SmartMonsters

actuate

Purpose: activate potential attributes latent in an item.
Synonyms: none

SYNTAX EXAMPLES
1. actuate <target> 1. actuate sachet
2. actuate <target> <specifier> 2. actuate sachet blue
3. actuate <specifier> <target> 3. actuate blue sachet
4. actuate <n>.<target> 4. actuate 2.sachet

USE:

  1. Use form one when there's no possible ambiguity. In the example, there's only one sachet in the current room.
  2. Use form two or three when more information is needed to interpret the command - that is, there's more than one possible target by the same name to which the command could be applied. In the example, there's a blue sachet, a green sachet, etc.
  3. Use form two or three when more information is needed to interpret the command - that is, there's more than one possible target by the same name to which the command could be applied. In the example, there's a blue sachet, a green sachet, etc.
  4. Use form four when there are many instances of <target> available, and you want to actuate one of them in particular.

Actuate is part of a chain of ritual events required to enable latent attributes in particular kinds of items such as herb sachets. Once an item is Actuated, it may have the ability to impact character attributes and skills.

Actuation requires a magical circle. The practitioner must be meditating. Items to be Actuated must be in the room, not the practitioner's inventory.

Actuation is nearly always temporary. The more skilled the practitioner, the longer the actuated affects are likely to last, and the more powerful they're likely to be.

There are many conditions which could prevent you from being able to actuate a particular target. You may be too tired, or paralyzed, or blinded and unable to find the target. The Game channel will inform you of the outcome of your command.

As with many other TriadCity commands, your expertise with the Actuate Skill will determine how effective your attempts to use the Actuate command will be.

 
 

Complete command reference:

Player Command Reference home
Complete Player Command Reference
Players' Guide TOC

 
 
© 2012 SmartMonsters, Inc. All Rights are Reserved.


"I will formulate ... a general thesis about modernist fiction: the dominant of modernist fiction is epistemological. That is, modernist fiction deploys strategies which engage and foreground questions such as ... "How can I interpert this world of which I am a part? And what am I in it?" Other typical modernist questions might be added: What is there to be known?; Who knows it?; How do they know it, and with what degree of certainty?; How is knowledge transmitted from one knower to another, and with what degree of reliability?; How does the object of knowledge change as it passes from knower to knower?; What are the limits of knowledge? And so on."
--Brian McHale,
Postmodernist Fiction (info)

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