Difference between revisions of "Allentria Duelling Code"
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Revision as of 14:42, 31 March 2007
The Allentria Duelling Code has been variously described as labyrinthine, unfair and insanely dangerous. Of course it isnt described this way in front of the Allentria as insulting the code can be construed as a challenge. The code itself is freely availiable to anyone, in a handy 370 page document etched onto three foot square tablets. The Allentria offer a specialist consultation service to people affected by the code... as long as theyre a member, everyone else involved has to puzzle the bizzare legalese, obscure cross references, long rambling non-sequitors and of course the bit which for some reason is in a hieroglyphic language seemingly made of stick insects. The reasons for challenging someone to a duel are myriad, so with the right legal aid you can pretty much get away with challenging someone whatever the reason. Examples include a duel where a challenge was issued under the pretext that the Lasting Emotional Harm clause applied to Feng Shui and the reciever of the challenge was stood in the way of the challengers positive chi. The dueling methods themselves are usually bloodless affairs, although property damage is sometimes incrued, the reason for this is that duels between Allentsi, although rare, do occur and are usually whipped up into a sort of spectator sport for members (who can request witness to a duel and, you guessed it, turning someone down without a good reason is grounds for a challenge). The reciever of the challenge gets to pick the method, however many dueling methods are only applicable in certain situations, and if the reciever does not select a valid method in about 10 minutes the challenger gets to pick. This is particularily advantageous against non members who may not realise that they have been challenged under one of the codes more obscure ways of issuing a challenge (such as getting the reciever a certain drink). Dueling methods include; Trial of Artillery: The participants take artillery pieces of an agreed classification to an uninhabited planetoid, set them up and fire them, recallibrate and repeat, the first one to destroy the opponents artillery piece wins. The advantage of this method is the hillarity of watching your opponent try to find an obselete anti-installation cannon on short notice. Tumbling Sphere: The participants grapple in the centre of a hologramatic sphere in zero-gee, at a signal they push apart, trying to throw their opponent into a bad position, when they leave the sphere (completely, although this is rarely actually said) they can draw and fire a small las-pistol from a belt holster. Due to the low power of the weapons serious injuries are rare but accidents do happen. The Dragon Run: The participants are each required to provide a shotgun with a variant of dragons breath rounds, and are provided with a rocket powered sled. Although the sleds are not massively powerful they can get going pretty fast. The two competitiors (armoured fortunately) then race towards a predefined goal, getting rid of anything in theyre way with the shotguns, however it is forbidden to directly shoot your opponent.