search y +search (Argo command) Syntax: '+search ' The +search command is used to search a room or player for hidden objects. If you make your roll by an amount greater than or equal to the roll made when the object was hidden, you will find it. You have a smaller chance to find objects that are invisible. Searching takes one turn. .format 6=76 .end d +sell b +sell y +sell (Argo command) Syntax: '+sell ' Allows you to sell object, removing it from your inventory and crediting you with the amount you were offered for it. You must be in a location configured to buy the object. Type +sell with no arguments to see a list of objects that can be sold at your current location. The price offered for a given object will often vary. .format 6=76 .end d Sex Appeal b Sex Appeal y Sex Appeal (Skill) Base: Presence INT Rating: 8 You are good at seduction, or simply using your physical attractions to manipulate people biased to your gender. A successful roll (made as Sex Appeal vs. Presence) predisposes the subject to do what you want, though of course there are limits. In general, a successful Sex Appeal roll will cause someone to do something they *might* do anyway. The skill is intended for use against NPC's, but (both players agreeing), it can be fun between PC's as well. .format 1 99=76 .end d +sheet b +sheet y +sheet (Argo command) Syntax: +sheet Shows your character sheet. The first time you use the command, Argo intitializes your character with the MUCK's starting props. (On some worlds, you will need to be in a designated setup room in order for this to happen.) As you learn skills, spells, etc., the fields shown on your sheet will change. Staff members may view players' character sheets, syntax '+sheet '. .format 6=76 .end d Shields b Shields y Shields (Skill) Base: Physical Skill INT Rating: 8 You are trained to use shields to best effect in combat. The skill would also be useful in handling improvised objects as shields. (Coded.) .format 1 99=76 .end d +shift b +shift y +shift (Argo command) Syntax: '+shift' The +shift command allows characters with the Shapeshifting advantage to switch between two forms, and to manage settings for form descs. The two forms may have independent stats, skills, etc. Each form is alloted the standard starting allotment of character development points, minus the cost of the Shapeshifting advantage. Changes made to your +background only apply to the form you are in at the time the change is made. Syntax: +shift
................ Shift to form +shift #list ................. List form names, show current +shift #rename = ... Change name of form to +shift #desc .......... Set a desc for form +shift #desc #clear .......... Clear all +shift descs +shift #desc #reset .......... Go back to original desc .format 6=76 .end d +skills b +skills y +skills (Argo command) Syntax: '+skills', follow prompts Use this command to learn or improve skills. Typing '.l' at the prompt will show all skills available on your MUCK. When learning a skill, you will be asked how many levels you want to take. This number is added to any levels you already have. Your skill level is added to the appropriate base stat when you make rolls for the skill. It costs 1 Point to raise a skill one level. You cannot 'learn' negative levels. The maximum number of skills (including special class skills such as spells or psionic abilities) is equal to your Intelligence. .format 6=76 .end d Sleight of Hand b Sleight of Hand y Sleight of Hand (Skill) Base: Dexterity INT Rating: 9 You have learned techniques of misdirection and illusion that let you take, conceal, or switch small objects without being noticed. The skill is useful for things like cheating at cards, performing magic tricks, or planting evidence on someone. It also improves your chance to notice or penetrate the use of Sleight of Hand by others. To perform a Sleight of Hand, roll Sleight of Hand vs Sleight of Hand (if the target player has Sleight), or vs INT (if they don't). Characters with Perception also get a roll of Perception vs. your Sleight of Hand. A successful result means that your action was unnoticed (such as palming a card) or that the target player can't tell how you did it (such as 'magically' producing a pigeon from thin air). (Uncoded) .format 1 99=76 .end d +source b +source y +source (Argo utility) Syntax: '+source', follow prompts. Staff only. The +supply command walks you through a dialogue that establishes a room or object as a source for an Argo Item or Matieral (defined with the +define command). The data entered establishes the chances for locating the object, time needed between searches, and so forth. See also +define. .format 6=76 .end d +spells b +spells y +spells (Argo command) Syntax: '+spells', follow prompts Use this command to learn or improve spells. Typing 'list' at the prompt will show all spells available on your MUCK. When learning a spell, you will be asked how many levels you want to learn. This number will be added to your current level, if any. Most spells require the Mage skill as a prerequisite. It costs 1 Point to raise a spell one level. You cannot 'learn' negative levels. The magic system may be disabled, depending on the theme of your MUCK. .format 6=76 .end d +spread b +spread y +spread (Argo command) Syntax: '+spread', follow prompts On a successful Influence roll, increases the authority and tenacity of a rumor current in one of your Groups. More entrenched rumors are more difficult to influence. Critical successes greatly increase the rumor's authority; critical failures do the reverse. May only be used once per day. .format 6=76 .end d +staff b +staff y +staff (Argo utility) The +staff command displays or manipulates information about the MUCKs Argo staff. Syntax: +staff ............ Show staff members +staff #on ........ Go on duty +staff #off ....... Go off duty +staff #specialty.. Set a specialty string +staff #add ....... Add a player to staff roster +staff #remove .... Remove a player from staff roster +staff #format .... Format display screen .format 4=76 .end d +stats b +stats y +stats (Argo command) Syntax: '+stats', follow prompts Adjusts your stat levels, adding or deducting the appropriate amount of available character development points. On most MUCKs, +stats will only be available in the character generation area. During character generation, increasing a stat costs one point per level; after character approval, the cost is *three* points per level. After approval, stats may not be lowered. .format 6=76 .end d Stealth b Stealth y Stealth (Skill) Base: Dexterity INT Rating: 9 You have developed the ability to move unnoticed. This can be by taking advantage of cover, blending into crowds, whatever's appropriate to the situation. If it's *possible* to move unnoticed, you get a roll to see if you are able to do so. If the conditions are difficult (bright light, little cover, etc.), the roll should be made at minuses. .format 1 99=76 .end d +stop b +stop y +stop (Argo combat command) Syntax: '+stop', '+stop #all' Halts any active combat processes, including spells and psionics. Use +stop when you want to stop attacking. Also, if you get a program error notice or have some other technical problem, use +stop to clear any stored data before initiating another combat process. Staff members may use the #all option to stop all Argo events in the room. .format 6=76 .end d Streetwise b Streetwise y Streetwise (Skill) Base: Presence INT Rating: 9 You are familiar with the ways of the underworld and drifters of your culture. You know where to find illegal substances or activity, what the going rates are, how to bribe, etc. In a culture different from yours, negative modifiers should be applied. .format 1 99=76 .end d +suspend b +suspend y +suspend (Argo utility) Syntax: '+suspend ' Staff only. Suspends 's use of all Argo commands. A suspended player may be returned to active status with the +approve command (or by typing '+suspend player' again: +suspend is a toggle command). .format 6=76 .end d Swimming b Swimming y Swimming (Skill) Base: Physical Skill INT Rating: 8 You know how to swim. The normal rate is 1 meter per second; swimming races would be determined by a Swimming vs Swimming roll. Rolls should also be made to perform difficult or unusual feats: diving to retrieve an object, holding your breath for an exceptionally long time, swimming in turbulent water, etc. (Uncoded) .format 1 99=76 .end d Swords b Swords y Swords (Skill) Base: Physical Skill INT Rating: 8 You are trained in the use of weapons from the Swords group, having been instructed in effective manuevers and practiced enough to execute them reliably. Familiarty with the skill lets you use weapons from the group at the base chance. Additional levels increase your chances to use the weapons offensively and defensively. (Coded.) .format 1 99=76 .end d +sysscan b +sysscan y +sysscan (Argo utility) Syntax: '+sysscan', '+sysscan #on', '+sysscan #off' The system scanner is a background utility that scans the database at intervals, taking care of Argo housekeeping tasks such as recycling outdated objects and making rolls for natural healing. Any player may type the commmand without arguments to display the status of the scanner. Staff members may use the #on and #off options to start and stop the scanner. .format 6=76 .end d +take off b +take off y +take off (Argo command) Syntax: '+take off' Begins the process of removing armor, a spacesuit, or similar equipment. The time required to remove a suit of armor is proportionate to its defense value, usually 1 turn per level of Damage Reduction. .format 6=76 .end d +target b +target y +target (Argo combat command) Syntax: '+target ' +Target is a readiness command, initiating a combat process, with as your designated target and 'wait' as your current action. It may also be used to change your target in the middle of combat. .format 6=76 .end d +throw b +throw y +throw (Argo combat command) Syntax: '+throw [at] ' Causes you to throw your readied weapon at . The weapon must be throwable. If you already have a target, the argument may be omitted. When a weapon is thrown, it is removed from your inventory and placed in the current room. .format 6=76 .end d Thrown Weapons b Thrown Weapons y Thrown Weapons (Skill) Base: Dexterity INT Rating: 8 You are trained to throw balanced weapons accurately and forcefully. This means that you can use weapons from the Thrown Weapons group at no minuses. (Coded.) .format 1 99=76 .end d Tracking b Tracking y Tracking (Skill) Base: Intelligence INT Rating: 9 You have learned to follow tracks, even under difficult conditions, as well as to make informed judgements about what happened at a site based on tracks and other marks and clues. Tracking is a more specialized skill than Hunting: a Hunter has the ability to track as well, but someone with Tracking would be be better at tracking than someone with an equal skill level in Hunting. Also, Hunting does not give the ability to reconstruct events from tracks and sign like Tracking does. (Uncoded) .format 1 99=76 .end d Traps b Traps y Traps (Skill) Base: Intelligence INT Rating: 10 You are trained to construct and disarm traps appropriate to your tech level. This is different from the trapping ability given by the Hunting skill. A Hunter knows how to set traps for animals, using primitive or natural materials. The Trapping skill lets you construct and disarm sophisticated mechanical traps, or electronic traps if the tech level is high enough. (Uncoded) .format 1 99=76 .end d +trash b +trash y +trash (Argo command) Syntax: '+trash', follow prompts On a successful Influence roll, this command trashes the reputation of someone in one of your Groups, lowering his or her Influence. It is possible to lower a player's Influence to zero or a negative number, at which point he or she will no longer have Influence within the Group. Characters whose Influence in the group is greater than yours are harder to trash; characters with lower Influence are easier. Critical successes are highly effective; critical failures will backfire. May only be used once per day. .format 6=76 .end d +tune b +tune y +tune (Argo utility) Syntax: '+tune'; or '+tune = ' This command displays and sets Argo system parameters. Players may use the +tune command without arguments to view current system parameters. Wizards may change system parameters. (Consult The Argo Manual for more information on configuring and Argo system.) .format 6=76 .end d +unapprove b +unapprove y +unapprove (Argo utility) Syntax: '+unapprove ' Staff only. Returns a player to unapproved status, to correct inappropriate selections made during chargen or to buy advantages that would result from IC events. .format 6=76 .end d +unapproved b +unapproved y +unapproved (Argo utility) Syntax: '+unapproved' Staff only. Scans the database and displays a list of all unapproved chararacters. .format 6=76 .end d +uninstall b +uninstall y +uninstall (Argo utility) Syntax: '+uninstall' Wizard only. The +uninstall command removes an Argo program from the MUCK's Argo system. The command action is recycled, and all references to the program are removed from the Argo database. Any manual entries are unaffected, and the program object is not recycled. .format 6=76 .end d +unmask b +unmask y +unmask (Argo utility) Syntax: '+unmask /' Staff only. The +unmask command reveals objects in the Argo database that have been hidden with the +mask command, so that they are now displayed with commands such as +info and +buy. .format 6=76 .end d +unguard b +unguard y +unguard (Argo command) Syntax: '+unguard' Causes to stop guarding any object you are currently guarding. See +guard. .format 6=76 .end d +unpause b +unpause y +unpause (Argo command) Syntax: '+unpause' Resumes combat and other Argo events after a +pause command has been executed. System settings may restrict the use of the +unpause command to staff members. .format 6=76 .end d +unready b +unready y +unready (Argo combat command) Syntax: '+unready' Unreadies your current weapon and shield. Use the +unready command to put away weapons once combat is concluded and it is no longer appropriate to be weilding them. .format 6=76 .end d +unwait b +unwait y +unwait (Argo combat command) Syntax: '+unwait' +Unwait is a readiness command, restoring your combat action to whatever you were doing before you issued a +wait command. If you do not have a stored action, your action remains 'wait'. .format 6=76 .end d +use b +use y +use (Argo command) Syntax: '+use [on|at|vs] [] Makes a roll against your skill level for , applying the coded effect if any, and displaying the results to the room or a group. +Use is similar to the +roll command, but where +roll simply indicates the success or failure of a roll, and allows any stat or skill to be rolled against any other, +use applies any coded effects of the skill as well. The Argo Manual provides more complete information on using the RP commands. .format 6=76 .end d Ventriloquism b Ventriloquism y Ventriloquism (Skill) Base: Presence INT Rating: 9 You have learned to throw your voice, so that it seems to come from a diffeent location, and how to speak without moving your lips. A successful roll means that the words seem natural and convincing. An unsuccesful roll means that they can tell the words are 'faked' in some way, and may make a Perception or INT roll to determine who's actually saying it. Mimic and Disguise are useful complementary skills. (Uncoded) .format 1 99=76 .end d +verify b +verify y +verify (Argo utility) Syntax: '+verify' '+verify ' '+verify #on' '+verify #off' The +verify command is used to append a verification string (that is, a string of letters, numbers or symbols known only to you) to all Argo output generated by other players. With a verification string set, and verification turned on, you can be confident that Argo output is indeed generated by Argo programs, and not by a spoof or some other form of 'fake' output. Use the argument to specify your verification string, and the #on and #off arguments to turn the verifications on and off. .format 6=76 .end d +vote b +vote y +vote (Argo command) Syntax: '+vote [for] ' The +vote command allows players to recognize and reward superior roleplay by casting votes. Acruing a significant amount of points results in a player receiving character development points. The length of a voting period, the number of votes you may cast during a voting period, the number of votes required to receive development points, and the number of points awarded are each configured by the MUCK's administrators. Default values are: Voting Period ................ 1 week Votes per Period ............. 3 Votes Required for Points .... 10 Points Awarded ............... 1 You may not vote for yourself, and should not vote for alternate characters you control. This program attempts to detect such instances of alt-voting, and records them, but be advised that proper use of the system is players' responsibility. .format 13=76 .format 6=76 .end d +wait b +wait y +wait (Argo combat command) Syntax: '+wait' +Wait is a readiness command, initiating a combat process with no designated target and 'wait' as your current action. If you have a current action when you do +wait, it will be saved, and restored with the +unwait command. .format 6=76 .end d +wimpout b +wimpout y +wimpout (Argo command) Syntax: '+wimpout ' This command sets your 'wimp out' level: the number of remaining hit points at which you decide -- automatically and immediately -- that discretion constitutes the greater part of valor, bravely running away. If combat (including spells and psionics) reduces your number of remaining hit points to or below your wimp out level, you immediately flee the room, leaving through a random exit. Wimping out halts any combat process you have running. If there is no unlocked leading out of the room, you will be sent home. .format 6=76 .end d +will b +will y +will (Argo command) Syntax: '+will', follow prompts Allows you to name or uname beneficiaries from your will. Beneficiaries will receive all money you have in banks if you die because of IC events. If you have multiple beneficiaries, the money will be divided among them. You may also leave your money to 'charity'. .format 6=76 .end d +withdraw b +withdraw y +withdraw (Argo command) Syntax: '+withdraw ' Allows you to withdraw the indicated amount from the bank. You must be at a bank location to use the command. Use the +banks command to display a list of banks. See also '+deposit'. .format 6=76 .end .q w me=SCRIPT COMPLETE :'s upload is finished.