SmartMonsters

thrash

Purpose: thrash a person or thing with a wielded staff.
Synonyms: none

SYNTAX EXAMPLES
1. thrash <target> 1. thrash guard
2. thrash <target> <specifier> 2. thrash guard tall
3. thrash <specifier> <target> 3. thrash tall guard
4. thrash <n>.<target> 4. thrash 2.guard

USE:

  1. Use form one when there's no possible ambiguity. In the example, there's only one guard 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 tall guard, a short guard, a skinny guard, 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 tall guard, a short guard, a skinny guard, etc.
  4. Use form four when there are many instances of <target> present, and you want to thrash one of them in particular.

Staffs are non-lethal weapons. It's possible to wield a Staff and, via the Thrash command, initiate a fight without necessarily killing the opponent. Whether the fight is mortal will depend on several additional factors: whether the opponent is wielding a lethal weapon; whether someone with a lethal weapon joins the fight; and whether you're expert enough in the Incapacitate Skill to control your violence.

In TriadCity, violence nearly always causes alignment drift toward evil. It's possible to become very evil very fast if you initiate lots of attacks. See the player manual for exceptions.

There are many conditions which could prevent you from being able to thrash 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 Staff Skill will determine how effective your attempts to use the Thrash command will be.

 
 

Complete command reference:

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

 
 
© 2012 SmartMonsters, Inc. All Rights are Reserved.


"Burroughs's zone, or interzone, is a vast, ramshackle structure in which all the world's architectural styles are are fused and all its races and cultures mingle .... Sometimes it is located in Latin America or North Africa, sometimes (as in The Ticket That Exploded, 1962) on another planet, sometimes (as in Cities of the Red Night,, 1981) in a lost civilization of the distant past. By contrast, Alasdair Gray's zone (in Lanark, 1981), a space of paradox modeled on the Wonderland and Looking-glass worlds of the Alice books, has been displaced to the ambiguous no man's land between cities .... Pynchon's zone is paradignmatic for the heterotopian space of postmodernist writing .... Here ... a large number of fragmentary possible worlds coexist in an impossible space which is associated with occupied Germany, but which is in fact located nowhere but in the written text itself."
--Brian McHale,
Postmodernist Fiction (info)

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