1.7.7 Guarding Players and Objects
NOTE: The combat system is undergoing revision. This
page is outdated.
+guard command lets you guard another player, an
object, or an exit.
When you are guarding a player, he or she may not be attacked with
melee weapons or in unarmed combat. However, he or she may still be
targeted with ranged weapons, spells, or psionic abilities. If you are
stunned, you will be unable to guard until the stun wears off.
Because a guarded player may not be attacked, the system will not
allow you to guard someone who is already guarding something or
someone... otherwise, players would be able to create unrealistic,
unattackable `guard loops' (Antar is guarding Nim, so Nim can't be
attacked, and Nim is guarding Antar, so Antar can't be attacked).
Guarded players, can, however, still use combat actions, spells, and
psionic abilites... Fighters, it would be a good idea to
+guard any magic users in your party.
When you are guarding an exit, it cannot be used until you stop
guarding it, become stunned, or leave the room.
When you are guarding a thing, it cannot be picked up until you stop
guarding it, become stunned, or leave the room. However, spells and
psionic abilities may still affect it.
You can designate specific players for whom the `guarded' provision
does not apply, by typing
+guard #ally <player>.
+guard #!ally <player> removes or unsets
+unguard causes you to stop guarding whatever
you were guarding before.
Antar and Nim have stealthily made their way into a wing of the castle
inhabited by Vallard's retinue; they hope to be able to spy on them and
pick up useful information. However, they are discovered and attacked by
Reagis and Hengst, two of Vallard's followers. Antar knows he can't beat
both of them in combat, but maybe he can buy Nim some time. He quickly
does `+guard nim', hoping to keep her safe long enough for her to cast a
spell that will tip things in their favor.
Reagis and Hengst, meanwhile, are less concerned about what these two
will do to them than with the possibility that they will escape. Reagis
does `+gaurd east' and Hengst does `+guard north': they are now blocking
the only two ways out of the hallway. All three fighters can still
attack. Antar attacks Reagis; Reagis attacks Antar. Hengst tries to
attack Nim, but finds that he cannot target her because Antar is
protecting her, and so shifts his attack to Antar. Nim begins casting a
spell that she hopes will make Hengst ineffective against Antar... if
that works, she'll try the same thing on Reagis.
As it happens, Nim's spells help enough to keep Antar alive (and
protecting her), but it becomes clear that they need to get out of the
hallway. When a critical success on Antar's part stuns Reagis, the west
exit is temporarily open. The two players act quickly: Antar does
`+guard #ally nim' and `+guard west'. He is now covering the exit so
that only Nim can use it. She dashes out, he delays their two foes
long enough for her to retreat, then follows her.