Difference between revisions of "Skill HardToPort"

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(Created page with "{{CoffeeMUDWikiTOC}} {{CoffeeMUDAbilitiesTOC}} __NOTOC__ {{SkillTemplate|ID=Skill_HardToPort|Name=Hard to Port|Domain=Sea Travel|Available=Sailor(Comm...")
 
 
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{{#section-h:LISTSKILLS|Hard to Port}}
 
__NOTOC__
 
__NOTOC__
{{SkillTemplate|ID=Skill_HardToPort|Name=Hard to Port|Domain=[[sea_travel(Domain)|Sea Travel]]|Available=[[Sailor(Commoner)|Sailor(17)]] |Allows=[[Ranged Sailing(Expertise)|Ranged Sailing]] [[Reduced Sailing(Expertise)|Reduced Sailing]] [[Power Sailing(Expertise)|Power Sailing]] [[Extended Sailing(Expertise)|Extended Sailing]] |UseCost=Movement (100) |Quality=Circumstantial|Targets=|Range=Touch, or not applicable|Commands=HARDTOPORT|Usage=HARDTOPORT|Examples=hardtoport
 
  
|Description=During combat on a ship, the player can put his ship and rigging at risk by putting the ship into an immediate hard turn to port.  This will turn the ship counter-clockwise and, for a very brief time, give the ship at least a 25% chance of being missed by any ship seige weapons fired at it.  You must let the ship integrity recover for several minutes afterwards before you can try again, however. Failed attempts can also put a strain on the ship if tried too frequently, causing another waiting period to ensue.}}
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=Notes=
 
 
===Notes===
 
 
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[[Category:Expertise(Extended Sailing)]]
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[[Category:Expertise(Power Sailing)]]
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[[Category:Expertise(Ranged Sailing)]]
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[[Category:Expertise(Reduced Sailing)]]

Latest revision as of 21:06, 24 March 2020

CoffeeMUD
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==Abilities==
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===Hard to Port===
Domain: Sea Travel
Available: Sailor(17)
Allows: Reduced Traveling Power Traveling Ranged Traveling Ranged Sailing Reduced Sailing Power Sailing Extended Traveling Extended Sailing
UseCost: Movement (100)
Quality: Circumstantial
Targets:
Range: Touch, or not applicable
Commands: HARDTOPORT
Usage: HARDTOPORT
Examples: hardtoport
Description: During combat on a ship, the player can put his ship and rigging at risk by putting the ship into an immediate hard turn to port. This will turn the ship counter-clockwise and, for a very brief time, give the ship at least a 25% chance of being missed by any ship siege weapons fired at it. You must let the ship integrity recover for several minutes afterwards before you can try again, however. Failed attempts can also put a strain on the ship if tried too frequently, causing another waiting period to ensue.


Notes

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