scheme types
[Mental Schemes]:
Mindcontrol:
Cost : 10,000 Average Duration: 3 days.
Valid Targets: One individual
It takes the form of : You want to (message).
This scheme makes the targeted individual suffer from the specified mental
compulsion.
Cost : 30,000 Average Duration: 5 days.
Valid Targets: One individual
It takes the form of : You want to (message).
A scheme which places the specified mental compulsion on everyone in the city
except the target.
Steal:
Cost : 10,000 Average Duration: 3 days.
Valid Targets: One individual
This scheme regularly steals money from the target.
Flood:
Cost : 20,000 Average Duration: 3 days.
Valid Targets: Automatic; New Haven city limits
A scheme which causes New Haven’s streets to become flooded with rising water
levels.
Hurricane:
Cost : 40,000 Average Duration: 3 days.
Valid Targets: Automatic; New Haven City limits
A scheme which causes hurricane force winds to batter New Haven, making
movement
outside difficult.
Storm:
Cost : 10,000 Average Duration: 3 days.
Valid Targets: Automatic;New Haven City limits
A scheme which causes a perpetual rainstorm in New Haven.
Blackout:
Cost : 20,000 Average Duration: 3 days.
Valid Targets: Automatic; New Haven City limits
A scheme which causes New Haven to experience a power failure for the
duration.
Disruption:
Cost : 40,000 Average Duration: 3 days.
Valid Targets: Automatic; New Haven City limits
A scheme which causes widespread disruption of electronic communications for
the duration.
Aegis:
Cost : 100,000 Average Duration: 1 week.
Valid Targets: Automatic; worldwide
Prevents all violence between supernaturals and naturals worldwide and
increases the influence of The Order and their allies.
Cleanse:
Cost : 100,000 Average Duration: 1 week.
Valid Targets: Automatic; Superhumans worldwide
Turns all supers human and prevents the use of any supernatural abilities
worldwide and increases the influence of the Temple and their allies.
Dominance:
Cost : 100,000 Average Duration: 7 days.
Valid Targets: Automatic; Naturals worldwide
A scheme which makes all naturals influenced by the desires of supernaturals
much like angelborn and increases the power of all mind control on natural
humans worldwide. It also increases the influence of the Hand and their
allies.
Dreambelief:
Cost : 30,000 Average Duration: Indeterminate
Valid Targets: Automatic; everyone
This scheme requires you to specify a world with target (dreamworld number)
and will inflict the dreambelief ritual on everyone in the game. Those who are
not part of the specified world will instead suffer a -15% Life Force penalty.
See also: Mental Rituals
Haunt:
Cost : 20,000 Average Duration: 5 days.
Valid Targets: Society Name, Alliance Name, Archetype group (e.g. Vampires),
Naturals, Supernaturals, Character Name, Everyone.
A scheme which will randomly send the targets a message from a specified list
and also lag them for a few seconds. Haunt messages do not need a period at
the end.
Malady:
Cost : 40,000 Average Duration: 3 days.
Valid Targets: Archetype group (e.g. Vampires), Naturals, Supernaturals,
Everyone.
A scheme which makes the author of the scheme a disease carrier. When they
roleplay with any eligible target they have a chance to infect that target
with a disease; people affected can then also transmit the disease themselves.
Mute:
Cost : 30,000 Average Duration: 5 days.
Valid Targets: Society Name, Alliance Name, Archetype group (e.g. Vampires),
Naturals, Supernaturals, Character Name, Everyone.
A scheme which causes targets to be unable to speak for the duration.
Uninvite:
Cost : 30,000 Average Duration: Indeterminate
Valid Targets: Automatic; New Haven City limits
This scheme makes anybody residing inside properties wander outside.
Sabotage:
Cost : 30,000 Average Duration: 2 days.
Valid Targets: Society Name, Alliance Name, Archetype group (e.g. Vampires),
Naturals, Supernaturals, Character Name, Everyone.
This scheme sabotages cars and motorcycles of the targets, making them much
more likely to crash.
Ambush:
Cost : 30,000 Average Duration: 2 days.
Valid Targets: Society Name, Alliance Name, Archetype group (e.g. Vampires),
Naturals, Supernaturals, Character Name, Everyone.
This scheme creates a chance the targets will take minor wounds when outside.