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1.7.4 Fencing

NOTE: The combat system is undergoing revision. This page is outdated.

The Argo combat system includes provisions for a special subclass of weapons, `fencing weapons'. The fencing weapons included with the base distribution of Argo are the foil, epee, and rapier. The MUCK's RP administrators may also define additional fencing weapons. (Type +list fencing weapons to list all valid fencing weapons for your MUCK.)

Fencing weapons are characterized by being designed for a highly trained style of fighting that makes extensive use of the point of the weapon (as opposed to the edge) in a way that allows the user to keep them `on point'. That is, whereas the user of a broadsword might take large `round' swings when striking or parrying, with the result that the weapon must be brought back in line before it can be used again, the fencer's weapon remains pointed at the opponent at all times.

The results of this, in terms of Argo combat mechanics, are that characters who have the Fencing skill and are using a fencing weapon act somewhat faster in combat and have increased chances to parry.

Act somewhat faster: A number of seconds, equal to half your Fencing Skill, plus 1, is subtracted from your turn length in combat, provided that you are using a fencing weapon and your action is `attack' or `feint'.

Increased chance to parry: Your Fencing skill is added to the roll you need to make in order to successfully parry, again provided that you are using a fencing weapon.

Fencing weapons are relatively light. As a result, they have low STR minimums (6 to 7) and do moderate damage (1d6-1 to 1d6+1). If you do not have the Fencing skill, they do their normal amount of damage, but you do not receive the speed and parry bonus. The Fencing skill is learned like any other skill, but has a prerequisite of Swords 2.

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