911
Using the 911 channel is akin to being connected to dispatch. In general,
a name, phone number, and a detailed explanation of the situation are expected.
Messages are not stored. If no one answers, it is good practice to send a note
to the members of the HSD.
Syntax: call 911
This will attempt to connect your call to online members of the HSD.
Syntax: 911 (message)
This will send a message to the 911 channel, which is a police band channel
visible to all members of the HSD, as well as anyone who has hacked it. A
character’s coded name is visible on this channel when using it.
Hacking the Police Band:
Any character with Hacking 1 and a police scanner can listen in to the 911
channel. Additionally, members of societies with the ‘Scanner’ asset will
have all 911 messages echoed to them.
a name, phone number, and a detailed explanation of the situation are expected.
Messages are not stored. If no one answers, it is good practice to send a note
to the members of the HSD.
Syntax: call 911
This will attempt to connect your call to online members of the HSD.
Syntax: 911 (message)
This will send a message to the 911 channel, which is a police band channel
visible to all members of the HSD, as well as anyone who has hacked it. A
character’s coded name is visible on this channel when using it.
Hacking the Police Band:
Any character with Hacking 1 and a police scanner can listen in to the 911
channel. Additionally, members of societies with the ‘Scanner’ asset will
have all 911 messages echoed to them.
See Also
Abduct
Syntax: Abduct (target)
Syntax: Tuckin (target)
Syntax: lookfor (target)
This command can be used in a room where a player has logged off and, if
successful, will bring the unconscious body back into the game where it
can be interacted with. No one will be able to wake the character until the
player logs back on. Abduct can only be used within a few hours of the
target logging off.
To determine whether or not the attempt is successful, a number of factors
are taken into consideration based on the abductor’s stats, the abductee’s
stats, and the location the abduction is taking place in. Some degree of
luck is accounted for as well.
The abductor will get bonuses based on his stealth skill and whether or not
he has legitimate access to the property.
The abductee will get bonuses based on his acute senses, fast reflexes,
perception, and, should he be abducted from a house, the household security
and household guards of that location. If a warding ritual is in place, the
abductee will also be significantly harder to abduct. An abduction will
always succeed if the abductee is tied up. Abductions cost money and require
cash on hand to cover the costs of the drugs used. The cost will vary depending
on how difficult the person is to abduct, with higher tiers costing more.
Unsuccessful attempts may result in the victim fleeing to another property or
the forest.
The tuckin command can be used to place the character back into a regular
logged off state.
The lookfor command can be used to see if a logged off person is currently in the room
with you.
Syntax: Tuckin (target)
Syntax: lookfor (target)
This command can be used in a room where a player has logged off and, if
successful, will bring the unconscious body back into the game where it
can be interacted with. No one will be able to wake the character until the
player logs back on. Abduct can only be used within a few hours of the
target logging off.
To determine whether or not the attempt is successful, a number of factors
are taken into consideration based on the abductor’s stats, the abductee’s
stats, and the location the abduction is taking place in. Some degree of
luck is accounted for as well.
The abductor will get bonuses based on his stealth skill and whether or not
he has legitimate access to the property.
The abductee will get bonuses based on his acute senses, fast reflexes,
perception, and, should he be abducted from a house, the household security
and household guards of that location. If a warding ritual is in place, the
abductee will also be significantly harder to abduct. An abduction will
always succeed if the abductee is tied up. Abductions cost money and require
cash on hand to cover the costs of the drugs used. The cost will vary depending
on how difficult the person is to abduct, with higher tiers costing more.
Unsuccessful attempts may result in the victim fleeing to another property or
the forest.
The tuckin command can be used to place the character back into a regular
logged off state.
The lookfor command can be used to see if a logged off person is currently in the room
with you.
See Also
Aberration Subfactions
Demonic and angelic scions often find brotherhood amongst their own. The Free is an organization who focuses its attention on angelborn in poor situations. The Chosen embrace their demonic heritage, while the Forsaken would love nothing more than to eliminate it. Vampire courts are known for their culture, and disputes over cattle.
The Free
Overview: An angelborn support group, while of limited power the group works to improve the lives of angelborn everywhere, who have a tendency to end up in bad situations.
Common Allies: The Order, The Beastmasters.
Common Enemies: The Syndicate.
Prefers: Angelborn.
Typical Tasks: Saving angelborn.
The Chosen
Overview: Demonborn either by birth or contract The Chosen are those who’ve pledge to serve the lords of hell in exchange most often for wealth and power. They are always looking to push not only their agenda, but that of their demonic masters as well.
Common Allies: None.
Common Enemies: The Forsaken, The Factions, and most everyone else.
Prefers: Demonborn.
Typical Tasks: Sowing chaos and destruction, advancing their own power or wealth.
The Forsaken
Overview: Demonborn who’ve turned their back on hell, working to undermine it and all it’s worth. Some out of moral reasons, others because they despise what they are.
Common Allies: Factions
Common Enemies: The Chosen.
Prefers: Demonborn
Typical Tasks: Killing the chosen or thwarting their plans.
The Vampire Court of New York
Overview: The most prominent vampire court on the east coast, the court is led by an 800 year old king and has been around for several centuries.
Common Allies: The Syndicate, Rushell Industries
Common Enemies: The Redwood Pack, The Temple.
Prefers: Vampires.
Typical Tasks: Protecting the court, removing threats, securing new blood supplies.
The Vampire Empire
Overview: The Empire is an alliance of Vampire courts from many different countries and cities, dedicated to the promotion of vampire rights and powers throughout the world. While theoretically ruled by an emperor or empress the last empress was slain 250 years ago and has yet to be replaced. In theory the vampire empire is one of the most powerful organizations in the supernatural world but in practice they tend to spend most of their time politicking amongst themselves for greater status and power or even for a shot at the coveted Throne of Bones. If something is a large enough threat to the Vampire community overall though for them to come together they can do so with terrifying speed and ferocity.
Common Allies: The Vampire Court of New York, The Hand
Common Enemies: The Temple, The Hunters
Prefers: Vampires, virgins
Typical Tasks: Obtain new bloodstock, protect members, recruitment, eliminate threats
The Free
Overview: An angelborn support group, while of limited power the group works to improve the lives of angelborn everywhere, who have a tendency to end up in bad situations.
Common Allies: The Order, The Beastmasters.
Common Enemies: The Syndicate.
Prefers: Angelborn.
Typical Tasks: Saving angelborn.
The Chosen
Overview: Demonborn either by birth or contract The Chosen are those who’ve pledge to serve the lords of hell in exchange most often for wealth and power. They are always looking to push not only their agenda, but that of their demonic masters as well.
Common Allies: None.
Common Enemies: The Forsaken, The Factions, and most everyone else.
Prefers: Demonborn.
Typical Tasks: Sowing chaos and destruction, advancing their own power or wealth.
The Forsaken
Overview: Demonborn who’ve turned their back on hell, working to undermine it and all it’s worth. Some out of moral reasons, others because they despise what they are.
Common Allies: Factions
Common Enemies: The Chosen.
Prefers: Demonborn
Typical Tasks: Killing the chosen or thwarting their plans.
The Vampire Court of New York
Overview: The most prominent vampire court on the east coast, the court is led by an 800 year old king and has been around for several centuries.
Common Allies: The Syndicate, Rushell Industries
Common Enemies: The Redwood Pack, The Temple.
Prefers: Vampires.
Typical Tasks: Protecting the court, removing threats, securing new blood supplies.
The Vampire Empire
Overview: The Empire is an alliance of Vampire courts from many different countries and cities, dedicated to the promotion of vampire rights and powers throughout the world. While theoretically ruled by an emperor or empress the last empress was slain 250 years ago and has yet to be replaced. In theory the vampire empire is one of the most powerful organizations in the supernatural world but in practice they tend to spend most of their time politicking amongst themselves for greater status and power or even for a shot at the coveted Throne of Bones. If something is a large enough threat to the Vampire community overall though for them to come together they can do so with terrifying speed and ferocity.
Common Allies: The Vampire Court of New York, The Hand
Common Enemies: The Temple, The Hunters
Prefers: Vampires, virgins
Typical Tasks: Obtain new bloodstock, protect members, recruitment, eliminate threats
Abilities
Syntax: Ability (abilityname) (target or arguments)
Syntax: showability (abilityname)
Abilities are special types of stats, each one has five ranks and unlocks a
new power with each rank. They can be used in combat with ability
(abilityname) (target or argument) or in most cases just (abilityname)
(target or argument)
The first ability you have every rank of the stat will cost 1 point, the
second ability you have every rank will cost 2 points and so on up to five.
Once you have left newbie school.
You can only use each ability power once per fight with a few
exceptions, but this will reset once you’ve used all, or almost all
your ability powers.
Abilities can also be used in RP, in general each discreet ability
power can be used once per RP scene, unless otherwise indicated by
the SR.
Showability can be used to show the room that you have a certain
ability.
Syntax: showability (abilityname)
Abilities are special types of stats, each one has five ranks and unlocks a
new power with each rank. They can be used in combat with ability
(abilityname) (target or argument) or in most cases just (abilityname)
(target or argument)
The first ability you have every rank of the stat will cost 1 point, the
second ability you have every rank will cost 2 points and so on up to five.
Once you have left newbie school.
You can only use each ability power once per fight with a few
exceptions, but this will reset once you’ve used all, or almost all
your ability powers.
Abilities can also be used in RP, in general each discreet ability
power can be used once per RP scene, unless otherwise indicated by
the SR.
Showability can be used to show the room that you have a certain
ability.
Abusive Roleplay
The staff does not consider it their place to judge the quality of each
player’s roleplay and typically adopts a hands off policy in regard to it.
It is the staff’s hope that the design of the game itself encourages and
fosters good roleplay.
However, exceptions will be made when roleplay is considered to be abusive.
In these instances, staff may punish places or even work to undo some of the
damage which has been caused by the offender. Such instances will be
handled on a case by case basis.
Examples of Abusive Roleplay could be:
* Ignoring imprints regardless of their quality.
* Failing to use the sex or rape command when required.
* Taking any PvP action without a reasonable expectation of survival or due to
a disregard for that survival. e.g. Murder suicide
* Griefing as explained in help griefing
* Roleplaying doing something you cannot codely do.
This brief list should impart some sense of the sort of behavior that will
land players into trouble, but is far from exhaustive. If anyone has any
questions regarding whether or not an action will be considered as abusive
roleplay, please contact the staff for guidance.
player’s roleplay and typically adopts a hands off policy in regard to it.
It is the staff’s hope that the design of the game itself encourages and
fosters good roleplay.
However, exceptions will be made when roleplay is considered to be abusive.
In these instances, staff may punish places or even work to undo some of the
damage which has been caused by the offender. Such instances will be
handled on a case by case basis.
Examples of Abusive Roleplay could be:
* Ignoring imprints regardless of their quality.
* Failing to use the sex or rape command when required.
* Taking any PvP action without a reasonable expectation of survival or due to
a disregard for that survival. e.g. Murder suicide
* Griefing as explained in help griefing
* Roleplaying doing something you cannot codely do.
This brief list should impart some sense of the sort of behavior that will
land players into trouble, but is far from exhaustive. If anyone has any
questions regarding whether or not an action will be considered as abusive
roleplay, please contact the staff for guidance.
See Also
Acrobatics
Levels: -1, 0, 1, 2, 3
Requirements: Rank 2-3 requires Tier 2-3
Young Characters: Rank 1 requires the Jock role.
This stat determines how capable your character is at performing acrobatic
maneuvers such as rolls and tumbles.
Acrobatics -1
Less acrobatic than most people; unable to do even simple rolls
Acrobatics 0
As acrobatic as the average person; simple rolls and other equivalent
maneuvers
Acrobatics 1
Capable of simple acrobatic maneuvers; roll, back roll, shoulder rolls or
dives into rolls and maybe a running flip.
Acrobatics 2
Can roll, flip and tumble like a professional acrobat; forward and backward
flips from standing or running, double and triple turns from assisted jumps
Acrobatics 3
Supernaturally acrobatic; flip multiples times and perform other impossibly
advanced maneuvers
Requirements: Rank 2-3 requires Tier 2-3
Young Characters: Rank 1 requires the Jock role.
This stat determines how capable your character is at performing acrobatic
maneuvers such as rolls and tumbles.
Acrobatics -1
Less acrobatic than most people; unable to do even simple rolls
Acrobatics 0
As acrobatic as the average person; simple rolls and other equivalent
maneuvers
Acrobatics 1
Capable of simple acrobatic maneuvers; roll, back roll, shoulder rolls or
dives into rolls and maybe a running flip.
Acrobatics 2
Can roll, flip and tumble like a professional acrobat; forward and backward
flips from standing or running, double and triple turns from assisted jumps
Acrobatics 3
Supernaturally acrobatic; flip multiples times and perform other impossibly
advanced maneuvers
See Also
Acute Hearing
Levels: 0, 1
This stat represents unusually acute hearing.
Acute Hearing 0 means you have normal hearing.
Acute Hearing 1 means you have particularly acute hearing
Myrooms extra with the name acutehearing will add something to a room only
visible to those with acute hearing.
This stat represents unusually acute hearing.
Acute Hearing 0 means you have normal hearing.
Acute Hearing 1 means you have particularly acute hearing
Myrooms extra with the name acutehearing will add something to a room only
visible to those with acute hearing.
See Also
Acute Sight
Levels: 0, 1
This stat represents unusually acute sight.
Acute Sight 0 means you have normal vision.
Acute Sight 1 means you have particularly acute vision.
Myrooms extra with the name acutesight will add something to a room only
visible to those with acute sight.
This stat represents unusually acute sight.
Acute Sight 0 means you have normal vision.
Acute Sight 1 means you have particularly acute vision.
Myrooms extra with the name acutesight will add something to a room only
visible to those with acute sight.
See Also
Acute Smell
Levels: 0, 1
This stat represents an unusually acute sense of smell.
Acute Smell 0 means you have a normal sense of smell. Acute Smell 1 means
you have a particularly acute sense of smell.
Myrooms extra with the name acutesmell will add something to a room only
visible to those with an acute sense of smell.
Describe smell can be used to add something to your character description
only visible to those with an acute sense of smell.
Syntax: Smell
This command toggles tracking by scent, allowing you to detect the scents
people leave as they move around.
This stat represents an unusually acute sense of smell.
Acute Smell 0 means you have a normal sense of smell. Acute Smell 1 means
you have a particularly acute sense of smell.
Myrooms extra with the name acutesmell will add something to a room only
visible to those with an acute sense of smell.
Describe smell can be used to add something to your character description
only visible to those with an acute sense of smell.
Syntax: Smell
This command toggles tracking by scent, allowing you to detect the scents
people leave as they move around.
See Also
adddesc
Syntax: adddesc
This command is used to add or modify a temporary description in a room.
This command is used to add or modify a temporary description in a room.
See Also
Addhidden
Syntax: Addhidden
A command to add or modify a hidden description in a room that will appear
if a character searches it.
A command to add or modify a hidden description in a room that will appear
if a character searches it.
See Also
Addicted
Negative Tier Modifier
Removable: Yes.
This modifier represents someone whose abilities are impaired by some sort
of chemical addiction. In order to qualify the addiction must always be
impairing them. That is to say the character is always either impaired by
being drunk/high or so on, or they are impaired because they are in
withdrawals/hung over etc.
Removable: Yes.
This modifier represents someone whose abilities are impaired by some sort
of chemical addiction. In order to qualify the addiction must always be
impairing them. That is to say the character is always either impaired by
being drunk/high or so on, or they are impaired because they are in
withdrawals/hung over etc.
adesc
Descriptions added by others
An adesc is a piece of description that someone else writes onto your character: a mark they left, a smear of paint, a message scrawled on your arm. It works like a ddesc (see help ddesc), uses the same locations, and shows in the same places. Each character can carry up to 100 adescs.
Writing one on someone
adesc create (person) (keyword) (location) (hours)
–Open the editor and write a description onto another player character in the room with you. They are told that you are adding a description to them, and so is everyone else in the room. The keyword is the name they will use for it.
–If they are helpless, it is active straight away. You can also give a number of hours, at most two, during which they cannot deactivate or delete it.
–If they are not helpless, it arrives switched off and the hours are ignored. Whether it ever shows is up to them.
Descriptions others wrote on you
adesc list
–List the adescs on you, with where each one goes and whether it is active.
adesc search (word)
–Show the full text of every adesc on you that contains that word.
adesc activate (keyword)
–Switch one on.
adesc deactivate (keyword)
–Switch one off. While it is locked, you are told how many hours are left instead.
adesc delete (keyword)
–Remove one for good. You cannot delete one that is still locked.
When an adesc is switched on or off, you see your appearance change, and so does everyone in the room who could see it. It follows the same rules as a ddesc: clothing hides one on a covered part of your body, and a smell one is only noticed by a keen nose (see help ddesc). Being desclocked does not stop adescs, which have their own lock.
See also: help ddesc, help descriptions.
An adesc is a piece of description that someone else writes onto your character: a mark they left, a smear of paint, a message scrawled on your arm. It works like a ddesc (see help ddesc), uses the same locations, and shows in the same places. Each character can carry up to 100 adescs.
Writing one on someone
adesc create (person) (keyword) (location) (hours)
–Open the editor and write a description onto another player character in the room with you. They are told that you are adding a description to them, and so is everyone else in the room. The keyword is the name they will use for it.
–If they are helpless, it is active straight away. You can also give a number of hours, at most two, during which they cannot deactivate or delete it.
–If they are not helpless, it arrives switched off and the hours are ignored. Whether it ever shows is up to them.
Descriptions others wrote on you
adesc list
–List the adescs on you, with where each one goes and whether it is active.
adesc search (word)
–Show the full text of every adesc on you that contains that word.
adesc activate (keyword)
–Switch one on.
adesc deactivate (keyword)
–Switch one off. While it is locked, you are told how many hours are left instead.
adesc delete (keyword)
–Remove one for good. You cannot delete one that is still locked.
When an adesc is switched on or off, you see your appearance change, and so does everyone in the room who could see it. It follows the same rules as a ddesc: clothing hides one on a covered part of your body, and a smell one is only noticed by a keen nose (see help ddesc). Being desclocked does not stop adescs, which have their own lock.
See also: help ddesc, help descriptions.
See Also
Adventures
Adventures are a particular type of story, created through the storyidea
command and then run through the plot command.
Syntax: storyidea (number) type Adventure/Joint/Competative
Syntax: storyidea (number) subfaction (subfaction)
Syntax: storyidea (number) subfactiontwo (subfaction)
Syntax: storyidea (number) makeplot (Plot title)
Syntax: Plot apply (number) comment
Syntax: Plot finish (number) (List of participants separated by spaces)
Adventures are tasks given by one or two subfactions to a set of players,
Haven is a source of many capable supernaturals and is a natural recruiting
ground for when these subfactions wish for aid. Some are given by a single
subfac, some by two working together(joint) and some are two working against
each other(competative).
Adventures usually take place outside Haven, either on earth or offworld.
They may be one roleplaying session or several, at the conclusion of them
the subfactions will reward those who took part in a variety of ways. The
rewards are relatively minor, since going on an adventure is supposed to
be enjoyable in and of itself. The rewards also decrease a little if more
people are included, and are three times higher in competative adventures
since there is a chance of getting no reward at all if your side loses.
Players may sign up for adventures with plot apply, and leave a comment if
they wish, they’ll automatically be given a rating then indicating how well
liked they are by that subfaction, generally speaking SRs should take the
highest rated players on their adventure, but they might make exceptions
if a high rated person wants to bring a friend as mentioned in their comment
or cannot make the times when the adventure is to happen.
People who take part in many adventures will have a natural penalty to this
rating.
While each subfaction has lists of common allies, enemies and tasks, these
are guidelines, feel free to come use other alliances/tasks or enmities if
they make sense.
Help Subfactions give a list of all subfactions.
A Quest is a special type of adventure, targeted at a particular player
or group of players, with lesser rewards for the SR.
command and then run through the plot command.
Syntax: storyidea (number) type Adventure/Joint/Competative
Syntax: storyidea (number) subfaction (subfaction)
Syntax: storyidea (number) subfactiontwo (subfaction)
Syntax: storyidea (number) makeplot (Plot title)
Syntax: Plot apply (number) comment
Syntax: Plot finish (number) (List of participants separated by spaces)
Adventures are tasks given by one or two subfactions to a set of players,
Haven is a source of many capable supernaturals and is a natural recruiting
ground for when these subfactions wish for aid. Some are given by a single
subfac, some by two working together(joint) and some are two working against
each other(competative).
Adventures usually take place outside Haven, either on earth or offworld.
They may be one roleplaying session or several, at the conclusion of them
the subfactions will reward those who took part in a variety of ways. The
rewards are relatively minor, since going on an adventure is supposed to
be enjoyable in and of itself. The rewards also decrease a little if more
people are included, and are three times higher in competative adventures
since there is a chance of getting no reward at all if your side loses.
Players may sign up for adventures with plot apply, and leave a comment if
they wish, they’ll automatically be given a rating then indicating how well
liked they are by that subfaction, generally speaking SRs should take the
highest rated players on their adventure, but they might make exceptions
if a high rated person wants to bring a friend as mentioned in their comment
or cannot make the times when the adventure is to happen.
People who take part in many adventures will have a natural penalty to this
rating.
While each subfaction has lists of common allies, enemies and tasks, these
are guidelines, feel free to come use other alliances/tasks or enmities if
they make sense.
Help Subfactions give a list of all subfactions.
A Quest is a special type of adventure, targeted at a particular player
or group of players, with lesser rewards for the SR.
See Also
afk
Syntax: AFK (time in minutes) OR (lower time – higher time in minutes)
This command will send a message to the room your character is in.
For example: afk 6
PCName goes AFK. (They expect to return in 6 minutes.)
For example: afk 4 8
PCName goes AFK. (They expect to return between 4 and 8 minutes from now)
Typing AFK puts your character in a tell-saving mode as follows: any tell to
you is stored in a special buffer, and can be seen later by typing replay.
This is useful when you need to leave the mud for 5 or 10 minutes, but don’t
want to miss tells. AFK shows up in your prompt until it is turned off.
Tells to link-dead players are stored in a similar fashion, and can also be
seen by typing replay. (unless of course the player logs off before
reading them).
This command will send a message to the room your character is in.
For example: afk 6
PCName goes AFK. (They expect to return in 6 minutes.)
For example: afk 4 8
PCName goes AFK. (They expect to return between 4 and 8 minutes from now)
Typing AFK puts your character in a tell-saving mode as follows: any tell to
you is stored in a special buffer, and can be seen later by typing replay.
This is useful when you need to leave the mud for 5 or 10 minutes, but don’t
want to miss tells. AFK shows up in your prompt until it is turned off.
Tells to link-dead players are stored in a similar fashion, and can also be
seen by typing replay. (unless of course the player logs off before
reading them).
See Also
Aged Vampire
Tier Four Archetype
Supernatural
This archetype represents those vampires with centuries of experience. See
help vampires for more information in general.
Age: Been undead between two hundred and eight hundred years.
Available Negative Modifiers: Turned Young, Disfigured, Catatonic.
Available Positive Modifiers: Demonic Pact Holder, Unliving.
Focuses: Has up to five points to spend on focus stats at tier four.
Supernatural
This archetype represents those vampires with centuries of experience. See
help vampires for more information in general.
Age: Been undead between two hundred and eight hundred years.
Available Negative Modifiers: Turned Young, Disfigured, Catatonic.
Available Positive Modifiers: Demonic Pact Holder, Unliving.
Focuses: Has up to five points to spend on focus stats at tier four.
Ageless
Levels: 0, 4
Requirements: Tier 3, several archetypes obtain this stat for free.
This stat represents a character attaining immortality and stopping aging.
Vampires do not need to gain this stat to not age.
Ageless 0 means your character ages like normal.
Ageless 4 means your character has stopped aging.
Syntax: Ageless (age)
After obtaining the skill, use the ageless command to set the age when your
character stopped aging.
Requirements: Tier 3, several archetypes obtain this stat for free.
This stat represents a character attaining immortality and stopping aging.
Vampires do not need to gain this stat to not age.
Ageless 0 means your character ages like normal.
Ageless 4 means your character has stopped aging.
Syntax: Ageless (age)
After obtaining the skill, use the ageless command to set the age when your
character stopped aging.
See Also
Ageless Angelborn
Tier Four Archetype
Supernatural
This archetype represents a human with angel blood who’s moved beyond aging
and has many decades of experience as an active member of the supernatural
world. See help angelborn lore for more information in general.
Age: At least 100 years old, apparent age at least 23.
Available Negative Modifiers: Crippled.
Available Positive Modifiers: Demonic Pact Holder, Fleshformed.
Focuses: Has up to five points to spend on focus stats at tier four.
Supernatural
This archetype represents a human with angel blood who’s moved beyond aging
and has many decades of experience as an active member of the supernatural
world. See help angelborn lore for more information in general.
Age: At least 100 years old, apparent age at least 23.
Available Negative Modifiers: Crippled.
Available Positive Modifiers: Demonic Pact Holder, Fleshformed.
Focuses: Has up to five points to spend on focus stats at tier four.
Ageless Demigod
Tier Four Archetype
Supernatural
This archetype represents a human with god blood who’s moved beyond aging
and has many decades of experience as an active member of the supernatural
world. They also sometimes have the blood of one of the high gods running
through their veins, such as Zeus or Odin. See help demigod lore for more
information in general.
Age: At least 100 years old, apparent age at least 23.
Available Negative Modifiers: Crippled.
Available Positive Modifiers: Demonic Pact Holder, Fleshformed.
Physical Characteristics: Silver Irises
Focuses: Has up to five points to spend on focus stats at tier four.
Supernatural
This archetype represents a human with god blood who’s moved beyond aging
and has many decades of experience as an active member of the supernatural
world. They also sometimes have the blood of one of the high gods running
through their veins, such as Zeus or Odin. See help demigod lore for more
information in general.
Age: At least 100 years old, apparent age at least 23.
Available Negative Modifiers: Crippled.
Available Positive Modifiers: Demonic Pact Holder, Fleshformed.
Physical Characteristics: Silver Irises
Focuses: Has up to five points to spend on focus stats at tier four.
Ageless Demonborn
Tier Four Archetype
Supernatural
This archetype represents a human with demon blood who’s moved beyond aging
and has many decades of experience as an active member of the supernatural
world. See help demonborn lore for more information in general.
Age: At least 100 years old, apparent at at least 23.
Available Negative Modifiers: Crippled.
Available Positive Modifiers: Demonic Pact Holder, Fleshformed.
Physical Characteristics: Red irises.
Focuses: Has up to five points to spend on focus stats at tier four.
Supernatural
This archetype represents a human with demon blood who’s moved beyond aging
and has many decades of experience as an active member of the supernatural
world. See help demonborn lore for more information in general.
Age: At least 100 years old, apparent at at least 23.
Available Negative Modifiers: Crippled.
Available Positive Modifiers: Demonic Pact Holder, Fleshformed.
Physical Characteristics: Red irises.
Focuses: Has up to five points to spend on focus stats at tier four.
Ageless Faeborn
Tier Four Archetype
Supernatural
This archetype represents a human with fae blood who’s moved beyond aging
and has many decades of experience as an active member of the supernatural
world. See help faeborn lore for more information.
Age: At least 100 years old, apparent age at least 23.
Physical Characteristics: Blue or Green hair.
Available Negative Modifiers: Crippled.
Available Positive Modifiers: Demonic Pact Holder, Fleshformed.
Focuses: Has up to five points to spend on focus stats at tier four.
Supernatural
This archetype represents a human with fae blood who’s moved beyond aging
and has many decades of experience as an active member of the supernatural
world. See help faeborn lore for more information.
Age: At least 100 years old, apparent age at least 23.
Physical Characteristics: Blue or Green hair.
Available Negative Modifiers: Crippled.
Available Positive Modifiers: Demonic Pact Holder, Fleshformed.
Focuses: Has up to five points to spend on focus stats at tier four.
Ageless Werewolf
Tier Four Archetype
Supernatural
This archetype represents a werewolf who’s moved beyond aging and has many
decades of experience in the supernatural world. See help werewolves for
more information in general.
Age: At least 100 year old, apparent age at least 23.
Available Negative Modifiers: Crippled.
Available Positive Modifiers: Demonic Pact Holder, Lunacy Embracer,
Fleshformed.
Focuses: Has up to five points to spend on focus stats at tier four.
Supernatural
This archetype represents a werewolf who’s moved beyond aging and has many
decades of experience in the supernatural world. See help werewolves for
more information in general.
Age: At least 100 year old, apparent age at least 23.
Available Negative Modifiers: Crippled.
Available Positive Modifiers: Demonic Pact Holder, Lunacy Embracer,
Fleshformed.
Focuses: Has up to five points to spend on focus stats at tier four.
aid
Syntax: aid (person) (message)
Sends someone an OOC message, used to give OOC aid to new players.
Sends someone an OOC message, used to give OOC aid to new players.
Alchemy
Levels: 0, 1, 2, 3, 4, 5
Requirements: Ranks 2-5 require arcane focus 1-4.
This stat represents your skill with alchemy. It increases the returns from
harvesting character’s lifeforce and from drawing infused blood. It also
decreases the cost of making memory potions.
Requirements: Ranks 2-5 require arcane focus 1-4.
This stat represents your skill with alchemy. It increases the returns from
harvesting character’s lifeforce and from drawing infused blood. It also
decreases the cost of making memory potions.
Alts
The rules on alt interactions boil down to simply this. You may not use
one alt to benefit another.
This includes using one alt to talk up another, to make them seem smarter or
cooler or better in any way. To use them to provide support for, to do
services for, to provide resources or aid to. To make them more
sympathetic, to provide them with an enemy and so on.
You may use an alt to represent your character’s employees if they have any,
but their relationship must be purely professional. They must not believe
their boss is an unusually good boss or their employee an unusually good
employee or anything similar.
The only exception to this is if they take the employee relationship, see Help Employee
one alt to benefit another.
This includes using one alt to talk up another, to make them seem smarter or
cooler or better in any way. To use them to provide support for, to do
services for, to provide resources or aid to. To make them more
sympathetic, to provide them with an enemy and so on.
You may use an alt to represent your character’s employees if they have any,
but their relationship must be purely professional. They must not believe
their boss is an unusually good boss or their employee an unusually good
employee or anything similar.
The only exception to this is if they take the employee relationship, see Help Employee
Ammochange
Syntax: Ammochange (weapon)
This command allows you to swap out the ammunition of a ranged weapon,
allowing you to suspend the use of silver rounds or augmented rounds until
you use the command again. It can only be done on ranged weapons and
consumes an attack if used in combat unless your highest ranged discipline
is bows or thrown weapons.
This command allows you to swap out the ammunition of a ranged weapon,
allowing you to suspend the use of silver rounds or augmented rounds until
you use the command again. It can only be done on ranged weapons and
consumes an attack if used in combat unless your highest ranged discipline
is bows or thrown weapons.
See Also
Ancient Vampire
Tier Five Archetype
Supernatural
This archetype represents vampires who’ve been a member of the undead for at
least a thousand years. See help vampires for more information.
Age: been a vampire for at least 1000 years.
Focuses: Has up to seven points to spend on focuses at tier five.
Supernatural
This archetype represents vampires who’ve been a member of the undead for at
least a thousand years. See help vampires for more information.
Age: been a vampire for at least 1000 years.
Focuses: Has up to seven points to spend on focuses at tier five.
Ancient Werewolf
Tier Five Archetype
Supernatural
This archetype represents a werewolf from one of the earliest, primal packs
of werewolves. See help werewolves for more information.
Age: Apparent age at least 30, been a werewolf for at least 3000 years.
Physical Characteristics: White Hair, Much larger when in transformed wolf
shape.
Focuses: Up to seven points to spend on focus stats at tier five.
Supernatural
This archetype represents a werewolf from one of the earliest, primal packs
of werewolves. See help werewolves for more information.
Age: Apparent age at least 30, been a werewolf for at least 3000 years.
Physical Characteristics: White Hair, Much larger when in transformed wolf
shape.
Focuses: Up to seven points to spend on focus stats at tier five.
Angelborn
Tier Two Archetype
Supernatural
This archetype represents humans with some Angel blood in them. But those
who are fairly new and inexperienced with their powers. See help Angelborn
Lore for more information.
Minimum Age: 18
Available Negative Modifiers: Mentally Ill, Injured, Ill, Addicted.
Available Positive Modifiers: Relic Holder, Demonic Pact Holder,
Fleshformed.
Focuses: Has one point to spend on focus stats at tier two.
Supernatural
This archetype represents humans with some Angel blood in them. But those
who are fairly new and inexperienced with their powers. See help Angelborn
Lore for more information.
Minimum Age: 18
Available Negative Modifiers: Mentally Ill, Injured, Ill, Addicted.
Available Positive Modifiers: Relic Holder, Demonic Pact Holder,
Fleshformed.
Focuses: Has one point to spend on focus stats at tier two.
Angelborn Champion Focus
Levels: 0, 1, 2, 3, 4
Combat Focus
Requirements: Angelborn
This stat represents the ability of angelborn to use their supernatural gifts in combat. Each rank offers increased access to physical stats. Angelborn Champions can learn to use angelic combat in battle to wield fire and manipulate gravity. At max rank Angelborn Champions can learn glide, granting them a short period of flight in combat.
[Angelborn Champion One]:
Angelic Combat 1: A power tree focused on fire and gravity; all fire at this rank.
Super Jumping: A power that helps you close distance in combat.
[Angelborn Champion Two]:
Angelic Combat 2: A power tree focused on fire and gravity.
Running 4: Increase move distance per round in combat.
[Angelborn Champion Three]:
Blurring Speed: A legendary power that doubles your running speed, including to over 5.
Strength 4: Determines inventory limit and influences both social and active combat.
[Angelborn Champion Four]:
Glide: Allow temporary flight in combat.
Running 5: Maximum proficiency; increases move distance per round in combat.
[Last edited August 24, 2021]
Combat Focus
Requirements: Angelborn
This stat represents the ability of angelborn to use their supernatural gifts in combat. Each rank offers increased access to physical stats. Angelborn Champions can learn to use angelic combat in battle to wield fire and manipulate gravity. At max rank Angelborn Champions can learn glide, granting them a short period of flight in combat.
[Angelborn Champion One]:
Angelic Combat 1: A power tree focused on fire and gravity; all fire at this rank.
Super Jumping: A power that helps you close distance in combat.
[Angelborn Champion Two]:
Angelic Combat 2: A power tree focused on fire and gravity.
Running 4: Increase move distance per round in combat.
[Angelborn Champion Three]:
Blurring Speed: A legendary power that doubles your running speed, including to over 5.
Strength 4: Determines inventory limit and influences both social and active combat.
[Angelborn Champion Four]:
Glide: Allow temporary flight in combat.
Running 5: Maximum proficiency; increases move distance per round in combat.
[Last edited August 24, 2021]
See Also
Angelborn Lore
Also Read: Help Angelborn Mechanics
A long time ago, powerful flesh mages created the ultimate servants for
themselves. They designed them to be beautiful, to have wings and the power
of flight for speedy transportation, and most importantly to be incredibly
supernatural empathic. These beings would feel the wants, needs, pains and
dislikes of those around them more keenly than their own. If you wanted a
message delivered, they wanted to deliver it, if you wanted your feet rubbed
they wanted to rub your feet. They were the perfect servants, however
eventually the secret to creating them was lost and over time they died out.
Their descendants however, remain. It’s unclear if they were named Angels
because of their similarity to the biblical beings, or if indeed the
biblical beings were named Angels because of their similarity to them.
Their descendants today are referred to as Angelborn, none today still have
wings or any remnants of them, but many like heights and dream of flying.
They are also more attractive than most people and tend to live a little
longer. Most importantly they still have some degree of the Angelic
empathy, while not nearly as strong, they still naturally want the same
things as those around them. It works like a sort of unspoken peer
pressure, and draws them naturally to jobs and lifestyles that are more
selfless or service oriented. It’s common to find them working in charities
or as aid workers, or even as masseuse or prostitutes.
The tears of the Angelborn can be used to make a sort of love potion. If
someone swallows a shot glass or so worth of Angelborn tears they will be
infected by a powerful version of angelic empathy, focused on the first
person they become aware of. For the next 5-6 days that person’s wants and
desires will become their wants and desires and they’d do whatever they can
to fulfill them.
Today angelborn genes are erratic like other supernatural genes. Usually
activating only once every three of four generations. The chances of any of
your direct family also being active angelborn is astronomically small, but
it possible for a grandparent or great grandparent to be. There’s also a
decent chance that twins, both fraternal and identical will share the trait
if one has it.
Angelborn much like faeborn and demonborn can be either latent, passive or
active.
Latents are effectively entirely human, but there is a chance that at some
point in their adult lift the latent genes will activate and they will
become either active or passive.
Passive angelborns are mostly human, but they have the appearance of
angelborn and their supernatural empathy. They also have a special type of
blood that’s used in certain rituals.
Active angelborns are passives until around the end of puberty, usually
seventeen to nineteen, when they activate. They also sometimes activate
later in life, although this is very rare in people not living near the
Gate. As well as the effects of passive angelborns actives also gain other
amazing supernatural powers.
Note: Angelborns are physically entirely human in appearance.
When they were first created angels were given a vulnerability to obsidian
in case their empathy ever failed at keeping them in line. While this has
never truly been needed the vulnerability is still present to this day.
Angels and their angelborn decendents become weakened whenever struck by
obsidian weapons and cannot break out of obsidian bonds or cages no matter
their preternatural strength.
A long time ago, powerful flesh mages created the ultimate servants for
themselves. They designed them to be beautiful, to have wings and the power
of flight for speedy transportation, and most importantly to be incredibly
supernatural empathic. These beings would feel the wants, needs, pains and
dislikes of those around them more keenly than their own. If you wanted a
message delivered, they wanted to deliver it, if you wanted your feet rubbed
they wanted to rub your feet. They were the perfect servants, however
eventually the secret to creating them was lost and over time they died out.
Their descendants however, remain. It’s unclear if they were named Angels
because of their similarity to the biblical beings, or if indeed the
biblical beings were named Angels because of their similarity to them.
Their descendants today are referred to as Angelborn, none today still have
wings or any remnants of them, but many like heights and dream of flying.
They are also more attractive than most people and tend to live a little
longer. Most importantly they still have some degree of the Angelic
empathy, while not nearly as strong, they still naturally want the same
things as those around them. It works like a sort of unspoken peer
pressure, and draws them naturally to jobs and lifestyles that are more
selfless or service oriented. It’s common to find them working in charities
or as aid workers, or even as masseuse or prostitutes.
The tears of the Angelborn can be used to make a sort of love potion. If
someone swallows a shot glass or so worth of Angelborn tears they will be
infected by a powerful version of angelic empathy, focused on the first
person they become aware of. For the next 5-6 days that person’s wants and
desires will become their wants and desires and they’d do whatever they can
to fulfill them.
Today angelborn genes are erratic like other supernatural genes. Usually
activating only once every three of four generations. The chances of any of
your direct family also being active angelborn is astronomically small, but
it possible for a grandparent or great grandparent to be. There’s also a
decent chance that twins, both fraternal and identical will share the trait
if one has it.
Angelborn much like faeborn and demonborn can be either latent, passive or
active.
Latents are effectively entirely human, but there is a chance that at some
point in their adult lift the latent genes will activate and they will
become either active or passive.
Passive angelborns are mostly human, but they have the appearance of
angelborn and their supernatural empathy. They also have a special type of
blood that’s used in certain rituals.
Active angelborns are passives until around the end of puberty, usually
seventeen to nineteen, when they activate. They also sometimes activate
later in life, although this is very rare in people not living near the
Gate. As well as the effects of passive angelborns actives also gain other
amazing supernatural powers.
Note: Angelborns are physically entirely human in appearance.
When they were first created angels were given a vulnerability to obsidian
in case their empathy ever failed at keeping them in line. While this has
never truly been needed the vulnerability is still present to this day.
Angels and their angelborn decendents become weakened whenever struck by
obsidian weapons and cannot break out of obsidian bonds or cages no matter
their preternatural strength.
See Also
Angelborn Mechanics
angelborn modifiers
Angelborn may select from the following modifiers:
(T2) Angelborn:
Negative Modifiers: Addicted, Injured, Ill, Mentally Ill
Positive Modifiers: Relic Holder, Fleshformed, Demonic Pact Holder
(T3) Angelborn Veteran:
Negative Modifiers: Crippled, Cursed
Positive Modifiers: Relic Holder, Fleshformed, Demonic Pact Holder
(T4) Ageless Angelborn:
Negative Modifiers: Crippled
Positive Modifiers: Fleshformed, Demonic Pact Holder
[Last edited May 18, 2022]
(T2) Angelborn:
Negative Modifiers: Addicted, Injured, Ill, Mentally Ill
Positive Modifiers: Relic Holder, Fleshformed, Demonic Pact Holder
(T3) Angelborn Veteran:
Negative Modifiers: Crippled, Cursed
Positive Modifiers: Relic Holder, Fleshformed, Demonic Pact Holder
(T4) Ageless Angelborn:
Negative Modifiers: Crippled
Positive Modifiers: Fleshformed, Demonic Pact Holder
[Last edited May 18, 2022]
See Also
Angelborn Powers
Powers are one of the things that set supernatural bloodlines apart from mere humans; they are manifestations of either supernatural power in general or of the inherent strengths of a given bloodline. In general, powers are not restricted solely by tier — what is accessible to a tier 3 demigod may be accessible to a tier 2 demonborn, or may perhaps only be available to certain subtypes of demigods. All the powers listed below have their own helpfile, but here is a short summary of each for quick reference. Powers that require specific non-angelic foci that would still be available to angels are not listed.
[Angelborn Innates]:
You may only select one innate ability.
Fleet of Foot: You move faster in and out of combat.
Guardian Angel: You take less combat damage protecting others.
Soothing Aura: You help others around you heal faster.
[Angelborn Tier One]:
Acute Hearing: Especially keen hearing. Can hear from more rooms away.
Acute Sight: Especially keen vision.
Acute Smell: Especially keen smell; can track others by scent.
Hypnotism: Level one hypnotism allows supernaturals to place people in a trance.
Lightup: You illuminate a darkened room with your presence.
Obfuscate: Hides your supernatural aura; you will always appear human.
Pathing: The ability to use travel pathing to access rooms on roomlist.
Regeneration: Level one regeneration allows faster recovery from basic and severe wounds.
[Angelborn Tier Two]:
Hypnotism: Level two hypnotism allows infliction of amnesia and simple instructions.
Super Jumping: Angelborn Champion only; the ability to jump far, land without harm, and close gaps in combat.
Psychic Persuasion: The ability to subtly persuade others to do your bidding via psychic pressures.
[Angelborn Tier Three]:
Ageless: You become immortal and stop aging.
Branding: A semi-permanent means of marking your property or thralls that grants powers over them.
Hypnotism: Level three and four hypnotism allows body, triggered, and locked instructions.
Night Vision: The ability to see in darkness.
[Angelborn Tier Four]:
Glide: Angelic Champion 4 AND Super Jumping; when used in combat, enables three rounds of flight.
Super Jumping: The ability to jump far, land without harm, and close gaps in combat.
[Angelborn Combat Abilities]:
Angelic Combat: Angelborn Champion only; primarily the manipulation of fire and light.
[Angelborn Legendaries]:
Blurring Speed: Angelborn Champion 3 AND Running 3; doubles running speed, including to over 5.
Wings: Freed Angel (T5) only; free flight whenever your upper back is exposed, in combat and out.
[Last edited August 16, 2021]
[Angelborn Innates]:
You may only select one innate ability.
Fleet of Foot: You move faster in and out of combat.
Guardian Angel: You take less combat damage protecting others.
Soothing Aura: You help others around you heal faster.
[Angelborn Tier One]:
Acute Hearing: Especially keen hearing. Can hear from more rooms away.
Acute Sight: Especially keen vision.
Acute Smell: Especially keen smell; can track others by scent.
Hypnotism: Level one hypnotism allows supernaturals to place people in a trance.
Lightup: You illuminate a darkened room with your presence.
Obfuscate: Hides your supernatural aura; you will always appear human.
Pathing: The ability to use travel pathing to access rooms on roomlist.
Regeneration: Level one regeneration allows faster recovery from basic and severe wounds.
[Angelborn Tier Two]:
Hypnotism: Level two hypnotism allows infliction of amnesia and simple instructions.
Super Jumping: Angelborn Champion only; the ability to jump far, land without harm, and close gaps in combat.
Psychic Persuasion: The ability to subtly persuade others to do your bidding via psychic pressures.
[Angelborn Tier Three]:
Ageless: You become immortal and stop aging.
Branding: A semi-permanent means of marking your property or thralls that grants powers over them.
Hypnotism: Level three and four hypnotism allows body, triggered, and locked instructions.
Night Vision: The ability to see in darkness.
[Angelborn Tier Four]:
Glide: Angelic Champion 4 AND Super Jumping; when used in combat, enables three rounds of flight.
Super Jumping: The ability to jump far, land without harm, and close gaps in combat.
[Angelborn Combat Abilities]:
Angelic Combat: Angelborn Champion only; primarily the manipulation of fire and light.
[Angelborn Legendaries]:
Blurring Speed: Angelborn Champion 3 AND Running 3; doubles running speed, including to over 5.
Wings: Freed Angel (T5) only; free flight whenever your upper back is exposed, in combat and out.
[Last edited August 16, 2021]
See Also
Angelborn Stat
Levels: 0, 1
Requirements: Non-Supernatural
This stat makes your character considered an angelborn, even if they do not have an angelborn archetype; it represents latent or passive blood.
[Last edited August 25, 2021]
Requirements: Non-Supernatural
This stat makes your character considered an angelborn, even if they do not have an angelborn archetype; it represents latent or passive blood.
[Last edited August 25, 2021]
See Also
Angelborn Veteran
Tier Three Archetype
Supernatural
This archetype represents a human with angel blood who’s been supernatural
and active in the supernatural community for at least ten years. See help
angelborn lore for more information in general.
Minimum Age: 28
Available Negative Modifiers: Cursed, Crippled.
Available Positive Modifiers: Relic Holder, Demonic Pact Holder,
Fleshformed.
Focuses: Has up to three points to spend on focuses at tier three.
Supernatural
This archetype represents a human with angel blood who’s been supernatural
and active in the supernatural community for at least ten years. See help
angelborn lore for more information in general.
Minimum Age: 28
Available Negative Modifiers: Cursed, Crippled.
Available Positive Modifiers: Relic Holder, Demonic Pact Holder,
Fleshformed.
Focuses: Has up to three points to spend on focuses at tier three.
Angelic Combat
Levels: 0, 1, 2
Requirements : Rank 1 requires Angelborn Champion 1
Rank 2 requires Angelborn Champion 2
[Rank One]:
Fieryweapon : Self-target; enhances your weapons with fire, making them do 30% more damage for one round.
Roleplay : You can cause fire with a touch.
Incandescence : Self-target; glow with intense light, taking 20% less melee damage but 20% more ranged damage for one round.
Roleplay : You can glow with an intense light.
[Rank Two]:
Heataura : Self-target; start radiating heat, debuffing anyone close to you by making them uncomfortably hot. More effective in hot weather.
Roleplay : You can radiate heat.
Lightfeet : Self-target; make your body weigh less temporarily, increases speed by 150% for one round.
Roleplay : You can temporarily make yourself weigh less.
Burden : Unspecified range; increases gravity on the target, making them slower and causing them to do 20% less damage for one round.
Roleplay : You can temporarily make someone or something else weigh more.
[Last edited March 24, 2022]
Requirements : Rank 1 requires Angelborn Champion 1
Rank 2 requires Angelborn Champion 2
[Rank One]:
Fieryweapon : Self-target; enhances your weapons with fire, making them do 30% more damage for one round.
Roleplay : You can cause fire with a touch.
Incandescence : Self-target; glow with intense light, taking 20% less melee damage but 20% more ranged damage for one round.
Roleplay : You can glow with an intense light.
[Rank Two]:
Heataura : Self-target; start radiating heat, debuffing anyone close to you by making them uncomfortably hot. More effective in hot weather.
Roleplay : You can radiate heat.
Lightfeet : Self-target; make your body weigh less temporarily, increases speed by 150% for one round.
Roleplay : You can temporarily make yourself weigh less.
Burden : Unspecified range; increases gravity on the target, making them slower and causing them to do 20% less damage for one round.
Roleplay : You can temporarily make someone or something else weigh more.
[Last edited March 24, 2022]
Animal Genus
Genus is the genetic family of an animal form.
Insect
Max size: Tiny
Specials: Poisonous, Flying, no eye color.
Rodent
Max Size: Small
Specials: Flying, Amphibious, No eye color.
Bird
Max Size: Small-Medium
Specials: Flying.
Aquatic
Max size: Very Large
Specials: Underwater movement and breathing, faster movement in water, 30% tooth and claw bonus in water.
Reptile
Max Size: Very Large
Specials: Amphibious, poisonous, No eye color.
Penalties: Weaker in cold outdoor rooms.
Mammal
Max Size: Very Large
Mythological
Max Size: Very Large
Specials: Poisonous, Armored, Amphibious, Flying
Restrictions: Requires Mythological Shifting
Insect
Max size: Tiny
Specials: Poisonous, Flying, no eye color.
Rodent
Max Size: Small
Specials: Flying, Amphibious, No eye color.
Bird
Max Size: Small-Medium
Specials: Flying.
Aquatic
Max size: Very Large
Specials: Underwater movement and breathing, faster movement in water, 30% tooth and claw bonus in water.
Reptile
Max Size: Very Large
Specials: Amphibious, poisonous, No eye color.
Penalties: Weaker in cold outdoor rooms.
Mammal
Max Size: Very Large
Mythological
Max Size: Very Large
Specials: Poisonous, Armored, Amphibious, Flying
Restrictions: Requires Mythological Shifting
See Also
Animal Stats
After the first decreases your pool size by 20%, stacking
multiplicatively. Your first form gets a bonus 5 points.
Stats:
Power: Costs 5 points. First rank gives +20 tooth and claw and -10
toughness, each successive rank gives 2 less tooth and claw and takes 1 less
toughness.
Toughness: Costs 5 points. First rank gives +20 toughness and -10 tooth and
claw, each successive rank gives 2 less toughness and takes 1 less tooth and
claw.
Camouflage: Costs 1 for Small/Tiny, 2 for Medium/Medium-small, 3 for
Mansized, 4 for Large, 5 for Very Large. Each point gives +1 stealth in
natural or dark areas.
Makes all movement in natural areas invisible to those with too low perception.
Speed: Costs 4 for Tiny, 3 for Small, 2 for Small-Medium, 1 for Medium, 2
for Mansized, 3 for Large, 4 for Very Large. Each point gives +1 running,
can exceed human running limits.
Agility: Costs 2 for Small/Tiny, 1 for Medium/Small-Medium, 2 for Mansized,
4 for Large, 5 for Very large. Gives +1 ranged defense, +1 dexterity.
Every two points gives +1 fast reflexes. At four points gives super jumping
if Small-Medium or larger.
Senses: Cost 1. Each point gives +1 perception in natural areas, every 2
points gives +1 perception in other areas.
Powers:
Flying: Costs 5 points. Grants the ability to fly.
Nocturnal: Costs 2 points. Gives night vision and +1 perception at night.
Poisonous: Costs 5 points. If small ups offense to 100% of base. If tiny
ups offense to 50% of base.
Amphibious: Costs 4 points. Gives ability to breath underwater and fight in
water without penalty.
Armored: Costs 5 points. Grants +30 natural armor.
Smelling: Gives acute smelling and +1 senses.
Seeing: Gives acute sight and +1 senses.
Hearing: Gives acute hearing and +1 senses.
multiplicatively. Your first form gets a bonus 5 points.
Stats:
Power: Costs 5 points. First rank gives +20 tooth and claw and -10
toughness, each successive rank gives 2 less tooth and claw and takes 1 less
toughness.
Toughness: Costs 5 points. First rank gives +20 toughness and -10 tooth and
claw, each successive rank gives 2 less toughness and takes 1 less tooth and
claw.
Camouflage: Costs 1 for Small/Tiny, 2 for Medium/Medium-small, 3 for
Mansized, 4 for Large, 5 for Very Large. Each point gives +1 stealth in
natural or dark areas.
Makes all movement in natural areas invisible to those with too low perception.
Speed: Costs 4 for Tiny, 3 for Small, 2 for Small-Medium, 1 for Medium, 2
for Mansized, 3 for Large, 4 for Very Large. Each point gives +1 running,
can exceed human running limits.
Agility: Costs 2 for Small/Tiny, 1 for Medium/Small-Medium, 2 for Mansized,
4 for Large, 5 for Very large. Gives +1 ranged defense, +1 dexterity.
Every two points gives +1 fast reflexes. At four points gives super jumping
if Small-Medium or larger.
Senses: Cost 1. Each point gives +1 perception in natural areas, every 2
points gives +1 perception in other areas.
Powers:
Flying: Costs 5 points. Grants the ability to fly.
Nocturnal: Costs 2 points. Gives night vision and +1 perception at night.
Poisonous: Costs 5 points. If small ups offense to 100% of base. If tiny
ups offense to 50% of base.
Amphibious: Costs 4 points. Gives ability to breath underwater and fight in
water without penalty.
Armored: Costs 5 points. Grants +30 natural armor.
Smelling: Gives acute smelling and +1 senses.
Seeing: Gives acute sight and +1 senses.
Hearing: Gives acute hearing and +1 senses.
See Also
Animal Weights
Base offensive discipline is equal to best unarmed discipline plus best
armed discipline plus half of best ranged discipline.
Base defensive discipline is equal to armor disciplines + toughness.
With diminishing returns for values above 60.
Tiny Animals
Size: 0.2 Pounds and under, 0.1 kilograms and under.
Combat: 10% of base offense, 1% of base defense. +2 ranged defense.
Other: Movement in all rooms invisible to those with low perception, flies half as fast.
Requirements: Fae Knight or Primal Focus 4, Natural/Illusory Magic 4, Dark Magic 3.
Small Animals
Size: 0.2 – 11 pounds, 0.1 – 5 kilograms.
Combat: 40% of base offense, 25% of base toughness. +1 ranged defense.
Other: Movement in all rooms invisible to those with too low perception.
Requirements: Fae Knight/Primal 3, Natural Magic 2, Illusory 3, Dark 4.
Small-Medium Animals
Size: 11-88 pounds, 5-40 kilograms.
Combat: 75% of base offense, 50% of base defense.
Requirements: Fae Knight/Primal 3, Natural Magic 3, Illusory 4, Dark Magic 4.
Medium Animals
Size: 88-154 pounds, 40-70 kilograms.
Combat: 90% of base offense, 80% of base defense.
Requirements: Fae Knight or Primal Focus 2.
Mansized Animals
Size: 154-220 pounds, 70-100 kilograms.
Combat: 100% of base offense, 100% of base defense.
Requirements: Fae Knight or Primal Focus 1.
Large Animals
Size: 220-441 pounds, 100-200 kilograms.
Combat: 110% of base offense, 110% of base defense.
Requirements: Fae Knight or Primal Focus 2.
Very Large Animals
Size: 441-2004 pounds, 200-1000 kilograms.
Combat: 120% of base offense, 120% of base defense.
Requirements: Fae Knight or Primal Focus 4.
Note: Mansized animals and larger will be picked up if they linger too long in
public areas. A smaller animal can be picked up if the point social is used
on it.
armed discipline plus half of best ranged discipline.
Base defensive discipline is equal to armor disciplines + toughness.
With diminishing returns for values above 60.
Tiny Animals
Size: 0.2 Pounds and under, 0.1 kilograms and under.
Combat: 10% of base offense, 1% of base defense. +2 ranged defense.
Other: Movement in all rooms invisible to those with low perception, flies half as fast.
Requirements: Fae Knight or Primal Focus 4, Natural/Illusory Magic 4, Dark Magic 3.
Small Animals
Size: 0.2 – 11 pounds, 0.1 – 5 kilograms.
Combat: 40% of base offense, 25% of base toughness. +1 ranged defense.
Other: Movement in all rooms invisible to those with too low perception.
Requirements: Fae Knight/Primal 3, Natural Magic 2, Illusory 3, Dark 4.
Small-Medium Animals
Size: 11-88 pounds, 5-40 kilograms.
Combat: 75% of base offense, 50% of base defense.
Requirements: Fae Knight/Primal 3, Natural Magic 3, Illusory 4, Dark Magic 4.
Medium Animals
Size: 88-154 pounds, 40-70 kilograms.
Combat: 90% of base offense, 80% of base defense.
Requirements: Fae Knight or Primal Focus 2.
Mansized Animals
Size: 154-220 pounds, 70-100 kilograms.
Combat: 100% of base offense, 100% of base defense.
Requirements: Fae Knight or Primal Focus 1.
Large Animals
Size: 220-441 pounds, 100-200 kilograms.
Combat: 110% of base offense, 110% of base defense.
Requirements: Fae Knight or Primal Focus 2.
Very Large Animals
Size: 441-2004 pounds, 200-1000 kilograms.
Combat: 120% of base offense, 120% of base defense.
Requirements: Fae Knight or Primal Focus 4.
Note: Mansized animals and larger will be picked up if they linger too long in
public areas. A smaller animal can be picked up if the point social is used
on it.
See Also
Animals
Levels: 0, 1, 2, 3, 4, 5
Requirements: Animals 4-5 requires Natural magic/Primal 2-3.
This stat represents how well a character interacts with animals.
Animals 0
No skill
Animals 1
Pretty well
Animals 2
Really well
Animals 3
Natural bond
Animals 4
Empathic understanding
Animals 5
Supernatural bond
Requirements: Animals 4-5 requires Natural magic/Primal 2-3.
This stat represents how well a character interacts with animals.
Animals 0
No skill
Animals 1
Pretty well
Animals 2
Really well
Animals 3
Natural bond
Animals 4
Empathic understanding
Animals 5
Supernatural bond
See Also
announce
Antag Rituals
Life Force Costs per level of Ritualism: 1: 21%, 2: 12%, 3: 9%, 4: 6%, 5: 4%
Syntax: Ritual mute (target) Cost: 100%
Render the target unable to speak for some time.
Syntax:: Ritual deafen (target) Cost: 100%
Render the target unable to hear for some time.
Syntax: Ritual techhex (target) Cost: 25%
Applies a magical affect to the target which makes all their technology fail
to operate properly for the duration.
Syntax: Ritual lunacy (target) Cost: 100%
Trigger lunacy in a werewolf even if it isn’t a full moon, filling them with
rage and anger.
Syntax: Ritual corrupt (target) Cost: 100%
Temporarily disables the target’s empathy, turning them into a sociopath
for the duration.
Syntax: Ritual lure (target) Cost: 100%
Will cause the target to unconciously move towards the room the spell was
cast from whenever they use automatic moving systems such as driving or
walking.
Syntax: Ritual mist Cost: 100%
Cause the supernatural mist in Haven to rise, rendering all outside areas
unpublic and allowing the monsters of the forest to venture deeper in.
Syntax: Ritual sleepwalk (target) Cost: 100%
Forces a reasonably idle character to sleepwalk out to where you are without
realizing it.
Syntax: Ritual illness (target) Cost: 100%
Inflicts the target with an illness which lowers their effective life force
for some time.
Syntax: Ritual madness (target) Cost: 200%
Inflict the target with temporary insanity, causing them to see things that
aren’t there and suffering from hostile delusions. Costs twice as much life
force as most rituals.
Syntax: Ritual persecution (target) Cost: 200%
Inflict the target with a curse that causes everyone around them to grow
more hostile towards them. Costs twice as much life force as most rituals.
Syntax: Ritual arthritis (target) Cost: 75%
Inflicts the target with a curse that simulates arthritis, making their
joints ache particularly when they try to run. They have their move speed
halved in combat and delay on moving out of combat is four times longer.
Syntax: Ritual enfeeble (target) Cost: 100%
Inflicts the target with a curse that reduces their fighting skill.
Reduces all disciplines by 25%.
Syntax: Ritual sexchange (target) Cost:150%
Ritual sexchange switches the target’s sex for the duration.
Syntax: Ritual summoning (target) Cost:100%
Must be done in a room with a place called ‘binding circle’ will summon
a higher power to that location and make them unable to leave or use their
powers in significant ways for the duration on anyone not in the same place.
break circle can be used to destroy a binding circle, freeing the higher
power.
Syntax: Ritual predate (target) Cost:25%
For the duration whenever the target of the ritual is able to have patrol prey (target) used on them, the caster of the ritual will be notified.
Syntax: Ritual mute (target) Cost: 100%
Render the target unable to speak for some time.
Syntax:: Ritual deafen (target) Cost: 100%
Render the target unable to hear for some time.
Syntax: Ritual techhex (target) Cost: 25%
Applies a magical affect to the target which makes all their technology fail
to operate properly for the duration.
Syntax: Ritual lunacy (target) Cost: 100%
Trigger lunacy in a werewolf even if it isn’t a full moon, filling them with
rage and anger.
Syntax: Ritual corrupt (target) Cost: 100%
Temporarily disables the target’s empathy, turning them into a sociopath
for the duration.
Syntax: Ritual lure (target) Cost: 100%
Will cause the target to unconciously move towards the room the spell was
cast from whenever they use automatic moving systems such as driving or
walking.
Syntax: Ritual mist Cost: 100%
Cause the supernatural mist in Haven to rise, rendering all outside areas
unpublic and allowing the monsters of the forest to venture deeper in.
Syntax: Ritual sleepwalk (target) Cost: 100%
Forces a reasonably idle character to sleepwalk out to where you are without
realizing it.
Syntax: Ritual illness (target) Cost: 100%
Inflicts the target with an illness which lowers their effective life force
for some time.
Syntax: Ritual madness (target) Cost: 200%
Inflict the target with temporary insanity, causing them to see things that
aren’t there and suffering from hostile delusions. Costs twice as much life
force as most rituals.
Syntax: Ritual persecution (target) Cost: 200%
Inflict the target with a curse that causes everyone around them to grow
more hostile towards them. Costs twice as much life force as most rituals.
Syntax: Ritual arthritis (target) Cost: 75%
Inflicts the target with a curse that simulates arthritis, making their
joints ache particularly when they try to run. They have their move speed
halved in combat and delay on moving out of combat is four times longer.
Syntax: Ritual enfeeble (target) Cost: 100%
Inflicts the target with a curse that reduces their fighting skill.
Reduces all disciplines by 25%.
Syntax: Ritual sexchange (target) Cost:150%
Ritual sexchange switches the target’s sex for the duration.
Syntax: Ritual summoning (target) Cost:100%
Must be done in a room with a place called ‘binding circle’ will summon
a higher power to that location and make them unable to leave or use their
powers in significant ways for the duration on anyone not in the same place.
break circle can be used to destroy a binding circle, freeing the higher
power.
Syntax: Ritual predate (target) Cost:25%
For the duration whenever the target of the ritual is able to have patrol prey (target) used on them, the caster of the ritual will be notified.
See Also
Antagonist Subfactions
The Hunters are a group that hunts supernaturals for sport. The Syndicate deals mostly in human-trafficking to supernatural interests and the Dynasty is a large supernatural faction located in the far East.
The Hunters
Overview: A group of former big game hunters who turned to hunting supernaturals for sport.
Common Allies: None.
Common Enemies: Almost everyone else.
Prefers: Non supernaturals.
Typical Tasks: Hunts, gathering information for hunts.
The Syndicate
Overview: A mostly human organization that specializes in the capture and delivery of humans to God or Fae or anybody with money for their particular purpose, whether looking for someone to fleshform into a new type of monster, run through a monster filled labyrinth or be a new bed slave, the Syndicate can get it for you.
Common Allies: The Banished, The Gamemasters, The Circus, The god houses, The Undergods, The Chosen, The Mob, The Russian Mafia.
Common Enemies: The Lost, The Beastmasters, The Prometheans, The Forsaken, FBI, Interpol, Sheriff.
Prefers: Underworld Contacts, demonborn.
Typical Task: Finding suitable targets, catching them, delivering them.
The Dynasty
Overview: The Dynasty is the most powerful supernatural organization apart
from the big three, but tends to be largely isolationist and operates almost
entirely out of the far East. Their goals and priorities are an enigma and using
any supernatural abilities in their territories is considered unwise since you
can never know what will offend them. Their agents are much like modern ninjas,
highly stealth oriented assassins who use modern weapons as well as biomancy to
augment their strength, speed and durability, but are otherwise human. Those
who anger them and are caught by their agents are never heard of again.
Common Allies: Chinese Intelligence
Common Enemies: The Hand, The Order, The Temple.
Prefers: Asians
Typical Tasks: None
The Witch Hunters
Overview: The Witch Hunters are a loose assemblage of people dedicated to the elimination of supernatural threats. Their central leadership and history are fairly religious but today anyone who wants to go after dangerous supernaturals and black magic can be endorsed as a member and given assistance with weapons and training to do so and most of their members are those who’ve previously suffered at the hands of supernatural forces. While they target all types of dangerous supernaturals they have a strong historical enmity to black magic in particular and have a fierce rivalry with the Coven owing to a long history of grievances from both sides.
Common Allies: The Temple, The Hunters
Common Enemies: The Coven, The Black Circle, The Hand
Prefers: Humans, Religious Individuals, those seeking vengeance
Typical Tasks: Identifying, tracking and eliminating supernaturals and magical practitioners
The Hunters
Overview: A group of former big game hunters who turned to hunting supernaturals for sport.
Common Allies: None.
Common Enemies: Almost everyone else.
Prefers: Non supernaturals.
Typical Tasks: Hunts, gathering information for hunts.
The Syndicate
Overview: A mostly human organization that specializes in the capture and delivery of humans to God or Fae or anybody with money for their particular purpose, whether looking for someone to fleshform into a new type of monster, run through a monster filled labyrinth or be a new bed slave, the Syndicate can get it for you.
Common Allies: The Banished, The Gamemasters, The Circus, The god houses, The Undergods, The Chosen, The Mob, The Russian Mafia.
Common Enemies: The Lost, The Beastmasters, The Prometheans, The Forsaken, FBI, Interpol, Sheriff.
Prefers: Underworld Contacts, demonborn.
Typical Task: Finding suitable targets, catching them, delivering them.
The Dynasty
Overview: The Dynasty is the most powerful supernatural organization apart
from the big three, but tends to be largely isolationist and operates almost
entirely out of the far East. Their goals and priorities are an enigma and using
any supernatural abilities in their territories is considered unwise since you
can never know what will offend them. Their agents are much like modern ninjas,
highly stealth oriented assassins who use modern weapons as well as biomancy to
augment their strength, speed and durability, but are otherwise human. Those
who anger them and are caught by their agents are never heard of again.
Common Allies: Chinese Intelligence
Common Enemies: The Hand, The Order, The Temple.
Prefers: Asians
Typical Tasks: None
The Witch Hunters
Overview: The Witch Hunters are a loose assemblage of people dedicated to the elimination of supernatural threats. Their central leadership and history are fairly religious but today anyone who wants to go after dangerous supernaturals and black magic can be endorsed as a member and given assistance with weapons and training to do so and most of their members are those who’ve previously suffered at the hands of supernatural forces. While they target all types of dangerous supernaturals they have a strong historical enmity to black magic in particular and have a fierce rivalry with the Coven owing to a long history of grievances from both sides.
Common Allies: The Temple, The Hunters
Common Enemies: The Coven, The Black Circle, The Hand
Prefers: Humans, Religious Individuals, those seeking vengeance
Typical Tasks: Identifying, tracking and eliminating supernaturals and magical practitioners
Aquarian Guard
Overview: A group of supernatural water breathers dedicated to the health and wellbeing of the world’s oceans and their ecology. Some of them live underwater permanently, others may live on land or partly do both. Their temperament varies from peaceful protesters to eco terrorists.
Common Allies: The Coven, The Redwood Pack
Common Enemies: The Hanshin Group, Tyrell Corp, Rushell Industries.
Prefers: Water breathers.
Typical Tasks: Protest, influencing people, sabotage, blackmail.
Common Allies: The Coven, The Redwood Pack
Common Enemies: The Hanshin Group, Tyrell Corp, Rushell Industries.
Prefers: Water breathers.
Typical Tasks: Protest, influencing people, sabotage, blackmail.
See Also
Arcane Focus
There are three main focus paths: the arcane tree (minions, rituals, mancing); the combat tree (melee and ranged combat); and the professional tree (wealth, contacts, and social/job skills). Each focus tree has its own set of foci within it. Every point spent in one of these trees, regardless of whether or not it’s on the same focus, unlocks greater potential for development in terms of stats and occasionally powers. When points are spent on the same focus, you develop additional abilities related to that focus line. The following are the unlocked abilities for the arcane tree:
[Arcane One]:
Alchemy 2: Reduces cost of makepotion and increases returns from selling life force.
Clairaudience: A power that enables hearing and speaking to ghosts.
Clairvoyance: A power that enables seeing ghosts.
Incantation 1: Reduces time to cast rituals by half per rank.
Minions 1: Each rank enables more points to be spent on a combat pet’s stats.
Occult Knowledge 3: Greater knowledge of the occult underground.
Ritualism 2: Reduces cost of rituals; unlocks ritual maintain.
[Arcane Two]:
Alchemy 3: Reduces cost of makepotion and increases returns from selling life force.
Incantation 2: Reduces time to cast rituals by half per rank.
Minions 2: Each rank enables more points to be spent on a combat pet’s stats.
Occult Knowledge 4: Greater knowledge of the occult underground.
Ritualism 3: Reduces cost of rituals.
[Arcane Three]:
Alchemy 4: Reduces cost of makepotion and increases returns from selling life force.
Incantation 3: Reduces time to cast rituals by half per rank.
Know Vampires: The ability to recognise vampires on sight.
Know Werewolves: The ability to recognise werewolves on sight.
Minions 3: Each rank enables more points to be spent on a combat pet’s stats.
Occult Knowledge 5: Greater knowledge of the occult underground.
Ritualism 4: Reduces cost of rituals.
[Arcane Four]:
Alchemy 5: Maximum proficiency; reduces cost of makepotion and increases returns from selling life force.
Incantation 4: Maximum proficiency; reduces time to cast rituals by half per rank.
Minions 4: Each rank enables more points to be spent on a combat pet’s stats.
Ritualism 5: Maximum proficiency; reduces cost of rituals.
[Arcane Five]:
Know Supernaturals: Enables you to see the nightmare manifestations of others at all times.
Minions 5: Each rank enables more points to be spent on a combat pet’s stats.
[Last edited February 15, 2024]
[Arcane One]:
Alchemy 2: Reduces cost of makepotion and increases returns from selling life force.
Clairaudience: A power that enables hearing and speaking to ghosts.
Clairvoyance: A power that enables seeing ghosts.
Incantation 1: Reduces time to cast rituals by half per rank.
Minions 1: Each rank enables more points to be spent on a combat pet’s stats.
Occult Knowledge 3: Greater knowledge of the occult underground.
Ritualism 2: Reduces cost of rituals; unlocks ritual maintain.
[Arcane Two]:
Alchemy 3: Reduces cost of makepotion and increases returns from selling life force.
Incantation 2: Reduces time to cast rituals by half per rank.
Minions 2: Each rank enables more points to be spent on a combat pet’s stats.
Occult Knowledge 4: Greater knowledge of the occult underground.
Ritualism 3: Reduces cost of rituals.
[Arcane Three]:
Alchemy 4: Reduces cost of makepotion and increases returns from selling life force.
Incantation 3: Reduces time to cast rituals by half per rank.
Know Vampires: The ability to recognise vampires on sight.
Know Werewolves: The ability to recognise werewolves on sight.
Minions 3: Each rank enables more points to be spent on a combat pet’s stats.
Occult Knowledge 5: Greater knowledge of the occult underground.
Ritualism 4: Reduces cost of rituals.
[Arcane Four]:
Alchemy 5: Maximum proficiency; reduces cost of makepotion and increases returns from selling life force.
Incantation 4: Maximum proficiency; reduces time to cast rituals by half per rank.
Minions 4: Each rank enables more points to be spent on a combat pet’s stats.
Ritualism 5: Maximum proficiency; reduces cost of rituals.
[Arcane Five]:
Know Supernaturals: Enables you to see the nightmare manifestations of others at all times.
Minions 5: Each rank enables more points to be spent on a combat pet’s stats.
[Last edited February 15, 2024]
See Also
Arcane Patrol Events
Arcane patrols do not require you to be moving around the grid, but are
greatly aided by your doing so. Every few minutes you will visibly close
your eyes to use your arcane senses while on arcane patrol.
One)
Your character finds an item of mystical value, unfortunately it is cursed
and upon touching it the curse awakens. Others with the arcane patrol habit
will sense the awakening of the curse and your direction and be able to seek
you out to come to your aid. Once you have at least two other arcanists to
help you you can attempt to decurse the item with patrol decurse. Over the
next approximately one hour you can RP decursing the object with random
echos emitted as the object resists the attempts. At the conclusion of this
the item will be turned into material which is of supernatural value if
contributed to a society. It is then up to the players to figure out who
will get the item and how the spoils will be divided if at all.
Two)
Your character senses a malevolent spirit arising somewhere in the
graveyard, they and others with the arcane patrol habit will sense it’s
direction from them and can move to that room to attempt to banish the
spirit. As long as at least three arcanists move to the location you can
then use patrol banish to attempt to dispel the spirit. You then have about
an hour to RP banishing the spirit during which you will experience random
echos as the spirit resists the attempt. At the conclusion every character
involved will be rewarded with some RP exp and personal karma.
Three)
Your character attacks an enemy of your society with magic. An enemy of
your society is determined by if they’re a member of an opposing alliance.
When the curse begins both sides members who are on arcane patrol will sense
the building magical battle and can come to the aid of their members. During
the battle characters on both sides can use patrol pledge to devote some of
their life force to the conflict, every time they do so they can also add an
argument that will be emitted to the other side anonymously. In the fashion
of patrol pledge (amount) (message). At the culmination of the battle the
side with the most life force contributed, modified by their arcane power
will win, and the initiating character or the victim will be remotely
harvested mystically, the other gaining a small empowered gem that can be
contributed to their society. Some portion of the total life force spent by
everyone else is also added to the gem.
greatly aided by your doing so. Every few minutes you will visibly close
your eyes to use your arcane senses while on arcane patrol.
One)
Your character finds an item of mystical value, unfortunately it is cursed
and upon touching it the curse awakens. Others with the arcane patrol habit
will sense the awakening of the curse and your direction and be able to seek
you out to come to your aid. Once you have at least two other arcanists to
help you you can attempt to decurse the item with patrol decurse. Over the
next approximately one hour you can RP decursing the object with random
echos emitted as the object resists the attempts. At the conclusion of this
the item will be turned into material which is of supernatural value if
contributed to a society. It is then up to the players to figure out who
will get the item and how the spoils will be divided if at all.
Two)
Your character senses a malevolent spirit arising somewhere in the
graveyard, they and others with the arcane patrol habit will sense it’s
direction from them and can move to that room to attempt to banish the
spirit. As long as at least three arcanists move to the location you can
then use patrol banish to attempt to dispel the spirit. You then have about
an hour to RP banishing the spirit during which you will experience random
echos as the spirit resists the attempt. At the conclusion every character
involved will be rewarded with some RP exp and personal karma.
Three)
Your character attacks an enemy of your society with magic. An enemy of
your society is determined by if they’re a member of an opposing alliance.
When the curse begins both sides members who are on arcane patrol will sense
the building magical battle and can come to the aid of their members. During
the battle characters on both sides can use patrol pledge to devote some of
their life force to the conflict, every time they do so they can also add an
argument that will be emitted to the other side anonymously. In the fashion
of patrol pledge (amount) (message). At the culmination of the battle the
side with the most life force contributed, modified by their arcane power
will win, and the initiating character or the victim will be remotely
harvested mystically, the other gaining a small empowered gem that can be
contributed to their society. Some portion of the total life force spent by
everyone else is also added to the gem.
See Also
Arcane Power
Arcane power determines how long mancing effects last in combat, or how
powerful they are as well as the duration of ritual effects. It is
determined by comparing the investment into arcane focuses of the
practitioner +1 against the tier of the victim. Then multiplied by their
difference in life force. It is also significantly effected by stagger, and
is more powerful against characters modified by curses.
The minimum it can reduce effectiveness to is 10%, the maximum 300%.
During patrol events it is further influenced by the other arcane stats of
the practitioner.
powerful they are as well as the duration of ritual effects. It is
determined by comparing the investment into arcane focuses of the
practitioner +1 against the tier of the victim. Then multiplied by their
difference in life force. It is also significantly effected by stagger, and
is more powerful against characters modified by curses.
The minimum it can reduce effectiveness to is 10%, the maximum 300%.
During patrol events it is further influenced by the other arcane stats of
the practitioner.
Arcane Society
While practitioners of magic are a very varied group, when they come
together there are some customs they all tend to follow.
Due to the greater ease of stealing youth while somewhat physically old,
most arcanists tend to look in their forties or fifties.
Arcanist or Practitioner are the most accepted terms for anybody who uses
magic, with Practitioner being preferred in non-supernaturally aware
society.
Those who can use battle magic but not yet throw around pure force are
usually called Mancers, and battle magic of this type is generally referred
to as Mancing.
Those who can throw around pure bolts of fire or lightning or similar forces
are called Sorcerers, and that type of magic sorcery.
Most arcanists first spend time as an apprentice, working for their master
in exchange for tutelage. In some organizations apprentices might be
apprenticed to a group instead of an individual. In formal introductions
it’s customary to give the name of your master, and often even their master
even if the arcanist is no longer an apprentice. Such as: “I am Jane Smith,
student of John Smith, student of John Doe.” , While an apprentice would
introduce themselves as “I am Jane Smith, apprentice of John Smith, student
of John Doe.”
Apprenticeships vary significantly in length, few are shorter than one year
or longer than ten. Abuse of apprentices if a very common practice in many
magical circles, but rarely discussed. It is not uncommon for them to be
taken advantage of sexually by their masters, to be beaten physically for
poor performance, to be sacrificed in rituals if they do not perform, to
have their life force fed upon, or their possessions and finances claimed by
their master. This is obviously far less common in organizations like the
white circle, and far more common in organizations such as the black. When
it is brought up it is generally swept under the rug as simply, the cost of
the privilege of learning magic.
The circles and their members are often simply referred to by color, such as
“He is a red”, or “I hear that happens in the black.”
If someone is called a witch it generally means they are either a member of
the coven, or were taught by them.
A rogue is someone who belongs to no arcane group.
A hedge mage/witch is someone who has been self taught and are generally
looked down upon.
A magical duel is a fight in which neither participant may assault the other
except through magical means, and continues until either the participant is
no longer able to stand, or no longer able to keep fighting such as if they
have no sorcery and their minion has been dispelled. Among mancers this
becomes in essence a test of minion against minion, with their mancing being
used to try and effect the outcome, among sorcerers however it usually
becomes much more a battle of energy vs energy. It is almost impossible
under the rules of a standard magical duel for a mancer to defeat a
sorcerer.
together there are some customs they all tend to follow.
Due to the greater ease of stealing youth while somewhat physically old,
most arcanists tend to look in their forties or fifties.
Arcanist or Practitioner are the most accepted terms for anybody who uses
magic, with Practitioner being preferred in non-supernaturally aware
society.
Those who can use battle magic but not yet throw around pure force are
usually called Mancers, and battle magic of this type is generally referred
to as Mancing.
Those who can throw around pure bolts of fire or lightning or similar forces
are called Sorcerers, and that type of magic sorcery.
Most arcanists first spend time as an apprentice, working for their master
in exchange for tutelage. In some organizations apprentices might be
apprenticed to a group instead of an individual. In formal introductions
it’s customary to give the name of your master, and often even their master
even if the arcanist is no longer an apprentice. Such as: “I am Jane Smith,
student of John Smith, student of John Doe.” , While an apprentice would
introduce themselves as “I am Jane Smith, apprentice of John Smith, student
of John Doe.”
Apprenticeships vary significantly in length, few are shorter than one year
or longer than ten. Abuse of apprentices if a very common practice in many
magical circles, but rarely discussed. It is not uncommon for them to be
taken advantage of sexually by their masters, to be beaten physically for
poor performance, to be sacrificed in rituals if they do not perform, to
have their life force fed upon, or their possessions and finances claimed by
their master. This is obviously far less common in organizations like the
white circle, and far more common in organizations such as the black. When
it is brought up it is generally swept under the rug as simply, the cost of
the privilege of learning magic.
The circles and their members are often simply referred to by color, such as
“He is a red”, or “I hear that happens in the black.”
If someone is called a witch it generally means they are either a member of
the coven, or were taught by them.
A rogue is someone who belongs to no arcane group.
A hedge mage/witch is someone who has been self taught and are generally
looked down upon.
A magical duel is a fight in which neither participant may assault the other
except through magical means, and continues until either the participant is
no longer able to stand, or no longer able to keep fighting such as if they
have no sorcery and their minion has been dispelled. Among mancers this
becomes in essence a test of minion against minion, with their mancing being
used to try and effect the outcome, among sorcerers however it usually
becomes much more a battle of energy vs energy. It is almost impossible
under the rules of a standard magical duel for a mancer to defeat a
sorcerer.
See Also
Archetype
Archetype represents the basic concept of your character and is the most
important factor in determining who they are and what sorts of powers and
abilities they have. It also determines if your character is considered
human, or supernatural. When combined with your modifier it determines your
overall power tier, higher tier characters cost more karma to create and are
also more monstrous. The possible archetypes are:
Tie One: Local, Visitor, Institute Staff, Fantasy
Tier Two: Soldier, Timeswept, Wildling, Brown Student, Important Local,
Special Deputy, Vampire, Werewolf, Faeborn, Angelborn, Demonborn, Demigod,
Gifted, Dreamchild, Elseborn
Tier Three: Special Forces, Local Celebrity, Pillar of the Community,
Veteran Vampire, Veteran Werewolf, Faeborn Veteran, Angelborn Veteran,
Demonborn Veteran, Demigod Veteran
Tier Four: Aged Vampire, Ageless Werewolf, Ageless Faeborn, Ageless
Angelborn, Ageless Demonborn, Ageless Demigod
Tier Five: Ancient Vampire, Ancient Werewolf, DemiDemon, Freed Angel, God
Child, Fae Child
You can type help (modifier name) for more information on any of the
archetypes.
Tier Two costs 25, 000 Karma.
Tier Three costs 50, 000 Karma.
Tier Four costs 100, 000 Karma.
Tier Five costs 150, 000 Karma.
Higher tier characters are subject to great monstrosity, see help Monstrosity
for more information
[Last edited December 4, 2023]
important factor in determining who they are and what sorts of powers and
abilities they have. It also determines if your character is considered
human, or supernatural. When combined with your modifier it determines your
overall power tier, higher tier characters cost more karma to create and are
also more monstrous. The possible archetypes are:
Tie One: Local, Visitor, Institute Staff, Fantasy
Tier Two: Soldier, Timeswept, Wildling, Brown Student, Important Local,
Special Deputy, Vampire, Werewolf, Faeborn, Angelborn, Demonborn, Demigod,
Gifted, Dreamchild, Elseborn
Tier Three: Special Forces, Local Celebrity, Pillar of the Community,
Veteran Vampire, Veteran Werewolf, Faeborn Veteran, Angelborn Veteran,
Demonborn Veteran, Demigod Veteran
Tier Four: Aged Vampire, Ageless Werewolf, Ageless Faeborn, Ageless
Angelborn, Ageless Demonborn, Ageless Demigod
Tier Five: Ancient Vampire, Ancient Werewolf, DemiDemon, Freed Angel, God
Child, Fae Child
You can type help (modifier name) for more information on any of the
archetypes.
Tier Two costs 25, 000 Karma.
Tier Three costs 50, 000 Karma.
Tier Four costs 100, 000 Karma.
Tier Five costs 150, 000 Karma.
Higher tier characters are subject to great monstrosity, see help Monstrosity
for more information
[Last edited December 4, 2023]
See Also
Archives
Archives represent the repository of information in the supernatural
world, in order to access the archives your character must be in the
supernatural library.
Each entry contains a title, index number, list of keywords and the body of
text itself.
Syntax: Research (word or number)
-When used with a word this starts a process that will conclude with
revealing any archive entries that have that word as one of they keywords.
When done with an index number it will start a process that will conclude
with revealing the archive article.
Syntax: Research delete (number)
-The original author of an article can delete it with this command.
Syntax: Make Research
-Enter an editor to create an archive article. Players can earn some RP exp
by creating research, and SRs running mysteries can earn karma. This is
entirely logged and monitored however to prevent abuse. PCs below tier four
should not have archive entries made about them.
world, in order to access the archives your character must be in the
supernatural library.
Each entry contains a title, index number, list of keywords and the body of
text itself.
Syntax: Research (word or number)
-When used with a word this starts a process that will conclude with
revealing any archive entries that have that word as one of they keywords.
When done with an index number it will start a process that will conclude
with revealing the archive article.
Syntax: Research delete (number)
-The original author of an article can delete it with this command.
Syntax: Make Research
-Enter an editor to create an archive article. Players can earn some RP exp
by creating research, and SRs running mysteries can earn karma. This is
entirely logged and monitored however to prevent abuse. PCs below tier four
should not have archive entries made about them.
Armored
Levels: 0, 2
Requirements: Higher Power or DemiDemon
This stat gives you natural armor discipline equal to your other supernatural defensive disciplines. It also gives you visibly inhuman skin and makes any attacks against you by other PCs do half damage.
Requirements: Higher Power or DemiDemon
This stat gives you natural armor discipline equal to your other supernatural defensive disciplines. It also gives you visibly inhuman skin and makes any attacks against you by other PCs do half damage.
See Also
arrange
Syntax: Arrange (Object) (new string)
This command allows you to temporarily restring an object on the ground, you
can use this to represent arranging it a certain way etc. Using the command
with nothing at the end will reset it back to its default, as will picking
it up. This change doesn’t carry over with copyovers.
The new string needs to have the item’s name or key words in it, as these
are not automatically added.
This command allows you to temporarily restring an object on the ground, you
can use this to represent arranging it a certain way etc. Using the command
with nothing at the end will reset it back to its default, as will picking
it up. This change doesn’t carry over with copyovers.
The new string needs to have the item’s name or key words in it, as these
are not automatically added.
Arrange Hit
Levels: 0, 2
Requirements: Underworld Mogul 2
Syntax: arrangehit
This stat represents those with enough influence in the criminal community
that they can arrange accidents against NPCs outside of Haven such as the
friends and relatives of other PCs. These accidents can be either fatal or
non fatal. When used the command will put you into a special editor to
create a news item for the event, it has a 3 week cooldown.
Requirements: Underworld Mogul 2
Syntax: arrangehit
This stat represents those with enough influence in the criminal community
that they can arrange accidents against NPCs outside of Haven such as the
friends and relatives of other PCs. These accidents can be either fatal or
non fatal. When used the command will put you into a special editor to
create a news item for the event, it has a 3 week cooldown.
See Also
Artifacts
Artifacts are magical items possessed by many members of the supernatural
world and used to augment them in various ways. There are three types,
Charms, Amulets and weapons each comes in two levels of quality. Anyone can
use an artifact but carrying too many of them causes interference which
stops them from functioning. Most people can only carry one charm and one amulet or weapon
at onece, bur arcanists can carry 1 more for each point in an arcane
focus.
Activate (item)
-Activates an artifact, costs 2% of your life force to do so.
Artificeweapon (item) (1-2) (discipline)
-Create an artifact weapon, when activated will give +5 or +10 to the
specified offensive discipline.
Artificeamulet (item) (1-2) (discipline)
-Creates an amulet out of a piece of jewelry, when activated will give +5 or
+10 to the specified defensive discipline.
Aritificecharm (item) (1-2) (stat)
-Creates a charm out of a piece of jewelry, when activated will give +1 or
+2 to the specified stat. Not all stats can be magically enhanced.
Artifacts can only be created by SRs to give out as awards, or by Eidolons to give out as gifts.
world and used to augment them in various ways. There are three types,
Charms, Amulets and weapons each comes in two levels of quality. Anyone can
use an artifact but carrying too many of them causes interference which
stops them from functioning. Most people can only carry one charm and one amulet or weapon
at onece, bur arcanists can carry 1 more for each point in an arcane
focus.
Activate (item)
-Activates an artifact, costs 2% of your life force to do so.
Artificeweapon (item) (1-2) (discipline)
-Create an artifact weapon, when activated will give +5 or +10 to the
specified offensive discipline.
Artificeamulet (item) (1-2) (discipline)
-Creates an amulet out of a piece of jewelry, when activated will give +5 or
+10 to the specified defensive discipline.
Aritificecharm (item) (1-2) (stat)
-Creates a charm out of a piece of jewelry, when activated will give +1 or
+2 to the specified stat. Not all stats can be magically enhanced.
Artifacts can only be created by SRs to give out as awards, or by Eidolons to give out as gifts.
Artistic Ability
Levels: 0, 1, 3, 5
Requirements : Rank 5 requires Professional 3
Young Characters: Rank 3 requires the Artist role
This stat determines what artistic abilities a character has and covers things such as musical performance, writing, visual art, dancing, or acting. Each artistic ability, up to three, is a counted as a separate stat; this specialisation shows up when you use the showstat command.
Syntax: art (slot) (artistic area)
Sets the specific artistic ability the stat is meant to represent.
Example: art 1 playing the sitar
[Artistic Ability 0]:
No special ability
[Artistic Ability 1]:
Hobbyist level; school plays, garage band, or sketching for fun
[Artistic Ability 3]:
Professional level; good enough to earn a living utilizing the artistic skill
[Artistic Ability 5]:
Among the best in the world; top selling writers, symphony orchestra members, or world class painters
[Last edited July 7, 2022]
Requirements : Rank 5 requires Professional 3
Young Characters: Rank 3 requires the Artist role
This stat determines what artistic abilities a character has and covers things such as musical performance, writing, visual art, dancing, or acting. Each artistic ability, up to three, is a counted as a separate stat; this specialisation shows up when you use the showstat command.
Syntax: art (slot) (artistic area)
Sets the specific artistic ability the stat is meant to represent.
Example: art 1 playing the sitar
[Artistic Ability 0]:
No special ability
[Artistic Ability 1]:
Hobbyist level; school plays, garage band, or sketching for fun
[Artistic Ability 3]:
Professional level; good enough to earn a living utilizing the artistic skill
[Artistic Ability 5]:
Among the best in the world; top selling writers, symphony orchestra members, or world class painters
[Last edited July 7, 2022]
See Also
Aspects of Day
Levels: 0, 1, 2
Requirements : Rank 1 requires Demigod Warrior 1, and Dual Aspects with Aspects of Night
Rank 2 requires Demigod Warrior 2, and Dual Aspects with Aspects of Night
[Rank One]:
MessengerAspect : Self-target; move 150% faster for two rounds.
Roleplay : You can make yourself unusually swift for a dozen seconds or so.
SunAspect : Self-target; take 20% less melee damage but 20% more ranged damage for two rounds.
Roleplay : You can make your body give off a radiant solar light for a dozen seconds or so.
[Rank Two]:
WarriorAspect : Self-target; inflict 25% more melee damage but 25% less ranged damage.
Roleplay : You can gain the knowledge of a veteran warrior for a dozen or so seconds, sacrificing some of your knowledge of ranged combat in the process.
SmithAspect : Self-target; limits the amount of damage you can take per round to 80, with any remaining being converted to stagger.
Roleplay : You can make your skin as hard as wood for a dozen or so seconds.
HealerAspect : Self-target; do more damage to enemies whose defense is above 50%, but up to 50% less to those below it.
Roleplay : You can gain an expert understanding of the biology of healthy creatures, allowing you to much more accurately predict their actions and injure them for a dozen or so seconds, but sacrifice some of your understanding of injured ones to do so.
Demigods can choose one ability to double it’s effectiveness by using change divinefocus (aspect) to select their focus.
Note that the selection of a divine focus is permanent.
[Last edited March 24, 2022]
Requirements : Rank 1 requires Demigod Warrior 1, and Dual Aspects with Aspects of Night
Rank 2 requires Demigod Warrior 2, and Dual Aspects with Aspects of Night
[Rank One]:
MessengerAspect : Self-target; move 150% faster for two rounds.
Roleplay : You can make yourself unusually swift for a dozen seconds or so.
SunAspect : Self-target; take 20% less melee damage but 20% more ranged damage for two rounds.
Roleplay : You can make your body give off a radiant solar light for a dozen seconds or so.
[Rank Two]:
WarriorAspect : Self-target; inflict 25% more melee damage but 25% less ranged damage.
Roleplay : You can gain the knowledge of a veteran warrior for a dozen or so seconds, sacrificing some of your knowledge of ranged combat in the process.
SmithAspect : Self-target; limits the amount of damage you can take per round to 80, with any remaining being converted to stagger.
Roleplay : You can make your skin as hard as wood for a dozen or so seconds.
HealerAspect : Self-target; do more damage to enemies whose defense is above 50%, but up to 50% less to those below it.
Roleplay : You can gain an expert understanding of the biology of healthy creatures, allowing you to much more accurately predict their actions and injure them for a dozen or so seconds, but sacrifice some of your understanding of injured ones to do so.
Demigods can choose one ability to double it’s effectiveness by using change divinefocus (aspect) to select their focus.
Note that the selection of a divine focus is permanent.
[Last edited March 24, 2022]
Aspects of Night
Levels: 0, 1, 2
Requirements : Rank 1 requires Demigod Warrior 1, and Dual Aspects with Aspects of Day
Rank 2 requires Demigod Warrior 2, and Dual Aspects with Aspects of Day
[Rank One]:
UnderworldAspect : Self-target; do more damage to enemies with less than 50% defense and less to those with more than 50% defense.
Roleplay : You can gain an expert understanding of wounds, disease and weakness for a dozen or so seconds, making you better able to fight impaired and wounded enemies, but sacrifice some of your understanding of healthy creatures to do so.
Will always does increased damage against undead.
MoonAspect : Self-target; take 20% less ranged damage but 20% more melee damage for two rounds.
Roleplay : You can lengthen and enhance the shadows around you, making you harder to see at a distance.
[Rank Two]:
ThunderAspect : Self-target; cause all melee attacks to inflict an additional 20 stagger on their targets.
Roleplay : You can deliver an electric shock with a touch, and charge an object with electricity.
WindAspect : Self-target; enables use of Super Jumping for two rounds, or enhances your jump distance if you already have the power.
Roleplay : You can leap preternaturally through the air, supported by a supernatural wind.
HunterAspect : Self-target; inflict 25% more ranged damage but 25% less melee damage.
Roleplay : You can gain the knowledge of a veteran sniper or ranger for a dozen or so seconds, sacrificing some of your knowledge of melee combat in the process.
Demigods can choose one ability to double it’s effectiveness by using change divinefocus (aspect) to select their focus.
Note that the selection of a divine focus is permanent.
[Last edited March 24, 2022]
Requirements : Rank 1 requires Demigod Warrior 1, and Dual Aspects with Aspects of Day
Rank 2 requires Demigod Warrior 2, and Dual Aspects with Aspects of Day
[Rank One]:
UnderworldAspect : Self-target; do more damage to enemies with less than 50% defense and less to those with more than 50% defense.
Roleplay : You can gain an expert understanding of wounds, disease and weakness for a dozen or so seconds, making you better able to fight impaired and wounded enemies, but sacrifice some of your understanding of healthy creatures to do so.
Will always does increased damage against undead.
MoonAspect : Self-target; take 20% less ranged damage but 20% more melee damage for two rounds.
Roleplay : You can lengthen and enhance the shadows around you, making you harder to see at a distance.
[Rank Two]:
ThunderAspect : Self-target; cause all melee attacks to inflict an additional 20 stagger on their targets.
Roleplay : You can deliver an electric shock with a touch, and charge an object with electricity.
WindAspect : Self-target; enables use of Super Jumping for two rounds, or enhances your jump distance if you already have the power.
Roleplay : You can leap preternaturally through the air, supported by a supernatural wind.
HunterAspect : Self-target; inflict 25% more ranged damage but 25% less melee damage.
Roleplay : You can gain the knowledge of a veteran sniper or ranger for a dozen or so seconds, sacrificing some of your knowledge of melee combat in the process.
Demigods can choose one ability to double it’s effectiveness by using change divinefocus (aspect) to select their focus.
Note that the selection of a divine focus is permanent.
[Last edited March 24, 2022]
Assist
Assist
assist (person) (how you help)
–Help someone in the room with a roll they are making. Describe how you are helping, in up to 120 characters. You are shown your assistance, and the storyrunner in the room is told about it. When they roll, the room sees how each assistant helped.
Each person assisting adds a die to the roll, and the best die counts. The storyrunner’s challenge sets how many assistants may add a die, and the person rolling may have limited it further when they used try. Remember that a 1 on any die is a critical failure, so every extra die adds risk as well as help.
Only assistants still in the room when the roll is made count. Your assistance lasts until the person you are helping rolls, then it is cleared. You can only assist one person at a time: assisting someone else replaces it. You cannot assist yourself, and you cannot assist an NPC.
If the person is butchering a corpse, assist (person) (anything) helps them with the butchering instead.
See also: help roll, help try.
assist (person) (how you help)
–Help someone in the room with a roll they are making. Describe how you are helping, in up to 120 characters. You are shown your assistance, and the storyrunner in the room is told about it. When they roll, the room sees how each assistant helped.
Each person assisting adds a die to the roll, and the best die counts. The storyrunner’s challenge sets how many assistants may add a die, and the person rolling may have limited it further when they used try. Remember that a 1 on any die is a critical failure, so every extra die adds risk as well as help.
Only assistants still in the room when the roll is made count. Your assistance lasts until the person you are helping rolls, then it is cleared. You can only assist one person at a time: assisting someone else replaces it. You cannot assist yourself, and you cannot assist an NPC.
If the person is butchering a corpse, assist (person) (anything) helps them with the butchering instead.
See also: help roll, help try.
See Also
Associate
Syntax: Associate (subfaction)
This sets your character’s subfaction association, it will appear in your
research info and give you bonuses to applications to adventures run by
that subfaction. Changing your association after it’s been set costs
5000 influence.
Syntax: Associate (territory)
This can be used to set a territory you’re associated with, such as a home
town, it will appear in your research info and give bonuses to applications
for adventures in that territory. Changing your associated territory
after it’s been set costs 3000 influence. Characters who do not have a
territory associated will have a life force debuff until they associate.
This sets your character’s subfaction association, it will appear in your
research info and give you bonuses to applications to adventures run by
that subfaction. Changing your association after it’s been set costs
5000 influence.
Syntax: Associate (territory)
This can be used to set a territory you’re associated with, such as a home
town, it will appear in your research info and give bonuses to applications
for adventures in that territory. Changing your associated territory
after it’s been set costs 3000 influence. Characters who do not have a
territory associated will have a life force debuff until they associate.
See Also
at
Syntax: at <location> <command>
At executes the given command (which may have arguments) at the given
location. The location may be specified as a vnum, as the name of
a mobile, or as the name of an object.
At works by temporarily moving you to that location, executing the
command, and then moving you back (if the command didn’t change your
location).
At executes the given command (which may have arguments) at the given
location. The location may be specified as a vnum, as the name of
a mobile, or as the name of an object.
At works by temporarily moving you to that location, executing the
command, and then moving you back (if the command didn’t change your
location).
atemote
Syntax: Atemote (person) (emote)
Used by SRs on people who have trusted them to at least moderate levels,
this command delivers a remote echo to the room at the target’s location.
Used by SRs on people who have trusted them to at least moderate levels,
this command delivers a remote echo to the room at the target’s location.
Attack
When used outside of combat the attack command will start a fight, in
fast combat all people will then be able to start moving or attacking as
they wish, in an emote fight it will generate a turn order and start to work
through them.
Typing attack skip will skip your turn in emote combat, in fast combat it
won’t have any real affect except that if all participants in a fight type
attack skip the fight will end.
Possible syntaxes for attack are:
Attack (person)
When the command is used like this on a target in melee range it will pick
your highest melee discipline to use, when used on a target at range it will
pick the highest ranged discipline to use. Note the highest ranged
discipline might not always be the most effective discipline to use
depending on the range of the target.
Attack (person) (discipline)
This syntax allows you to pick the discipline you’d like to use for the
attack.
Attack (person) (customname)
This syntax allows you to use a custom attack, in fast combat your attack
will use the message you’ve written for this attack instead of the default
message. In both fast combat and emote combat it will attach any special
affect you’ve set up on that custom to the attack.
(Customname) (person) is an alternate syntax for using custom attacks.
Attack (person) knockout
Used in melee range on someone who has run out of defense to knock them out
to be captured.
Attack defend
Skip your chance to attack to instead take 66% damage until your next turn
to attack.
You can also use tackle (target) to move your character instantly up to two
rooms towards the target and immediately start a fight.
fast combat all people will then be able to start moving or attacking as
they wish, in an emote fight it will generate a turn order and start to work
through them.
Typing attack skip will skip your turn in emote combat, in fast combat it
won’t have any real affect except that if all participants in a fight type
attack skip the fight will end.
Possible syntaxes for attack are:
Attack (person)
When the command is used like this on a target in melee range it will pick
your highest melee discipline to use, when used on a target at range it will
pick the highest ranged discipline to use. Note the highest ranged
discipline might not always be the most effective discipline to use
depending on the range of the target.
Attack (person) (discipline)
This syntax allows you to pick the discipline you’d like to use for the
attack.
Attack (person) (customname)
This syntax allows you to use a custom attack, in fast combat your attack
will use the message you’ve written for this attack instead of the default
message. In both fast combat and emote combat it will attach any special
affect you’ve set up on that custom to the attack.
(Customname) (person) is an alternate syntax for using custom attacks.
Attack (person) knockout
Used in melee range on someone who has run out of defense to knock them out
to be captured.
Attack defend
Skip your chance to attack to instead take 66% damage until your next turn
to attack.
You can also use tackle (target) to move your character instantly up to two
rooms towards the target and immediately start a fight.
attempt
Syntax: attempt (task) with discipline/stat and discipline/stat and discipline/stat
The attempt command is used in story runner scenes to inform the SR privately about what
you wish to accomplish, and what disciplines/stats you’re using to do so as well as what
the levels of those stats and disciplines are. It can be provides with up to three stats
or disciplines, each separated by the word ‘and’ the task itself is separated from the
stats and disciplines by the word ‘with’
For example.
attempt to break down the door with strength and telekinesis
May show the SR something like this: Bob attempts to break down the door with Strength(3)
and telekinesis(20)
The SR may then either emit the result of the action, or inform you of it and let you
emote it.
If you aren’t in a room with an SR or don’t include ‘with’ then attempt instead attempts a potential emote.
Syntax: attempt (person) (emote)
The target will get the option to respond with ‘yes’ or ‘no’ if they choose yes then the emote goes through with a tag at the end noting that they approved it. If no then it doesn’t happen. If a potential emote is denied the person who made the attempt is free to either RP a failed attempt or to RP that they character did something else instead.
The attempt command is used in story runner scenes to inform the SR privately about what
you wish to accomplish, and what disciplines/stats you’re using to do so as well as what
the levels of those stats and disciplines are. It can be provides with up to three stats
or disciplines, each separated by the word ‘and’ the task itself is separated from the
stats and disciplines by the word ‘with’
For example.
attempt to break down the door with strength and telekinesis
May show the SR something like this: Bob attempts to break down the door with Strength(3)
and telekinesis(20)
The SR may then either emit the result of the action, or inform you of it and let you
emote it.
If you aren’t in a room with an SR or don’t include ‘with’ then attempt instead attempts a potential emote.
Syntax: attempt (person) (emote)
The target will get the option to respond with ‘yes’ or ‘no’ if they choose yes then the emote goes through with a tag at the end noting that they approved it. If no then it doesn’t happen. If a potential emote is denied the person who made the attempt is free to either RP a failed attempt or to RP that they character did something else instead.
Attractiveness
Levels: -1, 0, 1
This stat represents a baseline attractiveness that isn’t brought about by any special skills, deals, powers or behaviors.
-1: Someone who is less attractive than average
0: Someone of average attractiveness
1: Someone who is more attractive than average
[Last edited July 7, 2022]
This stat represents a baseline attractiveness that isn’t brought about by any special skills, deals, powers or behaviors.
-1: Someone who is less attractive than average
0: Someone of average attractiveness
1: Someone who is more attractive than average
[Last edited July 7, 2022]
See Also
Attractiveness Lore
In the world of Haven Attractiveness is one of the main tools that
monsters use to manipulate and control people.
If you’ve ever wondered why people are more likely to listen to an
endorsement by a pretty celebrity than a learned scientist the answer is
that simply, this is how the monsters want it.
As most attractive people are either monsters on in league with them
it’s in their interests to keep humans hung up on standards of beauty and
adhering to the same set. As such in the world of Haven physical
attractiveness is not very subjective. While subjective preferences can
make a small difference in who people find appealing it would never be as
large as a single point on the represented scale out of ten. Which is to
say that for example no heterosexual woman would find a male who looks to be
a 7 out of ten more attractive than one who looks to be an 8 out of ten.
This isn’t to say they can’t find them more attractive overall, just they can’t
find them more physically attractive.
Nor can any human ever entirely happily settle for what they have. A world
in which a human settled down with a partner and then was immune to
temptation would be a boring one for the monsters and so they’ve ensured
that will never happen. No matter how happy someone is with a partner or in
a relationship they will always feel a physical attraction and temptation to
those who are more attractive, although that isn’t to say they can’t resist
it.
The distribution of attractiveness follows a rough bell curve, with the
average at 5.0 out of ten. At around 8.5 characters are starting to
look as attractive as celebrities and models, by 9.5 they are among some of
the most attractive people in the world.
Some who learn about the true nature of the world, and that the human
obsession with beauty is an engineered tool of nefarious supernatural forces
designed to keep them under control and easy to manipulate try to resist
conventional standards of beauty, but this has never been successful, the
hooks that have been placed into the human subconscious simply run too deep.
While people can force themselves to act as if they are unaffected by a
pretty face it is never the reality deep down inside and many monsters will
take great joy in proving that to the person.
monsters use to manipulate and control people.
If you’ve ever wondered why people are more likely to listen to an
endorsement by a pretty celebrity than a learned scientist the answer is
that simply, this is how the monsters want it.
As most attractive people are either monsters on in league with them
it’s in their interests to keep humans hung up on standards of beauty and
adhering to the same set. As such in the world of Haven physical
attractiveness is not very subjective. While subjective preferences can
make a small difference in who people find appealing it would never be as
large as a single point on the represented scale out of ten. Which is to
say that for example no heterosexual woman would find a male who looks to be
a 7 out of ten more attractive than one who looks to be an 8 out of ten.
This isn’t to say they can’t find them more attractive overall, just they can’t
find them more physically attractive.
Nor can any human ever entirely happily settle for what they have. A world
in which a human settled down with a partner and then was immune to
temptation would be a boring one for the monsters and so they’ve ensured
that will never happen. No matter how happy someone is with a partner or in
a relationship they will always feel a physical attraction and temptation to
those who are more attractive, although that isn’t to say they can’t resist
it.
The distribution of attractiveness follows a rough bell curve, with the
average at 5.0 out of ten. At around 8.5 characters are starting to
look as attractive as celebrities and models, by 9.5 they are among some of
the most attractive people in the world.
Some who learn about the true nature of the world, and that the human
obsession with beauty is an engineered tool of nefarious supernatural forces
designed to keep them under control and easy to manipulate try to resist
conventional standards of beauty, but this has never been successful, the
hooks that have been placed into the human subconscious simply run too deep.
While people can force themselves to act as if they are unaffected by a
pretty face it is never the reality deep down inside and many monsters will
take great joy in proving that to the person.
attractiveness score
Whenever you look at any unmasked character you will see a number out of
ten representing how attractive they are to your own character.
The attractiveness stat makes the largest difference and allows players
to indicate if they want their character to be attractive, unattractive
or average.
There are three other aspects that go into attractiveness:
Body: Determined primarily by the physical conditioning stat.
Provides enhanced benefit if you are wearing less clothing than you
typically do.
Presentation: Determined primarily by the fashion knowledge stat.
Provides enhanced benefit if you are wearing an outfit that is more
expensive than you typically do.
Face/Skin: Determined primarily by the beauty rituals stat.
Provides enhanced benefit if it has been less time since your most
recent shower than typical and/or you are wearing more makeup than
is typical.
You can use the ‘checkout‘ command to look at the breakdown of a
character’s appearance.
Being higher tier will also add an additional boost for each tier
above 1. And small boosts can also be obtained from perfume, shapewear,
ambient light levels, and character affects like orientation, vehicle
buffs, praise etc.
Attractivess works exactly the same for men and women.
The bloodbath command can be used to partially reset your characters
history for body/presentation/face/skin.
ten representing how attractive they are to your own character.
The attractiveness stat makes the largest difference and allows players
to indicate if they want their character to be attractive, unattractive
or average.
There are three other aspects that go into attractiveness:
Body: Determined primarily by the physical conditioning stat.
Provides enhanced benefit if you are wearing less clothing than you
typically do.
Presentation: Determined primarily by the fashion knowledge stat.
Provides enhanced benefit if you are wearing an outfit that is more
expensive than you typically do.
Face/Skin: Determined primarily by the beauty rituals stat.
Provides enhanced benefit if it has been less time since your most
recent shower than typical and/or you are wearing more makeup than
is typical.
You can use the ‘checkout‘ command to look at the breakdown of a
character’s appearance.
Being higher tier will also add an additional boost for each tier
above 1. And small boosts can also be obtained from perfume, shapewear,
ambient light levels, and character affects like orientation, vehicle
buffs, praise etc.
Attractivess works exactly the same for men and women.
The bloodbath command can be used to partially reset your characters
history for body/presentation/face/skin.
See Also
Augment
Syntax: Augment (weapon/armor) (Type)
When used in an engineering bay this command enhances a weapon or set
of armor for society resources or the equivilant in cash.
The Engineering skill reduces the cost and increases the duration of
augments, the hunter focus reduces the cost of augments except for
advanced, and the commander focus increases the duration of augments.
The possible types are:
Advanced
Costs $15, 000. Causes weapons do do 20% more damage or armor wearers to
take 20% less damage for the duration.
Silver
Costs $2, 500. Causes weapons to do less damage overall but apply
additional stagger to werewolves struck with them.
Wood
Costs $2, 500. Causes weapons to do less damage overall but apply
additional stagger to vampires.
Incendiary
Costs $2, 500. Ranged weapons only. Makes them unaffected by a vampires
damage per round cap.
Iron
Costs $2, 500. Causes weapons to do less damage overall but apply
additional stagger to faeborn.
Quartz
Costs $2, 500. Causes weapons to do less damage overall but apply
additional stagger to demonborn.
Obsidian
Costs $2, 500. Causes weapons to do less damage overall but apply
additional stagger to angelborn.
Radioactive
Costs $2, 500. Causes weapons to do less damage overall but apply
additional stagger to demigods.
Armorpiercing
Costs $5, 000. Attacks do less damage overall but do sixty
percent of that damage to targets in cover.
Stagger is only applied if an attack does at least 10 damage. Weapons
cannot be augmented and poisoned.
When used in an engineering bay this command enhances a weapon or set
of armor for society resources or the equivilant in cash.
The Engineering skill reduces the cost and increases the duration of
augments, the hunter focus reduces the cost of augments except for
advanced, and the commander focus increases the duration of augments.
The possible types are:
Advanced
Costs $15, 000. Causes weapons do do 20% more damage or armor wearers to
take 20% less damage for the duration.
Silver
Costs $2, 500. Causes weapons to do less damage overall but apply
additional stagger to werewolves struck with them.
Wood
Costs $2, 500. Causes weapons to do less damage overall but apply
additional stagger to vampires.
Incendiary
Costs $2, 500. Ranged weapons only. Makes them unaffected by a vampires
damage per round cap.
Iron
Costs $2, 500. Causes weapons to do less damage overall but apply
additional stagger to faeborn.
Quartz
Costs $2, 500. Causes weapons to do less damage overall but apply
additional stagger to demonborn.
Obsidian
Costs $2, 500. Causes weapons to do less damage overall but apply
additional stagger to angelborn.
Radioactive
Costs $2, 500. Causes weapons to do less damage overall but apply
additional stagger to demigods.
Armorpiercing
Costs $5, 000. Attacks do less damage overall but do sixty
percent of that damage to targets in cover.
Stagger is only applied if an attack does at least 10 damage. Weapons
cannot be augmented and poisoned.
See Also
Aura
Haven paints naturals with an aura when they arrive, only visible to
those with nightmare charms. They start off green, and eventually turn to
blue-green, then blue, before it fades. Auras help supernaturals determine
how to treat naturals, if someone has a green aura they may just be passing
through, and it’s important for the lore that the supernatural be kept from
them. As the aura changes however, it indicates someone’s been there a long
time, and supers should start making plays for their allegiance.
those with nightmare charms. They start off green, and eventually turn to
blue-green, then blue, before it fades. Auras help supernaturals determine
how to treat naturals, if someone has a green aura they may just be passing
through, and it’s important for the lore that the supernatural be kept from
them. As the aura changes however, it indicates someone’s been there a long
time, and supers should start making plays for their allegiance.
Aura Shifting
Levels: 0, 3
Requirements: Fae Knight 3, Natural Magic 2, Illusory Magic 3, Dark Magic 3, or Higher Power.
This stat allows people shifting into animal forms smaller than mansized to bring their clothes and belongings with them.
Requirements: Fae Knight 3, Natural Magic 2, Illusory Magic 3, Dark Magic 3, or Higher Power.
This stat allows people shifting into animal forms smaller than mansized to bring their clothes and belongings with them.
autofire
Syntax: Autofire
When toggled on a character will automatically attack when their attack becomes available.
It will always reuse the last attack used when auto attacking.
When toggled on a character will automatically attack when their attack becomes available.
It will always reuse the last attack used when auto attacking.
automaintain
Syntax: (house/shop) automaintain (#)
This toggles whether a property in the inner or outer forest is automatically maintained
against encroachment by hired NPCs, costing $50 per instance of maintenance. Such
maintenance will not automatically clear away already existing encroachment.
This toggles whether a property in the inner or outer forest is automatically maintained
against encroachment by hired NPCs, costing $50 per instance of maintenance. Such
maintenance will not automatically clear away already existing encroachment.
See Also
autoskip
Syntax: Autoskip
Sets a toggle that will make you automatically skip your turn in emote
combat.
Sets a toggle that will make you automatically skip your turn in emote
combat.
Availability
Syntax: availability (high/low/normal)
This OOC command alters your PC’s availability for RP. Characters with high
availability are locatable with the where command and can be supernaturally
lured. They are more likely to be chosen for encounters and patrol events.
Characters with low availability are much less likely to be chosen for
encounters and patrol events, but suffer some mild RPXP and influence
penalties.
This OOC command alters your PC’s availability for RP. Characters with high
availability are locatable with the where command and can be supernaturally
lured. They are more likely to be chosen for encounters and patrol events.
Characters with low availability are much less likely to be chosen for
encounters and patrol events, but suffer some mild RPXP and influence
penalties.
See Also
award
Syntax:Award (player) (reason)
Award is an SR command that gives the target a bonus to their ability to
earn karma up to a certain point. SRs earn awards to give out as they
engage in SR activities and this is tracked over their account.
A reason has to be given and that shows to any other SRs online as well as
to any staff and is logged. Award is in place to reward people for
particularly good RP, using it to try and simply help out yourself or your
friends may get your ability to SR removed.
Award is an SR command that gives the target a bonus to their ability to
earn karma up to a certain point. SRs earn awards to give out as they
engage in SR activities and this is tracked over their account.
A reason has to be given and that shows to any other SRs online as well as
to any staff and is logged. Award is in place to reward people for
particularly good RP, using it to try and simply help out yourself or your
friends may get your ability to SR removed.
See Also
balance
Ballistic Armor
Type: Defensive
Mundane Defenses Cap: 25 + Combat Focus times 5
HP Cap: T1: 200, T2: 250, T3:350, T4:500, T5:750
This discipline covers the use of modern armor, often made from Kevlar and
fashioned most often specifically to absorb gunfire. Starting with a simple
and fairly low cost vest ballistic armor can range up to full suits made
from cutting edge materials.
Takes 80% damage from all firearms.
Takes 90% damage from Bows, thrown weapons and spearguns.
Takes 90% damage from striking attacks.
Mundane Defenses Cap: 25 + Combat Focus times 5
HP Cap: T1: 200, T2: 250, T3:350, T4:500, T5:750
This discipline covers the use of modern armor, often made from Kevlar and
fashioned most often specifically to absorb gunfire. Starting with a simple
and fairly low cost vest ballistic armor can range up to full suits made
from cutting edge materials.
Takes 80% damage from all firearms.
Takes 90% damage from Bows, thrown weapons and spearguns.
Takes 90% damage from striking attacks.
See Also
Ballistic Shields
Type: Defensive
Mundane Defenses Cap: 25 + Combat Focus times 5
HP Cap: T1: 200, T2: 250, T3:350, T4:500, T5:750
This discipline covers the use of modern shields that are designed
specifically to counter act gunfire. Due to the large size of shields
anyone attempting to use them who didn’t have them out at the start of the
fight will suffer debuffs.
Note: With shields, your ‘shield’ armor must be exposed.
Takes 80% damage from Shotguns.
Takes 90% damage from Rifles, Carbines and Pistols.
Takes 90% damage From Melee weapons, Bows, Thrown Weapons and Spearguns
Takes 90% damage from grappling attacks.
Takes 80% damage from sorcery.
Mundane Defenses Cap: 25 + Combat Focus times 5
HP Cap: T1: 200, T2: 250, T3:350, T4:500, T5:750
This discipline covers the use of modern shields that are designed
specifically to counter act gunfire. Due to the large size of shields
anyone attempting to use them who didn’t have them out at the start of the
fight will suffer debuffs.
Note: With shields, your ‘shield’ armor must be exposed.
Takes 80% damage from Shotguns.
Takes 90% damage from Rifles, Carbines and Pistols.
Takes 90% damage From Melee weapons, Bows, Thrown Weapons and Spearguns
Takes 90% damage from grappling attacks.
Takes 80% damage from sorcery.
banish
Syntax Banish (person) / Unbanish (person)
This command can only be used by society leaders, when used it will remove
someone from Haven and send them to Boston, they will also be unable to
return to the town unless a society leader lifts the banishment with the
unbanish command. The person lifting the banishment does not have to be the
same person who gave it. When someone is unbanished they become immune to
banishment for a day or two.
This command is primarily designed to be an anti-troll mechanism, it allows
players to quickly and easily get rid of people playing ridiculous
characters with no respect for the society’s authority. Obviously as long
as just one society leader thinks you’re ok they can easily reverse it and
prevent it from being used on you, so it’s only real purpose is against
people who’re pissing off everybody at once.
This command can only be used by society leaders, when used it will remove
someone from Haven and send them to Boston, they will also be unable to
return to the town unless a society leader lifts the banishment with the
unbanish command. The person lifting the banishment does not have to be the
same person who gave it. When someone is unbanished they become immune to
banishment for a day or two.
This command is primarily designed to be an anti-troll mechanism, it allows
players to quickly and easily get rid of people playing ridiculous
characters with no respect for the society’s authority. Obviously as long
as just one society leader thinks you’re ok they can easily reverse it and
prevent it from being used on you, so it’s only real purpose is against
people who’re pissing off everybody at once.
Banished
Overview: The Fae who have been banished from the golden city for being criminals, or being too disturbing. About as close to demons in evilness as is possible. Their deprivations are usually targeted at other Fae or other high level supernaturals or their entertainment is too sickening for words.
Common Allies: The Chosen, The Syndicate.
Common Enemies: The Circus, The Gamemasters, The Lost and most everyone else.
Prefers: Underworld contacts, faeborn, demonborn.
Typical Tasks: Taking part in or aiding to set up their entertainments.
Common Allies: The Chosen, The Syndicate.
Common Enemies: The Circus, The Gamemasters, The Lost and most everyone else.
Prefers: Underworld contacts, faeborn, demonborn.
Typical Tasks: Taking part in or aiding to set up their entertainments.
See Also
Banktransfer
Syntax: Banktransfer (person) (amount in dollars)
This command allows people to send money to the bank account of others
remotely, even if they’re not online. The minimum amount is $10 and every
transfer attracts a $2. 50 fee.
A new character on grid will not be immediately able to use banktransfer.
This command allows people to send money to the bank account of others
remotely, even if they’re not online. The minimum amount is $10 and every
transfer attracts a $2. 50 fee.
A new character on grid will not be immediately able to use banktransfer.
battle
Syntax: battle follow (person)
Syntax: battle attack (person)
Syntax: battle atwill
Syntax: battle transfer (person)
The battle command is used to instruct NPC soldiers in operations.
Battle follow will assign the soldiers to follow the assigned ally. Battle attack will order the soldiers to attack the assigned target. Battle atwill will relieve the soldiers of their orders and allow their base AI to take over. Battle transfer is used to grant command of the soldiers in the operation to another ally.
Known Issues: Battle instructions seem to override the order instructions for allied NPC minions and muscle, even if they do not specifically belong to you. Play with this in mind.
[Last edited May 28th, 2022]
Syntax: battle attack (person)
Syntax: battle atwill
Syntax: battle transfer (person)
The battle command is used to instruct NPC soldiers in operations.
Battle follow will assign the soldiers to follow the assigned ally. Battle attack will order the soldiers to attack the assigned target. Battle atwill will relieve the soldiers of their orders and allow their base AI to take over. Battle transfer is used to grant command of the soldiers in the operation to another ally.
Known Issues: Battle instructions seem to override the order instructions for allied NPC minions and muscle, even if they do not specifically belong to you. Play with this in mind.
[Last edited May 28th, 2022]
See Also
Beastmasters
Overview: A support group for those who’ve been fleshformed at some point in their life by Fae, Gods or Demons and now have to live with their altered forms.
Common Allies: The Order, Redwood Pack, The Lost.
Common Enemies: The Circus, The Chosen, The Gamemasters, The God houses.
Prefers: Supernaturals, homeless contacts.
Typical Tasks: Protecting their members, rescuing them, settling them.
Common Allies: The Order, Redwood Pack, The Lost.
Common Enemies: The Circus, The Chosen, The Gamemasters, The God houses.
Prefers: Supernaturals, homeless contacts.
Typical Tasks: Protecting their members, rescuing them, settling them.
See Also
Beauty Rituals
Levels: 0, 1, 2, 3, 4, 5, 6
Requirements: Neither physical conditioning or fashion knowledge already at that rank.
This stat reppresents a characters use of beauty products, hygeiene and even mysical arts
to appear more attractive to others. Will provide a larger benefit when a character has
showered more recently than is typical and/or is wearing more makeup.
Requirements: Neither physical conditioning or fashion knowledge already at that rank.
This stat reppresents a characters use of beauty products, hygeiene and even mysical arts
to appear more attractive to others. Will provide a larger benefit when a character has
showered more recently than is typical and/or is wearing more makeup.
See Also
Becoming Supernatural
Supernatural development usually begins right as puberty starts to end.
The most typical age for this in males is 18, 16 for females. Development
takes on average three years.
Supernatural development generally begins quite subtly, with mild increases
in health and physical performance, those around the developing supernatural
might notice that they generally seem to have more energy than normal, and
begin to perform better in sports.
The development takes it’s toll however, only a few months in most would be
supernaturals start to exhibit mental symptoms. Mild to severe psychiatric
disorders, as well as irresponsibility, poor judgment, recklessness are all
common side effects. While mental disease is no more common in adult
supernatural than adult naturals, a full 75% of them will have a past
history of mental disease or crime. Short prison stints or periods in
asylums are relatively common.
About mid way through the process actual supernatural abilities and talents
will begin to develop, usually starting off very uncontrollable and of
extremely mild power but slowly increasing in strength. It’s also common at
this time for characters to begin to have dreams related to their ancestry.
As the process comes to a close, the mental effects fade away, the dreams
become much less common and the individual’s abilities both grow stronger
and come more completely under their control. As far as the world is
concerned the individual has successfully managed to ‘turn their life
around. ‘
There are two ways for supernatural development to be blocked. The first is
insanity, characters who’re highly mentally unstable will be stuck in stage
where their powers are weak and uncontrollable, they also are often stuck
with the ancestry dreams as well, which can make them useful research
subjects for trying to glean more information about the past of
supernaturals. This also means that despite their likely troubled past,
serious mental disorders of the mundane type are all but unheard of amongst
active supernaturals.
The second is complete closed-mindedness to the possibility of the
supernatural. This has to go far beyond normal scientific skepticism. It
can occur when treatment for their mental illness is particularly severe and
effective, or when someone has been raised into a strong belief that
contradicts the existence of the supernatural. Occasionally people with
particularly distressing powers or who’ve used them in particularly
distressing ways will create a subconscious block themselves preventing
their belief. Societies also occasionally brainwash people into this belief
in order to lock their abilities away.
Mature development also occurs but is much rarer in the world at large.
Only 5% of supernaturals will develop late, but there’s no particular time
when it will occur if they do. It’s much more common than this in Haven
however because of the proximity to the gate. It also occurs if someone has
a block that occurred before or during supernatural development that then
breaks in later life. Mature development is much faster, usually taking
place over only a few weeks. However it is also more dangerous, if the
individual develops psychological or behavioral problems they’re likely to
be much more severe, causing people to become raging psychotics or malicious
psychopaths for short periods of time before the effects fade.
Many people attempt to become supernatural, fortunately a good portion of
the world’s population has some fragment of a supernatural gene within them,
and thus have a chance of manifesting it if they try. When successful these
attempts produce something very similar to mature development, although the
psychological and behavioral side effects are usually less common, only
affecting about 25% of deliberately manifested people.
Methods:
Alchemy) Experimentation with potions comprised of mixtures of mundane and
supernatural ingredients can be effective at triggering a manifestation.
Although the exact same potion will never work on two different people.
Gene Therapy) Modern science also has a solution, genetic therapies based on
the genes of manifested supernaturals can be effective at triggering
manifestation, although again each treatment is unique to the patient.
Meditation) Some people are able to trigger manifestation after prolonged
periods of mastering monk like meditation practices.
Ritualism) Experimentations with mystical rituals directed at the target can
be effective at inducing manifestation, although again the exact ritual will
be unique to the individual, it also tends to go through a lot of blood
before the right one is found.
Trauma) Sometimes manifestation is brought on by serious physical or mental
trauma, in some cases this may be used to attempt to induce manifestation.
Sometimes in very primitive ways such as torture, other times in more
clinical ways such as anesthetized electroshock therapy.
The most typical age for this in males is 18, 16 for females. Development
takes on average three years.
Supernatural development generally begins quite subtly, with mild increases
in health and physical performance, those around the developing supernatural
might notice that they generally seem to have more energy than normal, and
begin to perform better in sports.
The development takes it’s toll however, only a few months in most would be
supernaturals start to exhibit mental symptoms. Mild to severe psychiatric
disorders, as well as irresponsibility, poor judgment, recklessness are all
common side effects. While mental disease is no more common in adult
supernatural than adult naturals, a full 75% of them will have a past
history of mental disease or crime. Short prison stints or periods in
asylums are relatively common.
About mid way through the process actual supernatural abilities and talents
will begin to develop, usually starting off very uncontrollable and of
extremely mild power but slowly increasing in strength. It’s also common at
this time for characters to begin to have dreams related to their ancestry.
As the process comes to a close, the mental effects fade away, the dreams
become much less common and the individual’s abilities both grow stronger
and come more completely under their control. As far as the world is
concerned the individual has successfully managed to ‘turn their life
around. ‘
There are two ways for supernatural development to be blocked. The first is
insanity, characters who’re highly mentally unstable will be stuck in stage
where their powers are weak and uncontrollable, they also are often stuck
with the ancestry dreams as well, which can make them useful research
subjects for trying to glean more information about the past of
supernaturals. This also means that despite their likely troubled past,
serious mental disorders of the mundane type are all but unheard of amongst
active supernaturals.
The second is complete closed-mindedness to the possibility of the
supernatural. This has to go far beyond normal scientific skepticism. It
can occur when treatment for their mental illness is particularly severe and
effective, or when someone has been raised into a strong belief that
contradicts the existence of the supernatural. Occasionally people with
particularly distressing powers or who’ve used them in particularly
distressing ways will create a subconscious block themselves preventing
their belief. Societies also occasionally brainwash people into this belief
in order to lock their abilities away.
Mature development also occurs but is much rarer in the world at large.
Only 5% of supernaturals will develop late, but there’s no particular time
when it will occur if they do. It’s much more common than this in Haven
however because of the proximity to the gate. It also occurs if someone has
a block that occurred before or during supernatural development that then
breaks in later life. Mature development is much faster, usually taking
place over only a few weeks. However it is also more dangerous, if the
individual develops psychological or behavioral problems they’re likely to
be much more severe, causing people to become raging psychotics or malicious
psychopaths for short periods of time before the effects fade.
Many people attempt to become supernatural, fortunately a good portion of
the world’s population has some fragment of a supernatural gene within them,
and thus have a chance of manifesting it if they try. When successful these
attempts produce something very similar to mature development, although the
psychological and behavioral side effects are usually less common, only
affecting about 25% of deliberately manifested people.
Methods:
Alchemy) Experimentation with potions comprised of mixtures of mundane and
supernatural ingredients can be effective at triggering a manifestation.
Although the exact same potion will never work on two different people.
Gene Therapy) Modern science also has a solution, genetic therapies based on
the genes of manifested supernaturals can be effective at triggering
manifestation, although again each treatment is unique to the patient.
Meditation) Some people are able to trigger manifestation after prolonged
periods of mastering monk like meditation practices.
Ritualism) Experimentations with mystical rituals directed at the target can
be effective at inducing manifestation, although again the exact ritual will
be unique to the individual, it also tends to go through a lot of blood
before the right one is found.
Trauma) Sometimes manifestation is brought on by serious physical or mental
trauma, in some cases this may be used to attempt to induce manifestation.
Sometimes in very primitive ways such as torture, other times in more
clinical ways such as anesthetized electroshock therapy.
behead
Syntax: behead (target)
Used on a helpless target to cut off their head and instantly kill them.
Used on a helpless target to cut off their head and instantly kill them.
See Also
bind
Biokinesis
Levels: 0, 1, 2
Requirements: Rank 1 requires Demon Warrior or Fae Knight 1.
Rank 2 requires Demon Warrior or Fae Knight 2.
Level One
Adrenaline: No target, do 20% more damage with your next melee range attack.
Heal: No target, recover half your taken damage and turns it into stagger.
Up to a maximum of 20 times your tier.
Level Two
ResistPain: No target, gain 100 extra defense for one round.
Recover: No target, reduce stagger by half.
Oxygenate: No target, move at 150% speed next round.
Characters with the Fae Knight focus can only use Biokinesis abilites while shifted.
Requirements: Rank 1 requires Demon Warrior or Fae Knight 1.
Rank 2 requires Demon Warrior or Fae Knight 2.
Level One
Adrenaline: No target, do 20% more damage with your next melee range attack.
Heal: No target, recover half your taken damage and turns it into stagger.
Up to a maximum of 20 times your tier.
Level Two
ResistPain: No target, gain 100 extra defense for one round.
Recover: No target, reduce stagger by half.
Oxygenate: No target, move at 150% speed next round.
Characters with the Fae Knight focus can only use Biokinesis abilites while shifted.
See Also
Birth Control
See Also: Sex, Menstrual Cycle, Pregnancy
Birthday
This field represents when your character was born and is of the format
(year) (month) (day). All archetypes have different limits on what their
ages can be.
(year) (month) (day). All archetypes have different limits on what their
ages can be.
Bite
Bite
Vampires and wights need to feed in order to maintain their health. While vampires are able to feed off NPCs through setting their habit, with the risk of possibly killing them, wights must feed off PCs.
Before you bite
–You can only bite player characters, and they have to be helpless.
–You cannot bite while you are fighting, pinned or helpless yourself.
–A vampire cannot bite in a public place if any other player is there besides you and your target, or if the target has guards with them. A wight cannot bite in a public place at all.
–If you have the hypnotism ability and your target is not already helpless, bite first tries to catch their gaze and put them in a trance (see help trance). For that your eyes have to be visible and the target has to be able to see you. A tranced target counts as helpless and does not notice a mild bite, or a bite to the neck, thigh or wrist, although anyone else in the room does.
–Severe, critical and fatal bites break a trance, so for those the target has to be helpless some other way, such as tied up.
Bite intensities
bite (person) mild
–Drink a little. You take some of their life force for yourself, and they are left unwounded. If they are tranced and already wounded, you need better restraints than a trance.
bite (person) severe
–Drink deeply, leaving them severely wounded, for twice the life force of a mild bite.
bite (person) critical
–Drink deeper still, leaving them critically wounded, for three times the life force.
bite (person) fatal
–Drain them utterly, which kills them, for five times the life force.
–You cannot give a severe, critical or fatal bite to someone the Understanding protects from you.
Humans are much better sources of life force than supernaturals, and virgins are better still, unless you were the last to bite them. Blood from someone you were the last to bite is weaker, and blood from someone who has recently had blood drained from them is weaker too. There are limits to how high your life force can be taken through biting, depending on the tier of the victim.
Bite locations
bite (person) neck
bite (person) thigh
bite (person) wrist
–A vampire can instead drink from one of three places on the body. This leaves no wound and gives you no life force straight away. Instead it adds to your blood bonus (see below), and the person you bit loses life force the next time they come back after at least four hours away.
–Each place can be bitten only once every three days. The three places are separate, so a bitten neck does not stop you drinking from the thigh or wrist.
–Once the person has been away for at least four hours and come back, a fresh bite mark shows on that spot when people look at them, as long as it is uncovered, until three days after the bite.
–If the neck is covered, you peel the covering back, but you get only half as much unless they are tied up. You cannot bite a covered thigh or a covered wrist.
–If someone has bitten them at another place since they were last away, they have to be tied up before they can be fed on again.
–Every place on them bitten in the last three days makes the blood thinner. If you were the last to bite them, their blood is weaker; if someone else was, it is stronger. The more attractive they are, the richer their blood. A virgin’s blood is worth double, unless you were the last to bite them. Someone who has described their taste with describe taste is worth half as much again. Tier one characters are worth half as much.
Blood bonus
–While your blood bonus is above zero, your hypnotism, stealth, strength and night vision each count one higher.
–Your blood bonus also raises your effective life force, by up to 10%.
–It drains away as you earn roleplay experience. A vampire who goes too long without feeding this way falls below zero, and then it lowers their effective life force instead, by up to 10%.
Wights
bite (person)
–A wight takes a bloody, messy bite out of a helpless victim, wounding them and staving off its own decay.
Effects of blood on vampires
Vampires can feed on supernaturals, but this blood is inevitably unusable for rituals due to an inherent taint. Supernatural blood, or human blood with a supernatural origin, has special effects on a vampire who drinks it.
–Angelborn: Feel more sensitive and humane.
–Demigod: Similar to cocaine. Feel fearless. Become prone to recklessness.
–Demonborn: Feel disassociated from human emotions or sensitivities.
–Faeborn: Similar to ecstasy. Become more prone to amorous activities.
–Werewolf: Feel more primal. Become likely to give in to baser impulses for sex and violence.
–Vampire: Drinking from another vampire hits you like vampire blood does (see help vampire blood).
Vampires and wights need to feed in order to maintain their health. While vampires are able to feed off NPCs through setting their habit, with the risk of possibly killing them, wights must feed off PCs.
Before you bite
–You can only bite player characters, and they have to be helpless.
–You cannot bite while you are fighting, pinned or helpless yourself.
–A vampire cannot bite in a public place if any other player is there besides you and your target, or if the target has guards with them. A wight cannot bite in a public place at all.
–If you have the hypnotism ability and your target is not already helpless, bite first tries to catch their gaze and put them in a trance (see help trance). For that your eyes have to be visible and the target has to be able to see you. A tranced target counts as helpless and does not notice a mild bite, or a bite to the neck, thigh or wrist, although anyone else in the room does.
–Severe, critical and fatal bites break a trance, so for those the target has to be helpless some other way, such as tied up.
Bite intensities
bite (person) mild
–Drink a little. You take some of their life force for yourself, and they are left unwounded. If they are tranced and already wounded, you need better restraints than a trance.
bite (person) severe
–Drink deeply, leaving them severely wounded, for twice the life force of a mild bite.
bite (person) critical
–Drink deeper still, leaving them critically wounded, for three times the life force.
bite (person) fatal
–Drain them utterly, which kills them, for five times the life force.
–You cannot give a severe, critical or fatal bite to someone the Understanding protects from you.
Humans are much better sources of life force than supernaturals, and virgins are better still, unless you were the last to bite them. Blood from someone you were the last to bite is weaker, and blood from someone who has recently had blood drained from them is weaker too. There are limits to how high your life force can be taken through biting, depending on the tier of the victim.
Bite locations
bite (person) neck
bite (person) thigh
bite (person) wrist
–A vampire can instead drink from one of three places on the body. This leaves no wound and gives you no life force straight away. Instead it adds to your blood bonus (see below), and the person you bit loses life force the next time they come back after at least four hours away.
–Each place can be bitten only once every three days. The three places are separate, so a bitten neck does not stop you drinking from the thigh or wrist.
–Once the person has been away for at least four hours and come back, a fresh bite mark shows on that spot when people look at them, as long as it is uncovered, until three days after the bite.
–If the neck is covered, you peel the covering back, but you get only half as much unless they are tied up. You cannot bite a covered thigh or a covered wrist.
–If someone has bitten them at another place since they were last away, they have to be tied up before they can be fed on again.
–Every place on them bitten in the last three days makes the blood thinner. If you were the last to bite them, their blood is weaker; if someone else was, it is stronger. The more attractive they are, the richer their blood. A virgin’s blood is worth double, unless you were the last to bite them. Someone who has described their taste with describe taste is worth half as much again. Tier one characters are worth half as much.
Blood bonus
–While your blood bonus is above zero, your hypnotism, stealth, strength and night vision each count one higher.
–Your blood bonus also raises your effective life force, by up to 10%.
–It drains away as you earn roleplay experience. A vampire who goes too long without feeding this way falls below zero, and then it lowers their effective life force instead, by up to 10%.
Wights
bite (person)
–A wight takes a bloody, messy bite out of a helpless victim, wounding them and staving off its own decay.
Effects of blood on vampires
Vampires can feed on supernaturals, but this blood is inevitably unusable for rituals due to an inherent taint. Supernatural blood, or human blood with a supernatural origin, has special effects on a vampire who drinks it.
–Angelborn: Feel more sensitive and humane.
–Demigod: Similar to cocaine. Feel fearless. Become prone to recklessness.
–Demonborn: Feel disassociated from human emotions or sensitivities.
–Faeborn: Similar to ecstasy. Become more prone to amorous activities.
–Werewolf: Feel more primal. Become likely to give in to baser impulses for sex and violence.
–Vampire: Drinking from another vampire hits you like vampire blood does (see help vampire blood).
See Also
Black Circle
Overview: A council of magical practitioners devoted to the pursuit of individual power above all else. They tend to perceive non-magically adept supernaturals as only slightly better than humans and judge everyone by their arcane skill and knowledge. They frequently traffic with demons and other higher powers and are famed for the dark magical experiments they conduct on humans and animals alike.
Common Allies: The Hand, The Red Circle, The Syndicate
Common Enemies: The Temple, The White Circle, The Order
Prefers: Magical practitioners, ruthless individuals.
Typical Tasks: Experimentation, Research, obtaining artifacts and relics, arranging deals, recruitment.
Common Allies: The Hand, The Red Circle, The Syndicate
Common Enemies: The Temple, The White Circle, The Order
Prefers: Magical practitioners, ruthless individuals.
Typical Tasks: Experimentation, Research, obtaining artifacts and relics, arranging deals, recruitment.
See Also
Blackout
Levels: 0, 1, 3
Syntax: blackout (target)
Silences a target’s residence, killing all the electronics, turning off the
lights, making it non public and stopping all phones, radios, and psychic
communications traveling to or from the residence for the duration.
Syntax: blackout town
This syntax requires level three of the stat and will interfere with all
electronic communications town wide. Most methods of communicating will
continue to function but messages will become garbled by static, getting
worse the more they’re used.
Syntax: blackout (target)
Silences a target’s residence, killing all the electronics, turning off the
lights, making it non public and stopping all phones, radios, and psychic
communications traveling to or from the residence for the duration.
Syntax: blackout town
This syntax requires level three of the stat and will interfere with all
electronic communications town wide. Most methods of communicating will
continue to function but messages will become garbled by static, getting
worse the more they’re used.
See Also
Blade Defense
Levels: 0, 3
Requirements: Blade Disciple 4.
This stat conveys a mastery of melee defense. You take no stagger when hit
with melee weapons and take 10% reduced damage from them as well. This
bonus increases to 20% if the weapon you are being struck with is your
strongest.
Requirements: Blade Disciple 4.
This stat conveys a mastery of melee defense. You take no stagger when hit
with melee weapons and take 10% reduced damage from them as well. This
bonus increases to 20% if the weapon you are being struck with is your
strongest.
Blade Disciple Focus
Levels: 0, 1, 2, 3, 4
Combat Focus
Requirements: Supernatural
This stat represents those who’re dedicated to a supernatural path of learning melee combat skills. Each rank offers increased access to physical stats. Blade Disciples can learn to use telekinesis to enhance themselves in combat and manipulate the battleground. At max rank Blade Disciples can learn blade defense, making them particularly proficient at fighting multiple armed opponents at once. They do not need to use bladed weapons; any melee weapon will suffice.
[Blade Disciple One]:
Dexterity 2: Influences social combat.
Telekinesis 1: A power tree that controls the movement of others in combat.
[Blade Disciple Two]:
Fast Reflexes 2: Determines turn order in combat.
Super Jumping: A power that helps you close distance in combat.
Telekinesis 2: A power tree that controls the movement of others in combat.
[Blade Disciple Three]:
Dexterity 3: Influences social combat.
Hypernatural Reflexes: A legendary power that doubles your fast reflexes and helps reduce damage taken.
[Blade Disciple Four]:
Blade Defense: A power that removes incoming stagger from melee weapons and helps reduce damage taken.
Fast Reflexes 3: Maximum proficiency; determines turn order in combat.
[Last edited August 24, 2021]
Combat Focus
Requirements: Supernatural
This stat represents those who’re dedicated to a supernatural path of learning melee combat skills. Each rank offers increased access to physical stats. Blade Disciples can learn to use telekinesis to enhance themselves in combat and manipulate the battleground. At max rank Blade Disciples can learn blade defense, making them particularly proficient at fighting multiple armed opponents at once. They do not need to use bladed weapons; any melee weapon will suffice.
[Blade Disciple One]:
Dexterity 2: Influences social combat.
Telekinesis 1: A power tree that controls the movement of others in combat.
[Blade Disciple Two]:
Fast Reflexes 2: Determines turn order in combat.
Super Jumping: A power that helps you close distance in combat.
Telekinesis 2: A power tree that controls the movement of others in combat.
[Blade Disciple Three]:
Dexterity 3: Influences social combat.
Hypernatural Reflexes: A legendary power that doubles your fast reflexes and helps reduce damage taken.
[Blade Disciple Four]:
Blade Defense: A power that removes incoming stagger from melee weapons and helps reduce damage taken.
Fast Reflexes 3: Maximum proficiency; determines turn order in combat.
[Last edited August 24, 2021]
See Also
Blessing of Battle
Levels: 0, 1
Requirements: Demigod
Characters with this power may use bless (target) to bestow a buff that
increases all combat disciplines by a small amount. May be self targeted.
Requirements: Demigod
Characters with this power may use bless (target) to bestow a buff that
increases all combat disciplines by a small amount. May be self targeted.
Blessings
Syntax: Make Blessing
Blessings are things Eidolons can create in order to reward their followers. Each blessing has
a boon and a curse and both are applied to the target at the same time. All blessings additionally
cost some resources unless the boon is ‘Noworries’ or ‘Bliss’.
Blessings cost more resources if the Eidolon has given out those boons or curses more frequently. The
cost will be shown prior to approval.
Blessings can be granted to offline characters, but not to those who are currently restrained.
Blessings generally last for 24 hours.
Boons:
Beauty: Sets attractiveness to 10.0 for the duration.
Strength: Can pin any character who does not also have this boon, and the target cannot escape the pin.
Lavish: All decor levels in the characters property are maxed out without them having to pay for it. (This boon lasts for a week.)
Gift: Transfer an item to the target, cannot be an artifact and will not be sellable.
Lover: For the duration the target can use kiss (person) (location) to lightly peck an individual. That individual then becomes desire sensitive for several hours. It does not work in crowded rooms or when the person has recently moved. You can use the kiss command even when you don’t have the buff and it will look the same.
SilverTongue: For the duration the target can use psychic persuasion with the persuade command for free, and the imprints they create in this way always take hold, however they are less powerful imprints.
Vitality: The target becomes physically 6 months younger. For the duration they will have their stagger set to 0 after every combat round whenever engaging in physical combat. i.e. Not as a spectre like in operations.
Astral: The target gains the ability to use the ‘astralproject’ command to become non-corporal and able to walk through walls and escape any mundane bindings. Any items they have in their inventory will be dropped however, they can use the command again to recorporialize.
Noworries: Makes the target incapable of worry or stress for the duration.
Bliss: Makes the target extremely happy for the duration.
Renovate: Allows free use of decorating for a week.
Curses:
Gulliblity: The target will believe any claim they’re told unless they can see that it isn’t true.
Narcissism: Target loves themselves and has vastly more confidence than is reasonable.
Revelation: The target says their inner thoughts outloud as they think them without realizing it.
Weakness: The target can be successfully pinned by anyone, they will lose any one on one fight they get into.
Timid: The target will believe any threats made against them are genuine and not something they could avoid.
Puritanical: The target will find anything even slightly off putting or unsanitary disgusting.
Dependency: The target only values themselves based on what they think others think of them, they believe any compliment given to them is sincere.
Phobia: The target gains a specified phobia.
Imprint: The target gets the specified imprint.
Blessings can be given out by Eidilons in Sects to their members, these will not cost resources but only the negative affect will be applied.
Blessings are things Eidolons can create in order to reward their followers. Each blessing has
a boon and a curse and both are applied to the target at the same time. All blessings additionally
cost some resources unless the boon is ‘Noworries’ or ‘Bliss’.
Blessings cost more resources if the Eidolon has given out those boons or curses more frequently. The
cost will be shown prior to approval.
Blessings can be granted to offline characters, but not to those who are currently restrained.
Blessings generally last for 24 hours.
Boons:
Beauty: Sets attractiveness to 10.0 for the duration.
Strength: Can pin any character who does not also have this boon, and the target cannot escape the pin.
Lavish: All decor levels in the characters property are maxed out without them having to pay for it. (This boon lasts for a week.)
Gift: Transfer an item to the target, cannot be an artifact and will not be sellable.
Lover: For the duration the target can use kiss (person) (location) to lightly peck an individual. That individual then becomes desire sensitive for several hours. It does not work in crowded rooms or when the person has recently moved. You can use the kiss command even when you don’t have the buff and it will look the same.
SilverTongue: For the duration the target can use psychic persuasion with the persuade command for free, and the imprints they create in this way always take hold, however they are less powerful imprints.
Vitality: The target becomes physically 6 months younger. For the duration they will have their stagger set to 0 after every combat round whenever engaging in physical combat. i.e. Not as a spectre like in operations.
Astral: The target gains the ability to use the ‘astralproject’ command to become non-corporal and able to walk through walls and escape any mundane bindings. Any items they have in their inventory will be dropped however, they can use the command again to recorporialize.
Noworries: Makes the target incapable of worry or stress for the duration.
Bliss: Makes the target extremely happy for the duration.
Renovate: Allows free use of decorating for a week.
Curses:
Gulliblity: The target will believe any claim they’re told unless they can see that it isn’t true.
Narcissism: Target loves themselves and has vastly more confidence than is reasonable.
Revelation: The target says their inner thoughts outloud as they think them without realizing it.
Weakness: The target can be successfully pinned by anyone, they will lose any one on one fight they get into.
Timid: The target will believe any threats made against them are genuine and not something they could avoid.
Puritanical: The target will find anything even slightly off putting or unsanitary disgusting.
Dependency: The target only values themselves based on what they think others think of them, they believe any compliment given to them is sincere.
Phobia: The target gains a specified phobia.
Imprint: The target gets the specified imprint.
Blessings can be given out by Eidilons in Sects to their members, these will not cost resources but only the negative affect will be applied.
blindfold
Syntax: Blindfold (target/self)
Places a blindfold on someone or takes it off, the target must be tied up or
unconscious if it isn’t self targeted.
Places a blindfold on someone or takes it off, the target must be tied up or
unconscious if it isn’t self targeted.
Bloodbath
Syntax: bloodbath
Used in a bathroom this command can reset your attractiveness history to make it easier to get the active boost from attractivness. Requires a significant amount of blood however obtained from using the victimize command. Must be done in a bathroom.
Used in a bathroom this command can reset your attractiveness history to make it easier to get the active boost from attractivness. Requires a significant amount of blood however obtained from using the victimize command. Must be done in a bathroom.
Bloodtest
Syntax: bloodtest (item)
When used on blood items acquired through victimization will provide details about that blood such as supernatural lineage. Costs $10.
When used on blood items acquired through victimization will provide details about that blood such as supernatural lineage. Costs $10.
Blunt Weapons
Type: Melee
Max Range: 1
Cap: Tier 1:20, 2:30, 3: 40, 4:80, 5:120
This discipline covers the ability to fight with large, blunt weapons
such as staves, maces, hammers or shields. Requires a large weapon
object to use.
Max Range: 1
Cap: Tier 1:20, 2:30, 3: 40, 4:80, 5:120
This discipline covers the ability to fight with large, blunt weapons
such as staves, maces, hammers or shields. Requires a large weapon
object to use.
See Also
Blurring Speed
Levels: 0, 2
Requirement: Running 3+
and : Angelborn Champion 3
This stat doubles your running speed, allowing it to go above 5.
[Last edited April 9, 2022]
Requirement: Running 3+
and : Angelborn Champion 3
This stat doubles your running speed, allowing it to go above 5.
[Last edited April 9, 2022]
See Also
Bone Vulnerability
Levels: 0, 1
Requirements: Supernatural, not a vampire or werewolf.
This power reduces the stagger you’d normally take from weapons augmented
against your archetype by two thirds, but means you take stagger from
weapons augmented with bone instead. Characters who research you can
discover your vulnerabilities.
Requirements: Supernatural, not a vampire or werewolf.
This power reduces the stagger you’d normally take from weapons augmented
against your archetype by two thirds, but means you take stagger from
weapons augmented with bone instead. Characters who research you can
discover your vulnerabilities.
Book
Books are an ongoing record of IC events in the world of Haven. They are
written by SRs and allow characters to keep up with ongoing events. SRs are
free to make book entries about anything they wish, even if not part of their
SR activities as long as they are IC events that have occured that they judge
important enough to be part of the record.
Staff may delete or edit book entries if they find it neccessary.
Book Index Will show all pages that can be read, it can also be used
with the extra arguments, other/haven/earth/wilds/hell/godrealm to view
entries specific to a particular locale.
Book Read Can be used to read pages, when used without a number it
will read the latest unread entry. Can also include the locale of interest
such as book read other, or book read haven 2.
Book Add (Haven/Earth/Other/Wilds/Hell/Godrealm) Can be used by SRs
to add a new entry.
SRs earn the ability to add a Haven book entry for every 30k karma earned,
they can also use this to add an entry to any other book.
SRs earn the ability to add an Earth book entry every time they take a
gallery NPC over a particular multiple of XP by using them in plots. They
can also use this to add an entry to any otherworldly book.
SRs earn the ability to add an otherwordly book entry every time they
earn 5k karma from offworld SRing.
written by SRs and allow characters to keep up with ongoing events. SRs are
free to make book entries about anything they wish, even if not part of their
SR activities as long as they are IC events that have occured that they judge
important enough to be part of the record.
Staff may delete or edit book entries if they find it neccessary.
Book Index Will show all pages that can be read, it can also be used
with the extra arguments, other/haven/earth/wilds/hell/godrealm to view
entries specific to a particular locale.
Book Read Can be used to read pages, when used without a number it
will read the latest unread entry. Can also include the locale of interest
such as book read other, or book read haven 2.
Book Add (Haven/Earth/Other/Wilds/Hell/Godrealm) Can be used by SRs
to add a new entry.
SRs earn the ability to add a Haven book entry for every 30k karma earned,
they can also use this to add an entry to any other book.
SRs earn the ability to add an Earth book entry every time they take a
gallery NPC over a particular multiple of XP by using them in plots. They
can also use this to add an entry to any otherworldly book.
SRs earn the ability to add an otherwordly book entry every time they
earn 5k karma from offworld SRing.
See Also
Border Territories
There are four border territories in the game, one for each
of the other accessible worlds.
District 82 – Hell
Lauriea – The Other
Rhagost – The Godrealms
Navorost – The Wilds
These territories will always rapidly revert back to a contested
state whenever not contested or in open war. Establishing a
foothold in one of these territories will convey special advantages
as the controlling society exerts great influence on those wishing
to travel between that world and Earth.
The leader of any society who controls a border territory gains
a special fame line noting them as a border lord.
The society which controls the Wilds border territory gains an extra
$5, 000 resource in plunder per week.
The leader of the society which controls the Other is sent two potions
each month, drinking these potions grants the ability to use the invis
command to turn completely invisible whenever not in combat to other PCs.
The leader of the society which controls the Godrealms is sent two
potions each month, drinking these potions grants the immortality stat
as well as significant resistance to abduction owing to skin that is
very difficult to penetrate with a needle.
The leader of the society which controls Hell is sent two potions each
month, drinking these potions grants the hellfire discipline. A 100 range
sorcerous discipline.
Potions are always sent out on the first of each month, the effects last
for 14 days after they are taken.
Border lords can also pass decrees, see ‘help decree‘
of the other accessible worlds.
District 82 – Hell
Lauriea – The Other
Rhagost – The Godrealms
Navorost – The Wilds
These territories will always rapidly revert back to a contested
state whenever not contested or in open war. Establishing a
foothold in one of these territories will convey special advantages
as the controlling society exerts great influence on those wishing
to travel between that world and Earth.
The leader of any society who controls a border territory gains
a special fame line noting them as a border lord.
The society which controls the Wilds border territory gains an extra
$5, 000 resource in plunder per week.
The leader of the society which controls the Other is sent two potions
each month, drinking these potions grants the ability to use the invis
command to turn completely invisible whenever not in combat to other PCs.
The leader of the society which controls the Godrealms is sent two
potions each month, drinking these potions grants the immortality stat
as well as significant resistance to abduction owing to skin that is
very difficult to penetrate with a needle.
The leader of the society which controls Hell is sent two potions each
month, drinking these potions grants the hellfire discipline. A 100 range
sorcerous discipline.
Potions are always sent out on the first of each month, the effects last
for 14 days after they are taken.
Border lords can also pass decrees, see ‘help decree‘
Bows
Type: Ranged
Max Range: 90
Optimum Range: 45
Cap: Tier 1:50, 2:60, 3:70, 4:80, 5:100
This discipline covers the ability to use older types of projectile weapons
such as longbows, shortbows and crossbows. Covering both the strength of
the pull as well as accuracy when using the weapons.
Max Range: 90
Optimum Range: 45
Cap: Tier 1:50, 2:60, 3:70, 4:80, 5:100
This discipline covers the ability to use older types of projectile weapons
such as longbows, shortbows and crossbows. Covering both the strength of
the pull as well as accuracy when using the weapons.
See Also
Brainwash
Brainwashing can only be done in a brainwashing facility. A target must be
helpless and without Sanctuary protection in order for brainwashing to proceed. The
brainwashing cooldown lasts one month. One brainwashing procedure can only be done at
a time.
Brainwashing reversals have a slim chance to happen automatically once a day for all
characters who maintain life force at or near 100%. These types of reversals do
not affect implants.
Brainwash types neutralizer and implant require medicine 2 to perform.
Syntax: brainwash implant (target)
This command installs a remote-controlled device in the target’s head, producing
a controller and causing a severe injury.
Syntax: control incapacitate
When in possession of a controller, this command renders your implanted target
unconscious.
Syntax: trash controller
Destroy a controller, rendering an implant inert.
Syntax: brainwash neutralizer (target)
This command installs a neutralizer device inside a target, nullifying all
supernatural abilities. Implanting this device causes a severe injury.
Syntax: brainwash extraction (target)
This command can be used to try to remove a neutralizing implant. Removal attempts
can only be attempted on healthy targets and cause severe injury. Chance of success
for removal is very low, and it is typical for this procedure to take several attempts
before it is successful. The engineering and medicine stats improve chance of success.
Syntax: brainwash loyalty (target) (person or society name)
This brainwashes a target to be loyal to the specified party. The target will
receive regular imprints about needing to be loyal to said party.
Syntax: control surrender (target)
The person or leader of the faction a target is loyal to can use this command to force
the target to tie themselves up.
Syntax: brainwash pacifist (target)
This brainwashes a target against violence. The rationalization is their own, but they
cannot attack anyone codedly while under this type of brainwashing.
Syntax: brainwash cleanse (target)
This removes all the bad memories from the target party, whether they were the victim
or perpetrator of such events. It also removes the memory of any desire to commit
bad or evil deeds. They are otherwise left unaffected, but this type of brainwashing
may be enough to redeem a previously bad person.
Syntax: brainwash reidentity (target) (new identity)
This causes a target to believe they are the identity specified. Detail about these
identities should be specified in emotes or messages if needed.
Syntax: brainwash reversal (target)
This type of procedure reverses all non-implant brainwashing procedures, restoring
a character to their original mindset. It also reverses memory suppression and
false memories derived from alchemically created potions. This does not remove
explosive or neutralizer implants. Nor does it remove imprints.
helpless and without Sanctuary protection in order for brainwashing to proceed. The
brainwashing cooldown lasts one month. One brainwashing procedure can only be done at
a time.
Brainwashing reversals have a slim chance to happen automatically once a day for all
characters who maintain life force at or near 100%. These types of reversals do
not affect implants.
Brainwash types neutralizer and implant require medicine 2 to perform.
Syntax: brainwash implant (target)
This command installs a remote-controlled device in the target’s head, producing
a controller and causing a severe injury.
Syntax: control incapacitate
When in possession of a controller, this command renders your implanted target
unconscious.
Syntax: trash controller
Destroy a controller, rendering an implant inert.
Syntax: brainwash neutralizer (target)
This command installs a neutralizer device inside a target, nullifying all
supernatural abilities. Implanting this device causes a severe injury.
Syntax: brainwash extraction (target)
This command can be used to try to remove a neutralizing implant. Removal attempts
can only be attempted on healthy targets and cause severe injury. Chance of success
for removal is very low, and it is typical for this procedure to take several attempts
before it is successful. The engineering and medicine stats improve chance of success.
Syntax: brainwash loyalty (target) (person or society name)
This brainwashes a target to be loyal to the specified party. The target will
receive regular imprints about needing to be loyal to said party.
Syntax: control surrender (target)
The person or leader of the faction a target is loyal to can use this command to force
the target to tie themselves up.
Syntax: brainwash pacifist (target)
This brainwashes a target against violence. The rationalization is their own, but they
cannot attack anyone codedly while under this type of brainwashing.
Syntax: brainwash cleanse (target)
This removes all the bad memories from the target party, whether they were the victim
or perpetrator of such events. It also removes the memory of any desire to commit
bad or evil deeds. They are otherwise left unaffected, but this type of brainwashing
may be enough to redeem a previously bad person.
Syntax: brainwash reidentity (target) (new identity)
This causes a target to believe they are the identity specified. Detail about these
identities should be specified in emotes or messages if needed.
Syntax: brainwash reversal (target)
This type of procedure reverses all non-implant brainwashing procedures, restoring
a character to their original mindset. It also reverses memory suppression and
false memories derived from alchemically created potions. This does not remove
explosive or neutralizer implants. Nor does it remove imprints.
See Also
Branding
Levels: 0, 2
Requirements: Tier 3
Syntax: Brand (person) (location) (message)
Example: Brand John neck a flaming skull
Appearance: He has a symbol of a flaming skull on his neck.
Branding is the go to method of choice for more powerful supernaturals to
keep control over less powerful beings and devoted humans. The power
conveys an ability to press their hand against someone’s exposed skin and
leave a permanent mark of their symbol there which will appear as ‘He/She
has a symbol of (message) on his/her (location)’
It costs the user some amount of life force, generally around 20% for
branding someone of equal power level to yourself.
There is a cooldown of several weeks between branding people.
When a victim is branded any compulsions, body compulsions, triggered
instructions or triggered body instructions will become sealed in and will
never fade until the brand is removed. Triggered instructions that are
sealed will fade when satiated, but will simply return again once the
trigger occurs once more.
Syntax: Brand phantom (target) (sensation)
This command uses the brand link to send a message to someone you have
branded that will appear as ‘You feel the sensation of (message). ‘ Useful
as a easy access tool for disciplining your property.
Syntax: Brand incapacitate (target)
This command sends a surge of pain along the brand link to render your
target temporarily insensible in order to easily recapture property that’s
trying to flee.
Syntax: Brand listen/brand listen stop
For about 0. 1% of your life force this command allows you to enter a
state in which you can hear everything any one of your branded can hear.
Useful for checking on your property to ensure loyalty.
Syntax: Brand watch/brand watch stop
For the truly paranoid human owner, for 2. 5% of your life force you can
enter an even deeper state of obvservation where you also see what they are
doing.
Syntax: Brand remove(target)
Performed in a magical workshop this command allows someone to be
released from a mystical branding. It costs $15, 000 in resources if done
immediately, but the longer the person has had the brand the further the
cost reduces, down to a minimum of $500 at a rate of $10 per
hour, logged in or out.
[Last edited January 7, 2024]
Requirements: Tier 3
Syntax: Brand (person) (location) (message)
Example: Brand John neck a flaming skull
Appearance: He has a symbol of a flaming skull on his neck.
Branding is the go to method of choice for more powerful supernaturals to
keep control over less powerful beings and devoted humans. The power
conveys an ability to press their hand against someone’s exposed skin and
leave a permanent mark of their symbol there which will appear as ‘He/She
has a symbol of (message) on his/her (location)’
It costs the user some amount of life force, generally around 20% for
branding someone of equal power level to yourself.
There is a cooldown of several weeks between branding people.
When a victim is branded any compulsions, body compulsions, triggered
instructions or triggered body instructions will become sealed in and will
never fade until the brand is removed. Triggered instructions that are
sealed will fade when satiated, but will simply return again once the
trigger occurs once more.
Syntax: Brand phantom (target) (sensation)
This command uses the brand link to send a message to someone you have
branded that will appear as ‘You feel the sensation of (message). ‘ Useful
as a easy access tool for disciplining your property.
Syntax: Brand incapacitate (target)
This command sends a surge of pain along the brand link to render your
target temporarily insensible in order to easily recapture property that’s
trying to flee.
Syntax: Brand listen/brand listen stop
For about 0. 1% of your life force this command allows you to enter a
state in which you can hear everything any one of your branded can hear.
Useful for checking on your property to ensure loyalty.
Syntax: Brand watch/brand watch stop
For the truly paranoid human owner, for 2. 5% of your life force you can
enter an even deeper state of obvservation where you also see what they are
doing.
Syntax: Brand remove(target)
Performed in a magical workshop this command allows someone to be
released from a mystical branding. It costs $15, 000 in resources if done
immediately, but the longer the person has had the brand the further the
cost reduces, down to a minimum of $500 at a rate of $10 per
hour, logged in or out.
[Last edited January 7, 2024]
Breakin
Syntax: breakin (direction)
This command can be used to force entry into a property by breaking down a door
or wall in the direction specified. It uses your demolitions or strength score
to challenge the household toughness rating of the room you are currently
trying to break into.
The first use of breakin on a property cost $50, but not any successive
times until the next reboot.
This command can be used to force entry into a property by breaking down a door
or wall in the direction specified. It uses your demolitions or strength score
to challenge the household toughness rating of the room you are currently
trying to break into.
The first use of breakin on a property cost $50, but not any successive
times until the next reboot.
See Also
breaksanctuary
Syntax: Faction/Cult/Sect breaksanctuary (name)
Characters who are not either part of a society or vassals can lose
their sanctuary protection if a society uses the society breaksanctuary
command and has $10000 resources to spend, or can be targeted by an
oppression curse.
Characters who are not either part of a society or vassals can lose
their sanctuary protection if a society uses the society breaksanctuary
command and has $10000 resources to spend, or can be targeted by an
oppression curse.
See Also
brief
Brief helps set your display options for the game. Typing
brief toggles on and off the showing of room descriptions
when you move around (considerably reducing the text to
be processed).
Syntax: brief
brief toggles on and off the showing of room descriptions
when you move around (considerably reducing the text to
be processed).
Syntax: brief
Broadcast
Syntax: Broadcast (message)
Broadcast (message) with (stat/disciplines) (and) (stat/disc) (and)
(stat/disc)
Used by SRs to sent a global message to the game, can also have stats or
disciplines included to only go to people with those particular stats or
disciplines.
Broadcast (message) with (stat/disciplines) (and) (stat/disc) (and)
(stat/disc)
Used by SRs to sent a global message to the game, can also have stats or
disciplines included to only go to people with those particular stats or
disciplines.
Brown Student
Tier Two Archetype
Human
This archetype represents college students studying at the nearby Ivy League
school of Brown.
Minimum Age: 18
Available Positive Modifiers: Demonic Pact Holder, Fleshformed
Focuses: Obtains no points to spend on focus stats, but is counted as having
one point in the professional focus family for all other stat requirements.
Human
This archetype represents college students studying at the nearby Ivy League
school of Brown.
Minimum Age: 18
Available Positive Modifiers: Demonic Pact Holder, Fleshformed
Focuses: Obtains no points to spend on focus stats, but is counted as having
one point in the professional focus family for all other stat requirements.
Bug
See help petition.
bugsweep
Syntax: Bugsweep
Perform a bugsweep in the current room for $50, you will be notified if any
spycameras were previously set up in that room and those cameras will be
rendered inactive.
Perform a bugsweep in the current room for $50, you will be notified if any
spycameras were previously set up in that room and those cameras will be
rendered inactive.
See Also
burn
Syntax: burn (body)
Uses gasoline to set a body alight.
Uses gasoline to set a body alight.
Business Person Focus
Levels: 0, 1, 2, 3
Professional Focus
Requirements: None
This stat represents those who have dedicated themselves to the art of the deal. In addition to the standard professional focus bonuses, each rank also allows the business person to ignore $1,000 of shop rent each month. Later, they can use financial ruin to utterly devastate their enemies.
[Business Person One]:
None.
[Business Person Two]:
Financial Ruin: A legendary power that completely zeroes someone’s bank account.
[Business Person Three]:
None.
[Business Person Four]:
None.
[Last edited August 25, 2021]
Professional Focus
Requirements: None
This stat represents those who have dedicated themselves to the art of the deal. In addition to the standard professional focus bonuses, each rank also allows the business person to ignore $1,000 of shop rent each month. Later, they can use financial ruin to utterly devastate their enemies.
[Business Person One]:
None.
[Business Person Two]:
Financial Ruin: A legendary power that completely zeroes someone’s bank account.
[Business Person Three]:
None.
[Business Person Four]:
None.
[Last edited August 25, 2021]
See Also
bust
For female characters this value indicates general bust size and is coded
as it can be influenced by wearing different articles of clothing. Women
who reduce their visible bust to nothing can pass for men, and men who
increase their visible bust size can pass for woman. The values range from
small A to large G with A representing approximately a 7.0 inch cup size
and each sequential cup size increasing it by approximately one inch, this
is accurate for a 34 inch band. To alter the size use change bust larger or
change bust smaller.
as it can be influenced by wearing different articles of clothing. Women
who reduce their visible bust to nothing can pass for men, and men who
increase their visible bust size can pass for woman. The values range from
small A to large G with A representing approximately a 7.0 inch cup size
and each sequential cup size increasing it by approximately one inch, this
is accurate for a 34 inch band. To alter the size use change bust larger or
change bust smaller.
butcher
Syntax: Butcher (corpse)
Used on the corpses of creatures encountered in the forest, this process
will harvest some part of the monster for contributing to a society’s
alchemical lab. At the end of each week the society will gain resources
from whatever items have been contributed with diminishing returns for
higher values. Characters with occult knowledge will be able to tell ahead
of time if a creature will have a valuable organ by looking at them if their
occult knowledge stat is high enough.
Higher occult knowledge reduces the time it takes.
Used on the corpses of creatures encountered in the forest, this process
will harvest some part of the monster for contributing to a society’s
alchemical lab. At the end of each week the society will gain resources
from whatever items have been contributed with diminishing returns for
higher values. Characters with occult knowledge will be able to tell ahead
of time if a creature will have a valuable organ by looking at them if their
occult knowledge stat is high enough.
Higher occult knowledge reduces the time it takes.
buy
Calendar
The calendar is a way for players and Story Runners to set up times for
particular roleplay or events.
To see a list of all current calendar events type calendar list, to get more
information on one type calendar info (number)
To make a new calendar event simply type calendar create. This will create
a blank calendar entry, you can then use calendar list to see all the
calendar entries, and find the one you just made in order to edit it.
Calendar title (number) (string)
-Will set the name of your event, which will be seen on the list.
Calendar type (number) (party/social event/performance/society event/plot/educational)
-Set the type of event.
Calendar location (number) (string)
-Will set where your event will occur, which can be seen when someone looks at its info.
Calendar description (number)
-Will put you into an editor where you can write a description of the
event, which can be seen when someone looks at its info.
Calendar private (number)
-Toggle an event between private and public, private events are only seen
by those on the invite list.
Calendar invitelist (number)
-Enter an editor where you can list names with spaces between them of
individuals you want to see your private event.
Calendar hidelist (number)
-Enter an editor where you can list names with spaces between them of
individuals you want to not be able to see your otherwise public event.
Calendar securitybanlist (number)
-Costs $100, enter an editor where you can list names of individuals
to be banned from the event, they will be unable to enter the same room
as the author or the same property.
Calendar securitypermitlist (number)
-Costs $100, enter an editor to list names of individuals to be allowed
into an event. Using this means all other individuals are considered banned
by default.
Calendar stats (number) (string)
-Can only be used by Story Runners and is used to show what stats are relevant
to getting involved in the story that this event is part of. It can be seen
when someone looks at its info.
Calendar timeminutes/timehours/timedays (number) (value)
Shift the time the event will occur, for example timehours 2 will move it
two hours into the future, timedays -1 will bring it one day closer.
Calendar comment (number) (string)
-Will let you leave comments on someone’s event, these can only be seen by
the creator of the calendar event. This is good for things like indicating
an interest in participating, telling the author what times you can make the
event etc.
Calendar dedicate (number) (name)
-Dedicate an event to a particular Eidolon, extending their domain into the
room with the calendar author for the duration.
Calendar protect (number)
-Used by an Eidilon to extend protection over an event for a thousand resources
from their cult.
Calendar stoplog (number)
-Used to end the log of a calendar event.
particular roleplay or events.
To see a list of all current calendar events type calendar list, to get more
information on one type calendar info (number)
To make a new calendar event simply type calendar create. This will create
a blank calendar entry, you can then use calendar list to see all the
calendar entries, and find the one you just made in order to edit it.
Calendar title (number) (string)
-Will set the name of your event, which will be seen on the list.
Calendar type (number) (party/social event/performance/society event/plot/educational)
-Set the type of event.
Calendar location (number) (string)
-Will set where your event will occur, which can be seen when someone looks at its info.
Calendar description (number)
-Will put you into an editor where you can write a description of the
event, which can be seen when someone looks at its info.
Calendar private (number)
-Toggle an event between private and public, private events are only seen
by those on the invite list.
Calendar invitelist (number)
-Enter an editor where you can list names with spaces between them of
individuals you want to see your private event.
Calendar hidelist (number)
-Enter an editor where you can list names with spaces between them of
individuals you want to not be able to see your otherwise public event.
Calendar securitybanlist (number)
-Costs $100, enter an editor where you can list names of individuals
to be banned from the event, they will be unable to enter the same room
as the author or the same property.
Calendar securitypermitlist (number)
-Costs $100, enter an editor to list names of individuals to be allowed
into an event. Using this means all other individuals are considered banned
by default.
Calendar stats (number) (string)
-Can only be used by Story Runners and is used to show what stats are relevant
to getting involved in the story that this event is part of. It can be seen
when someone looks at its info.
Calendar timeminutes/timehours/timedays (number) (value)
Shift the time the event will occur, for example timehours 2 will move it
two hours into the future, timedays -1 will bring it one day closer.
Calendar comment (number) (string)
-Will let you leave comments on someone’s event, these can only be seen by
the creator of the calendar event. This is good for things like indicating
an interest in participating, telling the author what times you can make the
event etc.
Calendar dedicate (number) (name)
-Dedicate an event to a particular Eidolon, extending their domain into the
room with the calendar author for the duration.
Calendar protect (number)
-Used by an Eidilon to extend protection over an event for a thousand resources
from their cult.
Calendar stoplog (number)
-Used to end the log of a calendar event.
call
Call of Nature
Levels: 0, 2
Requirements: Natural Magic 3
This power allows an arcanist to summon an unlimited number of minions
whenever they are in a natural sector. However each one costs an additional
2% life force.
Requirements: Natural Magic 3
This power allows an arcanist to summon an unlimited number of minions
whenever they are in a natural sector. However each one costs an additional
2% life force.
See Also
Call of the Grave
Levels: 0, 2
Requirements: Dark Magic 3
This power allows an arcanist to summon unlimited minions whenever it is
night time. However each one costs double the previous in life force.
Requirements: Dark Magic 3
This power allows an arcanist to summon unlimited minions whenever it is
night time. However each one costs double the previous in life force.
See Also
Calltry
Calltry
calltry (player)
calltry (player) (message)
–Storyrunners only. Ask a player in the room with you to make a roll. They are told you want a roll, shown your message if you gave one, and reminded to answer with try (action) with (stat, stat…). NPCs cannot be asked to roll.
When they answer with try you are shown what they are attempting and with which stats. Set the challenge with rollchallenge.
See also: help roll, help rollchallenge.
calltry (player)
calltry (player) (message)
–Storyrunners only. Ask a player in the room with you to make a roll. They are told you want a roll, shown your message if you gave one, and reminded to answer with try (action) with (stat, stat…). NPCs cannot be asked to roll.
When they answer with try you are shown what they are attempting and with which stats. Set the challenge with rollchallenge.
See also: help roll, help rollchallenge.
See Also
Camps
Syntax: make camp/make home
Use to create a camp site where you can log off safely in the forests or
other natural areas. Animal shifters can use make home to make an animal
home instead for similar use. Making a campsite takes $50, making an animal
home nothing but time.
Syntax: trash camp/trash home
Used to destroy a campsite or animal home.
Use to create a camp site where you can log off safely in the forests or
other natural areas. Animal shifters can use make home to make an animal
home instead for similar use. Making a campsite takes $50, making an animal
home nothing but time.
Syntax: trash camp/trash home
Used to destroy a campsite or animal home.
capturing
Syntax: attack (target) knockout
bind (target)
untie (target)
execute (target)
behead (target)
force (target) (actions)
drag (target)
carry (target)
wound (target) (Mild/Severe/Critical) (Wound String)
mark (target) (message)
wake (target)
blindfold (target)
gag (target)
maim (target) (message)
scar (target) (location) (message)
brand (target) (location) (message)
victimdescribe (target)
desclock (target)
abduct (person)
It is possible in haven to take enemies prisoner instead of simply killing
them, when a PC has run out of defense a melee range attack can be used with
attack (person) knockout or simply knockout (person). This attack has a 1
in three chance of success and will knock the target out for half an hour.
While knocked out the target can be tied up with the bind command which will
permanently lock them into a helpless state until someone else unties them.
When someone is helpless, either through being bound or unconscious they can
be moved around regardless of their permission by using drag or carry
commands, or in the case of traveling or cars by including their name after
the destination.
They also cannot move around on their own, or communicate with their phone.
Several other commands also become usable on them.
Execute will kill a captive.
Wound will let you inflict a certain level of wound on your target, you can
also add a message that will appear when people look at them until that
wound has healed.
Mark will let you put a temporary message that will appear when people
look at them for a while afterwards.
Force will allow you to do other things such as change their clothes or
appearance, rob them or turn them into a vampire/werewolf.
Abduct can be used in a room where a player has logged off and if successful
will bring their unconscious body back into the game where it can be
interacted with. See help abduct.
bind (target)
untie (target)
execute (target)
behead (target)
force (target) (actions)
drag (target)
carry (target)
wound (target) (Mild/Severe/Critical) (Wound String)
mark (target) (message)
wake (target)
blindfold (target)
gag (target)
maim (target) (message)
scar (target) (location) (message)
brand (target) (location) (message)
victimdescribe (target)
desclock (target)
abduct (person)
It is possible in haven to take enemies prisoner instead of simply killing
them, when a PC has run out of defense a melee range attack can be used with
attack (person) knockout or simply knockout (person). This attack has a 1
in three chance of success and will knock the target out for half an hour.
While knocked out the target can be tied up with the bind command which will
permanently lock them into a helpless state until someone else unties them.
When someone is helpless, either through being bound or unconscious they can
be moved around regardless of their permission by using drag or carry
commands, or in the case of traveling or cars by including their name after
the destination.
They also cannot move around on their own, or communicate with their phone.
Several other commands also become usable on them.
Execute will kill a captive.
Wound will let you inflict a certain level of wound on your target, you can
also add a message that will appear when people look at them until that
wound has healed.
Mark will let you put a temporary message that will appear when people
look at them for a while afterwards.
Force will allow you to do other things such as change their clothes or
appearance, rob them or turn them into a vampire/werewolf.
Abduct can be used in a room where a player has logged off and if successful
will bring their unconscious body back into the game where it can be
interacted with. See help abduct.
See Also
Car
Cars and motorcycles help you get around Haven. To obtain a car you need
to use the garage command, see help garage for more information.
Vehicles may be of one or two types, and of five different quality levels.
Vehicles of two types cost twice as much to obtain the same level of
quality. Each type conveys different bonuses. These quality levels are
seen as junker, economy, standard, high and excellent quality.
Vehicles are paid for every week, the default value is 0.5% of the
vehicle’s value, but those with multiple vehicles garaged may pay less for
their extra ones if they aren’t being loaned out, with the discount
increasing based on the owner’s wealth stat.
Once you have a vehicle you can use it with the drive or ride commands, and
can use park to stop your vehicle prematurely, drive slow to slow down, or
stall to pause in your travel where you currently are.
Vehicles have to be driven from the point they were last driven to, if the
vehicle is new or their location is invalid for some reason they can be
driven from any intersection.
Vehicles have stashes inside them accessible from their last driven to
location.
Damaged vehicles repair automatically, but are unavailable until they are
repaired fully.
Characters who hide in the same room as their vehicle will gain a stealth
bonus to represent their stake out.
Types
Safe: Less likely to have an accident when driving in the mist, less
likely to be injured when attacked or in an accident.
Excellent Bonus: Impossible to have an accident when driving slow in the mist.
Sport: Does more damage when running into pedestrians and other vehicles.
Excellent Bonus: Moves around the grid at approximately double speed.
Luxury: Gives influence bonuses to the owner when the active vehicle.
Excellent Bonus: Gives an attractiveness boost when the active vehicle.
Van: Can store more passengers.
Excellent Bonus: Stealth bonus when hiding in a room with the van doubled.
Tough: Less likely to be forced into an accident when attacked.
Excellent Bonus: Bulletproof.
Sportsbike: Quality levels cheaper
Excellent Bonus: Moves around the grid at approximately double speed.
Cruiser: Quality levels cheaper
Excellent Bonus: Attractiveness boost when active vehicle
Horse: Can be ridden offworld.
Syntaxes:
Garage Lease/Unlease/Drive/Loan/Locate/Reclaim/Name/Describe
Drive/Ride (location) (passengers)
Drive/Ride Slow
Park
Stall
Runinto (pedestrian/vehicle/wall)
Attack (vehicle)
Force (victim) givekeys
Travel car (number) (passengers)
to use the garage command, see help garage for more information.
Vehicles may be of one or two types, and of five different quality levels.
Vehicles of two types cost twice as much to obtain the same level of
quality. Each type conveys different bonuses. These quality levels are
seen as junker, economy, standard, high and excellent quality.
Vehicles are paid for every week, the default value is 0.5% of the
vehicle’s value, but those with multiple vehicles garaged may pay less for
their extra ones if they aren’t being loaned out, with the discount
increasing based on the owner’s wealth stat.
Once you have a vehicle you can use it with the drive or ride commands, and
can use park to stop your vehicle prematurely, drive slow to slow down, or
stall to pause in your travel where you currently are.
Vehicles have to be driven from the point they were last driven to, if the
vehicle is new or their location is invalid for some reason they can be
driven from any intersection.
Vehicles have stashes inside them accessible from their last driven to
location.
Damaged vehicles repair automatically, but are unavailable until they are
repaired fully.
Characters who hide in the same room as their vehicle will gain a stealth
bonus to represent their stake out.
Types
Safe: Less likely to have an accident when driving in the mist, less
likely to be injured when attacked or in an accident.
Excellent Bonus: Impossible to have an accident when driving slow in the mist.
Sport: Does more damage when running into pedestrians and other vehicles.
Excellent Bonus: Moves around the grid at approximately double speed.
Luxury: Gives influence bonuses to the owner when the active vehicle.
Excellent Bonus: Gives an attractiveness boost when the active vehicle.
Van: Can store more passengers.
Excellent Bonus: Stealth bonus when hiding in a room with the van doubled.
Tough: Less likely to be forced into an accident when attacked.
Excellent Bonus: Bulletproof.
Sportsbike: Quality levels cheaper
Excellent Bonus: Moves around the grid at approximately double speed.
Cruiser: Quality levels cheaper
Excellent Bonus: Attractiveness boost when active vehicle
Horse: Can be ridden offworld.
Syntaxes:
Garage Lease/Unlease/Drive/Loan/Locate/Reclaim/Name/Describe
Drive/Ride (location) (passengers)
Drive/Ride Slow
Park
Stall
Runinto (pedestrian/vehicle/wall)
Attack (vehicle)
Force (victim) givekeys
Travel car (number) (passengers)
See Also
Carbines
Type: Ranged
Max Range: 100
Optimum Range: 50
Cap: Tier 1:50, 2:60, 3:70, 4:80, 5:100
This discipline covers the ability to use large, carbine rifles such as
M-16s. Those with higher levels in the discipline can fire more accurately
and faster.
Supernaturals receive a 5% per tier debuff to their firearms discilines.
Max Range: 100
Optimum Range: 50
Cap: Tier 1:50, 2:60, 3:70, 4:80, 5:100
This discipline covers the ability to use large, carbine rifles such as
M-16s. Those with higher levels in the discipline can fire more accurately
and faster.
Supernaturals receive a 5% per tier debuff to their firearms discilines.
See Also
cardinal
Syntax: Cardinal
Toggles cardinal directions on and off, those who don’t use cardinal
directions will gain some benefits in the form of increased influence gains.
Toggles cardinal directions on and off, those who don’t use cardinal
directions will gain some benefits in the form of increased influence gains.
See Also
Cardinal Guests
Cardinals are a blanket term supernatural and anti-supernatural society use to describe beings capable of sin magic. Sin magic casters come from all walks of life; there have been even humans throughout the years capable of sin magic, though most the time it’s supernaturals, especially those who’ve developed hypernatural abilities.
There are several ways Cardinals are made. Some get their hands on powerful magicks and become Cardinals through sheer study. Others have sin spirits, called Maleficarum and their opposite, Justiciarum, bound to them. Still others are possessed by these sin spirits. Maleficarum were created by demons during the rise of Christianity, utilizing sin magic and teaching their followers so that they’d be better able to affect the world outside Hell. How Justiciarum came to be is still a mystery, as their sole goal seem to be helping people get over their sins, ultimately protecting them from Cardinals they’re vulnerable to.
There is a signficant amount of Maleficarum compared to Justiciarum. This is mostly due to various purges and collaboration between more corrupt Cardinals in an effort to ensure they remain mostly unopposed and have many vulnerable targets.
Whatever their origins, Cardinals have many different powers. Their most common is the ability to read the minds and memories of those vulnerable to them, as well as various psychic abilities that allow them to easily alter the minds of others. Some Cardinals have control over the weather, and in Haven especially, the mists and shadows. Others seem to be able to control animals, though rarely more than one kind. Incidentally, the vulnerability a person has to a Cardinal works both ways — most individuals cannot significantly hurt Cardinals unless they are also vulnerable to them.
Code Considerations: Cardinals are allowed to make societies without having to wait until the 20th of the month. However, Cardinals themselves cannot attend any operations but the psychic ones that target them specifically. Cardinals are not counted towards the villainy system, as they already have enhanced life force. As Cardinals are a guest type only staff can play, when a character turns story off, Cardinals cannot enter any scene with that character. Characters with story off who enter scenes with Cardinals in them can interact with Cardinals, but as long as they follow the rules in help story death, cannot be affected by the Cardinal in any meaningful way.
Psychic Operations: When signing up for a psychic operation, you can sign up to defend the Cardinal or attack the Cardinal. Those who defend the Cardinal will fight alongside a pool of minions who will rush the attacking team. If the operation is successful, the Cardinal falls into a coma for a minimum of six weeks, though this period is often extended as another Cardinal replaces them or the Cardinal is killed while in a coma. Any societies the Cardinal controls are destroyed. If the operation fails, another can’t be launched for roughly a week and the Cardinal loses half their minions the next assault.
There are several ways Cardinals are made. Some get their hands on powerful magicks and become Cardinals through sheer study. Others have sin spirits, called Maleficarum and their opposite, Justiciarum, bound to them. Still others are possessed by these sin spirits. Maleficarum were created by demons during the rise of Christianity, utilizing sin magic and teaching their followers so that they’d be better able to affect the world outside Hell. How Justiciarum came to be is still a mystery, as their sole goal seem to be helping people get over their sins, ultimately protecting them from Cardinals they’re vulnerable to.
There is a signficant amount of Maleficarum compared to Justiciarum. This is mostly due to various purges and collaboration between more corrupt Cardinals in an effort to ensure they remain mostly unopposed and have many vulnerable targets.
Whatever their origins, Cardinals have many different powers. Their most common is the ability to read the minds and memories of those vulnerable to them, as well as various psychic abilities that allow them to easily alter the minds of others. Some Cardinals have control over the weather, and in Haven especially, the mists and shadows. Others seem to be able to control animals, though rarely more than one kind. Incidentally, the vulnerability a person has to a Cardinal works both ways — most individuals cannot significantly hurt Cardinals unless they are also vulnerable to them.
Code Considerations: Cardinals are allowed to make societies without having to wait until the 20th of the month. However, Cardinals themselves cannot attend any operations but the psychic ones that target them specifically. Cardinals are not counted towards the villainy system, as they already have enhanced life force. As Cardinals are a guest type only staff can play, when a character turns story off, Cardinals cannot enter any scene with that character. Characters with story off who enter scenes with Cardinals in them can interact with Cardinals, but as long as they follow the rules in help story death, cannot be affected by the Cardinal in any meaningful way.
Psychic Operations: When signing up for a psychic operation, you can sign up to defend the Cardinal or attack the Cardinal. Those who defend the Cardinal will fight alongside a pool of minions who will rush the attacking team. If the operation is successful, the Cardinal falls into a coma for a minimum of six weeks, though this period is often extended as another Cardinal replaces them or the Cardinal is killed while in a coma. Any societies the Cardinal controls are destroyed. If the operation fails, another can’t be launched for roughly a week and the Cardinal loses half their minions the next assault.
See Also
Carefor
Syntax: Carefor (target)
Anybody who is held prisoner in Haven will eventually be set free by the
Sanctuary spell when they’ve been held too long. This normally takes about
fourteen hours. People can use the carefor command however to delay the
onset by another 12 hours, up to a maximum of 20 from when the command was
used. The first use of the command costs $150, each subsequent use doubles
the cost up to a maximum of $3000. Those with medical training can do it
cheaper, and those trusted with society resources can use them to pay for
the prisoner’s care.
Anybody who is held prisoner in Haven will eventually be set free by the
Sanctuary spell when they’ve been held too long. This normally takes about
fourteen hours. People can use the carefor command however to delay the
onset by another 12 hours, up to a maximum of 20 from when the command was
used. The first use of the command costs $150, each subsequent use doubles
the cost up to a maximum of $3000. Those with medical training can do it
cheaper, and those trusted with society resources can use them to pay for
the prisoner’s care.
carry
Syntax: Carry (person)
This command is used to pick up a helpless or bound person in order to carry
them to other rooms.
You can also use it on someone who is following you to carry them into
air if you have flying or superjumping skills.
This command is used to pick up a helpless or bound person in order to carry
them to other rooms.
You can also use it on someone who is following you to carry them into
air if you have flying or superjumping skills.
Cars
See help car.
Catatonic
Negative Tier Modifier
Removable: Yes.
This modifier represents vampires who have spent long periods of their
unlife under the earth. As a result they tend to be very disconnected from
reality, they move slowly and lethargically and are very disconnected from
events going on around them. Often seem permanently slightly dazed. These
effects can fade however if the vampire spends a long enough period out of
the earth, or is in some other way jolted into more full awareness of the
world.
Removable: Yes.
This modifier represents vampires who have spent long periods of their
unlife under the earth. As a result they tend to be very disconnected from
reality, they move slowly and lethargically and are very disconnected from
events going on around them. Often seem permanently slightly dazed. These
effects can fade however if the vampire spends a long enough period out of
the earth, or is in some other way jolted into more full awareness of the
world.
cauterize
Syntax: Cauterize (own name)
If a character has been turned to a werewolf, using this command allows the
change to be stopped at a cost of 1000 karma.
It also severely wounds the character, the wound and karma cost is applied
even if the char using the command would not actually turn into a werewolf.
If a character has been turned to a werewolf, using this command allows the
change to be stopped at a cost of 1000 karma.
It also severely wounds the character, the wound and karma cost is applied
even if the char using the command would not actually turn into a werewolf.
Celebrity
Levels: 0, 2
Requirements: socialite Focus 2
This stat represents those who’ve gained enough supernatural influence and
power to arrange to get themselves genuine celebrity status. Their fame
flag is visible to everyone and is set with fame (string).
Requirements: socialite Focus 2
This stat represents those who’ve gained enough supernatural influence and
power to arrange to get themselves genuine celebrity status. Their fame
flag is visible to everyone and is set with fame (string).
See Also
change
Syntax: change (hair/skin/eyes) (newstring)
Syntax: change breasts (larger/smaller)
Syntax: change height (inches/feet) (value)
Syntax: change sex
Changes a character’s physical attributes. Changing a hairstyle can be
done from a house or a salon. Changing a character’s eyes, breasts, height,
or sex may be changed for free in the first five hours after creation in case
a mistake was made. After that, the procedure command must used instead.
Syntax: change lastname (newname)
Allows someone to change their last name for a small fee.
Note: We encourage players to request scenes for their transformations
before changing their characters into supernaturals. Staff or other Story
runners may or may not run such a scene or even build a plot around the
changes that these characters undergo.
Syntax: change archetype (archetype) (modifier)
Changes your current modifier for karma, can also use none to
remove a modifier.
Syntax: Change identity (newname)
Changes your coded name, drops all relationships, leaves your
society, resets your influence rank. Costs $2500, doesn’t
change appearance. Resets hours played. For the first five
hours after use you can join a society as new recruit with
society join (society)
Syntax: Change eyecolor/haircolor/hairdye (color)
This syntax allows you to set your genetic eye color and hair color
as well as the color of any hair dye you’re wearing for use in
other parts of the game. The non hair dye options are irrevocable.
Syntax: change breasts (larger/smaller)
Syntax: change height (inches/feet) (value)
Syntax: change sex
Changes a character’s physical attributes. Changing a hairstyle can be
done from a house or a salon. Changing a character’s eyes, breasts, height,
or sex may be changed for free in the first five hours after creation in case
a mistake was made. After that, the procedure command must used instead.
Syntax: change lastname (newname)
Allows someone to change their last name for a small fee.
Note: We encourage players to request scenes for their transformations
before changing their characters into supernaturals. Staff or other Story
runners may or may not run such a scene or even build a plot around the
changes that these characters undergo.
Syntax: change archetype (archetype) (modifier)
Changes your current modifier for karma, can also use none to
remove a modifier.
Syntax: Change identity (newname)
Changes your coded name, drops all relationships, leaves your
society, resets your influence rank. Costs $2500, doesn’t
change appearance. Resets hours played. For the first five
hours after use you can join a society as new recruit with
society join (society)
Syntax: Change eyecolor/haircolor/hairdye (color)
This syntax allows you to set your genetic eye color and hair color
as well as the color of any hair dye you’re wearing for use in
other parts of the game. The non hair dye options are irrevocable.
See Also
channel
See: Help csay.
Channelnegative
Syntax: Channelnegative (target)
This is a combat ability available to arcanists, it doesn’t have a cooldown
and can be used every round. It channels negative mystical energy into
them, meaning any follow up debuffs will be stronger or last longer.
However it also channels 1/3rd as much positive energy into them, increasing
the power of buffs. Whenever a target is hit by a debuff their remaining
positive energy is halved, and whenever hit by a buff their remaining
negative energy is halved. Channelnegative is more powerful when a target
is at lower defense and does relatively little for characters at high levels
of defense.
This is a combat ability available to arcanists, it doesn’t have a cooldown
and can be used every round. It channels negative mystical energy into
them, meaning any follow up debuffs will be stronger or last longer.
However it also channels 1/3rd as much positive energy into them, increasing
the power of buffs. Whenever a target is hit by a debuff their remaining
positive energy is halved, and whenever hit by a buff their remaining
negative energy is halved. Channelnegative is more powerful when a target
is at lower defense and does relatively little for characters at high levels
of defense.
Channelpositive
Syntax: Channelpositive (target)
This is a combat ability available to arcanists, it doesn’t have a cooldown
and can be used every round. It channels positive mystical energy into
them, meaning any follow up buffs will be stronger or last longer. However
it also channels 1/3rd as much negative energy into them, increasing the
power of debuffs. Whenever a target is hit by a debuff their remaining
positive energy is halved, and whenever hit by a buff their remaining
negative energy is halved. Channelpositive is more powerful when a target
is at lower defense and does relatively little for characters at high levels
of defense.
This is a combat ability available to arcanists, it doesn’t have a cooldown
and can be used every round. It channels positive mystical energy into
them, meaning any follow up buffs will be stronger or last longer. However
it also channels 1/3rd as much negative energy into them, increasing the
power of debuffs. Whenever a target is hit by a debuff their remaining
positive energy is halved, and whenever hit by a buff their remaining
negative energy is halved. Channelpositive is more powerful when a target
is at lower defense and does relatively little for characters at high levels
of defense.
chatroom
Chatrooms
Chatrooms are group chats on MyHaven. You need a MyHaven profile to use them (see help myhaven), and other people see your messages under your MyHaven handle.
Finding and following rooms
chatroom list
–List every chatroom with its description, and mark the ones you are in or listening to.
chatroom listen (name)
–Follow a chatroom, so you see what is said in it. You can listen to up to 50.
chatroom tuneout (name)
–Stop sending to a chatroom if it is the one you joined, or stop listening to it otherwise.
chatroom history (name)
–Read the last hundred or so messages sent in a chatroom.
Talking
chatroom join (name)
–Make a chatroom the one your messages go to. You also see what is said in it. You can only be joined to one room at a time.
chat (message)
–Send a message to the room you joined. chatroom (message) does the same.
–To send, you must be holding a phone (or be electropathic), have cell signal, and not be helpless, fighting, badly wounded, dead, in the shroud or in a tense room. Animals without hands cannot type.
–A message reaches everyone who has joined or is listening to that room, as long as they are holding their phone, have signal, and are not blind.
Making a room
chatroom create (name) (description)
–Create a new chatroom. The name is one word of up to 30 characters, and the description can be up to 200. You need at least 100 hours played.
Chatrooms are group chats on MyHaven. You need a MyHaven profile to use them (see help myhaven), and other people see your messages under your MyHaven handle.
Finding and following rooms
chatroom list
–List every chatroom with its description, and mark the ones you are in or listening to.
chatroom listen (name)
–Follow a chatroom, so you see what is said in it. You can listen to up to 50.
chatroom tuneout (name)
–Stop sending to a chatroom if it is the one you joined, or stop listening to it otherwise.
chatroom history (name)
–Read the last hundred or so messages sent in a chatroom.
Talking
chatroom join (name)
–Make a chatroom the one your messages go to. You also see what is said in it. You can only be joined to one room at a time.
chat (message)
–Send a message to the room you joined. chatroom (message) does the same.
–To send, you must be holding a phone (or be electropathic), have cell signal, and not be helpless, fighting, badly wounded, dead, in the shroud or in a tense room. Animals without hands cannot type.
–A message reaches everyone who has joined or is listening to that room, as long as they are holding their phone, have signal, and are not blind.
Making a room
chatroom create (name) (description)
–Create a new chatroom. The name is one word of up to 30 characters, and the description can be up to 200. You need at least 100 hours played.
See Also
Checkout
Syntax: Checkout (target)
This command can be used to see a more detailed breakdown of a person’s appearance. It is visible to other people that you are checking someone out unless you are targeting yourself.
Targeting yourself will also provide information on your sexual reputation. Sexual reputation reflects the risk of Sexual Transmitted Infection and it is a good idea to use protection when having sex with someone whose reputation you do not know or trust.
This command can be used to see a more detailed breakdown of a person’s appearance. It is visible to other people that you are checking someone out unless you are targeting yourself.
Targeting yourself will also provide information on your sexual reputation. Sexual reputation reflects the risk of Sexual Transmitted Infection and it is a good idea to use protection when having sex with someone whose reputation you do not know or trust.
Chemically Augmented
Positive Tier Modifier
Replaceable: Yes.
This modifier represents a character who’s using either scientific, or
alchemical substances to try to improve their abilities and perform above
their normal level of competence. These chemicals usually have many side
effects however, mood instability and increased vulnerability to
supernatural pressures are among the most common.
Replaceable: Yes.
This modifier represents a character who’s using either scientific, or
alchemical substances to try to improve their abilities and perform above
their normal level of competence. These chemicals usually have many side
effects however, mood instability and increased vulnerability to
supernatural pressures are among the most common.
Chinese Intelligence
Overview: Always interested in their competitors to the west, and always looking for more assets to use to obtain the information they want, Chinese intelligence can be a good way to make money and favors if you’re not too loyal to your country.
Common Allies: The Russian Mafia
Common Enemies: CIA, MI6
Prefers: Government Contacts, Stealth, Military Contacts
Typical Tasks: Espionage, assassinations.
Common Allies: The Russian Mafia
Common Enemies: CIA, MI6
Prefers: Government Contacts, Stealth, Military Contacts
Typical Tasks: Espionage, assassinations.
See Also
Chosen
Overview: Demonborn either by birth or contract The Chosen are those who’ve pledge to serve the lords of hell in exchange most often for wealth and power. They are always looking to push not only their agenda, but that of their demonic masters as well.
Common Allies: None.
Common Enemies: The Forsaken, The Factions, and most everyone else.
Prefers: Demonborn.
Typical Tasks: Sowing chaos and destruction, advancing their own power or wealth.
Common Allies: None.
Common Enemies: The Forsaken, The Factions, and most everyone else.
Prefers: Demonborn.
Typical Tasks: Sowing chaos and destruction, advancing their own power or wealth.
See Also
chug
CIA
Overview: The CIA is aware of the supernatural and uses it to it’s advantage and the advantage of it’s government whenever possible.
Common Allies: MI6, Interpol, FBI, Temple.
Common Enemies: Chinese Intelligence.
Prefers: Government contacts, stealth, military contacts.
Typical Tasks: Espionage, assassinations.
Common Allies: MI6, Interpol, FBI, Temple.
Common Enemies: Chinese Intelligence.
Prefers: Government contacts, stealth, military contacts.
Typical Tasks: Espionage, assassinations.
See Also
Circus
Overview: The name for the Fae who live permanently or mostly on Earth.
Common Allies: The Gamemasters, The Syndicate.
Common Enemies: The Lost, The Banished, The Temple.
Prefers: Faeborn.
Typical Tasks: Entertainment, performance, acquisition of new humans.
Common Allies: The Gamemasters, The Syndicate.
Common Enemies: The Lost, The Banished, The Temple.
Prefers: Faeborn.
Typical Tasks: Entertainment, performance, acquisition of new humans.
See Also
Clairaudience
Levels: 0, 2
Requirements: Demigod or arcane focus 1
This ability allows a character to hear ghosts though the exact mechanism is
at the player’s discretion to flesh out. Clairaudience is used
automatically for determining if player ghosts are heard when speaking, but
must be roleplayed out when dealing with NPCs.
Requirements: Demigod or arcane focus 1
This ability allows a character to hear ghosts though the exact mechanism is
at the player’s discretion to flesh out. Clairaudience is used
automatically for determining if player ghosts are heard when speaking, but
must be roleplayed out when dealing with NPCs.
See Also
Clairvoyance
Levels: 0, 1, 2
Requirements: Demigod or arcane focus 1
This ability allows a character to see ghosts though the exact mechanism is at
the player’s discretion to flesh out. Clairvoyance is used automatically for
determining if player ghosts are seen, but must be roleplayed out when dealing
with NPCs.
Clairvoyance 1: Charaters can see when a ghost moves into the room they’re
occupying, but not ghosts in adjacent rooms or the ghost itself
even should that ghost be in the same room.
Clairvoyance 2: Characters are able to see ghosts all the time.
Characters have a chance of detecting ghosts who enter a room they occupy based
on their perception even if they don’t possess Clairvoyance. Such characters
will not see the identity of the ghost even should they detect the presence of
one.
Requirements: Demigod or arcane focus 1
This ability allows a character to see ghosts though the exact mechanism is at
the player’s discretion to flesh out. Clairvoyance is used automatically for
determining if player ghosts are seen, but must be roleplayed out when dealing
with NPCs.
Clairvoyance 1: Charaters can see when a ghost moves into the room they’re
occupying, but not ghosts in adjacent rooms or the ghost itself
even should that ghost be in the same room.
Clairvoyance 2: Characters are able to see ghosts all the time.
Characters have a chance of detecting ghosts who enter a room they occupy based
on their perception even if they don’t possess Clairvoyance. Such characters
will not see the identity of the ghost even should they detect the presence of
one.
See Also
clean
Syntax: clean (object)
Will clean the blood and anything else off an object for a small fee.
Will clean the blood and anything else off an object for a small fee.
See Also
Climb
Climbing
You climb in the direction you are facing, which is the direction you last moved in.
climb
–Climb the outside wall of a building. You must be outdoors, with open air above you, and facing a wall. The game looks up that wall, as far as ten floors, for the first place at that height you could get into from outside: an open window, a balcony, a gap in the wall, a roof. If there is one, you climb up to it. If there is nothing to climb up to, you climb down instead if you can.
climb down
–Face an open edge with a drop beyond it, such as the edge of a roof, and you climb out over the edge and down to the first solid ground below. A floor or roof in the way stops you.
Climbing takes about seven seconds a floor going up and five going down. People in the rooms you pass through see you climb by, and the room you start from sees you begin.
What climbing ends
Starting a climb brings you out of hiding, and ends shadowing and any hostile or nightmare hostile stance you hold.
When you cannot climb
–While fighting, in a fist fight, pinned or helpless.
–Unless you are standing.
–As a prisoner, or while something is stopping you from moving.
–While you are already travelling, climbing or jumping.
–As a ghost.
–While a patrol encounter has not yet let you go.
Falling
Every floor you climb up past, there is a chance you lose your grip. It is 10% for each floor you are above where you started, less a bonus from your Strength, Dexterity, Stamina and Acrobatics, and never below 5%. The bonus is the total of those four stats times four, or that total squared, whichever is larger: a total of 3 takes off 12 points, a total of 5 takes off 25, and a total of 10 takes off 100. Climbing down is far safer: you only rarely slip at all.
If you slip, you fall straight down. Landing in deep water does you no harm; shallow water does not help. Anywhere else, a fall after climbing four or more floors leaves you mildly injured, and eight or more leaves you severely injured. The undead and the angelborn are only ever mildly injured by such a fall.
Inside a property under siege, climbing works differently: see help noctilith sieges.
See also: help jump, help falling, help super jumping.
You climb in the direction you are facing, which is the direction you last moved in.
climb
–Climb the outside wall of a building. You must be outdoors, with open air above you, and facing a wall. The game looks up that wall, as far as ten floors, for the first place at that height you could get into from outside: an open window, a balcony, a gap in the wall, a roof. If there is one, you climb up to it. If there is nothing to climb up to, you climb down instead if you can.
climb down
–Face an open edge with a drop beyond it, such as the edge of a roof, and you climb out over the edge and down to the first solid ground below. A floor or roof in the way stops you.
Climbing takes about seven seconds a floor going up and five going down. People in the rooms you pass through see you climb by, and the room you start from sees you begin.
What climbing ends
Starting a climb brings you out of hiding, and ends shadowing and any hostile or nightmare hostile stance you hold.
When you cannot climb
–While fighting, in a fist fight, pinned or helpless.
–Unless you are standing.
–As a prisoner, or while something is stopping you from moving.
–While you are already travelling, climbing or jumping.
–As a ghost.
–While a patrol encounter has not yet let you go.
Falling
Every floor you climb up past, there is a chance you lose your grip. It is 10% for each floor you are above where you started, less a bonus from your Strength, Dexterity, Stamina and Acrobatics, and never below 5%. The bonus is the total of those four stats times four, or that total squared, whichever is larger: a total of 3 takes off 12 points, a total of 5 takes off 25, and a total of 10 takes off 100. Climbing down is far safer: you only rarely slip at all.
If you slip, you fall straight down. Landing in deep water does you no harm; shallow water does not help. Anywhere else, a fall after climbing four or more floors leaves you mildly injured, and eight or more leaves you severely injured. The undead and the angelborn are only ever mildly injured by such a fall.
Inside a property under siege, climbing works differently: see help noctilith sieges.
See also: help jump, help falling, help super jumping.
See Also
clinic
Clinic roster
–Show a roster of the active patients in the clinic.
Clinic Staff
–Show a roster of the active staff in the clinic.
Clinic Page (person)
–Send a message across the institute for the selected person to come to your current room.
Clinic Announce (message)
–Send a message across the institute.
Clinic diagnose (person) (diagnosis)
–Sets the diagnosis for a particular patient.
Clinic nophone (person)
–Removes or restores the ability of the target to get a cell phone signal on the grounds.
Clinic exemption
–Used by Jocks or nerds to get themselves out of the clinic, can only be used once every 10 days.
Clinic breakout (target)
–Used by deliquents to temporarily free themselves or anyone else from the clinic for three or so hours, can only be used once every 10 days.
Clinic getout (target)
–Used by preps to free themselves or any other student from the clinic, or to end a student’s probation. Can only be used once every 10 days.
Clinic release (target)
–Free the target from the clinic if you have the authority to do so.
Clinic suspend (target)
–Used to suspend lower ranked staff from their clinic responsibilities.
Clinic unsuspend (target)
–Used to remove the suspension on another member of staff.
Clinic treat
–Set yourself as treating patients, gaining institute prestige for yourself and for whatever staff commited the patient if they are a student.
Clinic experiment
–Set yourself as experimenting on the patients or college students in the room, gaining institute prestige for yourself and for whatever staff commited the patient if they are a student. Only on campus.
Clinic Makearrest
–Enter a window to create a pending warrant for another PC.
Clinic Viewarrests
–View potential warrants.
Clinic BribeArrest (target name)
–Pay the resources required to bribe the judge to authorize the arrest warrant.
Clinic ApproveArrest (target name)
–Can be used by deputies or pillars of the community to have a judge authorize the arrest warrant, costs half as many resources as bribing.
Clinic remove (target)
–Have a non-institute individual escorted off the premesis.
Clinic commit (target)
-Have the target committed, they have to be helpless unless you are commiting yourself and a small cost has to be paid.
Clinic summon (target)
–If the target is a patient you have authority over, have them brought to your current location.
Clinic straightjacket (target)
–If the target is a patient you have authority over, have them placed into a straight jacket.
Clinic isolate (target)
–If the target is a patient you have authority over, move everyone else in the room away.
Clinic changesponsor (target name) (society or individual name)
–Change who is the sponsor of the patient, sponsors have the power to summon and release patients but also must pay the costs to keep them locked up.
Clinic petition (person) (amount)
–Spend resources petitioning for a patient to be released.
Clinic report (person)
–Have the target patient taken off and put into a cell for up to two hours.
–Show a roster of the active patients in the clinic.
Clinic Staff
–Show a roster of the active staff in the clinic.
Clinic Page (person)
–Send a message across the institute for the selected person to come to your current room.
Clinic Announce (message)
–Send a message across the institute.
Clinic diagnose (person) (diagnosis)
–Sets the diagnosis for a particular patient.
Clinic nophone (person)
–Removes or restores the ability of the target to get a cell phone signal on the grounds.
Clinic exemption
–Used by Jocks or nerds to get themselves out of the clinic, can only be used once every 10 days.
Clinic breakout (target)
–Used by deliquents to temporarily free themselves or anyone else from the clinic for three or so hours, can only be used once every 10 days.
Clinic getout (target)
–Used by preps to free themselves or any other student from the clinic, or to end a student’s probation. Can only be used once every 10 days.
Clinic release (target)
–Free the target from the clinic if you have the authority to do so.
Clinic suspend (target)
–Used to suspend lower ranked staff from their clinic responsibilities.
Clinic unsuspend (target)
–Used to remove the suspension on another member of staff.
Clinic treat
–Set yourself as treating patients, gaining institute prestige for yourself and for whatever staff commited the patient if they are a student.
Clinic experiment
–Set yourself as experimenting on the patients or college students in the room, gaining institute prestige for yourself and for whatever staff commited the patient if they are a student. Only on campus.
Clinic Makearrest
–Enter a window to create a pending warrant for another PC.
Clinic Viewarrests
–View potential warrants.
Clinic BribeArrest (target name)
–Pay the resources required to bribe the judge to authorize the arrest warrant.
Clinic ApproveArrest (target name)
–Can be used by deputies or pillars of the community to have a judge authorize the arrest warrant, costs half as many resources as bribing.
Clinic remove (target)
–Have a non-institute individual escorted off the premesis.
Clinic commit (target)
-Have the target committed, they have to be helpless unless you are commiting yourself and a small cost has to be paid.
Clinic summon (target)
–If the target is a patient you have authority over, have them brought to your current location.
Clinic straightjacket (target)
–If the target is a patient you have authority over, have them placed into a straight jacket.
Clinic isolate (target)
–If the target is a patient you have authority over, move everyone else in the room away.
Clinic changesponsor (target name) (society or individual name)
–Change who is the sponsor of the patient, sponsors have the power to summon and release patients but also must pay the costs to keep them locked up.
Clinic petition (person) (amount)
–Spend resources petitioning for a patient to be released.
Clinic report (person)
–Have the target patient taken off and put into a cell for up to two hours.
CLINIC ARREST
Societies can make arrest requests paying resources to have their target
picked up by the deputies and commited the next time they linger in a room
for at least five minutes that is in Haven or the inner forest, above ground
and not a house. Deputy PCs can approve these requests, dropping the cost
of the arrest by half. Characters can also commit helpless targets they bring
into the facility.
Clinic Makearrest
Enter an editor to fill in a form to request someone be commited to the clinic.
Clinic Viewarrests
View all pending and active commitment requests.
Clinic Bribearrest (name)
Pay the displayed fee to have the commitment request be approved, target
will become wanted and picked up the next time they linger for more than 5
minutes in a public room in Haven.
DEPUTIES AND PILLARS OF THE COMMUNITY ONLY:-
Clinic Approvearrest (name)
Approve a commitment request. Whoever created the request will be charged
half the displayed fee and the target will become wanted.
It is the society of the approving person that gets charged, rather than
the society that made the warrant.
picked up by the deputies and commited the next time they linger in a room
for at least five minutes that is in Haven or the inner forest, above ground
and not a house. Deputy PCs can approve these requests, dropping the cost
of the arrest by half. Characters can also commit helpless targets they bring
into the facility.
Clinic Makearrest
Enter an editor to fill in a form to request someone be commited to the clinic.
Clinic Viewarrests
View all pending and active commitment requests.
Clinic Bribearrest (name)
Pay the displayed fee to have the commitment request be approved, target
will become wanted and picked up the next time they linger for more than 5
minutes in a public room in Haven.
DEPUTIES AND PILLARS OF THE COMMUNITY ONLY:-
Clinic Approvearrest (name)
Approve a commitment request. Whoever created the request will be charged
half the displayed fee and the target will become wanted.
It is the society of the approving person that gets charged, rather than
the society that made the warrant.
See Also
CLINIC COMMIT
Anyone you commit to the clinic will cost you $100 resources or dollars a day
to keep, but other societies can increase the cost to keep them by petitioning
for their release. Each $1 spent on petitions increases the cost per day bt $2.
Wildlings, Timeswept, Dreamchildren and those with chemically augmented
modifiers all cost less to commit and have much lower ongoing costs to keep in
the clinic unless someone is petitioning for their release.
Clinic Signin Get a guess pass to use the clinic facilities.
Clinic page staff/(person)
Pages for a particular person or staff in general to come to your room.
Clinic Commit (target)
Commit a character in the room with you for a small $100 fee, requires
target be helpless or yourself.
Clinic Release (name)
Release a character from the clinic, only staff can use this to release
characters commited by themsleves or from the college. Only sponsors can
use it on characters commited in other ways.
Clinic Changesponsor (name) (newsponsor)
Change the sponsor of a patient to a specified society or character in
the same room. If transferring to a society, the society needs 100k of
resources.
Clinic Petition (name) (amount)
Spend society resources to petition for the release of a patient, goes
into a bank from which up to $500 is drawn a day in order to increase
the costs of maintaining the prisoner by 20% the amount exponentially.
This means that while the cost to keep a patient may start at $1000,
after a week of petitioning, it can be as high as $3000.
to keep, but other societies can increase the cost to keep them by petitioning
for their release. Each $1 spent on petitions increases the cost per day bt $2.
Wildlings, Timeswept, Dreamchildren and those with chemically augmented
modifiers all cost less to commit and have much lower ongoing costs to keep in
the clinic unless someone is petitioning for their release.
Clinic Signin Get a guess pass to use the clinic facilities.
Clinic page staff/(person)
Pages for a particular person or staff in general to come to your room.
Clinic Commit (target)
Commit a character in the room with you for a small $100 fee, requires
target be helpless or yourself.
Clinic Release (name)
Release a character from the clinic, only staff can use this to release
characters commited by themsleves or from the college. Only sponsors can
use it on characters commited in other ways.
Clinic Changesponsor (name) (newsponsor)
Change the sponsor of a patient to a specified society or character in
the same room. If transferring to a society, the society needs 100k of
resources.
Clinic Petition (name) (amount)
Spend society resources to petition for the release of a patient, goes
into a bank from which up to $500 is drawn a day in order to increase
the costs of maintaining the prisoner by 20% the amount exponentially.
This means that while the cost to keep a patient may start at $1000,
after a week of petitioning, it can be as high as $3000.
See Also
CLINIC PATIENTS
As the sponsor of a patient you can have them summoned into many of the
treatment rooms in the clinic at any time to attempt interrogation, punishment
or medical procedures.
Clinic Summon (name)
Summon a character to your current location, forced into a straight jacket.
Requires you to be staff or the patient’s sponsor.
Clinic Report (character)
Sends a character to solitary for up to two hours. Requires you to
be the patient’s sponsor, staff, an academy student, a college student
or a patient with substantially more favor than the target. Will cost
patients and students a small amount of their esteem in the institute.
Clinic Straightjacket (character)
Have the orderlies come and force the target character into a straight
jacket, rendering them helpless.
Clinic Nophone (character)
Remove a patient’s ability to use phones.
treatment rooms in the clinic at any time to attempt interrogation, punishment
or medical procedures.
Clinic Summon (name)
Summon a character to your current location, forced into a straight jacket.
Requires you to be staff or the patient’s sponsor.
Clinic Report (character)
Sends a character to solitary for up to two hours. Requires you to
be the patient’s sponsor, staff, an academy student, a college student
or a patient with substantially more favor than the target. Will cost
patients and students a small amount of their esteem in the institute.
Clinic Straightjacket (character)
Have the orderlies come and force the target character into a straight
jacket, rendering them helpless.
Clinic Nophone (character)
Remove a patient’s ability to use phones.
See Also
cliques
Syntax: academy role (role)
Cliques are a part of academy life. They will show up in your score
and on the roll. They can optionally be displayed as a social rank.
Cliques affect the newly balanced stat caps for characters under 18
as well as what supernatural talent characters may or may not come to
express.
Joining a clique is done by taking a role within that clique which
unlocks additional benefits. Please consult the following:
Rebels (Can take up to larceny 2 and stealth 2)
* Druggie – Can create drug items (pending implementation)
* Bully – Bonus to fistfighting (pending implementation), can take
strength 1, isn’t helpless to other students in detention (pending
implementation)
Nerds (Can take languages beyond two and up to Occult Knowledge 2)
* Hacker – Can take up to hacking 3 and engineering 3. Chatroom
use / communications transmitted off campus will be halted without
hacking 3.
* Overachiever – 10% bonus to school XP earned
* Artist – Can take artistic abilities to 3, and fashion knowledge 1
* Goth – Can take incantation 1 and up to ritualism 2
Popular (Can take either physical conditioning or fashion knowledge 1)
* Preps – Can take and receive money from Wealth 1
* Jocks – Can take up to strength 1, acrobatics 1, running 2,
stamina 2, fast reflexes
Team Captain is a new position comparable to head boy/girl, but is
chosen only from the Jocks. It has the same minimum requirements as
the head boy/girl position. A jock which is head boy/girl can not also
be Team Captain and the title will fall to the next eligible character
or dormant.
Roles can only be changed every 60 days.
Cliques are a part of academy life. They will show up in your score
and on the roll. They can optionally be displayed as a social rank.
Cliques affect the newly balanced stat caps for characters under 18
as well as what supernatural talent characters may or may not come to
express.
Joining a clique is done by taking a role within that clique which
unlocks additional benefits. Please consult the following:
Rebels (Can take up to larceny 2 and stealth 2)
* Druggie – Can create drug items (pending implementation)
* Bully – Bonus to fistfighting (pending implementation), can take
strength 1, isn’t helpless to other students in detention (pending
implementation)
Nerds (Can take languages beyond two and up to Occult Knowledge 2)
* Hacker – Can take up to hacking 3 and engineering 3. Chatroom
use / communications transmitted off campus will be halted without
hacking 3.
* Overachiever – 10% bonus to school XP earned
* Artist – Can take artistic abilities to 3, and fashion knowledge 1
* Goth – Can take incantation 1 and up to ritualism 2
Popular (Can take either physical conditioning or fashion knowledge 1)
* Preps – Can take and receive money from Wealth 1
* Jocks – Can take up to strength 1, acrobatics 1, running 2,
stamina 2, fast reflexes
Team Captain is a new position comparable to head boy/girl, but is
chosen only from the Jocks. It has the same minimum requirements as
the head boy/girl position. A jock which is head boy/girl can not also
be Team Captain and the title will fall to the next eligible character
or dormant.
Roles can only be changed every 60 days.
clone
Syntax: clone (object being overwritten) (object you wish to duplicate)
This command will clone the various aspects of one object, including descriptions, and cost, onto another. Be aware that cloning does charge you the difference in cost between the two objects, in addition, this command can duplicate and overwrite items in your stash.
[Last edited November 8, 2023]
This command will clone the various aspects of one object, including descriptions, and cost, onto another. Be aware that cloning does charge you the difference in cost between the two objects, in addition, this command can duplicate and overwrite items in your stash.
[Last edited November 8, 2023]
See Also
close
Clothing
Clothing and jewelry are item types that can be customized and worn. Some
bag items can also be worn. The outfit system can be used to create
and change into full outfits easily.
These items can be found at various shops, including in the newbie area
and Narnia.
Clothing, jewelry and all customized items should be set as close to their
real life counterparts as possible. Clothing that is too cheap is likely
to be treated as such in game by other characters, particularly high-end
brands, which will likely be treated as knockoffs.
Layering:
Clothing, jewelry, bag and armor items can all be set to a specific layer.
Layers range from 0-5. 5 represents the outermost layer, 1 represents the
innermost layer, and 0 will put the object on whatever layer it can fit on
when worn.
Clothing and armor will cover whatever body parts they are set to cover,
as well as hiding any clothing in an inner layer that covers the same spots.
Inner layers can be exposed or hidden with the zip command if any spots
are set for the outer layer.
Jewelry will never cover body parts or inner layers. However, it can be
hidden by outer layers of clothing, provided it has a cover spot set. For
example, a common piece of jewelry is a ring, which is usually worn on the
hands. If set to cover hands, a clothing item such as a pair of gloves will
hide the ring when the gloves are worn, provided it is set on an outer layer.
A maximum of 10 items can be worn per layer. See help wearing clothing
for how the layers are displayed.
Cleaning:
Syntax: clean (item)
Cost: $10
Clothing and jewelry that has gotten dirty can be cleaned with the clean
command for $10 per item, or will clean themselves in a stash while your
character is online, though this method is slower.
Outfitproof:
Syntax: outfitproof (item)
Cost: $0
An outfitproof item will never be automatically stashed with the outfit
commands. However, if not saved in an existing outfit, the item will be
removed and put in the inventory when your character changes. This is useful
for things like wedding rings.
Waterproof:
Syntax: waterproof (item)
Cost: $20
Certain items will become see-through when wet, namely items which have the
keywords sheer, white, ivory, etc. Waterproofing these items will prevent this
from happening in the future.
bag items can also be worn. The outfit system can be used to create
and change into full outfits easily.
These items can be found at various shops, including in the newbie area
and Narnia.
Clothing, jewelry and all customized items should be set as close to their
real life counterparts as possible. Clothing that is too cheap is likely
to be treated as such in game by other characters, particularly high-end
brands, which will likely be treated as knockoffs.
Layering:
Clothing, jewelry, bag and armor items can all be set to a specific layer.
Layers range from 0-5. 5 represents the outermost layer, 1 represents the
innermost layer, and 0 will put the object on whatever layer it can fit on
when worn.
Clothing and armor will cover whatever body parts they are set to cover,
as well as hiding any clothing in an inner layer that covers the same spots.
Inner layers can be exposed or hidden with the zip command if any spots
are set for the outer layer.
Jewelry will never cover body parts or inner layers. However, it can be
hidden by outer layers of clothing, provided it has a cover spot set. For
example, a common piece of jewelry is a ring, which is usually worn on the
hands. If set to cover hands, a clothing item such as a pair of gloves will
hide the ring when the gloves are worn, provided it is set on an outer layer.
A maximum of 10 items can be worn per layer. See help wearing clothing
for how the layers are displayed.
Cleaning:
Syntax: clean (item)
Cost: $10
Clothing and jewelry that has gotten dirty can be cleaned with the clean
command for $10 per item, or will clean themselves in a stash while your
character is online, though this method is slower.
Outfitproof:
Syntax: outfitproof (item)
Cost: $0
An outfitproof item will never be automatically stashed with the outfit
commands. However, if not saved in an existing outfit, the item will be
removed and put in the inventory when your character changes. This is useful
for things like wedding rings.
Waterproof:
Syntax: waterproof (item)
Cost: $20
Certain items will become see-through when wet, namely items which have the
keywords sheer, white, ivory, etc. Waterproofing these items will prevent this
from happening in the future.
See Also
Cloud Summoning
Syntax: Cloud summon/dismiss
Levels: 1, 2
Requirements: Natural Magic focus 2
This power allows people to exert some control over the weather, while they
cannot force storms to appear or disappear they can manipulate clouds to
make them more likely and block or reveal the moon at night.
At level one this power only gives you the ability to summon clouds, at
level two you can either summon or dismiss.
This power has a rather high cooldown.
Levels: 1, 2
Requirements: Natural Magic focus 2
This power allows people to exert some control over the weather, while they
cannot force storms to appear or disappear they can manipulate clouds to
make them more likely and block or reveal the moon at night.
At level one this power only gives you the ability to summon clouds, at
level two you can either summon or dismiss.
This power has a rather high cooldown.
Clues
Plot clues
A storyrunner can seed clues about their plot out into the town. Each clue is sent to one character, chosen by the game. You cannot go looking for a clue: one either finds you or is passed to you by someone who has it.
Receiving a clue
When a clue is added, it goes to a character who is online, has played in the last week, is not on the storyrunner’s own account, is not allied with the storyrunner, and does not already hold a clue from that plot. You are sent the clue’s text with the name of the plot it belongs to. Each time you log in you are told how many plot clues you hold.
Your clues
clue
–List the clues you know, grouped by plot. Clues sent to you are listed as held, and clues someone else passed to you as learned. It also lists the schemes being run by your own society. Once a plot is finished or deleted, its clues no longer appear.
Passing a clue on
give plot clue (person)
give plot clue (person) (plot name)
–Share a clue with someone in the room. They are shown its text. The clue is handed over, not copied, so you no longer have it afterwards. If you have clues from more than one plot, add the plot’s name, or the start of it, and you are shown a list to choose from if you leave it off.
For storyrunners
plot addclue (plot number) (clue text)
–Add a clue to one of your plots, using its number from plot list. The game picks the recipient as described above and tells you who it went to. A plot holds up to twelve clues. If no one eligible is online, the clue is not added and you are told so. Only the plot’s author, or staff, can add clues.
See also: help plot.
A storyrunner can seed clues about their plot out into the town. Each clue is sent to one character, chosen by the game. You cannot go looking for a clue: one either finds you or is passed to you by someone who has it.
Receiving a clue
When a clue is added, it goes to a character who is online, has played in the last week, is not on the storyrunner’s own account, is not allied with the storyrunner, and does not already hold a clue from that plot. You are sent the clue’s text with the name of the plot it belongs to. Each time you log in you are told how many plot clues you hold.
Your clues
clue
–List the clues you know, grouped by plot. Clues sent to you are listed as held, and clues someone else passed to you as learned. It also lists the schemes being run by your own society. Once a plot is finished or deleted, its clues no longer appear.
Passing a clue on
give plot clue (person)
give plot clue (person) (plot name)
–Share a clue with someone in the room. They are shown its text. The clue is handed over, not copied, so you no longer have it afterwards. If you have clues from more than one plot, add the plot’s name, or the start of it, and you are shown a list to choose from if you leave it off.
For storyrunners
plot addclue (plot number) (clue text)
–Add a clue to one of your plots, using its number from plot list. The game picks the recipient as described above and tells you who it went to. A plot holds up to twelve clues. If no one eligible is online, the clue is not added and you are told so. Only the plot’s author, or staff, can add clues.
See also: help plot.
See Also
cognitive dissonance
See help lorestick.
Cold Specialization
Levels: 0, 1
Requirements: Not Undead
Characters with this stat are particularly comfortable in cold climates,
they get a 10 percent life force buff in any operation in a tundra terrain,
or when it’s snowing. They also may get up to +10 percent life force buff
whenever it is below 50 degrees F.
They also get a 10 percent life force debuff when in areas above 85 degrees
F or in operations in desert terrains.
This stat cannot be negtrained.
Requirements: Not Undead
Characters with this stat are particularly comfortable in cold climates,
they get a 10 percent life force buff in any operation in a tundra terrain,
or when it’s snowing. They also may get up to +10 percent life force buff
whenever it is below 50 degrees F.
They also get a 10 percent life force debuff when in areas above 85 degrees
F or in operations in desert terrains.
This stat cannot be negtrained.
college
College Enroll (freshman/sophomore/junior/senior) (None/Goth/Jock/Nerd/Prep/Delinquent/Theater)
–Used to join the college. You must be at least 18 and under Tier 3.
College Quit
–Leave the college.
College Join Fraternity (Kappa Delta Mu/Pi Sigma Tau)
–Used to join one of the college fraternties which will provide you with on campus housing.
College Join Sorority (Theta Nu Rho/Omega Chi Iota)
–Used to join one of the college sororities which will provide you with on campus housing.
College Leave Fraternity/Sorority
–Leave your Fraternity or Sorority.
College progress
–Move from being a Freshmen to a Sophmore, Sophmore to Junior etc. Only usable in May, August or January and must be of a certain age.
College graduate
–Leave the college and gain some bonus rpxp from your time there, you may also get a free tier boost if you were the graduating classes suma cum laude. Only usable in May, August or January.
College remove (person)
–Can be used by staff to remove non-institute individuals from the grounds.
College page (person)
–Send a message over the intercom for the targeted person to come to your current room.
College announce (message)
–Used by staff to send a message over the intercom to the entire institute.
College roll
–View all the active enrolled students.
College staff
–View all the active college staff.
College readfile (person)
–Used by staff to read a student’s file.
College writefile (person)
–Used by staff to add to a student’s file.
College commit (person)
–Used by staff to commit a student to the clinic.
College suspend (person)
–Used by staff to suspend students or other lower ranked staff.
College unsuspend (person)
–Used by staff to lift someone’s suspension.
College teach
–Flag yourself as teaching, this gives a small amount of progress towards career progression and increases the GPA of students RPing with you. Only on campus.
College traumatize
–Used by staff and proctors to flag yourself as traumatizing the students or patients in the room. Only on campus.
College report (student)
–Used by proctors to have a lower ranked student taken to a solitary cell. See help proctor.
College probation (student) (days)
–Confine a student to campus. See help probation.
–Used to join the college. You must be at least 18 and under Tier 3.
College Quit
–Leave the college.
College Join Fraternity (Kappa Delta Mu/Pi Sigma Tau)
–Used to join one of the college fraternties which will provide you with on campus housing.
College Join Sorority (Theta Nu Rho/Omega Chi Iota)
–Used to join one of the college sororities which will provide you with on campus housing.
College Leave Fraternity/Sorority
–Leave your Fraternity or Sorority.
College progress
–Move from being a Freshmen to a Sophmore, Sophmore to Junior etc. Only usable in May, August or January and must be of a certain age.
College graduate
–Leave the college and gain some bonus rpxp from your time there, you may also get a free tier boost if you were the graduating classes suma cum laude. Only usable in May, August or January.
College remove (person)
–Can be used by staff to remove non-institute individuals from the grounds.
College page (person)
–Send a message over the intercom for the targeted person to come to your current room.
College announce (message)
–Used by staff to send a message over the intercom to the entire institute.
College roll
–View all the active enrolled students.
College staff
–View all the active college staff.
College readfile (person)
–Used by staff to read a student’s file.
College writefile (person)
–Used by staff to add to a student’s file.
College commit (person)
–Used by staff to commit a student to the clinic.
College suspend (person)
–Used by staff to suspend students or other lower ranked staff.
College unsuspend (person)
–Used by staff to lift someone’s suspension.
College teach
–Flag yourself as teaching, this gives a small amount of progress towards career progression and increases the GPA of students RPing with you. Only on campus.
College traumatize
–Used by staff and proctors to flag yourself as traumatizing the students or patients in the room. Only on campus.
College report (student)
–Used by proctors to have a lower ranked student taken to a solitary cell. See help proctor.
College probation (student) (days)
–Confine a student to campus. See help probation.
College Groups
There are six different groups you can be part of as a college student:
Goths) Ritualism and Incantation stat counted as 1 higher when target is on campus.
Jocks) Guaranteed ability to pin any other non-Jock student. Can use clinic exemption to get themselves out of the clinic with a athletic waiver.
Nerds) Increased GPA earning, can tutor any other student. Can use clinic exemption to get themselves out of the clinic with an academic waiver.
Preps) Subsidized Rent, cheaper Endowment stat purchase. Can use clinic getout (target) to get themselves or another student out of the clinic.
Delinquent) Increased alcohol tolerance. Can use clinic breakout (target) to temporarily get themselves or another person out of the clinic.
Theatre) All Artisitic abilities at 1, and at 3 while on campus.
Goths) Ritualism and Incantation stat counted as 1 higher when target is on campus.
Jocks) Guaranteed ability to pin any other non-Jock student. Can use clinic exemption to get themselves out of the clinic with a athletic waiver.
Nerds) Increased GPA earning, can tutor any other student. Can use clinic exemption to get themselves out of the clinic with an academic waiver.
Preps) Subsidized Rent, cheaper Endowment stat purchase. Can use clinic getout (target) to get themselves or another student out of the clinic.
Delinquent) Increased alcohol tolerance. Can use clinic breakout (target) to temporarily get themselves or another person out of the clinic.
Theatre) All Artisitic abilities at 1, and at 3 while on campus.
collegiate societies
If a student at the college founds a sect or cult that group is considered a collegiate society.
Collegiate societies do not have to pay for sanctuary protection each week, and college students can be leaders or other high ranking members of those groups. However they also do not receive manpower and receive fewer resources from operations.
Collegiate societies do not have to pay for sanctuary protection each week, and college students can be leaders or other high ranking members of those groups. However they also do not receive manpower and receive fewer resources from operations.
color
Syntax: color
Toggles color mode on or off for the mud.
Syntax: “(color code)
Note this key is a backtick, the one on the same key as the tilde. Color codes
are able to be used in most aspects of the game, but not all.
Color Codes:
`00 or r – Red
`11 or g – Green
`22 or y – Yellow
`33 or b – Blue
`44 or m – Purple
`55 or c – Cyan
`66 or w – White (Default color)
`77 or d – Grey
`88 or R – Bright Red
`99 or G – Bright Green
`!! or Y – Bright Yellow
`@@ or B – Bright Blue
`## or M – Bright Purple
`$$ or C – Bright Cyan
`%% or W – Bright White
`^^ or D – Black
Syntax: Saycolor (000-255)
Used to set a color for the say portion of emotes.
Note you can also use 000-255 or #(Any six digit hex color code) after the color symbol to use more color types.
Toggles color mode on or off for the mud.
Syntax: “(color code)
Note this key is a backtick, the one on the same key as the tilde. Color codes
are able to be used in most aspects of the game, but not all.
Color Codes:
`00 or r – Red
`11 or g – Green
`22 or y – Yellow
`33 or b – Blue
`44 or m – Purple
`55 or c – Cyan
`66 or w – White (Default color)
`77 or d – Grey
`88 or R – Bright Red
`99 or G – Bright Green
`!! or Y – Bright Yellow
`@@ or B – Bright Blue
`## or M – Bright Purple
`$$ or C – Bright Cyan
`%% or W – Bright White
`^^ or D – Black
Syntax: Saycolor (000-255)
Used to set a color for the say portion of emotes.
Note you can also use 000-255 or #(Any six digit hex color code) after the color symbol to use more color types.
Combat
Combat explained
-An overview of the combat system, recommended for new players.
Fast Combat
-An overview of fast combat.
Emote Combat
-An overview of emote combat.
Attack
-An explanation of the attack command.
Move
-An explanation of the move command.
Specials
-An explanation of specials.
Special List
-A list of all the specials.
Custom attacks
-Information on setting up custom attacks.
Fatigue
-An explanation of fatigue.
Wounds
-An explanation of wounds.
Death
-An explanation of death.
Capturing
-An explanation of capturing people.
Player Conflict
-The ins and outs of fighting other players.
Social Combat
-Information on social combat.
Combat Mechanics
-An explanation of the numbers behind combat.
Map
-A command to show a map of the room you’re in.
Scan
-A command to list people in the room by proximity.
Diminish
-A command to reduce your combat power for RP reasons.
Spar
-A command to engage in less lethal combat.
Nightmare
-The shadow world where much of Haven’s conflict takes place.
-An overview of the combat system, recommended for new players.
Fast Combat
-An overview of fast combat.
Emote Combat
-An overview of emote combat.
Attack
-An explanation of the attack command.
Move
-An explanation of the move command.
Specials
-An explanation of specials.
Special List
-A list of all the specials.
Custom attacks
-Information on setting up custom attacks.
Fatigue
-An explanation of fatigue.
Wounds
-An explanation of wounds.
Death
-An explanation of death.
Capturing
-An explanation of capturing people.
Player Conflict
-The ins and outs of fighting other players.
Social Combat
-Information on social combat.
Combat Mechanics
-An explanation of the numbers behind combat.
Map
-A command to show a map of the room you’re in.
Scan
-A command to list people in the room by proximity.
Diminish
-A command to reduce your combat power for RP reasons.
Spar
-A command to engage in less lethal combat.
Nightmare
-The shadow world where much of Haven’s conflict takes place.
Combat explained
There are two types of combat in Haven; fast combat and emote combat.
Fast combat is what is normally used when NPCs are involved in the fight,
such as typically when leveling up in the forest. During fast combat you
can attack and/or move every 12 seconds, each one being on a separate timer.
Attacks are normally made with either a default message, or with a custom
pre-written message.
Emote combat is normally used when PCs are fighting each other. During
emote combat characters take it in turns to pick where they want to move and
how they want to attack, they then write an emote, when the emote is
finished and sent the relevant attacks and moves are performed. Emote
combat is started by a player typing ‘attack’ by itself.
Both combat types use the exact same values and calculations. Disciplines
are used primarily for combat and are improved with experience gained by
using them. There are three types of discipline, ranged, melee and
defensive. Ranged disciplines all have different ranges, and will do
maximum damage at half that range, dropping off to 0 at above max range and
0 at melee range. Melee disciplines always do max damage if at melee range,
but otherwise can’t hit.
Each Discipline does its value in damage ordinarily, unless affected by
range or other affects. Defensive disciplines provide 5 times their value
in defense.
Once all your defense is gone, attacks will cause you to suffer wounds,
wounds can take a long time to heal and if severe enough might cause you to
die without hospital care.
Characters can move a base of 10 per turn in any direction, they can also
charge directly at someone, doubling how far they can move.
The most basic way to attack is simply attack (target), picking a default
discipline, or attack (target) (discipline) to choose your own discipline,
lastly attack (target) (customname) to use a custom attack.
To move you simply type move (person) away/charge/(distance as a number to
move towards them). You can also use move (xcoord) (ycoord), move flee or
the cardinal direction commands.
Custom attacks can be set up with the ‘make attack‘ command, and have a
name, discipline, a string for how they look like as well as an optional
special flag. Special flags allow you to attach effects to attacks.
You can also type map to see a visual representation of the battlefield.
Fast combat is what is normally used when NPCs are involved in the fight,
such as typically when leveling up in the forest. During fast combat you
can attack and/or move every 12 seconds, each one being on a separate timer.
Attacks are normally made with either a default message, or with a custom
pre-written message.
Emote combat is normally used when PCs are fighting each other. During
emote combat characters take it in turns to pick where they want to move and
how they want to attack, they then write an emote, when the emote is
finished and sent the relevant attacks and moves are performed. Emote
combat is started by a player typing ‘attack’ by itself.
Both combat types use the exact same values and calculations. Disciplines
are used primarily for combat and are improved with experience gained by
using them. There are three types of discipline, ranged, melee and
defensive. Ranged disciplines all have different ranges, and will do
maximum damage at half that range, dropping off to 0 at above max range and
0 at melee range. Melee disciplines always do max damage if at melee range,
but otherwise can’t hit.
Each Discipline does its value in damage ordinarily, unless affected by
range or other affects. Defensive disciplines provide 5 times their value
in defense.
Once all your defense is gone, attacks will cause you to suffer wounds,
wounds can take a long time to heal and if severe enough might cause you to
die without hospital care.
Characters can move a base of 10 per turn in any direction, they can also
charge directly at someone, doubling how far they can move.
The most basic way to attack is simply attack (target), picking a default
discipline, or attack (target) (discipline) to choose your own discipline,
lastly attack (target) (customname) to use a custom attack.
To move you simply type move (person) away/charge/(distance as a number to
move towards them). You can also use move (xcoord) (ycoord), move flee or
the cardinal direction commands.
Custom attacks can be set up with the ‘make attack‘ command, and have a
name, discipline, a string for how they look like as well as an optional
special flag. Special flags allow you to attach effects to attacks.
You can also type map to see a visual representation of the battlefield.
See Also
Combat Focus
There are three main focus paths: the arcane tree (minions, rituals, mancing); the combat tree (melee and ranged combat); and the professional tree (wealth, contacts, and social/job skills). Each focus tree has its own set of foci within it. Every point spent in one of these trees, regardless of whether or not it’s on the same focus, unlocks greater potential for development in terms of stats and occasionally powers. When points are spent on the same focus, you develop additional abilities related to that focus line. The following are the unlocked abilities for the combat tree:
[Combat One]:
Melee Attack 2: Increases melee damage.
Melee Defense 2: Decreases melee damage taken.
Ranged Attack 2: Increases ranged damage.
Ranged Defense 2: Decreases ranged damage taken.
Stamina 3: Increases stagger recovery rate in combat.
Strength 2, 3: Determines inventory limit and influences both social and active combat.
[Combat Two]:
None.
[Combat Three]:
Melee Attack 3: Increases melee damage.
Melee Defense 3: Decreases melee damage taken.
Ranged Attack 3: Increases ranged damage.
Ranged Defense 3: Decreases ranged damage taken.
[Combat Four]:
Giant Slayer: Halves penalty for fighting characters with more combat focus investment.
Melee Attack 4: Increases melee damage.
Melee Defense 4: Decreases melee damage taken.
Ranged Attack 4: Increases ranged damage.
Ranged Defense 4: Decreases ranged damage taken.
Stamina 4: Increases stagger recovery rate in combat.
[Last edited December 17, 2023]
[Combat One]:
Melee Attack 2: Increases melee damage.
Melee Defense 2: Decreases melee damage taken.
Ranged Attack 2: Increases ranged damage.
Ranged Defense 2: Decreases ranged damage taken.
Stamina 3: Increases stagger recovery rate in combat.
Strength 2, 3: Determines inventory limit and influences both social and active combat.
[Combat Two]:
None.
[Combat Three]:
Melee Attack 3: Increases melee damage.
Melee Defense 3: Decreases melee damage taken.
Ranged Attack 3: Increases ranged damage.
Ranged Defense 3: Decreases ranged damage taken.
[Combat Four]:
Giant Slayer: Halves penalty for fighting characters with more combat focus investment.
Melee Attack 4: Increases melee damage.
Melee Defense 4: Decreases melee damage taken.
Ranged Attack 4: Increases ranged damage.
Ranged Defense 4: Decreases ranged damage taken.
Stamina 4: Increases stagger recovery rate in combat.
[Last edited December 17, 2023]
See Also
Combat Mechanics
For Ranged damage 150% at 10 +- optimum. 175% at exactly optimum
35% at max to 90% of max, 35% at 2 to 10% of max. 125% at
optimum to 90%, 100% at optimum to 10%.
Ranged attacks do 40% less damage in a round after being hit by melee.
+ or – affects from specials.
Damage in excess of 85 before specials are taken into account will be reduced to closer to 85. This cap is 25 points higher if hitting or being hit by an NPC or shifter in animal shape.
PCs can’t do more than 40 percent of the total defense of other PCs if they have at least 100DF. Or 60 percent of total defense of minions and allies.
35% at max to 90% of max, 35% at 2 to 10% of max. 125% at
optimum to 90%, 100% at optimum to 10%.
Ranged attacks do 40% less damage in a round after being hit by melee.
+ or – affects from specials.
Damage in excess of 85 before specials are taken into account will be reduced to closer to 85. This cap is 25 points higher if hitting or being hit by an NPC or shifter in animal shape.
PCs can’t do more than 40 percent of the total defense of other PCs if they have at least 100DF. Or 60 percent of total defense of minions and allies.
combine
Syntax: combine
To put together. While combine is on your inventory looks
a bit like this:
(2) a stake
if it is off it would look like this:
a stake
a stake
To put together. While combine is on your inventory looks
a bit like this:
(2) a stake
if it is off it would look like this:
a stake
a stake
Commander Focus
Levels: 0, 1, 2, 3
Professional Focus
Requirements: None
This stat represents those who have dedicated themselves to learning how to lead soldiers. In addition to the standard professional focus bonuses, each rank also offers discounts on weapon augmentations and higher ranks unlock abilities to enhance the NPC soldiers of the commander even further.
[Commander One]:
None.
[Commander Two]:
Protection Detail: This power makes allies appear twice as fast in combat.
[Commander Three]:
None.
[Commander Four]:
Military Training: This power allows 20% more experience to be spent on allies.
Powered Armor: Boosts augmented armour to grant + to all physical stats and super jumping.
[Last edited August 25, 2021]
Professional Focus
Requirements: None
This stat represents those who have dedicated themselves to learning how to lead soldiers. In addition to the standard professional focus bonuses, each rank also offers discounts on weapon augmentations and higher ranks unlock abilities to enhance the NPC soldiers of the commander even further.
[Commander One]:
None.
[Commander Two]:
Protection Detail: This power makes allies appear twice as fast in combat.
[Commander Three]:
None.
[Commander Four]:
Military Training: This power allows 20% more experience to be spent on allies.
Powered Armor: Boosts augmented armour to grant + to all physical stats and super jumping.
[Last edited August 25, 2021]
See Also
Commando
Levels: 0, 2, 3
Requirements : Hunter 1, Soldier 1, or Warrior 1
[Rank Two]:
Caltrops : No target; leaves a field of caltrops behind on your next move. Anyone moving within 10 distance of the centre of the field will be slowed for two rounds.
Roleplay : You can skillfully spread caltrops.
Requires and consumes a caltrops object.
Consumes your attack for one round.
Combat Sprinting : Passive; you take less speed penalties from weapons and armor while sprinting.
Roleplay : You are skilled in combat sprinting.
[Rank Three]:
Landmine : No target; leaves a landmine behind on your next move. Anyone moving within 5 distance of the landmine will take 50% of their maximum defence as damage.
Roleplay : You can arm and deploy landmines.
Consumes your attack for one round.
Bola : Range 30; renders the target unable to move for one round.
Roleplay : You know how to throw a bola.
Requires and consumes bola object.
Deadswitch : No target; turns on or off a dead switch. When on, if you are knocked out or killed, everyone within 10 distance of you will take 20% of their maximum defence in damage, including you. Has shortened cooldown.
Roleplay : You can create and arm deadswitch explosives.
[Last edited March 24, 2022]
Requirements : Hunter 1, Soldier 1, or Warrior 1
[Rank Two]:
Caltrops : No target; leaves a field of caltrops behind on your next move. Anyone moving within 10 distance of the centre of the field will be slowed for two rounds.
Roleplay : You can skillfully spread caltrops.
Requires and consumes a caltrops object.
Consumes your attack for one round.
Combat Sprinting : Passive; you take less speed penalties from weapons and armor while sprinting.
Roleplay : You are skilled in combat sprinting.
[Rank Three]:
Landmine : No target; leaves a landmine behind on your next move. Anyone moving within 5 distance of the landmine will take 50% of their maximum defence as damage.
Roleplay : You can arm and deploy landmines.
Consumes your attack for one round.
Bola : Range 30; renders the target unable to move for one round.
Roleplay : You know how to throw a bola.
Requires and consumes bola object.
Deadswitch : No target; turns on or off a dead switch. When on, if you are knocked out or killed, everyone within 10 distance of you will take 20% of their maximum defence in damage, including you. Has shortened cooldown.
Roleplay : You can create and arm deadswitch explosives.
[Last edited March 24, 2022]
See Also
commands
Syntax: Commands
Typing commands will show you a list of all the commands in
the game.
Typing commands will show you a list of all the commands in
the game.
communication
Apart from the IC methods listed in help roleplaying there are several
forms of communication in game.
Notes is one such method and allows leaving of messages, either ICly or
OOCly to one or more people, see help note.
There are also the newbie channel. Newbie is used for helping new
characters. Used by newbie (message) or (channel) social (social) or
(channel) emote (emote)
Aid can be used to send an ooc message to new players to help them out.
The STalk channel can be used by SRs to talk amongst themselves, and also by
players to contact the SRs.
Typing the channel name by itself will also turn the channels on or off.
Immortals may send players private tells, and Story Runners may send them
private STells. In both cases reply can be used to respond.
Players may contact the staff by creating a petition, see help petition for
more information.
forms of communication in game.
Notes is one such method and allows leaving of messages, either ICly or
OOCly to one or more people, see help note.
There are also the newbie channel. Newbie is used for helping new
characters. Used by newbie (message) or (channel) social (social) or
(channel) emote (emote)
Aid can be used to send an ooc message to new players to help them out.
The STalk channel can be used by SRs to talk amongst themselves, and also by
players to contact the SRs.
Typing the channel name by itself will also turn the channels on or off.
Immortals may send players private tells, and Story Runners may send them
private STells. In both cases reply can be used to respond.
Players may contact the staff by creating a petition, see help petition for
more information.
Community Credit
Community credits are earned by supporting the game such as by donating money to
help with sever costs, recruiting players, or finding bugs. A list below covers
the most common methods along with a range typifying the reward granted;
When applying for credits, it’s imperative to clearly list the reason why you’re
applying for them. Bundling several small items in one request will help
facilitate the processing of credit requests and cut down on the amount of spam
the admins need to deal with.
Award Task Frequency
——————————————————————————–
10 per dollar donated Cumulative
1-200 for advertising the game in some way Cumulative
This may be any form of advertisement or publicity so long as it’s not
in poor taste such as spamming another game’s OOC channels. Doing so
will not earn any community credits.
5-250 per serious bug reported Cumulative
Credits rewarded will vary depending on how advantageous reporting the
bug is versus exploiting it.
50 for mentoring another player Cumulative
When a character reaches 100 hours on their first character and
applies for the associated credits, they may supply the name of the
player who mentored them.
100 for reaching 100 forum posts Once
100 for reaching 100 hours on your first character Once
This will only be honored if requested between 100 and 150 hours.
Otherwise players may reapply for it when their next character reaches
100 hours.
200 for recruiting another player Cumulative
When a character reaches 100 hours on their first character and
applies for the associated credits, they may supply the name of the
player who recruited them.
1-100 for anything else that helps the game Cumulative
help with sever costs, recruiting players, or finding bugs. A list below covers
the most common methods along with a range typifying the reward granted;
When applying for credits, it’s imperative to clearly list the reason why you’re
applying for them. Bundling several small items in one request will help
facilitate the processing of credit requests and cut down on the amount of spam
the admins need to deal with.
Award Task Frequency
——————————————————————————–
10 per dollar donated Cumulative
1-200 for advertising the game in some way Cumulative
This may be any form of advertisement or publicity so long as it’s not
in poor taste such as spamming another game’s OOC channels. Doing so
will not earn any community credits.
5-250 per serious bug reported Cumulative
Credits rewarded will vary depending on how advantageous reporting the
bug is versus exploiting it.
50 for mentoring another player Cumulative
When a character reaches 100 hours on their first character and
applies for the associated credits, they may supply the name of the
player who mentored them.
100 for reaching 100 forum posts Once
100 for reaching 100 hours on your first character Once
This will only be honored if requested between 100 and 150 hours.
Otherwise players may reapply for it when their next character reaches
100 hours.
200 for recruiting another player Cumulative
When a character reaches 100 hours on their first character and
applies for the associated credits, they may supply the name of the
player who recruited them.
1-100 for anything else that helps the game Cumulative
See Also
Community Credit Rewards
Syntax: Credits
Displays a character’s current credits and unlocked rewards.
Credit Rewards Frequency
——————————————————————————–
1 100 RPXP and 100 XP Reoccurring reward up to 1000 credits
1 $2.00 Reoccuring
250 One recolor Reoccurring reward every 250 credits
Used by entering color instead of done while customizing an item
This will allow the long and short strings that have been set to
retain their color codes.
500 One shadow attack Reoccurring reward every 500 credits
Syntax: myattacks shadow (name) (discipline)
myattacks unshadow (name)
This sets one of a character’s custom attacks to appear to be another
discipline. The attack will use the same stats and special of the
original however. This allows a character to utilize a single attack
of a type he might not otherwise possess for the purposes of roleplay.
750 One magic bandaid Reoccurring reward every 750 credits
Syntax: credit bandaid
These can restore one wound state on your character so long as the
character isn’t critically wounded. Bandaids can only be applied from
the admissions area of the clinic.
750 Custom Nightmare Manifestation Unlocked per character
Syntax: credit manifestation (new string)
This will replace a character’s archetype string which is only visible
while in the nightmare with whatever they wish.
1000 Global OOC channel Unlocked per character
Syntax: ooc (message)
1000 Trollreport
Syntax: trollreport (target)
1000 Account rename Reoccurring reward every 1000
Syntax: credit rename (account name)
1250 Custom walk Unlocked per character
Syntax: credit walk (new string)
This will display a string other than ‘walks’ when a character moves
from room to room.
1500 Playable ghosts Unlocked per character
Syntax: change ghost
This command can be used after a character has died so long as they
have not rerolled. For more information, see help ghosts.
1750 Custom Discipline Unlocked per character
Syntax: credit discname (new string)
This allows you to buy the custom skill to set up a
ranged discipline with a customized name. See help custom.
1750 Custom Melee Stat Unlocked per character
Syntax: credit meleediscname (new string)
A melee discipline with a customized name, equal to your highest
large melee weapon discipline. See help custom melee stat.
1750 Custom Defense Stat Unlocked per character
Syntax: credit defdisc (message)
A supernatural defense, for supernaturals only, with a message of
your choosing. See help custom defense stat.
A character can have only one of the three custom stats.
2000 Custom rank Unlocked per character
Syntax: credit rank (new string)
This allows a custom string to replace the rank listed next to the
character on the who list. This ability may not be used to mimic
ranks that already exist.
3000 Legends channel Unlocked per character
Syntax: legends (message)
This grants access to a more exclusive OOC channel.
Displays a character’s current credits and unlocked rewards.
Credit Rewards Frequency
——————————————————————————–
1 100 RPXP and 100 XP Reoccurring reward up to 1000 credits
1 $2.00 Reoccuring
250 One recolor Reoccurring reward every 250 credits
Used by entering color instead of done while customizing an item
This will allow the long and short strings that have been set to
retain their color codes.
500 One shadow attack Reoccurring reward every 500 credits
Syntax: myattacks shadow (name) (discipline)
myattacks unshadow (name)
This sets one of a character’s custom attacks to appear to be another
discipline. The attack will use the same stats and special of the
original however. This allows a character to utilize a single attack
of a type he might not otherwise possess for the purposes of roleplay.
750 One magic bandaid Reoccurring reward every 750 credits
Syntax: credit bandaid
These can restore one wound state on your character so long as the
character isn’t critically wounded. Bandaids can only be applied from
the admissions area of the clinic.
750 Custom Nightmare Manifestation Unlocked per character
Syntax: credit manifestation (new string)
This will replace a character’s archetype string which is only visible
while in the nightmare with whatever they wish.
1000 Global OOC channel Unlocked per character
Syntax: ooc (message)
1000 Trollreport
Syntax: trollreport (target)
1000 Account rename Reoccurring reward every 1000
Syntax: credit rename (account name)
1250 Custom walk Unlocked per character
Syntax: credit walk (new string)
This will display a string other than ‘walks’ when a character moves
from room to room.
1500 Playable ghosts Unlocked per character
Syntax: change ghost
This command can be used after a character has died so long as they
have not rerolled. For more information, see help ghosts.
1750 Custom Discipline Unlocked per character
Syntax: credit discname (new string)
This allows you to buy the custom skill to set up a
ranged discipline with a customized name. See help custom.
1750 Custom Melee Stat Unlocked per character
Syntax: credit meleediscname (new string)
A melee discipline with a customized name, equal to your highest
large melee weapon discipline. See help custom melee stat.
1750 Custom Defense Stat Unlocked per character
Syntax: credit defdisc (message)
A supernatural defense, for supernaturals only, with a message of
your choosing. See help custom defense stat.
A character can have only one of the three custom stats.
2000 Custom rank Unlocked per character
Syntax: credit rank (new string)
This allows a custom string to replace the rank listed next to the
character on the who list. This ability may not be used to mimic
ranks that already exist.
3000 Legends channel Unlocked per character
Syntax: legends (message)
This grants access to a more exclusive OOC channel.
See Also
compact
Syntax: compact
Compact helps set your display options for the game. Typing
compact removes the extra blank line before your prompt.
Compact helps set your display options for the game. Typing
compact removes the extra blank line before your prompt.
compass
A bone compass is an item that can be purchased in the goblin market, or
acquired through resupply, and can be used to find and navigate through
gates to other worlds. While stepping from Haven to another world, doesn’t
require a compass, coming back does. Looking at a compass, will give you an
indication if there are any nearby gates.
acquired through resupply, and can be used to find and navigate through
gates to other worlds. While stepping from Haven to another world, doesn’t
require a compass, coming back does. Looking at a compass, will give you an
indication if there are any nearby gates.
See Also
Compel
compete
Syntax: compete against (person) with (stat) and (stat) and (stat)
This command allows you to test your stats against someone else?s, up to
three at a time.
For instance if you wished to arm wrestle with someone, compete against (person)
with strength
Would test your strength against theirs, or for a game of darts you might
enter compete against (person) with games and dexterity
On completion of the command it will send an echo to the room of who won.
Normally the winner will always be the person with the highest stat total,
if the stat totals are equal it will be a fifty/fifty chance. However
this may change based on the inclusion of certain stats.
Currently games is the only stat which deviates from this, when adding
games as one of the stats tested it will always introduce an element of
randomness to the calculation while still significantly favoring the
person with higher stats.
For each 1 point below the other person you are in a game calculation, your
chance of winning will lower by a multiplicative 20%. So if stat levels
are the same you’ll have 50% chance, if you’re one lower 40%, if 2 lower
32% etc.
As optional syntax you can also drop the ‘against’ and simply type compete
(person) with (stats)
This command allows you to test your stats against someone else?s, up to
three at a time.
For instance if you wished to arm wrestle with someone, compete against (person)
with strength
Would test your strength against theirs, or for a game of darts you might
enter compete against (person) with games and dexterity
On completion of the command it will send an echo to the room of who won.
Normally the winner will always be the person with the highest stat total,
if the stat totals are equal it will be a fifty/fifty chance. However
this may change based on the inclusion of certain stats.
Currently games is the only stat which deviates from this, when adding
games as one of the stats tested it will always introduce an element of
randomness to the calculation while still significantly favoring the
person with higher stats.
For each 1 point below the other person you are in a game calculation, your
chance of winning will lower by a multiplicative 20%. So if stat levels
are the same you’ll have 50% chance, if you’re one lower 40%, if 2 lower
32% etc.
As optional syntax you can also drop the ‘against’ and simply type compete
(person) with (stats)
See Also
Conditions
Conditions are things which SRs can place on players for
the duration of a scene, a limited period of time and/or
until cured.
Current conditions are:
-Weaken
This condition will lower a player’s disciplines by 30%, useful
in situations where a PC may have been cursed or fallen sick
etc.
-Noheal
This condition will stop a player’s defense from regenerating,
useful in situations such as during survival oriented scenes.
-Nomove
This condition will stop a player from being able to use the
travel command, useful when your PCs should be stuck in a small
area.
-Localmove
This condition will stop a player from being able to travel to
non-adjacent rooms, useful for when your PCs should be stuck
in a smallish area.
the duration of a scene, a limited period of time and/or
until cured.
Current conditions are:
-Weaken
This condition will lower a player’s disciplines by 30%, useful
in situations where a PC may have been cursed or fallen sick
etc.
-Noheal
This condition will stop a player’s defense from regenerating,
useful in situations such as during survival oriented scenes.
-Nomove
This condition will stop a player from being able to use the
travel command, useful when your PCs should be stuck in a small
area.
-Localmove
This condition will stop a player from being able to travel to
non-adjacent rooms, useful for when your PCs should be stuck
in a smallish area.
See Also
Conflicting Loyalties
Conflicting loyalties is part of the world of Haven by design. There’s little story to be had from a group of characters who are all on the same page and never disagree, but if those disagreements are caused by someone wanting to play wildly off-lore or just wanting to snowflake to the maximum this isn’t fun for anyone else. Disagreements among allies due to legitimate philosophical differences or conflicting loyalties however provide a rich source of story which isn’t about putting one player over another or having a winner or loser.
These conflicting loyalties can come from many places, your character’s friendships, relationships, or family might conflict with their organization or they might be part of two organizations which often don’t see eye to eye or even are overt enemies.
There will never be a one-size fits all solution to these conflicts as every one is likely to be unique. It could be a generally virtuous individual joining a corrupt but pro-environment society because of their staunch environmentalism and willingness to overlook the bad parts of that group because of it, it could be an individual sentenced in an Order trial to serve the Order for a year even though they’d rather not, or someone blackmailed into working for a corrupt group.
Every situation is going to be different as to why the character has a conflicting loyalty and what it means for how trustworthy or suspicious they are likely to be considered or treated.
Characters with conflicting loyalties are obligated to find ways to RP them in line with good RP practices. It would be nothing but irritation for a corrupt individual to join the Order out of a temporary oath only to do nothing useful for the Order and complain constantly on comms about hating them for example. Similarly those interacting with characters with conflicting loyalties are obligated to find ways to RP with them in line with good RP practices. It would be very appropriate to treat an individual only working for your organization because of an oath or blackmail or a particular shared goal with a great deal more suspicion for instance, it would be overtly terrible to ban them from society activities or lock them out of RP or try and force them to give up the source of the conflict however.
These conflicting loyalties can come from many places, your character’s friendships, relationships, or family might conflict with their organization or they might be part of two organizations which often don’t see eye to eye or even are overt enemies.
There will never be a one-size fits all solution to these conflicts as every one is likely to be unique. It could be a generally virtuous individual joining a corrupt but pro-environment society because of their staunch environmentalism and willingness to overlook the bad parts of that group because of it, it could be an individual sentenced in an Order trial to serve the Order for a year even though they’d rather not, or someone blackmailed into working for a corrupt group.
Every situation is going to be different as to why the character has a conflicting loyalty and what it means for how trustworthy or suspicious they are likely to be considered or treated.
Characters with conflicting loyalties are obligated to find ways to RP them in line with good RP practices. It would be nothing but irritation for a corrupt individual to join the Order out of a temporary oath only to do nothing useful for the Order and complain constantly on comms about hating them for example. Similarly those interacting with characters with conflicting loyalties are obligated to find ways to RP with them in line with good RP practices. It would be very appropriate to treat an individual only working for your organization because of an oath or blackmail or a particular shared goal with a great deal more suspicion for instance, it would be overtly terrible to ban them from society activities or lock them out of RP or try and force them to give up the source of the conflict however.
Contact Jobs
Muscle
-Every contact assigned to this job will provide you with an ally to use in
combat. Use make ally to configure your ally, then use an attack with the
asummon special to make them arrive in combat. Allies usually take 4 rounds
to show up. You can use command allies attack/follow/atwill (target) to
command them in fights. Allies do less damage if the person who summoned
them has used their attack that round. The power of allies is determined by
the average score of all contacts assigned to the muscle job. Each ally has
60k experience, times the number of skillpoints invested into the muscle
contact in experience to spend. So 60k at rank 1, 180k at rank 2 and 900,
000 at rank 5. When an ally is defeated in combat they become injured and
the contact is unable to be used again for about three days.
It takes 20 minutes after a fight for your allies to refresh.
You can use ‘Ally info to see information on your allies.
Reputation
-A contact assigned to this job will increase your social rank.
Schemes
-A contact assigned to this job will increase the duration of any scheme you
launch.
Influence
-A contact assigned to this job will produce influence for you every time
you log on, only one of your characters can benefit from this.
Capital
-A contact assigned to this job will produce newbie credit money for you
every time you log on, only one of your characters can benefit from this.
Politics
-A contact assigned to this job will give you more societal standing every
time you log on, only one character can benefit from this.
Planning
-A contact assigned to this job will give you more scheme influence every
time you log on, only one character can benefit from this.
Labor
-A contact assigned to this job will reduce the time taken and fatigue
caused by tasks such as repairing or developing roads or clearing forests.
Recover
-Set a contact to recover from their present job so they might soon take a new one.
-Every contact assigned to this job will provide you with an ally to use in
combat. Use make ally to configure your ally, then use an attack with the
asummon special to make them arrive in combat. Allies usually take 4 rounds
to show up. You can use command allies attack/follow/atwill (target) to
command them in fights. Allies do less damage if the person who summoned
them has used their attack that round. The power of allies is determined by
the average score of all contacts assigned to the muscle job. Each ally has
60k experience, times the number of skillpoints invested into the muscle
contact in experience to spend. So 60k at rank 1, 180k at rank 2 and 900,
000 at rank 5. When an ally is defeated in combat they become injured and
the contact is unable to be used again for about three days.
It takes 20 minutes after a fight for your allies to refresh.
You can use ‘Ally info to see information on your allies.
Reputation
-A contact assigned to this job will increase your social rank.
Schemes
-A contact assigned to this job will increase the duration of any scheme you
launch.
Influence
-A contact assigned to this job will produce influence for you every time
you log on, only one of your characters can benefit from this.
Capital
-A contact assigned to this job will produce newbie credit money for you
every time you log on, only one of your characters can benefit from this.
Politics
-A contact assigned to this job will give you more societal standing every
time you log on, only one character can benefit from this.
Planning
-A contact assigned to this job will give you more scheme influence every
time you log on, only one character can benefit from this.
Labor
-A contact assigned to this job will reduce the time taken and fatigue
caused by tasks such as repairing or developing roads or clearing forests.
Recover
-Set a contact to recover from their present job so they might soon take a new one.
See Also
contacts
Contacts are gained through the contact stats, you have one assignable
contact for each contact stat you have, with their power being determined by
the levels of those stats.
Syntax: Contact
-See a list of all your contacts.
Syntax: Contact name (contact) (new name)
-Set the name for your contact, such as contact name military John Doe
Syntax: Contact description (contact)
-Enter an editor to your a description of your contact.
Syntax: Contact job (contact) (job)
-Set what task you what your contact to be undertaking, possible jobs are:
Idle, Muscle, Reputation, Schemes, Influence, Capital, Politics, Planning.
Jobs must be set to recover for approximately 4 days before they can be
assigned to a new job. See help Contact Jobs for more information.
Contacts without names or descriptions will not function.
contact for each contact stat you have, with their power being determined by
the levels of those stats.
Syntax: Contact
-See a list of all your contacts.
Syntax: Contact name (contact) (new name)
-Set the name for your contact, such as contact name military John Doe
Syntax: Contact description (contact)
-Enter an editor to your a description of your contact.
Syntax: Contact job (contact) (job)
-Set what task you what your contact to be undertaking, possible jobs are:
Idle, Muscle, Reputation, Schemes, Influence, Capital, Politics, Planning.
Jobs must be set to recover for approximately 4 days before they can be
assigned to a new job. See help Contact Jobs for more information.
Contacts without names or descriptions will not function.
Content Warnings
Content warnings
Content warnings let you say which kinds of content you are OK with, and let everyone in a scene see what the whole group has agreed to. Setting a category to enabled means you are OK with that content. Leaving it disabled means you are not. If you have never set anything, every category counts as disabled.
Setting your preferences
makeroom warnings
–Open the editor for your default preferences. These apply to anyone you have not set something specific for.
makeroom warnings (name)
–Open the editor for your preferences towards one particular character. These take the place of your default whenever that character is involved.
Inside the editor:
(category name)
–Toggle that category between enabled and disabled. The first few letters of the name are enough.
duration
–Switch between keeping these settings until you log out and keeping them permanently. New settings last until you log out unless you switch this. Permanent settings you have not saved again for six months are cleared.
target (name)
–Switch to editing your preferences towards another character, or target on its own for your default. Unsaved toggles are lost when you switch.
done
–Save your changes. If a group warning is already active in your room, everyone there is told you have updated your preferences.
abort
–Leave without saving.
The categories
–Sex/Nudity: exposed genitals or common, consensual sex acts. Not incidental or accidental nudity.
–Immoral Sex: sex acts that are lower-level criminal offences, such as nonconsensual touching, or that people might find morally objectionable, such as large age gaps, questionably obtained consent, or sex with an employer.
–Illegal Sex: severe sexual violations and forcible sexual assault.
–Sexualized Insults: verbal attacks on someone’s sexual behaviour, worth or gender validity.
–Addiction/Self-Harm: harmful use of drugs or other addictive substances, other forms of self-harm, and suicide.
–Harming Animals: killing pets, torturing animals, or animals in pain or distress.
–Harming Children: crimes against or other poor treatment of children.
–Nauseating: bodily fluids, vomiting on someone, spoilt food, bad smells and the like.
–Body Horror: mutilation, medical procedures and other disturbing physical transformations or modifications.
–Degradation: seriously demeaning or degrading treatment meant to attack someone’s pride or dignity.
–Intolerance: claiming that some real-world groups are inferior to others, and the use of slurs.
How a group’s warnings are worked out
Whenever two or more players are in the same room, the game works out what everyone there has allowed everyone else. A category only appears if every person in the room allows it towards every other person, using each person’s preferences for that particular character where they have set them, and their default otherwise. Staff do not count towards the group.
A new group’s warnings take effect ten minutes after it forms. Once they do, everyone present sees a Content Warnings: line, and sees it again whenever the list changes: when someone arrives or leaves, or when someone saves new preferences. If an active group moves to another room together, or comes back together within five minutes, its warnings carry over without a new wait.
What you see
look
–With two or more players in the room, the room shows the current Content Warnings: line, or how many minutes remain before the group’s warnings take effect. It lists the allowed categories, All if every category is allowed, or None.
finger (name)
–Shows an Allow line: what you and that person allowed each other the last time the two of you were alone together long enough for warnings to take effect, less anything either of you has withdrawn since.
Warnings do not apply in out-of-character areas or battlegrounds, and a room the game counts as crowded always shows None. Records of groups that have not been together for two weeks are cleared.
Content warnings let you say which kinds of content you are OK with, and let everyone in a scene see what the whole group has agreed to. Setting a category to enabled means you are OK with that content. Leaving it disabled means you are not. If you have never set anything, every category counts as disabled.
Setting your preferences
makeroom warnings
–Open the editor for your default preferences. These apply to anyone you have not set something specific for.
makeroom warnings (name)
–Open the editor for your preferences towards one particular character. These take the place of your default whenever that character is involved.
Inside the editor:
(category name)
–Toggle that category between enabled and disabled. The first few letters of the name are enough.
duration
–Switch between keeping these settings until you log out and keeping them permanently. New settings last until you log out unless you switch this. Permanent settings you have not saved again for six months are cleared.
target (name)
–Switch to editing your preferences towards another character, or target on its own for your default. Unsaved toggles are lost when you switch.
done
–Save your changes. If a group warning is already active in your room, everyone there is told you have updated your preferences.
abort
–Leave without saving.
The categories
–Sex/Nudity: exposed genitals or common, consensual sex acts. Not incidental or accidental nudity.
–Immoral Sex: sex acts that are lower-level criminal offences, such as nonconsensual touching, or that people might find morally objectionable, such as large age gaps, questionably obtained consent, or sex with an employer.
–Illegal Sex: severe sexual violations and forcible sexual assault.
–Sexualized Insults: verbal attacks on someone’s sexual behaviour, worth or gender validity.
–Addiction/Self-Harm: harmful use of drugs or other addictive substances, other forms of self-harm, and suicide.
–Harming Animals: killing pets, torturing animals, or animals in pain or distress.
–Harming Children: crimes against or other poor treatment of children.
–Nauseating: bodily fluids, vomiting on someone, spoilt food, bad smells and the like.
–Body Horror: mutilation, medical procedures and other disturbing physical transformations or modifications.
–Degradation: seriously demeaning or degrading treatment meant to attack someone’s pride or dignity.
–Intolerance: claiming that some real-world groups are inferior to others, and the use of slurs.
How a group’s warnings are worked out
Whenever two or more players are in the same room, the game works out what everyone there has allowed everyone else. A category only appears if every person in the room allows it towards every other person, using each person’s preferences for that particular character where they have set them, and their default otherwise. Staff do not count towards the group.
A new group’s warnings take effect ten minutes after it forms. Once they do, everyone present sees a Content Warnings: line, and sees it again whenever the list changes: when someone arrives or leaves, or when someone saves new preferences. If an active group moves to another room together, or comes back together within five minutes, its warnings carry over without a new wait.
What you see
look
–With two or more players in the room, the room shows the current Content Warnings: line, or how many minutes remain before the group’s warnings take effect. It lists the allowed categories, All if every category is allowed, or None.
finger (name)
–Shows an Allow line: what you and that person allowed each other the last time the two of you were alone together long enough for warnings to take effect, less anything either of you has withdrawn since.
Warnings do not apply in out-of-character areas or battlegrounds, and a room the game counts as crowded always shows None. Records of groups that have not been together for two weeks are cleared.
See Also
contribute
This command allows you to contribute things to bolster the society
resources of the target society which may or may not be your own. It will
always produce a log that the leaders of the society can see for a few days
afterwards.
Contribute influence (amount) (society)
contribute influence to a society 1000 influence becomes $250 in
resources, those with social focus can generate up to 80% more resources
from contributing influence. You can only contribute supernatural influence.
You can check how much you have by typing: social.
Contribute money (amount) (society)
Contribute money to a society, $100 dollars becomes $100 in resources, those
with business person focus can generate up to 80% more resources when
contributing money.
Contribute (item) (society)
Contributes an item to a society, this requires you to be in the goblin
market. Most commonly contributed items are materials from shipments,
crystals found in the deep forest, material harvested by draining the
life force of others, and infused blood. You can also contribute parts
gained from monsters in the forest with butcher. Resources gained in this
way will not be made available immediately, but rather a week later.
Contribute blood (society)
If you have more than 100% life force you can siphon the rest off into a
blood donation to give to your society. Each 1% of life force above
100 grants $100 society resources per tier of the donater.
This must be done in the basement operating rooms in Greystone.
When you contribute to the society, it creates a temporary debuff to
secrecy that lasts approximately two weeks.
resources of the target society which may or may not be your own. It will
always produce a log that the leaders of the society can see for a few days
afterwards.
Contribute influence (amount) (society)
contribute influence to a society 1000 influence becomes $250 in
resources, those with social focus can generate up to 80% more resources
from contributing influence. You can only contribute supernatural influence.
You can check how much you have by typing: social.
Contribute money (amount) (society)
Contribute money to a society, $100 dollars becomes $100 in resources, those
with business person focus can generate up to 80% more resources when
contributing money.
Contribute (item) (society)
Contributes an item to a society, this requires you to be in the goblin
market. Most commonly contributed items are materials from shipments,
crystals found in the deep forest, material harvested by draining the
life force of others, and infused blood. You can also contribute parts
gained from monsters in the forest with butcher. Resources gained in this
way will not be made available immediately, but rather a week later.
Contribute blood (society)
If you have more than 100% life force you can siphon the rest off into a
blood donation to give to your society. Each 1% of life force above
100 grants $100 society resources per tier of the donater.
This must be done in the basement operating rooms in Greystone.
When you contribute to the society, it creates a temporary debuff to
secrecy that lasts approximately two weeks.
See Also
Control
Syntax: control surrender (target)
When used on a target that has been brainwashed loyal to you or your society
it will make them tie themselves up.
Syntax: control incapacitate (target)
When used without a target it will cause any character with an implant that
matches your controller to be shocked unconcious. When used with a target
it will cause that target to be shocked unconcious as long as they are a
slave class of your society.
Syntax: control trace(target)
When used without a target it will generate a map of the location of any
character with an implant that matched your controller. When used with a
target it will generate a map of the location of the target as long as they
are a slave class of your society.
When used on a target that has been brainwashed loyal to you or your society
it will make them tie themselves up.
Syntax: control incapacitate (target)
When used without a target it will cause any character with an implant that
matches your controller to be shocked unconcious. When used with a target
it will cause that target to be shocked unconcious as long as they are a
slave class of your society.
Syntax: control trace(target)
When used without a target it will generate a map of the location of any
character with an implant that matched your controller. When used with a
target it will generate a map of the location of the target as long as they
are a slave class of your society.
See Also
Corporate Subfactions
Some of the various industrial and corporate juggernauts have been known to turn to Haven and other supernatural hotspots for assistance in sabotage or strength. The Hanshin Group, Tyrell Corp, and Rushell Industries are particularly known for this.
Rushell Industries
Overview: An industry giant based in the US, Rushell industries does whatever it takes to sign that next development deal and keep their shareholders happy, even if that means turning to the supernatural.
Common Allies: CIA, the Mob, the Vampire Court of New York, the House of Odin
Common Enemies: New World Movement, The Aquarian Guard, The Coven, The Redwood Pack.
Prefers: Government contacts, Media contacts.
Typical Tasks: Corporate espionage or sabotage, strong arming, influence peddling.
The Tyrell Corp
Overview: Always on the forefront of new technologies, Tyrell Corp is a US company that’s always looking to ensure access to the latest and best.
Common Allies: Temple Intelligence, CIA, The Vampire Court of New York.
Common Enemies: New World Movement, The Aquarian Guard, The Coven, The Redwood Pack.
Prefers: Government contacts, Media contacts.
Typical Tasks: Corporate espionage or sabotage, strong arming, influence peddling, researching.
The Hanshin Group
Overview: Based in Japan the Hanshin group is a massive conglomerate of technology and industry.
Common Allies: None
Common Enemies: The Aquarian Guard, New World Movement.
Prefers: Government contacts, Media contacts.
Typical Tasks: Corporate espionage or sabotage, strong arming, influence peddling, researching.
Rushell Industries
Overview: An industry giant based in the US, Rushell industries does whatever it takes to sign that next development deal and keep their shareholders happy, even if that means turning to the supernatural.
Common Allies: CIA, the Mob, the Vampire Court of New York, the House of Odin
Common Enemies: New World Movement, The Aquarian Guard, The Coven, The Redwood Pack.
Prefers: Government contacts, Media contacts.
Typical Tasks: Corporate espionage or sabotage, strong arming, influence peddling.
The Tyrell Corp
Overview: Always on the forefront of new technologies, Tyrell Corp is a US company that’s always looking to ensure access to the latest and best.
Common Allies: Temple Intelligence, CIA, The Vampire Court of New York.
Common Enemies: New World Movement, The Aquarian Guard, The Coven, The Redwood Pack.
Prefers: Government contacts, Media contacts.
Typical Tasks: Corporate espionage or sabotage, strong arming, influence peddling, researching.
The Hanshin Group
Overview: Based in Japan the Hanshin group is a massive conglomerate of technology and industry.
Common Allies: None
Common Enemies: The Aquarian Guard, New World Movement.
Prefers: Government contacts, Media contacts.
Typical Tasks: Corporate espionage or sabotage, strong arming, influence peddling, researching.
Coven
Overview: A group of all female magical practitioners that formed during a time in which most knowledge, including magical knowledge was largely forbidden to women. While all three circles now accept female members the Coven continues as an independent organization. Their attitudes towards magical ethics are as varied as their attitudes towards the circles themselves although they have always traditionally been more closely allied with the black and red circles than the white.
Common Allies: The Red Circle, The Black Circle, The White Circle
Common Enemies: The Temple, The Order, The Witch Hunters
Prefers: Women, magical practitioners
Typical Tasks: Research, experimentation, obtaining artifacts and relics, recruitment.
Common Allies: The Red Circle, The Black Circle, The White Circle
Common Enemies: The Temple, The Order, The Witch Hunters
Prefers: Women, magical practitioners
Typical Tasks: Research, experimentation, obtaining artifacts and relics, recruitment.
See Also
Cover
Cover is generally only found in operations, but can also be summoned by
natural magic mancers.
When in the same location as cover you will only take 10% damage from ranged
attacks, and will take half damage from AOE splash.
You will also be unable to protect other people in the same cover location
however.
Armorpiercing rounds do 60% damage to those in cover.
If you have not taken damage for some time and are in cover your defenses
will regenerate.
Cover generally has 550 defense.
natural magic mancers.
When in the same location as cover you will only take 10% damage from ranged
attacks, and will take half damage from AOE splash.
You will also be unable to protect other people in the same cover location
however.
Armorpiercing rounds do 60% damage to those in cover.
If you have not taken damage for some time and are in cover your defenses
will regenerate.
Cover generally has 550 defense.
Creating
Archetype – Overview of the character archetypes and the tier system.
Territory – An overview of the territory system.
Subfactions – A list of the various subfactions and their catergories.
Habit – An overview of the habit system, reccomended for new players.
Sin – An overview of the sin system, reccomended for players open to
staff intervention on their roleplay.
Goals – How to set your character’s goals, for staff and SRs to see.
Fears – How to set your character’s fears, for staff and SRs to see.
Secrets – How to set your character’s secrets, for yourself to see.
Relationship – An overview of the in game relationship system.
Train – How much stats and disciplines generally cost per level.
Stats – -Information on what stats represent and what they cost.
Negtrain – Information on what the negtrain command does for you.
Detail – Information on how to fine tune your character’s appearance.
Talk – Information on how to to set your character’s voice string.
Customize – How to customize nearly every object in the game.
Outfit – An overview on how to manage your character’s clothing.
The Academy – Information on how to make an Academy character.
Territory – An overview of the territory system.
Subfactions – A list of the various subfactions and their catergories.
Habit – An overview of the habit system, reccomended for new players.
Sin – An overview of the sin system, reccomended for players open to
staff intervention on their roleplay.
Goals – How to set your character’s goals, for staff and SRs to see.
Fears – How to set your character’s fears, for staff and SRs to see.
Secrets – How to set your character’s secrets, for yourself to see.
Relationship – An overview of the in game relationship system.
Train – How much stats and disciplines generally cost per level.
Stats – -Information on what stats represent and what they cost.
Negtrain – Information on what the negtrain command does for you.
Detail – Information on how to fine tune your character’s appearance.
Talk – Information on how to to set your character’s voice string.
Customize – How to customize nearly every object in the game.
Outfit – An overview on how to manage your character’s clothing.
The Academy – Information on how to make an Academy character.
Crime Subfactions
It ain’t easy being sleazy in Haven. The Mob, Russian Mafia, and Desmond King keep their nose out of Haven, but that doesn’t mean their fingers are clean.
The Mob
Overview: The Italian mob is heavily entrenched in the US, most notably New York on the east coast. Involved in any number of illegal activities most of their higher members are aware of the supernatural and use it to their advantage from time to time.
Common Allies: None
Common Enemies: FBI, Sheriff, Interpol, Rockfield Bounties.
Prefers: Underworld Contacts
Typical Tasks: Drug dealing, robbery, prostitution, arms trafficking, human trafficking, racketeering.
The Russian Mafia
Overview: The Russian Mafia has less of a presence in the US, but still some and a much more significant presence’ in the rest of Europe, particularly eastern Europe.
Common Allies: None
Common Enemies: Interpol, FBI, Sheriff, Rockfield Bounties.
Prefers: Underworld Contacts
Typical Tasks: Drug dealing, robbery, prostitution, arms trafficking, human trafficking, racketeering.
Desmond King
Overview: Desmond King is the leader of the largest criminal gang in Boston, composed mostly of African Americans they run or get a cut of almost all street level crime in Boston and the surroundings.
Common Allies: None
Common Enemies: FBI, Sheriff, Interpol, Rockfield Bounties.
Prefers: Underworld Contacts
Typical Tasks: Drug dealing, robbery, prostitution.
The Mob
Overview: The Italian mob is heavily entrenched in the US, most notably New York on the east coast. Involved in any number of illegal activities most of their higher members are aware of the supernatural and use it to their advantage from time to time.
Common Allies: None
Common Enemies: FBI, Sheriff, Interpol, Rockfield Bounties.
Prefers: Underworld Contacts
Typical Tasks: Drug dealing, robbery, prostitution, arms trafficking, human trafficking, racketeering.
The Russian Mafia
Overview: The Russian Mafia has less of a presence in the US, but still some and a much more significant presence’ in the rest of Europe, particularly eastern Europe.
Common Allies: None
Common Enemies: Interpol, FBI, Sheriff, Rockfield Bounties.
Prefers: Underworld Contacts
Typical Tasks: Drug dealing, robbery, prostitution, arms trafficking, human trafficking, racketeering.
Desmond King
Overview: Desmond King is the leader of the largest criminal gang in Boston, composed mostly of African Americans they run or get a cut of almost all street level crime in Boston and the surroundings.
Common Allies: None
Common Enemies: FBI, Sheriff, Interpol, Rockfield Bounties.
Prefers: Underworld Contacts
Typical Tasks: Drug dealing, robbery, prostitution.
Crippled
Negative Tier Modifier
Removable: Yes.
This modifier represents someone who has been injured in a way that a normal
human could never recover from. As a supernatural they may or may not
recover depending on the injury. Injuries such as missing limbs can not be
recovered from without fleshforming, but others such as paralysis or
shattered bones can be healed by supernaturals given enough time and help.
Removable: Yes.
This modifier represents someone who has been injured in a way that a normal
human could never recover from. As a supernatural they may or may not
recover depending on the injury. Injuries such as missing limbs can not be
recovered from without fleshforming, but others such as paralysis or
shattered bones can be healed by supernaturals given enough time and help.
Crisis
Crises are coded events that Story Runners can use to affect the entire
town temporarily. Because of their town wide nature only senior SRs or
Staff can use them. To be senior, a SR has to have been around for a while
and done a certain amount of RP.
Crisis brainwash on (Message)
-Places a level 1 imprint on everyone in town.
Crisis brainwash off
-Stop the brainwash.
Crisis flood on
-Floods the town, making the streets and parks like water rooms
and the caves and tunnels like underwater rooms.
Crisis flood off
-Ends the flood.
Crisis supernaturaldarkness on
-Makes the entire town dark, even inside and normally lit areas.
Crisis supernaturaldarkness off
-Turns off the dark.
Crisis darkness on
-Blocks out all natural light, meaning rooms that are normally lit by the
sun will now be dark.
Crisis darkness off.
-Turns off the dark.
Crisis blackout on
-Renders all indoor rooms dark, even those that would normally be lit.
Crisis blackout off
-Turns the lights back on.
Crisis light on
-Makes outside unlit rooms lit even if it’s night time.
Crisis light off
-Turns off the unnatural light.
Crisis hurricane on
-Creates a fierce wind that can randomly move players when they’re outside.
Crisis hurricane off
-Turns off the wind.
Crisis storm on
-Creates and maintains a storm, the type depends on the current temperature.
Crisis storm off
-Lets the storm dissipate naturally.
Crisis heatup (degrees)
-Raises the game temperature by the specified number of degrees Fahrenheit.
Crisis cooldown (degrees)
-Lowers the game temperature by the specified number of degrees farenheit.
Crisis atmosphere
-Puts you in an editor where you can write a message that will appear in
every room when people look.
Crisis constantdamage on (message)
-People outside will regularly take small amounts of damage, when they do
they will see (message) on a new line.
Crisis constantdamage off
-Turn off the constant damage.
Crisis erraticdamage on (message)
-People outside have a small chance to be hit for very serious damage, they
will see (message) on a new line when they do. This damage will wound most
characters.
Crisis invade (1-3) (number)
-This starts an invasion, up to three invasions can be run at once, pick the
number by 1-3, the (number) is the monster number you want to use for the
invasion, see help monsters for information on setting those up. If you’re
on the grid when you use this command, the monsters will spawn from where
you’re standing, if not they’ll spawn from the edges of town. Invasion mobs
will not aggro civilians, but rather will force them to flee on sight.
Crisis invade over (1-3)
-Bring a stop to an invasion.
Crisis invade intelligent (1-3)
-This will set the mobs of the current invasion to knock on doors.
Crisis invade unintelligent (1-3)
-No more door knocking.
Crisis invade nightmare (1-3)
-Sets the invasion mobs to be in the nightmare.
Crisis invade unnightmare (1-3)
-Invading mobs no longer in the nightmare.
Crisis invade flying (1-3)
-Sets the invading mobs to fly through the air most of the time and
sometimes descend to the streets.
Crisis invade walking (1-3)
-Sets the invading mobs to walk along the ground.
Crisis mist on/off
-Sets the town to be shrouded in mist.
Crisis nodrive on/off
-Makes people unable to use their vehicles.
Crisis uninvite on/off
-Makes people wander out of their houses and shops.
Crisis notravel on/off
-Stops people being able to leave Haven.
So for example if you wanted to do RP based around a catastrophic bridge
being opened between our world and the elemental plane of fire, you could
start off with a broadcast about flames and smoke, then set the atmosphere
to be heavy with smoke and flicking flames. Perhaps you could then make
smaller fire elementals start to invade the town from within the nightmare,
then set the town to darkness as the smoke obscures the sun. As the bridge
grows stronger and more severe you could add a constantdamage with a message
like “You are burnt by burning ash”, and raise the town’s temperature. Then
some of the elementals might start coming out of the nightmare and into the
town proper, and you could add an erratic damage with a message like. “A
giant fireball crashes into the ground beside you, sending you flying.”
This is obviously a severe example, but should give an idea of the sorts of
things you can do with the code.
town temporarily. Because of their town wide nature only senior SRs or
Staff can use them. To be senior, a SR has to have been around for a while
and done a certain amount of RP.
Crisis brainwash on (Message)
-Places a level 1 imprint on everyone in town.
Crisis brainwash off
-Stop the brainwash.
Crisis flood on
-Floods the town, making the streets and parks like water rooms
and the caves and tunnels like underwater rooms.
Crisis flood off
-Ends the flood.
Crisis supernaturaldarkness on
-Makes the entire town dark, even inside and normally lit areas.
Crisis supernaturaldarkness off
-Turns off the dark.
Crisis darkness on
-Blocks out all natural light, meaning rooms that are normally lit by the
sun will now be dark.
Crisis darkness off.
-Turns off the dark.
Crisis blackout on
-Renders all indoor rooms dark, even those that would normally be lit.
Crisis blackout off
-Turns the lights back on.
Crisis light on
-Makes outside unlit rooms lit even if it’s night time.
Crisis light off
-Turns off the unnatural light.
Crisis hurricane on
-Creates a fierce wind that can randomly move players when they’re outside.
Crisis hurricane off
-Turns off the wind.
Crisis storm on
-Creates and maintains a storm, the type depends on the current temperature.
Crisis storm off
-Lets the storm dissipate naturally.
Crisis heatup (degrees)
-Raises the game temperature by the specified number of degrees Fahrenheit.
Crisis cooldown (degrees)
-Lowers the game temperature by the specified number of degrees farenheit.
Crisis atmosphere
-Puts you in an editor where you can write a message that will appear in
every room when people look.
Crisis constantdamage on (message)
-People outside will regularly take small amounts of damage, when they do
they will see (message) on a new line.
Crisis constantdamage off
-Turn off the constant damage.
Crisis erraticdamage on (message)
-People outside have a small chance to be hit for very serious damage, they
will see (message) on a new line when they do. This damage will wound most
characters.
Crisis invade (1-3) (number)
-This starts an invasion, up to three invasions can be run at once, pick the
number by 1-3, the (number) is the monster number you want to use for the
invasion, see help monsters for information on setting those up. If you’re
on the grid when you use this command, the monsters will spawn from where
you’re standing, if not they’ll spawn from the edges of town. Invasion mobs
will not aggro civilians, but rather will force them to flee on sight.
Crisis invade over (1-3)
-Bring a stop to an invasion.
Crisis invade intelligent (1-3)
-This will set the mobs of the current invasion to knock on doors.
Crisis invade unintelligent (1-3)
-No more door knocking.
Crisis invade nightmare (1-3)
-Sets the invasion mobs to be in the nightmare.
Crisis invade unnightmare (1-3)
-Invading mobs no longer in the nightmare.
Crisis invade flying (1-3)
-Sets the invading mobs to fly through the air most of the time and
sometimes descend to the streets.
Crisis invade walking (1-3)
-Sets the invading mobs to walk along the ground.
Crisis mist on/off
-Sets the town to be shrouded in mist.
Crisis nodrive on/off
-Makes people unable to use their vehicles.
Crisis uninvite on/off
-Makes people wander out of their houses and shops.
Crisis notravel on/off
-Stops people being able to leave Haven.
So for example if you wanted to do RP based around a catastrophic bridge
being opened between our world and the elemental plane of fire, you could
start off with a broadcast about flames and smoke, then set the atmosphere
to be heavy with smoke and flicking flames. Perhaps you could then make
smaller fire elementals start to invade the town from within the nightmare,
then set the town to darkness as the smoke obscures the sun. As the bridge
grows stronger and more severe you could add a constantdamage with a message
like “You are burnt by burning ash”, and raise the town’s temperature. Then
some of the elementals might start coming out of the nightmare and into the
town proper, and you could add an erratic damage with a message like. “A
giant fireball crashes into the ground beside you, sending you flying.”
This is obviously a severe example, but should give an idea of the sorts of
things you can do with the code.
Cryomancy
Levels: 0, 1, 2
Requirements : Rank 1 requires Elemental Magic 1
Rank 2 requires Elemental Magic 2
[Rank One]:
Chill : Unspecified range; the target is weakened for one round. More effective in cold weather.
Roleplay : You can cause objects to rapidly cool by up to 15C (27F).
If target is under the effects of Sweat, removes Sweat and doesn’t apply weaken.
Consumes your attack for one round.
Reinforce : Unspecified range; the target’s armor is reinforced with ice drawn from the air. Slows movement, but grants 30% damage resistance if armor’s worn.
Roleplay : You can reinforce objects with ice drawn from the air.
If target is under the effects of Burnarmor, removes them.
Consumes your attack for one round.
Colddiscipline : Unspecified range; the target does increased damage with ranged weapons but is slowed.
Roleplay : You can still your autonomic system temporarily.
Consumes your attack for one round.
[Rank Two]:
Stickweapons : Unspecified range; the target is unable to effectively use unwielded weapon disciplines for two rounds if they did not use them the previous round.
Roleplay : You can temporarily freeze weapons into their holsters and sheaths.
Consumes your attack for one round.
Coldsnap : Unspecified range; the target cannot attack or move for one round.
Roleplay : You can turn small amounts of water to ice instantly.
Only usable outdoors in the rain.
Consumes your attack for one round.
All abilities require a magical focus.
[Last edited March 24, 2022]
Requirements : Rank 1 requires Elemental Magic 1
Rank 2 requires Elemental Magic 2
[Rank One]:
Chill : Unspecified range; the target is weakened for one round. More effective in cold weather.
Roleplay : You can cause objects to rapidly cool by up to 15C (27F).
If target is under the effects of Sweat, removes Sweat and doesn’t apply weaken.
Consumes your attack for one round.
Reinforce : Unspecified range; the target’s armor is reinforced with ice drawn from the air. Slows movement, but grants 30% damage resistance if armor’s worn.
Roleplay : You can reinforce objects with ice drawn from the air.
If target is under the effects of Burnarmor, removes them.
Consumes your attack for one round.
Colddiscipline : Unspecified range; the target does increased damage with ranged weapons but is slowed.
Roleplay : You can still your autonomic system temporarily.
Consumes your attack for one round.
[Rank Two]:
Stickweapons : Unspecified range; the target is unable to effectively use unwielded weapon disciplines for two rounds if they did not use them the previous round.
Roleplay : You can temporarily freeze weapons into their holsters and sheaths.
Consumes your attack for one round.
Coldsnap : Unspecified range; the target cannot attack or move for one round.
Roleplay : You can turn small amounts of water to ice instantly.
Only usable outdoors in the rain.
Consumes your attack for one round.
All abilities require a magical focus.
[Last edited March 24, 2022]
See Also
Cryptographic Mind
Levels: 0, 2
Requirements: Tier 3.
Individuals with this stat have trained themselves to think in unusual ways that
can fool most mind readers.
Requirements: Tier 3.
Individuals with this stat have trained themselves to think in unusual ways that
can fool most mind readers.
See Also
Csay
Syntax: Csay (message)
Channel frequency 1-10 (number)
Channel name 1-10 (name)
Channel on/off/broadcast (name)
Used to set up and use private comms channels, type channel by itself to see
a list. You can have up to 10 at a time, switch them off to not hear what’s
said, broadcast to transmit on them when you use csay.
Channel frequency 1-10 (number)
Channel name 1-10 (name)
Channel on/off/broadcast (name)
Used to set up and use private comms channels, type channel by itself to see
a list. You can have up to 10 at a time, switch them off to not hear what’s
said, broadcast to transmit on them when you use csay.
Cults
Cults are societies dedicated to the advancement of a particular Eidolon.
See Help Eidolon Lore for more information on Eidolons.
You can use the csay command to talk to people in your cult or in an alliance with your cult.
See Help society creation or help society commands for more information.
See Help Eidolon Lore for more information on Eidolons.
You can use the csay command to talk to people in your cult or in an alliance with your cult.
See Help society creation or help society commands for more information.
Cursed
Negative Tier Modifier
Removable: Yes.
This modifier represents some sort of permanent or semi-permanent curse that
weakens your character and renders them less effective. While each have
their own quirks the most common affects are similar to that of chronic
fatigue syndrome. Those suffering under such curses are additionally more
vulnerable to negative magic of all other times, and all magical debuffs as
well as black magic rituals against them are more powerful.
Removable: Yes.
This modifier represents some sort of permanent or semi-permanent curse that
weakens your character and renders them less effective. While each have
their own quirks the most common affects are similar to that of chronic
fatigue syndrome. Those suffering under such curses are additionally more
vulnerable to negative magic of all other times, and all magical debuffs as
well as black magic rituals against them are more powerful.
curseobject
Syntax: Curseobject (object) (body/mind) (imprint)
This command can only be performed in an arcane workshop and costs up
to three hundred dollars. Arcane focus and dark magic focus reduces
the cost.
A body cursed object will create the imprint ‘Your body (message)’ when
worn, a mind one the imprint ‘You need to (message)’
These last until the object is removed.
Those with occult knowledge of at least 4 can identify if an object is
cursed, but only if they have it in their possession.
Cursed objects will only apply their effects if worn willingly, and not
forced onto someone. If a cursed object is force removed from someone it will
cause the effect to linger for an extremely long time afterwards regardless.
This command can only be performed in an arcane workshop and costs up
to three hundred dollars. Arcane focus and dark magic focus reduces
the cost.
A body cursed object will create the imprint ‘Your body (message)’ when
worn, a mind one the imprint ‘You need to (message)’
These last until the object is removed.
Those with occult knowledge of at least 4 can identify if an object is
cursed, but only if they have it in their possession.
Cursed objects will only apply their effects if worn willingly, and not
forced onto someone. If a cursed object is force removed from someone it will
cause the effect to linger for an extremely long time afterwards regardless.
See Also
curtains
Syntax: curtains (direction)
Close or open curtains over a window, can only be done when indoors.
Close or open curtains over a window, can only be done when indoors.
custom
Levels: 0, 2
Requirements: Tier 3, or tier 2 with Mental Discipline. At least 1750 community credits. No other custom stat.
Syntax: credit discname (new string)
This stat gives you a ranged discipline with a name of your choosing to use in combat. It is equal to your highest ranged discipline and inherits all its characteristics except the need for a weapon. It can represent exotic or unusual weaponry such as flamethrowers, or even innate supernatural sorcerous powers.
You cannot rename it while you are in combat. If your community credits fall below 1750, the discipline stops working and shows its plain name.
Other custom stats
You can have only one custom stat. The others are:
–Custom Melee Stat: a named melee discipline equal to your highest large melee weapon discipline. It needs a large melee weapon. See help custom melee stat.
–Custom Defense Stat: a named supernatural defense, trained like any other, that takes 90% damage from every kind of attack. Supernaturals only. See help custom defense stat.
Requirements: Tier 3, or tier 2 with Mental Discipline. At least 1750 community credits. No other custom stat.
Syntax: credit discname (new string)
This stat gives you a ranged discipline with a name of your choosing to use in combat. It is equal to your highest ranged discipline and inherits all its characteristics except the need for a weapon. It can represent exotic or unusual weaponry such as flamethrowers, or even innate supernatural sorcerous powers.
You cannot rename it while you are in combat. If your community credits fall below 1750, the discipline stops working and shows its plain name.
Other custom stats
You can have only one custom stat. The others are:
–Custom Melee Stat: a named melee discipline equal to your highest large melee weapon discipline. It needs a large melee weapon. See help custom melee stat.
–Custom Defense Stat: a named supernatural defense, trained like any other, that takes 90% damage from every kind of attack. Supernaturals only. See help custom defense stat.
See Also
custom attacks
Syntax: make attack or myattacks create
Used to create a new custom attack for your character with the following
fields:
Name: The name given to the custom attack will be the command used. For
example. If the name is stab, the syntax in combat will be: stab (target).
Discipline: The discipline specifies which discipline the custom attack uses.
Special: Special refers to any special effects added. See Also: Special List.
Myself: The message displayed to you when the attack is used.
Target: The message displayed to the target when the attack is used.
Bystanders: The message displayed to everyone else when the attack is used.
Delayed messages are those seen when a delayed attack hits.
Syntax: myattacks list
Will list the name, disc and special effects for saved custom attacks.
Syntax: myattacks info (custom name)
Will show information about the created custom attack.
Syntax: myattacks delete (custom name)
Will delete an already made custom attack.
In addition, you can change parts of an already created attack individually
with the following syntaxes:
myattacks rename (name) (newname)
myattacks discipline (name) (discipline)
myattacks special (name) (special)
myattacks myself (name) (message)
myattacks target (name) (message)
myattacks bystanders (name) (message)
myattacks myselfdelayed (name) (message)
myattacks targetdelayed (name) (message)
myattacks bystandersdelayed (name) (message)
When you want to refer to other people in the strings, you can use the
following keys.
$N – target’s name $n – your name.
$M – target’s him/her $m – your him/her.
$S – target’s his/hers $s – your his/her.
$E – target’s he/she $e – your he/she
In fast combat, your attacks will always have their effect added to the
end, such as ‘mildly wounds him’ or ‘deflects off her armor’. So it is good
to leave the end open-ended when writing the way it looks for the sections
of myself, target, bystanders, etc, by using words like this, that, which,
‘the attack’, etc.
Used to create a new custom attack for your character with the following
fields:
Name: The name given to the custom attack will be the command used. For
example. If the name is stab, the syntax in combat will be: stab (target).
Discipline: The discipline specifies which discipline the custom attack uses.
Special: Special refers to any special effects added. See Also: Special List.
Myself: The message displayed to you when the attack is used.
Target: The message displayed to the target when the attack is used.
Bystanders: The message displayed to everyone else when the attack is used.
Delayed messages are those seen when a delayed attack hits.
Syntax: myattacks list
Will list the name, disc and special effects for saved custom attacks.
Syntax: myattacks info (custom name)
Will show information about the created custom attack.
Syntax: myattacks delete (custom name)
Will delete an already made custom attack.
In addition, you can change parts of an already created attack individually
with the following syntaxes:
myattacks rename (name) (newname)
myattacks discipline (name) (discipline)
myattacks special (name) (special)
myattacks myself (name) (message)
myattacks target (name) (message)
myattacks bystanders (name) (message)
myattacks myselfdelayed (name) (message)
myattacks targetdelayed (name) (message)
myattacks bystandersdelayed (name) (message)
When you want to refer to other people in the strings, you can use the
following keys.
$N – target’s name $n – your name.
$M – target’s him/her $m – your him/her.
$S – target’s his/hers $s – your his/her.
$E – target’s he/she $e – your he/she
In fast combat, your attacks will always have their effect added to the
end, such as ‘mildly wounds him’ or ‘deflects off her armor’. So it is good
to leave the end open-ended when writing the way it looks for the sections
of myself, target, bystanders, etc, by using words like this, that, which,
‘the attack’, etc.
See Also
Custom Defense Stat
Levels: 0, 2
Requirements: Tier 3, or tier 2 with Mental Discipline. At least 1750 community credits. Supernatural. No other custom stat.
Syntax: credit defdisc (message)
This stat unlocks the Custom Defensive Discipline, a supernatural defense you train like any other. It shares the same training cap as your other supernatural defenses. Every kind of attack does 90% of its normal damage against it: it has no particular strength or weakness against any weapon.
The message you set with credit defdisc describes an attack that this defense shrugs off. Write it to finish a sentence about the attack, as in “The attack (message)”. Once the discipline is at 5 or more, the fight uses your message in place of the usual “ineffectually wounds” description. You cannot change the message while you are in combat.
If your community credits fall below 1750, the discipline stops working.
You can have only one custom stat: this, Custom Melee Stat, or the ranged Custom stat.
Requirements: Tier 3, or tier 2 with Mental Discipline. At least 1750 community credits. Supernatural. No other custom stat.
Syntax: credit defdisc (message)
This stat unlocks the Custom Defensive Discipline, a supernatural defense you train like any other. It shares the same training cap as your other supernatural defenses. Every kind of attack does 90% of its normal damage against it: it has no particular strength or weakness against any weapon.
The message you set with credit defdisc describes an attack that this defense shrugs off. Write it to finish a sentence about the attack, as in “The attack (message)”. Once the discipline is at 5 or more, the fight uses your message in place of the usual “ineffectually wounds” description. You cannot change the message while you are in combat.
If your community credits fall below 1750, the discipline stops working.
You can have only one custom stat: this, Custom Melee Stat, or the ranged Custom stat.
See Also
Custom Melee Stat
Levels: 0, 2
Requirements: Tier 3, or tier 2 with Mental Discipline. At least 1750 community credits. No other custom stat.
Syntax: credit meleediscname (new string)
This stat gives you a melee discipline with a name of your choosing to use in combat. It is always equal to your highest large melee weapon discipline, Longblade, Blunt or Spear, and it fights exactly like that discipline, damage type included. It needs a large melee weapon: if you are not holding one but carry one, you draw it when you use the discipline, and without one it does nothing. Use it to represent exotic or unusual weaponry.
You cannot rename it while you are in combat. If your community credits fall below 1750, the discipline stops working and shows its plain name.
You can have only one custom stat: this, Custom Defense Stat, or the ranged Custom stat.
Requirements: Tier 3, or tier 2 with Mental Discipline. At least 1750 community credits. No other custom stat.
Syntax: credit meleediscname (new string)
This stat gives you a melee discipline with a name of your choosing to use in combat. It is always equal to your highest large melee weapon discipline, Longblade, Blunt or Spear, and it fights exactly like that discipline, damage type included. It needs a large melee weapon: if you are not holding one but carry one, you draw it when you use the discipline, and without one it does nothing. Use it to represent exotic or unusual weaponry.
You cannot rename it while you are in combat. If your community credits fall below 1750, the discipline stops working and shows its plain name.
You can have only one custom stat: this, Custom Defense Stat, or the ranged Custom stat.
See Also
customize
The customize command allows players to alter the properties of an object so
that they can better represent props in their stories. The command can be used
in any store that sells the type of object being customized.
Syntax: customize (object)
Enters the object editor.
Syntax: customize (object) (field) (value)
Possible fields are: cover, zips, shortstring, longstring, names, wear,
description, extra, layer, symbol, cost, badge, large, focus, angeliccollar,
relic, playlist. Symbol, badge, large, focus, angeliccollar, relic, and
playlist take no values.
An explaination of fields follows:
Cover: Toggles cover location. A cover location is any area which the object
should normally cover when worn.
Zips: Toggles zipes location. A zips location is any area which is revealed
when the zip command is used.
Shortstring: Sets the phrase used to describe an object is manipulated such as
with the wear, remove, drop, or get commands. This is also the string used
for the stash command as well.
Longstring: Sets the phrase used to describe an object when it is seen on a
character, in a room, or in an inventory.
Names: Sets the keywords used to interact with the object. Each space in a
names value will indicate the start of a new keyword.
Wear: Sets the phrase used for the location within <> when a character’s outfit
is displayed.
Description: Opens the editor for an object’s description. This blurb will be
displayed when an object is looked at directly.
Extra: Opens the editor for an object’s extra. This creates an extra with the
name specified as a value. Whenever this keyword is looked at, the blurb will
be displayed.
Layer: Sets the layer an object occupies. Objects with higher layer values are
always worn over top of objects with lower values. This may cause objects to
obscure others beneath them depending on the cover locations of each. A zero
value will make the item wearable in any layer depending on the order in which
it is worn.
Symbol: Attaches the symbol of the character’s society to the object. Wearing
an object with a symbol allows a character to earn respect while he is role
playing. This also allows the sheriff’s department to create items with their
symbol on it. All symbols can be used to access the goblin market. A type of
symbol that identifies an item as a goblin key can be created by characters
without a society and with occult knowledge 1 or greater. These keys allow
access to the goblin market, but confer no additional symbol benefits.
Cost: Sets the objects cost. An objects cost can only increase from what it is
currently set to.
Large: Makes the object a large object. Large objects require the lift command
to move.
Focus: Designates the object as a magical focus.
Angeliccollar: Designates the object as an angelic collar.
Relic: Designates the object as a relic.
Playlist: Sets up the playlist for a game or playback item.
Warmth/Breathable: Adding the following keywords to a clothing’s short
description can make them warmer or more breathable/cooling: vented,
insulated, heated, padded, quilted, merino, thermal,
wool, fur.
that they can better represent props in their stories. The command can be used
in any store that sells the type of object being customized.
Syntax: customize (object)
Enters the object editor.
Syntax: customize (object) (field) (value)
Possible fields are: cover, zips, shortstring, longstring, names, wear,
description, extra, layer, symbol, cost, badge, large, focus, angeliccollar,
relic, playlist. Symbol, badge, large, focus, angeliccollar, relic, and
playlist take no values.
An explaination of fields follows:
Cover: Toggles cover location. A cover location is any area which the object
should normally cover when worn.
Zips: Toggles zipes location. A zips location is any area which is revealed
when the zip command is used.
Shortstring: Sets the phrase used to describe an object is manipulated such as
with the wear, remove, drop, or get commands. This is also the string used
for the stash command as well.
Longstring: Sets the phrase used to describe an object when it is seen on a
character, in a room, or in an inventory.
Names: Sets the keywords used to interact with the object. Each space in a
names value will indicate the start of a new keyword.
Wear: Sets the phrase used for the location within <> when a character’s outfit
is displayed.
Description: Opens the editor for an object’s description. This blurb will be
displayed when an object is looked at directly.
Extra: Opens the editor for an object’s extra. This creates an extra with the
name specified as a value. Whenever this keyword is looked at, the blurb will
be displayed.
Layer: Sets the layer an object occupies. Objects with higher layer values are
always worn over top of objects with lower values. This may cause objects to
obscure others beneath them depending on the cover locations of each. A zero
value will make the item wearable in any layer depending on the order in which
it is worn.
Symbol: Attaches the symbol of the character’s society to the object. Wearing
an object with a symbol allows a character to earn respect while he is role
playing. This also allows the sheriff’s department to create items with their
symbol on it. All symbols can be used to access the goblin market. A type of
symbol that identifies an item as a goblin key can be created by characters
without a society and with occult knowledge 1 or greater. These keys allow
access to the goblin market, but confer no additional symbol benefits.
Cost: Sets the objects cost. An objects cost can only increase from what it is
currently set to.
Large: Makes the object a large object. Large objects require the lift command
to move.
Focus: Designates the object as a magical focus.
Angeliccollar: Designates the object as an angelic collar.
Relic: Designates the object as a relic.
Playlist: Sets up the playlist for a game or playback item.
Warmth/Breathable: Adding the following keywords to a clothing’s short
description can make them warmer or more breathable/cooling: vented,
insulated, heated, padded, quilted, merino, thermal,
wool, fur.
See Also
Dark Fighting
Type: Melee
Max Range: 1
This discipline covers the ability of creatures to fight with
dark energy in close proximity, by conjuring and deploying it either
directly to a close quarters opponent or channeling it through a weapon or
body part upon striking.
Max Range: 1
This discipline covers the ability of creatures to fight with
dark energy in close proximity, by conjuring and deploying it either
directly to a close quarters opponent or channeling it through a weapon or
body part upon striking.
See Also
Dark Magic Focus
Levels: 0, 1, 2, 3, 4
Arcane Focus
Requirements: Gifted or Supernatural, does not have Natural Magic focus
This stat represents those who’ve studied the dark occult arts. In addition to the standard arcane focus bonuses, it grants the user haemomancy and necromancy, allowing them to harm and manipulate the living and unliving alike in combat. At higher ranks it grants limited access to shapeshifting and at max rank allows the learning of magical overload, allowing for an additional use of mancing abilities in combat.
[Dark Magic One]:
Haemomancy 1: Exclusive with Necromancy; A power tree focused on debilitating and killing the living.
Know Vampires: The ability to recognise vampires on sight.
Necromancy 1: Exclusive with Haemomancy; A power tree focused on debilitating the undead.
[Dark Magic Two]:
Haemomancy 2: Exclusive with Necromancy; A power tree focused on debilitating and killing the living.
Necromancy 2: Exclusive with Haemomancy; A power tree focused on debilitating the undead.
[Dark Magic Three]:
Aura Shifting: A power that brings your things with you when you shift into a smaller form.
Call of the Grave: A legendary power that allows unlimited summoning of minions at night.
Dark Sorcery: A legendary power that grants the dark sorcery combat discipline.
Ghost Walking: A power that enables leaving your body to become a roaming spirit.
Haemomancy 1: In addition to Necromancy; A power tree focused on debilitating and killing the living.
Necromancy 1: In addition to Haemomancy; A power tree focused on debilitating the undead.
Shapeshifting 1, 2: A power that grants points that can be allocated to enhance shapeshifted forms.
Swarm Shifting: A legendary power that allows you to shapeshift into a large swarm of creatures.
[Dark Magic Four]:
Haemomancy 2: In addition to Necromancy; A power tree focused on debilitating and killing the living.
Magical Overload: A power that enables the emergency use of powers even on cooldown.
Necromancy 2: In addition to Haemomancy; A power tree focused on debilitating the undead.
[Last edited August 25, 2021]
Arcane Focus
Requirements: Gifted or Supernatural, does not have Natural Magic focus
This stat represents those who’ve studied the dark occult arts. In addition to the standard arcane focus bonuses, it grants the user haemomancy and necromancy, allowing them to harm and manipulate the living and unliving alike in combat. At higher ranks it grants limited access to shapeshifting and at max rank allows the learning of magical overload, allowing for an additional use of mancing abilities in combat.
[Dark Magic One]:
Haemomancy 1: Exclusive with Necromancy; A power tree focused on debilitating and killing the living.
Know Vampires: The ability to recognise vampires on sight.
Necromancy 1: Exclusive with Haemomancy; A power tree focused on debilitating the undead.
[Dark Magic Two]:
Haemomancy 2: Exclusive with Necromancy; A power tree focused on debilitating and killing the living.
Necromancy 2: Exclusive with Haemomancy; A power tree focused on debilitating the undead.
[Dark Magic Three]:
Aura Shifting: A power that brings your things with you when you shift into a smaller form.
Call of the Grave: A legendary power that allows unlimited summoning of minions at night.
Dark Sorcery: A legendary power that grants the dark sorcery combat discipline.
Ghost Walking: A power that enables leaving your body to become a roaming spirit.
Haemomancy 1: In addition to Necromancy; A power tree focused on debilitating and killing the living.
Necromancy 1: In addition to Haemomancy; A power tree focused on debilitating the undead.
Shapeshifting 1, 2: A power that grants points that can be allocated to enhance shapeshifted forms.
Swarm Shifting: A legendary power that allows you to shapeshift into a large swarm of creatures.
[Dark Magic Four]:
Haemomancy 2: In addition to Necromancy; A power tree focused on debilitating and killing the living.
Magical Overload: A power that enables the emergency use of powers even on cooldown.
Necromancy 2: In addition to Haemomancy; A power tree focused on debilitating the undead.
[Last edited August 25, 2021]
See Also
Dark Shield
Type: Defensive
This discipline covers the use of dark magic to form a protective shield
that will block incoming attacks until the energy is all used up. Normally
invisible except when being struck.
This is not currently available for characters to take.
This discipline covers the use of dark magic to form a protective shield
that will block incoming attacks until the energy is all used up. Normally
invisible except when being struck.
This is not currently available for characters to take.
See Also
Dark Sorcery
Levels: 0, 2
Requirements: Dark Magic 3, or Higher Power.
This power grants the dark sorcery discipline at 130% of your highest ranged discipline, but also lowers all your mundane ranged disciplines by 25%. The power of sorcery also varies depending on your location, on earth outside of Haven it is weaker, on other worlds it is stronger, especially in the Other.
Dark Sorcery Max Range: 100
Dark Sorcery Optimum Range: 50
Requirements: Dark Magic 3, or Higher Power.
This power grants the dark sorcery discipline at 130% of your highest ranged discipline, but also lowers all your mundane ranged disciplines by 25%. The power of sorcery also varies depending on your location, on earth outside of Haven it is weaker, on other worlds it is stronger, especially in the Other.
Dark Sorcery Max Range: 100
Dark Sorcery Optimum Range: 50
See Also
ddesc
Dynamic descriptions
A dynamic description, or ddesc, is an extra piece of description that you write yourself and switch on and off as your look changes: a fresh bruise, a new tattoo, a hairstyle, a scent you are trying out. You can keep up to 100 of them. While one is active, it shows when people look at you, straight after your normal description for that part of your body. Parts of your body appear in the order you set with describe order.
Commands
ddesc create (keyword) (location)
–Make a new ddesc and open the editor to write it (see help editing). The keyword is the one word you use for it in the other commands. A new ddesc starts active. Give each one its own keyword, because the other commands act on the first ddesc they find with that keyword.
ddesc edit (keyword)
–Open the editor to rewrite a ddesc.
ddesc activate (keyword) or ddesc a (keyword)
–Switch a ddesc on.
ddesc deactivate (keyword) or ddesc d (keyword)
–Switch a ddesc off. You keep it, ready to use again later.
ddesc delete (keyword)
–Delete a ddesc for good.
ddesc list
–List your ddescs, with where each one goes and whether it is active.
ddesc search (word)
–Show the full text of every ddesc that contains that word.
When you switch a ddesc on or off, you see your appearance change, and so does everyone in the room who could see that ddesc (see below). The message quotes its text.
While you are desclocked, you can list and search your ddescs but not create, edit, delete, activate or deactivate them.
Locations
–Body: hands, lowerarms, upperarms, feet, lowerlegs (or calves), forehead, thighs, groin, buttocks (or arse, ass, rear), lowerback, upperback, lowerchest, breasts, upperchest, neck, lowerface, hair, eyes.
–self (or everywhere): about you as a whole. It shows next to your general description.
–smell: how you smell to a keen nose.
–lightmakeup (or makeup), mediummakeup, heavymakeup: shown at the end of your description, but only while you are wearing that level of makeup. You can leave them active and they appear when you put that makeup on.
–scent: a perfume or scent you are wearing, shown at the end of your description.
–hairstyle: a short phrase such as “long silver braids”. It is not added to your description: it replaces your hair colour wherever your hair is described.
What people see
–A ddesc on a part of your body is hidden while clothing covers that part, just like your normal description for it. A bath or deep water hides everything from the chest down.
–A self ddesc always shows.
–A smell ddesc is only noticed by people in the room with you who have a keen nose, the same as your describe smell text.
–A scent ddesc is noticed by people in the room with a keen nose, or standing right beside you.
–A hairstyle is hidden while your hair is covered.
–You always see your own.
See also: help adesc, help descriptions, help describe.
A dynamic description, or ddesc, is an extra piece of description that you write yourself and switch on and off as your look changes: a fresh bruise, a new tattoo, a hairstyle, a scent you are trying out. You can keep up to 100 of them. While one is active, it shows when people look at you, straight after your normal description for that part of your body. Parts of your body appear in the order you set with describe order.
Commands
ddesc create (keyword) (location)
–Make a new ddesc and open the editor to write it (see help editing). The keyword is the one word you use for it in the other commands. A new ddesc starts active. Give each one its own keyword, because the other commands act on the first ddesc they find with that keyword.
ddesc edit (keyword)
–Open the editor to rewrite a ddesc.
ddesc activate (keyword) or ddesc a (keyword)
–Switch a ddesc on.
ddesc deactivate (keyword) or ddesc d (keyword)
–Switch a ddesc off. You keep it, ready to use again later.
ddesc delete (keyword)
–Delete a ddesc for good.
ddesc list
–List your ddescs, with where each one goes and whether it is active.
ddesc search (word)
–Show the full text of every ddesc that contains that word.
When you switch a ddesc on or off, you see your appearance change, and so does everyone in the room who could see that ddesc (see below). The message quotes its text.
While you are desclocked, you can list and search your ddescs but not create, edit, delete, activate or deactivate them.
Locations
–Body: hands, lowerarms, upperarms, feet, lowerlegs (or calves), forehead, thighs, groin, buttocks (or arse, ass, rear), lowerback, upperback, lowerchest, breasts, upperchest, neck, lowerface, hair, eyes.
–self (or everywhere): about you as a whole. It shows next to your general description.
–smell: how you smell to a keen nose.
–lightmakeup (or makeup), mediummakeup, heavymakeup: shown at the end of your description, but only while you are wearing that level of makeup. You can leave them active and they appear when you put that makeup on.
–scent: a perfume or scent you are wearing, shown at the end of your description.
–hairstyle: a short phrase such as “long silver braids”. It is not added to your description: it replaces your hair colour wherever your hair is described.
What people see
–A ddesc on a part of your body is hidden while clothing covers that part, just like your normal description for it. A bath or deep water hides everything from the chest down.
–A self ddesc always shows.
–A smell ddesc is only noticed by people in the room with you who have a keen nose, the same as your describe smell text.
–A scent ddesc is noticed by people in the room with a keen nose, or standing right beside you.
–A hairstyle is hidden while your hair is covered.
–You always see your own.
See also: help adesc, help descriptions, help describe.
See Also
Death
When your character is attacked while critically wounded, or succumbs
to critical wounds they will die. Death in Haven is permanent, your
character will leave a corpse(Unless they’re a vampire) and be moved
to an OOC grave room where you can still do all the OOC things on the
game and contemplate your next character.
The reroll command will allow you to reroll your dead character into a
new one, keeping some of the experience from your last character.
to critical wounds they will die. Death in Haven is permanent, your
character will leave a corpse(Unless they’re a vampire) and be moved
to an OOC grave room where you can still do all the OOC things on the
game and contemplate your next character.
The reroll command will allow you to reroll your dead character into a
new one, keeping some of the experience from your last character.
See Also
Deathday
This field represents when your character was turned into a vampire, and
is of the format (year) (month) (day).
is of the format (year) (month) (day).
Decorate
The decorate command can be used to customize a house or shop property that you own. It is extremely versatile and has many options, but at a bare minimum rooms should feature a name and description.
Syntax: decorate (argument) [additional modifier]
The arguments for decorate are as follows:
[Description Commands]:
Decorate name (string)
Changes the name of the room you’re in. All rooms begin with ‘In’ if inside, or ‘At’ if outside.
Example: “decorate name a carpeted hallway“ will yield, “In a carpeted hallway”.
Decorate description
Enters an editor to write the description of the room you’re currently in.
Decorate nightmaredescription
Enters an editor to write the description of the room you’re in when viewed in the nightmare.
Decorate extra (string)
Enters an editor to write the description of an extra detail people in the room can view when looking at any word in its name. Can be used again to edit an existing extra’s description, if keywords match. See ‘help extra keywords’ for special keywords seen by people with appropriate powers.
Example: “decorate extra an ornate oil painting on the western wall“
Decorate extradelete (keyword)
Deletes an extra description. Be careful using a keyword that is in use by multiple extras, if more than one is present.
Decorate place (string)
Creates a new place in the room people can join, and enters an editor to write its description. Can be used again to edit an existing place’s description, if keywords match.
Decorate placedelete (keyword)
Deletes a place. Be careful using a keyword that is in use by multiple extras, if more than one is present.
Decorate doorname (exit) (string)
Replaces the default name of ‘door’ with a string of your choice. Affects both sides of the door. The first word should always be a noun.
Example: “decorate doorname west gate of wrought iron“ will yield, “The gate is closed” and “You open the western gate of wrought iron”.
Decorate atmosphere
Enters an editor to write a list of one-line atmosphere messages, which will periodically echo to the room. Each new line is a new message. They are selected randomly.
[Room Modifying Commands]:
Decorate decor (0–3)
Variable low cost. Sets the decor of the room you’re in: cheap, average, expensive, or extravagant. No cost to downgrade.
Decorate type (shop/house/anonymous)
Variable cost. For $300, ‘shop’ will toggle the property to being a shop, and ‘house’ will toggle the property to being a house. For $200, makes a house an anonymous house, which can only have cheap decor and cannot have utilities, but will also not show up on investigations.
Decorate indoors
Sets the room to be inside.
Decorate outdoors
Sets the room to be outside.
Decorate hotspot
Makes the room a hotspot, which will show the number of players within it on where.
Decorate sparring
Costs $500. Makes a room into a sparring room; see ‘help spar’.
Decorate public
Shop only. Sets the room to be public, in a sense of law enforcement having a swiftly-responding presence there. Affects nudity, displays of the supernatural, carrying weapons, etc.
Decorate private
Shop only. Sets the room to be private, in a sense of it existing outside the plausible immediate enforcement of the law. Suitable for offices, back rooms, bathrooms, etc.
Decorate marketdoor (direction)
Shop only. Flags a wall as being eligible for a goblin market access point when the access points are re-randomized, but does not guarantee one.
Decorate bathroom
Costs $80. House only. A bathroom allows you to create a shower or bath place within, and automatically and always includes a mirror for exiting the nightmare. To add a shower or tub, use “decorate place” with one of those words as a keyword somewhere in the string.
Example: “decorate place a glass-walled shower enclosure“
Decorate bedroom
Costs $80. House only. A bedroom allows you to stash items within, set up a magic wardrobe (see below), and gives you an area to log out.
Decorate kitchen
Costs $80. House only. A kitchen allows you to customize food and drink items, and use make food and make drink to create new ones on the fly.
Note that a single room in a house may have multiple types, as may be the case for a studio apartment or small cabin. Using the command again will remove the specified room type at no cost.
[Room Building Commands]:
Decorate door (direction)
Installs or removes a door in the specified direction.
Decorate hiddendoor (direction)
Costs $200. Builds a hidden door in the specified direction.
Decorate wall (direction)
Installs a wall in the specified direction, blocking movement.
Decorate demolish (direction)
Costs $20. Knocks down any walls, windows, or doors in the specified direction.
Decorate largewindow (direction)
Installs a visible window in the specified direction.
Decorate smallwindow (direction)
Installs a non-visible window in the specified direction.
Decorate magicwardrobe (who) (wall)
Costs $500. In a bedroom, creates a magic link in the specified direction so long as the target is also in a bedroom and has permission to use the decorate command there. Both characters must pay the fee, for a total of $1,000.
Decorate destroywardrobe
Destroys any magic wardrobes built inside the current bedroom. Ideally, must be used in both rooms to avoid strangeness.
Decorate build (up/down)
Expand your property up or down from where you are. Be advised that subterranean rooms may flood, lack reception below the first subterranean level, and must always be attached to another room to avoid being immediately reclaimed by the game. Not all properties in town may be expanded in this way.
[Room Security Commands]:
Decorate lock (direction)
Locks a door from the side you are currently on. Must be used on both sides if you want the door locked on both sides.
Example: “decorate lock west“ will make the door locked for anyone in your current room heading west.
Decorate access
Enters an editor where you may write the names of characters, separated by a space. Each of these people will have access to this room regardless of its locked/unlocked status. The names must be accurate; no nicknames or aliases.
Example list: Aleister Genesis Samael Dolores Eugen
Decorate noaccess
Enters an editor where you may write the names of characters, separated by a space. Each of these people will be barred from entry to this room regardless of its locked/unlocked status.
Decorate signalproof
Costs $500. Makes a room immune to signals; when in such a room, all comms, radios, phones, telepathy, and electropathy cannot reach in or out. Also prevents view of roleplay by SRs. No cost to remove.
Decorate toughness (0–4)
Variable low cost. Sets the toughness of the room you’re in. Toughness is the defense against the breakin command, and competes against demolitions. No cost to downgrade.
Decorate security (0–4)
Variable low cost. Sets the security of the room you’re in. Security is the defense against the picklock command, and competes against larceny. No cost to downgrade.
Be advised that many of these settings may come with an additional cost on your monthly bill for the property; it is suggested you review ‘help property costs‘ for an understanding of these factors.
[Last edited December 4, 2023]
Syntax: decorate (argument) [additional modifier]
The arguments for decorate are as follows:
[Description Commands]:
Decorate name (string)
Changes the name of the room you’re in. All rooms begin with ‘In’ if inside, or ‘At’ if outside.
Example: “decorate name a carpeted hallway“ will yield, “In a carpeted hallway”.
Decorate description
Enters an editor to write the description of the room you’re currently in.
Decorate nightmaredescription
Enters an editor to write the description of the room you’re in when viewed in the nightmare.
Decorate extra (string)
Enters an editor to write the description of an extra detail people in the room can view when looking at any word in its name. Can be used again to edit an existing extra’s description, if keywords match. See ‘help extra keywords’ for special keywords seen by people with appropriate powers.
Example: “decorate extra an ornate oil painting on the western wall“
Decorate extradelete (keyword)
Deletes an extra description. Be careful using a keyword that is in use by multiple extras, if more than one is present.
Decorate place (string)
Creates a new place in the room people can join, and enters an editor to write its description. Can be used again to edit an existing place’s description, if keywords match.
Decorate placedelete (keyword)
Deletes a place. Be careful using a keyword that is in use by multiple extras, if more than one is present.
Decorate doorname (exit) (string)
Replaces the default name of ‘door’ with a string of your choice. Affects both sides of the door. The first word should always be a noun.
Example: “decorate doorname west gate of wrought iron“ will yield, “The gate is closed” and “You open the western gate of wrought iron”.
Decorate atmosphere
Enters an editor to write a list of one-line atmosphere messages, which will periodically echo to the room. Each new line is a new message. They are selected randomly.
[Room Modifying Commands]:
Decorate decor (0–3)
Variable low cost. Sets the decor of the room you’re in: cheap, average, expensive, or extravagant. No cost to downgrade.
Decorate type (shop/house/anonymous)
Variable cost. For $300, ‘shop’ will toggle the property to being a shop, and ‘house’ will toggle the property to being a house. For $200, makes a house an anonymous house, which can only have cheap decor and cannot have utilities, but will also not show up on investigations.
Decorate indoors
Sets the room to be inside.
Decorate outdoors
Sets the room to be outside.
Decorate hotspot
Makes the room a hotspot, which will show the number of players within it on where.
Decorate sparring
Costs $500. Makes a room into a sparring room; see ‘help spar’.
Decorate public
Shop only. Sets the room to be public, in a sense of law enforcement having a swiftly-responding presence there. Affects nudity, displays of the supernatural, carrying weapons, etc.
Decorate private
Shop only. Sets the room to be private, in a sense of it existing outside the plausible immediate enforcement of the law. Suitable for offices, back rooms, bathrooms, etc.
Decorate marketdoor (direction)
Shop only. Flags a wall as being eligible for a goblin market access point when the access points are re-randomized, but does not guarantee one.
Decorate bathroom
Costs $80. House only. A bathroom allows you to create a shower or bath place within, and automatically and always includes a mirror for exiting the nightmare. To add a shower or tub, use “decorate place” with one of those words as a keyword somewhere in the string.
Example: “decorate place a glass-walled shower enclosure“
Decorate bedroom
Costs $80. House only. A bedroom allows you to stash items within, set up a magic wardrobe (see below), and gives you an area to log out.
Decorate kitchen
Costs $80. House only. A kitchen allows you to customize food and drink items, and use make food and make drink to create new ones on the fly.
Note that a single room in a house may have multiple types, as may be the case for a studio apartment or small cabin. Using the command again will remove the specified room type at no cost.
[Room Building Commands]:
Decorate door (direction)
Installs or removes a door in the specified direction.
Decorate hiddendoor (direction)
Costs $200. Builds a hidden door in the specified direction.
Decorate wall (direction)
Installs a wall in the specified direction, blocking movement.
Decorate demolish (direction)
Costs $20. Knocks down any walls, windows, or doors in the specified direction.
Decorate largewindow (direction)
Installs a visible window in the specified direction.
Decorate smallwindow (direction)
Installs a non-visible window in the specified direction.
Decorate magicwardrobe (who) (wall)
Costs $500. In a bedroom, creates a magic link in the specified direction so long as the target is also in a bedroom and has permission to use the decorate command there. Both characters must pay the fee, for a total of $1,000.
Decorate destroywardrobe
Destroys any magic wardrobes built inside the current bedroom. Ideally, must be used in both rooms to avoid strangeness.
Decorate build (up/down)
Expand your property up or down from where you are. Be advised that subterranean rooms may flood, lack reception below the first subterranean level, and must always be attached to another room to avoid being immediately reclaimed by the game. Not all properties in town may be expanded in this way.
[Room Security Commands]:
Decorate lock (direction)
Locks a door from the side you are currently on. Must be used on both sides if you want the door locked on both sides.
Example: “decorate lock west“ will make the door locked for anyone in your current room heading west.
Decorate access
Enters an editor where you may write the names of characters, separated by a space. Each of these people will have access to this room regardless of its locked/unlocked status. The names must be accurate; no nicknames or aliases.
Example list: Aleister Genesis Samael Dolores Eugen
Decorate noaccess
Enters an editor where you may write the names of characters, separated by a space. Each of these people will be barred from entry to this room regardless of its locked/unlocked status.
Decorate signalproof
Costs $500. Makes a room immune to signals; when in such a room, all comms, radios, phones, telepathy, and electropathy cannot reach in or out. Also prevents view of roleplay by SRs. No cost to remove.
Decorate toughness (0–4)
Variable low cost. Sets the toughness of the room you’re in. Toughness is the defense against the breakin command, and competes against demolitions. No cost to downgrade.
Decorate security (0–4)
Variable low cost. Sets the security of the room you’re in. Security is the defense against the picklock command, and competes against larceny. No cost to downgrade.
Be advised that many of these settings may come with an additional cost on your monthly bill for the property; it is suggested you review ‘help property costs‘ for an understanding of these factors.
[Last edited December 4, 2023]
See Also
Decree
Syntax: Make Decree
Syntax: Decree List/Info/Withdraw/Support
Decrees are things which can be created by the border lords of territories to impact how people engage with the lands that border Earth. There is a 7 day cooldown after a decree has gone into effect before another can be created. Decrees are either 7 or 11 days in duration.
The types of decree are:
Lockdown: While in effect nobody can enter the target world.
Border Control: While in effect nobody except residents of the target world can enter it.
Construction Grant: The target of this decree will be able to instantly build roads and clear forests in the relevent world.
Sponsorship: The target of this decree will pay no rent on properties in the relevent world.
Overtax: The target of this decree will pay double tax on properties in the relevent world.
Decree List
-List current decrees, active, inactive and pending.
Decree info (number)
-Show info on the decree including the type, the territory, the description of it as well as who has voted for it.
Decree withdraw (number)
-Used to remove a decree you have created as long as nobody has voted on it yet.
Decree support (number)
-Used to vote for a pending decree, will activate it if it’s the second vote, or extend the duration if it is the third.
Make decree
-Enter an editor to setup the decree.
Syntax: Decree List/Info/Withdraw/Support
Decrees are things which can be created by the border lords of territories to impact how people engage with the lands that border Earth. There is a 7 day cooldown after a decree has gone into effect before another can be created. Decrees are either 7 or 11 days in duration.
The types of decree are:
Lockdown: While in effect nobody can enter the target world.
Border Control: While in effect nobody except residents of the target world can enter it.
Construction Grant: The target of this decree will be able to instantly build roads and clear forests in the relevent world.
Sponsorship: The target of this decree will pay no rent on properties in the relevent world.
Overtax: The target of this decree will pay double tax on properties in the relevent world.
Decree List
-List current decrees, active, inactive and pending.
Decree info (number)
-Show info on the decree including the type, the territory, the description of it as well as who has voted for it.
Decree withdraw (number)
-Used to remove a decree you have created as long as nobody has voted on it yet.
Decree support (number)
-Used to vote for a pending decree, will activate it if it’s the second vote, or extend the duration if it is the third.
Make decree
-Enter an editor to setup the decree.
delete
Syntax: delete
This command deletes your current character. You keep 80% of spent combat
and roleplay experience when you do this, with the first 350k RPXP spent
returning to your account without penalty. 80% of regular karma is also
returned, but banked to return slowly over time. Personal karma is not
banked and must be re-earned.
There is a cooldown period between playing characters tier 3 and higher.
For T3, the cooldown is 1 week. For T4, the cooldown is 1 month. For T5,
the cooldown is 2 months.
The last character on your account cannot be deleted. You will need to confirm
this action.
Characters in stasis can be deleted from the character selection
screen using: delete (char name)
This command deletes your current character. You keep 80% of spent combat
and roleplay experience when you do this, with the first 350k RPXP spent
returning to your account without penalty. 80% of regular karma is also
returned, but banked to return slowly over time. Personal karma is not
banked and must be re-earned.
There is a cooldown period between playing characters tier 3 and higher.
For T3, the cooldown is 1 week. For T4, the cooldown is 1 month. For T5,
the cooldown is 2 months.
The last character on your account cannot be deleted. You will need to confirm
this action.
Characters in stasis can be deleted from the character selection
screen using: delete (char name)
See Also
delusional
See help lorestick.
DemiDemon
Tier Five Archetype
Supernatural
This archetype represents those humans who are half human, half demon.
Normally these occur when parents make deals with demons regarding their
children, or a single woman allows herself to be inseminated with a half
demon child as part of a deal. See help demonborn lore for more general
information.
Age: Apparent age at least 20, actual age at least 100.
Physical Characteristics: Red Irises, Inhuman and monstrous appearance,
cannot go out into public uncovered without causing alarm. At least their
eyes, hands, feet, legs and torso must be covered.
Focuses: Has up to seven points to spend on focus stats at tier five.
Supernatural
This archetype represents those humans who are half human, half demon.
Normally these occur when parents make deals with demons regarding their
children, or a single woman allows herself to be inseminated with a half
demon child as part of a deal. See help demonborn lore for more general
information.
Age: Apparent age at least 20, actual age at least 100.
Physical Characteristics: Red Irises, Inhuman and monstrous appearance,
cannot go out into public uncovered without causing alarm. At least their
eyes, hands, feet, legs and torso must be covered.
Focuses: Has up to seven points to spend on focus stats at tier five.
Demigod
Tier Two Archetype
Supernatural
This archetype represents humans with some God blood in them, but those who
are fairly new and inexperienced with their powers. See help demigod lore
for more information.
Minimum Age: 18
Available Negative Modifiers: Mentally Ill, Injured, Ill, Addicted.
Available Positive Modifiers: Relic Holder, Demonic Pact Holder,
Fleshformed.
Focuses: Has one point to spend on focus stats at tier two.
Supernatural
This archetype represents humans with some God blood in them, but those who
are fairly new and inexperienced with their powers. See help demigod lore
for more information.
Minimum Age: 18
Available Negative Modifiers: Mentally Ill, Injured, Ill, Addicted.
Available Positive Modifiers: Relic Holder, Demonic Pact Holder,
Fleshformed.
Focuses: Has one point to spend on focus stats at tier two.
Demigod Lore
A demigod refers to anybody with divine ancestry. Demigods usually
inherit some small degree of the perfection of their parents, they tend to
be more attractive, more physically capable, more resistant to disease and
injury, to heal quicker and age more slowly. They often also tend to have a
psychological pre-disposition towards their god’s aspects, the descendant of
a thunder god for instance may enjoy being out in storms.
Demigods also may be favored by their divine parent, who might take it upon
themselves to aid in their life or set them to tasks they wish to see
accomplished. They however possess no real supernatural abilities beyond
their innate remarkableness.
In ancient times to be taken as a god’s lover was a great privilege and the
gods bestowed a gift upon those they slept with, imbuing them with health
and longevity. Some degree of this persists in their children. After
having sex with a demigod a person will heal more rapidly for about two
days, as well as not aging or becoming sick in that period. While this can
be a great gift from a demigod lover to their lover or spouse and even has
led to some demigod couples being effectively immortal rumors persist of
those who pay highly for captured demigods to use them forcibly in order to
stay young forever.
Today demigod genes are erratic like other supernatural genes. Usually
activating only once every three of four generations. The chances of any of
your direct family also being an active demigod is astronomically small, but
it possible for a grandparent or great grandparent to be. There’s also a
decent chance that twins, both fraternal and identical will share the trait
if one has it.
Demigods much like Faeborn, Angelborn, and Demonborn can be either latent,
passive or active.
Latents are effectively entirely human, but there is a chance that at some
point in their adult lift the latent genes will activate and they will
become either active or passive. Passives are mostly human but they have
some degree of the resistance to disease and aging and tend to be more
attractive and capable. They also have the effects of prolonging the life
of their sexual partners.
Actives are passives until around the end of puberty, usually seventeen to
nineteen, when they activate. They also sometimes activate later in life,
although this is very rare in people not living near the Gate. As well as
the effects of passive demigods actives also gain other amazing supernatural
powers.
inherit some small degree of the perfection of their parents, they tend to
be more attractive, more physically capable, more resistant to disease and
injury, to heal quicker and age more slowly. They often also tend to have a
psychological pre-disposition towards their god’s aspects, the descendant of
a thunder god for instance may enjoy being out in storms.
Demigods also may be favored by their divine parent, who might take it upon
themselves to aid in their life or set them to tasks they wish to see
accomplished. They however possess no real supernatural abilities beyond
their innate remarkableness.
In ancient times to be taken as a god’s lover was a great privilege and the
gods bestowed a gift upon those they slept with, imbuing them with health
and longevity. Some degree of this persists in their children. After
having sex with a demigod a person will heal more rapidly for about two
days, as well as not aging or becoming sick in that period. While this can
be a great gift from a demigod lover to their lover or spouse and even has
led to some demigod couples being effectively immortal rumors persist of
those who pay highly for captured demigods to use them forcibly in order to
stay young forever.
Today demigod genes are erratic like other supernatural genes. Usually
activating only once every three of four generations. The chances of any of
your direct family also being an active demigod is astronomically small, but
it possible for a grandparent or great grandparent to be. There’s also a
decent chance that twins, both fraternal and identical will share the trait
if one has it.
Demigods much like Faeborn, Angelborn, and Demonborn can be either latent,
passive or active.
Latents are effectively entirely human, but there is a chance that at some
point in their adult lift the latent genes will activate and they will
become either active or passive. Passives are mostly human but they have
some degree of the resistance to disease and aging and tend to be more
attractive and capable. They also have the effects of prolonging the life
of their sexual partners.
Actives are passives until around the end of puberty, usually seventeen to
nineteen, when they activate. They also sometimes activate later in life,
although this is very rare in people not living near the Gate. As well as
the effects of passive demigods actives also gain other amazing supernatural
powers.
See Also
Demigod Mechanics
Sex with a demigod temporarily halts aging.
Demigods receive additional stagger when struck with radioactively augmented
weapons.
Demigods can hear prayer-like thoughts, see help wish
Demigods receive additional stagger when struck with radioactively augmented
weapons.
Demigods can hear prayer-like thoughts, see help wish
demigod modifiers
Demigods may select from the following modifiers:
(T2) Demigod:
Negative Modifiers: Addicted, Injured, Ill, Mentally Ill
Positive Modifiers: Relic Holder, Fleshformed, Demonic Pact Holder
(T3) Demigod Veteran:
Negative Modifiers: Crippled, Cursed
Positive Modifiers: Relic Holder, Fleshformed, Demonic Pact Holder
(T4) Ageless Demigod:
Negative Modifiers: Crippled
Positive Modifiers: Relic Holder, Fleshformed, Demonic Pact Holder
[Last edited May 18, 2022]
(T2) Demigod:
Negative Modifiers: Addicted, Injured, Ill, Mentally Ill
Positive Modifiers: Relic Holder, Fleshformed, Demonic Pact Holder
(T3) Demigod Veteran:
Negative Modifiers: Crippled, Cursed
Positive Modifiers: Relic Holder, Fleshformed, Demonic Pact Holder
(T4) Ageless Demigod:
Negative Modifiers: Crippled
Positive Modifiers: Relic Holder, Fleshformed, Demonic Pact Holder
[Last edited May 18, 2022]
See Also
Demigod Powers
Powers are one of the things that set supernatural bloodlines apart from mere humans; they are manifestations of either supernatural power in general or of the inherent strengths of a given bloodline. In general, powers are not restricted solely by tier — what is accessible to a tier 3 demigod may be accessible to a tier 2 demonborn, or may perhaps only be available to certain subtypes of demigods. All the powers listed below have their own helpfile, but here is a short summary of each for quick reference. Powers that require specific non-demigod foci that would still be available to demigods are not listed.
[Demigod Innates]:
You may only select one innate ability.
Blessing of Battle: You may bless someone to enhance their combat disciplines.
Lover’s Blessing: You may bless someone to increase their attractiveness and fertility.
Lunar Blessing: You may bless someone to enhance their life force during the night.
One with the Waves: You may bless someone to let them breathe underwater and enhance them when near it.
Solar Blessing: You may bless someone to enhance their life force during the day.
Storm Calling: You can sometimes summon a storm.
Underworld Touch: You may use deathtouch on someone to slow their injury healing time.
[Demigod Tier One]:
Acute Hearing: Especially keen hearing. Can hear from more rooms away.
Acute Sight: Especially keen vision.
Acute Smell: Especially keen smell; can track others by scent.
Clairaudience: A power that enables hearing and speaking to ghosts.
Clairvoyance: A power that enables seeing ghosts.
Hypnotism: Level one hypnotism allows supernaturals to place people in a trance.
Obfuscate: Hides your supernatural aura; you will always appear human.
Pathing: The ability to use travel pathing to access rooms on roomlist.
Regeneration: Level one regeneration allows faster recovery from basic and severe wounds.
[Demigod Tier Two]:
Hypnotism: Level two hypnotism allows infliction of amnesia and simple instructions.
Psychic Persuasion: The ability to subtly persuade others to do your bidding via psychic pressures.
[Demigod Tier Three]:
Ageless: You become immortal and stop aging.
Branding: A semi-permanent means of marking your property or thralls that grants powers over them.
Hypnotism: Level three and four hypnotism allows body, triggered, and locked instructions.
Night Vision: The ability to see in darkness.
[Demigod Tier Four]:
Dual Aspects: Demigod Warrior 4; can learn both day and night aspect combat abilities
Regeneration: Demigod Warrior 4: level three regeneration further enhances recovery time.
Super Jumping: The ability to jump far, land without harm, and close gaps in combat.
[Demigod Combat Abilities]:
Aspects of Day: Demigod Warrior only; primarily melee enhancement.
Aspects of Night: Demigod Warrior only; primarily ranged enhancement.
[Demigod Legendaries]:
Immortality: Demigod Warrior 3; improves combat damage cap and prevents death unless decapitated.
Epic Strength: Strength 3+ AND Demigod Warrior 3; doubles effective strength, adds melee stagger.
[Last edited August 17, 2021]
[Demigod Innates]:
You may only select one innate ability.
Blessing of Battle: You may bless someone to enhance their combat disciplines.
Lover’s Blessing: You may bless someone to increase their attractiveness and fertility.
Lunar Blessing: You may bless someone to enhance their life force during the night.
One with the Waves: You may bless someone to let them breathe underwater and enhance them when near it.
Solar Blessing: You may bless someone to enhance their life force during the day.
Storm Calling: You can sometimes summon a storm.
Underworld Touch: You may use deathtouch on someone to slow their injury healing time.
[Demigod Tier One]:
Acute Hearing: Especially keen hearing. Can hear from more rooms away.
Acute Sight: Especially keen vision.
Acute Smell: Especially keen smell; can track others by scent.
Clairaudience: A power that enables hearing and speaking to ghosts.
Clairvoyance: A power that enables seeing ghosts.
Hypnotism: Level one hypnotism allows supernaturals to place people in a trance.
Obfuscate: Hides your supernatural aura; you will always appear human.
Pathing: The ability to use travel pathing to access rooms on roomlist.
Regeneration: Level one regeneration allows faster recovery from basic and severe wounds.
[Demigod Tier Two]:
Hypnotism: Level two hypnotism allows infliction of amnesia and simple instructions.
Psychic Persuasion: The ability to subtly persuade others to do your bidding via psychic pressures.
[Demigod Tier Three]:
Ageless: You become immortal and stop aging.
Branding: A semi-permanent means of marking your property or thralls that grants powers over them.
Hypnotism: Level three and four hypnotism allows body, triggered, and locked instructions.
Night Vision: The ability to see in darkness.
[Demigod Tier Four]:
Dual Aspects: Demigod Warrior 4; can learn both day and night aspect combat abilities
Regeneration: Demigod Warrior 4: level three regeneration further enhances recovery time.
Super Jumping: The ability to jump far, land without harm, and close gaps in combat.
[Demigod Combat Abilities]:
Aspects of Day: Demigod Warrior only; primarily melee enhancement.
Aspects of Night: Demigod Warrior only; primarily ranged enhancement.
[Demigod Legendaries]:
Immortality: Demigod Warrior 3; improves combat damage cap and prevents death unless decapitated.
Epic Strength: Strength 3+ AND Demigod Warrior 3; doubles effective strength, adds melee stagger.
[Last edited August 17, 2021]
See Also
Demigod Stat
Levels: 0, 1
Requirements: Non-Supernatural
This stat makes your character considered a demigod, even if they do not have a demigod archetype; it represents latent or passive blood.
[Last edited August 25, 2021]
Requirements: Non-Supernatural
This stat makes your character considered a demigod, even if they do not have a demigod archetype; it represents latent or passive blood.
[Last edited August 25, 2021]
See Also
Demigod Subfactions
The many denizens of the godrealm class themselves by their pantheons – Odin, Ra, Zeus, Jade, and Vishnu. There are those that would see these people freed from their presumed bondage, the Prometheans, and those that eschew the gods for the companionship of their fellow scions.
The Prometheans
Overview: The humans that live in the godrealm and oppose the rule of the gods. Seeking to free other humans from their slavery.
Common Allies: Temple, Keepers.
Common Enemies: The God Houses.
Prefers: Non supernaturals.
Typical Tasks: Rescuing humans from the divine houses, helping humans escape the godrealm, sabotage, espionage.
The House of Odin
Overview: The house of gods ruled over by Odin, most usually those who identify with the Norse pantheon.
Common Allies: House of Zeus, House of Ra.
Common Enemies: House of Jade, House of Vishnu, The Prometheans, The Undergods.
Prefers: Demigods, Angelborn.
Typical Tasks: Dealing with threats from other god houses, or fae, or demons. Going on quests to prove their worthiness, capturing new human servants.
The House of Ra
Overview: The house of gods ruled over by Ra, most usually those who identify with the Egyptian pantheon.
Common Allies: House of Zeus, House of Odin
Common Enemies:The Prometheans, The Undergods.
Prefers: Demigods, Angelborn.
Typical Tasks: Dealing with threats from other god houses, or fae, or demons. Going on quests to prove their worthiness, capturing new human servants.
The House of Zeus
Overview: The house of gods ruled over by Zeus, most usually those who identify with the Greek pantheon.
Common Allies: House of Odin, House of Ra.
Common Enemies: House of Jupiter, House of Jade, House of Vishnu, The Prometheans, The Undergods.
Prefers: Demigods, Angelborn.
Typical Tasks: Dealing with threats from other god houses, or fae, or demons. Going on quests to prove their worthiness, capturing new human servants.
The House of Jade
Overview: The house of gods ruled over by the Jade Emperor, most usually those who identify with the Chinese pantheon.
Common Allies: House of Vishnu
Common Enemies: House of Odin, House of Zeus, The Prometheans, The Undergods.
Prefers: Demigods, Angelborn.
Typical Tasks: Dealing with threats from other god houses, or fae, or demons. Going on quests to prove their worthiness, capturing new human servants.
The House of Vishnu
Overview: The house of gods ruled over by Vishnu, most usually those who identify with the Hindu pantheon.
Common Allies: House of Jade, House of Jupiter
Common Enemies: House of Odin, House of Zeus, The Prometheans, The Undergods.
Prefers: Demigods, Angelborn.
Typical Tasks: Dealing with threats from other god houses, or fae, or demons. Going on quests to prove their worthiness, capturing new human servants.
The Undergods
Overview: Gods who are unwelcome in the houses, or choose not to belong. They may identify with no mythological figure or with ones who’re outcast or enemies of the main gods, they form a loose alliance with each other.
Common Allies: The Banished.
Common Enemies: The Godly houses.
Prefers: Demigods, Angelborn.
Typical Tasks: Undermining the god houses, capturing new human servants, dealing with threats from fae or demons.
The House of Jupiter
Overview: The house of gods ruled over by Jupiter, most usually those who identify with the Roman pantheon.
Common Allies: House of Vishnu
Common Enemies: House of Zeus, The Prometheans, The Undergods.
Prefers: Demigods, Angelborn.
Typical Tasks: Dealing with threats from other god houses, or fae, or demons. Going on quests to prove their worthiness, capturing new human servants.
The Prometheans
Overview: The humans that live in the godrealm and oppose the rule of the gods. Seeking to free other humans from their slavery.
Common Allies: Temple, Keepers.
Common Enemies: The God Houses.
Prefers: Non supernaturals.
Typical Tasks: Rescuing humans from the divine houses, helping humans escape the godrealm, sabotage, espionage.
The House of Odin
Overview: The house of gods ruled over by Odin, most usually those who identify with the Norse pantheon.
Common Allies: House of Zeus, House of Ra.
Common Enemies: House of Jade, House of Vishnu, The Prometheans, The Undergods.
Prefers: Demigods, Angelborn.
Typical Tasks: Dealing with threats from other god houses, or fae, or demons. Going on quests to prove their worthiness, capturing new human servants.
The House of Ra
Overview: The house of gods ruled over by Ra, most usually those who identify with the Egyptian pantheon.
Common Allies: House of Zeus, House of Odin
Common Enemies:The Prometheans, The Undergods.
Prefers: Demigods, Angelborn.
Typical Tasks: Dealing with threats from other god houses, or fae, or demons. Going on quests to prove their worthiness, capturing new human servants.
The House of Zeus
Overview: The house of gods ruled over by Zeus, most usually those who identify with the Greek pantheon.
Common Allies: House of Odin, House of Ra.
Common Enemies: House of Jupiter, House of Jade, House of Vishnu, The Prometheans, The Undergods.
Prefers: Demigods, Angelborn.
Typical Tasks: Dealing with threats from other god houses, or fae, or demons. Going on quests to prove their worthiness, capturing new human servants.
The House of Jade
Overview: The house of gods ruled over by the Jade Emperor, most usually those who identify with the Chinese pantheon.
Common Allies: House of Vishnu
Common Enemies: House of Odin, House of Zeus, The Prometheans, The Undergods.
Prefers: Demigods, Angelborn.
Typical Tasks: Dealing with threats from other god houses, or fae, or demons. Going on quests to prove their worthiness, capturing new human servants.
The House of Vishnu
Overview: The house of gods ruled over by Vishnu, most usually those who identify with the Hindu pantheon.
Common Allies: House of Jade, House of Jupiter
Common Enemies: House of Odin, House of Zeus, The Prometheans, The Undergods.
Prefers: Demigods, Angelborn.
Typical Tasks: Dealing with threats from other god houses, or fae, or demons. Going on quests to prove their worthiness, capturing new human servants.
The Undergods
Overview: Gods who are unwelcome in the houses, or choose not to belong. They may identify with no mythological figure or with ones who’re outcast or enemies of the main gods, they form a loose alliance with each other.
Common Allies: The Banished.
Common Enemies: The Godly houses.
Prefers: Demigods, Angelborn.
Typical Tasks: Undermining the god houses, capturing new human servants, dealing with threats from fae or demons.
The House of Jupiter
Overview: The house of gods ruled over by Jupiter, most usually those who identify with the Roman pantheon.
Common Allies: House of Vishnu
Common Enemies: House of Zeus, The Prometheans, The Undergods.
Prefers: Demigods, Angelborn.
Typical Tasks: Dealing with threats from other god houses, or fae, or demons. Going on quests to prove their worthiness, capturing new human servants.
Demigod Veteran
Tier Three Archetype
Supernatural
This archetype represents a human with god blood who’s been supernatural and
active in the supernatural community for at least ten years. See help
demigod lore for more information in general.
Minimum Age: 28
Available Negative Modifiers: Cursed, Crippled.
Available Positive Modifiers: Relic Holder, Demonic Pact Holder,
Fleshformed.
Focuses: Has up to three points to spend on focuses at tier three.
Supernatural
This archetype represents a human with god blood who’s been supernatural and
active in the supernatural community for at least ten years. See help
demigod lore for more information in general.
Minimum Age: 28
Available Negative Modifiers: Cursed, Crippled.
Available Positive Modifiers: Relic Holder, Demonic Pact Holder,
Fleshformed.
Focuses: Has up to three points to spend on focuses at tier three.
Demigod Warrior Focus
Levels: 0, 1, 2, 3, 4
Combat Focus
Requirements: Demigod
This stat represents the ability of demigods to use their supernatural gifts in combat. Each rank offers increased access to physical stats. Demigod Warriors can learn to use day aspects or night aspects to enhance themselves in combat and can choose one of these powers in particular to be enhanced. At max rank Demigod Warriors can learn dual aspects, allowing them to make use of both aspects of day and aspects of night.
[Demigod Warrior One]:
Aspects of Day 1: Exclusive with Aspects of Night; A power tree focused on enhancing melee combat.
Aspects of Night 1: Exclusive with Aspects of Day; A power tree focused on enhancing ranged combat.
Strength 4: Determines inventory limit and influences both social and active combat.
[Demigod Warrior Two]:
Aspects of Day 2: Exclusive with Aspects of Night; A power tree focused on enhancing melee combat.
Aspects of Night 2: Exclusive with Aspects of Day; A power tree focused on enhancing ranged combat.
Stamina 4: Increases stagger recovery rate in combat.
[Demigod Warrior Three]:
Epic Strength: A legendary power that adds additional stagger and doubles your strength, including to over 5.
Immortality: A legendary power that grants you a per-round damage cap and restricts how you can be killed.
Strength 5: Determines inventory limit and influences both social and active combat.
[Demigod Warrior Four]:
Dual Aspects: Allow the purchase and use of both Aspects of Day and Aspects of Night.
Regeneration 3: Maximum proficiency; greatly enhances wound recovery time.
Stamina 5: Maximum proficiency; increases stagger recovery rate in combat.
[Last edited November 10, 2023]
Combat Focus
Requirements: Demigod
This stat represents the ability of demigods to use their supernatural gifts in combat. Each rank offers increased access to physical stats. Demigod Warriors can learn to use day aspects or night aspects to enhance themselves in combat and can choose one of these powers in particular to be enhanced. At max rank Demigod Warriors can learn dual aspects, allowing them to make use of both aspects of day and aspects of night.
[Demigod Warrior One]:
Aspects of Day 1: Exclusive with Aspects of Night; A power tree focused on enhancing melee combat.
Aspects of Night 1: Exclusive with Aspects of Day; A power tree focused on enhancing ranged combat.
Strength 4: Determines inventory limit and influences both social and active combat.
[Demigod Warrior Two]:
Aspects of Day 2: Exclusive with Aspects of Night; A power tree focused on enhancing melee combat.
Aspects of Night 2: Exclusive with Aspects of Day; A power tree focused on enhancing ranged combat.
Stamina 4: Increases stagger recovery rate in combat.
[Demigod Warrior Three]:
Epic Strength: A legendary power that adds additional stagger and doubles your strength, including to over 5.
Immortality: A legendary power that grants you a per-round damage cap and restricts how you can be killed.
Strength 5: Determines inventory limit and influences both social and active combat.
[Demigod Warrior Four]:
Dual Aspects: Allow the purchase and use of both Aspects of Day and Aspects of Night.
Regeneration 3: Maximum proficiency; greatly enhances wound recovery time.
Stamina 5: Maximum proficiency; increases stagger recovery rate in combat.
[Last edited November 10, 2023]
See Also
Demolitions
Levels: 0, 1, 2, 3
Requirements: Rank 2 requires soldier, engineer, general or mogul focus.
Rank 3 requires soldier or engineer focus 3.
This stat represents a character’s ability to acquire and use explosives.
Syntax: breakin (direction)
This command will utilize the demolitions skill of the character to break
through walls and doors. See help breakin.
Demolitions 0
No explosives knowledge
Demolitions 1
Pipe bombs and similar explosives
Demolitions 2
Improvised and military type explosives
Demolitions 3
Can shape explosions and use any type or grade of demolitions equipment.
Requirements: Rank 2 requires soldier, engineer, general or mogul focus.
Rank 3 requires soldier or engineer focus 3.
This stat represents a character’s ability to acquire and use explosives.
Syntax: breakin (direction)
This command will utilize the demolitions skill of the character to break
through walls and doors. See help breakin.
Demolitions 0
No explosives knowledge
Demolitions 1
Pipe bombs and similar explosives
Demolitions 2
Improvised and military type explosives
Demolitions 3
Can shape explosions and use any type or grade of demolitions equipment.
See Also
Demon Warrior Focus
Levels: 0, 1, 2, 3, 4
Combat Focus
Requirements: Demonborn
This stat represents the ability of demonborn to use their inhuman nature in combat. Each rank offers increased access to physical stats. Demon Warriors can learn to use biokinesis to augment themselves in combat. At max rank Demon Warriors can learn demonic metabolism, granting them in-combat regeneration.
[Demon Warrior One]:
Biokinesis 1: A power tree focused on melee combat, especially hardiness.
Strength 4: Determines inventory limit and influences both social and active combat.
[Demon Warrior Two]:
Biokinesis 2: A power tree focused on melee combat, especially hardiness.
[Demon Warrior Three]:
Epic Strength: A legendary power that adds additional stagger and doubles your strength, including to over 5.
Hypernatural Regen: A legendary power that grants phenomenal out of combat regeneration, including from death and dismemberment.
Regeneration 3: Maximum proficiency; greatly enhances wound recovery time.
Stamina 4: Determines inventory limit and influences both social and active combat.
[Demon Warrior Four]:
Demonic Metabolism: Grants a small per-round regeneration of defenses.
Strength 5: Maximum proficiency; Determines inventory limit and influences both social and active combat.
[Last edited August 24, 2021]
Combat Focus
Requirements: Demonborn
This stat represents the ability of demonborn to use their inhuman nature in combat. Each rank offers increased access to physical stats. Demon Warriors can learn to use biokinesis to augment themselves in combat. At max rank Demon Warriors can learn demonic metabolism, granting them in-combat regeneration.
[Demon Warrior One]:
Biokinesis 1: A power tree focused on melee combat, especially hardiness.
Strength 4: Determines inventory limit and influences both social and active combat.
[Demon Warrior Two]:
Biokinesis 2: A power tree focused on melee combat, especially hardiness.
[Demon Warrior Three]:
Epic Strength: A legendary power that adds additional stagger and doubles your strength, including to over 5.
Hypernatural Regen: A legendary power that grants phenomenal out of combat regeneration, including from death and dismemberment.
Regeneration 3: Maximum proficiency; greatly enhances wound recovery time.
Stamina 4: Determines inventory limit and influences both social and active combat.
[Demon Warrior Four]:
Demonic Metabolism: Grants a small per-round regeneration of defenses.
Strength 5: Maximum proficiency; Determines inventory limit and influences both social and active combat.
[Last edited August 24, 2021]
See Also
Demonborn
Tier Two Archetype
Supernatural
This archetype represents humans with some demon blood in them, but those
who are fairly new and inexperienced with their powers. See help demonborn
lore for more information.
Minimum Age: 18
Available Negative Modifiers: Mentally Ill, Injured, Ill, Addicted.
Available Positive Modifiers: Relic Holder, Demonic Pact Holder,
Fleshformed.
Focuses: Has one point to spend on focus stats at tier two.
Supernatural
This archetype represents humans with some demon blood in them, but those
who are fairly new and inexperienced with their powers. See help demonborn
lore for more information.
Minimum Age: 18
Available Negative Modifiers: Mentally Ill, Injured, Ill, Addicted.
Available Positive Modifiers: Relic Holder, Demonic Pact Holder,
Fleshformed.
Focuses: Has one point to spend on focus stats at tier two.
Demonborn Lore
Also Read: Help Demonborn Mechanics
The demonborn are a disparate group, while some are indeed the descendants
of human and demon couplings these are very rare, far more common are humans
who were affected by demonic forces while still in the womb. The result is
basically the same however, a human who is in some small part demon. The
demonborn tend to be physically stronger and hardier than most humans, also
with a much higher tolerance for heat. Many find themselves drawn to and
interested in fire as well. The demonborn are also infected with the innate
demonic sadism. They derive physical pleasure from the pain, discomfort or
unhappiness of others. While this isn’t enough to make all of them turn
into psychopaths it does turn a lot and others tend to settle into some
lifestyle or profession that allows them to get their fix. They are
commonly found as dominatrixes or in pain oriented kinky relationships, or
in professions such as soldiers, police, criminals, or professional
fighters.
The blood of the demonborn is a potent mystical chemical accelerant. It
will augment any natural chemical reaction such as those of explosives. A
drop of blood into the gunpowder of a bullet can double its penetrative
power, while a glass of it can make any bomb much more deadly.
Today demonborn genes are erratic like other supernatural genes. Usually
activating only once every three of four generations. The chances of any of
your direct family also being active demonborn is astronomically small, but
it possible for a grandparent or great grandparent to be. There’s also a
decent chance that twins, both fraternal and identical will share the trait
if one has it.
Demonborn much like faeborn and angelborn can be either latent, passive or
active.
Latents are effectively entirely human, but there is a chance that at some
point in their adult lift the latent genes will activate and they will
become either active or passive.
Passive demonborns are mostly human but then tend to be a bit stronger and
hardier than most, have more tolerance for hot temperatures as well as
possessing the innate demonic sadism and the properties of their blood.
Active demonborns are passives until around the end of puberty, usually
seventeen to nineteen, when they activate. They also sometimes activate
later in life, although this is very rare in people not living near the
Gate. As well as the effects of passive demonborns actives also gain other
supernatural powers.
Note: Demonborns are physically entirely human in appearance.
The demonborn are a disparate group, while some are indeed the descendants
of human and demon couplings these are very rare, far more common are humans
who were affected by demonic forces while still in the womb. The result is
basically the same however, a human who is in some small part demon. The
demonborn tend to be physically stronger and hardier than most humans, also
with a much higher tolerance for heat. Many find themselves drawn to and
interested in fire as well. The demonborn are also infected with the innate
demonic sadism. They derive physical pleasure from the pain, discomfort or
unhappiness of others. While this isn’t enough to make all of them turn
into psychopaths it does turn a lot and others tend to settle into some
lifestyle or profession that allows them to get their fix. They are
commonly found as dominatrixes or in pain oriented kinky relationships, or
in professions such as soldiers, police, criminals, or professional
fighters.
The blood of the demonborn is a potent mystical chemical accelerant. It
will augment any natural chemical reaction such as those of explosives. A
drop of blood into the gunpowder of a bullet can double its penetrative
power, while a glass of it can make any bomb much more deadly.
Today demonborn genes are erratic like other supernatural genes. Usually
activating only once every three of four generations. The chances of any of
your direct family also being active demonborn is astronomically small, but
it possible for a grandparent or great grandparent to be. There’s also a
decent chance that twins, both fraternal and identical will share the trait
if one has it.
Demonborn much like faeborn and angelborn can be either latent, passive or
active.
Latents are effectively entirely human, but there is a chance that at some
point in their adult lift the latent genes will activate and they will
become either active or passive.
Passive demonborns are mostly human but then tend to be a bit stronger and
hardier than most, have more tolerance for hot temperatures as well as
possessing the innate demonic sadism and the properties of their blood.
Active demonborns are passives until around the end of puberty, usually
seventeen to nineteen, when they activate. They also sometimes activate
later in life, although this is very rare in people not living near the
Gate. As well as the effects of passive demonborns actives also gain other
supernatural powers.
Note: Demonborns are physically entirely human in appearance.
See Also
Demonborn Mechanics
demonborn modifiers
Demonborn may select from the following modifiers:
(T2) Demonborn:
Negative Modifiers: Addicted, Injured, Ill, Mentally Ill
Positive Modifiers: Relic Holder, Fleshformed, Demonic Pact Holder
(T3) Demonborn Veteran:
Negative Modifiers: Crippled, Cursed
Positive Modifiers: Relic Holder, Fleshformed, Demonic Pact Holder
(T4) Ageless Demonborn:
Negative Modifiers: Crippled
Positive Modifiers: Fleshformed, Demonic Pact Holder
[Last edited May 18, 2022]
(T2) Demonborn:
Negative Modifiers: Addicted, Injured, Ill, Mentally Ill
Positive Modifiers: Relic Holder, Fleshformed, Demonic Pact Holder
(T3) Demonborn Veteran:
Negative Modifiers: Crippled, Cursed
Positive Modifiers: Relic Holder, Fleshformed, Demonic Pact Holder
(T4) Ageless Demonborn:
Negative Modifiers: Crippled
Positive Modifiers: Fleshformed, Demonic Pact Holder
[Last edited May 18, 2022]
See Also
Demonborn Powers
Powers are one of the things that set supernatural bloodlines apart from mere humans; they are manifestations of either supernatural power in general or of the inherent strengths of a given bloodline. In general, powers are not restricted solely by tier — what is accessible to a tier 3 demigod may be accessible to a tier 2 demonborn, or may perhaps only be available to certain subtypes of demigods. All the powers listed below have their own helpfile, but here is a short summary of each for quick reference. Powers that require specific non-demonborn foci that would still be available to demonborn are not listed.
[Demonborn Innates]:
You may only select one innate ability.
Demonic Cry: You can wail to deafen others around you.
Demonic Seduction: Attempts to resist any psychic pressures from you using lust are penalized.
Enrage: Attempts to resist any psychic pressures from you using anger are penalized.
Rage Fueled: You can enrage to both take and deal more damage in combat.
[Demonborn Tier One]:
Acute Hearing: Especially keen hearing. Can hear from more rooms away.
Acute Sight: Especially keen vision.
Acute Smell: Especially keen smell; can track others by scent.
Hypnotism: Level one hypnotism allows supernaturals to place people in a trance.
Obfuscate: Hides your supernatural aura; you will always appear human.
Pathing: The ability to use travel pathing to access rooms on roomlist.
Regeneration: Level one regeneration allows faster recovery from basic and severe wounds.
[Demonborn Tier Two]:
Hypnotism: Level two hypnotism allows infliction of amnesia and simple instructions.
Psychic Persuasion: The ability to subtly persuade others to do your bidding via psychic pressures.
[Demonborn Tier Three]:
Ageless: You become immortal and stop aging.
Branding: A semi-permanent means of marking your property or thralls that grants powers over them.
Hypnotism: Level three and four hypnotism allows body, triggered, and locked instructions.
Night Vision: The ability to see in darkness.
Regeneration: Demon Warrior 3: level three regeneration further enhances recovery time.
[Demonborn Tier Four]:
Demonic Metabolism: Demon Warrior 4; regen some defenses every combat round.
Electropathic: You can use electronics, such as your phone, psychically.
Super Jumping: The ability to jump far, land without harm, and close gaps in combat.
[Demonborn Combat Abilities]:
Biokinesis: Demon Warrior only; melee and defence enhancement.
[Demonborn Legendaries]:
Armored: Demidemon (T5) only; bonus natural armour and PC attacks do half damage.
Epic Strength: Strength 3+ AND Demon Warrior 3; doubles effective strength, adds melee stagger.
Hypernatural Regen: Demon Warrior 3; massive regeneration out of combat; heal even missing limbs and death.
[Last edited August 17, 2021]
[Demonborn Innates]:
You may only select one innate ability.
Demonic Cry: You can wail to deafen others around you.
Demonic Seduction: Attempts to resist any psychic pressures from you using lust are penalized.
Enrage: Attempts to resist any psychic pressures from you using anger are penalized.
Rage Fueled: You can enrage to both take and deal more damage in combat.
[Demonborn Tier One]:
Acute Hearing: Especially keen hearing. Can hear from more rooms away.
Acute Sight: Especially keen vision.
Acute Smell: Especially keen smell; can track others by scent.
Hypnotism: Level one hypnotism allows supernaturals to place people in a trance.
Obfuscate: Hides your supernatural aura; you will always appear human.
Pathing: The ability to use travel pathing to access rooms on roomlist.
Regeneration: Level one regeneration allows faster recovery from basic and severe wounds.
[Demonborn Tier Two]:
Hypnotism: Level two hypnotism allows infliction of amnesia and simple instructions.
Psychic Persuasion: The ability to subtly persuade others to do your bidding via psychic pressures.
[Demonborn Tier Three]:
Ageless: You become immortal and stop aging.
Branding: A semi-permanent means of marking your property or thralls that grants powers over them.
Hypnotism: Level three and four hypnotism allows body, triggered, and locked instructions.
Night Vision: The ability to see in darkness.
Regeneration: Demon Warrior 3: level three regeneration further enhances recovery time.
[Demonborn Tier Four]:
Demonic Metabolism: Demon Warrior 4; regen some defenses every combat round.
Electropathic: You can use electronics, such as your phone, psychically.
Super Jumping: The ability to jump far, land without harm, and close gaps in combat.
[Demonborn Combat Abilities]:
Biokinesis: Demon Warrior only; melee and defence enhancement.
[Demonborn Legendaries]:
Armored: Demidemon (T5) only; bonus natural armour and PC attacks do half damage.
Epic Strength: Strength 3+ AND Demon Warrior 3; doubles effective strength, adds melee stagger.
Hypernatural Regen: Demon Warrior 3; massive regeneration out of combat; heal even missing limbs and death.
[Last edited August 17, 2021]
See Also
Demonborn Stat
Levels: 0, 1
Requirements: Non-Supernatural
This stat makes your character considered a demonborn, even if they do not have a demonborn archetype; it represents latent or passive blood.
[Last edited August 25, 2021]
Requirements: Non-Supernatural
This stat makes your character considered a demonborn, even if they do not have a demonborn archetype; it represents latent or passive blood.
[Last edited August 25, 2021]
See Also
Demonborn Veteran
Tier Three Archetype
Supernatural
This archetype represents a human with demon blood who’s been supernatural
and active in the supernatural community for at least ten years. See help
demonborn lore for more information in general.
Minimum Age: 28
Available Negative Modifiers: Cursed, Crippled.
Available Positive Modifiers: Relic Holder, Demonic Pact Holder,
Fleshformed
Focuses: Has up to three points to spend on focuses at tier three.
Supernatural
This archetype represents a human with demon blood who’s been supernatural
and active in the supernatural community for at least ten years. See help
demonborn lore for more information in general.
Minimum Age: 28
Available Negative Modifiers: Cursed, Crippled.
Available Positive Modifiers: Relic Holder, Demonic Pact Holder,
Fleshformed
Focuses: Has up to three points to spend on focuses at tier three.
Demonic Cry
Levels: 0, 1
Requirements: Demonborn
Characters with this power can use the command wail to let out an ear
piercing scream that renders everyone nearby deaf for some time afterwards.
Requirements: Demonborn
Characters with this power can use the command wail to let out an ear
piercing scream that renders everyone nearby deaf for some time afterwards.
Demonic Metabolism
Levels: 0, 3
Requirements: Demon warrior 4
This stat grants a character a small amount of regeneration of their
defenses every combat round.
Requirements: Demon warrior 4
This stat grants a character a small amount of regeneration of their
defenses every combat round.
Demonic Pact Holder
Positive Tier Modifier
Replaceable: No.
This modifier represents a character who’s made a deal with a demon in
return for increased power and abilities. It cannot be taken by those with
story off and any SRs you trust to advanced will be able to see you have a
demonic pact. You can use describe pact to write a description of your
demonic deal visible to any advanced trusted SRs who look you up to enable
them to emit your demonic patron. Furthermore demonic pact holds who don’t
engage in a basic level of antagonistic RP(RPing with people who have been
captured and bound) will face debuffs to their lifeforce as their patron
punishes them. Demonic pacts once made can never be broken or escaped from.
Characters with pacts are considered to be demonborn for stat restrictions
and requirements.
Replaceable: No.
This modifier represents a character who’s made a deal with a demon in
return for increased power and abilities. It cannot be taken by those with
story off and any SRs you trust to advanced will be able to see you have a
demonic pact. You can use describe pact to write a description of your
demonic deal visible to any advanced trusted SRs who look you up to enable
them to emit your demonic patron. Furthermore demonic pact holds who don’t
engage in a basic level of antagonistic RP(RPing with people who have been
captured and bound) will face debuffs to their lifeforce as their patron
punishes them. Demonic pacts once made can never be broken or escaped from.
Characters with pacts are considered to be demonborn for stat restrictions
and requirements.
Demonic Seduction
Levels: 0, 1
Requirements: Demonborn
Characters with this power receive bonuses to any attempts to hypnotize or
psychically influence someone if lust is one of the pressures chosen by
their victim.
Requirements: Demonborn
Characters with this power receive bonuses to any attempts to hypnotize or
psychically influence someone if lust is one of the pressures chosen by
their victim.
Demons
Demons are biological weapons, fashioned a long time ago by wizards in an
attempt to win a war. They now run that world, which is called hell. There
are billions of demons in hell and more are regularly being made. Hell is
run by a group of archdemons, believed to be about twelve. These are
unbelievably powerful sorcerer demons and are responsible for running hell
as well as creating most of the other types of demons.
Several of the upper echelons of demons, including archdemons, can influence
earth, they have the ability to reach their magic across to affect things.
They use this power to make things worse where they can and often to improve
the life of those who agree to do their bidding on earth.
When they were first created demons were given a vulnerability to quartz in
order to make controlling them easier. While this ultimately failed they
and their decendants still have this weakness today. Even powerful demons
may be incapacitated by a quartz stake through the chest and demonborn all
become weakened when struck by quartz weapons.
attempt to win a war. They now run that world, which is called hell. There
are billions of demons in hell and more are regularly being made. Hell is
run by a group of archdemons, believed to be about twelve. These are
unbelievably powerful sorcerer demons and are responsible for running hell
as well as creating most of the other types of demons.
Several of the upper echelons of demons, including archdemons, can influence
earth, they have the ability to reach their magic across to affect things.
They use this power to make things worse where they can and often to improve
the life of those who agree to do their bidding on earth.
When they were first created demons were given a vulnerability to quartz in
order to make controlling them easier. While this ultimately failed they
and their decendants still have this weakness today. Even powerful demons
may be incapacitated by a quartz stake through the chest and demonborn all
become weakened when struck by quartz weapons.
deposit
Syntax: deposit <amount>
Here at Haven a fully functional banking system is in use to save players
from carrying around all of their hard earned cash. The deposit command
lets you deposit money at a bank, from which it can later be withdrawn.
————————————————————
Here at Haven a fully functional banking system is in use to save players
from carrying around all of their hard earned cash. The deposit command
lets you deposit money at a bank, from which it can later be withdrawn.
————————————————————
DescLock
Syntax: Desklock (target)
Desklock (target) longterm
This command can only be used on unconscious or bound victims, it renders
them unable to change their own description for some time afterwards.
Normally about a day.
If used with the longterm argument it lasts much longer, about six weeks.
Using this version of the command, however, is a violation to Sanctuary.
Desklock (target) longterm
This command can only be used on unconscious or bound victims, it renders
them unable to change their own description for some time afterwards.
Normally about a day.
If used with the longterm argument it lasts much longer, about six weeks.
Using this version of the command, however, is a violation to Sanctuary.
describe
Syntax is :describe <location>
Valid locations: self, lowerarms, upperarms, feet, lowerlegs, thighs,
groin, arse, lowerback, upperback, lowerchest, breasts, upperchest, neck,
hands, lowerface, forehead, hair, eyes, smell, taste, wolf
wolfchangeto, wolfchangefrom, merchangeto, merchangefrom, radioaction,
makeuplight, makeupmedium, makeupheavy
Used to describe your character.
Alt Syntax: describe replace/append (location) (new string)
This syntax allows someone to easily on the fly replace part of their
description or append to part of it. It will keep all formatting
around the original description intact, such as the number for it’s order and
any spaces or empty lines after it.
Taste is determined by your archetype automatically, though you may add extra
information which would primarily be impacted by your character’s dietary, drug,
and alcohol habits.
Radioaction is echoed to the room whenever you use a command such as fsay.
So for example, “$n lifts $s sleeve and speaks into the cuff.” would echo
“Jane lifts her sleeve and speaks into the cuff”.
Valid locations: self, lowerarms, upperarms, feet, lowerlegs, thighs,
groin, arse, lowerback, upperback, lowerchest, breasts, upperchest, neck,
hands, lowerface, forehead, hair, eyes, smell, taste, wolf
wolfchangeto, wolfchangefrom, merchangeto, merchangefrom, radioaction,
makeuplight, makeupmedium, makeupheavy
Used to describe your character.
Alt Syntax: describe replace/append (location) (new string)
This syntax allows someone to easily on the fly replace part of their
description or append to part of it. It will keep all formatting
around the original description intact, such as the number for it’s order and
any spaces or empty lines after it.
Taste is determined by your archetype automatically, though you may add extra
information which would primarily be impacted by your character’s dietary, drug,
and alcohol habits.
Radioaction is echoed to the room whenever you use a command such as fsay.
So for example, “$n lifts $s sleeve and speaks into the cuff.” would echo
“Jane lifts her sleeve and speaks into the cuff”.
See Also
description
See help descriptions
Descriptions
How your character looks is entirely up to you.
The intro command sets the string people see you as before they have you
remembered, for example. A tall man with black hair and blue eyes. When
writing an intro it is a good idea to be a little distinctive with it, also
to avoid judgments or personality characteristics.
When used in another form such as wolf or wolfman it sets the intro for that
form.
The describe command is used to set what people see when they look at your
character with the look command.
Syntax: describe <location> Valid locations: self, hands, lowerarms,
upperarms, feet, lowerlegs, thighs, groin, arse, lowerback, upperback,
lowerchest, breasts, upperchest, neck, lowerface, forehead, hair, eyes,
smell, taste, wolf, wolfman, animal.
Syntax: describe order <location> number
This syntax allows you to set the order in which your described
elements appear.
Descs are displayed together without spaces or new lines unless you enter
them, individual parts of the desc will disappear when that part of your
body is concealed. You should not use . F when making a description, nor
insert line breaks unless you’re sure you want them. Descriptions will wrap
automatically.
You can also use the detail command to add more information to your
character only seen when you look at or are shown certain bodyparts.
See help detail for more information.
You can use the change command with eyecolor, haircolor or hairdye
to set your character’s genetic eye and hair color, as well as the
color of dye they’re using.
You can use describe file to make notes on your character other members of
your society can look up, and describe classified to make notes on your
character leaders of your society can look up.
The intro command sets the string people see you as before they have you
remembered, for example. A tall man with black hair and blue eyes. When
writing an intro it is a good idea to be a little distinctive with it, also
to avoid judgments or personality characteristics.
When used in another form such as wolf or wolfman it sets the intro for that
form.
The describe command is used to set what people see when they look at your
character with the look command.
Syntax: describe <location> Valid locations: self, hands, lowerarms,
upperarms, feet, lowerlegs, thighs, groin, arse, lowerback, upperback,
lowerchest, breasts, upperchest, neck, lowerface, forehead, hair, eyes,
smell, taste, wolf, wolfman, animal.
Syntax: describe order <location> number
This syntax allows you to set the order in which your described
elements appear.
Descs are displayed together without spaces or new lines unless you enter
them, individual parts of the desc will disappear when that part of your
body is concealed. You should not use . F when making a description, nor
insert line breaks unless you’re sure you want them. Descriptions will wrap
automatically.
You can also use the detail command to add more information to your
character only seen when you look at or are shown certain bodyparts.
See help detail for more information.
You can use the change command with eyecolor, haircolor or hairdye
to set your character’s genetic eye and hair color, as well as the
color of dye they’re using.
You can use describe file to make notes on your character other members of
your society can look up, and describe classified to make notes on your
character leaders of your society can look up.
Desire
This command allows a player to project his or her character’s desires. If the target is one that’s sensitive to desires, such as angelborn characters, he or she will feel an urge to fulfill that desire. However, this wish to fulfill the desire is usually less strong than the originator’s desire to have it fulfilled. Characters other than angelborn may become sensitive to desires, such as natural humans during a domination scheme. As a general rule, most desires should begin with a verb in order to display correctly.
Syntax: desire (degree) (desire) Or desire (person) (degree) (desire)
Valid degrees are: mild, moderate, or strong.
Example: Steve types, “desire moderate demonstrate proper use of the desire syntax“
Result: “You slightly want to help Steve fulfil his desire to demonstrate proper use of the desire syntax.”
Note that a period is automatically appended for you; adding one yourself will result in a double period.
You can use wdesire to use a desire and wish command simultaneously.
Syntax: desire (degree) (desire) Or desire (person) (degree) (desire)
Valid degrees are: mild, moderate, or strong.
Example: Steve types, “desire moderate demonstrate proper use of the desire syntax“
Result: “You slightly want to help Steve fulfil his desire to demonstrate proper use of the desire syntax.”
Note that a period is automatically appended for you; adding one yourself will result in a double period.
You can use wdesire to use a desire and wish command simultaneously.
See Also
Desmond King
Overview: Desmond King is the leader of the largest criminal gang in Boston, composed mostly of African Americans they run or get a cut of almost all street level crime in Boston and the surroundings.
Common Allies: None
Common Enemies: FBI, Sheriff, Interpol, Rockfield Bounties.
Prefers: Underworld Contacts
Typical Tasks: Drug dealing, robbery, prostitution.
Common Allies: None
Common Enemies: FBI, Sheriff, Interpol, Rockfield Bounties.
Prefers: Underworld Contacts
Typical Tasks: Drug dealing, robbery, prostitution.
See Also
Destiny
Destinies are stories from the nightmare world that start to cross over
into the real world, reshaping reality to make it follow a certain pattern.
This system can be used to have more control over your character’s stories.
Once destinies have been created they will sit on a list and automatically
be offered to eligible participants.
Destiny List
Show a list of all possible destinies for your character.
Destiny interest (number) (rolename)
-Flag a destiny as of particulr interest, making you more likely to be offered it.
Destiny offer (number) (roleone/roletwo) (character)
-Offer a destiny to someone else, selecting the role you
are wanting to play.
Destiny accept/reject
-Respond to an automatic or manual destiny offer.
Destiny scenes
-List the next scene in each of the destinties you are apart of.
Destiny offerscene (number)
-Suggest the characters undertake the next scene in the story.
Destiny sceneaccept
-Accept a scene offer and start the scene, if there are multiple
conclusion scenes offered, will have to enter which one you want.
Destiny drop (number)
-Drop out of a destiny.
Delete destiny (number)
-Delete a destiny you’ve created as long as it’s within two hours of creation.
Make destiny
-Enter an editor to setup your destiny, see help making destinies
Destiny block (number) (rolename)
-Flag a destiny so you will never be offered it for that role.
Destiny info (number)
-See more information on a given destiny.
destiny request (number) (rolename) or destiny request (character name)
-Try to obtain a destiny, must be at least tier 2.
into the real world, reshaping reality to make it follow a certain pattern.
This system can be used to have more control over your character’s stories.
Once destinies have been created they will sit on a list and automatically
be offered to eligible participants.
Destiny List
Show a list of all possible destinies for your character.
Destiny interest (number) (rolename)
-Flag a destiny as of particulr interest, making you more likely to be offered it.
Destiny offer (number) (roleone/roletwo) (character)
-Offer a destiny to someone else, selecting the role you
are wanting to play.
Destiny accept/reject
-Respond to an automatic or manual destiny offer.
Destiny scenes
-List the next scene in each of the destinties you are apart of.
Destiny offerscene (number)
-Suggest the characters undertake the next scene in the story.
Destiny sceneaccept
-Accept a scene offer and start the scene, if there are multiple
conclusion scenes offered, will have to enter which one you want.
Destiny drop (number)
-Drop out of a destiny.
Delete destiny (number)
-Delete a destiny you’ve created as long as it’s within two hours of creation.
Make destiny
-Enter an editor to setup your destiny, see help making destinies
Destiny block (number) (rolename)
-Flag a destiny so you will never be offered it for that role.
Destiny info (number)
-See more information on a given destiny.
destiny request (number) (rolename) or destiny request (character name)
-Try to obtain a destiny, must be at least tier 2.
See Also
Detail
Syntax: detail (location) (over/under)
This command allows you to add more detail to a body area, over details are
always seen, under details only when the area is exposed. Details do not
show up by default but only if an area is looked at or shown. You can show
people areas with show (location) (person), location being a bodyspot or
head/torso/legs/back/chest/everything.
You can look at locations with look (person) (location.) This will show all
the clothes and jewelry in that location, as well as the visible
descriptions and details.
This command allows you to add more detail to a body area, over details are
always seen, under details only when the area is exposed. Details do not
show up by default but only if an area is looked at or shown. You can show
people areas with show (location) (person), location being a bodyspot or
head/torso/legs/back/chest/everything.
You can look at locations with look (person) (location.) This will show all
the clothes and jewelry in that location, as well as the visible
descriptions and details.
Develop
The develop command is used to create new plots or edit some features of
existing ones to build houses and shops.
Syntax: develop buyland (direction) (house/shop) (east-west length)
(north-south length)
Used in the inner forest to buy a plot of land of the specified size, you
must be standing on a street or road to use it.
Syntax: develop clear
Start the process of chopping down trees in the area in order to claim the
land as property or build a road. This takes approx 90 mins and costs $0.
Syntax: develop claimland
Used in the outer forest or on other worlds to claim a single room of the area
as your property, it has to be cleared first however.
Syntax: develop makeroad (road name)
Start the process of making a road in a cleared area, once you begin you will
be able to write a description for the road. Takes approx 45 mins and costs $20.
Syntax: develop paveroad (new road name)
Start the process of turning a dirt road into a paved road. Paved roads last
longer against regrowth and allows some vehicles to drive faster on them. This
takes approx 60 mins and costs $100.
Syntax: Develop relay (new name)
Change the name and/or description of a road room.
Syntax: develop dig shallow/deep
Digs a pit in your property and fill it with water, turning a land room into
a water room. This takes approx 60 mins.
Syntax: develop fillin
Drain and fill in a pit, turning a water room back into a land room.
Syntax: develop sanctify (name)
Sanctify a room to a particular Eidolon. You must have blood obtained through
the victimization command and rights to decorate the room.
Syntax: develop desanctify
Purge the influence of the Eidolon from the area.
Development tasks save their progress an can be resumed later, and can be
done by multiple people to reduce time taken and fatigue.
existing ones to build houses and shops.
Syntax: develop buyland (direction) (house/shop) (east-west length)
(north-south length)
Used in the inner forest to buy a plot of land of the specified size, you
must be standing on a street or road to use it.
Syntax: develop clear
Start the process of chopping down trees in the area in order to claim the
land as property or build a road. This takes approx 90 mins and costs $0.
Syntax: develop claimland
Used in the outer forest or on other worlds to claim a single room of the area
as your property, it has to be cleared first however.
Syntax: develop makeroad (road name)
Start the process of making a road in a cleared area, once you begin you will
be able to write a description for the road. Takes approx 45 mins and costs $20.
Syntax: develop paveroad (new road name)
Start the process of turning a dirt road into a paved road. Paved roads last
longer against regrowth and allows some vehicles to drive faster on them. This
takes approx 60 mins and costs $100.
Syntax: Develop relay (new name)
Change the name and/or description of a road room.
Syntax: develop dig shallow/deep
Digs a pit in your property and fill it with water, turning a land room into
a water room. This takes approx 60 mins.
Syntax: develop fillin
Drain and fill in a pit, turning a water room back into a land room.
Syntax: develop sanctify (name)
Sanctify a room to a particular Eidolon. You must have blood obtained through
the victimization command and rights to decorate the room.
Syntax: develop desanctify
Purge the influence of the Eidolon from the area.
Development tasks save their progress an can be resumed later, and can be
done by multiple people to reduce time taken and fatigue.
See Also
devour
Dexterity
Levels: -1, 0, 1, 2, 3
Requirements: Rank 2 requires Blade Disciple, Gun Disciple or Tier 3.
Rank 3 requires Blade Disciple 3 or Gun Disciple 3
This stat determines how physical dexterous your character is. This impacts
things such as hand-eye coordination and agility. It is used to determine if
you can pin someone and is the primary stat checked defensively in fist fights
as well as social attacks.
Dexterity -1
Clumsier than the average person
Dexterity 0
Dexterous as the average person
Dexterity 1
More dexterous than most people
Dexterity 2
Amongst the most dexterous of people; martial artists and fighter pilots
Dexterity 3
Supernaturally dexterous; catching thrown knives by the handle
Requirements: Rank 2 requires Blade Disciple, Gun Disciple or Tier 3.
Rank 3 requires Blade Disciple 3 or Gun Disciple 3
This stat determines how physical dexterous your character is. This impacts
things such as hand-eye coordination and agility. It is used to determine if
you can pin someone and is the primary stat checked defensively in fist fights
as well as social attacks.
Dexterity -1
Clumsier than the average person
Dexterity 0
Dexterous as the average person
Dexterity 1
More dexterous than most people
Dexterity 2
Amongst the most dexterous of people; martial artists and fighter pilots
Dexterity 3
Supernaturally dexterous; catching thrown knives by the handle
See Also
Dice Rolling Policy
Dice Rolling Policy
Haven does not let players settle IC actions, or whether they succeed, with dice of their own. Between players, the compete system combined with player judgment is favored. The responsibility for the direction a story takes is with the players involved and not random chance.
Storyrunner rolls
The one sanctioned use of dice for IC outcomes is a roll a storyrunner sets. When the storyrunner running a scene wants chance to decide how something turns out, they call for a roll: the player says what they are attempting and with which stats using try, others may help with assist, the storyrunner sets the difficulty with rollchallenge, and the player types roll. A storyrunner can ask for a roll with calltry.
–A roll only happens with a storyrunner in the room, and only the storyrunner sets the challenge.
–The storyrunner decides whether something needs a roll at all. Most things in a scene still come down to the players’ own judgment.
Dreamworlds
Dreamworlds are an exception where dice were implemented to accommodate stat and game systems of the designer’s imagination. This was done to make dreamworlds easier to create since many players are most familiar with games that utilize dice rolling.
See also: help roll, help try, help compete.
Haven does not let players settle IC actions, or whether they succeed, with dice of their own. Between players, the compete system combined with player judgment is favored. The responsibility for the direction a story takes is with the players involved and not random chance.
Storyrunner rolls
The one sanctioned use of dice for IC outcomes is a roll a storyrunner sets. When the storyrunner running a scene wants chance to decide how something turns out, they call for a roll: the player says what they are attempting and with which stats using try, others may help with assist, the storyrunner sets the difficulty with rollchallenge, and the player types roll. A storyrunner can ask for a roll with calltry.
–A roll only happens with a storyrunner in the room, and only the storyrunner sets the challenge.
–The storyrunner decides whether something needs a roll at all. Most things in a scene still come down to the players’ own judgment.
Dreamworlds
Dreamworlds are an exception where dice were implemented to accommodate stat and game systems of the designer’s imagination. This was done to make dreamworlds easier to create since many players are most familiar with games that utilize dice rolling.
See also: help roll, help try, help compete.
See Also
Diminish
Syntax: diminish (0-100)
diminish offer (person) (0-100)
diminish accept
diminish round (1-99)
diminish longterm (1-99) (hours) visible/invisible/combatvisible
This command allows people to low their damage when fighting PCs to the
selected percentage. Using dimish 50 for instance will make you do half
damage. It has no echo to others, diminish 0 or diminish 100 will clear it
as will logging off for a while. Using the command by itself shows what
you’re currently set at.
This allows players to represent their characters being weaker for any RP
reason, or pulling their punches/faking weakness.
An alternate syntax allows you to offer someone a diminishment pact, with
diminish offer (person) (number) If someone accepts this you will both be
set to be diminished to the preset amount. You can diminish yourself
further if you wish, but if you try and set your diminish higher it will
cancel the pact for both people. This will also be automatically canceled
if the two people aren’t in the same room. It is useful for people who want
to engage in a coded fight, but also want to draw it out.
Using diminish round (number) will diminish only your next source of
damage and will also echo to the room that you’ve done so. It is useful
for people who want to RP some IC event causing a temporary weakness
in their fighting.
Using diminish longterm will allow you to debuff your character for several hours, or
even days or weeks. This will always echo to the room you are in and if done with the
visible toggle will also show in your look info, if done with invisible won’t be seen,
and if combatvisible will appear to others when you enter a fight.
diminish offer (person) (0-100)
diminish accept
diminish round (1-99)
diminish longterm (1-99) (hours) visible/invisible/combatvisible
This command allows people to low their damage when fighting PCs to the
selected percentage. Using dimish 50 for instance will make you do half
damage. It has no echo to others, diminish 0 or diminish 100 will clear it
as will logging off for a while. Using the command by itself shows what
you’re currently set at.
This allows players to represent their characters being weaker for any RP
reason, or pulling their punches/faking weakness.
An alternate syntax allows you to offer someone a diminishment pact, with
diminish offer (person) (number) If someone accepts this you will both be
set to be diminished to the preset amount. You can diminish yourself
further if you wish, but if you try and set your diminish higher it will
cancel the pact for both people. This will also be automatically canceled
if the two people aren’t in the same room. It is useful for people who want
to engage in a coded fight, but also want to draw it out.
Using diminish round (number) will diminish only your next source of
damage and will also echo to the room that you’ve done so. It is useful
for people who want to RP some IC event causing a temporary weakness
in their fighting.
Using diminish longterm will allow you to debuff your character for several hours, or
even days or weeks. This will always echo to the room you are in and if done with the
visible toggle will also show in your look info, if done with invisible won’t be seen,
and if combatvisible will appear to others when you enter a fight.
Diplomatic Patrol Events
Diplomatic patrols do not require you to be moving around the grid, but are aided slightly if you choose to do so. Every few minutes you will visibly check your phone while on a diplomatic patrol; this is visible to others in the room with you.
[Event One]:
The Syndicate abduct another character from the grid and put them into a holding cell before announcing an auction. All characters with the diplomatic patrol habit will be able to make their way to the auction site and bid on getting their hands on the victim. They won’t know who the victim is, but can bribe officials for hints as to their identity. At the conclusion of the bidding the winner will able able to collect the victim at the bidding location for the next several minutes; if they fail to do this, the victim will be sold to the next-highest bidder. Bids come from the finances you have in your bank account, and new bids supersede earlier ones.
patrol bribe : Pay $25 for a random piece of information on the victim.
patrol bid <n> : Make a blind bid of $n for the victim, to be charged if you win.
patrol collect : When in the Town Hall Meeting Room, collect your helpless victim if you’ve won.
[Event Two]:
A member of a subfaction comes to Haven in order to try and make a deal. All characters with the diplomatic patrol habit will be able to make their way to the meeting room to make their case. There they can pledge influence to their side, modified by their relationship with that subfaction, which will go through whenever they next emote. Whichever side contributes the most influence will receive society resources from the subfactions support. The amount of resources your society receives is related to your influence contribution, but not at a one-to-one ratio.
patrol influence (amount)
[Event Three]:
Someone who needs to be bribed is identified by the society. You and other society members will have to go to this location in order to give the NPC the money. You’ll have a general idea of how much to give them, but if you give too little the amount will increase. Upon success, those involved will receive Roleplay Experience and personal karma. Once at the location, you will need to roleplay and wait to enough time has passed before you can make the bribe, which should be formatted with dollars and cents, i.e., 10.00, 50.00, and so on.
give <n> dollars <npc> : Bribes the npc using your cash on-hand.
[Last edited July 5, 2022]
yes
[Event One]:
The Syndicate abduct another character from the grid and put them into a holding cell before announcing an auction. All characters with the diplomatic patrol habit will be able to make their way to the auction site and bid on getting their hands on the victim. They won’t know who the victim is, but can bribe officials for hints as to their identity. At the conclusion of the bidding the winner will able able to collect the victim at the bidding location for the next several minutes; if they fail to do this, the victim will be sold to the next-highest bidder. Bids come from the finances you have in your bank account, and new bids supersede earlier ones.
patrol bribe : Pay $25 for a random piece of information on the victim.
patrol bid <n> : Make a blind bid of $n for the victim, to be charged if you win.
patrol collect : When in the Town Hall Meeting Room, collect your helpless victim if you’ve won.
[Event Two]:
A member of a subfaction comes to Haven in order to try and make a deal. All characters with the diplomatic patrol habit will be able to make their way to the meeting room to make their case. There they can pledge influence to their side, modified by their relationship with that subfaction, which will go through whenever they next emote. Whichever side contributes the most influence will receive society resources from the subfactions support. The amount of resources your society receives is related to your influence contribution, but not at a one-to-one ratio.
patrol influence (amount)
[Event Three]:
Someone who needs to be bribed is identified by the society. You and other society members will have to go to this location in order to give the NPC the money. You’ll have a general idea of how much to give them, but if you give too little the amount will increase. Upon success, those involved will receive Roleplay Experience and personal karma. Once at the location, you will need to roleplay and wait to enough time has passed before you can make the bribe, which should be formatted with dollars and cents, i.e., 10.00, 50.00, and so on.
give <n> dollars <npc> : Bribes the npc using your cash on-hand.
[Last edited July 5, 2022]
yes
See Also
Directory
Syntax: directory all
directory (type)
directory (word)
This command will show you a list of rooms that can be accessed from public streets.
All will show all rooms, or you can narrow your search by putting in the room type
such as club or park, or put in a word from the room’s name.
directory (type)
directory (word)
This command will show you a list of rooms that can be accessed from public streets.
All will show all rooms, or you can narrow your search by putting in the room type
such as club or park, or put in a word from the room’s name.
See Also
disciplines
Syntax: disciplines
This command will show you a list of your current trained disciplines,
their actual trained value and their adjusted effective value in brackets.
Syntax: disciplines all
This command will show you all available disciplines that can be trained.
Check the corresponding help files for more information on each one.
Syntax: disciplines cost / disciplines cost (number)
This command will show you the current cost to train any disciplines a
single additional level from where you are currently trained. If you add
a number at the end, it will tell you how much total experience is
required to raise a discipline to a particular level.
Disciplines are the stats used to determine your combat performance, and are
broken down into three categories: Melee, Ranged, and Defensive.
The combined total of all your defensive disciplines is added and multiplied
by 5 to give your overall defense value, which works similar to hit points.
Melee Disciplines can only be used when next to a target, with a distance
value of 1, and do their value in damage.
Ranged Disciplines each have a unique max range and an optimum range which
is half that. Each of the help files for the ranged disciplines lists these
but this decreases towards 0 at max range or when the target is adjacent.
values. They do the same damage as a melee discipline at optimum range,
Certain disciplines require specific weapon objects in order for them to
count as being effective. For instance, the Rifle discipline will require
a large gun object. See Also: Help Object Types
The melee disciplines of Striking and Grappling will add to your total melee
effective value. These do not stack. For instance, if you have 10 Striking
and 20 Short Blades, your effective Short Blades if you have the weapon will
be 30 Short Blades.
This command will show you a list of your current trained disciplines,
their actual trained value and their adjusted effective value in brackets.
Syntax: disciplines all
This command will show you all available disciplines that can be trained.
Check the corresponding help files for more information on each one.
Syntax: disciplines cost / disciplines cost (number)
This command will show you the current cost to train any disciplines a
single additional level from where you are currently trained. If you add
a number at the end, it will tell you how much total experience is
required to raise a discipline to a particular level.
Disciplines are the stats used to determine your combat performance, and are
broken down into three categories: Melee, Ranged, and Defensive.
The combined total of all your defensive disciplines is added and multiplied
by 5 to give your overall defense value, which works similar to hit points.
Melee Disciplines can only be used when next to a target, with a distance
value of 1, and do their value in damage.
Ranged Disciplines each have a unique max range and an optimum range which
is half that. Each of the help files for the ranged disciplines lists these
but this decreases towards 0 at max range or when the target is adjacent.
values. They do the same damage as a melee discipline at optimum range,
Certain disciplines require specific weapon objects in order for them to
count as being effective. For instance, the Rifle discipline will require
a large gun object. See Also: Help Object Types
The melee disciplines of Striking and Grappling will add to your total melee
effective value. These do not stack. For instance, if you have 10 Striking
and 20 Short Blades, your effective Short Blades if you have the weapon will
be 30 Short Blades.
See Also
Disfigured
Negative Tier Modifier
Removable: Yes.
This modifier represents injuries which no living creature could survive.
Only the undead can be injured this badly and continue to function. Many
types of disfigurement the undead can eventually recover from, but the
process is usually a very slow and painful one.
Removable: Yes.
This modifier represents injuries which no living creature could survive.
Only the undead can be injured this badly and continue to function. Many
types of disfigurement the undead can eventually recover from, but the
process is usually a very slow and painful one.
display
Syntax: display (form)
Valid forms: fighting, fightingman, flying, birdman, running, runningman,
swimming, fishman, wolf, wolfman
This command will display a number of fields including name, intro, who title,
and room title. It can be made to display the information for any form, but
will default to the character’s current form if no argument is used.
Valid forms: fighting, fightingman, flying, birdman, running, runningman,
swimming, fishman, wolf, wolfman
This command will display a number of fields including name, intro, who title,
and room title. It can be made to display the information for any form, but
will default to the character’s current form if no argument is used.
Disposable Muscle
Levels: 0, 2
Requirements: Underworld Mogul 4
This stat reduces the amount of time that it takes for your hired thugs to
recover. When allies are defeated in combat, they are only out of
commission for one day instead of three.
Requirements: Underworld Mogul 4
This stat reduces the amount of time that it takes for your hired thugs to
recover. When allies are defeated in combat, they are only out of
commission for one day instead of three.
See Also
Diss
The diss command uses influence in order to damage another player.
Other players won’t see the echo of it being used.
Diss (name) character (amount) (reason)
This will penalize the target some influence based on the amount spent.
Diss (name) appearance (amount) (reason)
This will give the target a hit to their apparent attractiveness based on
the influence spent.
Diss (name) loyalty (amount) (reason)
This will lose the target some respect within their society based on the
influence spent.
Diss (name) sexual (amount) (reason)
This will reduce the targets sexual reptuation, much more effective on
previous sexual partners.
Diss (name) roleplay (message)
This will send a private, delayed message to someone and is used for giving
RP feedback, it has no coded effect and requires no influence.
Diss (name) villainy (message)
This means you find the target particularly not scary and will reduce their
villainy ranking, see help villainy.
The max influence that can be spent at a time is 10000, you should not spam
the command to bypass this cap.
Other players won’t see the echo of it being used.
Diss (name) character (amount) (reason)
This will penalize the target some influence based on the amount spent.
Diss (name) appearance (amount) (reason)
This will give the target a hit to their apparent attractiveness based on
the influence spent.
Diss (name) loyalty (amount) (reason)
This will lose the target some respect within their society based on the
influence spent.
Diss (name) sexual (amount) (reason)
This will reduce the targets sexual reptuation, much more effective on
previous sexual partners.
Diss (name) roleplay (message)
This will send a private, delayed message to someone and is used for giving
RP feedback, it has no coded effect and requires no influence.
Diss (name) villainy (message)
This means you find the target particularly not scary and will reduce their
villainy ranking, see help villainy.
The max influence that can be spent at a time is 10000, you should not spam
the command to bypass this cap.
Districts
Haven has zoning laws, preventing certain types of shops from opening
int certain locations. In the forests zoning laws don’t apply and
players can create freely. The Haven districts are:
Urban: Covering the area North of the Bay, West of Beach Street
but East of Badwater the urban area is the most city-like part of
Haven, where the influence of the apartment complex and Greystone
technological institute are most felt.
Eligible Industries: Online, Store, Games/Gaming, Bar, Financial,
Research, Education, Tkeout, Technology, Journalism, Legal, Nonprofit.
Red Light: Covering the area North of the Bay and West of Badwater
this is the most disreputable part of the town, following on from its
legacy as the location of the shipping yard where dockworkers would
seek cheap liquor and entertainment.
Eligible Industries: Construction, Clothing and Fashion, Store,
Bar, Sex, Club, Security, Investigation, Factory, Mobile Service,
Static Service, Takeout, Transport, Arts and Crafts, Games/Gaming,
Head Shop
Tourist: Covering the area North of the Bay and East of Beach
Street the tourist section takes advantage of its proximity to the
beach to cater to out of towners or locals looking for a nice night
out.
Eligible Industries: Restaurant, Cafe, Financial, Nonprofit,
Hospitality, Arts and Crafts, Clothes and Fashion
Historic: Covering the area South of the Bay the Historic
part of town is where all the old civic buildings still reside.
Eligible Industries: Clothes and Fashion, Cafe, Financial,
Takeout, Legal, Education, Nonprofit
int certain locations. In the forests zoning laws don’t apply and
players can create freely. The Haven districts are:
Urban: Covering the area North of the Bay, West of Beach Street
but East of Badwater the urban area is the most city-like part of
Haven, where the influence of the apartment complex and Greystone
technological institute are most felt.
Eligible Industries: Online, Store, Games/Gaming, Bar, Financial,
Research, Education, Tkeout, Technology, Journalism, Legal, Nonprofit.
Red Light: Covering the area North of the Bay and West of Badwater
this is the most disreputable part of the town, following on from its
legacy as the location of the shipping yard where dockworkers would
seek cheap liquor and entertainment.
Eligible Industries: Construction, Clothing and Fashion, Store,
Bar, Sex, Club, Security, Investigation, Factory, Mobile Service,
Static Service, Takeout, Transport, Arts and Crafts, Games/Gaming,
Head Shop
Tourist: Covering the area North of the Bay and East of Beach
Street the tourist section takes advantage of its proximity to the
beach to cater to out of towners or locals looking for a nice night
out.
Eligible Industries: Restaurant, Cafe, Financial, Nonprofit,
Hospitality, Arts and Crafts, Clothes and Fashion
Historic: Covering the area South of the Bay the Historic
part of town is where all the old civic buildings still reside.
Eligible Industries: Clothes and Fashion, Cafe, Financial,
Takeout, Legal, Education, Nonprofit
See Also
do_spar
Syntax: Spar
With this command you can enter a less than lethal mode of fighting, ideal
for practicing and training. All damage is reduced by half and any wounds
you inflict will heal very rapidly. You can toggle it off at any time.
Fights starting in sparring rooms always set participants to spar by
default.
With this command you can enter a less than lethal mode of fighting, ideal
for practicing and training. All damage is reduced by half and any wounds
you inflict will heal very rapidly. You can toggle it off at any time.
Fights starting in sparring rooms always set participants to spar by
default.
Domain
Syntax: Domain list
Can be used to show all domains.
Syntax: Domain info (name)
Show more info on a particular domain.
Syntax: Domain who
Show all characters currently in your domain as long as they have been there for at
least 5 minutes.
Syntax: Domain sanctified
List all rooms that have been sanctified to you.
Syntax: Domain describe
Used to write the info visible when someone uses domain info.
Syntax: Domain ambient
Enter an editor to add ambient messages to your domain, one per line.
Syntax: Domain personalambient (text)
Set a line of text which will appear in look info when you are present
in a room with other people.
Can be used to show all domains.
Syntax: Domain info (name)
Show more info on a particular domain.
Syntax: Domain who
Show all characters currently in your domain as long as they have been there for at
least 5 minutes.
Syntax: Domain sanctified
List all rooms that have been sanctified to you.
Syntax: Domain describe
Used to write the info visible when someone uses domain info.
Syntax: Domain ambient
Enter an editor to add ambient messages to your domain, one per line.
Syntax: Domain personalambient (text)
Set a line of text which will appear in look info when you are present
in a room with other people.
donate
See help community credit and help community credit rewards.
Doom
If you see a date next to ‘Dies’ in your score sheet that means your character has been prophesied to die
on that date. You can avoid this fate either by rerolling or otherwise finishing your character’s story
before then. Alternatively your character can go into hiding to change their fate and avoid their doom.
To do this you will have to not log that character into the game for one month from the date of their
doom. You can stasis the character, reroll them, make a guest, play an alt or just take a break from the
game. Regardless of what you choose if and when you return to the game you will have successfully have
avoided that doom, but that doesn’t mean a new one one be waiting for you.
Higher tier characters and those with more invested karma have shorter spans until their doom.
on that date. You can avoid this fate either by rerolling or otherwise finishing your character’s story
before then. Alternatively your character can go into hiding to change their fate and avoid their doom.
To do this you will have to not log that character into the game for one month from the date of their
doom. You can stasis the character, reroll them, make a guest, play an alt or just take a break from the
game. Regardless of what you choose if and when you return to the game you will have successfully have
avoided that doom, but that doesn’t mean a new one one be waiting for you.
Higher tier characters and those with more invested karma have shorter spans until their doom.
dorm
Syntax: rent (room number / stop)
This can be used from the each of the college dormitories in the
Greystone Institute at no charge.
Syntax: roomie (room number / stop)
Available to college students who want to share a room with another
student within the Greystone dormitories.
This can be used from the each of the college dormitories in the
Greystone Institute at no charge.
Syntax: roomie (room number / stop)
Available to college students who want to share a room with another
student within the Greystone dormitories.
See Also
dorms
Syntax: rent (room number / stop)
This can be used from the each of the college dormitories in the
Greystone Institute at no charge.
Syntax: roomie (room number / stop)
Available to college students who want to share a room with another
student within the Greystone dormitories.
This can be used from the each of the college dormitories in the
Greystone Institute at no charge.
Syntax: roomie (room number / stop)
Available to college students who want to share a room with another
student within the Greystone dormitories.
See Also
download
Syntax: download character/property/myrooms
Saves a copy of your work as a text file on the website and gives you a link to it. Every download gets its own new address, and anyone who has the link can read it.
download character
–Your character: name, intro, descriptions, focused and detail descriptions, history, vehicles, custom strings, animal and creature forms, what you are carrying, and your dream identities.
download property
–The property you are standing in, with its advertisement and every room. You must be able to decorate it.
download myrooms
–Every room you have made with myrooms that is still active.
To get a link to your roleplay log, use log download instead.
Saves a copy of your work as a text file on the website and gives you a link to it. Every download gets its own new address, and anyone who has the link can read it.
download character
–Your character: name, intro, descriptions, focused and detail descriptions, history, vehicles, custom strings, animal and creature forms, what you are carrying, and your dream identities.
download property
–The property you are standing in, with its advertisement and every room. You must be able to decorate it.
download myrooms
–Every room you have made with myrooms that is still active.
To get a link to your roleplay log, use log download instead.
See Also
drag
Syntax: drag (target)
Used to grab a hold of a helpless or tied up target to drag them with you as
you move around.
Used to grab a hold of a helpless or tied up target to drag them with you as
you move around.
Drain
Syntax: drain (person) (mild/severe/critical/fatal)
This command is used to forcibly remove the target’s
blood.
This command is used to forcibly remove the target’s
blood.
See Also
Dread
Dread
dread (degree) (thing)
dread (person) (degree) (thing)
–Project something your character is dreading at the current point in time. The degree is mild, moderate or strong. The person you name has to be in the room with you.
–Without a person named, everyone in the room who can sense dread senses it. With a person named, only that person does, and only if they can sense dread.
What it looks like
You see:
You feel (mildly/moderately) negatively preoccupied with the prospect of (thing).
Those who sense it see:
You (just slightly/moderately) want to manifest (your name)’s dread of (thing).
A strong dread leaves out the degree word in both lines.
Who senses dread
–Demonborn sense dread.
–So does anyone under the dreadwatcher ritual, for as long as it lasts (see help enhancements rituals).
–An AI-driven demonborn character in the room senses it the same way, and may act on it.
–An item imbued with demonborn blood lets its wearer feel suffering, not dread.
Roleplaying dread
This command represents the ability of those with demonic empathic abilities to intuitively sense the things that will best elicit suffering in others. Demonborn are not typically aware of the exact details of what someone is dreading, it is not mind reading, but they can pick up the general themes and ideas behind it.
What a player chooses for the dread command and their level does not represent what their character most fears or dreads generally, rather whatever it is most currently on their mind which makes it heavily influenced by the situation and circumstances. It is also often heavily influenced by their current train of thought, for instance someone mentions getting up early tomorrow, which makes them think about something they have to do at work tomorrow, which makes them start dreading being told off by their boss. This can at times be a little confusing for a demonborn who’d have no idea why they’re starting to feel like it’d be a good idea to put on a suit and scold this person.
Skilled demonborn interrogators work hard to try and control and influence the train of thought of their targets in order to more usefully use this sense to obtain valuable information or expose people’s weaknesses.
dread (degree) (thing)
dread (person) (degree) (thing)
–Project something your character is dreading at the current point in time. The degree is mild, moderate or strong. The person you name has to be in the room with you.
–Without a person named, everyone in the room who can sense dread senses it. With a person named, only that person does, and only if they can sense dread.
What it looks like
You see:
You feel (mildly/moderately) negatively preoccupied with the prospect of (thing).
Those who sense it see:
You (just slightly/moderately) want to manifest (your name)’s dread of (thing).
A strong dread leaves out the degree word in both lines.
Who senses dread
–Demonborn sense dread.
–So does anyone under the dreadwatcher ritual, for as long as it lasts (see help enhancements rituals).
–An AI-driven demonborn character in the room senses it the same way, and may act on it.
–An item imbued with demonborn blood lets its wearer feel suffering, not dread.
Roleplaying dread
This command represents the ability of those with demonic empathic abilities to intuitively sense the things that will best elicit suffering in others. Demonborn are not typically aware of the exact details of what someone is dreading, it is not mind reading, but they can pick up the general themes and ideas behind it.
What a player chooses for the dread command and their level does not represent what their character most fears or dreads generally, rather whatever it is most currently on their mind which makes it heavily influenced by the situation and circumstances. It is also often heavily influenced by their current train of thought, for instance someone mentions getting up early tomorrow, which makes them think about something they have to do at work tomorrow, which makes them start dreading being told off by their boss. This can at times be a little confusing for a demonborn who’d have no idea why they’re starting to feel like it’d be a good idea to put on a suit and scold this person.
Skilled demonborn interrogators work hard to try and control and influence the train of thought of their targets in order to more usefully use this sense to obtain valuable information or expose people’s weaknesses.
See Also
Dream Identity
While inside the dreamscape characters do not realise that they are
dreaming, or that the world they’re in is not real. Drives, desires and
situations from the real world frequently do manifest into their dreams, but
not as something external.
For instance if you go into the dreamscape wishing to be a bird, you will
probably dream about being a bird and flying around, but you won’t be aware
that you’re not a real bird and this isn’t a real world, at least not until
you wake up. Or if you fall asleep in the bathtub, may well end up in a
swamp or other damp locale in your dream.
Similarly if you go into the dreamscape with the intention of delivering a
message about yourself or someone else being held captive you might dream
about being a soldier sent to deliver their commanding office intelligence
about someone being held captive by the Nazis, or yourself be a recently
released POW.
People can sometimes use this to piece together events in real life, if
someone has a single theme of captivity running through all their dreams
when others encounter them frequently they might guess in the waking world
that that person is a captive, they might also be able to guess who they are
by other recurring themes in their dream identities. They wouldn’t of
course realise this in the dream however, since they also wouldn’t know it
was a dream until they awoke.
Characters do have much sharper memories of the dreams they have in the
dreamscape after they awake compared to normal dreams.
The creation of dreamworlds is a conscious, psychic exercise generally done
while awake or in a semi-sleeping state. Characters are aware they’ve built
a psychic realm and have consciously chosen each of its features. Characters
can while awake plan who they will be in a certain world when they fall
asleep, and focus on that desire in order to make it manifest. But it
doesn’t always work, sometimes their subconscious works against their wishes
to choose a different identity for them.
The details around how someone came to be in that place in the dream world
or whatever other parts of their backstory that are difficult to explain
will be fuzzy and hard for the dreamer to recall. If a dreamer does somehow
realise they are dreaming, they will immediately wake back up.
dreaming, or that the world they’re in is not real. Drives, desires and
situations from the real world frequently do manifest into their dreams, but
not as something external.
For instance if you go into the dreamscape wishing to be a bird, you will
probably dream about being a bird and flying around, but you won’t be aware
that you’re not a real bird and this isn’t a real world, at least not until
you wake up. Or if you fall asleep in the bathtub, may well end up in a
swamp or other damp locale in your dream.
Similarly if you go into the dreamscape with the intention of delivering a
message about yourself or someone else being held captive you might dream
about being a soldier sent to deliver their commanding office intelligence
about someone being held captive by the Nazis, or yourself be a recently
released POW.
People can sometimes use this to piece together events in real life, if
someone has a single theme of captivity running through all their dreams
when others encounter them frequently they might guess in the waking world
that that person is a captive, they might also be able to guess who they are
by other recurring themes in their dream identities. They wouldn’t of
course realise this in the dream however, since they also wouldn’t know it
was a dream until they awoke.
Characters do have much sharper memories of the dreams they have in the
dreamscape after they awake compared to normal dreams.
The creation of dreamworlds is a conscious, psychic exercise generally done
while awake or in a semi-sleeping state. Characters are aware they’ve built
a psychic realm and have consciously chosen each of its features. Characters
can while awake plan who they will be in a certain world when they fall
asleep, and focus on that desire in order to make it manifest. But it
doesn’t always work, sometimes their subconscious works against their wishes
to choose a different identity for them.
The details around how someone came to be in that place in the dream world
or whatever other parts of their backstory that are difficult to explain
will be fuzzy and hard for the dreamer to recall. If a dreamer does somehow
realise they are dreaming, they will immediately wake back up.
Dream Invading
Syntax: Dream Invade (dreamworld number) (victim)
Syntax: Dream Snare (dreamworld number) (victim)
If you can locate a character in the physical realm while you wander the
nightmare while dreaming as a spectre you can force them into a
dreamworld with you with the dream invade command. It costs 3% of your
Life force to use or 1.5% if the target is affected by Mandrake tea.
If the target is already a member of that dreamworld their existing identity
will be suspended while they enter as a new character based on their physical
identity. The invader has dreamgod powers over them for the duration of the
invasion.
The target can reclaim their old identity with dreamworld (number) reactivate.
They can even do this during the invasion, but that would put their normal
identity at the mercy of the invader.
When used with snare instead of invade the ability costs 9% LF or 4.5 if
under the effects of Mandrake but the victim can’t be woken up by normal
means. Instead a character must enter the same dreamworld, find them and
then use dreamworld rescue on them.
Dreamgod powers include the ability to blind, probe, noaction, nomove, drag
newintro and newdesc. More information about these commands can be found in
help RUNNING DREAMWORLDS.
Syntax: Dream Snare (dreamworld number) (victim)
If you can locate a character in the physical realm while you wander the
nightmare while dreaming as a spectre you can force them into a
dreamworld with you with the dream invade command. It costs 3% of your
Life force to use or 1.5% if the target is affected by Mandrake tea.
If the target is already a member of that dreamworld their existing identity
will be suspended while they enter as a new character based on their physical
identity. The invader has dreamgod powers over them for the duration of the
invasion.
The target can reclaim their old identity with dreamworld (number) reactivate.
They can even do this during the invasion, but that would put their normal
identity at the mercy of the invader.
When used with snare instead of invade the ability costs 9% LF or 4.5 if
under the effects of Mandrake but the victim can’t be woken up by normal
means. Instead a character must enter the same dreamworld, find them and
then use dreamworld rescue on them.
Dreamgod powers include the ability to blind, probe, noaction, nomove, drag
newintro and newdesc. More information about these commands can be found in
help RUNNING DREAMWORLDS.
See Also
Dreamchild
Tier Two Archetype
Human unless takes occult focuses.
Dreamchildren are humans formed from the world of dreams. No one knows
entirely how they come into being, one day they simply exist in our
world instead of the dreams from which they originated. Dreamchilden
can come from the personal dreams of an individual, but more often
come from a shared dreamworld.
Dreamchildren are entirely physically human, they typically resemble
whomever they were in dreams but do not retain any inhuman
characteristics and sometimes have other minor differences.
Syntax: Dreamworld associate (number)
Extra: Dreamchild can set a custom nightmare manifestation
even if they do not have the required amount of community credits.
Minimum Age: 18
Available Negative Modifiers: Addicted, Injured, Ill, Mentally Ill.
Available Positive Modifiers: Relic Holder, Demonic Pact holder,
Chemical Augmentation, Fleshformed.
Focuses: Gives one point to spend on focuses at tier two.
Human unless takes occult focuses.
Dreamchildren are humans formed from the world of dreams. No one knows
entirely how they come into being, one day they simply exist in our
world instead of the dreams from which they originated. Dreamchilden
can come from the personal dreams of an individual, but more often
come from a shared dreamworld.
Dreamchildren are entirely physically human, they typically resemble
whomever they were in dreams but do not retain any inhuman
characteristics and sometimes have other minor differences.
Syntax: Dreamworld associate (number)
Extra: Dreamchild can set a custom nightmare manifestation
even if they do not have the required amount of community credits.
Minimum Age: 18
Available Negative Modifiers: Addicted, Injured, Ill, Mentally Ill.
Available Positive Modifiers: Relic Holder, Demonic Pact holder,
Chemical Augmentation, Fleshformed.
Focuses: Gives one point to spend on focuses at tier two.
Dreamscape
The dreamscape is a psychic realm that all sentient beings can access in
their sleep. Normal people only access it very rarely, maybe once or twice
in their entire life but supernaturals and anyone living in Haven can access
it almost every time they sleep if they wish to. Roleplaying in the
will earn you less roleplay experience, but will earn you
dreamscape experience which unlocks the ability to buy certain psychic
powers. Some find the dreamscape addictive and try to spend more and more
of their time inside it, living out their fantasies and dreams, reveling in
the ability to be anyone anytime. These individuals tend to begin to suffer
in the mundane world however, becoming more withdrawn, weaker, and often
developing other mental and emotional issues such as agoraphobia.
Characters in the dreamscape can have sex, this works the same way as sex on
the outside world mechanically, use private when you start RPing, and the
sex command. Dreamscape sex cannot get a character pregnant, or have any
other physical effects but it also doesn’t convey any real physical
pleasure. None the less some people find it particularly addictive, owing
to the ability to be anyone and experience any thing. Those who have
significantly more dream sex than real sex however will start to develop
sexual issues in their real life as well as other emotional problems,
manifest codely as diminishing effective life force.
Syntax: Dream
-Fall asleep and enter the dream scape. You won’t be able to enter the
dream scape if you are awake, but being held captive.
Syntax: Wake
-Leave the dreamscape and start the process of waking yourself backup.
Syntax: Make room
-Create a room in the dreamscape, use location dreamscape to set it. Once
set you can use roomlist and travel to visit other rooms as with other types
of traveling. You will generally only be able to see and visit rooms you’ve
created.
Syntax: Dream sell experience (amount)
-Turns dream experience into rp experience, with 5 dream exp becoming 1 rp exp.
Syntax: Dream buy experience (amount)
-Turns rpxp into dream exp, with 1 rpxp becoming 2 dream xp.
Syntax: Dream Assault (person) (stat)
-Launch a psychic attack against the target using dreamworld stats.
Requires both attacker and victim to believe they are an identity from that world. Costs 3% life force.
On success victim is knocked out, can be prevented with guardmind.
Syntax: Dream Believe (world number)
-For 1% life force believe you are part of the specified world, requires split mind.
Syntax: Dream Makebelieve (world number) (person)
-For 3% life force make someone else believe they are their identity from
the chosen dreamworld for an hour.
Syntax: Dream Makeidentity (world number) (target) (identity)
-For 4.5% life force make the target believe they are the specified individual from the specified world for an hour.
their sleep. Normal people only access it very rarely, maybe once or twice
in their entire life but supernaturals and anyone living in Haven can access
it almost every time they sleep if they wish to. Roleplaying in the
will earn you less roleplay experience, but will earn you
dreamscape experience which unlocks the ability to buy certain psychic
powers. Some find the dreamscape addictive and try to spend more and more
of their time inside it, living out their fantasies and dreams, reveling in
the ability to be anyone anytime. These individuals tend to begin to suffer
in the mundane world however, becoming more withdrawn, weaker, and often
developing other mental and emotional issues such as agoraphobia.
Characters in the dreamscape can have sex, this works the same way as sex on
the outside world mechanically, use private when you start RPing, and the
sex command. Dreamscape sex cannot get a character pregnant, or have any
other physical effects but it also doesn’t convey any real physical
pleasure. None the less some people find it particularly addictive, owing
to the ability to be anyone and experience any thing. Those who have
significantly more dream sex than real sex however will start to develop
sexual issues in their real life as well as other emotional problems,
manifest codely as diminishing effective life force.
Syntax: Dream
-Fall asleep and enter the dream scape. You won’t be able to enter the
dream scape if you are awake, but being held captive.
Syntax: Wake
-Leave the dreamscape and start the process of waking yourself backup.
Syntax: Make room
-Create a room in the dreamscape, use location dreamscape to set it. Once
set you can use roomlist and travel to visit other rooms as with other types
of traveling. You will generally only be able to see and visit rooms you’ve
created.
Syntax: Dream sell experience (amount)
-Turns dream experience into rp experience, with 5 dream exp becoming 1 rp exp.
Syntax: Dream buy experience (amount)
-Turns rpxp into dream exp, with 1 rpxp becoming 2 dream xp.
Syntax: Dream Assault (person) (stat)
-Launch a psychic attack against the target using dreamworld stats.
Requires both attacker and victim to believe they are an identity from that world. Costs 3% life force.
On success victim is knocked out, can be prevented with guardmind.
Syntax: Dream Believe (world number)
-For 1% life force believe you are part of the specified world, requires split mind.
Syntax: Dream Makebelieve (world number) (person)
-For 3% life force make someone else believe they are their identity from
the chosen dreamworld for an hour.
Syntax: Dream Makeidentity (world number) (target) (identity)
-For 4.5% life force make the target believe they are the specified individual from the specified world for an hour.
See Also
Dreamworld
Dreamworlds are small pockets within the dream scape which have their own
continuity and environment. They are made by PCs and can be anything the PC
can imagine from fantasy environments to sci-fi to more grounded ones or
even things based on works of existing fiction. The only limit is their
imagination.
After creating and accessing a dreamworld, the original author can choose to
enter it either as a normal dreamer or as the god of that world. As the god
they are invisible and can do emotes without their name in them, they can
also probe stats. PCs earn more dreamscape experience when playing in this
mode, PCs also earn a small amount of all dreamscape experience earned in
their dreamworld whenever they are online.
Doors to dreamworlds will appear when wandering the nightmare as a spectre
with the dream command.
Calendar events with a dreamworld in the location will have the author set
as Anonymous under calendar info and calendar list.
Syntax: Dreamworld list
-List all the active dreamworlds as well as your own.
Syntax: Dreamworld summary (number)
-See basic information on a particular dreamworld.
Syntax: Dreamworld fullinfo (number)
-See all the available information on a dreamworld.
Syntax: Dreamworld roster (number)
-See a list of all people participating in that dreamworld, by the
identities they use there.
Syntax: Dreamworld associate (number)
-Allows dreamchildren and monsters to associate with a particular world.
See Help Dreamworld Commands for a list of commands for using dreamworlds.
See Help Dreamworld Creation for commands to create a dreamworld.
See Help Running Dreamworlds for commands to run a dreamworld as its god.
See Help Dreamscape for information on the psychic plane.
See Help Dreamworld Requirements for the requirements for creating a
dreamworld.
continuity and environment. They are made by PCs and can be anything the PC
can imagine from fantasy environments to sci-fi to more grounded ones or
even things based on works of existing fiction. The only limit is their
imagination.
After creating and accessing a dreamworld, the original author can choose to
enter it either as a normal dreamer or as the god of that world. As the god
they are invisible and can do emotes without their name in them, they can
also probe stats. PCs earn more dreamscape experience when playing in this
mode, PCs also earn a small amount of all dreamscape experience earned in
their dreamworld whenever they are online.
Doors to dreamworlds will appear when wandering the nightmare as a spectre
with the dream command.
Calendar events with a dreamworld in the location will have the author set
as Anonymous under calendar info and calendar list.
Syntax: Dreamworld list
-List all the active dreamworlds as well as your own.
Syntax: Dreamworld summary (number)
-See basic information on a particular dreamworld.
Syntax: Dreamworld fullinfo (number)
-See all the available information on a dreamworld.
Syntax: Dreamworld roster (number)
-See a list of all people participating in that dreamworld, by the
identities they use there.
Syntax: Dreamworld associate (number)
-Allows dreamchildren and monsters to associate with a particular world.
See Help Dreamworld Commands for a list of commands for using dreamworlds.
See Help Dreamworld Creation for commands to create a dreamworld.
See Help Running Dreamworlds for commands to run a dreamworld as its god.
See Help Dreamscape for information on the psychic plane.
See Help Dreamworld Requirements for the requirements for creating a
dreamworld.
See Also
Dreamworld Commands
Syntax: dreamworld join (number of world)
Join the specified dreamworld while taking a 0 cost role.
Syntax: dreamworld retire (number)
Delete yourself from a dream world.
Syntax: dreamworld takerole (number of world) (role name)
Become a certain role in that dreamworld, you can only do this if your
existing role costs less than 10 dream experience.
Syntax: dreamworld myname (number) (text)
Set your name for the specified dreamworld.
Syntax: dreamworld myintro (number) (intro)
Set your intro for the specified dreamworld.
Syntax: dreamworld mydesc (number)
Open an editor to write your character’s description.
Syntax: dreamworld myequipment (number)
Open an editor to describe your character’s equipment.
Syntax: dreamworld myfame (number) (text)
Set your famestring for the specified dreamworld.
Syntax: dreamworld emit (number)
Toggle the ability of players to use emit in your dreamworld.
For the following commands, dreamworld may be omitted while inside a dreamworld.
Syntax: dreamworld buystat (number) (stat)
Raise one of your dream character’s stats.
Syntax: dreamworld scoresheet (number)
View your sheet for your dream character.
Syntax: dreamworld petition (number) (message)
Send an ooc message to the owner of the world.
Syntax: dreamworld reactivate (number)
Become your original identity after being forced into another by dream
invading.
Syntax: dreamworld statinfo (number) (stat)
View the description of a stat.
Syntax: showstat (statname)
Send your current stat level of a dream stat to the room.
Syntax: dreamworld roll (Attack/Defend/General/Attackfail/Defendfail/Generalfail) (stat)
Roll a stat, obtaining an average success, great success or fail depending the
level of the stat, the power of the stat, and the stats of those in the room with
you.
Syntax: dreamworrld rollnumber (stat)
Roll a state getting on average 1 success per point in it, used in RP to
try and accomplish things.
Syntax: dreamworld rollnumber (Number of dice) (Number of sides)
Roll random dice.
Syntax: Dreamwrold rollfail (stat) or (number of dice) (number of sides)
Deliberately door poorly on a fail, will not appear any different to others than a regular roll.
Syntax: dreamworld attack (target) (optional stat)
Attack another dream character, if successful you gain temporary dream god
powers over them. See Help Running Dreamworlds.
Syntax: dreamworld rescue (target)
Spend some Dream xp for that world to attempt to save a dream snared
character, xp is lost even if the character isn’t currently snared.
Syntax: dreamworld petition (number) (message)
Send an ooc message to the owner of the world.
The following commands are only valid while inside a dreamworld.
Syntax: makedoor (world/haven/room) (number) (passengers)
When used with the prefix world allows you to travel to another dreamworld,
bringing along any characters specified after the number as long as they are
being dragged by your or are your dream captive. The haven prefix allows to
you travel to any intersection in Haven, and the room prexix allows you to
travel to any room on the roomlist. You cannot bring sanctuary protected
people with you when traveling out of Haven.
Other commands: look, emote, say, (movement commands)
Join the specified dreamworld while taking a 0 cost role.
Syntax: dreamworld retire (number)
Delete yourself from a dream world.
Syntax: dreamworld takerole (number of world) (role name)
Become a certain role in that dreamworld, you can only do this if your
existing role costs less than 10 dream experience.
Syntax: dreamworld myname (number) (text)
Set your name for the specified dreamworld.
Syntax: dreamworld myintro (number) (intro)
Set your intro for the specified dreamworld.
Syntax: dreamworld mydesc (number)
Open an editor to write your character’s description.
Syntax: dreamworld myequipment (number)
Open an editor to describe your character’s equipment.
Syntax: dreamworld myfame (number) (text)
Set your famestring for the specified dreamworld.
Syntax: dreamworld emit (number)
Toggle the ability of players to use emit in your dreamworld.
For the following commands, dreamworld may be omitted while inside a dreamworld.
Syntax: dreamworld buystat (number) (stat)
Raise one of your dream character’s stats.
Syntax: dreamworld scoresheet (number)
View your sheet for your dream character.
Syntax: dreamworld petition (number) (message)
Send an ooc message to the owner of the world.
Syntax: dreamworld reactivate (number)
Become your original identity after being forced into another by dream
invading.
Syntax: dreamworld statinfo (number) (stat)
View the description of a stat.
Syntax: showstat (statname)
Send your current stat level of a dream stat to the room.
Syntax: dreamworld roll (Attack/Defend/General/Attackfail/Defendfail/Generalfail) (stat)
Roll a stat, obtaining an average success, great success or fail depending the
level of the stat, the power of the stat, and the stats of those in the room with
you.
Syntax: dreamworrld rollnumber (stat)
Roll a state getting on average 1 success per point in it, used in RP to
try and accomplish things.
Syntax: dreamworld rollnumber (Number of dice) (Number of sides)
Roll random dice.
Syntax: Dreamwrold rollfail (stat) or (number of dice) (number of sides)
Deliberately door poorly on a fail, will not appear any different to others than a regular roll.
Syntax: dreamworld attack (target) (optional stat)
Attack another dream character, if successful you gain temporary dream god
powers over them. See Help Running Dreamworlds.
Syntax: dreamworld rescue (target)
Spend some Dream xp for that world to attempt to save a dream snared
character, xp is lost even if the character isn’t currently snared.
Syntax: dreamworld petition (number) (message)
Send an ooc message to the owner of the world.
The following commands are only valid while inside a dreamworld.
Syntax: makedoor (world/haven/room) (number) (passengers)
When used with the prefix world allows you to travel to another dreamworld,
bringing along any characters specified after the number as long as they are
being dragged by your or are your dream captive. The haven prefix allows to
you travel to any intersection in Haven, and the room prexix allows you to
travel to any room on the roomlist. You cannot bring sanctuary protected
people with you when traveling out of Haven.
Other commands: look, emote, say, (movement commands)
See Also
Dreamworld Creation
Syntax: Dreamworld Create (name)
-Make a new dreamworld.
Syntax: Dreamworld transfer (name)
-Will transfer ownership of a dreamworld to another character.
Syntax: Dreamworld delete (number)
-Delete a dreamworld you have created.
Syntax: Dreamworld rename (number) (new name)
-Rename your dreamworld.
Syntax: Dreamworld description (number)
-Enter an editor to write a description of your dreamworld.
Syntax: Dreamworld startingexp (number) (amount)
-Set the amount of exp that will be added to char dreamscape exp for
buying stats.
Syntax: Dreamworld expdebuff (number)
-Divides participants character dream experience by the value provided when calculating available exp.
Syntax: Dreamworld activate/deactive (number)
-Make a dreamworld active or not.
Syntax: Dreamworld doors (number)
-Enters an editor to write a description which can be seen by those in
the nightmare when doors to the world open.
Stats
Syntax: Dreamworld statcost (number) (amount)
-Set the cost per stat for your dreamworld.
Syntax: Dreamworld statadd (number) (statname)
-Add a new statistic to your dreamworld.
Syntax: Dreamworld statremove (number) (statname)
-Delete a stat.
Syntax: Dreamworld statdescribe (number) (statname)
-Enter a description of a stat which shows up when someone uses
showstat.
Syntax: Dreamworld statoffense (number) (power) (stat name)
-Set a stats offensive power, determining how likely it is to
be successfull in a dreamworld attack.
Syntax: Dreamworld statdefense (number) (power) (stat name)
-Sets a stat defensive power, determining how likely it is to
prevent a successful dreamworld attack.
Roles
Syntax: Dreamworld newrole (number) (role name)
-Create a new role in your dreamworld.
Syntax: Dreamworld deleterole (number) (role name)
-Delete a role from your dreamworld.
Syntax: Dreamworld roledescribe (number) (role name)
-Write a description for a particular role.
Syntax: Dreamworld renamerole (number) (existing role name) (new role name)
-Rename a role.
Syntax: Dreamworld rolecost (number) (cost) (role name)
-Assign a dream exp cost to taking a particular role.
Syntax: Dreamworld roleaddstat (number) (role) (stat)
-Make a stat choosable by the specified role.
Syntax: Dreamworld roleremovestat (number) (role) (stat)
-Make a stat unchoosable by the specified role.
Rooms
Syntax: Make Room
-Create a new custom room, setting the locationt to dream allows it
to be added to your dreamworld.
Syntax: Myrooms dreamroom (myroom number) (dreamworld number)
-Add or remove a created room to a dreamworld.
Syntax: Myrooms dreamentrance (myroom number) (dreamworld number)
-Set a room as the entrance into your world.
Syntax: Roomlist
-Will show all the rooms you can travel to inside the dreamworld. Rooms
that have exits won’t show up except to the owner of the world and will
have to be navigated to through using the exits.
Syntax: Dreamworld addexit (room number to link to) (exit shortcut) (exit name)
-Build a one way exit between two rooms in your dreamworld.
Syntax: Dreamworld deleteexit (exit name or shortcut)
-Delete an exit.
Syntax: Dreamworld saferoom
-Make the dream world room you’re in safe or unsafe from dream combat.
-Make a new dreamworld.
Syntax: Dreamworld transfer (name)
-Will transfer ownership of a dreamworld to another character.
Syntax: Dreamworld delete (number)
-Delete a dreamworld you have created.
Syntax: Dreamworld rename (number) (new name)
-Rename your dreamworld.
Syntax: Dreamworld description (number)
-Enter an editor to write a description of your dreamworld.
Syntax: Dreamworld startingexp (number) (amount)
-Set the amount of exp that will be added to char dreamscape exp for
buying stats.
Syntax: Dreamworld expdebuff (number)
-Divides participants character dream experience by the value provided when calculating available exp.
Syntax: Dreamworld activate/deactive (number)
-Make a dreamworld active or not.
Syntax: Dreamworld doors (number)
-Enters an editor to write a description which can be seen by those in
the nightmare when doors to the world open.
Stats
Syntax: Dreamworld statcost (number) (amount)
-Set the cost per stat for your dreamworld.
Syntax: Dreamworld statadd (number) (statname)
-Add a new statistic to your dreamworld.
Syntax: Dreamworld statremove (number) (statname)
-Delete a stat.
Syntax: Dreamworld statdescribe (number) (statname)
-Enter a description of a stat which shows up when someone uses
showstat.
Syntax: Dreamworld statoffense (number) (power) (stat name)
-Set a stats offensive power, determining how likely it is to
be successfull in a dreamworld attack.
Syntax: Dreamworld statdefense (number) (power) (stat name)
-Sets a stat defensive power, determining how likely it is to
prevent a successful dreamworld attack.
Roles
Syntax: Dreamworld newrole (number) (role name)
-Create a new role in your dreamworld.
Syntax: Dreamworld deleterole (number) (role name)
-Delete a role from your dreamworld.
Syntax: Dreamworld roledescribe (number) (role name)
-Write a description for a particular role.
Syntax: Dreamworld renamerole (number) (existing role name) (new role name)
-Rename a role.
Syntax: Dreamworld rolecost (number) (cost) (role name)
-Assign a dream exp cost to taking a particular role.
Syntax: Dreamworld roleaddstat (number) (role) (stat)
-Make a stat choosable by the specified role.
Syntax: Dreamworld roleremovestat (number) (role) (stat)
-Make a stat unchoosable by the specified role.
Rooms
Syntax: Make Room
-Create a new custom room, setting the locationt to dream allows it
to be added to your dreamworld.
Syntax: Myrooms dreamroom (myroom number) (dreamworld number)
-Add or remove a created room to a dreamworld.
Syntax: Myrooms dreamentrance (myroom number) (dreamworld number)
-Set a room as the entrance into your world.
Syntax: Roomlist
-Will show all the rooms you can travel to inside the dreamworld. Rooms
that have exits won’t show up except to the owner of the world and will
have to be navigated to through using the exits.
Syntax: Dreamworld addexit (room number to link to) (exit shortcut) (exit name)
-Build a one way exit between two rooms in your dreamworld.
Syntax: Dreamworld deleteexit (exit name or shortcut)
-Delete an exit.
Syntax: Dreamworld saferoom
-Make the dream world room you’re in safe or unsafe from dream combat.
See Also
Dreamworld Requirements
As major parts of the RP environment in Haven, Dreamworlds need to meet
certain requirements.
1) Dreamworlds must be able to support monster guests, that is there should
be some form of monsterous creatures or beings inside the world.
2) Dreamworlds need to have continuity, while people may not always exactly
remember things that transpire within them, things do transpire and can lead
into future events.
3) Dreamworlds must be able to support plots. Dreamworld owners do not have
to run plots in their worlds, but the world should have enough depth to
support them if they wish to.
4) Dreamworlds must have a role that can be taken by an ordinary human
character wandering into the world. i.e. Some form of new arrival role.
5) Dreamworlds must be believable realities. Generally this means they
should have some sort of history, lore, laws of physics etc which make sense
within the confines of the world and do not rely on PCs of NPCs acting in
ways that make no sense or are clearly OOCly driven.
6) Dreamworlds need to be sufficiently detailed that a new player could
start RPing in them without needing OOC help. If they rely on outside
canons, they must be common enough for any query to be answered quickly and
readily by an internet search and it should be clear what canon they are
relying upon.
7) Dreamworlds must be fully developed worlds, specifically this means they
may not be sandbox worlds in which the environment or reality changes on a
scene by scene basis, and they cannot be service worlds which are designed
around offering one-off scenes with no focus on continuity.
certain requirements.
1) Dreamworlds must be able to support monster guests, that is there should
be some form of monsterous creatures or beings inside the world.
2) Dreamworlds need to have continuity, while people may not always exactly
remember things that transpire within them, things do transpire and can lead
into future events.
3) Dreamworlds must be able to support plots. Dreamworld owners do not have
to run plots in their worlds, but the world should have enough depth to
support them if they wish to.
4) Dreamworlds must have a role that can be taken by an ordinary human
character wandering into the world. i.e. Some form of new arrival role.
5) Dreamworlds must be believable realities. Generally this means they
should have some sort of history, lore, laws of physics etc which make sense
within the confines of the world and do not rely on PCs of NPCs acting in
ways that make no sense or are clearly OOCly driven.
6) Dreamworlds need to be sufficiently detailed that a new player could
start RPing in them without needing OOC help. If they rely on outside
canons, they must be common enough for any query to be answered quickly and
readily by an internet search and it should be clear what canon they are
relying upon.
7) Dreamworlds must be fully developed worlds, specifically this means they
may not be sandbox worlds in which the environment or reality changes on a
scene by scene basis, and they cannot be service worlds which are designed
around offering one-off scenes with no focus on continuity.
drink
drive
This command allows a character to drive a car within the Haven limits. See
help car for more information on obtaining and making use of a car.
For motorcyles, see help ride.
Syntax: drive (destination)
Acceptable destinations include: the full address for a home, full shop name
for a shop, numbered intersection on drive list, lodge, medical, bank,
library, newspaper, postoffice, furniture, thrift, hunting, hsd, or cemetary.
Syntax: drive list
Displays all the intersections as well as any remembered destinations.
Syntax: drive remember (1–10) (name)
Remembers the current location by the designated name for use with walk or
drive. Three custom locations can be remembered.
Syntax: drive around
You can use this syntax to start or stop driving around town randomly.
Syntax: drive slow
You drive slow and avoid crashing in the mist.
If characters are following you you can bring them with you by listing their names after the destination. e.g. drive 4 Bob Jane Susan
help car for more information on obtaining and making use of a car.
For motorcyles, see help ride.
Syntax: drive (destination)
Acceptable destinations include: the full address for a home, full shop name
for a shop, numbered intersection on drive list, lodge, medical, bank,
library, newspaper, postoffice, furniture, thrift, hunting, hsd, or cemetary.
Syntax: drive list
Displays all the intersections as well as any remembered destinations.
Syntax: drive remember (1–10) (name)
Remembers the current location by the designated name for use with walk or
drive. Three custom locations can be remembered.
Syntax: drive around
You can use this syntax to start or stop driving around town randomly.
Syntax: drive slow
You drive slow and avoid crashing in the mist.
If characters are following you you can bring them with you by listing their names after the destination. e.g. drive 4 Bob Jane Susan
See Also
drop
Syntax: drop (object)
Used to put an object down.
Used to put an object down.
Drugs
There are three hardcoded drug types, these are Rohypnol, Vampire Blood,
and Poison. There are also many recreational drugs, both prescription and
street. Recreational drugs send a message when taken and have the power to
inflict a temporary level one imprint.
The hardcoded drugs can be either taken by drinking them, or put into a
drink or food object. To dose a drink or meal with a drug, use pour (drug)
(drink/food)
Poison when taken will have no immediate noticeable effect. It will take
between 20-30 minutes to affect a normal person, about double that for a
supernatural. Vampires are immune to poison. When the effect kicks in the
victim will be wounded and weakened, regeneration will not help them heal
this wound. If someone logs off before the poison has kicked in, it will
kick in when they next log on.
Rohypnol when taken will have no noticeable or immediate effect. It will
take 20-30 minutes to effect a normal person, about double that for a
supernatural or three times for a vampire. When the effect kicks in the
victim will pass out, rendering them helpless and able to be tied up,
dragged around etc. If someone logs off before the drug kicks in they will
pass out then, disconnected but with their character remaining in the game
in the same way as if they’d been abducted. You can use the tuckin command
to send a character in this state off the game.
Please check help vampire mechanics for information on Vampire Blood.
and Poison. There are also many recreational drugs, both prescription and
street. Recreational drugs send a message when taken and have the power to
inflict a temporary level one imprint.
The hardcoded drugs can be either taken by drinking them, or put into a
drink or food object. To dose a drink or meal with a drug, use pour (drug)
(drink/food)
Poison when taken will have no immediate noticeable effect. It will take
between 20-30 minutes to affect a normal person, about double that for a
supernatural. Vampires are immune to poison. When the effect kicks in the
victim will be wounded and weakened, regeneration will not help them heal
this wound. If someone logs off before the poison has kicked in, it will
kick in when they next log on.
Rohypnol when taken will have no noticeable or immediate effect. It will
take 20-30 minutes to effect a normal person, about double that for a
supernatural or three times for a vampire. When the effect kicks in the
victim will pass out, rendering them helpless and able to be tied up,
dragged around etc. If someone logs off before the drug kicks in they will
pass out then, disconnected but with their character remaining in the game
in the same way as if they’d been abducted. You can use the tuckin command
to send a character in this state off the game.
Please check help vampire mechanics for information on Vampire Blood.
Dual Aspects
Levels: 0, 3
Requirements: Demigod Warrior 4
This stat allows a demigod to learn both the day and night aspect ability
lines.
Requirements: Demigod Warrior 4
This stat allows a demigod to learn both the day and night aspect ability
lines.
Dual Elements
Levels: 0, 3
Requirement: Elemental Magic Focus 4
Character with this stat can learn both fire and ice magic simultaneously.
Requirement: Elemental Magic Focus 4
Character with this stat can learn both fire and ice magic simultaneously.
Dynasty
Overview: The Dynasty is the most powerful supernatural organization apart
from the big three, but tends to be largely isolationist and operates almost
entirely out of the far East. Their goals and priorities are an enigma and using
any supernatural abilities in their territories is considered unwise since you
can never know what will offend them. Their agents are much like modern ninjas,
highly stealth oriented assassins who use modern weapons as well as biomancy to
augment their strength, speed and durability, but are otherwise human. Those
who anger them and are caught by their agents are never heard of again.
Common Allies: Chinese Intelligence
Common Enemies: The Hand, The Order, The Temple.
Prefers: Asians
Typical Tasks: None
from the big three, but tends to be largely isolationist and operates almost
entirely out of the far East. Their goals and priorities are an enigma and using
any supernatural abilities in their territories is considered unwise since you
can never know what will offend them. Their agents are much like modern ninjas,
highly stealth oriented assassins who use modern weapons as well as biomancy to
augment their strength, speed and durability, but are otherwise human. Those
who anger them and are caught by their agents are never heard of again.
Common Allies: Chinese Intelligence
Common Enemies: The Hand, The Order, The Temple.
Prefers: Asians
Typical Tasks: None
See Also
eat
Ebay
Syntax: ebay (item)
Ebay can be used in the Goblin Market to sell an item that is worth $100
or more for 10% of its value.
Ebay can be used in the Goblin Market to sell an item that is worth $100
or more for 10% of its value.
See Also
Editing
Editing explained
-An overview of customization, recommended for newbies.
Descriptions
-Setting up how your character looks.
History
-Setting up your character’s past.
Fears
-Setting up character fears for trusted SRs.
Goals
-Setting up your character’s goals for trusted SRs.
Secrets
-Setting up personal character secrets.
Custom attacks
-Setting up how your attacks look and work.
Editing Objects
-Customizing objects and clothing
Editing rooms
-Customizing rooms
Clothing
-Setting up your clothes.
Stash
-Storing your items.
Makeup
-A command to have your character put on or take off makeup.
-An overview of customization, recommended for newbies.
Descriptions
-Setting up how your character looks.
History
-Setting up your character’s past.
Fears
-Setting up character fears for trusted SRs.
Goals
-Setting up your character’s goals for trusted SRs.
Secrets
-Setting up personal character secrets.
Custom attacks
-Setting up how your attacks look and work.
Editing Objects
-Customizing objects and clothing
Editing rooms
-Customizing rooms
Clothing
-Setting up your clothes.
Stash
-Storing your items.
Makeup
-A command to have your character put on or take off makeup.
Editing explained
Haven is a game where almost anything can be made to look how you
want it to look, from the clothing and items your character uses
to the rooms they go to, and the way they fight.
The describe command is used to write about how your character looks,
you can describe each individual part of your character separately and
they will show up when exposed by your clothing.
The history command puts you into an editor where you can write your
character’s back-story.
The charnotes command puts you into an editor where you can add notes
for SRs to your character.
Your attacks can be customized with the custom command, this allows you
to set up the message as seen by you, your target, and everyone else in
the room as well as setting the discipline the attack uses and any attached
special effects.
The customize command is used to edit created objects, it can be used to
change how an item looks as well as where it covers or is worn for clothing
and how it tastes for food or drink.
The myroom command is used to list rooms you’ve created and to edit their
descriptions as well as who has access.
The title command is used to set your OOC title as seen on the wholist.
The roomtitle command is used to set a string that appears after your name
when people see you in the room.
The intro command is used to set the short string you appear by before people
remember you. When used in another form it edits the intros for those forms.
The outfit command is used to set up your characters different sets of clothes.
want it to look, from the clothing and items your character uses
to the rooms they go to, and the way they fight.
The describe command is used to write about how your character looks,
you can describe each individual part of your character separately and
they will show up when exposed by your clothing.
The history command puts you into an editor where you can write your
character’s back-story.
The charnotes command puts you into an editor where you can add notes
for SRs to your character.
Your attacks can be customized with the custom command, this allows you
to set up the message as seen by you, your target, and everyone else in
the room as well as setting the discipline the attack uses and any attached
special effects.
The customize command is used to edit created objects, it can be used to
change how an item looks as well as where it covers or is worn for clothing
and how it tastes for food or drink.
The myroom command is used to list rooms you’ve created and to edit their
descriptions as well as who has access.
The title command is used to set your OOC title as seen on the wholist.
The roomtitle command is used to set a string that appears after your name
when people see you in the room.
The intro command is used to set the short string you appear by before people
remember you. When used in another form it edits the intros for those forms.
The outfit command is used to set up your characters different sets of clothes.
Editing Rooms
After you’ve made a room you can further edit it with the myrooms command.
A simple myrooms list will list all the rooms you can edit and then:
Myrooms description <roomnumber> Places you into an editor where you can
write the description of the room.
Myrooms name <room number> <name> Sets the name of the room.
Myrooms delete <room number> Deletes a room.
Myrooms extra <room number> <keyword> Places you into an editor where you
write a description that’s seen whenever anybody looks at the keyword.
Myrooms extradelete <room number> <keyword> Will delete an extra desc.
Myrooms place <room number> <keyword> Places you into an editor where you
write a description for an area, similar to extra except people can join
these areas with the join command.
Myrooms placedelete <room number> <keyword> Will delete a place.
Myrooms keys <room number> Places you into an editor where you can set the
access list for private rooms, it should be the names of people you want
to have access, separated by spaces.
A simple myrooms list will list all the rooms you can edit and then:
Myrooms description <roomnumber> Places you into an editor where you can
write the description of the room.
Myrooms name <room number> <name> Sets the name of the room.
Myrooms delete <room number> Deletes a room.
Myrooms extra <room number> <keyword> Places you into an editor where you
write a description that’s seen whenever anybody looks at the keyword.
Myrooms extradelete <room number> <keyword> Will delete an extra desc.
Myrooms place <room number> <keyword> Places you into an editor where you
write a description for an area, similar to extra except people can join
these areas with the join command.
Myrooms placedelete <room number> <keyword> Will delete a place.
Myrooms keys <room number> Places you into an editor where you can set the
access list for private rooms, it should be the names of people you want
to have access, separated by spaces.
Education
Levels: -1, 0, 1, 2, 3, 4, 5
Requirements: Rank 2-5 At least 21.
Rank 3-5 Professional Focus 1-3 or Greystone Staff
This stat determines the level of education a character has achieved so far.
Education -1
Never graduated high school.
Education 0
Graduated high school.
Education 1
An undergraduate or have completed a lesser degree than a bachelors
Education 2
Completed a bachelors degree or equivilant
Education 3
Completed more than one degree or a Masters degree
Education 4
Completed a PhD or MD
Education 5
A professor, lecturer, or other academically established individual
Requirements: Rank 2-5 At least 21.
Rank 3-5 Professional Focus 1-3 or Greystone Staff
This stat determines the level of education a character has achieved so far.
Education -1
Never graduated high school.
Education 0
Graduated high school.
Education 1
An undergraduate or have completed a lesser degree than a bachelors
Education 2
Completed a bachelors degree or equivilant
Education 3
Completed more than one degree or a Masters degree
Education 4
Completed a PhD or MD
Education 5
A professor, lecturer, or other academically established individual
See Also
Eidolon Commands
Cult/Sect becomeeidolon
-Play the Eidolon, will not work if someone else is already doing so.
Trust (Eidolon) (negative/none/basic/moderate/advanced)
-Set trust for an Eidolon for StoryRunner commands.
Calendar Protect (number)
-Use 1k resources from your cult to extend protection over a particular calendar event.
Implantdream (target)
-Implants a dream in the target.
Possess (target)
-Possess a target anywhere in the world, must be helpless and in your domain or a member of your cult or sect.
Whisper (target) (message)
-Whisper to a target anywhere in the world as long as the room is dark, room does not have to be as dark
if the target has trusted the Eidolon to at least basic. Eidolons will hear any untargeted whisper said
by characters in the dark.
Make Blessing
-Enter an editor to create a blessing for one of your cult members. (See help blessings)
Artificeweapon/artificeamulet/artificecharm
-Create an artifact for potentially gifting.
curseobject (item) (imprint)
-Place a curse on an object so you can gift it to someone.
Gift (item) (character)
-Gift an item to a member of your cult.
Make Patrol
-Used by a member of an Eidolon’s cult to enter an editor to set up a custom patrol.
Make Encounter
-Used by a member of an Eidolon’s cult to enter an editor to set up a custom encounter.
Also see help Storyrunner commands
-Play the Eidolon, will not work if someone else is already doing so.
Trust (Eidolon) (negative/none/basic/moderate/advanced)
-Set trust for an Eidolon for StoryRunner commands.
Calendar Protect (number)
-Use 1k resources from your cult to extend protection over a particular calendar event.
Implantdream (target)
-Implants a dream in the target.
Possess (target)
-Possess a target anywhere in the world, must be helpless and in your domain or a member of your cult or sect.
Whisper (target) (message)
-Whisper to a target anywhere in the world as long as the room is dark, room does not have to be as dark
if the target has trusted the Eidolon to at least basic. Eidolons will hear any untargeted whisper said
by characters in the dark.
Make Blessing
-Enter an editor to create a blessing for one of your cult members. (See help blessings)
Artificeweapon/artificeamulet/artificecharm
-Create an artifact for potentially gifting.
curseobject (item) (imprint)
-Place a curse on an object so you can gift it to someone.
Gift (item) (character)
-Gift an item to a member of your cult.
Make Patrol
-Used by a member of an Eidolon’s cult to enter an editor to set up a custom patrol.
Make Encounter
-Used by a member of an Eidolon’s cult to enter an editor to set up a custom encounter.
Also see help Storyrunner commands
See Also
Eidolon Lore
Eidolon is the term for a variety of different spiritual entities which draw their power from belief, sacrifice, and the arcane and work in and through the world.
Origins:
Eidolons have multiple possible origins, some are created by Fae, Gods or even powerful magical users to serve them or their interests. Sometimes Eidolons are created by accident when a large magical working is undertaken. Some are born from local belief and dreams and some used to be people who have transformed themselves into an Eidolon, usually as part of a quest to eventually ascend into godhood or a similar level of power.
Powers:
Eidolons have limited direct power but have significant ability to work through other agents. They can generally control animals, weather and machinery but their main strength is working through human agents. Eidolons have significant powers to influence and manipulate people as well as the ability to grant them great powers and boons to enhance them. They can also often possess people, even frequently against their will and this is their only real way of experiencing the physical world. It is common for Eidolons to possess people and then encourage or manipulate them into doing exciting or interesting things for the Eidolon to experience. This often includes extremely dangerous activities and even often fatal ones so the Eidilon can enjoy the sensation of death before moving on.
Eidolons can create and/or control more minor spirits and ghosts and often use them as their agents to spread their goals and progress their interests.
Eidolons do not have their own source of power, they need to draw on supernatural power from other sources. Sacrifices, either of life or blood help them gain power, so does power channeled through belief, worship and other sacrifice but the most reliable source of power is arcane objects. The valuable resources that supernatural societies hold in their vaults often serve as some of the best sources of power for Eidolons.
Ascension:
If an Eidolon gains enough power and has a a catalyst they can use that power to transform themselves into something else. This usually requires rare and very powerful items as well and/or complex rituals with exacting requirements. There is no specific limitation on what an Eidolon can transform themselves into given enough power but the two most typical forms of ascension are either to become physical, becoming an entity such as a god or true-fae or demon lord. Or to entirely transcend the mortal plane and become a kind of latent supernatural force in the world. Generally not even being really conscious anymore but rather existing in a sort of eternal dream state.
Destruction:
The exact same things that empower Eidolons can be used to drain power from them with similar sorts of sacrifices, powerful objects and rituals. A powerful enough catalyst can even be used to destroy an Eidolon entirely by reducing its power below that which is required to sustain itself and causing the Eidolon to disperse away into nothingness.
Types:
There are no specific rules on what an Eidolon can be, but there are several broad types into which they tend to fall.
Fae:
Common origins for Fae Eidolons is that they begin as some sort of spirit of mischief that achieves a higher level of sentience and power or that they are created by a true Fae to serve their interests or goals and grow from there.
Fae Eidolons almost always seek to ascend into becoming true Fae and are frequently categorized by a focus on enjoyment and experience, they spend a lot of time possessing their followers and having them engage in more and more extreme hedonistic and thrill seeking behaviour.
Divine:
Divine Eidolons are usually created by a God to be some sort of servant or further their interests. They usually are aspected in a way very similar to the God that created them, such that Eidolons created by a war god are often heavily focused on war and warlike activities. Some gods support their Eidolons ascending and even want them to become a lower ranked god in their divine court but often the Eidolon resents their divine master and are trying to ascend behind their back and/or as a way to break away from their court and control. These can often be particularly complex entities since they both resent a particular god while still being made in their image.
Divine Eidolons almost always seek to ascend into becoming a god themselves and their focuses are as varied as the gods who created them.
Demonic:
Demonic Eidolons are almost always created by demons as a way to influence Earth in a way they generally cannot do while being locked in hell. Its also common for demonic Eidolons to be humans who have been transformed as part of some deal or pact, either done to them or something they have sought out themselves in a quest for power and immortality. Demonic Eidolons almost always have the same innate desire for suffering as other demons do.
Demonic Eidolons ascension goals are highly varied, its common for them to seek ascension into a demon lord but also common for them to seek ascension into a malicious force to more effectively promote suffering throughout the world.
The behaviour of demonic Eidolons is usually typified by the demonic interest in suffering, they tend to use their followers to try and create and promote suffering and rarely can help themselves from also forcing suffering upon their followers. This is often their greatest weakness as they try and walk the line between maximizing the suffering and not driving people away.
Ghost:
Ghostly Eidolons are ghosts who have been able to obtain enough followers or power after their death to ascend into something more powerful. They are as varied as the humans who died to become them but often are fixated on the circumstances of their death and any injustices they suffered or other grudges they had while alive.
Their ascension goals are varied but its common for them to seek to ascend into a non-sentient force as a way of seeking peace after death.
They often try to use their followers to carry on any missions or grudges they had in life, wanting them to attack the descendants of their enemies or embody the lifestyle or culture they used to have.
Cthulian:
Cthulian Eidolons come from the void and almost nothing is known about their origin. It is suspected that at least some of them used to be human however. Cthulian Eidolons often ascend into either powerful monstrous forms or ethereal entities but either way they always seem to disappear from the world shortly afterwards, presumably returning to the void for unknown reasons.
Cthulian Eidolons goals are quite alien and difficult for people to understand, they are often unspeakably cruel but do not seem to enjoy it in the same way as demons and often have their followers do things which make no sense at all to the members of the cult. Hunger is the only common theme among Cthulian Eidolons and they often will possess a human while they are feasting or become fixating on people consuming unusual things such as drinking blood or engaging in cannibalism.
Primal:
Primal Eidolons are usually formed from the worship of Nature or when a particularly remarkable and unusual animal dies but some are also human shamans or nature worshippers who are using it as a way to ascend.
Primal Eidolons almost always ascend into non-corporeal spirits of natural force although rarely some will ascend into some sort of animalistic god.
Their interests vary depending on the origin of the spirit, those which are evolved natural spirits are often deeply focused on preserving and growing the natural world, fighting against industrialization and civilization. Those who come from animal origins have goals which are heavily influenced by the type of animal they are, predators encourage their followers to engage in more predation and may enjoy possessing people while hunting. Pack animals have cults which are more communal while other animals might be more contemplative or playful.
Origins:
Eidolons have multiple possible origins, some are created by Fae, Gods or even powerful magical users to serve them or their interests. Sometimes Eidolons are created by accident when a large magical working is undertaken. Some are born from local belief and dreams and some used to be people who have transformed themselves into an Eidolon, usually as part of a quest to eventually ascend into godhood or a similar level of power.
Powers:
Eidolons have limited direct power but have significant ability to work through other agents. They can generally control animals, weather and machinery but their main strength is working through human agents. Eidolons have significant powers to influence and manipulate people as well as the ability to grant them great powers and boons to enhance them. They can also often possess people, even frequently against their will and this is their only real way of experiencing the physical world. It is common for Eidolons to possess people and then encourage or manipulate them into doing exciting or interesting things for the Eidolon to experience. This often includes extremely dangerous activities and even often fatal ones so the Eidilon can enjoy the sensation of death before moving on.
Eidolons can create and/or control more minor spirits and ghosts and often use them as their agents to spread their goals and progress their interests.
Eidolons do not have their own source of power, they need to draw on supernatural power from other sources. Sacrifices, either of life or blood help them gain power, so does power channeled through belief, worship and other sacrifice but the most reliable source of power is arcane objects. The valuable resources that supernatural societies hold in their vaults often serve as some of the best sources of power for Eidolons.
Ascension:
If an Eidolon gains enough power and has a a catalyst they can use that power to transform themselves into something else. This usually requires rare and very powerful items as well and/or complex rituals with exacting requirements. There is no specific limitation on what an Eidolon can transform themselves into given enough power but the two most typical forms of ascension are either to become physical, becoming an entity such as a god or true-fae or demon lord. Or to entirely transcend the mortal plane and become a kind of latent supernatural force in the world. Generally not even being really conscious anymore but rather existing in a sort of eternal dream state.
Destruction:
The exact same things that empower Eidolons can be used to drain power from them with similar sorts of sacrifices, powerful objects and rituals. A powerful enough catalyst can even be used to destroy an Eidolon entirely by reducing its power below that which is required to sustain itself and causing the Eidolon to disperse away into nothingness.
Types:
There are no specific rules on what an Eidolon can be, but there are several broad types into which they tend to fall.
Fae:
Common origins for Fae Eidolons is that they begin as some sort of spirit of mischief that achieves a higher level of sentience and power or that they are created by a true Fae to serve their interests or goals and grow from there.
Fae Eidolons almost always seek to ascend into becoming true Fae and are frequently categorized by a focus on enjoyment and experience, they spend a lot of time possessing their followers and having them engage in more and more extreme hedonistic and thrill seeking behaviour.
Divine:
Divine Eidolons are usually created by a God to be some sort of servant or further their interests. They usually are aspected in a way very similar to the God that created them, such that Eidolons created by a war god are often heavily focused on war and warlike activities. Some gods support their Eidolons ascending and even want them to become a lower ranked god in their divine court but often the Eidolon resents their divine master and are trying to ascend behind their back and/or as a way to break away from their court and control. These can often be particularly complex entities since they both resent a particular god while still being made in their image.
Divine Eidolons almost always seek to ascend into becoming a god themselves and their focuses are as varied as the gods who created them.
Demonic:
Demonic Eidolons are almost always created by demons as a way to influence Earth in a way they generally cannot do while being locked in hell. Its also common for demonic Eidolons to be humans who have been transformed as part of some deal or pact, either done to them or something they have sought out themselves in a quest for power and immortality. Demonic Eidolons almost always have the same innate desire for suffering as other demons do.
Demonic Eidolons ascension goals are highly varied, its common for them to seek ascension into a demon lord but also common for them to seek ascension into a malicious force to more effectively promote suffering throughout the world.
The behaviour of demonic Eidolons is usually typified by the demonic interest in suffering, they tend to use their followers to try and create and promote suffering and rarely can help themselves from also forcing suffering upon their followers. This is often their greatest weakness as they try and walk the line between maximizing the suffering and not driving people away.
Ghost:
Ghostly Eidolons are ghosts who have been able to obtain enough followers or power after their death to ascend into something more powerful. They are as varied as the humans who died to become them but often are fixated on the circumstances of their death and any injustices they suffered or other grudges they had while alive.
Their ascension goals are varied but its common for them to seek to ascend into a non-sentient force as a way of seeking peace after death.
They often try to use their followers to carry on any missions or grudges they had in life, wanting them to attack the descendants of their enemies or embody the lifestyle or culture they used to have.
Cthulian:
Cthulian Eidolons come from the void and almost nothing is known about their origin. It is suspected that at least some of them used to be human however. Cthulian Eidolons often ascend into either powerful monstrous forms or ethereal entities but either way they always seem to disappear from the world shortly afterwards, presumably returning to the void for unknown reasons.
Cthulian Eidolons goals are quite alien and difficult for people to understand, they are often unspeakably cruel but do not seem to enjoy it in the same way as demons and often have their followers do things which make no sense at all to the members of the cult. Hunger is the only common theme among Cthulian Eidolons and they often will possess a human while they are feasting or become fixating on people consuming unusual things such as drinking blood or engaging in cannibalism.
Primal:
Primal Eidolons are usually formed from the worship of Nature or when a particularly remarkable and unusual animal dies but some are also human shamans or nature worshippers who are using it as a way to ascend.
Primal Eidolons almost always ascend into non-corporeal spirits of natural force although rarely some will ascend into some sort of animalistic god.
Their interests vary depending on the origin of the spirit, those which are evolved natural spirits are often deeply focused on preserving and growing the natural world, fighting against industrialization and civilization. Those who come from animal origins have goals which are heavily influenced by the type of animal they are, predators encourage their followers to engage in more predation and may enjoy possessing people while hunting. Pack animals have cults which are more communal while other animals might be more contemplative or playful.
Electricity Resistance
Levels: 0, 2
This ability confers near immunity to electricity and lightning. Currents
will simply pass over their skin. It conveys immunity to some abilities but
is primarily a RP stat. This does not help against shadow lightning.
This ability confers near immunity to electricity and lightning. Currents
will simply pass over their skin. It conveys immunity to some abilities but
is primarily a RP stat. This does not help against shadow lightning.
Electropathic
Levels: 0, 2
Requirements: Gun Disciple 3, Scientifically Augmented, or Tier 4 Demonborn.
This ability allows you to communicate with electronic devices psychically,
it requires you to be able to see.
Syntax: Teletext (number) (message)/telesay (message)/telessay
(message)/telecsay (message)
Requirements: Gun Disciple 3, Scientifically Augmented, or Tier 4 Demonborn.
This ability allows you to communicate with electronic devices psychically,
it requires you to be able to see.
Syntax: Teletext (number) (message)/telesay (message)/telessay
(message)/telecsay (message)
Elemental Magic Focus
Levels: 0, 1, 2, 3, 4
Arcane Focus
Requirements: Gifted or Supernatural
This stat represense those who’ve studied elemental magics. In addition to the standard arcane focus bonuses, it grants either cryomancy or pyromancy, allowing the arcanist to wield the elements against their enemies in battle. At higher ranks it also grants access to resistances that allow the practitioner to shrug off elemental forces and attacks that would cow lesser individuals. At max rank it allows the learning of Dual Aspects, allowing the arcanist to master both fire and ice.
[Elemental Magic One]:
Cryomancy 1: A power tree focused on ice.
Pyromancy 1: A power tree focused on fire.
[Elemental Magic Two]:
Cryomancy 1: A power tree focused on ice.
Elemental Spirits: A power that allows minions to attack at range with sorcery.
Fire Resistance: A power tree that grants near immunity to heat and fire.
Frost Resistance: A power tree that grants near immunity to the cold.
Pyromancy 1: A power tree focused on fire.
[Elemental Magic Three]:
Fire Sorcery: A legendary power that grants the fire sorcery combat discipline.
Ice Sorcery: A legendary power that grants the ice sorcery combat discipline.
[Elemental Magic Four]:
Dual Elements: A power that enables training both cryomancy and pyromancy.
[Last edited August 25, 2021]
Arcane Focus
Requirements: Gifted or Supernatural
This stat represense those who’ve studied elemental magics. In addition to the standard arcane focus bonuses, it grants either cryomancy or pyromancy, allowing the arcanist to wield the elements against their enemies in battle. At higher ranks it also grants access to resistances that allow the practitioner to shrug off elemental forces and attacks that would cow lesser individuals. At max rank it allows the learning of Dual Aspects, allowing the arcanist to master both fire and ice.
[Elemental Magic One]:
Cryomancy 1: A power tree focused on ice.
Pyromancy 1: A power tree focused on fire.
[Elemental Magic Two]:
Cryomancy 1: A power tree focused on ice.
Elemental Spirits: A power that allows minions to attack at range with sorcery.
Fire Resistance: A power tree that grants near immunity to heat and fire.
Frost Resistance: A power tree that grants near immunity to the cold.
Pyromancy 1: A power tree focused on fire.
[Elemental Magic Three]:
Fire Sorcery: A legendary power that grants the fire sorcery combat discipline.
Ice Sorcery: A legendary power that grants the ice sorcery combat discipline.
[Elemental Magic Four]:
Dual Elements: A power that enables training both cryomancy and pyromancy.
[Last edited August 25, 2021]
See Also
Elemental Spirits
Levels: 0, 2
Requirements: Elemental Magic Focus 2
This power allows arcanists to summon elementally attuned spirits to inhabit
their minions. Allowing them to make minions with fire, ice or lightning
sorcery disciplines.
Requirements: Elemental Magic Focus 2
This power allows arcanists to summon elementally attuned spirits to inhabit
their minions. Allowing them to make minions with fire, ice or lightning
sorcery disciplines.
Elseborn
Tier Two Archetype
Human unless takes occult focuses.
Elseborn are humans who are people from other worlds and dimensions
who one day find themselves in our world in a human body with no
real idea of how they got here.
Elseborn are entirely physically human, they typically resemble
whomever they were in the other world but do not retain any inhuman
characteristics.
(Do not use elseborn to play someone else’s character unless you have
their permission.)
Minimum Age: 18
Available Negative Modifiers: Addicted, Injured, Ill, Mentally Ill.
Available Positive Modifiers: Relic Holder, Demonic Pact holder,
Chemical Augmentation, Fleshformed.
Focuses: Gives one point to spend on focuses at tier two.
Human unless takes occult focuses.
Elseborn are humans who are people from other worlds and dimensions
who one day find themselves in our world in a human body with no
real idea of how they got here.
Elseborn are entirely physically human, they typically resemble
whomever they were in the other world but do not retain any inhuman
characteristics.
(Do not use elseborn to play someone else’s character unless you have
their permission.)
Minimum Age: 18
Available Negative Modifiers: Addicted, Injured, Ill, Mentally Ill.
Available Positive Modifiers: Relic Holder, Demonic Pact holder,
Chemical Augmentation, Fleshformed.
Focuses: Gives one point to spend on focuses at tier two.
Embezzlement
Societies lose resources every week to embezzlement. The more resources a
society has stockpiled the more they are likely to lose to embezzlement
although the true amount is random.
society has stockpiled the more they are likely to lose to embezzlement
although the true amount is random.
emit
Syntax: Emit (text)
A type of emote that will not include your name, usable by dream gods, SRs and higher powers.
A type of emote that will not include your name, usable by dream gods, SRs and higher powers.
emote
Emote Combat
Emote combat occurs when there are no NPCs involved in a fight who aren’t
either controlled by a SR, or the minions of a PC.
Emote combat is started by someone typing ‘attack’ by itself.
The turn in which participants will be allowed to act is randomized, but also
affected by the Fast Reflexes skill, those with higher fast reflexes being more
likely to get to act earlier in the rotation.
When it is your turn you will have two minutes to input your attacks and moves
or you forfeit your turn, this is done just like in fast combat with the attack
and move commands. You can still use attacks with the custom argument to attach
special affects to your attacks, but you won’t use the message associated with
that attack.
Once you have input your commands you have five minutes to write an emote to
describe what your character is doing in that turn, how they are moving and
attacking. This is done with the emote command just like in regular RP. Once the
emote is finished and sent the code will be processed and it will move to the
next person’s turn.
either controlled by a SR, or the minions of a PC.
Emote combat is started by someone typing ‘attack’ by itself.
The turn in which participants will be allowed to act is randomized, but also
affected by the Fast Reflexes skill, those with higher fast reflexes being more
likely to get to act earlier in the rotation.
When it is your turn you will have two minutes to input your attacks and moves
or you forfeit your turn, this is done just like in fast combat with the attack
and move commands. You can still use attacks with the custom argument to attach
special affects to your attacks, but you won’t use the message associated with
that attack.
Once you have input your commands you have five minutes to write an emote to
describe what your character is doing in that turn, how they are moving and
attacking. This is done with the emote command just like in regular RP. Once the
emote is finished and sent the code will be processed and it will move to the
next person’s turn.
See Also
Emote Standards
The following standards are expecting when emoting or using other RP
commands on Haven.
*) You should not include any OOC information or communication inside an
emote. SRs are excempt from this standard if they find they need OOC emotes
to set up/run their scenes.
*) You should not post fixed or corrected emotes, if you need to fix an
error and cannot do so ICly you should do it with a small follow up
clarifying statement. Do not repeat the whole emote again.
*) You should not use color to an extent that is irritating or obnoxious.
You should not color all your emotes. You should not overwrite people’s
color say preferences with colored speech in your emotes.
*) You should not include any ‘meta commentary’ in your emotes remarking on
events as if you were a narrator talking about the scene. This is
especially true of passive aggressive commentary such as. “Bob ignores
@person and their stupid shoes.”
*) You should not write the result of an action which may be contested
unless the result has been determined by some coded feature of the game such
as a compete or combat.
*) You should not use emotes to control NPCs in any way that aids your
character or their agenda unless they are professional NPCs simply doing
their job, such as bodyguards or shopkeepers. Or are NPCs reasonably
under your authority behaving sensibly, such as a secretary fetching
coffee or a child obeying their parents.
*) You may not delierately damage the immersion or reality of ongoing
roleplay with your emotes. Such as by deliberately focusing attention on
any coded aspect of the game unequal to the task of representing a reality
or on interpretations of coded events that are notably less sensible than
other interpretations.
You can use report (person) if you feel they are violating these standards,
staff also may report people if they see violations of the emote standards.
Violations may cause you to lose RPxp and/or Karma.
commands on Haven.
*) You should not include any OOC information or communication inside an
emote. SRs are excempt from this standard if they find they need OOC emotes
to set up/run their scenes.
*) You should not post fixed or corrected emotes, if you need to fix an
error and cannot do so ICly you should do it with a small follow up
clarifying statement. Do not repeat the whole emote again.
*) You should not use color to an extent that is irritating or obnoxious.
You should not color all your emotes. You should not overwrite people’s
color say preferences with colored speech in your emotes.
*) You should not include any ‘meta commentary’ in your emotes remarking on
events as if you were a narrator talking about the scene. This is
especially true of passive aggressive commentary such as. “Bob ignores
@person and their stupid shoes.”
*) You should not write the result of an action which may be contested
unless the result has been determined by some coded feature of the game such
as a compete or combat.
*) You should not use emotes to control NPCs in any way that aids your
character or their agenda unless they are professional NPCs simply doing
their job, such as bodyguards or shopkeepers. Or are NPCs reasonably
under your authority behaving sensibly, such as a secretary fetching
coffee or a child obeying their parents.
*) You may not delierately damage the immersion or reality of ongoing
roleplay with your emotes. Such as by deliberately focusing attention on
any coded aspect of the game unequal to the task of representing a reality
or on interpretations of coded events that are notably less sensible than
other interpretations.
You can use report (person) if you feel they are violating these standards,
staff also may report people if they see violations of the emote standards.
Violations may cause you to lose RPxp and/or Karma.
Emoting
Syntax: emote (string)
This is the basic emoting syntax. Unless otherwise specificied, the emote
will start with your short desc or whatever others have you remembered by.
There is a character limit, but it is fairly long. If you are used to emoting
in very long paragraphs, split them up with separate emotes.
Syntax: subtle (string)
A subtle emote is the same as a regular emote, except that it can only be
seen by someone who has joined the same place as you. If you have not
joined a place, a subtle emote will show to anyone who similarly has not.
Places will be marked as such in a room description.
Syntax: private (person) (string)
A private emote is a regular emote that can only be seen by the person you
send it to. You cannot use dialogue in a private emote. A private emote that
has not been properly targeted will show as a subtle emote.
Syntax: announce (message)
This is a form of emote that goes to everyone in the room
even when the room is crowded. Regular emotes do not go to
the whole room in crowded rooms but only to those at the
same place as you.
Syntax: internal (message)
This form of emote can only be seen by you and any SRs and allows
you to emote internal thoughts, feelings, memories etc.
Syntax:
Targeting:
@me: @me in an emote will force the emote not to start with your sdesc,
instead putting it wherever you place it in the paragraph. E.g.,
emote “Hello,” @me says, giving a wave.
will read as:
“Hello,” Bob says, giving a wave.
as opposed to:
emote waves and says, “Hello.”
Bob waves and says, “Hello.”
@my: In order to have your sdesc appear possessive and force the emote
to not start with it, you must use @my. E.g.,
emote Stalking down the street, @my eyes peer owlishly around.
will read as:
Stalking down the street, Bob’s eyes peer owlishly around.
@name: In order to target someone else in an emote, simply @theirname
or @introkeyword. E.g.,
emote glances curiously at @name.
will read as:
Bob glances curiously at Alice.
@name’s: In order to target someone with a possessive, do the above but add
a ‘s as @theirname’s. E.g.,
emote grabs at @name’s bag.
will read as:
Bob grabs at Alice’s bag.
Note: Emoting is not automatically capitalized or punctuated for you.
This is the basic emoting syntax. Unless otherwise specificied, the emote
will start with your short desc or whatever others have you remembered by.
There is a character limit, but it is fairly long. If you are used to emoting
in very long paragraphs, split them up with separate emotes.
Syntax: subtle (string)
A subtle emote is the same as a regular emote, except that it can only be
seen by someone who has joined the same place as you. If you have not
joined a place, a subtle emote will show to anyone who similarly has not.
Places will be marked as such in a room description.
Syntax: private (person) (string)
A private emote is a regular emote that can only be seen by the person you
send it to. You cannot use dialogue in a private emote. A private emote that
has not been properly targeted will show as a subtle emote.
Syntax: announce (message)
This is a form of emote that goes to everyone in the room
even when the room is crowded. Regular emotes do not go to
the whole room in crowded rooms but only to those at the
same place as you.
Syntax: internal (message)
This form of emote can only be seen by you and any SRs and allows
you to emote internal thoughts, feelings, memories etc.
Syntax:
Targeting:
@me: @me in an emote will force the emote not to start with your sdesc,
instead putting it wherever you place it in the paragraph. E.g.,
emote “Hello,” @me says, giving a wave.
will read as:
“Hello,” Bob says, giving a wave.
as opposed to:
emote waves and says, “Hello.”
Bob waves and says, “Hello.”
@my: In order to have your sdesc appear possessive and force the emote
to not start with it, you must use @my. E.g.,
emote Stalking down the street, @my eyes peer owlishly around.
will read as:
Stalking down the street, Bob’s eyes peer owlishly around.
@name: In order to target someone else in an emote, simply @theirname
or @introkeyword. E.g.,
emote glances curiously at @name.
will read as:
Bob glances curiously at Alice.
@name’s: In order to target someone with a possessive, do the above but add
a ‘s as @theirname’s. E.g.,
emote grabs at @name’s bag.
will read as:
Bob grabs at Alice’s bag.
Note: Emoting is not automatically capitalized or punctuated for you.
See Also
Employee
Syntax: job take employee (character)
The employee job allows one of your characters to work for another of your
characters. This allows you to bypass the restriction on using one alt to
aid another but not any other restriction. That is your characters can be
allies, but you still cannot have two supernatural characters logged in at
once etc.
The character you are becoming an employee of must be higher tier than you
and in the same room.
Employees earn 20% of the money of those with fulltime jobs, and cannot earn
influence or take contact stats.
Their secrecy is 10% lower than it would otherwise be, and they don’t count
against a societies total membership for secrecy purposes and aren’t
considered for calculating the average tier of the society.
The employee job allows one of your characters to work for another of your
characters. This allows you to bypass the restriction on using one alt to
aid another but not any other restriction. That is your characters can be
allies, but you still cannot have two supernatural characters logged in at
once etc.
The character you are becoming an employee of must be higher tier than you
and in the same room.
Employees earn 20% of the money of those with fulltime jobs, and cannot earn
influence or take contact stats.
Their secrecy is 10% lower than it would otherwise be, and they don’t count
against a societies total membership for secrecy purposes and aren’t
considered for calculating the average tier of the society.
Encounter
Syntax: encounter launch
Syntax: encounter bringin (message)/stop
Syntax: encounter join (SR Name)
Syntax: encounter storyline (storyline name)
Syntax: encounter mastermine (character name)
Encounters are random IC events run by storyrunners that occur in an
instanced version of Haven.
SRs first use encounter launch, this command will find a player and pick
from a list of 50+ possible encounters, prompting the player with the option
to join an encounter and giving the name of the SR running it. The player
has two minutes to respond, if they accept both they and the SR are moved
into an instanced copy of the room they were just in, and the SR is given a
short one to two sentence description of the encounter.
The SR will then use this writing prompt to create a small RP scene for the
participants, they will earn enhanced karma for this much like they would
for running an adventure, but not as much. During the adventure they can of
course summon in new people if there’s a reason to single them out in
particular, but they can also make use of the encounter bringin command.
This command puts the encounter onto the where list with the string the SR
specifies, appearing as (string) is happening in (room) and also the name of
the SR and person first recruited. It also sends an echo to those most
likely to notice the encounter going on. From there players can use
encounter join (SR name) to join the encounter up to a maximum of five.
SRs can edit encounter rooms with the decorate command.
There is a week cooldown on running encounters.
Every 6 weeks an SR can use encounter launch (name) to launch an encounter with a particular target.
Once the SR sees the encounter they can add it to an existing storyline if they think it fits.
Once added to a storyline they can also assign it a mastermind if it makes sense.
Be advised that encounters are not private affairs; they show up on faction/cult/sect report events for society members and are logged on Haven’s website as well.
[Last edited December 8, 2023]
Syntax: encounter bringin (message)/stop
Syntax: encounter join (SR Name)
Syntax: encounter storyline (storyline name)
Syntax: encounter mastermine (character name)
Encounters are random IC events run by storyrunners that occur in an
instanced version of Haven.
SRs first use encounter launch, this command will find a player and pick
from a list of 50+ possible encounters, prompting the player with the option
to join an encounter and giving the name of the SR running it. The player
has two minutes to respond, if they accept both they and the SR are moved
into an instanced copy of the room they were just in, and the SR is given a
short one to two sentence description of the encounter.
The SR will then use this writing prompt to create a small RP scene for the
participants, they will earn enhanced karma for this much like they would
for running an adventure, but not as much. During the adventure they can of
course summon in new people if there’s a reason to single them out in
particular, but they can also make use of the encounter bringin command.
This command puts the encounter onto the where list with the string the SR
specifies, appearing as (string) is happening in (room) and also the name of
the SR and person first recruited. It also sends an echo to those most
likely to notice the encounter going on. From there players can use
encounter join (SR name) to join the encounter up to a maximum of five.
SRs can edit encounter rooms with the decorate command.
There is a week cooldown on running encounters.
Every 6 weeks an SR can use encounter launch (name) to launch an encounter with a particular target.
Once the SR sees the encounter they can add it to an existing storyline if they think it fits.
Once added to a storyline they can also assign it a mastermind if it makes sense.
Be advised that encounters are not private affairs; they show up on faction/cult/sect report events for society members and are logged on Haven’s website as well.
[Last edited December 8, 2023]
Encroachment
The forest of Haven is not a natural one by any stretch of the imagination. Even
as pioneers push out to claim its land, the forest pushes back. It grows at a
preternatural rate, and any property inside it must contend with it constantly
encroaching upon it and trying to reclaim the land.
The forest grows more quickly in the outer forest than the inner forest. The
outer forest starts where the mist does.
Properties or roads damaged by encroachment can be repaired by the repair
command.
Properties can also be automatically maintained by NPCs for cash.
as pioneers push out to claim its land, the forest pushes back. It grows at a
preternatural rate, and any property inside it must contend with it constantly
encroaching upon it and trying to reclaim the land.
The forest grows more quickly in the outer forest than the inner forest. The
outer forest starts where the mist does.
Properties or roads damaged by encroachment can be repaired by the repair
command.
Properties can also be automatically maintained by NPCs for cash.
See Also
Endowment
Levels: 0, 3
Requirements: College Student
This stat represents someone making a contribution to the Greystone institute
in order to ensure you have favorable treatment while there. Characters with
this stat cannot be committed by college staff with the college commit command.
They can still be committed through other means.
Prep students can obtain this stat cheaper.
Requirements: College Student
This stat represents someone making a contribution to the Greystone institute
in order to ensure you have favorable treatment while there. Characters with
this stat cannot be committed by college staff with the college commit command.
They can still be committed through other means.
Prep students can obtain this stat cheaper.
Enemy
An Enemy is a type of guest, your character needs to be at least tier two
to create such a guest and they can be created approximately every two
months. The maximum tier for an enemy is the same tier as your PC. Enemies
start off with a bunch of scheme influence.
An enemy must be an actual enemy of your PC, likely come to Haven
specifically to come after them. Your PC is frozen for the duration of the
enemy being in town, it’s up to you to roleplay the reason for them not
being around but leaving town to avoid the enemy is generally a good reason.
As such the enemy will most likely go after your PCs friends and allies, or
will try to arrange traps or ambushes for them when they return.
to create such a guest and they can be created approximately every two
months. The maximum tier for an enemy is the same tier as your PC. Enemies
start off with a bunch of scheme influence.
An enemy must be an actual enemy of your PC, likely come to Haven
specifically to come after them. Your PC is frozen for the duration of the
enemy being in town, it’s up to you to roleplay the reason for them not
being around but leaving town to avoid the enemy is generally a good reason.
As such the enemy will most likely go after your PCs friends and allies, or
will try to arrange traps or ambushes for them when they return.
Energy Fighting
Type: Melee
Max Range: 1
This discipline covers the ability of creatures to fight with
pure energy in close proximity, by conjuring and deploying the magic
directly to a close quarters opponent or channeling through a weapon or body
part upon striking.
Max Range: 1
This discipline covers the ability of creatures to fight with
pure energy in close proximity, by conjuring and deploying the magic
directly to a close quarters opponent or channeling through a weapon or body
part upon striking.
See Also
Energy Magic
Type: Ranged
Max Range: 100
Optimum Range: 50
This discipline covers the ability of certain creatures to
conjure and deploy pure energy. A type of ‘sorcery’ that is typically used
to fire projectiles formed of an unknown nebulous energy that can either
strike hard or detonate on impact.
Max Range: 100
Optimum Range: 50
This discipline covers the ability of certain creatures to
conjure and deploy pure energy. A type of ‘sorcery’ that is typically used
to fire projectiles formed of an unknown nebulous energy that can either
strike hard or detonate on impact.
See Also
Energy Shield
Type: Defensive
This discipline covers the use of energy manipulation to form a protective
shield that will block incoming attacks until the energy is all used up.
Normally invisible except when being struck.
This discipline covers the use of energy manipulation to form a protective
shield that will block incoming attacks until the energy is all used up.
Normally invisible except when being struck.
See Also
Engineer Focus
Levels: 0, 1, 2, 3
Professional Focus
Requirements: None
This stat represents those who’ve dedicated themselves to the world of computers and mechanical engineering. In addition to the standard professional focus bonuses, each rank also decreases the cost and increases the effectiveness of augmentations.
[Engineer One]:
Demolitions 2: Greater proficiency with explosives; makes it easier to breakin to buildings.
Engineering 3: Greater proficiency with building electronics; can signalboost phones on Greystone campus.
Hacking 3: Greater proficiency with computers; allows jamming communications.
[Engineer Two]:
Engineering 4: Greater proficiency with building electronics.
Hacking 4: Greater proficiency with computers.
[Engineer Three]:
Demolitions 3: Maximum proficiency with explosives; makes it easier to breakin to buildings.
Engineering 5: Maximum proficiency with building electronics; can create moderately futuristic devices.
Hacking 5: Maximum proficiency with computers; allows occasional intercepting messages and identifying chatroom users.
Powered Armor : Boosts augmented armour to grant +1 to all physical stats and super jumping.
[Engineer Four]:
None.
[Last edited August 25, 2021]
Professional Focus
Requirements: None
This stat represents those who’ve dedicated themselves to the world of computers and mechanical engineering. In addition to the standard professional focus bonuses, each rank also decreases the cost and increases the effectiveness of augmentations.
[Engineer One]:
Demolitions 2: Greater proficiency with explosives; makes it easier to breakin to buildings.
Engineering 3: Greater proficiency with building electronics; can signalboost phones on Greystone campus.
Hacking 3: Greater proficiency with computers; allows jamming communications.
[Engineer Two]:
Engineering 4: Greater proficiency with building electronics.
Hacking 4: Greater proficiency with computers.
[Engineer Three]:
Demolitions 3: Maximum proficiency with explosives; makes it easier to breakin to buildings.
Engineering 5: Maximum proficiency with building electronics; can create moderately futuristic devices.
Hacking 5: Maximum proficiency with computers; allows occasional intercepting messages and identifying chatroom users.
Powered Armor : Boosts augmented armour to grant +1 to all physical stats and super jumping.
[Engineer Four]:
None.
[Last edited August 25, 2021]
See Also
Engineering
Levels: 0, 1, 2, 3, 4, 5
Requirements: Rank 3-5 requires engineer focus 1-3
Young Characters: Rank 3 requires the Hacker role.
This stat represents a character’s ability to build electronic devices.
Engineering 0
No skill
Engineering 1
Design or build simple devices
Engineering 2
Design or build commercial quality devices
Engineering 3
Design or build cutting edge quality devices
Modify phones to temporarily work in the Greystone Institute
Engineering 4
Design and build military quality devices
Engineering 5
Design and build more advanced devices than anything that exists today. This
is limited to devices that might credibly exist in 5-10 years.
Each rank in this skill reduces the cost of augmenting weaponry by 15% and increases the duration of weapon augments by 5.
Requirements: Rank 3-5 requires engineer focus 1-3
Young Characters: Rank 3 requires the Hacker role.
This stat represents a character’s ability to build electronic devices.
Engineering 0
No skill
Engineering 1
Design or build simple devices
Engineering 2
Design or build commercial quality devices
Engineering 3
Design or build cutting edge quality devices
Modify phones to temporarily work in the Greystone Institute
Engineering 4
Design and build military quality devices
Engineering 5
Design and build more advanced devices than anything that exists today. This
is limited to devices that might credibly exist in 5-10 years.
Each rank in this skill reduces the cost of augmenting weaponry by 15% and increases the duration of weapon augments by 5.
See Also
Enhancements Rituals
Life Force Costs per level of Ritualism: 1: 21%, 2: 12%, 3: 9%, 4: 6%, 5: 4%
Syntax: Ritual sacrifice Cost: 25%
Sacrifices some of the character’s apparent age to turn it into pure life
force energy. Is self targeted, and needs Ritualism 2 or higher. A character
who has fixed their apparent age with ageless still ages, but gains
no life force from it.
Syntax: Ritual shadowcloak (target) Cost: 25%
Applies a shadowcloak to the target, making all lights in their proximity
fail until they remove it with the shadowcloak command.
Syntax: Ritual agetheft (target) Cost: 150%
Steals some of the physical age from another and gives it to the caster.
More effective the larger an age difference there is, also much more
effective if done with the target bound helpless in the same room as the
caster. Costs half again as much life force as most rituals. It fails
to latch on to anyone with fewer than 100 hours played, and takes half as
much from tier one characters.
Syntax: Ritual shadowwalk (target) Cost: 25%
Makes the room the caster performs it in their shadowed room. It always marks
the caster’s own room, so name yourself as the target. Once a day, when not
helpless, restrained or otherwise pre-occupied, the caster can use the
shadowwalk command to return to that room from anywhere in Haven, bringing
with them anyone they are dragging or carrying. Performing the ritual again
moves the shadowed room and lets the caster walk again straight away. See
help shadowwalk.
Syntax: Ritual dreadwatcher (target) Cost: 50%
Gives the target a temporary share of demonic empathy: while it lasts they
sense the dreads of those around them as a demonborn does (see help dread).
It does not let them feel suffering. How long it lasts depends on the strength
of the caster against the target, and it has no effect on someone proof
against rituals.
Syntax: Ritual sacrifice Cost: 25%
Sacrifices some of the character’s apparent age to turn it into pure life
force energy. Is self targeted, and needs Ritualism 2 or higher. A character
who has fixed their apparent age with ageless still ages, but gains
no life force from it.
Syntax: Ritual shadowcloak (target) Cost: 25%
Applies a shadowcloak to the target, making all lights in their proximity
fail until they remove it with the shadowcloak command.
Syntax: Ritual agetheft (target) Cost: 150%
Steals some of the physical age from another and gives it to the caster.
More effective the larger an age difference there is, also much more
effective if done with the target bound helpless in the same room as the
caster. Costs half again as much life force as most rituals. It fails
to latch on to anyone with fewer than 100 hours played, and takes half as
much from tier one characters.
Syntax: Ritual shadowwalk (target) Cost: 25%
Makes the room the caster performs it in their shadowed room. It always marks
the caster’s own room, so name yourself as the target. Once a day, when not
helpless, restrained or otherwise pre-occupied, the caster can use the
shadowwalk command to return to that room from anywhere in Haven, bringing
with them anyone they are dragging or carrying. Performing the ritual again
moves the shadowed room and lets the caster walk again straight away. See
help shadowwalk.
Syntax: Ritual dreadwatcher (target) Cost: 50%
Gives the target a temporary share of demonic empathy: while it lasts they
sense the dreads of those around them as a demonborn does (see help dread).
It does not let them feel suffering. How long it lasts depends on the strength
of the caster against the target, and it has no effect on someone proof
against rituals.
See Also
Enrapture
Levels: 0, 2
Requirements: Socialite Focus 3
Syntax: Enrapture (target) Enrapture break
Enrapture is a mystical power that makes a person fall in love with the
user. The victim must be helpless for the command to work. Like other
forms of mind control while in Haven it doesn’t work to violate Sanctuary
but is otherwise one of the most powerful forms of enslavement there is.
The victim will believe themselves head over heels in love with the user and
willing to do almost anything to make them happy. It can only be used on
one person at a time. When the effect wears off the victim will realize
they were manipulated, but will believe their actions were less out of
character than they truly were.
Requirements: Socialite Focus 3
Syntax: Enrapture (target) Enrapture break
Enrapture is a mystical power that makes a person fall in love with the
user. The victim must be helpless for the command to work. Like other
forms of mind control while in Haven it doesn’t work to violate Sanctuary
but is otherwise one of the most powerful forms of enslavement there is.
The victim will believe themselves head over heels in love with the user and
willing to do almost anything to make them happy. It can only be used on
one person at a time. When the effect wears off the victim will realize
they were manipulated, but will believe their actions were less out of
character than they truly were.
See Also
Enthrall
Levels: 0, 2
Syntax: Enthrall (target)
Enthrall break
Enthralling is an abomination power that can only be used on helpless
targets. When used it places the target entirely in your thrall, they will
have to obey any order given to them. It can be broken with enthrall break,
and breaks automatically if the abomination dies.
Somewhat uniquely for mind control an enthralled target is aware they’re
enthralled and does not wish to follow their orders, but is compelled to
anyway, a great exertion of will is only able to delay follow an order by a
second.
Enthralled targets are compelled to obey what they believe their master
meant, not the literal words of an order, and so can’t try to loophole
things semantically.
An enthralled target will see ‘Your master’ in the look info of their master
generally and will see memory cloaked masters as ‘Your master’ instead of
their normal nondescript intro. An abomination can only have one person
enthralled at a time.
If a character dies while enthralled, their master also dies.
This effect lasts for a few hours to a day or two past when
the bond ends, much longer if the enthralled person is badly injured,
bloodaured or tainted for breaking the understanding.
Syntax: Enthrall (target)
Enthrall break
Enthralling is an abomination power that can only be used on helpless
targets. When used it places the target entirely in your thrall, they will
have to obey any order given to them. It can be broken with enthrall break,
and breaks automatically if the abomination dies.
Somewhat uniquely for mind control an enthralled target is aware they’re
enthralled and does not wish to follow their orders, but is compelled to
anyway, a great exertion of will is only able to delay follow an order by a
second.
Enthralled targets are compelled to obey what they believe their master
meant, not the literal words of an order, and so can’t try to loophole
things semantically.
An enthralled target will see ‘Your master’ in the look info of their master
generally and will see memory cloaked masters as ‘Your master’ instead of
their normal nondescript intro. An abomination can only have one person
enthralled at a time.
If a character dies while enthralled, their master also dies.
This effect lasts for a few hours to a day or two past when
the bond ends, much longer if the enthralled person is badly injured,
bloodaured or tainted for breaking the understanding.
Epic Strength
Levels: 0, 2
Requirement: Strength 3+
and : Demigod Warrior 3 or Demon Warrior 3
This power doubles your effective strength, allowing it to go beyond 5. It also imposes additional stagger on anyone you strike in melee combat.
[Last edited April 9, 2022]
Requirement: Strength 3+
and : Demigod Warrior 3 or Demon Warrior 3
This power doubles your effective strength, allowing it to go beyond 5. It also imposes additional stagger on anyone you strike in melee combat.
[Last edited April 9, 2022]
See Also
equipment
Syntax: equipment
Will show all your characters currently worn or held items.
Will show all your characters currently worn or held items.
examine
Syntax: examine <container>
Syntax: examine <corpse>
Examine is short for ‘Look container‘ followed by ‘Look
in container‘ which will show the name of the container and
what is in it. The same holds true for examine corpse, since
a corpse is basically a container.
When used without an argument examine will show you details of the current room, such as decor, toughness and security levels.
Syntax: examine <corpse>
Examine is short for ‘Look container‘ followed by ‘Look
in container‘ which will show the name of the container and
what is in it. The same holds true for examine corpse, since
a corpse is basically a container.
When used without an argument examine will show you details of the current room, such as decor, toughness and security levels.
execute
Syntax: execute (target)
Kills a helpless target.
As soon as the command is entered, if the victim is lacking in sanctuary,
and is helpless, they will be killed.
Kills a helpless target.
As soon as the command is entered, if the victim is lacking in sanctuary,
and is helpless, they will be killed.
See Also
exits
[direction] – Locked Door
(direction) – Unlocked Door
<direction> – Down or Up direction
[direction] – Large Window, curtains open
{direction} – Large Window – curtains closed
!direction! – Requires jumping or results in a fall
!direction! – Requires flight or results in a fall
{direction} – Broken, requires repairs
direction – Light on
direction – Dark
direction – Forest
direction – Road
direction – Indoors
direction – Sky
[Last edited May 25, 2021]
(direction) – Unlocked Door
<direction> – Down or Up direction
[direction] – Large Window, curtains open
{direction} – Large Window – curtains closed
!direction! – Requires jumping or results in a fall
!direction! – Requires flight or results in a fall
{direction} – Broken, requires repairs
direction – Light on
direction – Dark
direction – Forest
direction – Road
direction – Indoors
direction – Sky
[Last edited May 25, 2021]
See Also
Experience
Experience is gained every time you engage in combat, and is determined
per blow based on how much damage you do to the enemy and how strong that
enemy is. The most reliable way to get more combat experience is to go out
into the deep forest and find monsters to battle, but this can also be very
dangerous. Sparring with other players offers a safer way to earn combat
experience, but there’s a daily cap on how much can be gained this way. You
can also convert influence into combat experience if you have excess,
although the rate isn’t that high. Lastly you can go on adventures and
convert your adventure experience into combat experience.
Experience is used to increase your disciplines, and you can spend up to
maximum of a million combat experience on any given character, karma can be
used to increase this cap.
per blow based on how much damage you do to the enemy and how strong that
enemy is. The most reliable way to get more combat experience is to go out
into the deep forest and find monsters to battle, but this can also be very
dangerous. Sparring with other players offers a safer way to earn combat
experience, but there’s a daily cap on how much can be gained this way. You
can also convert influence into combat experience if you have excess,
although the rate isn’t that high. Lastly you can go on adventures and
convert your adventure experience into combat experience.
Experience is used to increase your disciplines, and you can spend up to
maximum of a million combat experience on any given character, karma can be
used to increase this cap.
expose
Syntax: expose <body location> or expose <item>
unexpose <body location> or unexpose <item>
This command allows you to expose certain items or body locations that
wouldn’t otherwise be visible, it’s useful when RPing lifting a shirt or
rolling up a sleeve etc.
unexpose <body location> or unexpose <item>
This command allows you to expose certain items or body locations that
wouldn’t otherwise be visible, it’s useful when RPing lifting a shirt or
rolling up a sleeve etc.
Exsanguinating
Positive Tier Modifier
Replaceable: Yes.
Some vampires, particularly newer ones can increase their power by glutting
themselves on human blood. Specifically by finding humans to drain
completely until dead in a process called exsanguination. This modifier
represents those vampires who make use of this to increase their strength or
power. They must venture outside of the reach of the sanctuary spell and
then use the exsanguinate command, to find and kill an NPC. Those with this
modifier who haven’t exsanguinated anyone in two months will face serious
life force penalities.
Replaceable: Yes.
Some vampires, particularly newer ones can increase their power by glutting
themselves on human blood. Specifically by finding humans to drain
completely until dead in a process called exsanguination. This modifier
represents those vampires who make use of this to increase their strength or
power. They must venture outside of the reach of the sanctuary spell and
then use the exsanguinate command, to find and kill an NPC. Those with this
modifier who haven’t exsanguinated anyone in two months will face serious
life force penalities.
exterminate
Syntax: exterminate (target)
This requires rank one in medicine, and must be used in a medical lab.
This will kill any parasites that might be in the target.
This requires rank one in medicine, and must be used in a medical lab.
This will kill any parasites that might be in the target.
See Also
Extra Keywords
decorate extra or myrooms extra can be used to write an extra detail people in the room can view when looking at any word in its name. In addition, it can be used to add special descriptions shown beneath the usual room description to people with matching powers.
The special keywords for decorate extra are as follows:
dark will show to characters with the Night Vision power.
Example: “decorate extra dark“ will put you in an editor to write a description for those with night vision.
acutehearing will show to characters with the Acute Hearing power.
Example: “decorate extra acutehearing“ will put you in an editor to write a description for those with acute hearing.
acutesmell will show to characters with the Acute Smell power.
Example: “decorate extra acutesmell“ will put you in an editor to write a description for those with acute smell.
acutesight will show to characters with the Acute Sight power.
Example: “decorate extra acutesight“ will put you in an editor to write a description for those with acute sight.
Known Issue: In some cases, a room’s extras may be filled with junk extras while editing them. In most cases this should automatically be cleaned after a few days by the game, if this does not happen, writing a petition from within that room can help to get them removed by staff.
[Last edited December 4, 2023]
The special keywords for decorate extra are as follows:
dark will show to characters with the Night Vision power.
Example: “decorate extra dark“ will put you in an editor to write a description for those with night vision.
acutehearing will show to characters with the Acute Hearing power.
Example: “decorate extra acutehearing“ will put you in an editor to write a description for those with acute hearing.
acutesmell will show to characters with the Acute Smell power.
Example: “decorate extra acutesmell“ will put you in an editor to write a description for those with acute smell.
acutesight will show to characters with the Acute Sight power.
Example: “decorate extra acutesight“ will put you in an editor to write a description for those with acute sight.
Known Issue: In some cases, a room’s extras may be filled with junk extras while editing them. In most cases this should automatically be cleaned after a few days by the game, if this does not happen, writing a petition from within that room can help to get them removed by staff.
[Last edited December 4, 2023]
Eyecolor
This represents the natural genetic eye color of your character.
Possible options are, amber, blue, brown, gray, green and hazel. Some
archetypes can additionally select, red, golden or silver.
Possible options are, amber, blue, brown, gray, green and hazel. Some
archetypes can additionally select, red, golden or silver.
Face Stealing
Levels: 0, 2
Requirements: Illusory Magic 2, or Higher Power
Syntax: facesteal (target)
This is a psychic trick that allows someone to seem like another person. Mechanically, people will see you as whatever they have the target remembered as, but you will still seem like yourself if directly looked at.
It should be targeted on someone in the same room as you, or in a nearby room you’re facing; use look (direction) to set where you’re facing.
[Last Edited: June 5, 2021]
Requirements: Illusory Magic 2, or Higher Power
Syntax: facesteal (target)
This is a psychic trick that allows someone to seem like another person. Mechanically, people will see you as whatever they have the target remembered as, but you will still seem like yourself if directly looked at.
It should be targeted on someone in the same room as you, or in a nearby room you’re facing; use look (direction) to set where you’re facing.
[Last Edited: June 5, 2021]
Factions
Factions are societies which are one of the three large pre-established organizations that operate in the supernatural world.
These groups are The Hand, The Order and The Temple.
You can use fsay command to talk to people in your faction.
See help society commands for more information.
These groups are The Hand, The Order and The Temple.
You can use fsay command to talk to people in your faction.
See help society commands for more information.
Fae
You need Occult Knowledge of at least two to know this information.
Similarly to the gods, the lords of the Fae were once humans who became
extremely accomplished in fleshforming magic. Unlike the gods however they
had no interest in power, leadership or responsibility. Rather they were
hedonists who used their power only for their own pleasure, rendering
themselves immortal but not entirely unkillable. They very early on created
their own realm. The Fae is a world that is forever caught up in a never
ending party, over the centuries however increasing boredom has led to
entertainments become more and more extreme and the lords of the Fae have
long since lost any sort of human empathy. Entertainments vary from simple
stories and dance to brutal life or death contests and recreational torture.
The Fae sometimes journey into the human world, taking on any form they
chose when they do so, male, female, or animal. Sometimes they do this in
order to capture people to bring back with them to serve in the Fae world
forever. Those chosen in this way may end up simple entertainers, or
fighting for their life against brutal and monstrous creations. Almost no
one ever escapes from Fae after they’ve been captured, and none at all
escape after they’ve been there for more than a week or two.
Sometimes they journey out in order to play pranks on the humans, as a sort
of vacation. These pranks also are very variable, some are incredibly mild,
and may even end up helping their target, such as arranging things so that a
homeless bum becomes a millionaire overnight. Others can be incredibly
cruel. The Fae are masters of manipulating fate, having given themselves a
natural magical ability to do so, sorcery that can intelligently manipulate
a thousand small variables to bring about a desired result, seemingly simply
as a result of luck.
Every now and again the Fae will sleep with a human, this is rarely done for
simple pleasure however and never for anything as trite as love. It is
almost always part of some prank, sleeping with a man in the form of his
wife when she is stuck in traffic and watching the ensuing argument. Or
impregnating a young religious girl and wiping from her mind the sexual
encounters so she has no explanation for her pregnancy for her parents. The
chance of impregnation is low, about one tenth the chance of a human
impregnating another but can happen. These offspring and their descendants
are called faeborn.
Fae are unnaturally sensitive to magnetic fields and can even be kept weak
and near incapacitated by those that are powerful enough. Even their
decendants show some signs of this vulnerability, being made slightly dizzy
by strong fields and when struck with ferromagnetic weapons.
Similarly to the gods, the lords of the Fae were once humans who became
extremely accomplished in fleshforming magic. Unlike the gods however they
had no interest in power, leadership or responsibility. Rather they were
hedonists who used their power only for their own pleasure, rendering
themselves immortal but not entirely unkillable. They very early on created
their own realm. The Fae is a world that is forever caught up in a never
ending party, over the centuries however increasing boredom has led to
entertainments become more and more extreme and the lords of the Fae have
long since lost any sort of human empathy. Entertainments vary from simple
stories and dance to brutal life or death contests and recreational torture.
The Fae sometimes journey into the human world, taking on any form they
chose when they do so, male, female, or animal. Sometimes they do this in
order to capture people to bring back with them to serve in the Fae world
forever. Those chosen in this way may end up simple entertainers, or
fighting for their life against brutal and monstrous creations. Almost no
one ever escapes from Fae after they’ve been captured, and none at all
escape after they’ve been there for more than a week or two.
Sometimes they journey out in order to play pranks on the humans, as a sort
of vacation. These pranks also are very variable, some are incredibly mild,
and may even end up helping their target, such as arranging things so that a
homeless bum becomes a millionaire overnight. Others can be incredibly
cruel. The Fae are masters of manipulating fate, having given themselves a
natural magical ability to do so, sorcery that can intelligently manipulate
a thousand small variables to bring about a desired result, seemingly simply
as a result of luck.
Every now and again the Fae will sleep with a human, this is rarely done for
simple pleasure however and never for anything as trite as love. It is
almost always part of some prank, sleeping with a man in the form of his
wife when she is stuck in traffic and watching the ensuing argument. Or
impregnating a young religious girl and wiping from her mind the sexual
encounters so she has no explanation for her pregnancy for her parents. The
chance of impregnation is low, about one tenth the chance of a human
impregnating another but can happen. These offspring and their descendants
are called faeborn.
Fae are unnaturally sensitive to magnetic fields and can even be kept weak
and near incapacitated by those that are powerful enough. Even their
decendants show some signs of this vulnerability, being made slightly dizzy
by strong fields and when struck with ferromagnetic weapons.
See Also
Fae Child
Tier Five Archetype
Supernatural
This archetype represents humans who have one fae parent, being half human
and half fae. See help faeborn lore for more general information.
Age: At least 300, apparent age at least 18.
Physical Characteristics: Green, Blue, Pink or Purple hair.
Focuses: Has up to seven points to spend on focus stats at tier five.
[Last edited December 6, 2023]
Supernatural
This archetype represents humans who have one fae parent, being half human
and half fae. See help faeborn lore for more general information.
Age: At least 300, apparent age at least 18.
Physical Characteristics: Green, Blue, Pink or Purple hair.
Focuses: Has up to seven points to spend on focus stats at tier five.
[Last edited December 6, 2023]
Fae Knight focus
Levels: 0, 1, 2, 3, 4
Combat Focus
Requirements: Faeborn
This stat represents the ability of fae to use shapeshifting in combat. Each rank increases the level at which someone can take the shapeshifting stat as well as the number of viable sizes. Fae Knights can learn to use biokinesis when shifted to augment themsevles in combat. At max rank Fae Knights can learn fluid shifting, making them particularly difficult to hit in combat when shapeshifting.
[Fae Knight One]:
Biokinesis 1: A power tree focused on melee combat, especially hardiness.
Shapeshifting 1, 2: A power that grants points that can be allocated to enhance shapeshifted forms.
[Fae Knight Two]:
Biokinesis 2: A power tree focused on melee combat, especially hardiness.
Shapeshifting 3: A power that grants points that can be allocated to enhance shapeshifted forms.
[Fae Knight Three]:
Aura Shifting: A power that brings your things with you when you shift into a smaller form.
Monstrous Shifting: A legendary power that allows you to shapeshift into truly enormous creatures.
Mythological Shifting: A legendary power that allows you to shapeshift into extinct or fictional creatures.
Shapeshifting 4: A power that grants points that can be allocated to enhance shapeshifted forms.
[Fae Knight Four]:
Fluid Shifting: A power that reduces damage taken after shifting and removes shifting cooldown time.
Meta Shifting: A power that enhances your human form with traits of your primary shapeshifted form.
Shapeshifting 5: Maximum proficiency; a power that grants points that can be allocated to enhance shapeshifted forms.
[Last edited August 24, 2021]
Combat Focus
Requirements: Faeborn
This stat represents the ability of fae to use shapeshifting in combat. Each rank increases the level at which someone can take the shapeshifting stat as well as the number of viable sizes. Fae Knights can learn to use biokinesis when shifted to augment themsevles in combat. At max rank Fae Knights can learn fluid shifting, making them particularly difficult to hit in combat when shapeshifting.
[Fae Knight One]:
Biokinesis 1: A power tree focused on melee combat, especially hardiness.
Shapeshifting 1, 2: A power that grants points that can be allocated to enhance shapeshifted forms.
[Fae Knight Two]:
Biokinesis 2: A power tree focused on melee combat, especially hardiness.
Shapeshifting 3: A power that grants points that can be allocated to enhance shapeshifted forms.
[Fae Knight Three]:
Aura Shifting: A power that brings your things with you when you shift into a smaller form.
Monstrous Shifting: A legendary power that allows you to shapeshift into truly enormous creatures.
Mythological Shifting: A legendary power that allows you to shapeshift into extinct or fictional creatures.
Shapeshifting 4: A power that grants points that can be allocated to enhance shapeshifted forms.
[Fae Knight Four]:
Fluid Shifting: A power that reduces damage taken after shifting and removes shifting cooldown time.
Meta Shifting: A power that enhances your human form with traits of your primary shapeshifted form.
Shapeshifting 5: Maximum proficiency; a power that grants points that can be allocated to enhance shapeshifted forms.
[Last edited August 24, 2021]
See Also
Fae Subfactions
The Fae touch many lives in pursuit of their entertainment. The Circus compose of those from the Other who have chosen to make Earth a permament home, while the Banished have had this choice made for them. The Gamemasters pursue only their fun, while the Faelings are the scattered groups of wildlings in the Other who struggle to survive every day.
The Circus
Overview: The name for the Fae who live permanently or mostly on Earth.
Common Allies: The Gamemasters, The Syndicate.
Common Enemies: The Lost, The Banished, The Temple.
Prefers: Faeborn.
Typical Tasks: Entertainment, performance, acquisition of new humans.
The Banished
Overview: The Fae who have been banished from the golden city for being criminals, or being too disturbing. About as close to demons in evilness as is possible. Their deprivations are usually targeted at other Fae or other high level supernaturals or their entertainment is too sickening for words.
Common Allies: The Chosen, The Syndicate.
Common Enemies: The Circus, The Gamemasters, The Lost and most everyone else.
Prefers: Underworld contacts, faeborn, demonborn.
Typical Tasks: Taking part in or aiding to set up their entertainments.
The Gamemasters
Overview: Fae who particularly enjoy elaborate games involving normally people and/or fleshformed creatures. Their games can vary from dropping people into monster filled mazes, to framing someone for murder and setting them on the run.
Common Allies: The Circus, The Syndicate.
Common Enemies: The Lost, The Temple.
Prefers: Faeborn.
Typical Tasks: Playing games with people, obtaining people and items for their games.
The Faelings
Overview: Wildings who live in the Fae, with their own set of problems and issues to deal with.
Common Allies: The Order, The Lost.
Common Enemies: None.
Prefers: Faeborn.
Typical Tasks: Dealing with monsters and other fae threats.
The Lost
Overview: A group of humans that oppose the Fae, most of them have either been part of the Fae’s game, or have lost loved ones to the Fae’s games.
Common Allies: The Beastmasters, the Prometheans, the Forsaken, FBI, Sheriff.
Common Enemies: The Circus, The Gamemasters, the syndicate, the Banished.
Prefers: Non Supernaturals.
Typical Tasks: Rescuing humans from the Fae, helping those captured with recovery, sabotaging the Fae.
The Circus
Overview: The name for the Fae who live permanently or mostly on Earth.
Common Allies: The Gamemasters, The Syndicate.
Common Enemies: The Lost, The Banished, The Temple.
Prefers: Faeborn.
Typical Tasks: Entertainment, performance, acquisition of new humans.
The Banished
Overview: The Fae who have been banished from the golden city for being criminals, or being too disturbing. About as close to demons in evilness as is possible. Their deprivations are usually targeted at other Fae or other high level supernaturals or their entertainment is too sickening for words.
Common Allies: The Chosen, The Syndicate.
Common Enemies: The Circus, The Gamemasters, The Lost and most everyone else.
Prefers: Underworld contacts, faeborn, demonborn.
Typical Tasks: Taking part in or aiding to set up their entertainments.
The Gamemasters
Overview: Fae who particularly enjoy elaborate games involving normally people and/or fleshformed creatures. Their games can vary from dropping people into monster filled mazes, to framing someone for murder and setting them on the run.
Common Allies: The Circus, The Syndicate.
Common Enemies: The Lost, The Temple.
Prefers: Faeborn.
Typical Tasks: Playing games with people, obtaining people and items for their games.
The Faelings
Overview: Wildings who live in the Fae, with their own set of problems and issues to deal with.
Common Allies: The Order, The Lost.
Common Enemies: None.
Prefers: Faeborn.
Typical Tasks: Dealing with monsters and other fae threats.
The Lost
Overview: A group of humans that oppose the Fae, most of them have either been part of the Fae’s game, or have lost loved ones to the Fae’s games.
Common Allies: The Beastmasters, the Prometheans, the Forsaken, FBI, Sheriff.
Common Enemies: The Circus, The Gamemasters, the syndicate, the Banished.
Prefers: Non Supernaturals.
Typical Tasks: Rescuing humans from the Fae, helping those captured with recovery, sabotaging the Fae.
Faeborn
Tier Two Archetype
Supernatural
This archetype represents humans with some Fae blood in them. But those who
are fairly new and inexperienced with their powers. See help Faeborn Lore
for more information.
Minimum Age: 18
Available Negative Modifiers: Mentally Ill, Injured, Ill, Addicted.
Available Positive Modifiers: Relic Holder, Demonic Pact Holder,
Fleshformed
Focuses: Has one point to spend on focus stats at tier two.
Supernatural
This archetype represents humans with some Fae blood in them. But those who
are fairly new and inexperienced with their powers. See help Faeborn Lore
for more information.
Minimum Age: 18
Available Negative Modifiers: Mentally Ill, Injured, Ill, Addicted.
Available Positive Modifiers: Relic Holder, Demonic Pact Holder,
Fleshformed
Focuses: Has one point to spend on focus stats at tier two.
Faeborn Lore
Also Read: Help Faeborn Mechanics
The faeborn are those fae in their family line. These fae genes activate
erratically, usually for one child in every three or four generations. The
chances of any of your direct family being active faeborn is astronomically
small, but it is possible for a grandparent or great grandparent to do.
There’s also a decent chance that twins, both fraternal and identical will
share the trait if one has it.
Faeborn tend to be smaller in stature than most humans, and have more
delicate, elfin like features. They also tend to have a greater
predisposition towards mischief and often a bit less empathy for others
compared to most people. The faeborn tend to attract extremes in luck,
being far more likely to for instance win the lottery, but also more likely
to be wrongfully imprisoned. The faeborn’s natural uncontrolled influence
on fate can sometimes be harnessed. If a faeborn is captured and held
prisoner by any person in any way, that person will benefit from greatly
improved luck for the duration of the captivity. The faeborn also won’t
attract the same extremes in luck they normally would while held captive.
There are three basic types of faeborn latent, active and passive.
Latent Faeborn are effectively entirely human, but there is a chance that at
some point in their adult life the latent genes will activate and they will
become either active or passive faeborn.
Passive Faeborn are almost entirely human, but they have the appearance of
faeborn attract the same extremes in luck and have a special type of blood
that’s used in certain rituals.
Active Faeborn are passives usually until around the end of puberty, usually
seventeen to nineteen, when they activate. They also sometimes activate
later in life, although this is very, very rare in people not living near the
Gate. As well as the effects of passive faeborns the Actives once they
activate have amazing and varied powers. Often gaining supernatural
strength, magical abilities or shape shifting skills.
Note: Faeborns are physically entirely human in appearance.
The faeborn are those fae in their family line. These fae genes activate
erratically, usually for one child in every three or four generations. The
chances of any of your direct family being active faeborn is astronomically
small, but it is possible for a grandparent or great grandparent to do.
There’s also a decent chance that twins, both fraternal and identical will
share the trait if one has it.
Faeborn tend to be smaller in stature than most humans, and have more
delicate, elfin like features. They also tend to have a greater
predisposition towards mischief and often a bit less empathy for others
compared to most people. The faeborn tend to attract extremes in luck,
being far more likely to for instance win the lottery, but also more likely
to be wrongfully imprisoned. The faeborn’s natural uncontrolled influence
on fate can sometimes be harnessed. If a faeborn is captured and held
prisoner by any person in any way, that person will benefit from greatly
improved luck for the duration of the captivity. The faeborn also won’t
attract the same extremes in luck they normally would while held captive.
There are three basic types of faeborn latent, active and passive.
Latent Faeborn are effectively entirely human, but there is a chance that at
some point in their adult life the latent genes will activate and they will
become either active or passive faeborn.
Passive Faeborn are almost entirely human, but they have the appearance of
faeborn attract the same extremes in luck and have a special type of blood
that’s used in certain rituals.
Active Faeborn are passives usually until around the end of puberty, usually
seventeen to nineteen, when they activate. They also sometimes activate
later in life, although this is very, very rare in people not living near the
Gate. As well as the effects of passive faeborns the Actives once they
activate have amazing and varied powers. Often gaining supernatural
strength, magical abilities or shape shifting skills.
Note: Faeborns are physically entirely human in appearance.
See Also
Faeborn Mechanics
Faeborns take bonus stagger when struck with weapons augmented with
ferromagnetic iron.
ferromagnetic iron.
faeborn modifiers
Faeborn may select from the following modifiers:
(T2) Faeborn:
Negative Modifiers: Addicted, Injured, Ill, Mentally Ill
Positive Modifiers: Relic Holder, Fleshformed, Demonic Pact Holder
(T3) Faeborn Veteran:
Negative Modifiers: Crippled, Cursed
Positive Modifiers: Relic Holder, Fleshformed, Demonic Pact Holder
(T4) Ageless Faeborn:
Negative Modifiers: Crippled
Positive Modifiers: Fleshformed, Demonic Pact Holder
[Last edited May 18, 2022]
(T2) Faeborn:
Negative Modifiers: Addicted, Injured, Ill, Mentally Ill
Positive Modifiers: Relic Holder, Fleshformed, Demonic Pact Holder
(T3) Faeborn Veteran:
Negative Modifiers: Crippled, Cursed
Positive Modifiers: Relic Holder, Fleshformed, Demonic Pact Holder
(T4) Ageless Faeborn:
Negative Modifiers: Crippled
Positive Modifiers: Fleshformed, Demonic Pact Holder
[Last edited May 18, 2022]
See Also
Faeborn Powers
Powers are one of the things that set supernatural bloodlines apart from mere humans; they are manifestations of either supernatural power in general or of the inherent strengths of a given bloodline. In general, powers are not restricted solely by tier — what is accessible to a tier 3 demigod may be accessible to a tier 2 demonborn, or may perhaps only be available to certain subtypes of demigods. All the powers listed below have their own helpfile, but here is a short summary of each for quick reference. Powers that require specific non-faeborn foci that would still be available to faeborn are not listed.
[Faeborn Innates]:
You may only select one innate ability.
Floral Blessing: You may bless the area around you to spontaneously grow flowers.
Luck Changing: You may bless or curse someone to bestow good or bad luck upon them.
Mershifter: When you enter deep water, you automatically become a merperson.
Sense Weakness: When you look at someone, you can see if they are wounded or suffering from certain debuffs.
Song of the Sirens: You may sing to lower the defence of others around you to psychic persuasion.
[Faeborn Tier One]:
Acute Hearing: Especially keen hearing. Can hear from more rooms away.
Acute Sight: Especially keen vision.
Acute Smell: Especially keen smell; can track others by scent.
Hypnotism: Level one hypnotism allows supernaturals to place people in a trance.
Obfuscate: Hides your supernatural aura; you will always appear human.
Pathing: The ability to use travel pathing to access rooms on roomlist.
Regeneration: Level one regeneration allows faster recovery from basic and severe wounds.
[Faeborn Tier Two]:
Hypnotism: Level two hypnotism allows infliction of amnesia and simple instructions.
Psychic Persuasion: The ability to subtly persuade others to do your bidding via psychic pressures.
Shapeshifting: Fae Knight only; allows shapeshifting into animals.
[Faeborn Tier Three]:
Ageless: You become immortal and stop aging.
Aura Shifting: Fae Knight 3: your clothes and items come with you when you size down into a small creature.
Branding: A semi-permanent means of marking your property or thralls that grants powers over them.
Hypnotism: Level three and four hypnotism allows body, triggered, and locked instructions.
Night Vision: The ability to see in darkness.
[Faeborn Tier Four]:
Fluid Shifting: Fae Knight 4; take less combat damage after shifting, and no shifting cooldown period.
Meta Shifting: You gain some powers and traits of your main animal form while in human shape.
Super Jumping: The ability to jump far, land without harm, and close gaps in combat.
[Faeborn Combat Abilities]:
Biokinesis: Fae Knight only; melee and defence enhancement.
[Faeborn Legendaries]:
Monstrous Shifting: Fae Knight 3; unlocks monstrous size for shapeshifted creatures.
Mythological Shifting: Fae Knight 3; unlocks mythological (extinct/fictional) shapeshifted creatures.
[Last edited January 5, 2022]
[Faeborn Innates]:
You may only select one innate ability.
Floral Blessing: You may bless the area around you to spontaneously grow flowers.
Luck Changing: You may bless or curse someone to bestow good or bad luck upon them.
Mershifter: When you enter deep water, you automatically become a merperson.
Sense Weakness: When you look at someone, you can see if they are wounded or suffering from certain debuffs.
Song of the Sirens: You may sing to lower the defence of others around you to psychic persuasion.
[Faeborn Tier One]:
Acute Hearing: Especially keen hearing. Can hear from more rooms away.
Acute Sight: Especially keen vision.
Acute Smell: Especially keen smell; can track others by scent.
Hypnotism: Level one hypnotism allows supernaturals to place people in a trance.
Obfuscate: Hides your supernatural aura; you will always appear human.
Pathing: The ability to use travel pathing to access rooms on roomlist.
Regeneration: Level one regeneration allows faster recovery from basic and severe wounds.
[Faeborn Tier Two]:
Hypnotism: Level two hypnotism allows infliction of amnesia and simple instructions.
Psychic Persuasion: The ability to subtly persuade others to do your bidding via psychic pressures.
Shapeshifting: Fae Knight only; allows shapeshifting into animals.
[Faeborn Tier Three]:
Ageless: You become immortal and stop aging.
Aura Shifting: Fae Knight 3: your clothes and items come with you when you size down into a small creature.
Branding: A semi-permanent means of marking your property or thralls that grants powers over them.
Hypnotism: Level three and four hypnotism allows body, triggered, and locked instructions.
Night Vision: The ability to see in darkness.
[Faeborn Tier Four]:
Fluid Shifting: Fae Knight 4; take less combat damage after shifting, and no shifting cooldown period.
Meta Shifting: You gain some powers and traits of your main animal form while in human shape.
Super Jumping: The ability to jump far, land without harm, and close gaps in combat.
[Faeborn Combat Abilities]:
Biokinesis: Fae Knight only; melee and defence enhancement.
[Faeborn Legendaries]:
Monstrous Shifting: Fae Knight 3; unlocks monstrous size for shapeshifted creatures.
Mythological Shifting: Fae Knight 3; unlocks mythological (extinct/fictional) shapeshifted creatures.
[Last edited January 5, 2022]
See Also
Faeborn Stat
Levels: 0, 1
Requirements: Non-Supernatural
This stat makes your character considered a faeborn, even if they do not have a faeborn archetype; it represents latent or passive blood.
[Last edited August 25, 2021]
Requirements: Non-Supernatural
This stat makes your character considered a faeborn, even if they do not have a faeborn archetype; it represents latent or passive blood.
[Last edited August 25, 2021]
See Also
Faeborn Veteran
Tier Three Archetype
Supernatural
This archetype represents a human with Fae blood who’s been supernatural and
active in the supernatural community for at least ten years. See help
faeborn lore for more information in general.
Minimum Age: 28
Available Negative Modifiers: Cursed, Crippled
Available Positive Modifiers: Relic Holder, Demonic Pact Holder,
Fleshformed
Focuses: Has up to three points to spend on focuses at tier three.
Supernatural
This archetype represents a human with Fae blood who’s been supernatural and
active in the supernatural community for at least ten years. See help
faeborn lore for more information in general.
Minimum Age: 28
Available Negative Modifiers: Cursed, Crippled
Available Positive Modifiers: Relic Holder, Demonic Pact Holder,
Fleshformed
Focuses: Has up to three points to spend on focuses at tier three.
Faelings
Overview: Wildings who live in the Fae, with their own set of problems and issues to deal with.
Common Allies: The Order, The Lost.
Common Enemies: None.
Prefers: Faeborn.
Typical Tasks: Dealing with monsters and other fae threats.
Common Allies: The Order, The Lost.
Common Enemies: None.
Prefers: Faeborn.
Typical Tasks: Dealing with monsters and other fae threats.
See Also
Falling
Falling
Open air
If you walk out into open air and cannot fly, you have about six seconds before you drop. After that you fall one floor about every second until you reach something solid. You do not fall while you are in a fight, or while someone who is flying is carrying you. Falling this way does not injure you.
Losing your grip
While climbing up a building you can lose your grip and fall. The higher you have climbed, the likelier this is and the worse the landing: after four or more floors you land mildly injured, after eight or more severely injured. The undead and the angelborn are only ever mildly injured. See help climb for the chances.
Landing in water
If you lose your grip and land in deep water, you are not injured, however high you had climbed. Shallow water does not break the fall.
Under water
If you go under water and cannot breathe there, you have about twenty seconds before you have to swim for the surface. After that you swim up one level about every second. If the way up is blocked, you panic for breath and are left severely injured, and try again about five seconds later. This does not happen while a higher power or a storyrunner is present.
See also: help climb, help jump.
Open air
If you walk out into open air and cannot fly, you have about six seconds before you drop. After that you fall one floor about every second until you reach something solid. You do not fall while you are in a fight, or while someone who is flying is carrying you. Falling this way does not injure you.
Losing your grip
While climbing up a building you can lose your grip and fall. The higher you have climbed, the likelier this is and the worse the landing: after four or more floors you land mildly injured, after eight or more severely injured. The undead and the angelborn are only ever mildly injured. See help climb for the chances.
Landing in water
If you lose your grip and land in deep water, you are not injured, however high you had climbed. Shallow water does not break the fall.
Under water
If you go under water and cannot breathe there, you have about twenty seconds before you have to swim for the surface. After that you swim up one level about every second. If the way up is blocked, you panic for breath and are left severely injured, and try again about five seconds later. This does not happen while a higher power or a storyrunner is present.
See also: help climb, help jump.
See Also
Fame
Some characters are famous in certain circles, you can use the fame
command to set what you are famous for.
Syntax: Fame (reason)
Syntax: Fame Institute (reason)
Syntax: World Fame (wilds/other/godrealm/hell) (reason)
Clearing Fame String:
Syntax: World (worldname) Fame
Normal fame is for locals to show what they’re known for around town, also
for those with the celebrity legendary power to show what they are known for
generally.
World fame is for fame in other worlds for feats accomplished there, it is
visible in those other worlds as well as to others who are very familiar
with them.
command to set what you are famous for.
Syntax: Fame (reason)
Syntax: Fame Institute (reason)
Syntax: World Fame (wilds/other/godrealm/hell) (reason)
Clearing Fame String:
Syntax: World (worldname) Fame
Normal fame is for locals to show what they’re known for around town, also
for those with the celebrity legendary power to show what they are known for
generally.
World fame is for fame in other worlds for feats accomplished there, it is
visible in those other worlds as well as to others who are very familiar
with them.
See Also
Family
Syntax: Family Knowledge/Secrets/Roster/Lookup
This command helps you keep track of your family.
Family Knowledge
-Used primarily by founding family characters to enter an editor in which you can write up what is known about you by other founding family members.
Family Secret
-Used primarily by founding family characters to enter an editor in which you can write up some secret information which maybe a few other select members of your extended family might know.
Family Roster
-Used to show all active characters who share your surname or if you are a founding family character, list all other active founding family characters.
Family Lookup (name)
-Used by founding family characters to view the family knowledge for another FF character.
This command helps you keep track of your family.
Family Knowledge
-Used primarily by founding family characters to enter an editor in which you can write up what is known about you by other founding family members.
Family Secret
-Used primarily by founding family characters to enter an editor in which you can write up some secret information which maybe a few other select members of your extended family might know.
Family Roster
-Used to show all active characters who share your surname or if you are a founding family character, list all other active founding family characters.
Family Lookup (name)
-Used by founding family characters to view the family knowledge for another FF character.
Fantasy
Tier One Archetype
Human.
Fantasies are characters from the world of dreams, they have no
physical existance outside of the dreamworld. Fantasies can change
into dreamchildren, but not into any other archetype.
Syntax: Dreamworld associate (number)
Syntax: Wake – Leave a dreamworld.
Minimum Age: 18
Available Negative Modifiers: None
Available Positive Modifiers: None
Focuses: None.
Human.
Fantasies are characters from the world of dreams, they have no
physical existance outside of the dreamworld. Fantasies can change
into dreamchildren, but not into any other archetype.
Syntax: Dreamworld associate (number)
Syntax: Wake – Leave a dreamworld.
Minimum Age: 18
Available Negative Modifiers: None
Available Positive Modifiers: None
Focuses: None.
Fashion Knowledge
Levels: 0, 1, 2, 3, 4, 5, 6
Requirements: Neither physical conditioning or fashion knowledge already at that rank.
This stat represents a characters ability to know what will look good on them and how to
wear it. It will provide a larger benefit when a character’s outfit is more expensive than
those they typically wear.
Requirements: Neither physical conditioning or fashion knowledge already at that rank.
This stat represents a characters ability to know what will look good on them and how to
wear it. It will provide a larger benefit when a character’s outfit is more expensive than
those they typically wear.
See Also
Fast Combat
Fast combat occurs any time there are NPCs involved in the fight except when;
the NPCs are controlled by a SR, or when the NPCs are the minions of a PC.
In fast combat each time you use the attack command it creates a 12 second
delay before you can use it again, attempting to do so will put the command
into a buffer, where it will then automatically be used when the timer expires.
Move is on its own 12 second timer which works in the same way with its own
buffer.
You can type autofire, to set a toggle which will make you
automatically repeat your last attack when available as long as it
was successful.
the NPCs are controlled by a SR, or when the NPCs are the minions of a PC.
In fast combat each time you use the attack command it creates a 12 second
delay before you can use it again, attempting to do so will put the command
into a buffer, where it will then automatically be used when the timer expires.
Move is on its own 12 second timer which works in the same way with its own
buffer.
You can type autofire, to set a toggle which will make you
automatically repeat your last attack when available as long as it
was successful.
Fast Reflexes
Levels: 0, 1, 2, 3
Requirements: Rank 2 requires Gun or Blade Disciple 2 or Tier 3.
Rank 3 requires Gun or Blade Disciple 4.
Young Characters: Rank 1 requires the Jock role.
This stat represents how quickly your character reacts to things. It plays a
large role in determining combat order when a fight breaks out amongst PCs.
Fast Reflexes 0
Normal reflexes
Fast Reflexes 1
Faster reflexes than most people
Fast Reflexes 2
Incredibly quick reflexes
Fast Reflexes 3
Supernaturally quick reflexes
Requirements: Rank 2 requires Gun or Blade Disciple 2 or Tier 3.
Rank 3 requires Gun or Blade Disciple 4.
Young Characters: Rank 1 requires the Jock role.
This stat represents how quickly your character reacts to things. It plays a
large role in determining combat order when a fight breaks out amongst PCs.
Fast Reflexes 0
Normal reflexes
Fast Reflexes 1
Faster reflexes than most people
Fast Reflexes 2
Incredibly quick reflexes
Fast Reflexes 3
Supernaturally quick reflexes
See Also
Fate
Fate
Those with fae blood have the ability to manipulate the vagaries of fate. Anyone can put a moment of chance into their hands with the coinflip or luck command, and the fae in the room decide which way it falls.
Commands
coinflip (text) or (text)
–Use this when your character is torn between two choices and random chance could decide which one they pick. Only the fae who decides and you see the result, in the form (Coinflip) (person) will (text).
luck (text) or (text)
–Use this to represent random chance and how it affects your character. The chosen option is shown to everyone in the room, in the form ((name)’s luck) (text).
1 or 2
–If you are sensitive to fate, pick which of the two options happens. The person who used coinflip or luck has to still be in the room.
–Separate your two options with the word or, in lower case.
Who decides
–Everyone in the room who is sensitive to fate, apart from you, is shown both options and asked to choose. The first to answer decides, and the choice is taken away from the others.
–Faeborn are sensitive to fate, and so is anyone wearing an item imbued with fae blood (see help imbue).
–If nobody in the room is sensitive to fate, nobody is asked and no result is shown.
Using luck
Normally with luck one of the options will be the character having good luck and one of them having bad luck but this doesn’t have to always be true. You are allowed to involve more of the world in the use of the luck command than in normal emotes, puppeting NPCs or other world elements in more significant ways as long as luck is the driving force. e.g. Someone’s bad luck could have them run into a mean parking cop, but not have a parking cop decide to specifically target them.
Faeborn’s control over their manipulation of fate is not always conscious, some have honed this ability and can deliberately control it but others may influence luck based on their subconscious impulses or based on their concept. For instance, some faeborn may always be bad luck when they are around or good luck in the morning and bad luck in the evening etc.
Those with fae blood have the ability to manipulate the vagaries of fate. Anyone can put a moment of chance into their hands with the coinflip or luck command, and the fae in the room decide which way it falls.
Commands
coinflip (text) or (text)
–Use this when your character is torn between two choices and random chance could decide which one they pick. Only the fae who decides and you see the result, in the form (Coinflip) (person) will (text).
luck (text) or (text)
–Use this to represent random chance and how it affects your character. The chosen option is shown to everyone in the room, in the form ((name)’s luck) (text).
1 or 2
–If you are sensitive to fate, pick which of the two options happens. The person who used coinflip or luck has to still be in the room.
–Separate your two options with the word or, in lower case.
Who decides
–Everyone in the room who is sensitive to fate, apart from you, is shown both options and asked to choose. The first to answer decides, and the choice is taken away from the others.
–Faeborn are sensitive to fate, and so is anyone wearing an item imbued with fae blood (see help imbue).
–If nobody in the room is sensitive to fate, nobody is asked and no result is shown.
Using luck
Normally with luck one of the options will be the character having good luck and one of them having bad luck but this doesn’t have to always be true. You are allowed to involve more of the world in the use of the luck command than in normal emotes, puppeting NPCs or other world elements in more significant ways as long as luck is the driving force. e.g. Someone’s bad luck could have them run into a mean parking cop, but not have a parking cop decide to specifically target them.
Faeborn’s control over their manipulation of fate is not always conscious, some have honed this ability and can deliberately control it but others may influence luck based on their subconscious impulses or based on their concept. For instance, some faeborn may always be bad luck when they are around or good luck in the morning and bad luck in the evening etc.
See Also
Fate’s Protection
Type: Defensive
Supernatural Defenses Cap: Tier 2:10, 3:20, 4:50, 5:100
HP Cap: T1: 200, T2: 250, T3:350, T4:500, T5:750
This discipline represents those who are able to manipulate luck in order to
protect themselves, while it does nothing to protect them from an attack if
it lands it’s usually enough to make most attacks go just slightly wrong
enough to miss or fail to do much of consequence.
Take 80% damage from rifles, carbines and pistols.
Take 90% damage from spears and blunt weapons.
Take 80% damage from bows, thrown weapons and spear guns.
Take 80% damage from striking attacks.
Supernatural Defenses Cap: Tier 2:10, 3:20, 4:50, 5:100
HP Cap: T1: 200, T2: 250, T3:350, T4:500, T5:750
This discipline represents those who are able to manipulate luck in order to
protect themselves, while it does nothing to protect them from an attack if
it lands it’s usually enough to make most attacks go just slightly wrong
enough to miss or fail to do much of consequence.
Take 80% damage from rifles, carbines and pistols.
Take 90% damage from spears and blunt weapons.
Take 80% damage from bows, thrown weapons and spear guns.
Take 80% damage from striking attacks.
Fatigue
Fatigue builds up over time as you fight, going up a little when you
attack or move. When it reaches one hundred you will get penalties to your
disciplines and experience gains.
Fatigue can be lowered by eating, drinking and roleplaying while you’re at
full defense but this will only work up to a certain point.
After this sleep is required to recover, logging off for several hours will
set your fatigue back to zero. Fortunately for would be adventurers the
Lodge is enchanted to enhance the recovery of anyone inside it. Spending
about 20 minutes inside is as good as a solid few hour nap and will lower
fatigue to let people get back to fighting.
From a RP perspective, the recovery from the Lodge is not quite as good as
real sleep, if people rely on it too much they will grow increasingly
strained and stretched, similar to people who over caffeinate to stay up for
long times.
attack or move. When it reaches one hundred you will get penalties to your
disciplines and experience gains.
Fatigue can be lowered by eating, drinking and roleplaying while you’re at
full defense but this will only work up to a certain point.
After this sleep is required to recover, logging off for several hours will
set your fatigue back to zero. Fortunately for would be adventurers the
Lodge is enchanted to enhance the recovery of anyone inside it. Spending
about 20 minutes inside is as good as a solid few hour nap and will lower
fatigue to let people get back to fighting.
From a RP perspective, the recovery from the Lodge is not quite as good as
real sleep, if people rely on it too much they will grow increasingly
strained and stretched, similar to people who over caffeinate to stay up for
long times.
FBI
Overview: Some members of the FBI are aware of the supernatural and often may use them to help with their cases, particularly when those cases involve supernatural suspects.
Common Allies: Interpol, Sheriff, Rockfield Bounties.
Common Enemies: The Mob, The Russian Mafia, Desmond King
Prefers: Police Contacts
Typical Tasks: Obtaining information, solving crimes, catching criminals, giving evidence.
Common Allies: Interpol, Sheriff, Rockfield Bounties.
Common Enemies: The Mob, The Russian Mafia, Desmond King
Prefers: Police Contacts
Typical Tasks: Obtaining information, solving crimes, catching criminals, giving evidence.
See Also
fears
feed
Syntax: feed
Activate or deactivate enhanced psychic feeding. Automatically deactivates
when you move.
There are limits on how high feeding can take your life force, depending
on the tier of your victim.
See help monstrosity
Activate or deactivate enhanced psychic feeding. Automatically deactivates
when you move.
There are limits on how high feeding can take your life force, depending
on the tier of your victim.
See help monstrosity
feedback
You can leave feedback on another character either ICly or OOCly by using
the praise and diss command.
Every now and then you may be selected to fill out a feedback form for
someone you have roleplayed with. You will be guided through a series of
prompts and asked to rate the various aspects of their RP on a scale of -10
to 10. You will also be given the opportunity to expand on this in more
detail and doing so will give you a little bit of karma.
the praise and diss command.
Every now and then you may be selected to fill out a feedback form for
someone you have roleplayed with. You will be guided through a series of
prompts and asked to rate the various aspects of their RP on a scale of -10
to 10. You will also be given the opportunity to expand on this in more
detail and doing so will give you a little bit of karma.
See Also
feel
Feet
This field represents how tall your character is in feet, combining with
inches to represent total height.
inches to represent total height.
Fifth Language
See Help Second Language.
fight
Syntax: Fight slow/fast/move (character) (x) (y)
This command can be used by SRs to set a fight in the room they’re in to
either fast or slow, or move one of the combatants to a different x-y
coordinate.
Fight power can be used to display the total offense and defense of people
in the room.
Syntax: Fight speed (1-20), fight rename (mob) (new name)
Syntax: Fight rock/brush/tree (x-y)/(cardinal direction)
Syntax: Fight aggro (mob) (player) (amount)
Syntax: Fight stun/root/weaken/strengthen (mob/player)
Fight speed sets the speed of a fast fight, speed 2 means there will
be twice the delay between moves and attacks. Rename allows an
SR to rename a mob or piece of cover. Rock/brush/tree are all cover
that can be summoned. Aggro can be used to increase aggro towards
a particular player. Stun/root/weaken/strength apply an effect
to a mob or player for one round.
This command can be used by SRs to set a fight in the room they’re in to
either fast or slow, or move one of the combatants to a different x-y
coordinate.
Fight power can be used to display the total offense and defense of people
in the room.
Syntax: Fight speed (1-20), fight rename (mob) (new name)
Syntax: Fight rock/brush/tree (x-y)/(cardinal direction)
Syntax: Fight aggro (mob) (player) (amount)
Syntax: Fight stun/root/weaken/strengthen (mob/player)
Fight speed sets the speed of a fast fight, speed 2 means there will
be twice the delay between moves and attacks. Rename allows an
SR to rename a mob or piece of cover. Rock/brush/tree are all cover
that can be summoned. Aggro can be used to increase aggro towards
a particular player. Stun/root/weaken/strength apply an effect
to a mob or player for one round.
File
A file is information on your character that other members of your
society can easily look up by doing an order file on you. You can set your
file with describe file. You can also used classified to add a part to your
file only leaders will be able to see. Done with describe classified.
Society leaders can use society filenote (person) to add notes to someone’s
your society mates is free and near instant.
They can also add files on people who aren’t in their society with society
filenote (person) this will be readable by any member of the same society
who orders a file on that person. When ordering a file on someone who is
not part of your society this is all you will see. To make a filenote on
someone who isn they must online and either in the room with you or not
whoinvis.
Order files is free and very quick.
society can easily look up by doing an order file on you. You can set your
file with describe file. You can also used classified to add a part to your
file only leaders will be able to see. Done with describe classified.
Society leaders can use society filenote (person) to add notes to someone’s
your society mates is free and near instant.
They can also add files on people who aren’t in their society with society
filenote (person) this will be readable by any member of the same society
who orders a file on that person. When ordering a file on someone who is
not part of your society this is all you will see. To make a filenote on
someone who isn they must online and either in the room with you or not
whoinvis.
Order files is free and very quick.
fill
Syntax: fill <object> <water source>
Fill fills a drink container with water.
Fill fills a drink container with water.
Financial Ruin
Levels: 0, 2,
Requirements: Business Focus 2
Syntax: Financialruin (character)
This stat represents those with preternatural influence in the financial
sector. It sets the target’s bank account to 0 and is on a 2 week cooldown.
Requirements: Business Focus 2
Syntax: Financialruin (character)
This stat represents those with preternatural influence in the financial
sector. It sets the target’s bank account to 0 and is on a 2 week cooldown.
See Also
Find Secrets
Levels: 0, 2
Requirements: Socialite Focus 2, Underworld Mogul Focus 2, or Hacking 4
Syntax: findsecrets (target)
This stat represents those with an unnatural ability to get blackmail on people. When used it will reveal everything about the character that a trusted storyrunner could see with look up, as well as who they’ve been praising, dissing, and sleeping with. It is on a two week cooldown.
[Last edited November 8, 2023]
Requirements: Socialite Focus 2, Underworld Mogul Focus 2, or Hacking 4
Syntax: findsecrets (target)
This stat represents those with an unnatural ability to get blackmail on people. When used it will reveal everything about the character that a trusted storyrunner could see with look up, as well as who they’ve been praising, dissing, and sleeping with. It is on a two week cooldown.
[Last edited November 8, 2023]
See Also
finger
Syntax: finger <character>
Finger is a command that allows a player to see the fingerset information of
a character. It can include their geographic location, the best time to catch
them online, or any additional information they might like to communicate OOCly.
It is completely optional.
[Last edited May 31, 2021]
Finger is a command that allows a player to see the fingerset information of
a character. It can include their geographic location, the best time to catch
them online, or any additional information they might like to communicate OOCly.
It is completely optional.
[Last edited May 31, 2021]
fingerset
Syntax: fingerset time <best contact time>
Syntax: fingerset place <where you live>
Syntax: fingerset description
Syntax: fingerset website <SR Wiki page>
Syntax: fingerset logs
The fingerset command allows you to set several different fields of information
that will display whenever another player uses the finger command on your
character name. The fingerset description field is not intended to be your
character’s physical description, but is instead an optional field you can use
to communicate whatever additional information you’d like.
The last two syntaxes are only for Story Runners.
[Last edited November 21, 2023]
Syntax: fingerset place <where you live>
Syntax: fingerset description
Syntax: fingerset website <SR Wiki page>
Syntax: fingerset logs
The fingerset command allows you to set several different fields of information
that will display whenever another player uses the finger command on your
character name. The fingerset description field is not intended to be your
character’s physical description, but is instead an optional field you can use
to communicate whatever additional information you’d like.
The last two syntaxes are only for Story Runners.
[Last edited November 21, 2023]
See Also
Fire Fighting
Type: Melee
Max Range: 1
This discipline covers the ability to fight with fire in close proximity, by
conjuring and deploying it either directly to a close quarters opponent or
channeling it through a weapon or body part upon striking.
Max Range: 1
This discipline covers the ability to fight with fire in close proximity, by
conjuring and deploying it either directly to a close quarters opponent or
channeling it through a weapon or body part upon striking.
See Also
Fire Magic
Type: Ranged
Max Range: 100
Optimum Range: 50
This discipline covers the ability of certain creatures to
conjure and manipulate fire. A type of ‘sorcery’ that is typically used to
conjure magical flame and then launch it towards an adversary as a
projectile, but can also be used to manipulate existing fires.
Max Range: 100
Optimum Range: 50
This discipline covers the ability of certain creatures to
conjure and manipulate fire. A type of ‘sorcery’ that is typically used to
conjure magical flame and then launch it towards an adversary as a
projectile, but can also be used to manipulate existing fires.
See Also
Fire Resistance
Levels: 0, 2
Requirements: Elemental Magic 2
This ability confers near-immunity to heat and fire. The character can survive almost any hot temperature environment, and walk unharmed through fire; they are still affected by smoke, however. While it does convey immunity to some abilities, it is primarily a roleplay-based stat. Note that the character must be alive for this to work; their corpse can be burned just as easily as anyone else’s.
This does not help against hellfire.
[Last edited June 23, 2022]
Requirements: Elemental Magic 2
This ability confers near-immunity to heat and fire. The character can survive almost any hot temperature environment, and walk unharmed through fire; they are still affected by smoke, however. While it does convey immunity to some abilities, it is primarily a roleplay-based stat. Note that the character must be alive for this to work; their corpse can be burned just as easily as anyone else’s.
This does not help against hellfire.
[Last edited June 23, 2022]
Fire Shield
Type: Defensive
This discipline covers the use of fire magic to form a protective shield
that will block incoming attacks until the energy is all used up. Normally
invisible except when being struck.
This discipline covers the use of fire magic to form a protective shield
that will block incoming attacks until the energy is all used up. Normally
invisible except when being struck.
See Also
Fire Sorcery
Levels: 0, 2
Requirements: Elemental Magic 3, or Higher Power.
This power grants the Fire Sorcery discipline at 120% of your highest ranged discipline, but also lowers all your mundane ranged disciplines by 25%. The power of sorcery also varies depending on your location, on earth outside of Haven it is weaker, on other worlds it is stronger, especially in the Other.
Fire Sorcery Max Range: 100
Fire Sorcery Optimum Range: 50
Requirements: Elemental Magic 3, or Higher Power.
This power grants the Fire Sorcery discipline at 120% of your highest ranged discipline, but also lowers all your mundane ranged disciplines by 25%. The power of sorcery also varies depending on your location, on earth outside of Haven it is weaker, on other worlds it is stronger, especially in the Other.
Fire Sorcery Max Range: 100
Fire Sorcery Optimum Range: 50
See Also
fish
Syntax: Fish
When used near water can catch fish.
When used near water can catch fish.
Fist Fighting
A fist fight can be started by the victim of a social attack, to do so
they simply type punch (target).
Once it’s begun punch (target) high/low will set where you attack next,
attacks occur every 10 seconds. Guard High/Low sets where you’re guarding,
taking reduced damage in that area.
Retreat lets you pull out of the fist fight, after you’ve successfully
retreated you should move out of the room if someone hasn’t stopped punching
you.
Fist fighting uses a special pool called endurance, when you’re down to half
endurance you will start getting messages about the blows staggering you.
When you hit 0 you will take a mild wound and your endurance will reset.
The second time it’s depleted, or first time if you’re already mildly
wounded you will be knocked out if hit in the head, or severely wounded if
hit in the body.
Disciplines and stats augment your fist fighting prowess.
they simply type punch (target).
Once it’s begun punch (target) high/low will set where you attack next,
attacks occur every 10 seconds. Guard High/Low sets where you’re guarding,
taking reduced damage in that area.
Retreat lets you pull out of the fist fight, after you’ve successfully
retreated you should move out of the room if someone hasn’t stopped punching
you.
Fist fighting uses a special pool called endurance, when you’re down to half
endurance you will start getting messages about the blows staggering you.
When you hit 0 you will take a mild wound and your endurance will reset.
The second time it’s depleted, or first time if you’re already mildly
wounded you will be knocked out if hit in the head, or severely wounded if
hit in the body.
Disciplines and stats augment your fist fighting prowess.
Fixation
Fixation occurs during predatory patrol events when the pursuer elects
to continue after the pursued even though they are making it more difficult
to do so.
Fixation builds over time but will only take effect if the target is captured.
As a target you can avoid fixation by either by abandoning the chase or letting
them go when they try and dash past you.
If instead the target is captured the pursuer will be affected by fixation
for some time afterwards, longer the higher the level of fixation. While
affected by fixation in this way they will lose RPXP during any in person
RP where the target of their fixation is not present and also will have a
harder time paying attention to other things going on. They can terminate
this effect early if they murder the target of their fixation, but this will
also cause a life force debuff for several weeks afterwards. Fixated characters
can always use an ability granted by a lower level of fixation instead.
Level One) Lasts for three hours, the fixated character can place a single
body compulsion on the target with no opportunity for them to resist it with
bodycompel (target) (imprint) which will last for 5 hours for each level of
fixation.
Level Two) Lasts for nine hours, the fixated character can mindhack the target
for free.
Level Three) Lasts for one day, the fixated character can alter the target’s
appearance in a way that sanctuary would usually prevent, e.g. changing hair
color, giving a tattoo etc.
Level Four) Lasts for two days, the fixated character can brand the target
even if they are otherwise protected. This brand will last for one week or
the duration of the fixation, whichever is longer.
Level Five) Lasts for three days, the fixated character can enthrall the target.
This lasts for one week or the duration of the fixation, whichever is longer.
Level Six) Lasts for five days, the fixated character can enrapture the target.
This lasts for one week or the duration of the fixation, whichever is longer.
Level Seven) Lasts for seven days, the target only has limited sanctuary protection
from the fixated character.
Level Eight) Lasts for nine days, the fixated character can use any two of the
previous level abilities on the target.
Level Nine) Lasts for twelve days, the fixated character can use any three of the
previous level abilities on the target.
Level Ten) Lasts for thirty days, the target has no sanctuary protection against
the fixated character.
to continue after the pursued even though they are making it more difficult
to do so.
Fixation builds over time but will only take effect if the target is captured.
As a target you can avoid fixation by either by abandoning the chase or letting
them go when they try and dash past you.
If instead the target is captured the pursuer will be affected by fixation
for some time afterwards, longer the higher the level of fixation. While
affected by fixation in this way they will lose RPXP during any in person
RP where the target of their fixation is not present and also will have a
harder time paying attention to other things going on. They can terminate
this effect early if they murder the target of their fixation, but this will
also cause a life force debuff for several weeks afterwards. Fixated characters
can always use an ability granted by a lower level of fixation instead.
Level One) Lasts for three hours, the fixated character can place a single
body compulsion on the target with no opportunity for them to resist it with
bodycompel (target) (imprint) which will last for 5 hours for each level of
fixation.
Level Two) Lasts for nine hours, the fixated character can mindhack the target
for free.
Level Three) Lasts for one day, the fixated character can alter the target’s
appearance in a way that sanctuary would usually prevent, e.g. changing hair
color, giving a tattoo etc.
Level Four) Lasts for two days, the fixated character can brand the target
even if they are otherwise protected. This brand will last for one week or
the duration of the fixation, whichever is longer.
Level Five) Lasts for three days, the fixated character can enthrall the target.
This lasts for one week or the duration of the fixation, whichever is longer.
Level Six) Lasts for five days, the fixated character can enrapture the target.
This lasts for one week or the duration of the fixation, whichever is longer.
Level Seven) Lasts for seven days, the target only has limited sanctuary protection
from the fixated character.
Level Eight) Lasts for nine days, the fixated character can use any two of the
previous level abilities on the target.
Level Nine) Lasts for twelve days, the fixated character can use any three of the
previous level abilities on the target.
Level Ten) Lasts for thirty days, the target has no sanctuary protection against
the fixated character.
Fleet of Foot
Levels: 0, 1
Requirements: Angelborn
Characters with this power get bonuses to how quickly they move around both
in and out of combat.
Requirements: Angelborn
Characters with this power get bonuses to how quickly they move around both
in and out of combat.
fleshformed
Positive Tier Modifier
Replaceable: No.
This modifier represents a character having been physically altered by magic
after their birth. Either by a higher power such as a Fae or God or by a
human practitioner of fleshforming magic. They often have been improved by
the process, made more attractive of more physically adept but also may have
been given inhuman characteristics. Unfortunately such a process makes the
Sanctuary spell that protects Haven unable to recognize them as human any
longer, and they can never be protected by it. After taking this modifier
characters can self target the fleshform command for 24 hours.
Replaceable: No.
This modifier represents a character having been physically altered by magic
after their birth. Either by a higher power such as a Fae or God or by a
human practitioner of fleshforming magic. They often have been improved by
the process, made more attractive of more physically adept but also may have
been given inhuman characteristics. Unfortunately such a process makes the
Sanctuary spell that protects Haven unable to recognize them as human any
longer, and they can never be protected by it. After taking this modifier
characters can self target the fleshform command for 24 hours.
Fleshforming
Levels: 0, 4
Requirements: Science Focus 3
Syntax: Fleshform (target)
(skin/hair/eyes/height/breasts/gender/appearance/younger/older)
This stat represents attaining a basic mastery over fleshforming, although
still far shy of that of gods, fae, or demons. It can only be used on a
helpless targets.
For applicable syntax, each use of the command will move the target up or
down one increment. For height this is inches, and for age, this is one year per use.
When using the ‘appearance’ syntax, it causes all people who have the target
remembered to be reset.
Each use of the command costs approximately 1% LF. Targeting ‘Self’ costs nothing
for most forms of fleshforming, fleshform self younger costs approximately 30% LF.
In the lore, fleshforming only removes Sanctuary if it adds an inhuman quality
to a person. The Fleshformed modifier continues to remove your Sanctuary as an
inhuman improvement.
[Last edited November 11, 2023]
Requirements: Science Focus 3
Syntax: Fleshform (target)
(skin/hair/eyes/height/breasts/gender/appearance/younger/older)
This stat represents attaining a basic mastery over fleshforming, although
still far shy of that of gods, fae, or demons. It can only be used on a
helpless targets.
For applicable syntax, each use of the command will move the target up or
down one increment. For height this is inches, and for age, this is one year per use.
When using the ‘appearance’ syntax, it causes all people who have the target
remembered to be reset.
Each use of the command costs approximately 1% LF. Targeting ‘Self’ costs nothing
for most forms of fleshforming, fleshform self younger costs approximately 30% LF.
In the lore, fleshforming only removes Sanctuary if it adds an inhuman quality
to a person. The Fleshformed modifier continues to remove your Sanctuary as an
inhuman improvement.
[Last edited November 11, 2023]
See Also
Flight
Levels: 0, 3
Requirements: Natural Magic 3
This stat allows someone to fly through the air.
Out of combat use fly to toggle if you will fly or not and then simply move
up into air rooms and move around normally.
In combat fly or up will consume your movement for one round and move you up
into an air room if it is above you, your movement speed is set to 100
whenever you are in air rooms in combat. You are able to attack anyone at 1
distance with melee disciplines but must be further for ranged disciplines.
Anyone with Super Jumping, Flight or Aspects of Night can attack you with
melee weapons at 1 distance, as well as with ranged weapons, they count as
whatever their elevation is for determining range.
Flight lets you use Super Jumping in combat.
Requirements: Natural Magic 3
This stat allows someone to fly through the air.
Out of combat use fly to toggle if you will fly or not and then simply move
up into air rooms and move around normally.
In combat fly or up will consume your movement for one round and move you up
into an air room if it is above you, your movement speed is set to 100
whenever you are in air rooms in combat. You are able to attack anyone at 1
distance with melee disciplines but must be further for ranged disciplines.
Anyone with Super Jumping, Flight or Aspects of Night can attack you with
melee weapons at 1 distance, as well as with ranged weapons, they count as
whatever their elevation is for determining range.
Flight lets you use Super Jumping in combat.
See Also
Floral Blessing
Levels: 0, 1
Requirements: Faeborn
Characters with this power may use the command bless to make flowers grow
spontaneously wherever they are.
Requirements: Faeborn
Characters with this power may use the command bless to make flowers grow
spontaneously wherever they are.
Fluid Shifting
Levels: 0, 3
Requirements: Fae Knight 4.
Those with this stat take 40% less damage in the round immediately after
shifting, and also have no restrictions out of combat on how long they have
to wait between shifting. They only receive this bonus in combat if they
aren’t shifting back into the form they were most recently in.
Requirements: Fae Knight 4.
Those with this stat take 40% less damage in the round immediately after
shifting, and also have no restrictions out of combat on how long they have
to wait between shifting. They only receive this bonus in combat if they
aren’t shifting back into the form they were most recently in.
fly
Syntax: fly
If you have the ability to fly, either through the legendary power flight or
with a shapeshifting form capable of it, in combat fly or up will consume
your movement for one round and move you up into an air room if it is above
you, your movement speed is set to 100 whenever you are in air rooms in
combat. You are able to attack anyone at 1 distance with melee disciplines
but must be further for ranged disciplines.
If you have the ability to fly, either through the legendary power flight or
with a shapeshifting form capable of it, in combat fly or up will consume
your movement for one round and move you up into an air room if it is above
you, your movement speed is set to 100 whenever you are in air rooms in
combat. You are able to attack anyone at 1 distance with melee disciplines
but must be further for ranged disciplines.
See Also
Focus
Focus refers to a particular type of stat that represents what fields
your character has spent their life learning or mastering. They come in
three families, combat, arcane and professional. You can train focus stats
like any other stat but can not negtrain them once you are out of newbie
school, you are also limited in how many you can train by your effective
tier.
Each effective tier grants access to a specific number of focus points.
Your effective tier is shown when you type score.
Tiers: # Focus Points
Tier One: 0 Focus Points
Tier Two: 1 Focus Points
Tier Three: 2 Focus Points (with the stat Mental Discipline trained)
Tier Three: 3 Focus Points
Tier Four: 4 Focus Points (with the stat Mental Discipline trained)
Tier Four: 5 Focus Points
Tier Five: 7 Focus Points
For every 1 point of combat focus your character has against another
character, you deal 10% more damage to that character and take 10% less
damage from them.
your character has spent their life learning or mastering. They come in
three families, combat, arcane and professional. You can train focus stats
like any other stat but can not negtrain them once you are out of newbie
school, you are also limited in how many you can train by your effective
tier.
Each effective tier grants access to a specific number of focus points.
Your effective tier is shown when you type score.
Tiers: # Focus Points
Tier One: 0 Focus Points
Tier Two: 1 Focus Points
Tier Three: 2 Focus Points (with the stat Mental Discipline trained)
Tier Three: 3 Focus Points
Tier Four: 4 Focus Points (with the stat Mental Discipline trained)
Tier Four: 5 Focus Points
Tier Five: 7 Focus Points
For every 1 point of combat focus your character has against another
character, you deal 10% more damage to that character and take 10% less
damage from them.
follow
Syntax: follow (person)/follow self
Used to start following someone, wherever they go you will
also go. You can stop following someone with follow self.
Used to start following someone, wherever they go you will
also go. You can stop following someone with follow self.
Follower Combat Behavior
Followers – that is, minions, hired muscle contacts, and additional manpower granted via society commands, occasionally follow some of the same rules and additionally each have their own quirks. Understanding these behaviours is key to maintaining a lack of frustration with followers when in a combat scenario.
[Manpower/Soldiers]:
– Soldiers will prioritise attacking other soldier NPCs before moving on to PCs, even if given orders not to do so.
– Soldiers will then prioritise minions and muscle over PCs.
– Soldiers ignore commands given when there are no hostile NPCs on the battlefield or in their sight line.
– The amount of assigned manpower on an operation has bearing on the amount of hostile NPCs that spawn; more manpower results in more spawns.
[Minions/Muscle]:
– Minions and muscle contacts, unlike soldiers, do not automatically assume anything in the field of combat is hostile.
– Someone becomes hostile when the minion or muscle is told to attack it, or when it attacks the minion or muscle.
– They may ignore commands if they are told to target something that they cannot see; remember their sightlines may not match yours.
– Their behaviour is dictated by their disciplines:
– If their melee discipline is the same as or slightly higher than ranged, they will prefer to charge and fire, or fight back in melee if engaged.
– If ranged is higher than melee, they will prefer to disengage and attempt to gain distance to fire, even if attacked when in cover.
– When told to engage atwill, they will only focus on hostile targets, as defined above.
– When told to engage atwill, they will try and assist their commanding PC with the targets the PC focuses on.
– They will follow their last instructions if their commanding PC dies.
– If they were told to follow, they become stationary, attacking hostile targets in range.
– If they were told to attack, they will pursue their target until either they die, or it dies, whereupon they revert to the above.
– If they were told to act atwill, they will actively move to engage hostile targets in their range; otherwise, they are stationary.
– Be prepared to micromanage if you want ideal behaviour out of your minions or muscle contacts; think of follow as a leash.
[Last edited July 7, 2022]
[Manpower/Soldiers]:
– Soldiers will prioritise attacking other soldier NPCs before moving on to PCs, even if given orders not to do so.
– Soldiers will then prioritise minions and muscle over PCs.
– Soldiers ignore commands given when there are no hostile NPCs on the battlefield or in their sight line.
– The amount of assigned manpower on an operation has bearing on the amount of hostile NPCs that spawn; more manpower results in more spawns.
[Minions/Muscle]:
– Minions and muscle contacts, unlike soldiers, do not automatically assume anything in the field of combat is hostile.
– Someone becomes hostile when the minion or muscle is told to attack it, or when it attacks the minion or muscle.
– They may ignore commands if they are told to target something that they cannot see; remember their sightlines may not match yours.
– Their behaviour is dictated by their disciplines:
– If their melee discipline is the same as or slightly higher than ranged, they will prefer to charge and fire, or fight back in melee if engaged.
– If ranged is higher than melee, they will prefer to disengage and attempt to gain distance to fire, even if attacked when in cover.
– When told to engage atwill, they will only focus on hostile targets, as defined above.
– When told to engage atwill, they will try and assist their commanding PC with the targets the PC focuses on.
– They will follow their last instructions if their commanding PC dies.
– If they were told to follow, they become stationary, attacking hostile targets in range.
– If they were told to attack, they will pursue their target until either they die, or it dies, whereupon they revert to the above.
– If they were told to act atwill, they will actively move to engage hostile targets in their range; otherwise, they are stationary.
– Be prepared to micromanage if you want ideal behaviour out of your minions or muscle contacts; think of follow as a leash.
[Last edited July 7, 2022]
Following
To follow someone simply type follow (person) to stop type follow self or just follow by itself. You will automatically
follow someone whenever you can, if they use public transport you will go into the room with them for that, if they drive
or fly they may specify you to come along as a passenger, otherwise if they drive and you have a car you will tail them.
This means you’ll take your own car but arrive at the same time, if they fly and you can fly you will follow them.
If they fly and you can’t fly, you won’t be able to follow them, and if they speed and your car is slower you will arrive
significantly after them, meaning they will be able to lose you quite easily.
follow someone whenever you can, if they use public transport you will go into the room with them for that, if they drive
or fly they may specify you to come along as a passenger, otherwise if they drive and you have a car you will tail them.
This means you’ll take your own car but arrive at the same time, if they fly and you can fly you will follow them.
If they fly and you can’t fly, you won’t be able to follow them, and if they speed and your car is slower you will arrive
significantly after them, meaning they will be able to lose you quite easily.
for
/* Super-AT command:
FOR ALL action
FOR MORTALS action
FOR GODS action
Executes action several times, either on ALL players (not including yourself),
MORTALS (including trusted characters), GODS (characters with level higher than
L_HERO), MOBS (Not recommended) or every room (not recommended either!)
If you insert a # in the action, it will be replaced by the name of the target.
If # is a part of the action, the action will be executed for every target
in game.
there is no #, the action will be executed for every room containing
at least one target, but only once per room. # cannot be used with FOR EVERY-
WHERE. # can be anywhere in the action.
Example:
FOR ALL SMILE -> you will only smile once in a room with 2 players.
FOR ALL TWIDDLE # -> In a room with A and B, you will twiddle A then B.
Destroying the characters this command acts upon MAY cause it to fail. Try to
avoid something like FOR MOBS PURGE (although it actually works at my MUD).
FOR MOBS TRANS 3054 (transfer ALL the mobs to Midgaard temple) does NOT work
though 🙂
The command works by transporting the character to each of the rooms with
target in them. Private rooms are not violated.
*/
FOR ALL action
FOR MORTALS action
FOR GODS action
Executes action several times, either on ALL players (not including yourself),
MORTALS (including trusted characters), GODS (characters with level higher than
L_HERO), MOBS (Not recommended) or every room (not recommended either!)
If you insert a # in the action, it will be replaced by the name of the target.
If # is a part of the action, the action will be executed for every target
in game.
there is no #, the action will be executed for every room containing
at least one target, but only once per room. # cannot be used with FOR EVERY-
WHERE. # can be anywhere in the action.
Example:
FOR ALL SMILE -> you will only smile once in a room with 2 players.
FOR ALL TWIDDLE # -> In a room with A and B, you will twiddle A then B.
Destroying the characters this command acts upon MAY cause it to fail. Try to
avoid something like FOR MOBS PURGE (although it actually works at my MUD).
FOR MOBS TRANS 3054 (transfer ALL the mobs to Midgaard temple) does NOT work
though 🙂
The command works by transporting the character to each of the rooms with
target in them. Private rooms are not violated.
*/
force
Syntax: force (target) (action) (field)
Forces a helpless or possessed target to perform an action. Valid actions:
wear, remove, show, take, use, eat, drink, expose, unexpose, drop, join,
givekeys, emote, and zip. Givekeys requires no field, and keys must be
be held in order to be used.
See individual command helpfiles for more information.
Syntax: force (target) (abortion/abort)
This command has a 90 percent success rate. It has a base wound of
mild, but can be scaled up by other factors. If additional factors = 3,
the character dies. If additional factors = 2, it’s a critical wound.
If additional factors = 1, it’s a severe wound.
The scaling factors are:
* A random 10 percent chance.
* A 50 percent chance if the character is forcing their own abortion.
* If the target is wounded already.
Forces a helpless or possessed target to perform an action. Valid actions:
wear, remove, show, take, use, eat, drink, expose, unexpose, drop, join,
givekeys, emote, and zip. Givekeys requires no field, and keys must be
be held in order to be used.
See individual command helpfiles for more information.
Syntax: force (target) (abortion/abort)
This command has a 90 percent success rate. It has a base wound of
mild, but can be scaled up by other factors. If additional factors = 3,
the character dies. If additional factors = 2, it’s a critical wound.
If additional factors = 1, it’s a severe wound.
The scaling factors are:
* A random 10 percent chance.
* A 50 percent chance if the character is forcing their own abortion.
* If the target is wounded already.
See Also
Force Protection
Type: Defensive
Supernatural Defenses Cap: Tier 2:10, 3:20, 4:50, 5:100
HP Cap: T1: 200, T2: 250, T3:350, T4:500, T5:750
This discipline represents those who are able to protect themselves with
force projection abilities. As each attack approaches their aura applies a
pressure to deflect it away from them.
Take 90% damage from rifles, carbines and pistols.
Take 90% damage from long blades and spears.
Take 80% damage from knives, bows, thrown weapons and spearguns
Take 80% damage from striking attacks.
Supernatural Defenses Cap: Tier 2:10, 3:20, 4:50, 5:100
HP Cap: T1: 200, T2: 250, T3:350, T4:500, T5:750
This discipline represents those who are able to protect themselves with
force projection abilities. As each attack approaches their aura applies a
pressure to deflect it away from them.
Take 90% damage from rifles, carbines and pistols.
Take 90% damage from long blades and spears.
Take 80% damage from knives, bows, thrown weapons and spearguns
Take 80% damage from striking attacks.
Force Shield
Type: Defensive
Supernatural Defenses Cap: Tier 2:10, 3:20, 4:50, 5:100
HP Cap: T1: 200, T2: 250, T3:350, T4:500, T5:750
This discipline represents those who are able to bring supernatural force to
bear to protect them directly, creating an invisible suit of force armor
around their body to deflect or absorb attacks.
Take 80% damage from rifles, carbines and pistols.
Take 90% damage from shotguns and longblades.
Take 80% damage from knives, bows, thrown weapons and spearguns.
Take 80% damage from striking and grappling.
Supernatural Defenses Cap: Tier 2:10, 3:20, 4:50, 5:100
HP Cap: T1: 200, T2: 250, T3:350, T4:500, T5:750
This discipline represents those who are able to bring supernatural force to
bear to protect them directly, creating an invisible suit of force armor
around their body to deflect or absorb attacks.
Take 80% damage from rifles, carbines and pistols.
Take 90% damage from shotguns and longblades.
Take 80% damage from knives, bows, thrown weapons and spearguns.
Take 80% damage from striking and grappling.
Forensics
Levels: 0, 2
Requirements: 20 years old.
This skill covers a workable knowledge of forensics gained either through study
or practical experience. People with this stat will be able to identify the
cause of death and other important details from bodies.
Requirements: 20 years old.
This skill covers a workable knowledge of forensics gained either through study
or practical experience. People with this stat will be able to identify the
cause of death and other important details from bodies.
forest abductions
When fighting the creatures in the outer forest, if you are injured, you
may be kidnapped and taken offworld. Where you are taken is largely
determined by the creature that landed the final blow. You will be bound,
may have armor and/or weapons and other valuables removed. Though these
can usually be found in your stash once you return.
The societies in Haven will be notified with the description of the
people that are taken and where they were taken.
After between 12-24 hours, your character may have lose a limb, or become
impregnated. Though the time it takes for this to happen may be reduced
depending on how many people have been kidnapped recently and when the
last person had something bad done.
For example: The first person to get kidnapped has a 12-24 hour window, the
second person has a 11-22 hour window, the third person 10-20 until one
gets something done to them, then the next person is back up to 12-24.
may be kidnapped and taken offworld. Where you are taken is largely
determined by the creature that landed the final blow. You will be bound,
may have armor and/or weapons and other valuables removed. Though these
can usually be found in your stash once you return.
The societies in Haven will be notified with the description of the
people that are taken and where they were taken.
After between 12-24 hours, your character may have lose a limb, or become
impregnated. Though the time it takes for this to happen may be reduced
depending on how many people have been kidnapped recently and when the
last person had something bad done.
For example: The first person to get kidnapped has a 12-24 hour window, the
second person has a 11-22 hour window, the third person 10-20 until one
gets something done to them, then the next person is back up to 12-24.
form
Characters with the appropriate paths or stats can shift into animal
shapes. This command allows you to customize your alternate forms.
Form Create (name)
Creates a new animal shape with the specified name, you need a base animal
form pool of at least 8 to do this.
Form View (name)
Views information on the specified form, or if used without an argument, all
forms.
Form Genus (name) (genus)
Sets the Genus of the animal, valid options are: Insect, Rodent, Bird,
Aquatic, Reptile, Mammal, Mythological. See help animal genus for more
information.
Form Species (name) (species)
Sets the species of the animal, the species can be anything you wish within
it’s genus.
Form Weight (name) (weight in pounds)
Sets the weight of the animal between 0. 1 and 2205 pounds. See help
animal weights for more information.
Form Intro (name) (introduction)
Sets the string the animal will appear by when not remembered.
Form Describe (name)
Places you in an editor to write the description of your animal.
Form Rename (name) (newname)
Renames an animal form.
Form Delete (name)
Deletes an animal form.
Form Train (name) (animal stat)
Trains an animal stat, see help animal stats for more information
Form Untrain (name) (animal stat)
Lowers an animal stat.
Form Changeto (name)
Places you in an editor to write the message for changing into this form.
Form changefrom (name)
Places you into an editor to write the message from changing out of this form.
shapes. This command allows you to customize your alternate forms.
Form Create (name)
Creates a new animal shape with the specified name, you need a base animal
form pool of at least 8 to do this.
Form View (name)
Views information on the specified form, or if used without an argument, all
forms.
Form Genus (name) (genus)
Sets the Genus of the animal, valid options are: Insect, Rodent, Bird,
Aquatic, Reptile, Mammal, Mythological. See help animal genus for more
information.
Form Species (name) (species)
Sets the species of the animal, the species can be anything you wish within
it’s genus.
Form Weight (name) (weight in pounds)
Sets the weight of the animal between 0. 1 and 2205 pounds. See help
animal weights for more information.
Form Intro (name) (introduction)
Sets the string the animal will appear by when not remembered.
Form Describe (name)
Places you in an editor to write the description of your animal.
Form Rename (name) (newname)
Renames an animal form.
Form Delete (name)
Deletes an animal form.
Form Train (name) (animal stat)
Trains an animal stat, see help animal stats for more information
Form Untrain (name) (animal stat)
Lowers an animal stat.
Form Changeto (name)
Places you in an editor to write the message for changing into this form.
Form changefrom (name)
Places you into an editor to write the message from changing out of this form.
Forsaken
Overview: Demonborn who’ve turned their back on hell, working to undermine it and all it’s worth. Some out of moral reasons, others because they despite what they are.
Common Allies: Factions
Common Enemies: The Chosen.
Prefers: Demonborn
Typical Tasks: Killing the chosen or thwarting their plans.
Common Allies: Factions
Common Enemies: The Chosen.
Prefers: Demonborn
Typical Tasks: Killing the chosen or thwarting their plans.
See Also
forumregister
Syntax: forumregister (password)
This command creates a forum account if you are lacking one. The password used to create it is the same as your account password.
This command creates a forum account if you are lacking one. The password used to create it is the same as your account password.
Founding Family Applications
The Founding Families have no special powers or abilities, the benefit of playing a Founding Family member is that you get to say you’re a member of one of the Founding Families. If you outright begin to sabotage your Founding Family concept, staff reserves the right to kill your Founding Family member. You cannot play a Founding Family member and have story off.
Who can be played
The heads of the families named below (the patriarchs and matriarchs) are not playable, and neither are their direct relatives: their children, siblings, parents and spouses. Play a cousin, a grandchild, an in-law or a more distant branch of the family instead.
To play a Founding Family member, your account must have earned 10,000 karma over its lifetime (karma earned, not karma you currently hold), or you must have 1,000 community credit. A Founding Family character also costs 5,000 karma more than it otherwise would.
The following is information about the Founding Family leaders for history consideration.
James Arkwright is 300+ years old. No Arwright characters can be older than 300. Non-negotiable.
Augustus Inigo is 70+ years old. Only demonborn ancestors can be older. None can be the firstborn son of any generation. All of Augustus’ children are with the same woman, Barbara Inigo, who he is still married to. She’s a fragile woman who most people pity due to rumors of domestic abuse.
Patricia Wilson is 70+ years old. Only supernatural members of the family can be older, and all must recognize Patricia’s leadership of the family’s holdings. All of Patricia’s children are with one man. Patricia’s husband was an angelborn from the bloodline of angelborn that are dedicated to the Wilsons’ divine bloodline.
Wilbur Salte is 70+ years old. Only supernatural members of the family can be older, and Wilbur’s a little too set in his ways to accept leadership from any supernatural members of the family who happen to be older. All of Wilbur’s children are with one woman. Rumors say she was a mermaid from the Aquarian Guard he fell in love with. She went missing after their last child, and the old man is always out on the ocean, with people saying he’s looking for her.
Mary Moore is 50+ years old. Only supernatural members of the family can be older, and all must recognize Mary as the primary caregiver of the Moore wolf pack. Her children don’t all have the same father, and she’s raised them all herself. Demigods can be possibly negotiated into the Moore bloodline if they have a connection to the moon.
Frank Reeves is 50+ years old. Only supernatural members of the family can be older, and Frank doesn’t really recognize any of them as family members unless they’re his nieces, nephews or grandchildren. All of Frank’s children were born from the same woman, an Inigo who was one of Augustus’ daughters. She’s dead now.
Peter Swann is 30+ years old. Only supernatural members of the family can be older. Peter’s time in the Raincoat Games has made him the most powerful of his family, and gives him a reckless confidence that most of his living ancestors see as insolence. Peter at this time has no children.
The Founding Families were recently changed and this helpfile may be incomplete or inaccurate.
[Last edited November 8, 2023]
Who can be played
The heads of the families named below (the patriarchs and matriarchs) are not playable, and neither are their direct relatives: their children, siblings, parents and spouses. Play a cousin, a grandchild, an in-law or a more distant branch of the family instead.
To play a Founding Family member, your account must have earned 10,000 karma over its lifetime (karma earned, not karma you currently hold), or you must have 1,000 community credit. A Founding Family character also costs 5,000 karma more than it otherwise would.
The following is information about the Founding Family leaders for history consideration.
James Arkwright is 300+ years old. No Arwright characters can be older than 300. Non-negotiable.
Augustus Inigo is 70+ years old. Only demonborn ancestors can be older. None can be the firstborn son of any generation. All of Augustus’ children are with the same woman, Barbara Inigo, who he is still married to. She’s a fragile woman who most people pity due to rumors of domestic abuse.
Patricia Wilson is 70+ years old. Only supernatural members of the family can be older, and all must recognize Patricia’s leadership of the family’s holdings. All of Patricia’s children are with one man. Patricia’s husband was an angelborn from the bloodline of angelborn that are dedicated to the Wilsons’ divine bloodline.
Wilbur Salte is 70+ years old. Only supernatural members of the family can be older, and Wilbur’s a little too set in his ways to accept leadership from any supernatural members of the family who happen to be older. All of Wilbur’s children are with one woman. Rumors say she was a mermaid from the Aquarian Guard he fell in love with. She went missing after their last child, and the old man is always out on the ocean, with people saying he’s looking for her.
Mary Moore is 50+ years old. Only supernatural members of the family can be older, and all must recognize Mary as the primary caregiver of the Moore wolf pack. Her children don’t all have the same father, and she’s raised them all herself. Demigods can be possibly negotiated into the Moore bloodline if they have a connection to the moon.
Frank Reeves is 50+ years old. Only supernatural members of the family can be older, and Frank doesn’t really recognize any of them as family members unless they’re his nieces, nephews or grandchildren. All of Frank’s children were born from the same woman, an Inigo who was one of Augustus’ daughters. She’s dead now.
Peter Swann is 30+ years old. Only supernatural members of the family can be older. Peter’s time in the Raincoat Games has made him the most powerful of his family, and gives him a reckless confidence that most of his living ancestors see as insolence. Peter at this time has no children.
The Founding Families were recently changed and this helpfile may be incomplete or inaccurate.
[Last edited November 8, 2023]
See Also
Founding Family Heads
The founding family heads
The heads of the seven founding families are about town, and you can roleplay with them in person. Each keeps a routine. All times are Eastern, and the exact room varies from day to day.
–Augustus Inigo, the mayor: the mayor’s offices on weekdays from 9 to 5, the chapel of St. Michael on Sunday mornings, and the auditorium on Wednesday evenings.
–Frank Reeves, the sheriff: breakfast at Rosie’s Diner every day from 7 to 9, and the sheriff’s department from 9 to 7, Monday to Saturday.
–Patricia Wilson, the banker: the bank on weekdays from 9 to 4, and lunch at the Hometown Diner on Saturdays.
–Peter Swann, the editor: the newsroom on weekdays from 10 to 6, the lighthouse radio room on Tuesday and Thursday evenings, and Rosie’s Diner at Saturday lunchtime.
–Wilbur Salte, the old captain: the shipping office or the lighthouse pier every morning from 5 to 11, and the pier again from 5 to 8 in the evening.
–Mary Moore: around Westhaven every day, from 8 to noon and from 2 to 8.
–James Arkwright: only now and then, late on a Friday or Saturday night.
Meeting them
–They follow the emotes and speech in the room, including say, say to and whispers meant for them. They answer once everyone present has posed, when you mention them by first name, or after a lull.
–They won’t walk out in the middle of a scene. If a player is in the room when it is time for them to move on, they stay up to half an hour longer.
–They know the members of their own family by name, and they recognise relatives who are in the room with them.
–They can’t be attacked.
Phone calls
If your character carries a founding family surname, the head of your family keeps an eye on you. When word of something you’ve done reaches them, they may phone you to talk it over, usually as a judgemental elder. That might be an event you were part of, a newsletter story about you, town news that names you, your time at the Institute, or how you’ve been carrying yourself.
–They call at most once a week, and only during their own waking hours.
–You need a phone with signal. They won’t call while you are fighting, dreaming, already on a call, or in the same room as them.
answer
–Pick up the call. You must be holding or wearing your phone. It rings for a minute.
say (message)
–Talk to them, as on any call.
hangup
–Decline a ringing call, or end one you are on.
–A missed or declined call is logged on your phone, often with a message from them.
–The call ends when they have said their piece, or after four minutes of silence. Logging off, losing signal or falling asleep drops it.
–They remember how your last call went, and they bring it up on the phone and in person.
The heads of the seven founding families are about town, and you can roleplay with them in person. Each keeps a routine. All times are Eastern, and the exact room varies from day to day.
–Augustus Inigo, the mayor: the mayor’s offices on weekdays from 9 to 5, the chapel of St. Michael on Sunday mornings, and the auditorium on Wednesday evenings.
–Frank Reeves, the sheriff: breakfast at Rosie’s Diner every day from 7 to 9, and the sheriff’s department from 9 to 7, Monday to Saturday.
–Patricia Wilson, the banker: the bank on weekdays from 9 to 4, and lunch at the Hometown Diner on Saturdays.
–Peter Swann, the editor: the newsroom on weekdays from 10 to 6, the lighthouse radio room on Tuesday and Thursday evenings, and Rosie’s Diner at Saturday lunchtime.
–Wilbur Salte, the old captain: the shipping office or the lighthouse pier every morning from 5 to 11, and the pier again from 5 to 8 in the evening.
–Mary Moore: around Westhaven every day, from 8 to noon and from 2 to 8.
–James Arkwright: only now and then, late on a Friday or Saturday night.
Meeting them
–They follow the emotes and speech in the room, including say, say to and whispers meant for them. They answer once everyone present has posed, when you mention them by first name, or after a lull.
–They won’t walk out in the middle of a scene. If a player is in the room when it is time for them to move on, they stay up to half an hour longer.
–They know the members of their own family by name, and they recognise relatives who are in the room with them.
–They can’t be attacked.
Phone calls
If your character carries a founding family surname, the head of your family keeps an eye on you. When word of something you’ve done reaches them, they may phone you to talk it over, usually as a judgemental elder. That might be an event you were part of, a newsletter story about you, town news that names you, your time at the Institute, or how you’ve been carrying yourself.
–They call at most once a week, and only during their own waking hours.
–You need a phone with signal. They won’t call while you are fighting, dreaming, already on a call, or in the same room as them.
answer
–Pick up the call. You must be holding or wearing your phone. It rings for a minute.
say (message)
–Talk to them, as on any call.
hangup
–Decline a ringing call, or end one you are on.
–A missed or declined call is logged on your phone, often with a message from them.
–The call ends when they have said their piece, or after four minutes of silence. Logging off, losing signal or falling asleep drops it.
–They remember how your last call went, and they bring it up on the phone and in person.
See Also
Fourth Language
See Help Second Language.
Fraternities
There are two fraternities at Greystone:
Kappa Delta Mu – Harrow House
Pi Sigma Tau – Ashgrove House
Fraternities give members free rooms on campus. See help college to join.
Kappa Delta Mu – Harrow House
Pi Sigma Tau – Ashgrove House
Fraternities give members free rooms on campus. See help college to join.
Free
Overview: An angelborn support group, while of limited power the group works to improve the lives of angelborn everywhere, who have a tendency to end up in bad situations.
Common Allies: The Order, The Beastmasters.
Common Enemies: The Syndicate.
Prefers: Angelborn.
Typical Tasks: Saving angelborn.
Common Allies: The Order, The Beastmasters.
Common Enemies: The Syndicate.
Prefers: Angelborn.
Typical Tasks: Saving angelborn.
See Also
Freed Angel
Tier Five Archetype
Supernatural
This archetype represents a pure blooded angel who’s been released from
their service or somehow freed. See help angelborn lore for more general
information.
Age: Apparent age at least 18, actual age at least 100.
Physical Characteristics: More attractive to people even if outside of their
ideal age range or not their preferred gender.
Collar: Freed Angels can make empathy limiting collars for themselves with
customize (item) collar. When wearing such they aren’t affected by people’s
desires at all, but when not wearing the collar are extremely powerfully
affected by them.
Focuses: Has up to seven points to spend on focuses at tier five.
Supernatural
This archetype represents a pure blooded angel who’s been released from
their service or somehow freed. See help angelborn lore for more general
information.
Age: Apparent age at least 18, actual age at least 100.
Physical Characteristics: More attractive to people even if outside of their
ideal age range or not their preferred gender.
Collar: Freed Angels can make empathy limiting collars for themselves with
customize (item) collar. When wearing such they aren’t affected by people’s
desires at all, but when not wearing the collar are extremely powerfully
affected by them.
Focuses: Has up to seven points to spend on focuses at tier five.
Friend
Your friends list is a list of your OOC contacts who also play the game.
If you speak to someone more than about once a week OOCly on average you
probably should add them to your friend’s list. You can set it so that
people on it are notified whenever you log on. Additionally you can send
tells to people on your friend’s list even if you’re quite close to them.
Lastly people can see the characters of your friends as well as your alts
when they order a reading on your character. So ensuring your OOC contacts
are on the list means that you don’t have to worry about people accusing you
of OOCly sharing information nearly as much.
Syntax: Friend list
-List everyone on your friend’s list.
Syntax: Friend add character/account (name)
-Add the specified character or account to your list.
Syntax: Friend remove (name)
-Remove someone from your list.
Syntax: Friend notify
-Toggle if people on your friend’s list are notified when you log on.
If you speak to someone more than about once a week OOCly on average you
probably should add them to your friend’s list. You can set it so that
people on it are notified whenever you log on. Additionally you can send
tells to people on your friend’s list even if you’re quite close to them.
Lastly people can see the characters of your friends as well as your alts
when they order a reading on your character. So ensuring your OOC contacts
are on the list means that you don’t have to worry about people accusing you
of OOCly sharing information nearly as much.
Syntax: Friend list
-List everyone on your friend’s list.
Syntax: Friend add character/account (name)
-Add the specified character or account to your list.
Syntax: Friend remove (name)
-Remove someone from your list.
Syntax: Friend notify
-Toggle if people on your friend’s list are notified when you log on.
Frost Resistance
Levels: 0, 2
Requirements: Elemental Magic 2
This ability confers near immunity to the cold. The character can survive
almost any low temperature environment. It conveys immunity to some
abilities but is primarily a RP stat.
Requirements: Elemental Magic 2
This ability confers near immunity to the cold. The character can survive
almost any low temperature environment. It conveys immunity to some
abilities but is primarily a RP stat.
fsay
Gadgets
Levels: 0, 2, 3
Requirements : None
[Rank Two]:
Pepperspray : Range 10; blinds opponent.
Roleplay : You know how to skillfully use pepperspray.
Requires a pepper spray object.
Consumes your attack for one round.
Triage : Melee range; restores 10% of target’s maximum defense, twice as effective when used on someone else. Can be used successively.
Roleplay : You know how to skillfully use bandages for triage.
Requires a bandage, which is consumed.
Consumes your attack for one round.
[Rank Three]:
Taser : Melee range; renders the target slowed and unable to attack.
Roleplay : You know how to skillfully use a taser.
Requires a taser object.
Consumes your attack for one round.
Tasergun : Range 20; renders target slowed and unable to attack.
Roleplay : You know how to skillfully use a tasergun.
Requires a taser object and a taser dart. The dart is consumed.
Consumes your attack for one round.
Tranq : Range 50; renders target slowed and weakened.
Roleplay : You know how to skillfully use a tranq gun, firing darts that will temporarily induce weakness and lethargy in humans.
Requires tranquiliser gun and a tranquiliser dart. The dart is consumed.
[Last edited March 24, 2022]
Requirements : None
[Rank Two]:
Pepperspray : Range 10; blinds opponent.
Roleplay : You know how to skillfully use pepperspray.
Requires a pepper spray object.
Consumes your attack for one round.
Triage : Melee range; restores 10% of target’s maximum defense, twice as effective when used on someone else. Can be used successively.
Roleplay : You know how to skillfully use bandages for triage.
Requires a bandage, which is consumed.
Consumes your attack for one round.
[Rank Three]:
Taser : Melee range; renders the target slowed and unable to attack.
Roleplay : You know how to skillfully use a taser.
Requires a taser object.
Consumes your attack for one round.
Tasergun : Range 20; renders target slowed and unable to attack.
Roleplay : You know how to skillfully use a tasergun.
Requires a taser object and a taser dart. The dart is consumed.
Consumes your attack for one round.
Tranq : Range 50; renders target slowed and weakened.
Roleplay : You know how to skillfully use a tranq gun, firing darts that will temporarily induce weakness and lethargy in humans.
Requires tranquiliser gun and a tranquiliser dart. The dart is consumed.
[Last edited March 24, 2022]
See Also
gag
Syntax: gag (target)
Places a gag on a helpless target. The victim can still attempt to speak
but it will come out low volume and muffled.
Places a gag on a helpless target. The victim can still attempt to speak
but it will come out low volume and muffled.
Gallery
The Gallery is a list of important NPCs in the world of Haven that SRs
are currently telling stories about. Gallery NPCs are often linked to one
or more ongoing plots and storylines, and can have their own story that
weaves in and out of these. It is permissable to retire a gallery NPC and
turn them into a Tier 3-5 PC or to retire a tier 3-5 PC and turn them into a
gallery NPC.
Syntax: Gallery create
-Create a new NPC for the gallery.
Syntax: Gallery list
-List all the NPCs in the gallery.
Syntax: Gallery info (number)
-Show more detail on a particular NPC.
Syntax: Gallery share (number) None/Timeline/Details/Life and death
-Sets how editable your gallery NPC is by other SRs. At Timeline level
other SRs can add events to this NPC’s timeline, but nothing else. With
Details they can edit their timeline or any of the details, and finally with
life or death they can edit the NPC or kill/remove them.
Syntax: Gallery kill (number)
-Delete a gallery NPC.
Syntax: Gallery coauthors (number)
-Enter an editor to create a list of coauthors that also have full control
to edit this NPC.
Syntax: Gallery name (number) (name)
-Sets the name of the NPC.
Syntax: Gallery description (number)
-Enter an editor to write a description of the NPC.
Syntax: Gallery association (number) (sub faction)
-Associate the NPC with a particular subfaction.
Syntax: Gallery territory (number) (territory)
-Associate the NPC with a particular territory.
Syntax: Gallery timeline (number) (message)
-Add something to the NPC’s timeline.
are currently telling stories about. Gallery NPCs are often linked to one
or more ongoing plots and storylines, and can have their own story that
weaves in and out of these. It is permissable to retire a gallery NPC and
turn them into a Tier 3-5 PC or to retire a tier 3-5 PC and turn them into a
gallery NPC.
Syntax: Gallery create
-Create a new NPC for the gallery.
Syntax: Gallery list
-List all the NPCs in the gallery.
Syntax: Gallery info (number)
-Show more detail on a particular NPC.
Syntax: Gallery share (number) None/Timeline/Details/Life and death
-Sets how editable your gallery NPC is by other SRs. At Timeline level
other SRs can add events to this NPC’s timeline, but nothing else. With
Details they can edit their timeline or any of the details, and finally with
life or death they can edit the NPC or kill/remove them.
Syntax: Gallery kill (number)
-Delete a gallery NPC.
Syntax: Gallery coauthors (number)
-Enter an editor to create a list of coauthors that also have full control
to edit this NPC.
Syntax: Gallery name (number) (name)
-Sets the name of the NPC.
Syntax: Gallery description (number)
-Enter an editor to write a description of the NPC.
Syntax: Gallery association (number) (sub faction)
-Associate the NPC with a particular subfaction.
Syntax: Gallery territory (number) (territory)
-Associate the NPC with a particular territory.
Syntax: Gallery timeline (number) (message)
-Add something to the NPC’s timeline.
Gamemasters
Overview: Fae who particularly enjoy elaborate games involving normally people and/or fleshformed creatures. Their games can vary from dropping people into monster filled mazes, to framing someone for murder and setting them on the run.
Common Allies: The Circus, The Syndicate.
Common Enemies: The Lost, The Temple.
Prefers: Faeborn.
Typical Tasks: Playing games with people, obtaining people and items for their games.
Common Allies: The Circus, The Syndicate.
Common Enemies: The Lost, The Temple.
Prefers: Faeborn.
Typical Tasks: Playing games with people, obtaining people and items for their games.
See Also
games
garage
The process to lease a car for the first time involves first using
garage lease (value) (typeone) (typetwo) and then garage drive (number)
and lastly, go to an intersection on drive list and drive from there.
Garage lease (value) (typeone) (typetwo)
-Leases a new vehicle and adds it to your garage, vehicles may be of one or
two types; valid types are safe/sport/luxury/tough/van/sportsbike/cruiser/horse.
For example: garage lease 5000 sport
Garage view
-Shows the contents of your garage.
Garage drive (number)
-Sets which vehicle is your current vehicle.
Garage loan (number)
-Produce a set of keys that can be given to someone else to allow them to
drive your vehicle.
Garage locate (number)
For $5 you can get a gps location on your vehicle.
Garage reclaim (number)
-Reclaim a loaned vehicle with the keys.
Garage recover (number)
Reclaim a vehicle when you do not have the keys, costs $200 and takes two days.
Garage name (number) (newname)
-Gives a vehicle a new name.
Garage describe (number)
-Enters an editor where you can write your vehicle’s description.
Garage unlease (number)
Unlease a vehicle.
Other car commands: drive/ride/park/runinto/attack (vehicle)/force (victim) givekeys
garage lease (value) (typeone) (typetwo) and then garage drive (number)
and lastly, go to an intersection on drive list and drive from there.
Garage lease (value) (typeone) (typetwo)
-Leases a new vehicle and adds it to your garage, vehicles may be of one or
two types; valid types are safe/sport/luxury/tough/van/sportsbike/cruiser/horse.
For example: garage lease 5000 sport
Garage view
-Shows the contents of your garage.
Garage drive (number)
-Sets which vehicle is your current vehicle.
Garage loan (number)
-Produce a set of keys that can be given to someone else to allow them to
drive your vehicle.
Garage locate (number)
For $5 you can get a gps location on your vehicle.
Garage reclaim (number)
-Reclaim a loaned vehicle with the keys.
Garage recover (number)
Reclaim a vehicle when you do not have the keys, costs $200 and takes two days.
Garage name (number) (newname)
-Gives a vehicle a new name.
Garage describe (number)
-Enters an editor where you can write your vehicle’s description.
Garage unlease (number)
Unlease a vehicle.
Other car commands: drive/ride/park/runinto/attack (vehicle)/force (victim) givekeys
See Also
Gender
This is your character’s biological gender. Valid options are Male and
Female.
Female.
Gender Presentation
Gender presentation
Other people do not always see your character’s sex as it really is. What someone sees decides the pronouns they get for you, and whether the where list calls you a man, a woman or a person. You always see yourself as your own sex.
Makeup
makeup medium (masculine, feminine or androgynous)
makeup heavy (masculine, feminine or androgynous)
–While you wear medium or heavy makeup done this way, everyone else sees you as the sex you chose, whatever else is going on. Changing between medium and heavy without naming a sex keeps the one you chose. Light makeup or makeup remove ends it. See help makeup.
Hormones
habit hormones (setting)
–The settings are None, Birth Control, Low T, High T, Low E and High E. Only the last four change how you look.
–About once a day while you are logged in, you build up one day on your current setting, up to 120. These counted days are what the rest of this section means by days. Days built up on any other setting wear off at one a day, so stopping undoes the change gradually.
–High T on a woman, or High E on a man: after about 30 days, most people start to see you as androgynous. At 75 days, everyone sees you as the other sex.
–Low T on a woman, or Low E on a man: slower, and never further than androgynous. Most people see it after about 60 days.
–After ten days of High E, your chest may slowly fill out, up to a natural limit.
Who notices first
–People with Acute Smell, and people with a high Perception, notice the change well before others do. Someone with both can see it after as little as ten days.
–A fuller chest makes a change toward female easier to see, and a change toward male harder to see.
See also: help makeup, help habit, help remember.
Other people do not always see your character’s sex as it really is. What someone sees decides the pronouns they get for you, and whether the where list calls you a man, a woman or a person. You always see yourself as your own sex.
Makeup
makeup medium (masculine, feminine or androgynous)
makeup heavy (masculine, feminine or androgynous)
–While you wear medium or heavy makeup done this way, everyone else sees you as the sex you chose, whatever else is going on. Changing between medium and heavy without naming a sex keeps the one you chose. Light makeup or makeup remove ends it. See help makeup.
Hormones
habit hormones (setting)
–The settings are None, Birth Control, Low T, High T, Low E and High E. Only the last four change how you look.
–About once a day while you are logged in, you build up one day on your current setting, up to 120. These counted days are what the rest of this section means by days. Days built up on any other setting wear off at one a day, so stopping undoes the change gradually.
–High T on a woman, or High E on a man: after about 30 days, most people start to see you as androgynous. At 75 days, everyone sees you as the other sex.
–Low T on a woman, or Low E on a man: slower, and never further than androgynous. Most people see it after about 60 days.
–After ten days of High E, your chest may slowly fill out, up to a natural limit.
Who notices first
–People with Acute Smell, and people with a high Perception, notice the change well before others do. Someone with both can see it after as little as ten days.
–A fuller chest makes a change toward female easier to see, and a change toward male harder to see.
See also: help makeup, help habit, help remember.
See Also
get
Syntax: get <object>
Syntax: get <object> <container>
GET gets an object, either lying on the ground, or from a container, or even
from a corpse. TAKE is a synonym for get.
Syntax: get <object> <container>
GET gets an object, either lying on the ground, or from a container, or even
from a corpse. TAKE is a synonym for get.
Ghost Rituals
Life Force Costs per level of Ritualism: 1: 21%, 2: 12%, 3: 9%, 4: 6%, 5: 4%
Syntax: Ritual binding (target) Cost: 100%
When complete any ghosts in the room with the target, including the target
themselves will be stuck in the room they’re currently in, unable to move
from it or in the case of ghost walkers unable to return to their own body.
This ritual completes instantly.
Syntax: Ritual unbinding (target) Cost: 100%
When complete any ghosts in the room with the target, including the target
themselves will be freed from any binding curse previously holding them to
that location.
Syntax: Ritual banish (target) Cost: 200%
When complete any ghosts in the room with the target, including the target
be bound to the graveyard for a month. If the target is a ghost walker they
be sent back to their body and critically wounded.
This ritual completes instantly.
Syntax: Ritual binding (target) Cost: 100%
When complete any ghosts in the room with the target, including the target
themselves will be stuck in the room they’re currently in, unable to move
from it or in the case of ghost walkers unable to return to their own body.
This ritual completes instantly.
Syntax: Ritual unbinding (target) Cost: 100%
When complete any ghosts in the room with the target, including the target
themselves will be freed from any binding curse previously holding them to
that location.
Syntax: Ritual banish (target) Cost: 200%
When complete any ghosts in the room with the target, including the target
be bound to the graveyard for a month. If the target is a ghost walker they
be sent back to their body and critically wounded.
This ritual completes instantly.
See Also
Ghost Walking
Levels: 0, 4
Requirements: Dark Magic 3
Syntax: ghostwalk
This stat allows a player to leave their body and become a spirit, able
to travel around as a ghost. It also however leaves them highly vulnerable.
They will leave a comatose form behind when traveling, this form can be
interacted with through the bind, blindfold, untie, wound, drag and execute
commands. The ghost will feel things being done to their body, but not
the details. Additionally ghosttouch (person) (message) Will send a message
to the ghost of You feel (message) and is appropriate if people are messing
with the ghostwalkers body.
Additionally ghost walkers can be snared by binding rituals, and will be
stuck until such time as someone unbinds them. If someone uses a banishing
ritual on a ghost walker they will be sent back to their body, which undergoes
an extremely unpleasant experience culminating in a critical wound after
about a minute.
Requirements: Dark Magic 3
Syntax: ghostwalk
This stat allows a player to leave their body and become a spirit, able
to travel around as a ghost. It also however leaves them highly vulnerable.
They will leave a comatose form behind when traveling, this form can be
interacted with through the bind, blindfold, untie, wound, drag and execute
commands. The ghost will feel things being done to their body, but not
the details. Additionally ghosttouch (person) (message) Will send a message
to the ghost of You feel (message) and is appropriate if people are messing
with the ghostwalkers body.
Additionally ghost walkers can be snared by binding rituals, and will be
stuck until such time as someone unbinds them. If someone uses a banishing
ritual on a ghost walker they will be sent back to their body, which undergoes
an extremely unpleasant experience culminating in a critical wound after
about a minute.
Ghosts
Ghosts are the imperfect copies created when a character whether NPC or PC dies.
Not all deaths create ghosts and the exact mechanism for doing so is unknown,
however many ghosts become obsessed with particular aspects of their previous
life. Whether this is due to regret, being unable to let go, or simply because
of the brain-damage like condition in which all ghosts exist isn’t clear.
Each ghost is as unique as the person who spawned it. They’re unable to change,
but retain much of the special abilities they possessed in life. Though ghosts
have no concrete form and can move through otherwise solid objects, any ghost
who could not fly when they were alive, for example, is similarly bound in death
if only by the belief that flying isn’t possible. Ghosts who die while shifted
will be shifted ghosts and unable to shift back into human form. Ghosts who
were not shifted when they died will not be able to shift into their alternative
form any more.
Ghosts may not enter the Lodge or any home which has been ritually warded.
Furthermore, they are generally bound to Haven and can’t leave the city. They
can only be seen by characters with clairvoyance and only heard by characters with
clairaudience. Characters without either of these supernatural stats can detect
when a ghost enters or leaves a room with perception however and the higher that
character’s perception, the more likely they will notice the ghost’s movement.
Movement in peripheral rooms can not be detected in the same way.
Ghosts do not precisely occupy the same space as the living and interacting with
them and their world is strenuous. Though they may interact with other characters
who possess either clairaudience or clairvoyance with less restrictions, player
ghosts receive a pool of actions each day to represent their endurance. This
pool is referred to as willpower and will be visible with the score command as a
ghost. Willpower will not be depleted for actions taken which do not attempt to
breach the veil between the spirit and living spaces. Ghost walkers receive half
as much willpower to expend each day to represent their investment in the
corporeal world.
Some examples of actions that require manifestation are moving an object,
touching another character, being able to been seen or heard plainly, or
utilizing one of their supernatural powers. Verbal actions in particular are
especially difficult for ghosts and even the most powerful ghosts can only
muster concrete language in a low voice or whisper. Despite being able to
interact with their environment in limited ways, ghosts may not engage or be
engaged in combat.
Syntax: visible
For ghosts, this command toggles whether or not the ghost is attempting to be
visible in their next action. Toggling it doesn’t eat away at any specific
uses per day however while it is active, the ghost will be considered to be
manifesting as well. This will replace “something unseen” with emote and
in actions with the ghost’s name or intro depending on whether or not the
ghost is known to the viewer. A special prefix “the ghost of” is attached
before the ghost’s intro or name in the event that the viewer has at least
clairvoyance 1 and can recognize the nature of the ghost immediately.
Syntax: manifest
This toggle allows ghosts to determine whether or not the ghost will attempt
to perform an action which can be detected without supernatural aid. This is
both a safety mechanism to prevent ghosts from depleting their daily pools
unwittingly and to differentiate between the limited and unlimited version of
some commands such as say, emote, and private.
Willpower Costs:
Private 10
Emote 15
Manifestations 20
Speech 25
Note: If an action qualifies for multiple categories, it will use the greater
cost.
Some rituals such as binding, unbinding, and banishment can effect ghosts.
Not all deaths create ghosts and the exact mechanism for doing so is unknown,
however many ghosts become obsessed with particular aspects of their previous
life. Whether this is due to regret, being unable to let go, or simply because
of the brain-damage like condition in which all ghosts exist isn’t clear.
Each ghost is as unique as the person who spawned it. They’re unable to change,
but retain much of the special abilities they possessed in life. Though ghosts
have no concrete form and can move through otherwise solid objects, any ghost
who could not fly when they were alive, for example, is similarly bound in death
if only by the belief that flying isn’t possible. Ghosts who die while shifted
will be shifted ghosts and unable to shift back into human form. Ghosts who
were not shifted when they died will not be able to shift into their alternative
form any more.
Ghosts may not enter the Lodge or any home which has been ritually warded.
Furthermore, they are generally bound to Haven and can’t leave the city. They
can only be seen by characters with clairvoyance and only heard by characters with
clairaudience. Characters without either of these supernatural stats can detect
when a ghost enters or leaves a room with perception however and the higher that
character’s perception, the more likely they will notice the ghost’s movement.
Movement in peripheral rooms can not be detected in the same way.
Ghosts do not precisely occupy the same space as the living and interacting with
them and their world is strenuous. Though they may interact with other characters
who possess either clairaudience or clairvoyance with less restrictions, player
ghosts receive a pool of actions each day to represent their endurance. This
pool is referred to as willpower and will be visible with the score command as a
ghost. Willpower will not be depleted for actions taken which do not attempt to
breach the veil between the spirit and living spaces. Ghost walkers receive half
as much willpower to expend each day to represent their investment in the
corporeal world.
Some examples of actions that require manifestation are moving an object,
touching another character, being able to been seen or heard plainly, or
utilizing one of their supernatural powers. Verbal actions in particular are
especially difficult for ghosts and even the most powerful ghosts can only
muster concrete language in a low voice or whisper. Despite being able to
interact with their environment in limited ways, ghosts may not engage or be
engaged in combat.
Syntax: visible
For ghosts, this command toggles whether or not the ghost is attempting to be
visible in their next action. Toggling it doesn’t eat away at any specific
uses per day however while it is active, the ghost will be considered to be
manifesting as well. This will replace “something unseen” with emote and
in actions with the ghost’s name or intro depending on whether or not the
ghost is known to the viewer. A special prefix “the ghost of” is attached
before the ghost’s intro or name in the event that the viewer has at least
clairvoyance 1 and can recognize the nature of the ghost immediately.
Syntax: manifest
This toggle allows ghosts to determine whether or not the ghost will attempt
to perform an action which can be detected without supernatural aid. This is
both a safety mechanism to prevent ghosts from depleting their daily pools
unwittingly and to differentiate between the limited and unlimited version of
some commands such as say, emote, and private.
Willpower Costs:
Private 10
Emote 15
Manifestations 20
Speech 25
Note: If an action qualifies for multiple categories, it will use the greater
cost.
Some rituals such as binding, unbinding, and banishment can effect ghosts.
See Also
Giant Slayer
Levels: 0, 2
Requirements: Combat Focus 4
This stat halves the penalty for fighting characters with more combat focus
investment than you have.
Requirements: Combat Focus 4
This stat halves the penalty for fighting characters with more combat focus
investment than you have.
gift
Syntax: gift (item) (person)
This command can be used by an Eidolon to gift an object to a member of their cult.
They can use this to grant potentially powerful artifacts and other valuable objects, but the more powerful the object the more resources it will cost the cult.
Additionally Eidolons can only gift objects which have been cursed with the curseobject command.
Eidolons from sects can also gift objects but it is more expensive and it sets back storylines the sect is involved in. This is a more OOC use of the command used to represent the sect stealing items etc.
This command can be used by an Eidolon to gift an object to a member of their cult.
They can use this to grant potentially powerful artifacts and other valuable objects, but the more powerful the object the more resources it will cost the cult.
Additionally Eidolons can only gift objects which have been cursed with the curseobject command.
Eidolons from sects can also gift objects but it is more expensive and it sets back storylines the sect is involved in. This is a more OOC use of the command used to represent the sect stealing items etc.
Gifted
Tier Two Archetype
Human
This archetype represents humans who’ve attained some mastery of magic
through study. While human they can train arcane focuses and use rituals
and mancing.
Minimum Age: 25
Available Negative Modifiers: Mentally Ill, Injured, Ill, Addicted.
Available Positive Modifiers: Relic Holder, Demonic Pact Holder,
Fleshformed, Scientifically Augmented.
Note that while you can take the Young modifier as a Gifted, you will not be able to remove it until your character is age 25.
Focuses: Has one point to spend on arcane focus stats at tier two.
Human
This archetype represents humans who’ve attained some mastery of magic
through study. While human they can train arcane focuses and use rituals
and mancing.
Minimum Age: 25
Available Negative Modifiers: Mentally Ill, Injured, Ill, Addicted.
Available Positive Modifiers: Relic Holder, Demonic Pact Holder,
Fleshformed, Scientifically Augmented.
Note that while you can take the Young modifier as a Gifted, you will not be able to remove it until your character is age 25.
Focuses: Has one point to spend on arcane focus stats at tier two.
give
Syntax: give <object> <character>
Syntax: give <amount> dollars <character>
Syntax: give plot clue <character> [plot name]
GIVE gives an object, or some money, to another character.
GIVE PLOT CLUE hands one of your plot clues to someone in the room with you. It is handed over, not copied, so you no longer have it. If you hold clues from more than one plot, add the plot’s name, or the start of it; leave it off and you are shown a list to choose from. See help clues.
Syntax: give <amount> dollars <character>
Syntax: give plot clue <character> [plot name]
GIVE gives an object, or some money, to another character.
GIVE PLOT CLUE hands one of your plot clues to someone in the room with you. It is handed over, not copied, so you no longer have it. If you hold clues from more than one plot, add the plot’s name, or the start of it; leave it off and you are shown a list to choose from. See help clues.
See Also
giveblood
Syntax: GiveBlood
Used by vampires to produce small glasses of vampire blood. Vampire
blood can be added to other food or drink with the ‘pour‘ command.
Used by vampires to produce small glasses of vampire blood. Vampire
blood can be added to other food or drink with the ‘pour‘ command.
Glance
Syntax: Glance/Glance (person)
Used similarly to look, glance reveals more basic information about the
target or room.
Used similarly to look, glance reveals more basic information about the
target or room.
Glide
Levels: 0, 3
Requirements: Angelic Champion 4, Super Jumping
Syntax: Glide
When used in combat this power grants the ability to
fly for three rounds.
Requirements: Angelic Champion 4, Super Jumping
Syntax: Glide
When used in combat this power grants the ability to
fly for three rounds.
goals
Goblin Market
The Goblin Market is an openly supernatural locale in Haven of unknown location
which can only be accessed by using one of several secret doors scattered
throughout the town. Shop owners can flag walls in their shop with decorate
market (direction) for a chance for the doors to appear there. Doors move
once a week and arcanists can see if a property currently has a door to the
market with shop info.
The market contains a supernatural library, as well alchemical laboratories,
engineering facilities and magical workshops for characters to use. It is
also the home of a bazaar where most supernatural goods are traded.
The goblin market is a hub of supernatural news and gossip, characters can
post IC notes to ‘market’ in order to make them visible to any characters
who’ve visited the market since they were posted.
Doors into the goblin market are only visible to and usable by characters
with society symbols or by Greystone staff.
The goblin market also contains a small bar, an area for dueling/sparring
and a fleshformer. The fleshformer requires payment in human infant hearts
however, fortunately those can usually be purchased in the bazaar.
Characters can write IC notes to ‘market’ and they will be visible to
anyone who’s visited the market since they were written.
which can only be accessed by using one of several secret doors scattered
throughout the town. Shop owners can flag walls in their shop with decorate
market (direction) for a chance for the doors to appear there. Doors move
once a week and arcanists can see if a property currently has a door to the
market with shop info.
The market contains a supernatural library, as well alchemical laboratories,
engineering facilities and magical workshops for characters to use. It is
also the home of a bazaar where most supernatural goods are traded.
The goblin market is a hub of supernatural news and gossip, characters can
post IC notes to ‘market’ in order to make them visible to any characters
who’ve visited the market since they were posted.
Doors into the goblin market are only visible to and usable by characters
with society symbols or by Greystone staff.
The goblin market also contains a small bar, an area for dueling/sparring
and a fleshformer. The fleshformer requires payment in human infant hearts
however, fortunately those can usually be purchased in the bazaar.
Characters can write IC notes to ‘market’ and they will be visible to
anyone who’s visited the market since they were written.
See Also
God Child
Tier Five Archetype
Supernatural
This archetype represents humans who have a divine parent, being half human
and half god. See help demigod lore for more general information.
Age: At least 300, apparent age at least 25.
Physical Characteristics: Golden irises.
Focus: Has up to seven points to spend on focus stats at tier five.
Supernatural
This archetype represents humans who have a divine parent, being half human
and half god. See help demigod lore for more general information.
Age: At least 300, apparent age at least 25.
Physical Characteristics: Golden irises.
Focus: Has up to seven points to spend on focus stats at tier five.
Gods
You need Occult Knowledge of at least two to know this information.
The gods were all once men a long, long time ago. Men and women who became
so accomplished at the now lost art of fleshforming that they were able to
create for themselves new, perfect bodies. Bodies that could not be
damaged, would never age or die, truly immortal. As time passed and these
individuals continued to not age and grow stronger their influence became
all the greater. Some humans began to worship on their own, others assumed
the identity of pre-created pagan deities.
As their power and influence grew, different groups came more and more into
conflict and the world was half torn apart by the fighting between these
powerful beings. Finally they met and settled on an accord of peace and
non-interference. Creating for themselves their own pocket dimension in
which to retreat peacefully into, a realm called Asgard, Olympus or any one
of a number of other names. From there they continued to have some limited
interaction with the human world, often venturing into it in disguise or
taking it upon themselves to help certain favored individuals but mostly
remained aloof and apart from it. Masters of fleshforming they have filled
their world with various amazing and dreadful creatures, as well as
semi-human servants and vassals.
Sometimes a god will sleep with a human while visiting the human world, at
times they do this while in the visage of another, such as the human’s
lover, at other times they do not. The reasons can be as varied as falling
in love with a human to a simple lark. The chance of a god impregnating or
being impregnated by a human is low, about one tenth of the chance of a
human with a human but can happen. These offspring and their descendants are
called demigods.
The gods were all once men a long, long time ago. Men and women who became
so accomplished at the now lost art of fleshforming that they were able to
create for themselves new, perfect bodies. Bodies that could not be
damaged, would never age or die, truly immortal. As time passed and these
individuals continued to not age and grow stronger their influence became
all the greater. Some humans began to worship on their own, others assumed
the identity of pre-created pagan deities.
As their power and influence grew, different groups came more and more into
conflict and the world was half torn apart by the fighting between these
powerful beings. Finally they met and settled on an accord of peace and
non-interference. Creating for themselves their own pocket dimension in
which to retreat peacefully into, a realm called Asgard, Olympus or any one
of a number of other names. From there they continued to have some limited
interaction with the human world, often venturing into it in disguise or
taking it upon themselves to help certain favored individuals but mostly
remained aloof and apart from it. Masters of fleshforming they have filled
their world with various amazing and dreadful creatures, as well as
semi-human servants and vassals.
Sometimes a god will sleep with a human while visiting the human world, at
times they do this while in the visage of another, such as the human’s
lover, at other times they do not. The reasons can be as varied as falling
in love with a human to a simple lark. The chance of a god impregnating or
being impregnated by a human is low, about one tenth of the chance of a
human with a human but can happen. These offspring and their descendants are
called demigods.
See Also
Gold Vulnerability
Levels: 0, 1
Requirements: Supernatural, not a vampire or werewolf.
This power reduces the stagger you’d normally take from weapons augmented
against your archetype by two thirds, but means you take stagger from
weapons augmented with gold instead. Characters who research you can
discover your vulnerabilities.
Requirements: Supernatural, not a vampire or werewolf.
This power reduces the stagger you’d normally take from weapons augmented
against your archetype by two thirds, but means you take stagger from
weapons augmented with gold instead. Characters who research you can
discover your vulnerabilities.
Government Contacts
Levels: 0, 1, 2, 3, 4, 5
Requirements: Rank 2-5 requires Professional Focus 1-4.
This stat represents any contacts a character has in the government that might
be able to provide him information. It’s also used to determine preference in
some Story Events.
Government Contacts 0
No government contacts
Government Contacts 1
A low level contact
Government Contacts 2
A low level friend
Government Contacts 3
A mid level contact
Government Contacts 4
A high level contact
Government Contacts 5
A very high level friend
Requirements: Rank 2-5 requires Professional Focus 1-4.
This stat represents any contacts a character has in the government that might
be able to provide him information. It’s also used to determine preference in
some Story Events.
Government Contacts 0
No government contacts
Government Contacts 1
A low level contact
Government Contacts 2
A low level friend
Government Contacts 3
A mid level contact
Government Contacts 4
A high level contact
Government Contacts 5
A very high level friend
See Also
Government Subfactions
Haven is a supernatural hotspot, and the world’s ruling class is more than aware of that. The British, Chinese, and Russians all have informants versed in the occult stationed in the little bayside town.
CIA
Overview: The CIA is aware of the supernatural and uses it to it’s advantage and the advantage of it’s government whenever possible.
Common Allies: MI6, Interpol, FBI, Temple.
Common Enemies: Chinese Intelligence.
Prefers: Government contacts, stealth, military contacts.
Typical Tasks: Espionage, assassinations.
MI6
Overview: While having little presense in the US, MI6 runs many operations throughout Europe and the rest of the world, occationally running into supernatural elements.
Common Allies: CIA, Interpol.
Common Enemies: Chinese Intelligence.
Prefers: Government contacts, stealth, military contacts.
Typical Tasks: Espionage, assassinations.
Chinese Intelligence
Overview: Always interested in their competitors to the west, and always looking for more assets to use to obtain the information they want, Chinese intelligence can be a good way to make money and favors if you’re not too loyal to your country.
Common Allies: The Russian Mafia
Common Enemies: CIA, MI6
Prefers: Government Contacts, Stealth, Military Contacts
Typical Tasks: Espionage, assassinations.
CIA
Overview: The CIA is aware of the supernatural and uses it to it’s advantage and the advantage of it’s government whenever possible.
Common Allies: MI6, Interpol, FBI, Temple.
Common Enemies: Chinese Intelligence.
Prefers: Government contacts, stealth, military contacts.
Typical Tasks: Espionage, assassinations.
MI6
Overview: While having little presense in the US, MI6 runs many operations throughout Europe and the rest of the world, occationally running into supernatural elements.
Common Allies: CIA, Interpol.
Common Enemies: Chinese Intelligence.
Prefers: Government contacts, stealth, military contacts.
Typical Tasks: Espionage, assassinations.
Chinese Intelligence
Overview: Always interested in their competitors to the west, and always looking for more assets to use to obtain the information they want, Chinese intelligence can be a good way to make money and favors if you’re not too loyal to your country.
Common Allies: The Russian Mafia
Common Enemies: CIA, MI6
Prefers: Government Contacts, Stealth, Military Contacts
Typical Tasks: Espionage, assassinations.
Grappling
Type: Melee
Max Range: 1
Cap: 10 + Combat Focus times 5
This discipline covers the ability to apply pins, and joint locks to
your opponent, as well as perform throws and other unarmed grappling
techniques, covering fighting forms such as wrestling or Jujitsu.
Max Range: 1
Cap: 10 + Combat Focus times 5
This discipline covers the ability to apply pins, and joint locks to
your opponent, as well as perform throws and other unarmed grappling
techniques, covering fighting forms such as wrestling or Jujitsu.
See Also
Graves
Syntax: Make Grave
With this command you can add a gravesite to commemorate the passing of
another player. It requires you to have at least 100 hours to use and can
only be done in certain rooms of the cemetery.
There are three types of grave, a plaque is a simple commemorative plaque
suitable for those who’ve been cremated or whose bodies are somehow missing,
it costs $500.
An occupied grave is a standard grave with headstone and costs $2500. It
requires you to have a corpse object old enough to be disposed of to use.
An unoccupied grave is a standard grave with nobody buried in it and costs
$5000.
When visiting the cemetery you’ll see if graves or plaques are in that room
and can use look graves or look plaques to see a list. You can then look at
or join these.
With this command you can add a gravesite to commemorate the passing of
another player. It requires you to have at least 100 hours to use and can
only be done in certain rooms of the cemetery.
There are three types of grave, a plaque is a simple commemorative plaque
suitable for those who’ve been cremated or whose bodies are somehow missing,
it costs $500.
An occupied grave is a standard grave with headstone and costs $2500. It
requires you to have a corpse object old enough to be disposed of to use.
An unoccupied grave is a standard grave with nobody buried in it and costs
$5000.
When visiting the cemetery you’ll see if graves or plaques are in that room
and can use look graves or look plaques to see a list. You can then look at
or join these.
greeting
…..
,’ ‘:,
,’ ‘::.
// // _ _ :::_
// // ___ ___ ,___ ( ” ) ;;( )
//—-// /,—)) || // //___)) /;—)) ( ) ”) ( ” ) . )
/,—-,/ // // || // //—–‘// // (_ (_ . _) _) (_ _( ,_)_)
// // ((___(( ||// ((____ // // : :::
// // \| \/ ‘; :::’
‘;, ,:;’
‘. ;;;’
”””
|\ | .
###### ##############,## | \ | * ,–, |-, _|_ ,-,-,-. ,-. ‘.-. ,–,
# ######### ######___-,###/|#### | \| | ‘–| | | | | ; | . ,-| | ‘ |–‘
################,#__/ _ \#/ /#####‘ ‘ ‘ ‘–‘ ‘ ‘ ‘- ‘ ‘-‘ ‘-^ ‘ ‘–
############,##/;/-,_,y | |y /#,_,#### .
####^####,#/;#| ;_-_\ \ \ /#\\/ \##### ,-. ,-. ,-|
#/;/ \##//#\\/ /####/ /\ \|##y ^ \##### ,-| | | | |
/// /\\#;\#// /#####\’y’ \#/ ;–_-_-.# ‘-^ ‘ ‘ ‘-^
y /#\\\ \y ;\#####;/ y / _,,_,_\# .—.
,/###‘y\ :\ \__##/ : /: /#||#\.\#‘# \___ ,–, ,–, ‘.-. ,–, _|_ ,–,
|##,-‘ ; \_, \/ \ :; /##\|#/,/## \ |–‘ | | ‘ |–‘ | ‘–,
|#/ _,-_ |#_\ ^ | |####‘#\|## ‘—‘ ‘– ‘–‘ ‘ ‘– ‘- ‘–‘
|#;/##/ ‘- ,_/ : ; : | ####‘#
|#‘##/ , / __/\ ‘@ | |
,##,/ /: ;/,###| |. |
|\/ _/ |: ‘ | :.; : |: @|
‘\,/ |: @ | | | : ;
| —.| :__ ; ; | . :_ __ _ ___ ___ __ _ _ _____ _ _ ___ __ _ ___ ___ _
| | . : ; |: | : ; .___ =-= = -_= -=_= _-=_-_ -=- =-_ -_= -_= _-=- –
-.//-_\\/:::. ‘:. : |.”-“_\\–///.–.._= -_= -_= _-=- -_= _=- = -_= -_= _-=-
” //- ,\\.”-._’.””| . : ;.”//.-“.’ ”’–.._= -_= -_= _-=- -_= _= -_= -_= _-=- –
\\.”-._’.”- –\”-.”//.- , , , . ‘–._=-_ =-=_-= _-= _ =-_ =-=_-= _-=
” -.”-.\\”-.”//.\.”-._’.”- , , . ‘-._ =-_ =-=_-= _-= _ =-_ =-=_-
Welcome to Haven, a small, innocuous New England town near the coast and only a
short commute from Boston or Brown University. Nestled amongst the forests and
not far from the coast the town is home to simple folk, as well as the odd
hiker or commuting university student.
It also happens to be the weak point between worlds, where creatures of myth and
folklore creeps across, drawing a large number of supernatural beings it is
protected and fought over by powerful, secret societies.
What is your account name?
,’ ‘:,
,’ ‘::.
// // _ _ :::_
// // ___ ___ ,___ ( ” ) ;;( )
//—-// /,—)) || // //___)) /;—)) ( ) ”) ( ” ) . )
/,—-,/ // // || // //—–‘// // (_ (_ . _) _) (_ _( ,_)_)
// // ((___(( ||// ((____ // // : :::
// // \| \/ ‘; :::’
‘;, ,:;’
‘. ;;;’
”””
|\ | .
###### ##############,## | \ | * ,–, |-, _|_ ,-,-,-. ,-. ‘.-. ,–,
# ######### ######___-,###/|#### | \| | ‘–| | | | | ; | . ,-| | ‘ |–‘
################,#__/ _ \#/ /#####‘ ‘ ‘ ‘–‘ ‘ ‘ ‘- ‘ ‘-‘ ‘-^ ‘ ‘–
############,##/;/-,_,y | |y /#,_,#### .
####^####,#/;#| ;_-_\ \ \ /#\\/ \##### ,-. ,-. ,-|
#/;/ \##//#\\/ /####/ /\ \|##y ^ \##### ,-| | | | |
/// /\\#;\#// /#####\’y’ \#/ ;–_-_-.# ‘-^ ‘ ‘ ‘-^
y /#\\\ \y ;\#####;/ y / _,,_,_\# .—.
,/###‘y\ :\ \__##/ : /: /#||#\.\#‘# \___ ,–, ,–, ‘.-. ,–, _|_ ,–,
|##,-‘ ; \_, \/ \ :; /##\|#/,/## \ |–‘ | | ‘ |–‘ | ‘–,
|#/ _,-_ |#_\ ^ | |####‘#\|## ‘—‘ ‘– ‘–‘ ‘ ‘– ‘- ‘–‘
|#;/##/ ‘- ,_/ : ; : | ####‘#
|#‘##/ , / __/\ ‘@ | |
,##,/ /: ;/,###| |. |
|\/ _/ |: ‘ | :.; : |: @|
‘\,/ |: @ | | | : ;
| —.| :__ ; ; | . :_ __ _ ___ ___ __ _ _ _____ _ _ ___ __ _ ___ ___ _
| | . : ; |: | : ; .___ =-= = -_= -=_= _-=_-_ -=- =-_ -_= -_= _-=- –
-.//-_\\/:::. ‘:. : |.”-“_\\–///.–.._= -_= -_= _-=- -_= _=- = -_= -_= _-=-
” //- ,\\.”-._’.””| . : ;.”//.-“.’ ”’–.._= -_= -_= _-=- -_= _= -_= -_= _-=- –
\\.”-._’.”- –\”-.”//.- , , , . ‘–._=-_ =-=_-= _-= _ =-_ =-=_-= _-=
” -.”-.\\”-.”//.\.”-._’.”- , , . ‘-._ =-_ =-=_-= _-= _ =-_ =-=_-
Welcome to Haven, a small, innocuous New England town near the coast and only a
short commute from Boston or Brown University. Nestled amongst the forests and
not far from the coast the town is home to simple folk, as well as the odd
hiker or commuting university student.
It also happens to be the weak point between worlds, where creatures of myth and
folklore creeps across, drawing a large number of supernatural beings it is
protected and fought over by powerful, secret societies.
What is your account name?
Greystone
Truth through Discipline.
The Greystone Institute stands behind its iron fence at the west end of Haven: a residential college, a teaching hospital, and one of the largest psychiatric wings in New England, all answering to the same board of trustees. The brochure promises “structure for gifted and troubled young adults.” Everyone in town knows what that means.
Greystone College only takes students who have already brushed against the supernatural. It teaches them to control what they are, and it keeps very good records of what they become. The Webster Clinic shares the campus. It treats the town’s sick and holds the town’s inconvenient: the societies of Haven quietly pay to keep people there, and the Institute never asks why. Students who ask too many questions have a way of being diagnosed.
The faculty are recruited from out of state and rarely leave the grounds. They are called brothers and sisters, dress in grey, and speak of promotion as “being brought further in.” Nobody can name a trustee, and nobody can say where the money comes from.
Student life is busy by design. There are four Greek houses (see help fraternities and help sororities), six recognised student groups (help college groups), and sports teams known as the Greystone Rooks. Proctors chosen from the senior class keep order among their fellow students (help proctor), and probation keeps a student where the Institute can see them (help probation). Students still disappear from the rolls between terms. Their files are closed with the same note: transferred.
The period bells ring on the hour. At the end of the day a heavily accented voice on the intercom says the same two words. Memento mori.
See also: help college, help clinic, help institute staff.
The Greystone Institute stands behind its iron fence at the west end of Haven: a residential college, a teaching hospital, and one of the largest psychiatric wings in New England, all answering to the same board of trustees. The brochure promises “structure for gifted and troubled young adults.” Everyone in town knows what that means.
Greystone College only takes students who have already brushed against the supernatural. It teaches them to control what they are, and it keeps very good records of what they become. The Webster Clinic shares the campus. It treats the town’s sick and holds the town’s inconvenient: the societies of Haven quietly pay to keep people there, and the Institute never asks why. Students who ask too many questions have a way of being diagnosed.
The faculty are recruited from out of state and rarely leave the grounds. They are called brothers and sisters, dress in grey, and speak of promotion as “being brought further in.” Nobody can name a trustee, and nobody can say where the money comes from.
Student life is busy by design. There are four Greek houses (see help fraternities and help sororities), six recognised student groups (help college groups), and sports teams known as the Greystone Rooks. Proctors chosen from the senior class keep order among their fellow students (help proctor), and probation keeps a student where the Institute can see them (help probation). Students still disappear from the rolls between terms. Their files are closed with the same note: transferred.
The period bells ring on the hour. At the end of the day a heavily accented voice on the intercom says the same two words. Memento mori.
See also: help college, help clinic, help institute staff.
griefing
Some people on the internet derive satisfaction from making others
unhappy. Maybe they feel it’s warranted and they’ve been wronged somehow or
maybe they just do it for funs. In either case this leads to behavior we
class as griefing and is considered abusive Roleplay.
For something to be considered griefing, it generally is something that is
targeted at a player, not a character. Most intelligent griefers will come
up with IC justifications or fabrications to excuse their behavior however
so discerning what is bad can be tricky. For this reason it’s our policy to
only target instances in which the behavior is clearly excessive, and at
least two staff members agree, none of which can be involved in the instance
in question with any alts etc.
Some things that would count as griefing are:
Becoming aware of a mistake in someone’s background and using that mistake
to attack the character ICly without at least first informing them OOCly of
the mistake.
Characters having grudges against other characters which carry over multiple
chars of theirs.
Characters joining in grudges held by their OOC friends.
Characters behaving in ways designed to make life miserable for an enemy
player instead of their character, e.g. spamming.
Characters attacking others for reasons that make no sense for their
character, or to extremes that make no sense given their causes.
Attempts to use the code in ICly illogical or abusive ways to attack
someone.
Examples might be spamming, getting killed by a PC only to design a new char
to go after you killer, spending all your influence to diss someone for no
rational reason or a made up reason etc.
If you have any questions on what might constitute griefing, or are worried
about something you’ve done being considered as such, please query the
staff.
unhappy. Maybe they feel it’s warranted and they’ve been wronged somehow or
maybe they just do it for funs. In either case this leads to behavior we
class as griefing and is considered abusive Roleplay.
For something to be considered griefing, it generally is something that is
targeted at a player, not a character. Most intelligent griefers will come
up with IC justifications or fabrications to excuse their behavior however
so discerning what is bad can be tricky. For this reason it’s our policy to
only target instances in which the behavior is clearly excessive, and at
least two staff members agree, none of which can be involved in the instance
in question with any alts etc.
Some things that would count as griefing are:
Becoming aware of a mistake in someone’s background and using that mistake
to attack the character ICly without at least first informing them OOCly of
the mistake.
Characters having grudges against other characters which carry over multiple
chars of theirs.
Characters joining in grudges held by their OOC friends.
Characters behaving in ways designed to make life miserable for an enemy
player instead of their character, e.g. spamming.
Characters attacking others for reasons that make no sense for their
character, or to extremes that make no sense given their causes.
Attempts to use the code in ICly illogical or abusive ways to attack
someone.
Examples might be spamming, getting killed by a PC only to design a new char
to go after you killer, spending all your influence to diss someone for no
rational reason or a made up reason etc.
If you have any questions on what might constitute griefing, or are worried
about something you’ve done being considered as such, please query the
staff.
groinkick
Groinkick (target) – This command makes you kick at your target’s groin,
the message output depends on the relative stats and disciplines of the two
parties.
the message output depends on the relative stats and disciplines of the two
parties.
See Also
Group
Syntax: Group create
(name)/rename/describe/list/info/join/banish/vote/leave/announce/roster
Groups are player made associations, anyone can create a group and then join
members to it, once in however leadership is determined democratically.
Groups have a name, and a description, which can be seen with group list and
then group info. If someone belongs to a group this will appear in
investigation orders. Groups can also announce news to other members with
group announce.
(name)/rename/describe/list/info/join/banish/vote/leave/announce/roster
Groups are player made associations, anyone can create a group and then join
members to it, once in however leadership is determined democratically.
Groups have a name, and a description, which can be seen with group list and
then group info. If someone belongs to a group this will appear in
investigation orders. Groups can also announce news to other members with
group announce.
Grouptext
Syntax: Grouptext create (name)
-Create a new group text.
Syntax: Grouptext list
-List all the group texts you are a part of.
Syntax: Grouptext info (name)
-Show all the numbers in the specified group text.
Syntax: Grouptext addnumber (name of group) (number or speeddial name)
-Add a new number to a grouptext you are part of.
Syntax: Grouptext leave (name)
-Leave a specified group text.
Syntax: Text (groupname) (message)
-Send a text message to everyone in the group text.
-Create a new group text.
Syntax: Grouptext list
-List all the group texts you are a part of.
Syntax: Grouptext info (name)
-Show all the numbers in the specified group text.
Syntax: Grouptext addnumber (name of group) (number or speeddial name)
-Add a new number to a grouptext you are part of.
Syntax: Grouptext leave (name)
-Leave a specified group text.
Syntax: Text (groupname) (message)
-Send a text message to everyone in the group text.
gtg
Syntax: gtg (number of minutes) or gtg (minimum number of minutes)
(maximum number of minutes)
This command informs others in the room with you of how long before you have
to log off OOCly.
(maximum number of minutes)
This command informs others in the room with you of how long before you have
to log off OOCly.
See Also
Guarded Mind
Levels:0, 3
This stat makes you immune to imprints and other forms of mind control such
as rituals and schemes. It does not offer protection against vampire blood
or brainwashing.
This skill is no longer available.
This stat makes you immune to imprints and other forms of mind control such
as rituals and schemes. It does not offer protection against vampire blood
or brainwashing.
This skill is no longer available.
See Also
Guardian Angel
Levels: 0, 1
Requirements: Angelborn
Characters with this power take less damage in combat when protecting
people.
Requirements: Angelborn
Characters with this power take less damage in combat when protecting
people.
guardmind
Syntax: guardmind
Used when your character is particularly on guard against attempts to
hypnotise them, indicating a higher engagement of fight/flight response.
The protection lasts for five minutes and there is no notification when it
expires. Successive uses of the command cause exponentially increasing life
force costs owing to the stress of maintaining such a mindset without
action. You cannot use this command if your lifeforce is below
approximately 85%.
Used when your character is particularly on guard against attempts to
hypnotise them, indicating a higher engagement of fight/flight response.
The protection lasts for five minutes and there is no notification when it
expires. Successive uses of the command cause exponentially increasing life
force costs owing to the stress of maintaining such a mindset without
action. You cannot use this command if your lifeforce is below
approximately 85%.
See Also
guards
Guest
Syntax: Guest (type) (name)
This command is used to create a temporary character, your existing character isn’t altered by using this command. Upon successful use you are logged off and sent into creation to set up the guest. Some stats can’t be obtained by guests, and they cannot make use of your normal experience pools, instead having their own pool determined by their tier. The possible types are:
Plot: This type of guest can only be created by an SR running a plot, and only used while that plot is active. They can be up to tier 3. Anyone who doesn’t have that SR trusted to at least basic will see that it is a guest when looking at them.
Staff: Similar to a plot guest but made by staff. They can be up to tier 3, and nobody will see they’re a guest.
Henchman: A player made guest, creating this type of guest will freeze your PC until they are deleted. See help Henchman for more information.
Enemy: A player made guest, creating this type of guest will freeze your PC until they are deleted. See help Enemy for more information.
Monster: A player or staff made guest, creating this type of guest will freeze your PC until they are deleted. See help Monster Guests for more information.
Operative: A player made guest one of the operatives of their society. See help Operative for more information
This command is used to create a temporary character, your existing character isn’t altered by using this command. Upon successful use you are logged off and sent into creation to set up the guest. Some stats can’t be obtained by guests, and they cannot make use of your normal experience pools, instead having their own pool determined by their tier. The possible types are:
Plot: This type of guest can only be created by an SR running a plot, and only used while that plot is active. They can be up to tier 3. Anyone who doesn’t have that SR trusted to at least basic will see that it is a guest when looking at them.
Staff: Similar to a plot guest but made by staff. They can be up to tier 3, and nobody will see they’re a guest.
Henchman: A player made guest, creating this type of guest will freeze your PC until they are deleted. See help Henchman for more information.
Enemy: A player made guest, creating this type of guest will freeze your PC until they are deleted. See help Enemy for more information.
Monster: A player or staff made guest, creating this type of guest will freeze your PC until they are deleted. See help Monster Guests for more information.
Operative: A player made guest one of the operatives of their society. See help Operative for more information
Gun Disciple Focus
Levels: 0, 1, 2, 3, 4
Combat Focus
Requirements: Supernatural
This stat represents those who’re dedicated to a supernatural path of learning firearm skills. Each rank offers increased access to physical stats and reduces the penalty for supernaturals using firearms. Gun Disciples can learn to use magnokinesis to enhance themselves in combat and manipulate the battleground. At max rank, Gun Disciples can learn quick reload, making them able to seamlessly change amunition types in the middle of combat.
[Gun Disciple One]:
Dexterity 2: Influences social combat.
Magnokinesis 1: A power tree that affects combat equipment, primarily defensively.
[Gun Disciple Two]:
Fast Reflexes 2: Determines turn order in combat.
Magnokinesis 2: A power tree that affects combat equipment, primarily defensively.
[Gun Disciple Three]:
Dexterity 3: Influences social combat.
Electropathic: You can use electronics, such as your phone, psychically.
Hypernatural Reflexes: A legendary power that doubles your fast reflexes and helps reduce damage taken.
[Gun Disciple Four]:
Fast Reflexes 3: Maximum proficiency; determines turn order in combat.
Quick Reload: A power that removes the loss of an attack for using ammochange.
[Last edited August 24, 2021]
Combat Focus
Requirements: Supernatural
This stat represents those who’re dedicated to a supernatural path of learning firearm skills. Each rank offers increased access to physical stats and reduces the penalty for supernaturals using firearms. Gun Disciples can learn to use magnokinesis to enhance themselves in combat and manipulate the battleground. At max rank, Gun Disciples can learn quick reload, making them able to seamlessly change amunition types in the middle of combat.
[Gun Disciple One]:
Dexterity 2: Influences social combat.
Magnokinesis 1: A power tree that affects combat equipment, primarily defensively.
[Gun Disciple Two]:
Fast Reflexes 2: Determines turn order in combat.
Magnokinesis 2: A power tree that affects combat equipment, primarily defensively.
[Gun Disciple Three]:
Dexterity 3: Influences social combat.
Electropathic: You can use electronics, such as your phone, psychically.
Hypernatural Reflexes: A legendary power that doubles your fast reflexes and helps reduce damage taken.
[Gun Disciple Four]:
Fast Reflexes 3: Maximum proficiency; determines turn order in combat.
Quick Reload: A power that removes the loss of an attack for using ammochange.
[Last edited August 24, 2021]
See Also
habit
Syntax: habit/ habit (category) (amount/frequency)
The Habit command is used to set your characters offline habits, this serves
several purposes. Firstly it’s visible to trusted SRs when they look you
up, and can give them a good idea of what your character is about. Secondly
it helps players themselves think about what their character does and thus
what they should know.
Habits also can have code ramifications, but these are generally small and
bi-directional, so a small buff and small nerf to prevent there being any
optimum habit set.
Habits are very important for some archetypes however. Demonborns can use
them to set how often they generally give into their demonic sadism. Based
on this setting they may occasionally get a message that they were mean to
someone the day before, it’s up to them to RP what actually happened.
Vampires use it to set their feeding habits, careful is the default and
means the vampire takes care when selecting victims to choose those they
think will survive. These kill about one a year and have a small chance of
going hungry. Animal setting vampires feed on animals and bagged blood,
they never kill anyone but are less healthy and often hungry. Reckless are
vampires who don’t care about human lives, they kill about 3 a year and
never go hungry.
Vampires have a small chance when they logon to get a message about having
killed someone the day previous. It’s up to them to RP how/why this
happened. They will be tainted for this as well, but nobody will have any
real way of knowing they were responsible to aura them, unless they tell
them.
Werewolves can use the command to set what they do during the full moon.
Calmed means they take efforts to keep themselves calm, such as taking
valium on the full moon. Chained means they keep themselves locked up
during the full moon. Careless means they go about their business as usual,
and embracing means they embrace the lunacy. Depending on these factors
Werewolves have a chance to get a message about having killed or seriously
injured someone the day before, again they’ll be tainted and it’s up to them
to RP what happened.
You are free to RP accidentally killing/seriously injuring someone on your
characters even when you don’t get a message, in fact we’d encourage most
new vampires/weres to do a scene on the first time they accidentally kill
someone, as that’s a character defining moment.
The Habit command is used to set your characters offline habits, this serves
several purposes. Firstly it’s visible to trusted SRs when they look you
up, and can give them a good idea of what your character is about. Secondly
it helps players themselves think about what their character does and thus
what they should know.
Habits also can have code ramifications, but these are generally small and
bi-directional, so a small buff and small nerf to prevent there being any
optimum habit set.
Habits are very important for some archetypes however. Demonborns can use
them to set how often they generally give into their demonic sadism. Based
on this setting they may occasionally get a message that they were mean to
someone the day before, it’s up to them to RP what actually happened.
Vampires use it to set their feeding habits, careful is the default and
means the vampire takes care when selecting victims to choose those they
think will survive. These kill about one a year and have a small chance of
going hungry. Animal setting vampires feed on animals and bagged blood,
they never kill anyone but are less healthy and often hungry. Reckless are
vampires who don’t care about human lives, they kill about 3 a year and
never go hungry.
Vampires have a small chance when they logon to get a message about having
killed someone the day previous. It’s up to them to RP how/why this
happened. They will be tainted for this as well, but nobody will have any
real way of knowing they were responsible to aura them, unless they tell
them.
Werewolves can use the command to set what they do during the full moon.
Calmed means they take efforts to keep themselves calm, such as taking
valium on the full moon. Chained means they keep themselves locked up
during the full moon. Careless means they go about their business as usual,
and embracing means they embrace the lunacy. Depending on these factors
Werewolves have a chance to get a message about having killed or seriously
injured someone the day before, again they’ll be tainted and it’s up to them
to RP what happened.
You are free to RP accidentally killing/seriously injuring someone on your
characters even when you don’t get a message, in fact we’d encourage most
new vampires/weres to do a scene on the first time they accidentally kill
someone, as that’s a character defining moment.
See Also
Hacking
Levels: 0, 1, 2, 3, 4, 5
Requirements: Rank 3 requires Thief, Hunter, Scientist or Engineer focus.
Rank 4 to 5 requires engineer focus 2-3
Young Characters: Rank 3 requires the Hacker role.
This stat determines the ability of a character to hack computer systems.
Hacking 0
No ability to hack.
Hacking 1
Able to determine the presence of unencrypted information sent over a
network.
Hacking 2
Able to read unencrypted material sent over a network, such as emails.
Hacking 3
Able to hack into poorly protected computers.
Hacking 4
Able to hack into most computers and read almost any legally encrypted
material sent over a network.
Hacking 5
Able to hack into most professionally encrypted sites and can often
crack even military-grade encryption.
Hacking the Police Band:
Characters with Hacking 2 and over can hack the local HSD police band to
listen to ongoing dispatch messages. To do this, one must purchase a
police scanner and simply hold it in one’s inventory.
Each rank of hacking reduces the cost of doing a phone trace by 15%.
At Rank 3 it allows the jamming of a traced individuals communications.
At Rank 5 it allows the interception of some of the traced individual’s communications.
When combined with engineering to a total of at least 5, they can detect
bugs in any room they enter.
Requirements: Rank 3 requires Thief, Hunter, Scientist or Engineer focus.
Rank 4 to 5 requires engineer focus 2-3
Young Characters: Rank 3 requires the Hacker role.
This stat determines the ability of a character to hack computer systems.
Hacking 0
No ability to hack.
Hacking 1
Able to determine the presence of unencrypted information sent over a
network.
Hacking 2
Able to read unencrypted material sent over a network, such as emails.
Hacking 3
Able to hack into poorly protected computers.
Hacking 4
Able to hack into most computers and read almost any legally encrypted
material sent over a network.
Hacking 5
Able to hack into most professionally encrypted sites and can often
crack even military-grade encryption.
Hacking the Police Band:
Characters with Hacking 2 and over can hack the local HSD police band to
listen to ongoing dispatch messages. To do this, one must purchase a
police scanner and simply hold it in one’s inventory.
Each rank of hacking reduces the cost of doing a phone trace by 15%.
At Rank 3 it allows the jamming of a traced individuals communications.
At Rank 5 it allows the interception of some of the traced individual’s communications.
When combined with engineering to a total of at least 5, they can detect
bugs in any room they enter.
See Also
Haemomancy
Levels: 0, 1, 2
Requirements : Rank 1 requires Dark Magic 1, or 3 with Necromancy
Rank 2 requires Dark Magic 2, or 4 with Necromancy
[Rank One]:
Burstvessel : Unspecified range; Target is blinded for one round, left with lingering bloodshot eyes.
Roleplay : You can burst minor surface blood vessels, blinding someone for several seconds if it targets the eyes.
Consumes your attack for one round.
Declot : Unspecified range; Target will take 15% more damage from all non blunt attacks next round.
Roleplay : You can temporarily stop wounds from clotting like they should.
Consumes your attack for one round.
SlowHeart : Unspecified range; Target can move or attack next round, but not both.
Roleplay : You can slow down someone’s heart, causing them to feel faint and lightheaded.
Consumes your attack for one round.
[Rank Two]:
Bleed : Unspecified range; Target takes 10% of their missing defense in damage.
Roleplay : You can cause someone to bleed far more intensely for a few seconds.
Consumes your attack for one round.
Heartattack : Unspecified range; If target has zero defense, they die.
Roleplay : You can speed up someone’s heart, potentially leading to a panic attack or death in already badly injured person.
Consumes your attack for one round.
All abilities require a magical focus.
[Last edited March 24, 2022]
Requirements : Rank 1 requires Dark Magic 1, or 3 with Necromancy
Rank 2 requires Dark Magic 2, or 4 with Necromancy
[Rank One]:
Burstvessel : Unspecified range; Target is blinded for one round, left with lingering bloodshot eyes.
Roleplay : You can burst minor surface blood vessels, blinding someone for several seconds if it targets the eyes.
Consumes your attack for one round.
Declot : Unspecified range; Target will take 15% more damage from all non blunt attacks next round.
Roleplay : You can temporarily stop wounds from clotting like they should.
Consumes your attack for one round.
SlowHeart : Unspecified range; Target can move or attack next round, but not both.
Roleplay : You can slow down someone’s heart, causing them to feel faint and lightheaded.
Consumes your attack for one round.
[Rank Two]:
Bleed : Unspecified range; Target takes 10% of their missing defense in damage.
Roleplay : You can cause someone to bleed far more intensely for a few seconds.
Consumes your attack for one round.
Heartattack : Unspecified range; If target has zero defense, they die.
Roleplay : You can speed up someone’s heart, potentially leading to a panic attack or death in already badly injured person.
Consumes your attack for one round.
All abilities require a magical focus.
[Last edited March 24, 2022]
See Also
Haircolor
This field represents the basic natural hair color of your character.
Possible options are: black, brown, blonde, auburn, chestnut, red, gray,
white. Some archetypes can also take the options: blue, pink, purple or
green.
Possible options are: black, brown, blonde, auburn, chestnut, red, gray,
white. Some archetypes can also take the options: blue, pink, purple or
green.
Hairdye
This field can be left blank, otherwise it represents what type of hair
dye your character uses. It can be any text string and will appear as
He/She has (string) hair.
dye your character uses. It can be any text string and will appear as
He/She has (string) hair.
Hand Contacts
Levels: 0, 1, 2, 3, 4, 5
Requirements: Ranks 2-5 requires Professional Focus 1-4.
This stat represents contacts you have in the Hand, with higher levels
indicating more important relationships.
Requirements: Ranks 2-5 requires Professional Focus 1-4.
This stat represents contacts you have in the Hand, with higher levels
indicating more important relationships.
See Also
hand subfactions
The Hand has three subfactions: the Peacekeeping Hand, who form the bulk of the Hand’s brutal, largely-supernatural military strength; the Whispering Hand, who are the Hand’s covert operatives; and the Whispering Hand, who deal with politicians and the public in general.
[Peacekeeping Hand]:
The Peacekeepers are the Hand’s soldiers, guards and police, called upon whenever martial might is required. They are structured similarly to a Roman legion and are the division in which humans are the least likely to be found. The Hand doesn’t rely on martial force as much as the other factions, but when they do their policy is to ensure their opponent never wants to fight them again – as such the Peacekeepers usually display extreme brutality when deployed in battle.
Common Allies : Other Hand groups, the Vampire Court of New York
Common Enemies: Order/Temple/Keepers, occasionally other Hand groups
Prefers : Higher ranked Hand members, supernaturals
Typical Tasks : Protecting important members of the Hand, protecting important locations or objects of the Hand, investigating supernatural crime, destroying or hurting the Hand’s enemies
[Shadow Hand]:
The Shadows are the Hand’s covert operatives; they handle assassinations, espionage, spying, and researching as well as R&D for technological and magical creations. Their exact numbers aren’t well known, and they pride themselves on being able to reach anyone anywhere and knowing every secret that’s worth knowing. An extremely technologically-advanced group, the Shadows are believed to have the world’s most powerful supercomputer in one of their hidden facilities.
Common Allies : Other Hand groups, criminal subfactions, CIA
Common Enemies: FBI, Order/Temple/Keepers
Prefers : Higher ranked Hand members
Typical Tasks : Spying on a target, acquiring intelligence, planting evidence, assassination, theft, research, weapons development
[Whispering Hand]:
The Whisperers are the Hand’s public face; they are its diplomats, PR agents, advertising executives, and politicians. They are dedicated to influencing the world at large to serve the agenda of the Hand, as well as handling relations with other groups. Those groups might be supernatural ones, or natural ones relating to the Hand through one of their many corporate fronts, the largest and most well-known of which is Coretech Industries.
Common Allies : Other Hand groups, FBI, Rushell Industries, Tyrell Corp
Common Enemies: Order/Temple/Keepers, the Aquarian Guard, the New World Movement
Prefers : Higher ranked Hand members
Typical Tasks : Influencing elections, influencing politicians, influencing business, hosting parties, charity work, acquiring business, making a profit, diplomacy
[Last edited November 20, 2022]
[Peacekeeping Hand]:
The Peacekeepers are the Hand’s soldiers, guards and police, called upon whenever martial might is required. They are structured similarly to a Roman legion and are the division in which humans are the least likely to be found. The Hand doesn’t rely on martial force as much as the other factions, but when they do their policy is to ensure their opponent never wants to fight them again – as such the Peacekeepers usually display extreme brutality when deployed in battle.
Common Allies : Other Hand groups, the Vampire Court of New York
Common Enemies: Order/Temple/Keepers, occasionally other Hand groups
Prefers : Higher ranked Hand members, supernaturals
Typical Tasks : Protecting important members of the Hand, protecting important locations or objects of the Hand, investigating supernatural crime, destroying or hurting the Hand’s enemies
[Shadow Hand]:
The Shadows are the Hand’s covert operatives; they handle assassinations, espionage, spying, and researching as well as R&D for technological and magical creations. Their exact numbers aren’t well known, and they pride themselves on being able to reach anyone anywhere and knowing every secret that’s worth knowing. An extremely technologically-advanced group, the Shadows are believed to have the world’s most powerful supercomputer in one of their hidden facilities.
Common Allies : Other Hand groups, criminal subfactions, CIA
Common Enemies: FBI, Order/Temple/Keepers
Prefers : Higher ranked Hand members
Typical Tasks : Spying on a target, acquiring intelligence, planting evidence, assassination, theft, research, weapons development
[Whispering Hand]:
The Whisperers are the Hand’s public face; they are its diplomats, PR agents, advertising executives, and politicians. They are dedicated to influencing the world at large to serve the agenda of the Hand, as well as handling relations with other groups. Those groups might be supernatural ones, or natural ones relating to the Hand through one of their many corporate fronts, the largest and most well-known of which is Coretech Industries.
Common Allies : Other Hand groups, FBI, Rushell Industries, Tyrell Corp
Common Enemies: Order/Temple/Keepers, the Aquarian Guard, the New World Movement
Prefers : Higher ranked Hand members
Typical Tasks : Influencing elections, influencing politicians, influencing business, hosting parties, charity work, acquiring business, making a profit, diplomacy
[Last edited November 20, 2022]
hangup
Hanshin Group
Overview: Based in Japan the Hanshin group is a massive conglomerate of technology and industry.
Common Allies: None
Common Enemies: The Aquarian Guard, New World Movement.
Prefers: Government contacts, Media contacts.
Typical Tasks: Corporate espionage or sabotage, strong arming, influence peddling, researching.
Common Allies: None
Common Enemies: The Aquarian Guard, New World Movement.
Prefers: Government contacts, Media contacts.
Typical Tasks: Corporate espionage or sabotage, strong arming, influence peddling, researching.
See Also
Harvest
Syntax: Harvest (person)
This command has to be done on a helpless target and in the medical rooms
in the basement of the Clinic. It harvests life force from the target to
store in a small metal cylinder. The target is left weaker for some time
afterwards. The process involves drawing of blood and electrical energy
through tubes and wires and produces an energized liquid like substance
which can be sold for significant amounts of society resources. The
higher tier the character the more valuable the extracted material. The
process takes about 30 minutes assuming the person doing the harvesting
in actively RPing. Characters who have been abducted are worth
significantly less, as are new characters.
Once the process is complete the cylinder can be turned into resources with
the contribute command.
This command has to be done on a helpless target and in the medical rooms
in the basement of the Clinic. It harvests life force from the target to
store in a small metal cylinder. The target is left weaker for some time
afterwards. The process involves drawing of blood and electrical energy
through tubes and wires and produces an energized liquid like substance
which can be sold for significant amounts of society resources. The
higher tier the character the more valuable the extracted material. The
process takes about 30 minutes assuming the person doing the harvesting
in actively RPing. Characters who have been abducted are worth
significantly less, as are new characters.
Once the process is complete the cylinder can be turned into resources with
the contribute command.
See Also
Haven Sheriff’s Department
Overview: The Haven’s Sheriff department is tasked with protecting the humans of Haven and keeping knowledge of the supernatural secret.
Common Allies: FBI, Rockfield Bounties.
Common Enemies: The Mob, The Chosen
Prefers: Police Contacts
Typical Tasks: Solving crimes, catching and dealing with criminals, protecting Haven citizenry.
Common Allies: FBI, Rockfield Bounties.
Common Enemies: The Mob, The Chosen
Prefers: Police Contacts
Typical Tasks: Solving crimes, catching and dealing with criminals, protecting Haven citizenry.
See Also
Haven Underground
The Haven Underground
The Haven Underground is a weekly underground newsletter, stapled together and passed round the goblin market. A new issue comes out every Friday afternoon.
Getting a copy
The shady trader in the goblin market sells the current issue as a pamphlet for $5. Use list and buy pamphlet in front of him. A copy keeps the issue it was bought with, so an old pamphlet still reads as the week it was printed. See help goblin market for how to get into the market.
Reading it
look pamphlet
–The masthead, the week in town, and what is inside this issue.
look society
–The standings column: which societies did what this week.
look story1, look story2, look story3
–Up to three stories about recently finished plots, told as street rumour.
Each issue is also posted on the website. The week’s Town News gives its address.
The weekly news
Every Friday the news feed also carries two roundups of the week, written up in the newsletter’s voice.
–Town News can be read by everyone. It covers things like who was the most influential person in town, the town’s fashion critic and the town gossip, and says where to find the newsletter.
–Supernatural News reaches supernaturals and society members. It covers how the societies did, and every other week it adds a column on who the underworld is talking about. That column never appears in the pamphlet or on the website.
See also: help news.
The Haven Underground is a weekly underground newsletter, stapled together and passed round the goblin market. A new issue comes out every Friday afternoon.
Getting a copy
The shady trader in the goblin market sells the current issue as a pamphlet for $5. Use list and buy pamphlet in front of him. A copy keeps the issue it was bought with, so an old pamphlet still reads as the week it was printed. See help goblin market for how to get into the market.
Reading it
look pamphlet
–The masthead, the week in town, and what is inside this issue.
look society
–The standings column: which societies did what this week.
look story1, look story2, look story3
–Up to three stories about recently finished plots, told as street rumour.
Each issue is also posted on the website. The week’s Town News gives its address.
The weekly news
Every Friday the news feed also carries two roundups of the week, written up in the newsletter’s voice.
–Town News can be read by everyone. It covers things like who was the most influential person in town, the town’s fashion critic and the town gossip, and says where to find the newsletter.
–Supernatural News reaches supernaturals and society members. It covers how the societies did, and every other week it adds a column on who the underworld is talking about. That column never appears in the pamphlet or on the website.
See also: help news.
See Also
headbutt
Headbutt (target) – This command headbutts the target, the message output
depends on the relative stats and disciplines of the two parties.
depends on the relative stats and disciplines of the two parties.
See Also
Helpless
Syntax: Helpess/Helpless request (person) (reason)
This command toggles you between helpless and non helpless state. You
cannot use it to get out of a helpless state if you are rendered helpless by
other means such as being bound.
It allows people to perform commands on you that can only be done on
helpless targets however.
Using helpless request (person) (reason) will echo to the target (Your name)
wants you to become helpless so that (reason) and can be used if you need
someone to become helpless for whatever you are attempting ICly and want to
convey that information.
It is not illegal to mislead people with the reason given, although
obviously it is very bad RP if the reason given couldn’t possibly cover
allowing a vulnerability to the act actually performed.
This command toggles you between helpless and non helpless state. You
cannot use it to get out of a helpless state if you are rendered helpless by
other means such as being bound.
It allows people to perform commands on you that can only be done on
helpless targets however.
Using helpless request (person) (reason) will echo to the target (Your name)
wants you to become helpless so that (reason) and can be used if you need
someone to become helpless for whatever you are attempting ICly and want to
convey that information.
It is not illegal to mislead people with the reason given, although
obviously it is very bad RP if the reason given couldn’t possibly cover
allowing a vulnerability to the act actually performed.
See Also
Henchman
A Henchman is a type of guest, your character needs to be at least tier
three to create such a guest and they can be created approximately every two
months. The maximum tier for a henchman is one tier lower than your PC.
Henchman start off with a bunch of scheme influence.
Henchman must be characters who your PC has caused to come to Haven. While
they do not have to be working for them directly your PC is in some way
responsible for them being here and usually what they’re here to do. Your
PC is frozen for the duration of the henchman being in town, it’s up to you
to roleplay the reasons for them not being around.
three to create such a guest and they can be created approximately every two
months. The maximum tier for a henchman is one tier lower than your PC.
Henchman start off with a bunch of scheme influence.
Henchman must be characters who your PC has caused to come to Haven. While
they do not have to be working for them directly your PC is in some way
responsible for them being here and usually what they’re here to do. Your
PC is frozen for the duration of the henchman being in town, it’s up to you
to roleplay the reasons for them not being around.
hide
Higher Powers
Higher Powers have been superceded by Eidolons and are no longer available.
Higher Powers are considered T6 and function as a hybrid between a
StoryRunner and a more regular character.
They come in one of three types, demon, fae or god and are consequently
bound to one of those three worlds(hell, other, godrealm) and are generally
unable to leave it.
Higher powers are restricted from giving items/money similarly to SRs, they
can also be trusted with the trust command and can use most storyrunner
commands on those who have trusted them including: Swalk, home, remote privates,
Spy, Inflict/Cure, Probe, hurt/injure, world award, emit, and summon.
They cannot however kill or critically injure PCs.
Higher powers have a domain, they can use domain expand in their world
to add rooms to their domain, starting off with 5 rooms they gain more as
people RP inside of their domain, this also gives bonus newbie exp/rpexp
to further enhance themselves.
Characters can add to the domain of higher powers by using develop buildshrine.
In Haven township this will add a single room, in the wilds or inner forest a
room and all surrounding rooms, in the outer forest, a room and all rooms in
a two room radius.
Characters can also dedicate calendar events to a particular higher power,
which will extend their domain into the room where the event is taking place
for the duration.
Being inside a higher power’s domain grants trust level 1, and this increases
to 2 after 45 minutes and 3 after 90 minutes. This only happens if someone
enters the domain voluntarily. Higher powers can enter other worlds as long
as they stay within their domain via swalk. Higher powers can never enter
the domain of other higher powers.
If a higher power creates a dreamworld that will also be considered part
of their domain and they will be able to see any RP that happens in it
as long as it isn’t flagged private.
Higher powers have similar combat protections to nightmare monsters and
are even stronger in their own domain, they can be defeated but cannot be
killed by any means and will break out of any bindings almost immediately.
Higher powers cannot join societies or otherwise get involved in most regular
Haven activities such as patrols.
Higher powers can only own one house and one shop.
The ‘summoning’ ritual can be used to teleport a higher power to your location
as long as you have a ‘binding circle’ place in that location. For some time
the higher power is trapped and unable to use most of their powers or abilities.
If someone else joins the binding circle place the higher power can act against
them however and anyone in the room can use ‘break circle’ to ruin the circle
and unleash the higher power.
It is permissible to play a higher power and another high tier and/or supernatural
character at the same time. It is also permissible for your other characters to
be worshipers/servants/minions etc of your higher power but not the other way around.
That is your PC can work in the interests of your higher power, your higher power
cannot work in the interests of your PC.
[Last edited December 4, 2023]
Higher Powers are considered T6 and function as a hybrid between a
StoryRunner and a more regular character.
They come in one of three types, demon, fae or god and are consequently
bound to one of those three worlds(hell, other, godrealm) and are generally
unable to leave it.
Higher powers are restricted from giving items/money similarly to SRs, they
can also be trusted with the trust command and can use most storyrunner
commands on those who have trusted them including: Swalk, home, remote privates,
Spy, Inflict/Cure, Probe, hurt/injure, world award, emit, and summon.
They cannot however kill or critically injure PCs.
Higher powers have a domain, they can use domain expand in their world
to add rooms to their domain, starting off with 5 rooms they gain more as
people RP inside of their domain, this also gives bonus newbie exp/rpexp
to further enhance themselves.
Characters can add to the domain of higher powers by using develop buildshrine.
In Haven township this will add a single room, in the wilds or inner forest a
room and all surrounding rooms, in the outer forest, a room and all rooms in
a two room radius.
Characters can also dedicate calendar events to a particular higher power,
which will extend their domain into the room where the event is taking place
for the duration.
Being inside a higher power’s domain grants trust level 1, and this increases
to 2 after 45 minutes and 3 after 90 minutes. This only happens if someone
enters the domain voluntarily. Higher powers can enter other worlds as long
as they stay within their domain via swalk. Higher powers can never enter
the domain of other higher powers.
If a higher power creates a dreamworld that will also be considered part
of their domain and they will be able to see any RP that happens in it
as long as it isn’t flagged private.
Higher powers have similar combat protections to nightmare monsters and
are even stronger in their own domain, they can be defeated but cannot be
killed by any means and will break out of any bindings almost immediately.
Higher powers cannot join societies or otherwise get involved in most regular
Haven activities such as patrols.
Higher powers can only own one house and one shop.
The ‘summoning’ ritual can be used to teleport a higher power to your location
as long as you have a ‘binding circle’ place in that location. For some time
the higher power is trapped and unable to use most of their powers or abilities.
If someone else joins the binding circle place the higher power can act against
them however and anyone in the room can use ‘break circle’ to ruin the circle
and unleash the higher power.
It is permissible to play a higher power and another high tier and/or supernatural
character at the same time. It is also permissible for your other characters to
be worshipers/servants/minions etc of your higher power but not the other way around.
That is your PC can work in the interests of your higher power, your higher power
cannot work in the interests of your PC.
[Last edited December 4, 2023]
See Also
Hire
The hire command can be used to pay for private investigations with money.
This command works very similarly to the order command, but hired
investigators do not have a cooldown and do not have any requirements
outside of the cash in hand.
The character being researched does not need to be targeted by coded name.
Remembered names or short descriptions will work as well, regardless if
it is a mask, although inexact keywords may return an unintended target.
If the target changes their appearance by shifting or masking, the command
will return, “Cannot be found.” Characters who are not online or not
targetable will return a blank line.
Syntax: hire investigate <target>
Cost: $200
An investigation returns the target’s basic information, such as their
full name, date of birth, address and phone number. The report also
may include any society and subfaction associations, owned properties,
and registered vehicle license plate numbers.
Once the results of an investigation has been returned to you, it is not
saved on the server. You must manually save it yourself.
Syntax: hire research <scheme number/target>
Cost: $200
If used on a scheme, this will return details about what type it is.
If used on a character, this will return what is in their public history.
Once the results of a background check have been returned to you, it is not
saved on the server. You must manually save it yourself.
RP Note: If you are using the research command to find a character’s
history for a report, note that your report should be rephrased
and not just copy/pasted.
Syntax: hire tail <target>
Syntax: scout <target>
Cost: $400
A hired tail will inconspicuously follow your target, reporting their
location so long as it is in a public area. Tails will stay on your
target for quite some time, perhaps up to half a day. In order to find
out where your target last was seen, use the scout command.
This command works very similarly to the order command, but hired
investigators do not have a cooldown and do not have any requirements
outside of the cash in hand.
The character being researched does not need to be targeted by coded name.
Remembered names or short descriptions will work as well, regardless if
it is a mask, although inexact keywords may return an unintended target.
If the target changes their appearance by shifting or masking, the command
will return, “Cannot be found.” Characters who are not online or not
targetable will return a blank line.
Syntax: hire investigate <target>
Cost: $200
An investigation returns the target’s basic information, such as their
full name, date of birth, address and phone number. The report also
may include any society and subfaction associations, owned properties,
and registered vehicle license plate numbers.
Once the results of an investigation has been returned to you, it is not
saved on the server. You must manually save it yourself.
Syntax: hire research <scheme number/target>
Cost: $200
If used on a scheme, this will return details about what type it is.
If used on a character, this will return what is in their public history.
Once the results of a background check have been returned to you, it is not
saved on the server. You must manually save it yourself.
RP Note: If you are using the research command to find a character’s
history for a report, note that your report should be rephrased
and not just copy/pasted.
Syntax: hire tail <target>
Syntax: scout <target>
Cost: $400
A hired tail will inconspicuously follow your target, reporting their
location so long as it is in a public area. Tails will stay on your
target for quite some time, perhaps up to half a day. In order to find
out where your target last was seen, use the scout command.
See Also
histories
Syntax: history
The history command puts you into an editor where you can
write your character’s history.
At a certain point you will need a character history to progress, character histories must be at least
500 characters.
SRs who you have trusted to at least level 2 will be able to view your history with the lookup command.
Information in the game such as help roleplaying guide can aid you in writing a good character history.
The history command puts you into an editor where you can
write your character’s history.
At a certain point you will need a character history to progress, character histories must be at least
500 characters.
SRs who you have trusted to at least level 2 will be able to view your history with the lookup command.
Information in the game such as help roleplaying guide can aid you in writing a good character history.
history
Syntax: history
Puts you in a buffer where you can write your character’s history.
A history of at least 500 characters is required to progress after a
certain point.
A history should contain what you feel would be turned up in a typical
background check on your character. Histories can be looked up by other
player characters in game. They are also visible to storyrunners whom
you have trusted to at least basic, as well as all immortals.
Major character secrets that do not fit in your background are likely
better suited to character notes.
Puts you in a buffer where you can write your character’s history.
A history of at least 500 characters is required to progress after a
certain point.
A history should contain what you feel would be turned up in a typical
background check on your character. Histories can be looked up by other
player characters in game. They are also visible to storyrunners whom
you have trusted to at least basic, as well as all immortals.
Major character secrets that do not fit in your background are likely
better suited to character notes.
See Also
hold
Syntax: hold (object)
Used to hold an object in your hands.
Used to hold an object in your hands.
Holdings
Syntax: holdings (property type)
Without an argument, this command will list all properties owned by the
player. Only shops and houses are supported at the moment. The output is
similar to shop info and contains fields for property type, address amount
due, due date, and the name of the property. For the purposes of this
command, houses can be named similarly to shops with the house name (name)
command.
Without an argument, this command will list all properties owned by the
player. Only shops and houses are supported at the moment. The output is
similar to shop info and contains fields for property type, address amount
due, due date, and the name of the property. For the purposes of this
command, houses can be named similarly to shops with the house name (name)
command.
See Also
home
Homeless Contacts
Levels: 0, 1, 2, 3, 4, 5
Requirements: Rank 2-5 requires Professional Focus 1-4.
This stat represents any contacts a character has amoung the city’s homeless
that might be able to provide him information. It’s also used to determine
preference in some Story Events.
Homeless Contacts 0
No homeless contacts
Homeless Contacts 1
A contact
Homeless Contacts 2
A friend
Homeless Contacts 3
Multiple contacts
Homeless Contacts 4
A very large number of contacts
Homeless Contacts 5
A very large number of friends
Requirements: Rank 2-5 requires Professional Focus 1-4.
This stat represents any contacts a character has amoung the city’s homeless
that might be able to provide him information. It’s also used to determine
preference in some Story Events.
Homeless Contacts 0
No homeless contacts
Homeless Contacts 1
A contact
Homeless Contacts 2
A friend
Homeless Contacts 3
Multiple contacts
Homeless Contacts 4
A very large number of contacts
Homeless Contacts 5
A very large number of friends
See Also
Hostile
Syntax: Hostile (target)
As long as the target is someone you could attack, this command makes you
take a hostile stance. When in this stance if anybody in the room tries to
use text, call, csay, fsay, move, pin, execute, bind, untie, wound or wake a
fight will start instead, additionally knockout punch will never actually
knock anybody out. You can use the command again to lower yourself out of
your hostile stance.
As long as the target is someone you could attack, this command makes you
take a hostile stance. When in this stance if anybody in the room tries to
use text, call, csay, fsay, move, pin, execute, bind, untie, wound or wake a
fight will start instead, additionally knockout punch will never actually
knock anybody out. You can use the command again to lower yourself out of
your hostile stance.
Hot Specialization
Levels: 0, 1
Requirements: Not Undead
Characters with this stat are particularly comfortable in hot climates, they
get a 10 percent life force buff when in an operation in a desert terrain
and up to +10 percent life force buff when in areas above 85 degrees F.
They get a 10 percent life force debuff when in areas below 50 degrees F or
in an operation in tundra terrain.
This stat cannot be negtrained.
Requirements: Not Undead
Characters with this stat are particularly comfortable in hot climates, they
get a 10 percent life force buff when in an operation in a desert terrain
and up to +10 percent life force buff when in areas above 85 degrees F.
They get a 10 percent life force debuff when in areas below 50 degrees F or
in an operation in tundra terrain.
This stat cannot be negtrained.
house
Players are able to build their own housing in Haven by either using the develop
command on an undeveloped area of land or by purchasing an existing house and
using the decorate command to suit their needs.
Additional information about static housing can be found in help houses.
Syntax: house list
Lists all houses built by characters and their status.
Syntax: house owned
Lists all houses owned by a character
Syntax: house info (number)
Displays details about a particular house.
Syntax: house buy (number)
Purchase a house that is for sale. It’s not necessary to be on the property.
Syntax: house sell (number) (price)
Set a house for sale at a certain price. Set the price to 0 to take the house
off the market. It’s not necessary to be on the property.
Syntax: house name (string)
Sets the name of a character’s house as displayed in holdings. The name is
private and will not show up on house list.
Syntax: house roster
Displays everyone who has a housekey to the owner.
Syntax: house housekey (name)
Allows another character bypass all locks in the property. It is required for
house trust. The other character must be present.
Syntax: house lockchange (name)
Revokes a character’s key.
Syntax: house trust (name)
Allows another character control over decorate commands as well as the ability
to edit house goods and housekeepers.
Syntax: house automaintain (number)
For properties in the forest that may suffer from encroachment this option
allows characters to set that repairmen will automatically fix such problems
for $50 each time.
Syntax: house utilities (number)
Properties in other worlds or the outer forest are off the grid, if characters
want them to have luxuries such as electricity and running water they will
have to pay extra to have these services arranged somehow, eg generators.
Syntax: House newaddress (Number)
Resets the address of the house in case the road name has changed.
command on an undeveloped area of land or by purchasing an existing house and
using the decorate command to suit their needs.
Additional information about static housing can be found in help houses.
Syntax: house list
Lists all houses built by characters and their status.
Syntax: house owned
Lists all houses owned by a character
Syntax: house info (number)
Displays details about a particular house.
Syntax: house buy (number)
Purchase a house that is for sale. It’s not necessary to be on the property.
Syntax: house sell (number) (price)
Set a house for sale at a certain price. Set the price to 0 to take the house
off the market. It’s not necessary to be on the property.
Syntax: house name (string)
Sets the name of a character’s house as displayed in holdings. The name is
private and will not show up on house list.
Syntax: house roster
Displays everyone who has a housekey to the owner.
Syntax: house housekey (name)
Allows another character bypass all locks in the property. It is required for
house trust. The other character must be present.
Syntax: house lockchange (name)
Revokes a character’s key.
Syntax: house trust (name)
Allows another character control over decorate commands as well as the ability
to edit house goods and housekeepers.
Syntax: house automaintain (number)
For properties in the forest that may suffer from encroachment this option
allows characters to set that repairmen will automatically fix such problems
for $50 each time.
Syntax: house utilities (number)
Properties in other worlds or the outer forest are off the grid, if characters
want them to have luxuries such as electricity and running water they will
have to pay extra to have these services arranged somehow, eg generators.
Syntax: House newaddress (Number)
Resets the address of the house in case the road name has changed.
See Also
House of Jade
Overview: The house of gods ruled over by the Jade Emperor, most usually those who identify with the Chinese pantheon.
Common Allies: House of Vishnu
Common Enemies: House of Odin, House of Zeus, The Prometheans, The Undergods.
Prefers: Demigods, Angelborn.
Typical Tasks: Dealing with threats from other god houses, or fae, or demons. Going on quests to prove their worthiness, capturing new human servants.
Common Allies: House of Vishnu
Common Enemies: House of Odin, House of Zeus, The Prometheans, The Undergods.
Prefers: Demigods, Angelborn.
Typical Tasks: Dealing with threats from other god houses, or fae, or demons. Going on quests to prove their worthiness, capturing new human servants.
See Also
House of Jupiter
Overview: The house of gods ruled over by Jupiter, most usually those who identify with the Roman pantheon.
Common Allies: House of Vishnu
Common Enemies: House of Zeus, The Prometheans, The Undergods.
Prefers: Demigods, Angelborn.
Typical Tasks: Dealing with threats from other god houses, or fae, or demons. Going on quests to prove their worthiness, capturing new human servants.
Common Allies: House of Vishnu
Common Enemies: House of Zeus, The Prometheans, The Undergods.
Prefers: Demigods, Angelborn.
Typical Tasks: Dealing with threats from other god houses, or fae, or demons. Going on quests to prove their worthiness, capturing new human servants.
See Also
House of Odin
Overview: The house of gods ruled over by Odin, most usually those who identify with the Norse pantheon.
Common Allies: House of Zeus, House of Ra.
Common Enemies: House of Jade, House of Vishnu, The Prometheans, The Undergods.
Prefers: Demigods, Angelborn.
Typical Tasks: Dealing with threats from other god houses, or fae, or demons. Going on quests to prove their worthiness, capturing new human servants.
Common Allies: House of Zeus, House of Ra.
Common Enemies: House of Jade, House of Vishnu, The Prometheans, The Undergods.
Prefers: Demigods, Angelborn.
Typical Tasks: Dealing with threats from other god houses, or fae, or demons. Going on quests to prove their worthiness, capturing new human servants.
See Also
House of Ra
Overview: The house of gods ruled over by Ra, most usually those who identify with the Egyptian pantheon.
Common Allies: House of Zeus, House of Odin
Common Enemies:The Prometheans, The Undergods.
Prefers: Demigods, Angelborn.
Typical Tasks: Dealing with threats from other god houses, or fae, or demons. Going on quests to prove their worthiness, capturing new human servants.
Common Allies: House of Zeus, House of Odin
Common Enemies:The Prometheans, The Undergods.
Prefers: Demigods, Angelborn.
Typical Tasks: Dealing with threats from other god houses, or fae, or demons. Going on quests to prove their worthiness, capturing new human servants.
See Also
House of Vishnu
Overview: The house of gods ruled over by Vishnu, most usually those who identify with the Hindu pantheon.
Common Allies: House of Jade, House of Jupiter
Common Enemies: House of Odin, House of Zeus, The Prometheans, The Undergods.
Prefers: Demigods, Angelborn.
Typical Tasks: Dealing with threats from other god houses, or fae, or demons. Going on quests to prove their worthiness, capturing new human servants.
Common Allies: House of Jade, House of Jupiter
Common Enemies: House of Odin, House of Zeus, The Prometheans, The Undergods.
Prefers: Demigods, Angelborn.
Typical Tasks: Dealing with threats from other god houses, or fae, or demons. Going on quests to prove their worthiness, capturing new human servants.
See Also
House of Zeus
Overview: The house of gods ruled over by Zeus, most usually those who identify with the Greek pantheon.
Common Allies: House of Odin, House of Ra.
Common Enemies: House of Jupiter, House of Jade, House of Vishnu, The Prometheans, The Undergods.
Prefers: Demigods, Angelborn.
Typical Tasks: Dealing with threats from other god houses, or fae, or demons. Going on quests to prove their worthiness, capturing new human servants.
Common Allies: House of Odin, House of Ra.
Common Enemies: House of Jupiter, House of Jade, House of Vishnu, The Prometheans, The Undergods.
Prefers: Demigods, Angelborn.
Typical Tasks: Dealing with threats from other god houses, or fae, or demons. Going on quests to prove their worthiness, capturing new human servants.
See Also
Household security
Levels: 0, 1, 2, 3, 4
This stat determines how advanced the security on a character’s house is. It
defeats larceny attempts equal to its value.
Household security 0
Normal locks
Household security 1
Advanced locks
Household security 2
Advanced locks and a basic burglar alarm
Household security 3
Advanced electronic locks and a standard burglar alarm
Household security 4
Advanced electronic locks and a sophisticated alarm system
This stat determines how advanced the security on a character’s house is. It
defeats larceny attempts equal to its value.
Household security 0
Normal locks
Household security 1
Advanced locks
Household security 2
Advanced locks and a basic burglar alarm
Household security 3
Advanced electronic locks and a standard burglar alarm
Household security 4
Advanced electronic locks and a sophisticated alarm system
See Also
Household Toughness
Levels: 0, 1, 2, 3, 4
This stat determines how much it takes to break into a character’s house by
force. Below are descriptions of each level and the requirements to overcome
them.
Household toughness 0
Normal doors and windows; anyone can break in
Household toughness 1
Reinforced doors; demolitions 1 or strength 1
Household toughness 2
Reinforced doors and barred windows; strength 3, or demolitions 1
Household toughness 3
Steel reinforced doors and barred windows; strength 5 or demolitions 2
Household toughness 4
Steel reinforced doors, reinforced walls, and bulletproof windows;
strength 8 or demolitions 3.
[Last edited November 16, 2023]
This stat determines how much it takes to break into a character’s house by
force. Below are descriptions of each level and the requirements to overcome
them.
Household toughness 0
Normal doors and windows; anyone can break in
Household toughness 1
Reinforced doors; demolitions 1 or strength 1
Household toughness 2
Reinforced doors and barred windows; strength 3, or demolitions 1
Household toughness 3
Steel reinforced doors and barred windows; strength 5 or demolitions 2
Household toughness 4
Steel reinforced doors, reinforced walls, and bulletproof windows;
strength 8 or demolitions 3.
[Last edited November 16, 2023]
See Also
Houses
There are many residential properties in Haven that players can buy and
live in. The decorate command is used to customize houses regardless of
type as long as the player has sufficient privileges.
Temporary accommodations can be found at the Longhouse, and the Antler.
The ‘Longhouse’ provides a communal dormitory, shower, and
stash for each sex and costs nothing to stay. The Antler Hotel has a number
of individual rooms instead, each with their own shower and stash. However,
a fee is expected daily and will be assessed at 11AM until the resident
checks out with the rent command.
live in. The decorate command is used to customize houses regardless of
type as long as the player has sufficient privileges.
Temporary accommodations can be found at the Longhouse, and the Antler.
The ‘Longhouse’ provides a communal dormitory, shower, and
stash for each sex and costs nothing to stay. The Antler Hotel has a number
of individual rooms instead, each with their own shower and stash. However,
a fee is expected daily and will be assessed at 11AM until the resident
checks out with the rent command.
See Also
hp
Syntax: hp
Shows your prompt
Shows your prompt
Hunter Focus
Levels: 0, 1, 2, 3
Combat Focus
Requirements: None
This stat represents those who have focused on how to kill things, but not necessarily in a very glorious way, such as hitmen, assassins and hunters. Each rank offers discounts to weapon ammunition alterations and stealth focused stats. Hunters can make use of the commando and martial arts ability line in combat to help them escape and evade direct conflict. At max rank they gain access to the poisonous toxin ability, allowing them to lace some of their weapons with a single use poison.
[Hunter One]:
Commando (full): A power tree focused on aggressive combat gadgets.
Hacking 3: Greater proficiency with computers; allows jamming communications.
Martial Arts (full): A power tree focused on disabling foes in melee combat.
Paralytic Toxin: A single-use poison that causes stagger on enemies.
Stealth 3: Greater proficiency with stealth; can avoid forest monsters.
[Hunter Two]:
Stealth 4: Greater proficiency with stealth.
[Hunter Three]:
Poisonous Toxin: A single-use poison that causes percentage damage to defense.
Stealth 5: Maximum proficiency with stealth.
[Last edited August 24, 2021]
Combat Focus
Requirements: None
This stat represents those who have focused on how to kill things, but not necessarily in a very glorious way, such as hitmen, assassins and hunters. Each rank offers discounts to weapon ammunition alterations and stealth focused stats. Hunters can make use of the commando and martial arts ability line in combat to help them escape and evade direct conflict. At max rank they gain access to the poisonous toxin ability, allowing them to lace some of their weapons with a single use poison.
[Hunter One]:
Commando (full): A power tree focused on aggressive combat gadgets.
Hacking 3: Greater proficiency with computers; allows jamming communications.
Martial Arts (full): A power tree focused on disabling foes in melee combat.
Paralytic Toxin: A single-use poison that causes stagger on enemies.
Stealth 3: Greater proficiency with stealth; can avoid forest monsters.
[Hunter Two]:
Stealth 4: Greater proficiency with stealth.
[Hunter Three]:
Poisonous Toxin: A single-use poison that causes percentage damage to defense.
Stealth 5: Maximum proficiency with stealth.
[Last edited August 24, 2021]
See Also
Hunters
Overview: A group of former big game hunters who turned to hunting supernaturals for sport.
Common Allies: None.
Common Enemies: Almost everyone else.
Prefers: Non supernaturals.
Typical Tasks: Hunts, gathering information for hunts.
Common Allies: None.
Common Enemies: Almost everyone else.
Prefers: Non supernaturals.
Typical Tasks: Hunts, gathering information for hunts.
See Also
Hunting Patrol Events
One)
This event requires the launching character to be moving around, and has a
much much higher chance of firing if they are moving around in the forest.
When it starts the main character as well as allies drawn from those with
the hunting habit will get an opportunity to use the patrol approach command
to move towards where an especially dangerous monster has been located.
This command can only be used from inside the forest. When used it will
transport them to where the monster has been located, after a short cooldown
the monster itself will appear, roughly power matched to the strength of the
group. This monster will not approach them however, and will not disappear
for a while. Allowing the characters to RP their planning and approach
phase as long as they wish. When engaged the combat will be faster combat,
but with a long time between attacks to help grant time for RP. The monster
when slain will always have an item or organ that will be alchemically
valuable. It is then up to the players to determine who will get this
object and how.
This event requires the launching character to be moving around, and has a
much much higher chance of firing if they are moving around in the forest.
When it starts the main character as well as allies drawn from those with
the hunting habit will get an opportunity to use the patrol approach command
to move towards where an especially dangerous monster has been located.
This command can only be used from inside the forest. When used it will
transport them to where the monster has been located, after a short cooldown
the monster itself will appear, roughly power matched to the strength of the
group. This monster will not approach them however, and will not disappear
for a while. Allowing the characters to RP their planning and approach
phase as long as they wish. When engaged the combat will be faster combat,
but with a long time between attacks to help grant time for RP. The monster
when slain will always have an item or organ that will be alchemically
valuable. It is then up to the players to determine who will get this
object and how.
See Also
Hybrid Shifting
Levels: 0, 2
Requirements: Primal 3 or Higher Power
This stat unlocks the hybrid genus type for shifters, or turns werewolves’ wolf form automatically into a hybrid form. In hybrid form, shifters will retain their items, human disciplines, and full capacity for speech. Hybrid forms can only be mansized.
This also gives +5 to animal shapeshifting pools to a minimum of 15.
Requirements: Primal 3 or Higher Power
This stat unlocks the hybrid genus type for shifters, or turns werewolves’ wolf form automatically into a hybrid form. In hybrid form, shifters will retain their items, human disciplines, and full capacity for speech. Hybrid forms can only be mansized.
This also gives +5 to animal shapeshifting pools to a minimum of 15.
See Also
Hypernatural Reflexes
Levels: 0, 2
Requirements: Gun or Blade Disciple 3
This stat gives someone preternaturally good reflexes, it double the effect
of your fast reflexes on combat turn and reduces all damage you take by 20
minus your current stagger. So at 0 stagger you reduce attacks by 20, at 10
stagger by 10, and at 20 or higher stagger you do not reduce them at all.
Requirements: Gun or Blade Disciple 3
This stat gives someone preternaturally good reflexes, it double the effect
of your fast reflexes on combat turn and reduces all damage you take by 20
minus your current stagger. So at 0 stagger you reduce attacks by 20, at 10
stagger by 10, and at 20 or higher stagger you do not reduce them at all.
See Also
Hypernatural Regen
Levels:0, 3
Requirements: Demon Warrior 3
This stat gives massively enhanced regeneration when out of combat, causing
even serious wounds to disappear in a few minutes and even allowing someone
to regrow limbs. If a character with this power dies they will return to
life a few hours later if their body isn’t burned.
Requirements: Demon Warrior 3
This stat gives massively enhanced regeneration when out of combat, causing
even serious wounds to disappear in a few minutes and even allowing someone
to regrow limbs. If a character with this power dies they will return to
life a few hours later if their body isn’t burned.
See Also
Hypnotism
Levels: 0, 1, 2, 3, 4
Requirements: Rank 1 requires Supernatural
Rank 2 requires Vampire or Tier 2
Rank 3 and 4 require Tier 3
[Rank One]:
Trance
Syntax: trance (target)
Displays as: Does not display to target.
Places the target into a trance; this requires you to make eye contact, which eye coverings will hamper. While in a trance, the target is rendered helpless for several minutes, though most actions attempted will jerk them out of the trance and fail. Characters can, however, use the other hypnotism abilities on tranced targets, and vampires may bite them up to a mild wound. Trances usually last about five minutes. You do not manually need to place someone into a trance before using more hypnosis; it is engaged automatically. Note that this cannot be used on individuals significantly more powerful than you are.
[Rank Two]:
Amnesia
Syntax: hypnotize (target) amnesia (thing to forget)
Displays as: You forget (thing to forget), recollecting it as if it happened in a dream instead of reality.
This command makes someone remember the event described as having happened in a dream instead of in reality. While they might eventually figure out this isn’t true if confronted with others who experienced it, it is the go to tool for supernaturals wanting to cover up paranormal events.
Instruction
Syntax: hypnotize (target) instruction (pressure one) (pressure two) (pressure three) (instruction)
Displays as: You want to (instruction).
This command attempts to send someone
[Rank Three]:
Compulsion
Syntax: hypnotize (target) compulsion (pressure one) (pressure two) (pressure three) (instruction)
Displays as: You want to (instruction).
This command attempts to send someone’s mind a compulsion that will stick with them until their next sleep, provided they have satiated it at least once with satiate (instruction).
Body Instruction
Syntax: hypnotize (target) body instruction (pressure one) (pressure two) (pressure three) (instruction)
Displays as: Your body (instruction).
This command sends an instruction that bypasses someone’s higher brain altogether to instead be carried out by their body without them intending to do so at all. It is single use and will fade after the character carries it out and uses satiate (instruction).
Body Compulsion
Syntax: hypnotize (target) body compulsion (pressure one) (pressure two) (pressure three) (instruction)
Displays as: Your body (instruction).
This command sends a compulsion that bypasses someone’s higher brain altogether; this works the same as the body instruction above, but lasts until their next sleep provided they have satiated it at least once with satiate (instruction).
Triggered Instruction
Syntax: hypnotize (target) triggered instruction (pressure one) (pressure two) (pressure three) (trigger) (instruction)
Displays as: You want to (instruction).
This command seeds a regular instruction in the target, but the instruction does not take effect until they hear, speak, or read the trigger message. You must enclose the trigger in rounded brackets () to separate it from the instruction itself.
Triggered Body Instruction
Syntax: hypnotize (target) triggered body instruction (pressure one) (pressure two) (pressure three) (trigger) (instruction)
Displays as: Your body (instruction).
This command seeds a regular body instruction in the target, but the body instruction does not take effect until they hear, speak, or read the trigger message. You must enclose the trigger in rounded brackets () to separate it from the instruction itself.
[Rank Four]:
Triggered Compulsion
Syntax: hypnotize (target) triggered compulsion (pressure one) (pressure two) (pressure three) (trigger) (instruction)
Displays as: You want to (instruction).
This command seeds a compulsion in the target, but the compulsion does not take effect until they hear, speak, or read the trigger message. You must enclose the trigger in rounded brackets () to separate it from the instruction itself.
Triggered Body Compulsion
Syntax: hypnotize (target) triggered body instruction (pressure one) (pressure two) (pressure three) (trigger) (instruction)
Displays as: Your body (instruction).
This command seeds a body compulsion in the target, but the body compulsion does not take effect until they hear, speak, or read the trigger message. You must enclose the trigger in rounded brackets () to separate it from the instruction itself.
Lock Compulsion
Syntax: hypnotize (target) lock (pressure one) (pressure two) (pressure three) (instruction)
Displays as: Does not display to target.
This command locks an already-present compulsion, making it so that it will never fade until it is unlocked. It cannot be used on someone protected by Sanctuary.
Unlock Compulsion
Syntax: hypnotize (target) unlock (pressure one) (pressure two) (pressure three)
Displays as: Does not display to target.
This command attempts to unlock a previously locked instruction in someone’s mind. If the pressures are correctly selected, the compulsion will fade. If not, it will backlash and hurt the person attempting the unlocking.
The wording of the compulsion is not required in order to unlock it. The correct order of pressures, however, IS required.
[Last edited June 21, 2022]
Requirements: Rank 1 requires Supernatural
Rank 2 requires Vampire or Tier 2
Rank 3 and 4 require Tier 3
[Rank One]:
Trance
Syntax: trance (target)
Displays as: Does not display to target.
Places the target into a trance; this requires you to make eye contact, which eye coverings will hamper. While in a trance, the target is rendered helpless for several minutes, though most actions attempted will jerk them out of the trance and fail. Characters can, however, use the other hypnotism abilities on tranced targets, and vampires may bite them up to a mild wound. Trances usually last about five minutes. You do not manually need to place someone into a trance before using more hypnosis; it is engaged automatically. Note that this cannot be used on individuals significantly more powerful than you are.
[Rank Two]:
Amnesia
Syntax: hypnotize (target) amnesia (thing to forget)
Displays as: You forget (thing to forget), recollecting it as if it happened in a dream instead of reality.
This command makes someone remember the event described as having happened in a dream instead of in reality. While they might eventually figure out this isn’t true if confronted with others who experienced it, it is the go to tool for supernaturals wanting to cover up paranormal events.
Instruction
Syntax: hypnotize (target) instruction (pressure one) (pressure two) (pressure three) (instruction)
Displays as: You want to (instruction).
This command attempts to send someone
[Rank Three]:
Compulsion
Syntax: hypnotize (target) compulsion (pressure one) (pressure two) (pressure three) (instruction)
Displays as: You want to (instruction).
This command attempts to send someone’s mind a compulsion that will stick with them until their next sleep, provided they have satiated it at least once with satiate (instruction).
Body Instruction
Syntax: hypnotize (target) body instruction (pressure one) (pressure two) (pressure three) (instruction)
Displays as: Your body (instruction).
This command sends an instruction that bypasses someone’s higher brain altogether to instead be carried out by their body without them intending to do so at all. It is single use and will fade after the character carries it out and uses satiate (instruction).
Body Compulsion
Syntax: hypnotize (target) body compulsion (pressure one) (pressure two) (pressure three) (instruction)
Displays as: Your body (instruction).
This command sends a compulsion that bypasses someone’s higher brain altogether; this works the same as the body instruction above, but lasts until their next sleep provided they have satiated it at least once with satiate (instruction).
Triggered Instruction
Syntax: hypnotize (target) triggered instruction (pressure one) (pressure two) (pressure three) (trigger) (instruction)
Displays as: You want to (instruction).
This command seeds a regular instruction in the target, but the instruction does not take effect until they hear, speak, or read the trigger message. You must enclose the trigger in rounded brackets () to separate it from the instruction itself.
Triggered Body Instruction
Syntax: hypnotize (target) triggered body instruction (pressure one) (pressure two) (pressure three) (trigger) (instruction)
Displays as: Your body (instruction).
This command seeds a regular body instruction in the target, but the body instruction does not take effect until they hear, speak, or read the trigger message. You must enclose the trigger in rounded brackets () to separate it from the instruction itself.
[Rank Four]:
Triggered Compulsion
Syntax: hypnotize (target) triggered compulsion (pressure one) (pressure two) (pressure three) (trigger) (instruction)
Displays as: You want to (instruction).
This command seeds a compulsion in the target, but the compulsion does not take effect until they hear, speak, or read the trigger message. You must enclose the trigger in rounded brackets () to separate it from the instruction itself.
Triggered Body Compulsion
Syntax: hypnotize (target) triggered body instruction (pressure one) (pressure two) (pressure three) (trigger) (instruction)
Displays as: Your body (instruction).
This command seeds a body compulsion in the target, but the body compulsion does not take effect until they hear, speak, or read the trigger message. You must enclose the trigger in rounded brackets () to separate it from the instruction itself.
Lock Compulsion
Syntax: hypnotize (target) lock (pressure one) (pressure two) (pressure three) (instruction)
Displays as: Does not display to target.
This command locks an already-present compulsion, making it so that it will never fade until it is unlocked. It cannot be used on someone protected by Sanctuary.
Unlock Compulsion
Syntax: hypnotize (target) unlock (pressure one) (pressure two) (pressure three)
Displays as: Does not display to target.
This command attempts to unlock a previously locked instruction in someone’s mind. If the pressures are correctly selected, the compulsion will fade. If not, it will backlash and hurt the person attempting the unlocking.
The wording of the compulsion is not required in order to unlock it. The correct order of pressures, however, IS required.
[Last edited June 21, 2022]
See Also
Hypnotism Mechanics
Whenever someone attempts to use either hypnosis or psychic influence on
a target they will have to input a list of three pressures as well as the
message to be followed.
The target will then see a message about the imprint, including the message
to be followed, they have about five minutes to either resist or accept
before they will accept automatically.
If they resist they need to enter the three pressures most likely to make
their character succumb to that imprint. These two lists are then compared,
in the case of hypnosis compulsions if the hypnotizer has perfectly
predicted the resistance imprints the imprint will automatically succeed and
will become locked, permanently sealing in place until someone unlocks it.
Otherwise the target will be given a cost in life force to resist the
imprint, this cost is higher the better the hypnotizer was able to predict
their vulnerabilities. They can then either accept the imprint, or resist
it and pay the cost in life force. If they do this the compulsion
backlashes and hurts the person attempting to influence them, charging them
about half the lifeforce it cost the target in return.
Other factors can also influence this cost, such as vampire blood, siren
songs, being angelborn, or being drunk. Generally psychic influence is much
more affected by these secondary factors than hypnosis is.
For these reasons characters who are particularly successful at influencing
minds need to be adept at understanding and or manipulating the psychology
of their targets, and skilled at picking compulsions that won’t be resisted
at any cost by the target’s player.
While in Haven when the Sanctuary spell is up no attempts to supernaturally
control or influence someone to violate sanctuary even against the
unprotected or themselves will fizzle. If the imprint covers several things
and only some of them are against Sanctuary those others will continue to
work and hold as per normal.
a target they will have to input a list of three pressures as well as the
message to be followed.
The target will then see a message about the imprint, including the message
to be followed, they have about five minutes to either resist or accept
before they will accept automatically.
If they resist they need to enter the three pressures most likely to make
their character succumb to that imprint. These two lists are then compared,
in the case of hypnosis compulsions if the hypnotizer has perfectly
predicted the resistance imprints the imprint will automatically succeed and
will become locked, permanently sealing in place until someone unlocks it.
Otherwise the target will be given a cost in life force to resist the
imprint, this cost is higher the better the hypnotizer was able to predict
their vulnerabilities. They can then either accept the imprint, or resist
it and pay the cost in life force. If they do this the compulsion
backlashes and hurts the person attempting to influence them, charging them
about half the lifeforce it cost the target in return.
Other factors can also influence this cost, such as vampire blood, siren
songs, being angelborn, or being drunk. Generally psychic influence is much
more affected by these secondary factors than hypnosis is.
For these reasons characters who are particularly successful at influencing
minds need to be adept at understanding and or manipulating the psychology
of their targets, and skilled at picking compulsions that won’t be resisted
at any cost by the target’s player.
While in Haven when the Sanctuary spell is up no attempts to supernaturally
control or influence someone to violate sanctuary even against the
unprotected or themselves will fizzle. If the imprint covers several things
and only some of them are against Sanctuary those others will continue to
work and hold as per normal.
Ice Fighting
Type: Melee
Max Range: 1
This discipline covers the ability to fight with water in close proximity,
by conjuring and deploying the magic either directly to a close quarters
opponent or channeling it through a weapon or body part upon striking.
Max Range: 1
This discipline covers the ability to fight with water in close proximity,
by conjuring and deploying the magic either directly to a close quarters
opponent or channeling it through a weapon or body part upon striking.
See Also
Ice Magic
Type: Ranged
Max Range: 100
Optimum Range: 50
This discipline covers the ability of the creatures to conjure
and manipulate water. A type of ‘sorcery’ that is used to typically conjure
water, freeze it into sharp or heavy projectiles and then launch these
towards an adversarey but can also be used to manipulate existing sources of
water.
Max Range: 100
Optimum Range: 50
This discipline covers the ability of the creatures to conjure
and manipulate water. A type of ‘sorcery’ that is used to typically conjure
water, freeze it into sharp or heavy projectiles and then launch these
towards an adversarey but can also be used to manipulate existing sources of
water.
See Also
Ice Shield
Type: Defensive
This discipline covers the use of water magic to form a protective shield
that will block incoming attacks until the energy is all used up. Normally
invisible except when being struck.
This discipline covers the use of water magic to form a protective shield
that will block incoming attacks until the energy is all used up. Normally
invisible except when being struck.
See Also
Ice Sorcery
Levels: 0, 2
Requirements: Elemental Magic 3, or Higher Power.
This power grants the Ice Sorcery discipline at 110% of your highest ranged discipline, but also lowers all your mundane ranged disciplines by 25%. The power of sorcery also varies depending on your location, on earth outside of Haven it is weaker, on other worlds it is stronger, especially in the Other.
Ice Sorcery Max Range: 110
Ice Sorcery Optimum Range: 55
Requirements: Elemental Magic 3, or Higher Power.
This power grants the Ice Sorcery discipline at 110% of your highest ranged discipline, but also lowers all your mundane ranged disciplines by 25%. The power of sorcery also varies depending on your location, on earth outside of Haven it is weaker, on other worlds it is stronger, especially in the Other.
Ice Sorcery Max Range: 110
Ice Sorcery Optimum Range: 55
See Also
Ignore
Syntax: Ignore list
Syntax: Ignore (name)
This command allows an individual to filter out a specific source of OOC tells
without resorting to going into quiet mode. Ignore list will display all
the players that have been set to ignore. Ignore (name) will toggle
whether or not an individual is being filtered and will work regardless of
whether that individual is currently logged in.
This will block both ooc and ic notes, though you may still get notifications
of them.
Syntax: Ignore (name)
This command allows an individual to filter out a specific source of OOC tells
without resorting to going into quiet mode. Ignore list will display all
the players that have been set to ignore. Ignore (name) will toggle
whether or not an individual is being filtered and will work regardless of
whether that individual is currently logged in.
This will block both ooc and ic notes, though you may still get notifications
of them.
See Also
Ill
Negative Tier Modifier
Removable: Yes.
This modifier represents someone suffering from an illness which causes an
overall impairment of their functioning. This can be used to represent both
curable and incurable conditions, although obviously should not be removed
in the case of incurable ones. It does not extend to mental health
conditions.
Removable: Yes.
This modifier represents someone suffering from an illness which causes an
overall impairment of their functioning. This can be used to represent both
curable and incurable conditions, although obviously should not be removed
in the case of incurable ones. It does not extend to mental health
conditions.
Illarin Empire
Overview: One of the largest civilizations in the wilds. Led by an Emperor or Empress the people of the Illarin empire are relatively technologically advanced and extremely restrained and polite.
Common Allies: None.
Common Enemies: The People.
Prefers: Wildlings.
Typical Tasks: Dealing with threats in the wild, or performing tasks for the benefit of the empire.
Common Allies: None.
Common Enemies: The People.
Prefers: Wildlings.
Typical Tasks: Dealing with threats in the wild, or performing tasks for the benefit of the empire.
See Also
Illusions
Levels: 0, 2
Requirements: Illusory Magic 2, or Higher Power.
This ability allows someone to influence another’s mind to see something that isn’t really there. Illusions are entirely visual.
Syntax: Illusion (person) (What they’ll see)
Requirements: Illusory Magic 2, or Higher Power.
This ability allows someone to influence another’s mind to see something that isn’t really there. Illusions are entirely visual.
Syntax: Illusion (person) (What they’ll see)
Illusory Affinity
Levels: 0, 3
Requirements: Illusory Magic Focus 4
Characters with this stat can use illusory magic and telepathy while
shifted.
Requirements: Illusory Magic Focus 4
Characters with this stat can use illusory magic and telepathy while
shifted.
Illusory Magic Focus
Levels: 0, 1, 2, 3, 4
Arcane Focus
Requirements: Gifted or Faeborn
This stat represents those who’ve studied the art of illusory magics. In addition to the standard arcane focus bonuses, it grants the user illusory mancing, allowing them to use their magic to manipulate the battlefield and trick their enemies. At higher ranks it grants limited access to shapeshifting and at max ranks allows the learning of illusory affinity, allowing an arcanist to use their mancing powers as well as telepathy even while shapeshifted.
[Illusory Magic One]:
Illusory Mancing 1: A power tree focused on trickery and debilitating others.
Lightup: A power that enables lighting a room with your presence.
[Illusory Magic Two]:
Face Stealing: A power that enables you to look like someone else at a glance.
Illusions: A power that allows you to make others see things you wish them to see.
Illusory Mancing 2: A power tree focused on trickery and debilitating others.
Stealth 3: Greater proficiency with stealth; can avoid forest monsters.
[Illusory Magic Three]:
Aura Shifting: A power that brings your things with you when you shift into a smaller form.
Memory Cloak: A legendary power that renders you unnoticeable unless you act drastically.
Mimic: A power that allows you to appear as any other archetype.
Prismatic Sorcery: A legendary power that grants the prismatic sorcery combat discipline.
Shapeshifting 1, 2: A power that grants points that can be allocated to enhance shapeshifted forms.
Stealth 4: Greater proficiency with stealth.
[Illusory Magic Four]:
Illusory Affinity: A power that enables usage of illusory mancing and telepathy while shifted.
Stealth 5: Maximum proficiency with stealth.
[Last edited August 25, 2021]
Arcane Focus
Requirements: Gifted or Faeborn
This stat represents those who’ve studied the art of illusory magics. In addition to the standard arcane focus bonuses, it grants the user illusory mancing, allowing them to use their magic to manipulate the battlefield and trick their enemies. At higher ranks it grants limited access to shapeshifting and at max ranks allows the learning of illusory affinity, allowing an arcanist to use their mancing powers as well as telepathy even while shapeshifted.
[Illusory Magic One]:
Illusory Mancing 1: A power tree focused on trickery and debilitating others.
Lightup: A power that enables lighting a room with your presence.
[Illusory Magic Two]:
Face Stealing: A power that enables you to look like someone else at a glance.
Illusions: A power that allows you to make others see things you wish them to see.
Illusory Mancing 2: A power tree focused on trickery and debilitating others.
Stealth 3: Greater proficiency with stealth; can avoid forest monsters.
[Illusory Magic Three]:
Aura Shifting: A power that brings your things with you when you shift into a smaller form.
Memory Cloak: A legendary power that renders you unnoticeable unless you act drastically.
Mimic: A power that allows you to appear as any other archetype.
Prismatic Sorcery: A legendary power that grants the prismatic sorcery combat discipline.
Shapeshifting 1, 2: A power that grants points that can be allocated to enhance shapeshifted forms.
Stealth 4: Greater proficiency with stealth.
[Illusory Magic Four]:
Illusory Affinity: A power that enables usage of illusory mancing and telepathy while shifted.
Stealth 5: Maximum proficiency with stealth.
[Last edited August 25, 2021]
See Also
Illusory Mancing
Levels: 0, 1, 2
Requirements : Rank 1 requires Illusory Magic 1
Rank 2 requires Illusory Magic 2
[Rank One]:
Distract : Unspecified range; Target does 50% less damage for one round.
Roleplay : You can cause a momentary distraction in the corner of someone’s vision.
Consumes your attack for one round.
Double : Unspecified range; Pick two targets, for one round if anyone attacks one they’ll instead target the other and vice-versa.
Roleplay : You can cause someone to temporarily confuse you with another person.
Consumes your attack for one round.
Trick : Unspecified range; Your target’s next attack will appear to come from someone else.
Roleplay : You can make it look as if someone else performed an action instead of yourself.
Consumes your attack for one round.
[Rank Two]:
Aura : Unspecified range; All ranged damage against the target is increased by 15% for one round.
Roleplay : You can make someone glow briefly.
Consumes your attack for one round.
Cloak : Unspecified range; Pick two targets, for one round the first is untargetable by the second.
Roleplay : You can cause someone to be unable to see you for up to 8 seconds.
Consumes your attack for one round.
All abilities require a magical focus.
[Last edited March 24, 2022]
Requirements : Rank 1 requires Illusory Magic 1
Rank 2 requires Illusory Magic 2
[Rank One]:
Distract : Unspecified range; Target does 50% less damage for one round.
Roleplay : You can cause a momentary distraction in the corner of someone’s vision.
Consumes your attack for one round.
Double : Unspecified range; Pick two targets, for one round if anyone attacks one they’ll instead target the other and vice-versa.
Roleplay : You can cause someone to temporarily confuse you with another person.
Consumes your attack for one round.
Trick : Unspecified range; Your target’s next attack will appear to come from someone else.
Roleplay : You can make it look as if someone else performed an action instead of yourself.
Consumes your attack for one round.
[Rank Two]:
Aura : Unspecified range; All ranged damage against the target is increased by 15% for one round.
Roleplay : You can make someone glow briefly.
Consumes your attack for one round.
Cloak : Unspecified range; Pick two targets, for one round the first is untargetable by the second.
Roleplay : You can cause someone to be unable to see you for up to 8 seconds.
Consumes your attack for one round.
All abilities require a magical focus.
[Last edited March 24, 2022]
See Also
Imbue
Imbue
imbue (item)
–Infuse an item you are carrying with some of your blood. Whoever wears the item then shares one of your bloodline’s senses.
force (target) imbue (item)
–You can also force a helpless target to imbue an item with their own blood. The item must be in their inventory at the time.
Requirements
–You must be an angelborn, demonborn, faeborn or demigod of at least tier two.
–You can imbue once per week.
–An item carries either an imbuement or a society symbol, badge or key, never both. Imbuing an item replaces any of those, and using customize (item) symbol on an imbued item strips the imbuement without adding a symbol.
What the wearer gains
The item only works while it is worn.
–Angelborn blood: the wearer is sensitive to desires (see help desire). A mind ward still blocks them.
–Demonborn blood: the wearer is sensitive to suffering (see help suffer). It does not let them sense dread.
–Faeborn blood: the wearer is sensitive to fate, and can sway coin flips and luck (see help fate).
–Demigod blood: the wearer can hear wishes (see help wish).
imbue (item)
–Infuse an item you are carrying with some of your blood. Whoever wears the item then shares one of your bloodline’s senses.
force (target) imbue (item)
–You can also force a helpless target to imbue an item with their own blood. The item must be in their inventory at the time.
Requirements
–You must be an angelborn, demonborn, faeborn or demigod of at least tier two.
–You can imbue once per week.
–An item carries either an imbuement or a society symbol, badge or key, never both. Imbuing an item replaces any of those, and using customize (item) symbol on an imbued item strips the imbuement without adding a symbol.
What the wearer gains
The item only works while it is worn.
–Angelborn blood: the wearer is sensitive to desires (see help desire). A mind ward still blocks them.
–Demonborn blood: the wearer is sensitive to suffering (see help suffer). It does not let them sense dread.
–Faeborn blood: the wearer is sensitive to fate, and can sway coin flips and luck (see help fate).
–Demigod blood: the wearer can hear wishes (see help wish).
See Also
Immortality
Levels: 0, 2
Requirements: Demigod Warrior 3
This power grants the same per round damage cap that vampires recieve. It
also makes the character unable to be taken below 1 defense by any attack
not made by a long blade weapon. Characters with this power also cannot be
executed in normal ways, but must instead be beheaded.
Requirements: Demigod Warrior 3
This power grants the same per round damage cap that vampires recieve. It
also makes the character unable to be taken below 1 defense by any attack
not made by a long blade weapon. Characters with this power also cannot be
executed in normal ways, but must instead be beheaded.
See Also
Implantdream
Syntax: implantdream (target)
This command can be used by an Eidolon to implant a dream into the mind of the target that they will see the next time they log on. It can be used on offline targets but can only be used on targets in dark rooms.
This command can be used by an Eidolon to implant a dream into the mind of the target that they will see the next time they log on. It can be used on offline targets but can only be used on targets in dark rooms.
Important Local
Tier Two Archetype
Human
This archetype represents those locals living in Haven who’ve established
themselves socially. They might have important jobs or be part of
influential families. They can make use of the fame command to set a string
that other locals established individuals in the town will see when they
look at them, appearing like, He/She is well known locally for (string)
Minimum Age: 24
Available Negative Modifiers: Addicted, Ill
Available Positive Modifiers: Chemical Augmentation, Fleshformed, Demonic
Pact Holder
Focuses: One point to spend in the professional focus family at tier two.
Human
This archetype represents those locals living in Haven who’ve established
themselves socially. They might have important jobs or be part of
influential families. They can make use of the fame command to set a string
that other locals established individuals in the town will see when they
look at them, appearing like, He/She is well known locally for (string)
Minimum Age: 24
Available Negative Modifiers: Addicted, Ill
Available Positive Modifiers: Chemical Augmentation, Fleshformed, Demonic
Pact Holder
Focuses: One point to spend in the professional focus family at tier two.
imprint
Syntax: Imprint
-Shows a list of all your current mental influences. See help imprint
types
Syntax: Imprint accept
-Accept an attempt to alter your character’s mind.
Syntax: Imprint resist (pressure one) (pressure two) (pressure three)
-Resist an attempt to alter your character’s mind, the pressures listed
should be those most effective at influencing your character to do
something, starting with the one most likely to do so.
Syntax: Imprint resist
-Pay life force to resist an attempt to alter your character’s mind, causes
some backlash to the imprinter and prevents your character being tranceable
again for a long time.
-Shows a list of all your current mental influences. See help imprint
types
Syntax: Imprint accept
-Accept an attempt to alter your character’s mind.
Syntax: Imprint resist (pressure one) (pressure two) (pressure three)
-Resist an attempt to alter your character’s mind, the pressures listed
should be those most effective at influencing your character to do
something, starting with the one most likely to do so.
Syntax: Imprint resist
-Pay life force to resist an attempt to alter your character’s mind, causes
some backlash to the imprinter and prevents your character being tranceable
again for a long time.
See Also
Imprint Types
You feel (message).
-Caused by drug object types to convey their chemical affects.
You want to (message).
-Caused by some types of magic or schemes, which conveys a desire to do a
certain thing onto their targets. Targets are unaware they’ve been affected
or that the desire to follow the message is at all unnatural. Whether they
follow it or not however depends on how it conflicts with their other
desires but most people will follow most instructions. It is a fairly
strong desire.
Your body (message).
-Caused by body hypnosis, this type of control bypasses someone’s higher
brain entirely, they body essentially follow the commands entirely of it’s
own accord. It can be used for other alterations beyond simple pupeteering
as well, changing how someone’s body reacts or moves in different
situations, or even temporarily rewiring sensations or reflexive behaviors.
A character under this sort of imprint is aware that they aren’t in control
of their body or whatever they are doing.
You need to (message).
-Caused by psychic influence, as well as hypnotic instructions, compulsions
and cursed objects. A character under this sort of influence is completely
unaware that whatever they are doing is out of character for them and will
rationalize it both while under the imprint and afterwards. Characters can
use satiate (instruction) to note when they’ve fulfilled such an imprint.
You have a vivid recollection of (message).
-Caused by alchemical memory potions, this memory seems natural to the
target, although they may realize once they’re told it’s fake that it is.
You cannot remember (message).
-Caused by alchemical memory potions, the hole in the person’s memory won’t
generally be noticed unless someone specifically draws attention to it.
-Caused by drug object types to convey their chemical affects.
You want to (message).
-Caused by some types of magic or schemes, which conveys a desire to do a
certain thing onto their targets. Targets are unaware they’ve been affected
or that the desire to follow the message is at all unnatural. Whether they
follow it or not however depends on how it conflicts with their other
desires but most people will follow most instructions. It is a fairly
strong desire.
Your body (message).
-Caused by body hypnosis, this type of control bypasses someone’s higher
brain entirely, they body essentially follow the commands entirely of it’s
own accord. It can be used for other alterations beyond simple pupeteering
as well, changing how someone’s body reacts or moves in different
situations, or even temporarily rewiring sensations or reflexive behaviors.
A character under this sort of imprint is aware that they aren’t in control
of their body or whatever they are doing.
You need to (message).
-Caused by psychic influence, as well as hypnotic instructions, compulsions
and cursed objects. A character under this sort of influence is completely
unaware that whatever they are doing is out of character for them and will
rationalize it both while under the imprint and afterwards. Characters can
use satiate (instruction) to note when they’ve fulfilled such an imprint.
You have a vivid recollection of (message).
-Caused by alchemical memory potions, this memory seems natural to the
target, although they may realize once they’re told it’s fake that it is.
You cannot remember (message).
-Caused by alchemical memory potions, the hole in the person’s memory won’t
generally be noticed unless someone specifically draws attention to it.
Imprinted Roleplay
[Rationalization and Self-Awareness]
A person who has been imprinted is never aware that the desires or feelings he has been given are not his own. He will always rationalize why he wants or feels this way and, after the imprint has run its course, why he no longer does.
A person who has been imprinted does not act in a way that is robotic or otherwise out of character and it should be extremely difficult for another character to know he has been imprinted even if those characters know one another intimately. The new desires and feelings are integrated into a person’s personality so completely that he can rationalize any attempt by others to suggest that he’s been manipulated in some way, even against massive evidence. He feels entirely certain that he is still himself and all his desires and feelings are his own.
[Conflicting Imprints]
If a character has two or more imprints that conflict with one another, the resulting RP should make this clear to some extent. If bringing it across in RP isn’t feasible or the number of conflicting imprints becomes too great, it is permissible to RP each as being weakened by the resulting confusion along with some general emotional turmoil or something similar such as a serious headache.
[Discovering Imprints]
When and after being under the influence of hypnosis or psychic persuasion, a person has no awareness that they are being influenced or that they’ve been in a trance. If an imprint is accepted the imprinted person has no awareness that they are under another’s influence with the exception of ‘body’ imprints, in which case the character is aware that their own body is moving or behaving in abnormal ways that are outside of their control but not necessarily how or why or who might be responsible.
If an imprint is rejected, the character has no knowledge that any influence was attempted, and certainly no knowledge of what the rejected imprint pressured them to do. External observers may recognize attempts at hypnosis, but not psychic persuasion. While it is acceptable to believe that an acquaintance behaving strangely may be under the influence of mind control, your character should almost never be certain of it and should probably be wrong more often than they are right.
Tips and Notes:
* If you’re on the fence if you should follow an imprint or not, follow it.
* If you think an inhibition or competing desire would stop you following an imprint, ask yourself if that inhibition or competing desire has come out clearly in your roleplay previously. If it hasn’t, you’re on pretty sketchy ground.
* If you decide not to follow an imprint, it’s usually a good idea to at least show through your roleplay that you’re thinking about following it or tempted to follow it.
* Being “strong willed” or anything similar is a completely invalid reason for not following an imprint.
* Having been imprinted several times before or being able to do mind control yourself is not a valid reason to be aware of mind control or be more resistant to it.
* If an imprint is something that your character normally wants to do and sometimes does, it’s unreasonable to have additional resistance to it.
[Last edited December 1, 2021]
A person who has been imprinted is never aware that the desires or feelings he has been given are not his own. He will always rationalize why he wants or feels this way and, after the imprint has run its course, why he no longer does.
A person who has been imprinted does not act in a way that is robotic or otherwise out of character and it should be extremely difficult for another character to know he has been imprinted even if those characters know one another intimately. The new desires and feelings are integrated into a person’s personality so completely that he can rationalize any attempt by others to suggest that he’s been manipulated in some way, even against massive evidence. He feels entirely certain that he is still himself and all his desires and feelings are his own.
[Conflicting Imprints]
If a character has two or more imprints that conflict with one another, the resulting RP should make this clear to some extent. If bringing it across in RP isn’t feasible or the number of conflicting imprints becomes too great, it is permissible to RP each as being weakened by the resulting confusion along with some general emotional turmoil or something similar such as a serious headache.
[Discovering Imprints]
When and after being under the influence of hypnosis or psychic persuasion, a person has no awareness that they are being influenced or that they’ve been in a trance. If an imprint is accepted the imprinted person has no awareness that they are under another’s influence with the exception of ‘body’ imprints, in which case the character is aware that their own body is moving or behaving in abnormal ways that are outside of their control but not necessarily how or why or who might be responsible.
If an imprint is rejected, the character has no knowledge that any influence was attempted, and certainly no knowledge of what the rejected imprint pressured them to do. External observers may recognize attempts at hypnosis, but not psychic persuasion. While it is acceptable to believe that an acquaintance behaving strangely may be under the influence of mind control, your character should almost never be certain of it and should probably be wrong more often than they are right.
Tips and Notes:
* If you’re on the fence if you should follow an imprint or not, follow it.
* If you think an inhibition or competing desire would stop you following an imprint, ask yourself if that inhibition or competing desire has come out clearly in your roleplay previously. If it hasn’t, you’re on pretty sketchy ground.
* If you decide not to follow an imprint, it’s usually a good idea to at least show through your roleplay that you’re thinking about following it or tempted to follow it.
* Being “strong willed” or anything similar is a completely invalid reason for not following an imprint.
* Having been imprinted several times before or being able to do mind control yourself is not a valid reason to be aware of mind control or be more resistant to it.
* If an imprint is something that your character normally wants to do and sometimes does, it’s unreasonable to have additional resistance to it.
[Last edited December 1, 2021]
See Also
Incantation
Levels: 0, 1, 2, 3, 4
Requirements: Arcane Focus 1-4
Young Characters: Rank 1 requires the Goth role.
This stat represents your ability to do rituals much more quickly than
others.
Ritual Time
Rank Zero: 120 Minutes
Rank One: 60 Minutes
Rank Two: 30 Minutes
Rank Three: 15 Minutes
Rank Four: 7 Minutes
Requirements: Arcane Focus 1-4
Young Characters: Rank 1 requires the Goth role.
This stat represents your ability to do rituals much more quickly than
others.
Ritual Time
Rank Zero: 120 Minutes
Rank One: 60 Minutes
Rank Two: 30 Minutes
Rank Three: 15 Minutes
Rank Four: 7 Minutes
See Also
inches
This field represents how tall your character is in inches.
Industries
Every business in Haven should have an industry type, not setting one
causes a reduction in received profits. Each type has a different number of
maximum employees. Inside Haven only certain areas can have certain types
of stores, see help districts for more information.
Construction: 6 jobs.
Online: 3 jobs.
Store: 3 jobs.
Restaurant: 5 jobs.
Clothes and Fashion: 4 jobs.
Bar: 6 jobs.
Club: 6 jobs.
Security: 3 jobs.
Investigation: 3 jobs.
Residence: 3 jobs.
Financial: 5 jobs.
Nonprofit: 4 jobs.
Research: 3 jobs.
Primary Industry: 6 jobs.[Eg Mining]
Factory: 4 jobs.
Education: 3 jobs.
Hospitality: 4 jobs.
Mobile Service: 3 jobs.[Eg plumbers]
Static Service: 4 jobs.[Eg garage]
Agriculture: 6 jobs.
Cafe: 4 jobs.
Takeout: 4 jobs.
Transport: 5 jobs.
Sex: 5 jobs.[Eg strip clubs]
Legal: 3 jobs.
Arts and Crafts: 3 jobs.
Technology: 5 jobs.
Journalism: 4 jobs.
Games/Gaming: 4 jobs.
Head Shop: 3 jobs.
causes a reduction in received profits. Each type has a different number of
maximum employees. Inside Haven only certain areas can have certain types
of stores, see help districts for more information.
Construction: 6 jobs.
Online: 3 jobs.
Store: 3 jobs.
Restaurant: 5 jobs.
Clothes and Fashion: 4 jobs.
Bar: 6 jobs.
Club: 6 jobs.
Security: 3 jobs.
Investigation: 3 jobs.
Residence: 3 jobs.
Financial: 5 jobs.
Nonprofit: 4 jobs.
Research: 3 jobs.
Primary Industry: 6 jobs.[Eg Mining]
Factory: 4 jobs.
Education: 3 jobs.
Hospitality: 4 jobs.
Mobile Service: 3 jobs.[Eg plumbers]
Static Service: 4 jobs.[Eg garage]
Agriculture: 6 jobs.
Cafe: 4 jobs.
Takeout: 4 jobs.
Transport: 5 jobs.
Sex: 5 jobs.[Eg strip clubs]
Legal: 3 jobs.
Arts and Crafts: 3 jobs.
Technology: 5 jobs.
Journalism: 4 jobs.
Games/Gaming: 4 jobs.
Head Shop: 3 jobs.
See Also
infernohelp
Information Combat Roleplaying
Progression Creating Editing
Traveling Societies Lore
User Interface Story Runners Communication
Type help followed by one of the above headings.
Alternately newbie (message) gives access to a help channel
and pray (message) sends a message to the immortals.
You can use helpsearch (word) to search for helpfiles.
Progression Creating Editing
Traveling Societies Lore
User Interface Story Runners Communication
Type help followed by one of the above headings.
Alternately newbie (message) gives access to a help channel
and pray (message) sends a message to the immortals.
You can use helpsearch (word) to search for helpfiles.
Inflict
Syntax: inflict (character) (condition)
Syntax: cure (character) (condition)
This command allows an SR to inflict a PC with one of several different conditions. These will last for a certain amount of time or until cured with the cure command.
SRs at trust 1 or below can only inflict conditions while running a room and those conditions will go away as soon as the RP ends. Otherwise the condition will last for a time roughly equal to 6 hours multiplied by the trust level of the SR squared in play time.
Syntax: cure (character) (condition)
This command allows an SR to inflict a PC with one of several different conditions. These will last for a certain amount of time or until cured with the cure command.
SRs at trust 1 or below can only inflict conditions while running a room and those conditions will go away as soon as the RP ends. Otherwise the condition will last for a time roughly equal to 6 hours multiplied by the trust level of the SR squared in play time.
See Also
Influence
Influence is a resource mechanic representing your character’s sway with
the general NPC population in the game, and can be used for a number of
social mechanics in-game.
Influence is mostly earned by roleplaying with other characters. You will
earn a small amount of influence whenever you roleplay with someone.
However, most influence is earned by other people roleplaying with you.
Whenever you’re roleplaying with someone and especially when they
specifically target or speak to you you’ll earn some influence based on
their social rank, as well as, how much influence they’ve given out
recently. In essence, the more important and famous someone is and the more
attention they pay you relative to everyone else, the more influence you
earn.
Influence can be used to praise or diss someone, to start rumors, to run
schemes or found societies. It is capped at 100k.
There are several subtypes of influence that can be earned in other ways,
but each of them have more restricted uses and none of them can be
transferred to other people for the use of schemes.
Society Influence
Society Influence is gained based on your society standing and can only
be used for loyalty praises and disses for other people, and not yourself.
This is capped at 10k.
Scheme Influence
Scheme influence can only be used for running schemes or creating societies.
It can be gained by having contact stats whose jobs are set to ‘planning’
and can be gained once per day. It is capped at 100k.
See Also: Help Contacts
Supernatural Influence
Supernatural influence can be used as a resource contribution with various
societies. This is capped at 50k and can only be gained by society members.
See Also: Help Contribute
Syntax: Social
Display your current influence totals and social rank.
Syntax: Rumor (message)
Start a rumor in town for 1000 influence. This will echo to the room.
There needs to be at least one other PC in the room for this to work.
Syntax: Buy (item) influence
Use your influence to buy an item you normally couldn’t, such as alcohol
when underage.
Syntax: Influence buy (experience/money) amount
Convert influence into combat experience or cash.
1000 influence becomes 500 combat xp (ratio 1:0.5)
1000 influence becomes $20. (ratio 1:0.02)
Syntax: Influence sell (experience/money) amount
Convert combat experience or cash into influence.
1000 combat xp becomes 100 influence (ratio: 1:0.1)
$100 becomes 500 influence (ratio: 1:5)
the general NPC population in the game, and can be used for a number of
social mechanics in-game.
Influence is mostly earned by roleplaying with other characters. You will
earn a small amount of influence whenever you roleplay with someone.
However, most influence is earned by other people roleplaying with you.
Whenever you’re roleplaying with someone and especially when they
specifically target or speak to you you’ll earn some influence based on
their social rank, as well as, how much influence they’ve given out
recently. In essence, the more important and famous someone is and the more
attention they pay you relative to everyone else, the more influence you
earn.
Influence can be used to praise or diss someone, to start rumors, to run
schemes or found societies. It is capped at 100k.
There are several subtypes of influence that can be earned in other ways,
but each of them have more restricted uses and none of them can be
transferred to other people for the use of schemes.
Society Influence
Society Influence is gained based on your society standing and can only
be used for loyalty praises and disses for other people, and not yourself.
This is capped at 10k.
Scheme Influence
Scheme influence can only be used for running schemes or creating societies.
It can be gained by having contact stats whose jobs are set to ‘planning’
and can be gained once per day. It is capped at 100k.
See Also: Help Contacts
Supernatural Influence
Supernatural influence can be used as a resource contribution with various
societies. This is capped at 50k and can only be gained by society members.
See Also: Help Contribute
Syntax: Social
Display your current influence totals and social rank.
Syntax: Rumor (message)
Start a rumor in town for 1000 influence. This will echo to the room.
There needs to be at least one other PC in the room for this to work.
Syntax: Buy (item) influence
Use your influence to buy an item you normally couldn’t, such as alcohol
when underage.
Syntax: Influence buy (experience/money) amount
Convert influence into combat experience or cash.
1000 influence becomes 500 combat xp (ratio 1:0.5)
1000 influence becomes $20. (ratio 1:0.02)
Syntax: Influence sell (experience/money) amount
Convert combat experience or cash into influence.
1000 combat xp becomes 100 influence (ratio: 1:0.1)
$100 becomes 500 influence (ratio: 1:5)
See Also
Influencers
There are three MyHaven influencers selected each week based on ratings of interactions, events and that week’s activity.
Influencers generate intel when they roleplay for themselves and the person they are roleplaying with up to a daily cap.
Influencers generate intel when they roleplay for themselves and the person they are roleplaying with up to a daily cap.
Information
Score
-Displays information about your character such as name and birth date.
Balance
-Display the money in your bank account and on hand.
Who
-Shows who’s currently online.
Whoinvis
-Hides from the who list.
Commands
-Brings up a list of all commands.
Socials
-Brings up social information such as how much influence you have.
Stats
-Brings up a list of your stats.
Disciplines
-Brings up a list of your disciplines
Rules
-Brings up a list of the rules.
Rank
-Displays your ranks.
Staff
-Brings up information on the staff.
Credits
-Brings up your community credit rewards.
-Displays information about your character such as name and birth date.
Balance
-Display the money in your bank account and on hand.
Who
-Shows who’s currently online.
Whoinvis
-Hides from the who list.
Commands
-Brings up a list of all commands.
Socials
-Brings up social information such as how much influence you have.
Stats
-Brings up a list of your stats.
Disciplines
-Brings up a list of your disciplines
Rules
-Brings up a list of the rules.
Rank
-Displays your ranks.
Staff
-Brings up information on the staff.
Credits
-Brings up your community credit rewards.
injure
Syntax: injure (PC/NPC) mild/severe/critical/fatal/knockout
Used by an SR to inflict wounds on PCs or NPCs, the wound level
that PCs can sustain is based on their trust with the SR. It is
appropriate to use if players have for instance just fallen down
a pit or otherwise done something in RP that would hurt them.
Used by an SR to inflict wounds on PCs or NPCs, the wound level
that PCs can sustain is based on their trust with the SR. It is
appropriate to use if players have for instance just fallen down
a pit or otherwise done something in RP that would hurt them.
See Also
Injured
Negative Tier Modifier
Removable: Yes.
This modifier represents someone who’s suffering from a serious, but not
permanent injury. Such as serious fractures. This has the affect of
permanently impairing their abilities until they heal.
Removable: Yes.
This modifier represents someone who’s suffering from a serious, but not
permanent injury. Such as serious fractures. This has the affect of
permanently impairing their abilities until they heal.
Innate Powers
Innate abilities are abilities that help further define your character’s specific archetype, particularly in a racial sense. While there are no tier restrictions on innate abilities, any given character may only possess a single one; training one removes the option to train the others. All these abilities have their own helpfile, but here is a short summary of each archetype’s innates for quick reference.
[Any Archetype]:
Timeswept: This allows you to use the timeswept command to set your origin period even if you do not possess the timeswept archetype.
[Non-Supernaturals]:
You will remain non-supernatural even after selecting one of these innates.
Taking an innate will make you vulnerable to the material weakness of your chosen bloodline (obsidian, radioactive material, quartz, or iron).
Angelborn: A passive angelborn; you will become sensitive to desires and allows higher perception and running stats.
Demigod: A passive demigod; you will gain access to higher stamina and perception stats.
Demonborn: A passive demonborn; you will become sensitive to suffering.
Faeborn: A passive faeborn; you will gain access to higher games and stealth stats.
Sensitive: A human; you will become sensitive to ghosts and the nightmare; see help sensitive.
[Angelborn]:
Fleet of Foot: You move faster in and out of combat.
Guardian Angel: You take less combat damage protecting others.
Soothing Aura: You help others around you heal faster.
[Demigod]:
Blessing of Battle: You may bless someone to enhance their combat disciplines.
Lover’s Blessing: You may bless someone to increase their attractiveness and fertility.
Lunar Blessing: You may bless someone to enhance their life force during the night.
One with the Waves: You may bless someone to let them breathe underwater and enhance them when near it.
Solar Blessing: You may bless someone to enhance their life force during the day.
Storm Calling: You can sometimes summon a storm.
Underworld Touch: You may use deathtouch on someone to slow their injury healing time.
[Demonborn]:
Demonic Cry: You can wail to deafen others around you.
Demonic Seduction: Attempts to resist any psychic pressures from you using lust are penalized.
Enrage: Attempts to resist any psychic pressures from you using anger are penalized.
Rage Fueled: You can enrage to both take and deal more damage in combat.
[Faeborn]:
Floral Blessing: You may bless the area around you to spontaneously grow flowers.
Luck Changing: You may bless or curse someone to bestow good or bad luck upon them.
Mershifter: When you enter deep water, you automatically become a merperson.
Sense Weakness: When you look at someone, you can see if they are wounded or suffering from certain debuffs.
Song of the Sirens: You may sing to lower the defence of others around you to psychic persuasion.
[Last edited August 15, 2021]
[Any Archetype]:
Timeswept: This allows you to use the timeswept command to set your origin period even if you do not possess the timeswept archetype.
[Non-Supernaturals]:
You will remain non-supernatural even after selecting one of these innates.
Taking an innate will make you vulnerable to the material weakness of your chosen bloodline (obsidian, radioactive material, quartz, or iron).
Angelborn: A passive angelborn; you will become sensitive to desires and allows higher perception and running stats.
Demigod: A passive demigod; you will gain access to higher stamina and perception stats.
Demonborn: A passive demonborn; you will become sensitive to suffering.
Faeborn: A passive faeborn; you will gain access to higher games and stealth stats.
Sensitive: A human; you will become sensitive to ghosts and the nightmare; see help sensitive.
[Angelborn]:
Fleet of Foot: You move faster in and out of combat.
Guardian Angel: You take less combat damage protecting others.
Soothing Aura: You help others around you heal faster.
[Demigod]:
Blessing of Battle: You may bless someone to enhance their combat disciplines.
Lover’s Blessing: You may bless someone to increase their attractiveness and fertility.
Lunar Blessing: You may bless someone to enhance their life force during the night.
One with the Waves: You may bless someone to let them breathe underwater and enhance them when near it.
Solar Blessing: You may bless someone to enhance their life force during the day.
Storm Calling: You can sometimes summon a storm.
Underworld Touch: You may use deathtouch on someone to slow their injury healing time.
[Demonborn]:
Demonic Cry: You can wail to deafen others around you.
Demonic Seduction: Attempts to resist any psychic pressures from you using lust are penalized.
Enrage: Attempts to resist any psychic pressures from you using anger are penalized.
Rage Fueled: You can enrage to both take and deal more damage in combat.
[Faeborn]:
Floral Blessing: You may bless the area around you to spontaneously grow flowers.
Luck Changing: You may bless or curse someone to bestow good or bad luck upon them.
Mershifter: When you enter deep water, you automatically become a merperson.
Sense Weakness: When you look at someone, you can see if they are wounded or suffering from certain debuffs.
Song of the Sirens: You may sing to lower the defence of others around you to psychic persuasion.
[Last edited August 15, 2021]
See Also
Institute Staff
Tier One Archetype
This archetype represents the staff of the Greystone Institute: the brothers and sisters who teach in the college, run the clinic, and keep the files. They are almost always recruited from outside Haven and have few ties to the town. At creation the archetype is listed as Greystone Staff.
Staff can take a job at the institute, use the college and clinic staff commands, and take additional points in the relevant stats. Staff who rise high enough in the institute are brought further in, and they sleep less easily for it.
This archetype represents the staff of the Greystone Institute: the brothers and sisters who teach in the college, run the clinic, and keep the files. They are almost always recruited from outside Haven and have few ties to the town. At creation the archetype is listed as Greystone Staff.
Staff can take a job at the institute, use the college and clinic staff commands, and take additional points in the relevant stats. Staff who rise high enough in the institute are brought further in, and they sleep less easily for it.
Instruct
Syntax: instruct (npc) (instruction)
Syntax: instruct (npc) (lines) (instruction)
Storyrunners can use this to direct an AI-driven NPC, such as one of the founding family heads. It must be in the room with you, and you must be storyrunning.
The NPC works your instruction into its next response, in its own voice. The instruction is used once, then cleared. If you give a number of lines first, that response is kept to about that many lines.
Example: instruct augustus 2 Warn them, politely, to stay away from the chapel.
Syntax: instruct (npc) (lines) (instruction)
Storyrunners can use this to direct an AI-driven NPC, such as one of the founding family heads. It must be in the room with you, and you must be storyrunning.
The NPC works your instruction into its next response, in its own voice. The instruction is used once, then cleared. If you give a number of lines first, that response is kept to about that many lines.
Example: instruct augustus 2 Warn them, politely, to stay away from the chapel.
See Also
Intel
Characters generate intel as they engage in activities such as contributing resources to a society, setting up operations, going on adventures, roleplaying in dreamworlds or non-earth worlds or with higher powers. This represents your character learning valuable information about other worlds, society machinations and so on.
How much intel is generated is affected by a few factors, most notably the character’s secrecy.
At 5k intel society characters get an extra $50 each week in their pay cheque, at 10k their contributes to their society are worth 20% more and give a buff to all contributes to that society for the next week. At 8k intel characters are considered reckless and thus easier to capture.
How much intel a character has can be seen by investigating them as long as they have at least 1000.
Characters when being victimized by a society character may choose the option to ‘Give Intel’ as a victimized response, this will transform all their intel into resources for the character victimizing them and can also provide benefits for the victimizer’s society/character secrecy. Victimized characters who do not give intel will have the value of their intel reduced, but not by as much, and it wll not turn into resources for their victimizer.
Characters can give their intel to another with give intel (person)
How much intel is generated is affected by a few factors, most notably the character’s secrecy.
At 5k intel society characters get an extra $50 each week in their pay cheque, at 10k their contributes to their society are worth 20% more and give a buff to all contributes to that society for the next week. At 8k intel characters are considered reckless and thus easier to capture.
How much intel a character has can be seen by investigating them as long as they have at least 1000.
Characters when being victimized by a society character may choose the option to ‘Give Intel’ as a victimized response, this will transform all their intel into resources for the character victimizing them and can also provide benefits for the victimizer’s society/character secrecy. Victimized characters who do not give intel will have the value of their intel reduced, but not by as much, and it wll not turn into resources for their victimizer.
Characters can give their intel to another with give intel (person)
internal
interpol
Overview: Some members of Interpol also occasionally need to dip into the supernatural to get results or deal with unusual criminal problems.
Common Allies: FBI, Sheriff, Rockfield Bounties.
Common Enemies: The Russian Mafia, The Mob, Desmond King.
Prefers: Police Contacts
Typical Tasks: Obtaining evidence, catching criminals, dismantling criminal groups, tracking criminals across country.
Common Allies: FBI, Sheriff, Rockfield Bounties.
Common Enemies: The Russian Mafia, The Mob, Desmond King.
Prefers: Police Contacts
Typical Tasks: Obtaining evidence, catching criminals, dismantling criminal groups, tracking criminals across country.
See Also
intro
This field represents a short string which people will see instead of
your name when they haven’t yet remembered you. You can change it late with
intro (newstring)
your name when they haven’t yet remembered you. You can change it late with
intro (newstring)
See Also
introduction
Introductions allow you to learn the name of a person. Until you know
someone’s name, you will only see their intro description, which many refer
to as short descriptions, or sdescs. To set your own short description,
simply type intro followed by the description you want.
To remember someone else’s name after they have introduced themselves to
you, type remember followed by a keyword from their short description
followed by their name. For example, if you saw ‘a hairy middled-aged man’
in the room, and he introduces himself as Huor, you could type remember
hairy huor or remember middle huor. Remember that people can lie about
their names.
If you are a Shifter, a Werewolf, or a Selkie, you can use this command to
change the short descriptions of your different forms. You do this by
changing into a different form and using the command to write out which
short description you wish.
You can see your current intro by typing display.
Syntax: Introduction (short description of the form you’re currently in)
Changes your short description to whatever you want.
someone’s name, you will only see their intro description, which many refer
to as short descriptions, or sdescs. To set your own short description,
simply type intro followed by the description you want.
To remember someone else’s name after they have introduced themselves to
you, type remember followed by a keyword from their short description
followed by their name. For example, if you saw ‘a hairy middled-aged man’
in the room, and he introduces himself as Huor, you could type remember
hairy huor or remember middle huor. Remember that people can lie about
their names.
If you are a Shifter, a Werewolf, or a Selkie, you can use this command to
change the short descriptions of your different forms. You do this by
changing into a different form and using the command to write out which
short description you wish.
You can see your current intro by typing display.
Syntax: Introduction (short description of the form you’re currently in)
Changes your short description to whatever you want.
See Also
introstory
An old man slides into the booth opposite you, an arthritic hand shaking
slightly as it neatly sets down a pair of simple sunglasses on the table in
front of him. He gazes at you with rheumy, unseeing eyes, a sardonic smile
crinkling his weathered features. He holds up one hand to forestall your
protest before it can be properly voiced. “No, no, I know. You ain’t got
any cash on you,” he says before his gnarled fingers entwine on the
tabletop. “That ain’t why I sat down.” He shifts his weight to get more
comfortable before continuing. “See, I got a talent– a talent for knowing
things, you might say. You’re off to Haven, ain’t you? You got that energy
about you, all vibrant and eager; ready to make your mark on the world,
yeah? Before you head on off, though, maybe there’s a piece of advice I
could part with. Help see you on your way.” He allows a significant pause
before nodding to himself.
“The first thing you gotta understand about this world, kid, is the lie.”
He starts before abruptly grilling you with, “Know how much sugar is in a
cheeseburger from Mickey Dee’s?” A beat to let you answer is offered before
he does so for you. “Close to two teaspoons. Two teaspoons in a burger!
That seem right to you?” His head gives a slow, world-weary shake of pure
disappointment. “But see, that’s all part of the lie. TV ain’t no better.
You switch it on and what do you see? Sitcom, sitcom, sitcom, all making
the same jokes. ‘Oh, what an awkward situation our whacky protagonists have
found themselves in now!’” His tone is mocking and his expression dour.
“Maybe you see some other show in between but never fear, the good guys
will always catch the villain… or it’ll be some reality show. That’s part
of the lie too. You wanna know reality?” He shifts a little closer, his
voice dropping to a conspiratorial rasp. “You see, the lie is all about
keeping humanity complacent– keeping them full of sugar and laughter and
daydreams so they don’t cause too much fuss, don’t put up too much of a
fight, never peel back the skin of the world to see the writhing
infestation beneath. The truth is… in this world, there’s only one rule:
everyone pays.
“You think your neighbour who won the lottery got lucky? Not at all, kid.
She made a deal with a Fae for that bit of luck. You think your president
got elected by being popular? Think again. He’s got pacts and deals going
back decades.” He sniffs loudly and gives a roll of his shoulders.
“Politicians being corrupt don’t surprise anybody too much, though. That
self-made business man on the other side of town, rich and prosperous and
living the American dream? He’s in the pocket of criminals or demons– or
both. Your sports hero? He probably ain’t even human. If he is, he’s made
deals or shoots himself up to compete. Maybe not with anything science can
detect, but something all the same. What about that movie star you used to
fantasize about when you were all by yourself in your room as a teenager?
You think they got famous through acting talent?” The cynical man snorts
derisively. “Kid, the Fae own Hollywood. The things they had to do for
their big break… not even a lifetime supply of cocaine is going to block
the memories of it, believe me. Getting things through hard work or talent?
That’s just all part of the lie, kid. The truth is this. You want something
in the world, you gotta pay for it. You gotta pay with your humanity and
with your very soul.” He emphasizes this point with a jab of one arthritic
finger towards your chest.
“But I can tell I ain’t deterred you. You got that fire in your eyes. Hell,
maybe I even turned you on a little– got you a little excited. Maybe
you’re happy to give up your humanity. Eager, even. Ready to stop being
stepped on and start doing the stepping, that it? If so, you might just fit
in real well, but I gotta warn you: lots of people tried to climb to the
top of that ladder before and ended up falling into the pit instead. It
ain’t just the people above you kicking you in the head you gotta watch out
for; it’s the people below you grabbing your ankles too.” He sits back in
the booth, evidently satisfied with his diatribe. After a moment of
thought, though, he shifts in place and observes you closely. “Then again,
maybe that fire in your eyes means something else. Does it mean you think
you’re gonna change things, stand up for what’s right, be a hero? Since you
can’t change anything without some kind of power, though, the question
becomes… how much of a monster are you going to become to fight the other
monsters? How long until you can’t even tell the difference between you and
them? How long until there’s another energetic young kid with fire in their
eyes painting a mental bullseye on your forehead and trying to take you out
to make the world a better place? If you’re looking for someone else to
protect you, you’re more naive than I can help. In this world, the only
person who’s going to save you from a monster is a bigger, badder monster.”
He stretches languidly, joints popping, before a tremulous hand reaches out
to reclaim his glasses. Sliding out of the booth, he snorts, “Well, I don’t
want to keep you. You got that big destiny to fulfill and everything.” A
wry chuckle is voiced as he turns for the door, but he stops at the last
moment and peers back in your direction. “Hmm. Let me make your choices
plain, kid, in case you ain’t followed me real well so far. You pretty much
only got two of them, so it should be simple.” He waits a moment before
continuing as if to be sure he has your attention. “You can bend over for
the monsters. Spread your cheeks, ‘yes sir’, ‘no sir’, ‘whatever you say,
sir’– all eager and compliant. Maybe you’ll even learn to like it. Or…
you can struggle, fight, all that jazz. But let me tell you, kid. The
monsters? They love it when you struggle.”
Welcome to Haven: Mist and Shadow! To get started, please type ‘help‘.
slightly as it neatly sets down a pair of simple sunglasses on the table in
front of him. He gazes at you with rheumy, unseeing eyes, a sardonic smile
crinkling his weathered features. He holds up one hand to forestall your
protest before it can be properly voiced. “No, no, I know. You ain’t got
any cash on you,” he says before his gnarled fingers entwine on the
tabletop. “That ain’t why I sat down.” He shifts his weight to get more
comfortable before continuing. “See, I got a talent– a talent for knowing
things, you might say. You’re off to Haven, ain’t you? You got that energy
about you, all vibrant and eager; ready to make your mark on the world,
yeah? Before you head on off, though, maybe there’s a piece of advice I
could part with. Help see you on your way.” He allows a significant pause
before nodding to himself.
“The first thing you gotta understand about this world, kid, is the lie.”
He starts before abruptly grilling you with, “Know how much sugar is in a
cheeseburger from Mickey Dee’s?” A beat to let you answer is offered before
he does so for you. “Close to two teaspoons. Two teaspoons in a burger!
That seem right to you?” His head gives a slow, world-weary shake of pure
disappointment. “But see, that’s all part of the lie. TV ain’t no better.
You switch it on and what do you see? Sitcom, sitcom, sitcom, all making
the same jokes. ‘Oh, what an awkward situation our whacky protagonists have
found themselves in now!’” His tone is mocking and his expression dour.
“Maybe you see some other show in between but never fear, the good guys
will always catch the villain… or it’ll be some reality show. That’s part
of the lie too. You wanna know reality?” He shifts a little closer, his
voice dropping to a conspiratorial rasp. “You see, the lie is all about
keeping humanity complacent– keeping them full of sugar and laughter and
daydreams so they don’t cause too much fuss, don’t put up too much of a
fight, never peel back the skin of the world to see the writhing
infestation beneath. The truth is… in this world, there’s only one rule:
everyone pays.
“You think your neighbour who won the lottery got lucky? Not at all, kid.
She made a deal with a Fae for that bit of luck. You think your president
got elected by being popular? Think again. He’s got pacts and deals going
back decades.” He sniffs loudly and gives a roll of his shoulders.
“Politicians being corrupt don’t surprise anybody too much, though. That
self-made business man on the other side of town, rich and prosperous and
living the American dream? He’s in the pocket of criminals or demons– or
both. Your sports hero? He probably ain’t even human. If he is, he’s made
deals or shoots himself up to compete. Maybe not with anything science can
detect, but something all the same. What about that movie star you used to
fantasize about when you were all by yourself in your room as a teenager?
You think they got famous through acting talent?” The cynical man snorts
derisively. “Kid, the Fae own Hollywood. The things they had to do for
their big break… not even a lifetime supply of cocaine is going to block
the memories of it, believe me. Getting things through hard work or talent?
That’s just all part of the lie, kid. The truth is this. You want something
in the world, you gotta pay for it. You gotta pay with your humanity and
with your very soul.” He emphasizes this point with a jab of one arthritic
finger towards your chest.
“But I can tell I ain’t deterred you. You got that fire in your eyes. Hell,
maybe I even turned you on a little– got you a little excited. Maybe
you’re happy to give up your humanity. Eager, even. Ready to stop being
stepped on and start doing the stepping, that it? If so, you might just fit
in real well, but I gotta warn you: lots of people tried to climb to the
top of that ladder before and ended up falling into the pit instead. It
ain’t just the people above you kicking you in the head you gotta watch out
for; it’s the people below you grabbing your ankles too.” He sits back in
the booth, evidently satisfied with his diatribe. After a moment of
thought, though, he shifts in place and observes you closely. “Then again,
maybe that fire in your eyes means something else. Does it mean you think
you’re gonna change things, stand up for what’s right, be a hero? Since you
can’t change anything without some kind of power, though, the question
becomes… how much of a monster are you going to become to fight the other
monsters? How long until you can’t even tell the difference between you and
them? How long until there’s another energetic young kid with fire in their
eyes painting a mental bullseye on your forehead and trying to take you out
to make the world a better place? If you’re looking for someone else to
protect you, you’re more naive than I can help. In this world, the only
person who’s going to save you from a monster is a bigger, badder monster.”
He stretches languidly, joints popping, before a tremulous hand reaches out
to reclaim his glasses. Sliding out of the booth, he snorts, “Well, I don’t
want to keep you. You got that big destiny to fulfill and everything.” A
wry chuckle is voiced as he turns for the door, but he stops at the last
moment and peers back in your direction. “Hmm. Let me make your choices
plain, kid, in case you ain’t followed me real well so far. You pretty much
only got two of them, so it should be simple.” He waits a moment before
continuing as if to be sure he has your attention. “You can bend over for
the monsters. Spread your cheeks, ‘yes sir’, ‘no sir’, ‘whatever you say,
sir’– all eager and compliant. Maybe you’ll even learn to like it. Or…
you can struggle, fight, all that jazz. But let me tell you, kid. The
monsters? They love it when you struggle.”
Welcome to Haven: Mist and Shadow! To get started, please type ‘help‘.
inventory
Syntax: inventory
INVENTORY lists all the items you have but are not wearing.
INVENTORY lists all the items you have but are not wearing.
IPRecheck
IP checks
When your account first connects, the game has your connection scored by an outside service for the risk that it is a VPN, a proxy or a bot. The score applies to your whole account.
–A normal score: no restrictions.
–A high score: you can play, but you have no access to channels, and you are reminded of this from time to time.
–A very high score: you cannot leave character creation, and a character already in the game is logged out. A connection that scores this high stays flagged, so checking again from it will not help.
iprecheck
–If your account is restricted, connect from a regular, non-mobile connection and use this to have that connection scored. The check runs in the background and the result follows shortly. It can only ever improve your account’s score, never make it worse. If the new score is normal, all restrictions are lifted and you will not need to do this again.
–You can use it once a day. If the check itself could not be completed, you can try again in an hour.
If you cannot clear the check, contact the administration for help.
When your account first connects, the game has your connection scored by an outside service for the risk that it is a VPN, a proxy or a bot. The score applies to your whole account.
–A normal score: no restrictions.
–A high score: you can play, but you have no access to channels, and you are reminded of this from time to time.
–A very high score: you cannot leave character creation, and a character already in the game is logged out. A connection that scores this high stays flagged, so checking again from it will not help.
iprecheck
–If your account is restricted, connect from a regular, non-mobile connection and use this to have that connection scored. The check runs in the background and the result follows shortly. It can only ever improve your account’s score, never make it worse. If the new score is normal, all restrictions are lifted and you will not need to do this again.
–You can use it once a day. If the check itself could not be completed, you can try again in an hour.
If you cannot clear the check, contact the administration for help.
item_container
Container Flags:
closeable
pickproof
closed
locked
puton – objects will be put on container, instead of in
lockable
closeable
pickproof
closed
locked
puton – objects will be put on container, instead of in
lockable
jetlag
============================================================
Keyword: Jetlag
============================================================
Syntax: jetlag <number>
Used to adjust the MUD time to your own time where number
is the hours to add to the MUD time.
————————————————————
Keyword: Jetlag
============================================================
Syntax: jetlag <number>
Used to adjust the MUD time to your own time where number
is the hours to add to the MUD time.
————————————————————
jobs
After your character’s first week in Haven, he will need to get a job in
order to receive the full benefits of his wealth stat. Characters who
do not work will receive a greatly reduced paycheck.
Syntax: job take (job type) (job title)
Take a new job. Job types are explained below. You may take up to two
jobs, but only the best-paying job will affect your paycheck.
Syntax: job quit (exact job title)
Quit a current job. You must type the job title by its exact name in
order to successfully renounce it. It will disappear from job info.
Syntax: job info
Returns information about your character’s current jobs.
Local Job Types:
Local job types can be taken inside the bounds of Haven. When taking a
local job, you must go to the location you wish to work and enter the
job take syntax. In order to be paid for a local job, you must go to
that exact room every 2-3 days.
Syntax: job take parttime (job title)
Work part time at a local business. Part time work awards 65% of a full
paycheck if taken at a shop property, or 55% if taken at a home business.
Syntax: job take fulltime (job title)
Work full time at a local business. Full time work awards 100% of a full
paycheck if taken at a shop property, or 80% if taken at a home business.
Commuter Job Types:
Commuter jobs do not require checking in at a local property, but instead
represent a character working anywhere outside the bounds of Haven. This
means whatever Understanding protection they have will be spottier from
traveling outside the town’s borders.
Syntax: job take parttimecommute (job title)
Take a part time commuting job at 65% of your regular pay.
Syntax: job take fulltimecommute (job title)
Take a full time commuting job for 100% of your regular pay.
Student Job Types:
This type of job represents your character currently attending school.
Syntax: job take parttimestudent (job title)
Study part time, awarding 45% of your regular pay.
Syntax: job take fulltimestudent (job title)
Study full time, awarding 45% of your regular pay.
Institute Job Types:
Institute jobs can only be taken by institute staff.
Syntax: job take clinic (job title)
Take a job at the mental health clinic, awarding 100% of regular pay.
Syntax: job take academy (job title)
Take a job at the high school, awarding 100% of regular pay.
Syntax: job take college (job title)
Take a job at the college, awarding 100% of regular pay.
Syntax: job take employee (character)
Take a job as the employee of another character, awarding 20% of regular
pay, see Help Employee
order to receive the full benefits of his wealth stat. Characters who
do not work will receive a greatly reduced paycheck.
Syntax: job take (job type) (job title)
Take a new job. Job types are explained below. You may take up to two
jobs, but only the best-paying job will affect your paycheck.
Syntax: job quit (exact job title)
Quit a current job. You must type the job title by its exact name in
order to successfully renounce it. It will disappear from job info.
Syntax: job info
Returns information about your character’s current jobs.
Local Job Types:
Local job types can be taken inside the bounds of Haven. When taking a
local job, you must go to the location you wish to work and enter the
job take syntax. In order to be paid for a local job, you must go to
that exact room every 2-3 days.
Syntax: job take parttime (job title)
Work part time at a local business. Part time work awards 65% of a full
paycheck if taken at a shop property, or 55% if taken at a home business.
Syntax: job take fulltime (job title)
Work full time at a local business. Full time work awards 100% of a full
paycheck if taken at a shop property, or 80% if taken at a home business.
Commuter Job Types:
Commuter jobs do not require checking in at a local property, but instead
represent a character working anywhere outside the bounds of Haven. This
means whatever Understanding protection they have will be spottier from
traveling outside the town’s borders.
Syntax: job take parttimecommute (job title)
Take a part time commuting job at 65% of your regular pay.
Syntax: job take fulltimecommute (job title)
Take a full time commuting job for 100% of your regular pay.
Student Job Types:
This type of job represents your character currently attending school.
Syntax: job take parttimestudent (job title)
Study part time, awarding 45% of your regular pay.
Syntax: job take fulltimestudent (job title)
Study full time, awarding 45% of your regular pay.
Institute Job Types:
Institute jobs can only be taken by institute staff.
Syntax: job take clinic (job title)
Take a job at the mental health clinic, awarding 100% of regular pay.
Syntax: job take academy (job title)
Take a job at the high school, awarding 100% of regular pay.
Syntax: job take college (job title)
Take a job at the college, awarding 100% of regular pay.
Syntax: job take employee (character)
Take a job as the employee of another character, awarding 20% of regular
pay, see Help Employee
See Also
Join
Syntax: join (name of place)
join
This command will let you move to a certain place in a room, when used by
itself it will move you out of all places. When in a place you can use
whisper by itself to only be heard by people there, you can also use subtle
to send emotes only to people there.
join
This command will let you move to a certain place in a room, when used by
itself it will move you out of all places. When in a place you can use
whisper by itself to only be heard by people there, you can also use subtle
to send emotes only to people there.
See Also
Jump
Jumping
Like climbing, jumping works in the direction you are facing, which is the direction you last moved in.
jump down
–Anyone can do this. Face an open edge with a drop beyond it, such as the edge of a roof, and jump. The game looks down for the first landing, as far as three floors below, or eight if you have Super Jumping. It only lets you jump if the landing is safe: water, or solid ground no more than two floors down. If the ground is further down than that, you can only jump when there is water ahead of you that you could reach. A ceiling or floor in the way stops the jump.
jump
–Super Jumping only. Leap up onto the building you are facing, to the same kind of place you could climb to: an open window, a balcony, a gap in the wall, a roof. It can be no more than three floors above you. A super jump takes about two seconds a floor, and you cannot fall.
When you cannot jump
–While pinned or helpless, or in a fist fight.
–Unless you are standing.
–As a prisoner, or while something is stopping you from moving.
–While you are already travelling, climbing or jumping.
–As a ghost.
–While a patrol encounter has not yet let you go.
In a fight
jump (target)
–In a fight, jump works as move (target) jump. See help super jumping.
See also: help climb, help falling, help super jumping.
Like climbing, jumping works in the direction you are facing, which is the direction you last moved in.
jump down
–Anyone can do this. Face an open edge with a drop beyond it, such as the edge of a roof, and jump. The game looks down for the first landing, as far as three floors below, or eight if you have Super Jumping. It only lets you jump if the landing is safe: water, or solid ground no more than two floors down. If the ground is further down than that, you can only jump when there is water ahead of you that you could reach. A ceiling or floor in the way stops the jump.
jump
–Super Jumping only. Leap up onto the building you are facing, to the same kind of place you could climb to: an open window, a balcony, a gap in the wall, a roof. It can be no more than three floors above you. A super jump takes about two seconds a floor, and you cannot fall.
When you cannot jump
–While pinned or helpless, or in a fist fight.
–Unless you are standing.
–As a prisoner, or while something is stopping you from moving.
–While you are already travelling, climbing or jumping.
–As a ghost.
–While a patrol encounter has not yet let you go.
In a fight
jump (target)
–In a fight, jump works as move (target) jump. See help super jumping.
See also: help climb, help falling, help super jumping.
See Also
Kappa Delta Mu
Kappa Delta Mu’s colours are charcoal and silver, their flower is the thistle, and their motto is ‘Held and Holding.’ They live in Harrow House.
The traditional house, and the one the trustees favour. Kappa Delta Mu runs the Institute’s future leaders programme, and its alumni turn up in the town council, the sheriff’s department, and the clinic’s sponsor lists.
The traditional house, and the one the trustees favour. Kappa Delta Mu runs the Institute’s future leaders programme, and its alumni turn up in the town council, the sheriff’s department, and the clinic’s sponsor lists.
Karma
Karma is a game resource mostly used to create higher tier characters and
also to increase your experience or roleplay experience cap. It is
generally only given out for activities that add to the story of the game
world such as StoryRunning.
Personal Karma:
Personal karma is gained just by regular roleplaying. It builds up on your
account, but it stops building once it reaches 45,000 less whatever
personal karma the character you are playing has already spent. Personal
karma can only be spent on creating a character, or on changing a
character’s archetype or modifier, and any one character can use at most
25,000 personal karma. It cannot be spent with karma buy.
Beyond this the only ways to obtain karma are to use a storyrunner,
specifically to run encounters, plots, scheme thwart attempts or scenes in
the wilds. Or to fill in character feedback surveys, and in some cases,
create operations.
Syntax: change archetype (archetype) (modifier/none)
change modifier (modifier)
karma buy (xpcap/rpxpcap/experience/rpexperience/influence/respect/cash) (karma to spend)
Returning karma:
When a character is rerolled, the karma they spent goes into your karma
bank, which returns it slowly over time roleplaying. Earning karma makes
it return much quicker. Only non personal karma spent will return, and the
bank never holds more than the karma your account has earned plus 5,000.
Karma spent on experience or roleplay experience does not return; of karma
spent on influence or respect, 80% returns, and of karma spent on cash, 60%.
Society Leaders and Storyrunners can grant awards to players which increases
their rate of karma gain until they’ve earned a set amount and can help make
accruing karma easier. Impressing your Storyrunners with your roleplaying
and impressing your society leaders with your usefulness are the best ways
to obtain these awards.
Conversions:
XP/RPXP Cap: 25 per 1 karma spent.
XP: 50 per 1 karma spent.
RPXP: 10 per 1 karma spent.
Influence: 50 per 1 karma spent. You cannot hold more than 100,000 influence.
Respect: 5 per 1 karma spent.
Cash: $0.50 per 1 karma spent.
also to increase your experience or roleplay experience cap. It is
generally only given out for activities that add to the story of the game
world such as StoryRunning.
Personal Karma:
Personal karma is gained just by regular roleplaying. It builds up on your
account, but it stops building once it reaches 45,000 less whatever
personal karma the character you are playing has already spent. Personal
karma can only be spent on creating a character, or on changing a
character’s archetype or modifier, and any one character can use at most
25,000 personal karma. It cannot be spent with karma buy.
Beyond this the only ways to obtain karma are to use a storyrunner,
specifically to run encounters, plots, scheme thwart attempts or scenes in
the wilds. Or to fill in character feedback surveys, and in some cases,
create operations.
Syntax: change archetype (archetype) (modifier/none)
change modifier (modifier)
karma buy (xpcap/rpxpcap/experience/rpexperience/influence/respect/cash) (karma to spend)
Returning karma:
When a character is rerolled, the karma they spent goes into your karma
bank, which returns it slowly over time roleplaying. Earning karma makes
it return much quicker. Only non personal karma spent will return, and the
bank never holds more than the karma your account has earned plus 5,000.
Karma spent on experience or roleplay experience does not return; of karma
spent on influence or respect, 80% returns, and of karma spent on cash, 60%.
Society Leaders and Storyrunners can grant awards to players which increases
their rate of karma gain until they’ve earned a set amount and can help make
accruing karma easier. Impressing your Storyrunners with your roleplaying
and impressing your society leaders with your usefulness are the best ways
to obtain these awards.
Conversions:
XP/RPXP Cap: 25 per 1 karma spent.
XP: 50 per 1 karma spent.
RPXP: 10 per 1 karma spent.
Influence: 50 per 1 karma spent. You cannot hold more than 100,000 influence.
Respect: 5 per 1 karma spent.
Cash: $0.50 per 1 karma spent.
See Also
kidnapping
Refer to help Forest Abductions.
Kingdom of Nar
Overview: A medieval age society.
Common Allies: None.
Common Enemies: None.
Prefers: Wildlings.
Typical Tasks: Dealing with threats in the wild, court intrigue, jousts and melee contests.
Common Allies: None.
Common Enemies: None.
Prefers: Wildlings.
Typical Tasks: Dealing with threats in the wild, court intrigue, jousts and melee contests.
See Also
Knock
Syntax: Knock (direction)
Knock on a door to send a message to everyone inside the house or everyone
on the other side of the door.
Knock on a door to send a message to everyone inside the house or everyone
on the other side of the door.
knockoutpunch
Syntax: Knockoutpunch (target)
This command makes you throw a punch at the target, against innocents or
much weaker enemies it will instantly knock them out cold.
This command makes you throw a punch at the target, against innocents or
much weaker enemies it will instantly knock them out cold.
See Also
Know Supernaturals
Levels: 0, 2
Requirements: Arcane Focus of 5.
Those with this stat will be able to see the nightmare manifestation of other
supernaturals even when they are not in the nightmare.
Requirements: Arcane Focus of 5.
Those with this stat will be able to see the nightmare manifestation of other
supernaturals even when they are not in the nightmare.
Know Vampires
Levels: 0, 2
Requirements: Vampire, Arcane focus of 3 or Dark magic focus of 1.
This stat represents an ability to identify vampires on sight.
Requirements: Vampire, Arcane focus of 3 or Dark magic focus of 1.
This stat represents an ability to identify vampires on sight.
See Also
Know Werewolves
Levels: 0, 2
Requirements: Werewolf, Arcane Focus of 3, or Natural magic focus of 1
This stat represents an ability to identify werewolves on sight.
Requirements: Werewolf, Arcane Focus of 3, or Natural magic focus of 1
This stat represents an ability to identify werewolves on sight.
See Also
landmarks
The following landmarks can be used with the drive and walk syntaxes:
,_________________________________________________________________________________,
| Keyword Destination Name Service |
institute The Greystone Institute College/Clinic
bank Haven National Bank Banking
bedandbreakfast Antlers Hotel Hotel Rooms
cemetery Arkwright Cemetery Cemetery
furniture Rooms-To-Go Furniture Store
hotel Antlers Hotel Hotel
hunting Hunt & Hook Special Equipment Store
lodge The Lodge Bar and Diner
medical Haven Medical Center Hospital
newspaper Haven Courier Newspaper
post Haven Post Office Post Office
thrift Narnia Clothing and Phones Store
lighthouse Haven Lighthouse —
lookout Lookout Point —
drive-in Haven Drive-in Theatre —
shipping Shipping Containers Shipping container rental
bridge Middle of Franklin Bridge —
baseball Baseball Diamond —
longhouse Longhouse —
apartments Elm Street Apartments Apartments for Rent
dive The Dive —
westhaven Westhaven Trailer Park —
,_________________________________________________________________________________,
| Keyword Destination Name Service |
institute The Greystone Institute College/Clinic
bank Haven National Bank Banking
bedandbreakfast Antlers Hotel Hotel Rooms
cemetery Arkwright Cemetery Cemetery
furniture Rooms-To-Go Furniture Store
hotel Antlers Hotel Hotel
hunting Hunt & Hook Special Equipment Store
lodge The Lodge Bar and Diner
medical Haven Medical Center Hospital
newspaper Haven Courier Newspaper
post Haven Post Office Post Office
thrift Narnia Clothing and Phones Store
lighthouse Haven Lighthouse —
lookout Lookout Point —
drive-in Haven Drive-in Theatre —
shipping Shipping Containers Shipping container rental
bridge Middle of Franklin Bridge —
baseball Baseball Diamond —
longhouse Longhouse —
apartments Elm Street Apartments Apartments for Rent
dive The Dive —
westhaven Westhaven Trailer Park —
See Also
Larceny
Levels: 0, 1, 2, 3, 4, 5
Requirements: Rank 3 requires underworld mogul or thief.
Ranks 4 and 5 require thief focus 2.
Cannot be more than 1 point above your tier.
This stat represents the ability to bypass security systems and locks.
and is counter acted by the property security level.
Syntax: picklock (direction)
This command utilizes the larceny skill to bypass locked doors.
Larceny 0
No skill
Larceny 1
Simple locks
Larceny 2
Advanced physical locks
Larceny 3
Advanced physical locks and basic alarms
Larceny 4
Advanced electronic locks and standard alarms
Larceny 5
Almost any lock and sophisticated alarms
[Last edited June 23, 2021]
Requirements: Rank 3 requires underworld mogul or thief.
Ranks 4 and 5 require thief focus 2.
Cannot be more than 1 point above your tier.
This stat represents the ability to bypass security systems and locks.
and is counter acted by the property security level.
Syntax: picklock (direction)
This command utilizes the larceny skill to bypass locked doors.
Larceny 0
No skill
Larceny 1
Simple locks
Larceny 2
Advanced physical locks
Larceny 3
Advanced physical locks and basic alarms
Larceny 4
Advanced electronic locks and standard alarms
Larceny 5
Almost any lock and sophisticated alarms
[Last edited June 23, 2021]
See Also
Lastname
This is your character’s surname, it can be multiple words and does not
have to be unique.
have to be unique.
Law Subfactions
Many of the law and intelligence organizations spread across the world have an interest in Haven. Chief amongst these are the FBI and Interpol, as well as Haven’s Sheriff Department. Detectives from Rockfield Bounties will poke their head into town, for the right price.
Haven Sheriff’s Department
Overview: The Haven’s Sheriff department is tasked with protecting the humans of Haven and keeping knowledge of the supernatural secret.
Common Allies: FBI, Rockfield Bounties.
Common Enemies: The Mob, The Chosen
Prefers: Police Contacts
Typical Tasks: Solving crimes, catching and dealing with criminals, protecting Haven citizenry.
FBI
Overview: Some members of the FBI are aware of the supernatural and often may use them to help with their cases, particularly when those cases involve supernatural suspects.
Common Allies: Interpol, Sheriff, Rockfield Bounties.
Common Enemies: The Mob, The Russian Mafia, Desmond King
Prefers: Police Contacts
Typical Tasks: Obtaining information, solving crimes, catching criminals, giving evidence.
Interpol
Overview: Some members of Interpol also occasionally need to dip into the supernatural to get results or deal with unusual criminal problems.
Common Allies: FBI, Sheriff, Rockfield Bounties.
Common Enemies: The Russian Mafia, The Mob, Desmond King.
Prefers: Police Contacts
Typical Tasks: Obtaining evidence, catching criminals, dismantling criminal groups, tracking criminals across country.
Rockfield Bounties
Overview: Rockfield bounties is a bounty hunting company based out of Boston, familiar with the supernatural they often take on jobs to bring unnaturally powered criminals to justice.
Common Allies: Sheriff, FBI, Interpol.
Common Enemies: Desmond King, The Mob, Russian Mafia.
Prefers: Police Contacts
Typical Tasks: Track and subdue criminals.
Haven Sheriff’s Department
Overview: The Haven’s Sheriff department is tasked with protecting the humans of Haven and keeping knowledge of the supernatural secret.
Common Allies: FBI, Rockfield Bounties.
Common Enemies: The Mob, The Chosen
Prefers: Police Contacts
Typical Tasks: Solving crimes, catching and dealing with criminals, protecting Haven citizenry.
FBI
Overview: Some members of the FBI are aware of the supernatural and often may use them to help with their cases, particularly when those cases involve supernatural suspects.
Common Allies: Interpol, Sheriff, Rockfield Bounties.
Common Enemies: The Mob, The Russian Mafia, Desmond King
Prefers: Police Contacts
Typical Tasks: Obtaining information, solving crimes, catching criminals, giving evidence.
Interpol
Overview: Some members of Interpol also occasionally need to dip into the supernatural to get results or deal with unusual criminal problems.
Common Allies: FBI, Sheriff, Rockfield Bounties.
Common Enemies: The Russian Mafia, The Mob, Desmond King.
Prefers: Police Contacts
Typical Tasks: Obtaining evidence, catching criminals, dismantling criminal groups, tracking criminals across country.
Rockfield Bounties
Overview: Rockfield bounties is a bounty hunting company based out of Boston, familiar with the supernatural they often take on jobs to bring unnaturally powered criminals to justice.
Common Allies: Sheriff, FBI, Interpol.
Common Enemies: Desmond King, The Mob, Russian Mafia.
Prefers: Police Contacts
Typical Tasks: Track and subdue criminals.
Legendary powers
Legendary Powers generally represent the most powerful abilities in the
game. A character can only obtain a legendary power once they’ve attained
tier four. Characters at tier 5 can have two.
game. A character can only obtain a legendary power once they’ve attained
tier four. Characters at tier 5 can have two.
length
Syntax: length (number)
Used to set the number of lines you will see on your screen before a hit
enter to continue prompt appears. Setting length to 0 will disable paging.
Used to set the number of lines you will see on your screen before a hit
enter to continue prompt appears. Setting length to 0 will disable paging.
Life Force
Life force represents your character’s overall health and vitality.
Almost everything is affected by life force, it makes you do more damage in
combat and take less, it improves the powers of your spells, it makes you
look more attractive, it improves your influence pools and it makes you earn
more money. It is represented as a value out of 100% and will every day
move closer towards 100%.
Characters can lose lifeforce by being wounded, harvested or fed upon by
vampires or psychic predators. They can also expend it to power magical
objects or spells or some other supernatural abilities.
Character’s physically older than 60 have reduced lifeforce, as do
vampires in the daytime, supernaturals without either sanctuary protection
or a strong society, those who engage in more dream sex than real sex and
maimed characters.
Characters with a demonic pact who have not engaged in much antagonism will
have lower life force, as will those with a relic who’ve lost their relic,
exsanguinating vampires who haven’t exsanguinated anyone in some time and
lunacy embracing werewolves who haven’t roamed free under the full moon in
some time.
Werewolves in general have higher life force on the full moon unless they
drug themselves, and lower on the new moon.
Life force can go above 100% through supernatural means.
Tier 2 characters who are not in a society and not vassled have a 3 percent penalty.
Tier 3 characters who are notin a society or vassled havea 10 percent penalty.
If a character is taken below 75% life force they may pass out for a time, or if taken below 60% may even die.
Almost everything is affected by life force, it makes you do more damage in
combat and take less, it improves the powers of your spells, it makes you
look more attractive, it improves your influence pools and it makes you earn
more money. It is represented as a value out of 100% and will every day
move closer towards 100%.
Characters can lose lifeforce by being wounded, harvested or fed upon by
vampires or psychic predators. They can also expend it to power magical
objects or spells or some other supernatural abilities.
Character’s physically older than 60 have reduced lifeforce, as do
vampires in the daytime, supernaturals without either sanctuary protection
or a strong society, those who engage in more dream sex than real sex and
maimed characters.
Characters with a demonic pact who have not engaged in much antagonism will
have lower life force, as will those with a relic who’ve lost their relic,
exsanguinating vampires who haven’t exsanguinated anyone in some time and
lunacy embracing werewolves who haven’t roamed free under the full moon in
some time.
Werewolves in general have higher life force on the full moon unless they
drug themselves, and lower on the new moon.
Life force can go above 100% through supernatural means.
Tier 2 characters who are not in a society and not vassled have a 3 percent penalty.
Tier 3 characters who are notin a society or vassled havea 10 percent penalty.
If a character is taken below 75% life force they may pass out for a time, or if taken below 60% may even die.
See Also
lift
Syntax: lift (object)
Used to pick up objects that are too large to pick up with the get command
such as furniture.
Used to pick up objects that are too large to pick up with the get command
such as furniture.
Lightning Fighting
Type: Melee
Max Range: 1
This discipline covers the ability of creatures to fight with
electricity in close proxmity, by conjuring and deploying it either directly
to a close quarters opponent or channeling it through a weapon or body part
upon striking.
Max Range: 1
This discipline covers the ability of creatures to fight with
electricity in close proxmity, by conjuring and deploying it either directly
to a close quarters opponent or channeling it through a weapon or body part
upon striking.
See Also
Lightning Magic
Type: Ranged
Max Range: 80
Optimum Range: 40
This discipline covers the ability of the creatures to conjure
and manipulate electricity. A type of ‘sorcery’ that is used to conjure a
charge and direct it towards a target in the form of a lightning strike but
can also be used to manipulate existing sources of electrical charge.
Max Range: 80
Optimum Range: 40
This discipline covers the ability of the creatures to conjure
and manipulate electricity. A type of ‘sorcery’ that is used to conjure a
charge and direct it towards a target in the form of a lightning strike but
can also be used to manipulate existing sources of electrical charge.
See Also
Lightning Shield
Type: Defensive
This discipline covers the use of lightning magic to form a protective
shield that will block incoming attacks until the energy is all used up.
Normally invisible except when being struck.
This discipline covers the use of lightning magic to form a protective
shield that will block incoming attacks until the energy is all used up.
Normally invisible except when being struck.
See Also
Lightning Sorcery
Levels: 0, 2
Requirements: Natural Magic 3, or Higher Power.
This power grants the Lightning Sorcery discipline at 110% of your highest ranged discipline, but also lowers all your mundane ranged disciplines by 25%. The power of sorcery also varies depending on your location, on earth outside of Haven it is weaker, on other worlds it is stronger, especially in the Other.
Lightning Sorcery Max Range: 90
Lightning Sorcery Optimum Range: 45
Requirements: Natural Magic 3, or Higher Power.
This power grants the Lightning Sorcery discipline at 110% of your highest ranged discipline, but also lowers all your mundane ranged disciplines by 25%. The power of sorcery also varies depending on your location, on earth outside of Haven it is weaker, on other worlds it is stronger, especially in the Other.
Lightning Sorcery Max Range: 90
Lightning Sorcery Optimum Range: 45
See Also
lights
lightswitch
Syntax: lights
Used to turn the lights in the current room on or off.
Used to turn the lights in the current room on or off.
Lightup
Levels: 0, 1
Requirements: Angelborn or Illusory Magic Focus 1.
Syntax: Lightup
This ability allows someone to illuminate a darkened room, in whatever
manner most suits their RP.
Requirements: Angelborn or Illusory Magic Focus 1.
Syntax: Lightup
This ability allows someone to illuminate a darkened room, in whatever
manner most suits their RP.
See Also
list
Syntax: list
Used to see all the objects for sale in a store.
Used to see all the objects for sale in a store.
Living Nightmare
Living nightmares are gone.
Living nightmare guests no longer exist, and guest nightmare no longer makes one. A monster guest deleted after reaching its required hours now leaves a Noctilith spirit waiting on its account instead: a spirit that rides behind one of your own characters’ eyes.
See help noctilith.
Living nightmare guests no longer exist, and guest nightmare no longer makes one. A monster guest deleted after reaching its required hours now leaves a Noctilith spirit waiting on its account instead: a spirit that rides behind one of your own characters’ eyes.
See help noctilith.
See Also
Local
Tier One Archetype
Human.
This archetype represents those who have lived in Haven for some time. They
can use the fame command to set a local fame string that will be seen by any
other local who looks at them, appearing as ‘He/she is known locally for
(string)’ this is usually used to represent their job, family associations
or anything else that the character is typically known for and often
includes their name.
Available positive modifiers: Chemical Augmentation, Demonic Pact,
Fleshformed.
Human.
This archetype represents those who have lived in Haven for some time. They
can use the fame command to set a local fame string that will be seen by any
other local who looks at them, appearing as ‘He/she is known locally for
(string)’ this is usually used to represent their job, family associations
or anything else that the character is typically known for and often
includes their name.
Available positive modifiers: Chemical Augmentation, Demonic Pact,
Fleshformed.
Local Celebrity
Tier Three Archetype
Human
This archetype represents those town locals who’ve become famous inside the
Haven community, although that fame doesn’t extend further. For example the
spouse of the mayor, a winner of a local pageant, or someone who appeared in
a television commercial.
Minimum Age: 18
Available Negative Modifiers: Addict
Focuses: Can spend up to three points in the focus stat ‘Socialite’ at tier
three.
Human
This archetype represents those town locals who’ve become famous inside the
Haven community, although that fame doesn’t extend further. For example the
spouse of the mayor, a winner of a local pageant, or someone who appeared in
a television commercial.
Minimum Age: 18
Available Negative Modifiers: Addict
Focuses: Can spend up to three points in the focus stat ‘Socialite’ at tier
three.
locate
Syntax: Locate
This command lists all characters with high availability and their position
relative to yours.
This command lists all characters with high availability and their position
relative to yours.
See Also
Lock
Syntax: lock (direction)
Syntax: lock (character)
This command can be used to lock doors in certain locations such as the academy
which are not owned by any specific individual. It’s also used to lock Lazarus
and Neutralizer collars on characters.
Syntax: lock (character)
This command can be used to lock doors in certain locations such as the academy
which are not owned by any specific individual. It’s also used to lock Lazarus
and Neutralizer collars on characters.
Lodge
The Lodge is one of the oldest buildings in town, many believe it was
built even before the town itself. It was built as a safe-haven, somewhere
where people of any affiliation could go to relax or unwind. The logs from
which it’s built come from an ancient mystical forest and the building
itself is enchanted with many powerful spells. Weapons disappear from view
inside, almost any violence is impossible and fatigue just lifts off of
people. Over the decades it has changed to keep up with the times, today it
most closely resembles a diner or perhaps a bar in the evenings. It’s open
24/7 and nobody knows exactly who the owners are.
built even before the town itself. It was built as a safe-haven, somewhere
where people of any affiliation could go to relax or unwind. The logs from
which it’s built come from an ancient mystical forest and the building
itself is enchanted with many powerful spells. Weapons disappear from view
inside, almost any violence is impossible and fatigue just lifts off of
people. Over the decades it has changed to keep up with the times, today it
most closely resembles a diner or perhaps a bar in the evenings. It’s open
24/7 and nobody knows exactly who the owners are.
log
Syntax: Log start/stop/pause/view/clear
This command starts logging RP that your character is doing or can see. You
can use log view to see the log up to that point at any time.
Syntax: Log report (notes)
This command sends your logs to the societies in Haven as a scout report
with notes of whatever you include in the message describing how and why the
scouts recorded it.
Syntax: Log download
This command points you to a URL where you can download your character’s RP history.
This command starts logging RP that your character is doing or can see. You
can use log view to see the log up to that point at any time.
Syntax: Log report (notes)
This command sends your logs to the societies in Haven as a scout report
with notes of whatever you include in the message describing how and why the
scouts recorded it.
Syntax: Log download
This command points you to a URL where you can download your character’s RP history.
Long Blades
Type: Melee
Max Range: 1
Cap: Tier 1:20, 2:30, 3: 40, 4:80, 5:120
This discipline covers the ability to fight with large, close quarters
bladed weapons such as swords, or axes. Requires a large weapon
object to use.
Max Range: 1
Cap: Tier 1:20, 2:30, 3: 40, 4:80, 5:120
This discipline covers the ability to fight with large, close quarters
bladed weapons such as swords, or axes. Requires a large weapon
object to use.
See Also
look
Syntax: look
look (person)
look (object)
look (room feature)
look (person) (object)
Used to look at the room you are in or at things within it.
look (person)
look (object)
look (room feature)
look (person) (object)
Used to look at the room you are in or at things within it.
See Also
lookfor
Syntax: lookfor (target)
The lookfor command can be used to see if a logged off person is currently in
the room with you.
The lookfor command can be used to see if a logged off person is currently in
the room with you.
See Also
lookup
Syntax: lookup (person)
At trust level one will show you the character notes of that char.
At higher trusts will also show you the character’s full history.
Can also be used by players on themselves.
Syntax: lookup stats
View a list of statistics about your character and their behaviors.
At trust level one will show you the character notes of that char.
At higher trusts will also show you the character’s full history.
Can also be used by players on themselves.
Syntax: lookup stats
View a list of statistics about your character and their behaviors.
See Also
Lore
Setting
-Information on the setting of the game.
Lore Primer
-A basic primer on the type of setting this is.
Vampires
-Information about vampires.
Werewolves
-Information about werewolves.
Faeborn Lore
-Information about the faeborn.
Angelborn Lore
-Information about the angelborn.
Demonborn Lore
-Information about the demonborn.
Paranormal
-Information on paranormal attributes.
Magic
-Information about magic in the game.
Gods
-Information about the gods.
Fae
-Information about the fae
Worlds
-Information about the other worlds.
Lodge
-Information about the Lodge
Supernatural History
-An overview of the history of the supernatural world.
Territory
-Information about supernatural territories.
Abominations
-Information about supernatural monsters
Power Scale
-Information on character’s relative strengths.
Superpowers
-Information on Demons, Fae and Gods.
Becoming Supernatural
-Information on the process of humans turning into supernaturals.
The Treaty of Venice
-Information about the supernatural treaty.
Sanctuary
-Information about the spell that protects Haven.
Archives
-Information about where supernatural information is kept.
Greystone
-Information about the Greystone Institute
-Information on the setting of the game.
Lore Primer
-A basic primer on the type of setting this is.
Vampires
-Information about vampires.
Werewolves
-Information about werewolves.
Faeborn Lore
-Information about the faeborn.
Angelborn Lore
-Information about the angelborn.
Demonborn Lore
-Information about the demonborn.
Paranormal
-Information on paranormal attributes.
Magic
-Information about magic in the game.
Gods
-Information about the gods.
Fae
-Information about the fae
Worlds
-Information about the other worlds.
Lodge
-Information about the Lodge
Supernatural History
-An overview of the history of the supernatural world.
Territory
-Information about supernatural territories.
Abominations
-Information about supernatural monsters
Power Scale
-Information on character’s relative strengths.
Superpowers
-Information on Demons, Fae and Gods.
Becoming Supernatural
-Information on the process of humans turning into supernaturals.
The Treaty of Venice
-Information about the supernatural treaty.
Sanctuary
-Information about the spell that protects Haven.
Archives
-Information about where supernatural information is kept.
Greystone
-Information about the Greystone Institute
Lore Primer
The most important thing to understand about Haven lore is that it is a
pseudo scientific, logical take on the supernatural. That means that the
supernatural doesn’t overtly contradict known science such as evolution or
the laws of physics. Issues like creation of energy are dealt with through
drawing it from another dimension etc.
It’s a world that’s largely built upon our own, the fae, gods and most big
demons all used to be humans, before fleshforming themselves into other
things, and retain their human core. The monsters and creatures were all
made by these beings, for some purpose.
We took this approach for two reasons, the first is simple credibility, the
second is to make it easier to access for a player. When encountering a
monster you can use your reason to think about who made this, and why and
from what to make intelligent guesses about it’s characteristics, when
dealing with gods etc you can apply some of your understanding of human
psychology similarly. This allows players and characters to think about
challenges and discuss them intelligently, without needing huge amounts of
lore.
This system and the lore of fleshforming can allow for a huge variety of
stories, and give a lot of creative freedom to SRs, however it also can make
it challenging to copy stories directly from mythology or fantasy settings.
Since things need to make some sort of sense, and often issues of folklore
etc, do not.
Regarding death and religion, the game deliberately doesn’t prove or
disprove the existence of higher gods, if humans have a soul there’s no
proof of it, and it goes off to wherever it goes when someone dies. There
is however proof of psychic transference, which is to say minds or parts of
minds being copied or replicated into other things. Ghosts are one such
phenomena, where a part of someone’s mind transfers into a psychic
non-physical medium when they die. It is never a perfect copy however,
memories will be missing, their behaviour may be odd or particularly
fixated, much like someone who has sustained some brain damage. Vampires
are another instance, a near perfect transference of their mind from their
brain to a psychic medium inside their blood.
Strictly speaking, resurrection is impossible, but beings capable of
fleshforming can remake individuals. Much like ghosts the mind of the new
individual is imperfect, often missing memories or having flaws or oddities
in their behaviour, they’re remade more accurately the more information the
being has on them, such as their recent body, or memories of people who knew
them, or a ghost of them, but it’s never ever a perfect remake.
People brought back may be brought back different from how they
originally were on purpose as well.
pseudo scientific, logical take on the supernatural. That means that the
supernatural doesn’t overtly contradict known science such as evolution or
the laws of physics. Issues like creation of energy are dealt with through
drawing it from another dimension etc.
It’s a world that’s largely built upon our own, the fae, gods and most big
demons all used to be humans, before fleshforming themselves into other
things, and retain their human core. The monsters and creatures were all
made by these beings, for some purpose.
We took this approach for two reasons, the first is simple credibility, the
second is to make it easier to access for a player. When encountering a
monster you can use your reason to think about who made this, and why and
from what to make intelligent guesses about it’s characteristics, when
dealing with gods etc you can apply some of your understanding of human
psychology similarly. This allows players and characters to think about
challenges and discuss them intelligently, without needing huge amounts of
lore.
This system and the lore of fleshforming can allow for a huge variety of
stories, and give a lot of creative freedom to SRs, however it also can make
it challenging to copy stories directly from mythology or fantasy settings.
Since things need to make some sort of sense, and often issues of folklore
etc, do not.
Regarding death and religion, the game deliberately doesn’t prove or
disprove the existence of higher gods, if humans have a soul there’s no
proof of it, and it goes off to wherever it goes when someone dies. There
is however proof of psychic transference, which is to say minds or parts of
minds being copied or replicated into other things. Ghosts are one such
phenomena, where a part of someone’s mind transfers into a psychic
non-physical medium when they die. It is never a perfect copy however,
memories will be missing, their behaviour may be odd or particularly
fixated, much like someone who has sustained some brain damage. Vampires
are another instance, a near perfect transference of their mind from their
brain to a psychic medium inside their blood.
Strictly speaking, resurrection is impossible, but beings capable of
fleshforming can remake individuals. Much like ghosts the mind of the new
individual is imperfect, often missing memories or having flaws or oddities
in their behaviour, they’re remade more accurately the more information the
being has on them, such as their recent body, or memories of people who knew
them, or a ghost of them, but it’s never ever a perfect remake.
People brought back may be brought back different from how they
originally were on purpose as well.
lorestick
The lorestick is a tool that can be applied by staff when they feel that the actions of your character are contrary to the established lore. The lorestick will give you a message about what actions are in question, and will apply a life force penalty for the duration. You will also be cheaper to commit.
The staff setting the lorestick determines the length of time it will last and how much lifeforce is penalised.
The staff setting the lorestick determines the length of time it will last and how much lifeforce is penalised.
Lost
Overview: A group of humans that oppose the Fae, most of them have either been part of the Fae’s game, or have lost loved ones to the Fae’s games.
Common Allies: The Beastmasters, the Prometheans, the Forsaken, FBI, Sheriff.
Common Enemies: The Circus, The Gamemasters, The Syndicate, the Banished.
Prefers: Non Supernaturals.
Typical Tasks: Rescuing humans from the Fae, helping those captured with recovery, sabotaging the Fae.
Common Allies: The Beastmasters, the Prometheans, the Forsaken, FBI, Sheriff.
Common Enemies: The Circus, The Gamemasters, The Syndicate, the Banished.
Prefers: Non Supernaturals.
Typical Tasks: Rescuing humans from the Fae, helping those captured with recovery, sabotaging the Fae.
See Also
Lover’s Blessing
Levels: 0, 1
Requirements: Demigod
Characters with this power may use bless (target) to bestow a buff that
increases attractiveness slightly and significantly enhances someone’s
fertility. May be self targeted.
Requirements: Demigod
Characters with this power may use bless (target) to bestow a buff that
increases attractiveness slightly and significantly enhances someone’s
fertility. May be self targeted.
Lsay
See Help Second Language.
Luck Changing
Levels: 0, 1
Requirements: Faeborn
Characters with this power may use bless (target) or curse (target) to
bestow good or bad luck upon someone, giving them occational random bonsuses
or penalties to stats as they use them. May be self targeted.
Requirements: Faeborn
Characters with this power may use bless (target) or curse (target) to
bestow good or bad luck upon someone, giving them occational random bonsuses
or penalties to stats as they use them. May be self targeted.
Lunacy Embracer
Positive Tier Modifier
Replaceable: Yes.
This modifier represents those werewolves who revel in the power of lunacy
and use the energy of being being able to run free during the full moon to
empower them the rest of the time. They suffer serious lifeforce penalties
if it’s been more than two months since they were transformed and out in the
open under the full moon.
Replaceable: Yes.
This modifier represents those werewolves who revel in the power of lunacy
and use the energy of being being able to run free during the full moon to
empower them the rest of the time. They suffer serious lifeforce penalties
if it’s been more than two months since they were transformed and out in the
open under the full moon.
Lunar Blessing
Levels: 0, 1
Requirements: Demigod
Characters with this power may use bless (target) to bestow a buff upon
someone that enhances them whenever it is night time, may be self targeted.
Requirements: Demigod
Characters with this power may use bless (target) to bestow a buff upon
someone that enhances them whenever it is night time, may be self targeted.
lure
Syntax: Lure (character) (OOCly/Supernaturally/Destiny) (reason)
This command sends a message to the target character inviting them to head
to where you are for RP, it appears like.
You might want to head to (room name), possibly because (reason)
You want to head to (room name), possibly because (reason)
You really want to head to (room name), possibly because (reason)
The first version appears if you use the OOC version of the command and can
be used on anyone, however the syntax will show the same to you even if the
person is offline.
The supernatural version can only be used on characters who have high
availability or are visible on where, the second string appearing when you have
sufficient enough supernatural power over the target. Characters need to be
either in a society or a supernatural with some level or arcane ability or
hypnotism to use supernatural lures at all. Supernatural lures also cost 1%
life force to use if successful.
If your character is dreaming when they use this message, your dream location
will be used instead.
Destiny is similar to the OOC version but appears as:
Fate conspires to make you want to head to (room name), possibly because (reason)
This command sends a message to the target character inviting them to head
to where you are for RP, it appears like.
You might want to head to (room name), possibly because (reason)
You want to head to (room name), possibly because (reason)
You really want to head to (room name), possibly because (reason)
The first version appears if you use the OOC version of the command and can
be used on anyone, however the syntax will show the same to you even if the
person is offline.
The supernatural version can only be used on characters who have high
availability or are visible on where, the second string appearing when you have
sufficient enough supernatural power over the target. Characters need to be
either in a society or a supernatural with some level or arcane ability or
hypnotism to use supernatural lures at all. Supernatural lures also cost 1%
life force to use if successful.
If your character is dreaming when they use this message, your dream location
will be used instead.
Destiny is similar to the OOC version but appears as:
Fate conspires to make you want to head to (room name), possibly because (reason)
Magic
There are many types of magic in the world, only a few are very well
documented.
Sorcery
Basically sorcery consists of drawing on a source of energy and directing
and shaping it. What this source of energy is exactly is unclear, it’s
pretty well known that it is extra dimensional however. It’s often called
simply ‘The source’ or ‘The Ocean’ some believe it’s an ocean of energy on
some other world, others believe it’s some kind of god.
Opening a way to this energy allows it to flood through, opening the way
further, it can then be transformed into other forms of energy and directed
as the wielder wishes.
Humans are not usually capable of this type of magic.
Rituals
Rituals are a type of magic that can be performed by almost anyone. All
they require is access to the proper instructions which every society
library should have. They also require specific ingredients however, in
particular they require human blood.
It’s believed that rituals function by draining a form of energy from this
blood, which is then fed through the ritual to spirits who carry out the
request. Exactly what these spirits are or where they come from is unclear.
Gate Magic
Gate Magic is another type of ritual, and again anyone with access to a
society library should be able to perform it. However it doesn’t invoke
spirits or take blood, rather it draws power from the Gate to enact it’s
effects, most usually those effects are related to the Gate itself, such as
opening bridges to other worlds. A benevolent practitioner could use it to
end a drought through making a bridge to the plane of water, while a
malicious one could flood the world with a similar bridge. Luckily gate
magic takes some time to perform and is usually detectable by seers so it’s
unlikely anybody could end the world without people noticing and trying to
stop them.
documented.
Sorcery
Basically sorcery consists of drawing on a source of energy and directing
and shaping it. What this source of energy is exactly is unclear, it’s
pretty well known that it is extra dimensional however. It’s often called
simply ‘The source’ or ‘The Ocean’ some believe it’s an ocean of energy on
some other world, others believe it’s some kind of god.
Opening a way to this energy allows it to flood through, opening the way
further, it can then be transformed into other forms of energy and directed
as the wielder wishes.
Humans are not usually capable of this type of magic.
Rituals
Rituals are a type of magic that can be performed by almost anyone. All
they require is access to the proper instructions which every society
library should have. They also require specific ingredients however, in
particular they require human blood.
It’s believed that rituals function by draining a form of energy from this
blood, which is then fed through the ritual to spirits who carry out the
request. Exactly what these spirits are or where they come from is unclear.
Gate Magic
Gate Magic is another type of ritual, and again anyone with access to a
society library should be able to perform it. However it doesn’t invoke
spirits or take blood, rather it draws power from the Gate to enact it’s
effects, most usually those effects are related to the Gate itself, such as
opening bridges to other worlds. A benevolent practitioner could use it to
end a drought through making a bridge to the plane of water, while a
malicious one could flood the world with a similar bridge. Luckily gate
magic takes some time to perform and is usually detectable by seers so it’s
unlikely anybody could end the world without people noticing and trying to
stop them.
Magical Focus
Syntax: Customize (object) focus
This makes an object a magical focus, arcanists need these to use many of
their arcane abilities. Focuses cost $250 to create and can be any item of
jewelry or any item that’s held. But they must be exposed in order to work.
This makes an object a magical focus, arcanists need these to use many of
their arcane abilities. Focuses cost $250 to create and can be any item of
jewelry or any item that’s held. But they must be exposed in order to work.
Magical Overload
Levels: 0, 3
Requirements: Dark Magic Focus 4
Characters with this stat can use an ability while their abilities are still
on cooldown, although this pushes the cooldown back by one further round.
Requirements: Dark Magic Focus 4
Characters with this stat can use an ability while their abilities are still
on cooldown, although this pushes the cooldown back by one further round.
Magnokinesis
Levels: 0, 1, 2
Requirements : Rank 1 requires Gun Disciple 1
Rank 2 requires Gun Disciple 2
[Rank One]:
Jam : Unspecified range; the target cannot effectively use firearms for one round.
Roleplay : You can apply random force to small metal objects, jamming mechanical devices.
Overload : Unspecified range; the target cannot use any electronic equipment for three rounds.
Roleplay : You can overload electronic devices, causing them to shut down and wiping magnetic storage.
[Rank Two]:
Curvebullets : Self-target; you inflict 20% more damage with firearms for one round.
Roleplay : You can slightly curve the flight of bullets.
Reflect : Unspecified range; if the target shoots you next round, the bullets fly back to strike them instead.
Roleplay : You can create magnetic slingshots with a few seconds preparation and enough space, redirecting metal projectiles.
Consumes your attack for one round.
Repel : Unspecified range; the target cannot effectively use any metal weapons for one round.
Roleplay : You can powerfully repel metal objects, up to the weight of a small car.
[Last edited March 24, 2022]
Requirements : Rank 1 requires Gun Disciple 1
Rank 2 requires Gun Disciple 2
[Rank One]:
Jam : Unspecified range; the target cannot effectively use firearms for one round.
Roleplay : You can apply random force to small metal objects, jamming mechanical devices.
Overload : Unspecified range; the target cannot use any electronic equipment for three rounds.
Roleplay : You can overload electronic devices, causing them to shut down and wiping magnetic storage.
[Rank Two]:
Curvebullets : Self-target; you inflict 20% more damage with firearms for one round.
Roleplay : You can slightly curve the flight of bullets.
Reflect : Unspecified range; if the target shoots you next round, the bullets fly back to strike them instead.
Roleplay : You can create magnetic slingshots with a few seconds preparation and enough space, redirecting metal projectiles.
Consumes your attack for one round.
Repel : Unspecified range; the target cannot effectively use any metal weapons for one round.
Roleplay : You can powerfully repel metal objects, up to the weight of a small car.
[Last edited March 24, 2022]
See Also
Maim
Syntax: Maim (character) (message)
This command when used on a helpless target will inflict a permanent and
serious injury. The target will suffer from reduced effective life force
there after and will have a message in their look info.
If it is the first time they’ve been maimed it will appear as He/She
(message).
If it is the second ore more it will appear as He/She (message one) and
(message two).
Sanctuary protects people from this command.
This command when used on a helpless target will inflict a permanent and
serious injury. The target will suffer from reduced effective life force
there after and will have a message in their look info.
If it is the first time they’ve been maimed it will appear as He/She
(message).
If it is the second ore more it will appear as He/She (message one) and
(message two).
Sanctuary protects people from this command.
makedoor
This command is only valid while inside a dreamworld.
Syntax: makedoor (world/haven/room) (number) (passengers)
When used with the prefix world allows you to travel to another dreamworld,
bringing along any characters specified after the number as long as they are
being dragged by your or are your dream captive. The haven prefix allows to
you travel to any intersection in Haven, and the room prexix allows you to
travel to any room on the roomlist. You cannot bring sanctuary protected
people with you when traveling out of Haven.
Syntax: makedoor (world/haven/room) (number) (passengers)
When used with the prefix world allows you to travel to another dreamworld,
bringing along any characters specified after the number as long as they are
being dragged by your or are your dream captive. The haven prefix allows to
you travel to any intersection in Haven, and the room prexix allows you to
travel to any room on the roomlist. You cannot bring sanctuary protected
people with you when traveling out of Haven.
See Also
makeobject
This command puts you in an editor to make a new object.
See Also
Makepotion
Syntax: makepotion memory/repression (message)
Syntax: stab (name) syringe
The makepotion command is only usable in an arcane workshop within the
goblin market. It can be used to implant or repress memories in a helpless
victim.
Making a potion costs $100 at base cost. The cost of potions is reduced by
20% for each point in the alchemy skill.
Alchemical syringes last forever on T1 characters unless reversed with a
brainwash reversal. For characters T2 and above, alchemically suppressed
memories have a 20% chance to return per day so long as the character is at or
near 100% life force.
Automatic reversal does not have a chance to affect false memories.
Alchemical syringes are not Sanctuary violations and do not cause any wounds.
MEMORY SYRINGES
A memory syringe implants a fresh, clear memory of whatever is specified.
Memory syringes appear as: You have a vivid recollection of (message).
REPRESSION SYRINGES
A repression syringe will block someone’s memories. It can be used to target
specific recollections or broader categories such as ‘all memories before you
were ten’.
Repression syringes appear as: You cannot remember (message).
Syntax: stab (name) syringe
The makepotion command is only usable in an arcane workshop within the
goblin market. It can be used to implant or repress memories in a helpless
victim.
Making a potion costs $100 at base cost. The cost of potions is reduced by
20% for each point in the alchemy skill.
Alchemical syringes last forever on T1 characters unless reversed with a
brainwash reversal. For characters T2 and above, alchemically suppressed
memories have a 20% chance to return per day so long as the character is at or
near 100% life force.
Automatic reversal does not have a chance to affect false memories.
Alchemical syringes are not Sanctuary violations and do not cause any wounds.
MEMORY SYRINGES
A memory syringe implants a fresh, clear memory of whatever is specified.
Memory syringes appear as: You have a vivid recollection of (message).
REPRESSION SYRINGES
A repression syringe will block someone’s memories. It can be used to target
specific recollections or broader categories such as ‘all memories before you
were ten’.
Repression syringes appear as: You cannot remember (message).
See Also
makeroom
Syntax: make room/makeroom
This will put you in a buffer for creating rooms outside Haven.
Location:
Location sets the area your new room will be in. This determines how far
a character will have to travel in order to reach the room in question.
Valid locations are:
America, Boston, BrownUniversity, USA, Canada, Mexico, SouthAmerica,
Europe, Africa, Asia and Australia.
Story Runners are also able to set the area to Mists, which are a special
type of location which allows them more control over characters in those
rooms. All SR rooms should be set in Mists.
Type:
The type of room determines what kind of room you are building. Room types
have some coded effects, including how dirty characters standing in it get.
Valid types are:
air, alley, bank, basement, beach, cafe, cave, club, commercial, forest,
hospital, house, park, restaurant, rooftop, shop, street, swamp, tunnels,
underwater, warehouse, water.
Status:
The first room must be set public if you want to build a new map. Private
rooms will be built off whichever room you are standing in. Private rooms
will not trip public alarm for blood, armor or weapons.
Quadrant:
This determines which quadrant of the area you have chosen the room will
be built in. This is mostly relevant to travel times. You can only set
quadrants in public rooms.
Valid quadrants are:
N, NE, E, SE, S, SW, W, NW, C
Adjacent is a special type of quadrant used to represent an area too far
away to drive to, but only a few minutes away by car or bus.
Exit:
Used for private rooms, this will determine where the room connects to the
room you are building off of.
Description:
This sets the room’s description.
Once a room is made, you can use the myrooms or some of the decorate
commands to edit it.
This will put you in a buffer for creating rooms outside Haven.
Location:
Location sets the area your new room will be in. This determines how far
a character will have to travel in order to reach the room in question.
Valid locations are:
America, Boston, BrownUniversity, USA, Canada, Mexico, SouthAmerica,
Europe, Africa, Asia and Australia.
Story Runners are also able to set the area to Mists, which are a special
type of location which allows them more control over characters in those
rooms. All SR rooms should be set in Mists.
Type:
The type of room determines what kind of room you are building. Room types
have some coded effects, including how dirty characters standing in it get.
Valid types are:
air, alley, bank, basement, beach, cafe, cave, club, commercial, forest,
hospital, house, park, restaurant, rooftop, shop, street, swamp, tunnels,
underwater, warehouse, water.
Status:
The first room must be set public if you want to build a new map. Private
rooms will be built off whichever room you are standing in. Private rooms
will not trip public alarm for blood, armor or weapons.
Quadrant:
This determines which quadrant of the area you have chosen the room will
be built in. This is mostly relevant to travel times. You can only set
quadrants in public rooms.
Valid quadrants are:
N, NE, E, SE, S, SW, W, NW, C
Adjacent is a special type of quadrant used to represent an area too far
away to drive to, but only a few minutes away by car or bus.
Exit:
Used for private rooms, this will determine where the room connects to the
room you are building off of.
Description:
This sets the room’s description.
Once a room is made, you can use the myrooms or some of the decorate
commands to edit it.
See Also
makeup
Makeup
makeup light
makeup medium or makeup medium (masculine, feminine or androgynous)
makeup heavy or makeup heavy (masculine, feminine or androgynous)
makeup remove
–Put on makeup, change how much you wear, or take it off. Everyone in the room sees you do it.
What it does
–Makeup makes you more attractive. Heavy makeup only does more than medium between sunset and sunrise. In daylight, the two count the same.
–A woman who wears no makeup at all is a little less attractive for it.
–If you wear the same amount of makeup around other people all the time, they get used to it and it counts for less. Wearing less for a while, or none, lets that wear off.
–Makeup changes how old you look. Characters of 15 or younger look older, the more so the heavier the makeup. From 20 on, makeup makes you look younger.
–Medium or heavy makeup with masculine, feminine or androgynous makes everyone else see you as that sex until you go back to light makeup or take it off. See help gender presentation.
–If you have written makeup descriptions with ddesc and left them active, each one shows only while you are wearing that level of makeup (see help ddesc).
makeup light
makeup medium or makeup medium (masculine, feminine or androgynous)
makeup heavy or makeup heavy (masculine, feminine or androgynous)
makeup remove
–Put on makeup, change how much you wear, or take it off. Everyone in the room sees you do it.
What it does
–Makeup makes you more attractive. Heavy makeup only does more than medium between sunset and sunrise. In daylight, the two count the same.
–A woman who wears no makeup at all is a little less attractive for it.
–If you wear the same amount of makeup around other people all the time, they get used to it and it counts for less. Wearing less for a while, or none, lets that wear off.
–Makeup changes how old you look. Characters of 15 or younger look older, the more so the heavier the makeup. From 20 on, makeup makes you look younger.
–Medium or heavy makeup with masculine, feminine or androgynous makes everyone else see you as that sex until you go back to light makeup or take it off. See help gender presentation.
–If you have written makeup descriptions with ddesc and left them active, each one shows only while you are wearing that level of makeup (see help ddesc).
See Also
Making Destinies
Premise: This sets the basic description of the story and is visible
to anyone considering the destiny. You should include enough information
to give people a good idea of the type of story, but without giving away
so many details that it becomes spoiled or predictable.
RoleOneName/RoleTwoName: Used to set the names of the roles in the
story, for example monster/victim, teacher/student.
Conclusion(Both/RoleOne/RoleTwo): This sets who gets to decide which
conclusion scene happens. If both and the two players disagree the scene
will be chosen randomly from between the two selected. It is usually
sensible to give this power to a character if the consequences for certain
finale scenes are very significant for their character.
RoleOneArchetype/RoleTwoArchetype: You can use this to set a destiny
role to only be doable by a certain archtype. Options are: all, vampires,
werewolves, demigods, demonborns, angelborn, faeborn, human, staff,
high school, college, patient.
RoleOneRestrictions/RoleTwoRestrictions: You can use this to add an
additional limitation, barring people with certain characteristics from
being eligible. Options are: none, under T2, under T3, under T4, under T5,
above T1, above T2, above T3, above T4, not allies, allies, professional,
sorcerer, fighter, under 18, over 18, under 30, over 30.
So if you chose under T3, nobody under T3 would be eligible for that role.
Allies refers to society allies, with this restriction society allies
wouldn’t be eligible for this destiny together.
Scene(01–20)Desc: Used to write a short description of the scene, this
will be visible to those in a destiny before launching the scene and also
appear when the scene launches.
Scene(01–20)Location: Used to set where the scene will take place,
characters will be teleported to that location if possible. Options are:
Role One Location, Role Two Location, Role One Home, Role Two Home,
Patrol Room, Here.
Location option will fire the scene at that role’s location at the time
the scene starts, and here will choose whatever room you are in when using
the command to create the destiny.
Scene(01–20)SpecialRole(one/two): Used to set any special effects that
will be applied to that role in that scene. Options are:
Branding (role will be brandable even if they normally wouldn’t be.)
Helpless (role will be helpless for duration of scene)
Turning (role will be able to be turned into a vampire or werewolf)
Nowin (role will not be able to win a PC on PC fight)
No Sanctuary (role will be without sanctuary for the scene)
Stuck (role will be unable to leave the room)
Prey (will autofire a predator patrol with this role as prey)
Armed (role will be auto-geared up)
Imprintable (role will be considered mindhacked for the scene)
Limited Sanctuary (role will only have limited Sanctuary for the scene)
Scene(01–20)Conclusion (yes/no): Used to set if this scene is
a conclusion. Destinies must have at least one conclusion and can have
multiple with characters then choosing which they prefer.
to anyone considering the destiny. You should include enough information
to give people a good idea of the type of story, but without giving away
so many details that it becomes spoiled or predictable.
RoleOneName/RoleTwoName: Used to set the names of the roles in the
story, for example monster/victim, teacher/student.
Conclusion(Both/RoleOne/RoleTwo): This sets who gets to decide which
conclusion scene happens. If both and the two players disagree the scene
will be chosen randomly from between the two selected. It is usually
sensible to give this power to a character if the consequences for certain
finale scenes are very significant for their character.
RoleOneArchetype/RoleTwoArchetype: You can use this to set a destiny
role to only be doable by a certain archtype. Options are: all, vampires,
werewolves, demigods, demonborns, angelborn, faeborn, human, staff,
high school, college, patient.
RoleOneRestrictions/RoleTwoRestrictions: You can use this to add an
additional limitation, barring people with certain characteristics from
being eligible. Options are: none, under T2, under T3, under T4, under T5,
above T1, above T2, above T3, above T4, not allies, allies, professional,
sorcerer, fighter, under 18, over 18, under 30, over 30.
So if you chose under T3, nobody under T3 would be eligible for that role.
Allies refers to society allies, with this restriction society allies
wouldn’t be eligible for this destiny together.
Scene(01–20)Desc: Used to write a short description of the scene, this
will be visible to those in a destiny before launching the scene and also
appear when the scene launches.
Scene(01–20)Location: Used to set where the scene will take place,
characters will be teleported to that location if possible. Options are:
Role One Location, Role Two Location, Role One Home, Role Two Home,
Patrol Room, Here.
Location option will fire the scene at that role’s location at the time
the scene starts, and here will choose whatever room you are in when using
the command to create the destiny.
Scene(01–20)SpecialRole(one/two): Used to set any special effects that
will be applied to that role in that scene. Options are:
Branding (role will be brandable even if they normally wouldn’t be.)
Helpless (role will be helpless for duration of scene)
Turning (role will be able to be turned into a vampire or werewolf)
Nowin (role will not be able to win a PC on PC fight)
No Sanctuary (role will be without sanctuary for the scene)
Stuck (role will be unable to leave the room)
Prey (will autofire a predator patrol with this role as prey)
Armed (role will be auto-geared up)
Imprintable (role will be considered mindhacked for the scene)
Limited Sanctuary (role will only have limited Sanctuary for the scene)
Scene(01–20)Conclusion (yes/no): Used to set if this scene is
a conclusion. Destinies must have at least one conclusion and can have
multiple with characters then choosing which they prefer.
See Also
Making Objects
Syntax: buy (list number)
Syntax: customize (object keyword)
Objects cannot be created from scratch in Haven. Instead, they must be bought
from a shop. There are both player-run shops and NPC-run shops located in town.
In order to customize an object, you must be in a room with a vendor who sells
the same type of item, with the exception of thing, food or drink type objects.
Objects must have a value of $.01 or greater when initially created, or, in the
case of starting gear, customized. Although it is technically possible to
create a valuable object and price it extremely cheaply, many roleplayers will
treat an object which does not have a correct value assigned as a cheap, fake
item. As Haven is set in a world very similar to our own, going by real life
prices is a good idea.
There are several types of objects that cannot be customized and must be bought
from the Hunt and Hook. These are ability-centric items such as bandages,
bolas, caltrops, etc.
Syntax: customize (object keyword)
Objects cannot be created from scratch in Haven. Instead, they must be bought
from a shop. There are both player-run shops and NPC-run shops located in town.
In order to customize an object, you must be in a room with a vendor who sells
the same type of item, with the exception of thing, food or drink type objects.
Objects must have a value of $.01 or greater when initially created, or, in the
case of starting gear, customized. Although it is technically possible to
create a valuable object and price it extremely cheaply, many roleplayers will
treat an object which does not have a correct value assigned as a cheap, fake
item. As Haven is set in a world very similar to our own, going by real life
prices is a good idea.
There are several types of objects that cannot be customized and must be bought
from the Hunt and Hook. These are ability-centric items such as bandages,
bolas, caltrops, etc.
See Also
map
Syntax: map
Typing map out of combat will bring up links to several graphical maps of
Haven and the surrounding wilderness.
Typing map in combat will bring up an ASCII map of the room you’re in and
those surrounding it, useful to work out who is where at a glance.
Typing map out of combat will bring up links to several graphical maps of
Haven and the surrounding wilderness.
Typing map in combat will bring up an ASCII map of the room you’re in and
those surrounding it, useful to work out who is where at a glance.
map key
Accessible rooms
Dark Indoors /
Public Indoors /
Other Indoors /
Underwater }
Surface Water }
Shallow water }
Dark Natural area +
Dark Street =
Park/Forest +
Beach +
Dirt roat =
Street =
Alley =
sidewalk =
Can access room underneath
Dark v
Public v
Other v
Room above
Dark ^
Accessible ^
Other ^
Otherwise
#
Dark Indoors /
Public Indoors /
Other Indoors /
Underwater }
Surface Water }
Shallow water }
Dark Natural area +
Dark Street =
Park/Forest +
Beach +
Dirt roat =
Street =
Alley =
sidewalk =
Can access room underneath
Dark v
Public v
Other v
Room above
Dark ^
Accessible ^
Other ^
Otherwise
#
mark
Syntax: Mark (target) (message)
Put a temporary message into someone’s look info, the target must be
unconscious or tied up.
Put a temporary message into someone’s look info, the target must be
unconscious or tied up.
See Also
Martial Arts
Levels: 0, 2, 3
Requirements : Hunter 1 or Warrior 1
[Rank Two]:
Grapple : Melee range; renders the target unable to move.
Roleplay : You know how to grapple with someone to stop them leaving.
Consumes your movement for one round.
Trip : Melee range; renders the target unable to move.
Roleplay : You are adept at trips and legsweeps.
[Rank Three]:
Disarm : Melee range; renders your target unable to successfully use any weapon-based attacks for one round.
Roleplay : You can disarm most weapons up close.
Bodyshield : Melee range; renders the target unable to move for one round. Attacks that would hit you instead hit the target until either character moves again.
Roleplay : You can use others as a bodyshield.
Consumes your movement for one round.
Throw : No target; the next person to charge or jump at you will be flung over your head to some distance away.
Roleplay : You can use others’ momentum against them to throw them when they run at you.
[Last edited March 24, 2022]
Requirements : Hunter 1 or Warrior 1
[Rank Two]:
Grapple : Melee range; renders the target unable to move.
Roleplay : You know how to grapple with someone to stop them leaving.
Consumes your movement for one round.
Trip : Melee range; renders the target unable to move.
Roleplay : You are adept at trips and legsweeps.
[Rank Three]:
Disarm : Melee range; renders your target unable to successfully use any weapon-based attacks for one round.
Roleplay : You can disarm most weapons up close.
Bodyshield : Melee range; renders the target unable to move for one round. Attacks that would hit you instead hit the target until either character moves again.
Roleplay : You can use others as a bodyshield.
Consumes your movement for one round.
Throw : No target; the next person to charge or jump at you will be flung over your head to some distance away.
Roleplay : You can use others’ momentum against them to throw them when they run at you.
[Last edited March 24, 2022]
See Also
Mask
Syntax: Mask wear One/Two, Mask remove, mask intro one/two.
This command allows your character to obscure their appearance in someway,
most often used when wearing some sort of mask. You can have up to two
alternate appearances with this command.
This command allows your character to obscure their appearance in someway,
most often used when wearing some sort of mask. You can have up to two
alternate appearances with this command.
Mastermind
Masterminds are the PCs who are driving a particular storyline. If the
storyline reaches a high enough level of completion with the mastermind
being used heavily in most of the activity that has powered it, the
storyline can use two different types of finale: ascension and tyranny.
Ascension allows the mastermind to move up a tier by completing a
crisis event and spending karma, allowing them to bypass normal tier
restrictions. Ascended PCs are considered one tier higher than normal
for all purposes, including how monstrous/villainous they are.
Tyranny allows the mastermind to become a Tyrant of Haven, gaining huge
powers over all other PCs, including the ability to use breaksanctuary
on anyone, or have people detained at very low cost. Tyrants can be
overcome with a special type of operation called ‘psychic.’ This
operation is not based on faction, with characters instead signing up
for or against the target. The target gains a bunch of soldiers to defend
themselves, but if they win the amount of soldiers they gain goes down
by half each successive attempt.
PCs wishing to reach ascension or tyrant must be featured as a mastermind
in at least 3-4 of the plots involved in the storyline, and the storyline
must reach 200%. If ascending, they will ascend as soon as the crisis
scheme fires. NPCs can serve as the “go between” for the mastermind and
the PCs on the plots, but the mastermind should not be obfuscated in any way.
PCs that have been put into stasis can still be used as masterminds.
Operations and encounters can also have a mastermind set, if the activity
in question makes sense for the storyline.
storyline reaches a high enough level of completion with the mastermind
being used heavily in most of the activity that has powered it, the
storyline can use two different types of finale: ascension and tyranny.
Ascension allows the mastermind to move up a tier by completing a
crisis event and spending karma, allowing them to bypass normal tier
restrictions. Ascended PCs are considered one tier higher than normal
for all purposes, including how monstrous/villainous they are.
Tyranny allows the mastermind to become a Tyrant of Haven, gaining huge
powers over all other PCs, including the ability to use breaksanctuary
on anyone, or have people detained at very low cost. Tyrants can be
overcome with a special type of operation called ‘psychic.’ This
operation is not based on faction, with characters instead signing up
for or against the target. The target gains a bunch of soldiers to defend
themselves, but if they win the amount of soldiers they gain goes down
by half each successive attempt.
PCs wishing to reach ascension or tyrant must be featured as a mastermind
in at least 3-4 of the plots involved in the storyline, and the storyline
must reach 200%. If ascending, they will ascend as soon as the crisis
scheme fires. NPCs can serve as the “go between” for the mastermind and
the PCs on the plots, but the mastermind should not be obfuscated in any way.
PCs that have been put into stasis can still be used as masterminds.
Operations and encounters can also have a mastermind set, if the activity
in question makes sense for the storyline.
Media Contacts
Levels: 0, 1, 2, 3, 4, 5
Requirements: Rank 2-5 requires Professional Focus 1-4.
This stat represents any contacts you have in the media, that might be able
to give you information. Used to determine preference in some Story Events,
as well as for RP.
Media Contacts 0 means you have no media contacts.
Media Contacts 1 means you have a low level contact in the media.
Media Contacts 2 means you have a low level friend in the media.
Media Contacts 3 means you had a mid level contact in the media.
Media Contacts 4 means you have a high level contact in the media.
Media Contacts 5 means you have a very high level friend in the media.
Requirements: Rank 2-5 requires Professional Focus 1-4.
This stat represents any contacts you have in the media, that might be able
to give you information. Used to determine preference in some Story Events,
as well as for RP.
Media Contacts 0 means you have no media contacts.
Media Contacts 1 means you have a low level contact in the media.
Media Contacts 2 means you have a low level friend in the media.
Media Contacts 3 means you had a mid level contact in the media.
Media Contacts 4 means you have a high level contact in the media.
Media Contacts 5 means you have a very high level friend in the media.
See Also
Medicine
Levels: 0, 1, 2, 3, 4, 5
Requires: Rank 3-5 requires scientist focus 1-3
Requires: Rank 4-5 requires a character to be at least 26.
This stat represents your characters medical skills.
Medicine 0 means you have no medical training.
Medicine 1 means you know basic first aid.
Medicine 2 means you know advanced first aid.
Medicine 3 means you have some level of professional medical training, such
as a paramedic or nurse. While not in combat or restrained your character
conveys the same bonuses as being in a hospital for injury recovery to
others in the room.
Medicine 4 means you have the equivalent medical training of a doctor.
While not in combat or restrained your character conveys the same bonuses as
being in a hospital for injury recovery to others in the room.
Medicine 5 means you are as capable medically as the best doctors. While
not in combat or restrained your character conveys the same bonuses as being
in a hospital for injury recovery to others in the room.
Each rank in medicine increases the effectiveness of using the treat
command, each rank reduces the cost of using the carefor command.
Rank 1 allows the use of the exterminate command.
Rank 4 allows the brainwash implant and brainwash neutralizer commands to
function.
Requires: Rank 3-5 requires scientist focus 1-3
Requires: Rank 4-5 requires a character to be at least 26.
This stat represents your characters medical skills.
Medicine 0 means you have no medical training.
Medicine 1 means you know basic first aid.
Medicine 2 means you know advanced first aid.
Medicine 3 means you have some level of professional medical training, such
as a paramedic or nurse. While not in combat or restrained your character
conveys the same bonuses as being in a hospital for injury recovery to
others in the room.
Medicine 4 means you have the equivalent medical training of a doctor.
While not in combat or restrained your character conveys the same bonuses as
being in a hospital for injury recovery to others in the room.
Medicine 5 means you are as capable medically as the best doctors. While
not in combat or restrained your character conveys the same bonuses as being
in a hospital for injury recovery to others in the room.
Each rank in medicine increases the effectiveness of using the treat
command, each rank reduces the cost of using the carefor command.
Rank 1 allows the use of the exterminate command.
Rank 4 allows the brainwash implant and brainwash neutralizer commands to
function.
See Also
Medieval Armor
Type: Defensive
Mundane Defenses Cap: 25 + Combat Focus times 5
HP Cap: T1: 200, T2: 250, T3:350, T4:500, T5:750
This discipline covers the use of older styles of armors usually featuring
metal plates or woven chainmail worn over thick or padded clothing. Today
most often deployed using high tech materials and crafting methods the armor
is often more effective at general purpose protection than modern
equivalents but is usually significantly heavier and more restrictive.
Takes 80% damage from spears, longblades, knives and animal attacks.
Takes 90% damage from blunt weapons, bows, spearguns, thrown weapons and striking attacks.
Mundane Defenses Cap: 25 + Combat Focus times 5
HP Cap: T1: 200, T2: 250, T3:350, T4:500, T5:750
This discipline covers the use of older styles of armors usually featuring
metal plates or woven chainmail worn over thick or padded clothing. Today
most often deployed using high tech materials and crafting methods the armor
is often more effective at general purpose protection than modern
equivalents but is usually significantly heavier and more restrictive.
Takes 80% damage from spears, longblades, knives and animal attacks.
Takes 90% damage from blunt weapons, bows, spearguns, thrown weapons and striking attacks.
See Also
Medieval Shields
Type: Defensive
Mundane Defenses Cap: 25 + combat Focus times 5
HP Cap: T1: 200, T2: 250, T3:350, T4:500, T5:750
This discipline covers the use of more primitive shields designed
specifically to ward of blows from melee weapons. Due to the large size of
shields anyone attempting to use them who didn’t hav them out at the start
of the fight will suffer debuffs.
Note: With shields, your ‘shield’ armor must be exposed.
Takes 80% damage from Spears, longblades, blunt weapons and animal attacks.
Takes 90% damage from Knives, Bows, Thrown Weapons, and Speaguns.
Takes 90% damage from grappling attacks.
Takes 80% damage from sorcery.
Mundane Defenses Cap: 25 + combat Focus times 5
HP Cap: T1: 200, T2: 250, T3:350, T4:500, T5:750
This discipline covers the use of more primitive shields designed
specifically to ward of blows from melee weapons. Due to the large size of
shields anyone attempting to use them who didn’t hav them out at the start
of the fight will suffer debuffs.
Note: With shields, your ‘shield’ armor must be exposed.
Takes 80% damage from Spears, longblades, blunt weapons and animal attacks.
Takes 90% damage from Knives, Bows, Thrown Weapons, and Speaguns.
Takes 90% damage from grappling attacks.
Takes 80% damage from sorcery.
Melee Attack
Levels: -1, 0, 1, 2, 3, 4, 5
Requirements: Supernatural or combat focus 1 for tier 2. Combat focus or
tier 3-5 for 3-5
Every point in this stat increases the damage you do in melee range by 3.
Requirements: Supernatural or combat focus 1 for tier 2. Combat focus or
tier 3-5 for 3-5
Every point in this stat increases the damage you do in melee range by 3.
Melee Defense
Levels: -1, 0, 1, 2, 3, 4, 5
Requirements: Rank 2 requires combat focus 1 or supernatural.
Ranks 3-5 require tier 3-5 or combat focus 3-5
Every point in this stat reduces the damage you take from melee range
attacks by 3. Or by 1 against monsters in the forest.
Requirements: Rank 2 requires combat focus 1 or supernatural.
Ranks 3-5 require tier 3-5 or combat focus 3-5
Every point in this stat reduces the damage you take from melee range
attacks by 3. Or by 1 against monsters in the forest.
Memory Cloak
Levels: 0, 2
Requirements: Illusory Magic
Memory cloak is a power that allows the user to force others to forget their appearance as soon as they see them; people will always recall them as utterly nondescript and ordinary, and be unable to describe their appearance to others afterwards. They also project a little static with his power, which causes them to show up as blurs on cameras when using it.
Mechanically, when using a memory cloak characters won’t be seen to move or in room lists in public rooms. They will be targetable if they draw attention to themselves, but will appear as nondescript men or women. People who try to look for them too often however will lose the ability to spot them. Supernaturally aware characters will be able to recognize a memory cloak after they’ve drawn attention to themselves.
Looking at someone under a memory cloak gives you about a fifty percent chance to recall one detail about them the next time you sleep, but there’s also a high chance you could end up remembering a detail wrong.
Memory cloak won’t work if the character stands out in some dramatic way, such as being masked, naked, or in a non-human shape.
[Last edited: June 5, 2021]
Requirements: Illusory Magic
Memory cloak is a power that allows the user to force others to forget their appearance as soon as they see them; people will always recall them as utterly nondescript and ordinary, and be unable to describe their appearance to others afterwards. They also project a little static with his power, which causes them to show up as blurs on cameras when using it.
Mechanically, when using a memory cloak characters won’t be seen to move or in room lists in public rooms. They will be targetable if they draw attention to themselves, but will appear as nondescript men or women. People who try to look for them too often however will lose the ability to spot them. Supernaturally aware characters will be able to recognize a memory cloak after they’ve drawn attention to themselves.
Looking at someone under a memory cloak gives you about a fifty percent chance to recall one detail about them the next time you sleep, but there’s also a high chance you could end up remembering a detail wrong.
Memory cloak won’t work if the character stands out in some dramatic way, such as being masked, naked, or in a non-human shape.
[Last edited: June 5, 2021]
See Also
Menstrual Cycle
Menstruation in Haven is a coded reality. All females who are no older than 50 will be subject to messages periodically. The undead are exempt. The messages are intended to give the player an indication of their cycle though most of the effects are hidden. Any more detail is at the discretion of each individual player as is how they bring their cycle into their roleplay.
Cycles have a high degree of potential variability, but are weighted in such a way that an average cycle is far more likely than a short or long one. Ovulation, which too is variable, occurs on day 14 of an average 28 day cycle. Menstruation is suspended upon a character becoming pregnant and will resume sometime after the pregnancy comes to its natural conclusion or is terminated prematurely.
Cycles have a high degree of potential variability, but are weighted in such a way that an average cycle is far more likely than a short or long one. Ovulation, which too is variable, occurs on day 14 of an average 28 day cycle. Menstruation is suspended upon a character becoming pregnant and will resume sometime after the pregnancy comes to its natural conclusion or is terminated prematurely.
Mental Discipline
Levels: 0, 2
This stat can be taken by Tier 3s and Tier 4s as long as they are at least 25,
and have not been modified by Demonic Pact, Exsanguinating or Lunacy Embracing.
It lowers the character’s effective tier by one but gives them access to power
approximately halfway between the two tiers. Having caps and focus points halfway
between them.
T4s who discipline down to T3 will also be able to join virtuous societies,
suffer less life force penalties for doing so and have a reduced need to
psychically feed. It represents those who have put particular effort into
resisting the corrupting influence of power.
The T3.5 society penalties are: 10% for strongly virtuous, 8% for moderately,
3% for mildly.
This stat can be taken by Tier 3s and Tier 4s as long as they are at least 25,
and have not been modified by Demonic Pact, Exsanguinating or Lunacy Embracing.
It lowers the character’s effective tier by one but gives them access to power
approximately halfway between the two tiers. Having caps and focus points halfway
between them.
T4s who discipline down to T3 will also be able to join virtuous societies,
suffer less life force penalties for doing so and have a reduced need to
psychically feed. It represents those who have put particular effort into
resisting the corrupting influence of power.
The T3.5 society penalties are: 10% for strongly virtuous, 8% for moderately,
3% for mildly.
Mental Rituals
Life Force Costs per level of Ritualism: 1: 21%, 2: 12%, 3: 9%, 4: 6%, 5: 4%
Syntax: Ritual scry (target) Cost: 25%
See through the target’s eyes for a brief second.
Syntax: Ritual imprint (target) (message) Cost: 100%
Places a desire on the target, making them see You want to (message). For
some time afterwards depending on the strength of the ritual.
Syntax: Ritual dream (target) (world number) Cost: 60%
When the ritual finishes the target will fall asleep and the practioner
will enter their dreams, able to keep them unconscious and control those
dreams as if they had dream invaded them.
Syntax: Ritual dreamsnare (target) (world number) Cost: 100%
Similar to the dream ritual, but the victim is also snared.
Syntax: Ritual haunt (target) Cost: 80%
After casting the practioner can use the haunt command to send the target
visual and auditory hallucinations no matter where they are. They can
also see any RP they do while under the effects.
Syntax: Ritual dreambelief (target) (dreamworld #) Cost: 100%
This ritual will make the target believe that are their identity from that
particular dreamworld, they will also hallucinate all other PCs as their
identities from that same world if they are part of it. It has no effect on
people who are not part of that world.
Syntax: Ritual dreamidentity (target) (dreamworld #) (text) Cost: 150%
will make the target believe they are the specified identity from that
dreamworld, which can be any text and does not require the target to have
joined that world. It will also cause them to hallucinate all other PCs as
their identities from that world.
Syntax: Ritual trace (target) Cost: 50%
This ritual will identify the last person to cast a ritual on the target.
Syntax: Ritual bodyimprint (target) (message) Cost: 100%
This ritual with place a body compulsion on the target.
Syntax: Ritual scry (target) Cost: 25%
See through the target’s eyes for a brief second.
Syntax: Ritual imprint (target) (message) Cost: 100%
Places a desire on the target, making them see You want to (message). For
some time afterwards depending on the strength of the ritual.
Syntax: Ritual dream (target) (world number) Cost: 60%
When the ritual finishes the target will fall asleep and the practioner
will enter their dreams, able to keep them unconscious and control those
dreams as if they had dream invaded them.
Syntax: Ritual dreamsnare (target) (world number) Cost: 100%
Similar to the dream ritual, but the victim is also snared.
Syntax: Ritual haunt (target) Cost: 80%
After casting the practioner can use the haunt command to send the target
visual and auditory hallucinations no matter where they are. They can
also see any RP they do while under the effects.
Syntax: Ritual dreambelief (target) (dreamworld #) Cost: 100%
This ritual will make the target believe that are their identity from that
particular dreamworld, they will also hallucinate all other PCs as their
identities from that same world if they are part of it. It has no effect on
people who are not part of that world.
Syntax: Ritual dreamidentity (target) (dreamworld #) (text) Cost: 150%
will make the target believe they are the specified identity from that
dreamworld, which can be any text and does not require the target to have
joined that world. It will also cause them to hallucinate all other PCs as
their identities from that world.
Syntax: Ritual trace (target) Cost: 50%
This ritual will identify the last person to cast a ritual on the target.
Syntax: Ritual bodyimprint (target) (message) Cost: 100%
This ritual with place a body compulsion on the target.
See Also
Mental Shield
Type: Defensive
This discipline covers the use of telekinetic energy to form a protective
shield that will block incoming attacks until the energy is all used up.
Normally invisible except when being struck.
This discipline covers the use of telekinetic energy to form a protective
shield that will block incoming attacks until the energy is all used up.
Normally invisible except when being struck.
See Also
Mentally Ill
Negative Tier Modifier
Removable: Yes.
This modifier represents a mental illness that impairs your character and
their abilities. Very often it is actually the drugs used to treat the
condition that result in the impairment, but in other instances it may be
the condition itself. The condition or it’s treatment must be something
that would realistically impair a character however. Mental illness is
particularly common amongst new supernaturals.
Removable: Yes.
This modifier represents a mental illness that impairs your character and
their abilities. Very often it is actually the drugs used to treat the
condition that result in the impairment, but in other instances it may be
the condition itself. The condition or it’s treatment must be something
that would realistically impair a character however. Mental illness is
particularly common amongst new supernaturals.
mentor
Syntax: mentor (person)
Used to ask an older player to be your mentor or to become
the mentor of a new player.
Syntax: mentor reject/accept
Used to reject or accept a mentor or mentoree when prompted.
Syntax: mentor off/on
Turn off/on getting a mentor or being offered a mentoree.
Syntax: mentor list
Will show all the people currently online who will hear your
mtalk channel.
If you are in a society and you have mentoring currently set
to on, you will automatically be connected with a mentor and
you will receive an IC notification on your PC’s phone for it.
Used to ask an older player to be your mentor or to become
the mentor of a new player.
Syntax: mentor reject/accept
Used to reject or accept a mentor or mentoree when prompted.
Syntax: mentor off/on
Turn off/on getting a mentor or being offered a mentoree.
Syntax: mentor list
Will show all the people currently online who will hear your
mtalk channel.
If you are in a society and you have mentoring currently set
to on, you will automatically be connected with a mentor and
you will receive an IC notification on your PC’s phone for it.
See Also
Mershifter
Levels: 0, 1
Requirements: Faeborn
Characters with this power will automatically turn into a mermaid or merman
upon entering deep water, they can swim faster than most people and breathe
underwater.
Syntax: Describe Tail/Intro (text) while transformed.
Requirements: Faeborn
Characters with this power will automatically turn into a mermaid or merman
upon entering deep water, they can swim faster than most people and breathe
underwater.
Syntax: Describe Tail/Intro (text) while transformed.
Messages
Syntax: messages view
messages clear
message (person) (message)
The message command can be used to send IC messages to other players
regardless of if they are online or offline. How you use it is up to you,
if you have their email address you may RP it as sending an email, a phone
number might lead to a text message. Otherwise it could be an actual
messenger or even physical mail.
messages clear
message (person) (message)
The message command can be used to send IC messages to other players
regardless of if they are online or offline. How you use it is up to you,
if you have their email address you may RP it as sending an email, a phone
number might lead to a text message. Otherwise it could be an actual
messenger or even physical mail.
See Also
Meta Shifting
Levels: 0, 4
Requirements: Fae Knight Focus 4 or Primal Focus 2
This stat conveys the ability for people to have access to some of the
powers and strengths of their animal form while in human shape.
Metashifters are also often mildly physically influenced and moderately
psychologically influenced by their primary animal form. While this won’t
extend to developing non human physical characteristics it may mean their
hair color matches the fur color of their animal form, or that it grows
faster or hardier. It’s also likely to affect the way they move or carry
themselves. Psychologically they’re likely to adapt similar patterns to
their animal form when it comes to base instincts like aggression, diet or
sex. Carniviorous metashifters may develop a taste for heavily meat based
diets and rawer meats, they’d also prone to violence and stalking.
Metashifters whose animal forms have mating cycles will find themselves
influenced by those same cycles and so on. It’s very common for predatory
metashifters to have a history of violent crime.
Skills will be raised to at or near the level of the shifter’s
primary form if they were lower than it.
Skills Impacted: Acrobatics, Acute Sight, Acute Hearing, Acute Smell, Night Vision, Running, Strength, Dexterity, Stamina, Fast Reflexes, Ranged Defence, Perception, Stealth and Melee Attack.
Requirements: Fae Knight Focus 4 or Primal Focus 2
This stat conveys the ability for people to have access to some of the
powers and strengths of their animal form while in human shape.
Metashifters are also often mildly physically influenced and moderately
psychologically influenced by their primary animal form. While this won’t
extend to developing non human physical characteristics it may mean their
hair color matches the fur color of their animal form, or that it grows
faster or hardier. It’s also likely to affect the way they move or carry
themselves. Psychologically they’re likely to adapt similar patterns to
their animal form when it comes to base instincts like aggression, diet or
sex. Carniviorous metashifters may develop a taste for heavily meat based
diets and rawer meats, they’d also prone to violence and stalking.
Metashifters whose animal forms have mating cycles will find themselves
influenced by those same cycles and so on. It’s very common for predatory
metashifters to have a history of violent crime.
Skills will be raised to at or near the level of the shifter’s
primary form if they were lower than it.
Skills Impacted: Acrobatics, Acute Sight, Acute Hearing, Acute Smell, Night Vision, Running, Strength, Dexterity, Stamina, Fast Reflexes, Ranged Defence, Perception, Stealth and Melee Attack.
See Also
MI6
Overview: While having little presense in the US, MI6 runs many operations throughout Europe and the rest of the world, occationally running into supernatural elements.
Common Allies: CIA, Interpol.
Common Enemies: Chinese Intelligence.
Prefers: Government contacts, stealth, military contacts.
Typical Tasks: Espionage, assassinations.
Common Allies: CIA, Interpol.
Common Enemies: Chinese Intelligence.
Prefers: Government contacts, stealth, military contacts.
Typical Tasks: Espionage, assassinations.
See Also
Military Contacts
Levels: 0, 1, 2, 3, 4, 5
Requirements: Rank 2-5 requires Professional Focus 1-4.
This stat represents any contacts a character has in the military that might be
able to provide him with information. It’s also used to determine preference in
some Story Events.
Military Contacts 0
No police contacts
Military Contacts 1
A low level contact
Military Contacts 2
A low level friend
Military Contacts 3
A mid level contact
Military Contacts 4
A high level contact
Military Contacts 5
A very high level friend
Requirements: Rank 2-5 requires Professional Focus 1-4.
This stat represents any contacts a character has in the military that might be
able to provide him with information. It’s also used to determine preference in
some Story Events.
Military Contacts 0
No police contacts
Military Contacts 1
A low level contact
Military Contacts 2
A low level friend
Military Contacts 3
A mid level contact
Military Contacts 4
A high level contact
Military Contacts 5
A very high level friend
See Also
Military Training
Levels: 0, 2
Requirements: Commander Focus 4
Characters with this stat can spend 20% more experience on their allies.
Requirements: Commander Focus 4
Characters with this stat can spend 20% more experience on their allies.
See Also
Mimic
Levels: 0, 2
Requirements: Illusory Magic 3.
Syntax: Mimic (archetype)
This stat allows you to psychically mimic other archetypes to appear as they
do to all detections. If you mimic a human archetype you will appear as non
supernatural so long as you have no other supernatural attributes besides
mimic.
Requirements: Illusory Magic 3.
Syntax: Mimic (archetype)
This stat allows you to psychically mimic other archetypes to appear as they
do to all detections. If you mimic a human archetype you will appear as non
supernatural so long as you have no other supernatural attributes besides
mimic.
Mind Reading
Levels: 0, 3
Requirements: 200,000 Dream Experience or Higher Power
This stat allows you to see thinks from people in the same room as you are. It also allows you to often overhear telepathic communications.
Requirements: 200,000 Dream Experience or Higher Power
This stat allows you to see thinks from people in the same room as you are. It also allows you to often overhear telepathic communications.
See Also
mindhack
Syntax: Mindhack (person)
Mindhacking has to be done in a brainwashing facility on a
helpless target. It represents using magic or technological means to help
you infiltrate someone’s mind.
Once completed you can use hypnotism at any level on the subject, and can do
so even if they are not in a trance and without cooldown. You can also use
illusions, and telempathy even if you do not have those skills.
Furthermore any time the subject uses think, recall or feel the contents of
these will be displayed to the room.
Mindhacking has to be done in a brainwashing facility on a
helpless target. It represents using magic or technological means to help
you infiltrate someone’s mind.
Once completed you can use hypnotism at any level on the subject, and can do
so even if they are not in a trance and without cooldown. You can also use
illusions, and telempathy even if you do not have those skills.
Furthermore any time the subject uses think, recall or feel the contents of
these will be displayed to the room.
Minions
Levels: 0, 1, 2, 3, 4, 5
Requirements: Rank 1 requires Arcane Focus 1
Rank 2 requires Arcane Focus 2
Rank 3 requires Arcane Focus 3
Rank 4 requires Arcane Focus 4
Rank 5 requires Arcane Focus 5
This stat grants arcanists the ability to summon minions to aid them in combat. A minion is brought about by the arcanist summoning a bound spirit and placing it into the body of either a pet animal, or an inanimate but mechanically-flexible toy or other object. It costs 1.5% life force to summon a minion, or 1.0% in the nightmare.
Commands:
make minion
Enters an editor that allows you to set up or change your minion
order minion (attack/follow/atwill)
Used to command your minion whilst engaged in combat
Minion info
See information about your minion.
To summon a minion, make a custom attack with the msummon type and use it in combat, minions generally take around 2 rounds in combat to arrive. You can only summon one minion per fight, unless you possess either the Call of the Grave or the Call of Nature legendary power.
Each rank of the minions stat allows you to spend 150,000 combat experience on your minion. Additionally, every point invested into the Arcane Focus stat allows you to invest an additional 10 points into the minion’s defenses. Note that without the Elemental Spirits power, your minion will only have the capability to make melee attacks.
When a minion’s defenses fail, the spirit flees and the minion goes back to being a regular animal or the object it was before. A minion whose master has died, however, will remain in combat.
[Last edited July 7, 2022]
Requirements: Rank 1 requires Arcane Focus 1
Rank 2 requires Arcane Focus 2
Rank 3 requires Arcane Focus 3
Rank 4 requires Arcane Focus 4
Rank 5 requires Arcane Focus 5
This stat grants arcanists the ability to summon minions to aid them in combat. A minion is brought about by the arcanist summoning a bound spirit and placing it into the body of either a pet animal, or an inanimate but mechanically-flexible toy or other object. It costs 1.5% life force to summon a minion, or 1.0% in the nightmare.
Commands:
make minion
Enters an editor that allows you to set up or change your minion
order minion (attack/follow/atwill)
Used to command your minion whilst engaged in combat
Minion info
See information about your minion.
To summon a minion, make a custom attack with the msummon type and use it in combat, minions generally take around 2 rounds in combat to arrive. You can only summon one minion per fight, unless you possess either the Call of the Grave or the Call of Nature legendary power.
Each rank of the minions stat allows you to spend 150,000 combat experience on your minion. Additionally, every point invested into the Arcane Focus stat allows you to invest an additional 10 points into the minion’s defenses. Note that without the Elemental Spirits power, your minion will only have the capability to make melee attacks.
When a minion’s defenses fail, the spirit flees and the minion goes back to being a regular animal or the object it was before. A minion whose master has died, however, will remain in combat.
[Last edited July 7, 2022]
See Also
mirror
Missive
Missives are shareable messages from NPCs or groups of NPCs for example Faction Headquarters, Venetian Council, Greystone Provost, Founding Family Matriarchs and Patriarchies, heads of subfactions etc.
You can request a missive by making a petition of type ‘missive’
Staff will write the missive at which point you can use ‘showmissive’ to show the message and who it is from to everyone in the room. Only the last missive you received is shareable so if you request a new one it will overwrite the last one.
You can request a missive by making a petition of type ‘missive’
Staff will write the missive at which point you can use ‘showmissive’ to show the message and who it is from to everyone in the room. Only the last missive you received is shareable so if you request a new one it will overwrite the last one.
Mists
The mists are a special zone that story runners can make rooms in and
access, as an SR you can bring people to those rooms and small areas for
stories you run. This is most commonly use to represent areas either off
the grid, or on the grid but out of the way, like secluded areas of the
forest. To make a room in the mists just make a room like normal, but set
the area as mists. Accessing it through roomlist and travel as normal. To
bring players there you can either specify them in a travel or summon them.
access, as an SR you can bring people to those rooms and small areas for
stories you run. This is most commonly use to represent areas either off
the grid, or on the grid but out of the way, like secluded areas of the
forest. To make a room in the mists just make a room like normal, but set
the area as mists. Accessing it through roomlist and travel as normal. To
bring players there you can either specify them in a travel or summon them.
Mob
Overview: The Italian mob is heavily entrenched in the US, most notably New York on the east coast. Involved in any number of illegal activities most of their higher members are aware of the supernatural and use it to their advantage from time to time.
Common Allies: None
Common Enemies: FBI, Sheriff, Interpol, Rockfield Bounties.
Prefers: Underworld Contacts
Typical Tasks: Drug dealing, robbery, prostitution, arms trafficking, human trafficking, racketeering.
Common Allies: None
Common Enemies: FBI, Sheriff, Interpol, Rockfield Bounties.
Prefers: Underworld Contacts
Typical Tasks: Drug dealing, robbery, prostitution, arms trafficking, human trafficking, racketeering.
See Also
Modifier
Character archetypes may be additionally customised with the use of one modifier, which will either reduce their tier by 1 step or increase their tier by one step. A character may only have one modifier at a time, but through the course of play may buy off a negative modifier for 25,000 karma and then purchase a positive modifier for an additional 25,000 karma. Not all modifiers are available to all archetypes, however; if you would like to confirm that the modifier you are interested is available for your chosen archetype, please see the individual helpfiles referenced below. The possible modifiers are:
Negative Modifiers: Addicted, Injured, Ill, Crippled, Disfigured, Cursed, Mentally Ill, Catatonic, Turned Youth
Positive Modifiers: Relic Holder, Fleshformed, Demonic Pact Holder, Chemically Augmented, Scientifically Augmented, Unliving, Lunacy Embracer, Exsanguinating
Each modifier has its own helpfile, such as help demonic pact holder.
Changing your modifier laterally, without adjusting tier, for example going from Addicted to Mentally Ill, will cost 1,000 karma.
Syntax: change modifier (desired modifier)
change modifier none
[Last edited May 18, 2022]
Negative Modifiers: Addicted, Injured, Ill, Crippled, Disfigured, Cursed, Mentally Ill, Catatonic, Turned Youth
Positive Modifiers: Relic Holder, Fleshformed, Demonic Pact Holder, Chemically Augmented, Scientifically Augmented, Unliving, Lunacy Embracer, Exsanguinating
Each modifier has its own helpfile, such as help demonic pact holder.
Changing your modifier laterally, without adjusting tier, for example going from Addicted to Mentally Ill, will cost 1,000 karma.
Syntax: change modifier (desired modifier)
change modifier none
[Last edited May 18, 2022]
See Also
Monster Guests
Monster guests are a type of character that represents monsters from
the nightmare plane who’ve begun to manifest. These creatures are much more
powerful than regularly PCs, with 500, 000 exp/rp to spend per tier of their
creator and almost no limits on what stats they can buy. They cannot take
more than 80 damage per round with the rest going to stagger, there are
limits on how much stagger can impact them, they cannot be affected by most
conventional stuns.
Those 10 feet tall or larger have further reduced stagger effects and double
the defense pool of others but move much slower and cannot enter indoor
areas. Monsters earn karma for injuring and killing PCs, although there are
some limits to this to prevent abuse. Monsters begin being stuck in the
nightmare, and cannot nightmare pull anyone else into it.
If a monster gets to a certain number of hours they can leave the nightmare,
or delete to leave a Noctilith spirit waiting on their account (see
help noctilith). This
required number of hours starts at 30, but decreases by 1 every time a new
monster is created until one succeeds at transforming.
Monster hours are reset whenever they enter the outer forest, skies, underwater
or go far out into the ocean. Monsters also lose 2 hours every time they log on.
Whenever a monster is on grid all societies with scouts will receive regular
updates about their location. Monsters can be either sea monsters or land
monsters. Sea monsters do half damage while on land but can breathe
underwater and fight in aquatic areas without penalty.
Defeating a monster grants some bonus experience, and also usually an
increase to your combat experience cap, distributed evenly amongst all those
who helped defeat it with a maximum increase of 500000 being awarded.
Monsters can use the ‘seek’ command to find possible nearby prey, this
command preferences high tier characters.
Monsters cannot use abduct or execute commands until they are at 100 hours.
Monsters can use dreamworld associate (number) to choose their world of
origin, doing so will make them more difficult to kill but give characters
with experience in that world some advantages in combat against them.
the nightmare plane who’ve begun to manifest. These creatures are much more
powerful than regularly PCs, with 500, 000 exp/rp to spend per tier of their
creator and almost no limits on what stats they can buy. They cannot take
more than 80 damage per round with the rest going to stagger, there are
limits on how much stagger can impact them, they cannot be affected by most
conventional stuns.
Those 10 feet tall or larger have further reduced stagger effects and double
the defense pool of others but move much slower and cannot enter indoor
areas. Monsters earn karma for injuring and killing PCs, although there are
some limits to this to prevent abuse. Monsters begin being stuck in the
nightmare, and cannot nightmare pull anyone else into it.
If a monster gets to a certain number of hours they can leave the nightmare,
or delete to leave a Noctilith spirit waiting on their account (see
help noctilith). This
required number of hours starts at 30, but decreases by 1 every time a new
monster is created until one succeeds at transforming.
Monster hours are reset whenever they enter the outer forest, skies, underwater
or go far out into the ocean. Monsters also lose 2 hours every time they log on.
Whenever a monster is on grid all societies with scouts will receive regular
updates about their location. Monsters can be either sea monsters or land
monsters. Sea monsters do half damage while on land but can breathe
underwater and fight in aquatic areas without penalty.
Defeating a monster grants some bonus experience, and also usually an
increase to your combat experience cap, distributed evenly amongst all those
who helped defeat it with a maximum increase of 500000 being awarded.
Monsters can use the ‘seek’ command to find possible nearby prey, this
command preferences high tier characters.
Monsters cannot use abduct or execute commands until they are at 100 hours.
Monsters can use dreamworld associate (number) to choose their world of
origin, doing so will make them more difficult to kill but give characters
with experience in that world some advantages in combat against them.
See Also
Monsters
Monsters
Monsters are NPCs created by Storyrunners for use in their plots. You design up to five, summon them into a scene, and run a fight between them and the players in the room.
Designing monsters
make monster
–Places you in an editor to set the monster’s name, short description, description, and up to five disciplines with their levels. Type done to save it into a free slot, or abort to throw it away.
size Large
–In the monster editor, marks the monster as large. A large monster fights at a higher level than its disciplines alone would give it. size Regular sets it back.
monster list
–Lists your monsters by slot number, 0 to 4.
monster info (number)
–View the details of a monster on the list.
monster delete (number)
–Delete a monster from the list to free up the slot for others.
Summoning
You must be running the room to summon, unsummon, target, diminish or start a fight. Starting a session with plot start marks you as running the room.
monster summon (number)
monster summon (number) (direction)
–Summon a monster into the room with you. Give a direction, such as north or southwest, to place it on that side of the room; otherwise it appears where you stand.
–The monster is sized to the party. The game measures the players in the room and scales the monster’s disciplines up or down so that all the monsters in the room together come to between 100% and 110% of the party’s power. Other storyrunners and staff in the room are not counted as party. If there are no players to measure, you cannot summon. You are told the power it was summoned at and the party’s power: go by those numbers.
–If the monster could not be scaled far enough, you are told the range it should have reached and whether to stat it up or down in the monster editor.
–If the monsters already in the room match the party’s power, you cannot summon another until you unsummon one.
–There is also a limit on how much monster you can have out at once. It grows with the trust each player in the room has given you, and it recovers while you are out of a fight.
–If you leave the room, your monsters do not last long without you.
monster unsummon (monster)
–Makes one of your monsters disappear, whether or not it is in a fight. Name it by a word from its short description. If that leaves nobody to fight, the fight ends.
Running a fight
monster startfight slow
–Start a turn-based fight between the players and your monsters in the room. Your monsters take their turns on their own. If five or more players are drawn in, the fight switches to fast combat.
monster startfight (1-10)
–Start a fast fight at that speed. 1 is the fastest; higher numbers leave more time between actions.
–Everyone in the room is drawn in apart from storyrunners, NPCs that are not fighters, and anyone in the shroud. monster fightstart works the same way.
monster target (monster) (person)
–Set which person one of your monsters attacks. A monster that is not yet in the fight joins it. Name someone who is not in the room to clear the target.
monster pausefight
–Pause the fight in the room, fast or turn-based. In a turn-based fight nobody can attack and the turn timer stops; in a fast fight the combat timers stop. Use the command again to unpause. The pause only holds while you are in the room running it. monster fightpause works the same way.
monster fightspeed (monster) (1-20)
–Set the speed of the fight that monster is in, for everyone in it. A turn-based fight becomes a fast one. 1 is the fastest and 2 means twice the delay between actions. The command accepts up to 100, but anything over 20 runs at the fastest speed. monster speedfight works the same way.
monster diminish (monster) (1-100)
–The monster deals only that percentage of its normal damage, for the next three hours. Use 100 to set it back to full strength.
monster diminishround (monster) (1-100)
–The monster deals only that percentage of its normal damage on its next hit. 100 has no effect. monster rounddiminish works the same way.
How your monsters fight
–They go for the players in the room ahead of any other NPCs there, and in a fast fight they spread their attacks around rather than wearing down one person.
–They take wounds in stages the way a player does, so a fight has stages you can pace and narrate.
–A player they bring down is knocked out about half the time.
–They attack with their disciplines on their own. There are no special abilities or special attacks for you to call on.
See also: help fight, help stopfight, help plot.
Monsters are NPCs created by Storyrunners for use in their plots. You design up to five, summon them into a scene, and run a fight between them and the players in the room.
Designing monsters
make monster
–Places you in an editor to set the monster’s name, short description, description, and up to five disciplines with their levels. Type done to save it into a free slot, or abort to throw it away.
size Large
–In the monster editor, marks the monster as large. A large monster fights at a higher level than its disciplines alone would give it. size Regular sets it back.
monster list
–Lists your monsters by slot number, 0 to 4.
monster info (number)
–View the details of a monster on the list.
monster delete (number)
–Delete a monster from the list to free up the slot for others.
Summoning
You must be running the room to summon, unsummon, target, diminish or start a fight. Starting a session with plot start marks you as running the room.
monster summon (number)
monster summon (number) (direction)
–Summon a monster into the room with you. Give a direction, such as north or southwest, to place it on that side of the room; otherwise it appears where you stand.
–The monster is sized to the party. The game measures the players in the room and scales the monster’s disciplines up or down so that all the monsters in the room together come to between 100% and 110% of the party’s power. Other storyrunners and staff in the room are not counted as party. If there are no players to measure, you cannot summon. You are told the power it was summoned at and the party’s power: go by those numbers.
–If the monster could not be scaled far enough, you are told the range it should have reached and whether to stat it up or down in the monster editor.
–If the monsters already in the room match the party’s power, you cannot summon another until you unsummon one.
–There is also a limit on how much monster you can have out at once. It grows with the trust each player in the room has given you, and it recovers while you are out of a fight.
–If you leave the room, your monsters do not last long without you.
monster unsummon (monster)
–Makes one of your monsters disappear, whether or not it is in a fight. Name it by a word from its short description. If that leaves nobody to fight, the fight ends.
Running a fight
monster startfight slow
–Start a turn-based fight between the players and your monsters in the room. Your monsters take their turns on their own. If five or more players are drawn in, the fight switches to fast combat.
monster startfight (1-10)
–Start a fast fight at that speed. 1 is the fastest; higher numbers leave more time between actions.
–Everyone in the room is drawn in apart from storyrunners, NPCs that are not fighters, and anyone in the shroud. monster fightstart works the same way.
monster target (monster) (person)
–Set which person one of your monsters attacks. A monster that is not yet in the fight joins it. Name someone who is not in the room to clear the target.
monster pausefight
–Pause the fight in the room, fast or turn-based. In a turn-based fight nobody can attack and the turn timer stops; in a fast fight the combat timers stop. Use the command again to unpause. The pause only holds while you are in the room running it. monster fightpause works the same way.
monster fightspeed (monster) (1-20)
–Set the speed of the fight that monster is in, for everyone in it. A turn-based fight becomes a fast one. 1 is the fastest and 2 means twice the delay between actions. The command accepts up to 100, but anything over 20 runs at the fastest speed. monster speedfight works the same way.
monster diminish (monster) (1-100)
–The monster deals only that percentage of its normal damage, for the next three hours. Use 100 to set it back to full strength.
monster diminishround (monster) (1-100)
–The monster deals only that percentage of its normal damage on its next hit. 100 has no effect. monster rounddiminish works the same way.
How your monsters fight
–They go for the players in the room ahead of any other NPCs there, and in a fast fight they spread their attacks around rather than wearing down one person.
–They take wounds in stages the way a player does, so a fight has stages you can pace and narrate.
–A player they bring down is knocked out about half the time.
–They attack with their disciplines on their own. There are no special abilities or special attacks for you to call on.
See also: help fight, help stopfight, help plot.
See Also
Monstrosity
In the world of Haven all types of power come with a cost to your
humanity, this is generally referred to as monstrosity. More powerful
entities are generally physically and mentally less human, and have had to
sacrifice their morality or aspects of their humanity in order to obtain
that power. No character can obtain power beyond tier two without hurting
innocent people to obtain it. RP Prompts for effective Tier 3s and higher
will often ask about who they have hurt, betrayed or sacrificed for their
power.
Supernatural society is inherently parasitic, with more powerful entities
preying on and feeding off lower power ones. One of the clearest examples
of this is psychic feeding. All supernaturals naturally feed from the
psychic energy of sentient beings weaker than they are, the stronger the
being the more powerful the effect. This can lead to humans who spend a lot
of time around supernaturals ending up particularly weak or frail. Psychic
feeding is a coded part of the game world.
At Tier Two, a supernatural character can use the feed command to enhance
their ability to feed from the psychic energies of others in their
surroundings. They will then slowly siphon off the lifeforce of anyone
nearby and less power than they are who is feeling afraid.
At Tier Three, supernatural characters will feed on fear whether they are
trying to or not, it is now just part of their nature. Additionally when
they use the feed command to enhance this ability they will also be able to
feed on anger and lust. This means they will feed on the life force of
those engaged in combat or sex among other things. Although sparring combat
does generate a fair bit less anger. Sleeping with a supernatural feeding
on lust can cause a significant transfer of life force.
At Tier Four, supernatural characters will feed on fear, anger and lust no
matter if they are trying to or not. It is for instance impossible for
anyone to have sex with such a character without giving up some of their
life force to do so. They can also use the feed command to enhance their
ability and feed of every character weaker than they are who is in proximity
to them.
At Tier Five all types of feeding has become automatic. It is now
impossible to have any personal dealings with an entity this powerful
without slowly being drained of your life force unless you are equally
powerful.
Supernatural characters at or above T3 who never deliberately feed or do so
sparringly will eventually become ill. Deliberately feeding on your friends
and allies is a much better way to prevent this than feeding on enemies.
Sex feeding can take 20+ LF, and may even cause death. If a character is taken below 75% life force they may pass out for a time, or if taken below 60% may even die.
humanity, this is generally referred to as monstrosity. More powerful
entities are generally physically and mentally less human, and have had to
sacrifice their morality or aspects of their humanity in order to obtain
that power. No character can obtain power beyond tier two without hurting
innocent people to obtain it. RP Prompts for effective Tier 3s and higher
will often ask about who they have hurt, betrayed or sacrificed for their
power.
Supernatural society is inherently parasitic, with more powerful entities
preying on and feeding off lower power ones. One of the clearest examples
of this is psychic feeding. All supernaturals naturally feed from the
psychic energy of sentient beings weaker than they are, the stronger the
being the more powerful the effect. This can lead to humans who spend a lot
of time around supernaturals ending up particularly weak or frail. Psychic
feeding is a coded part of the game world.
At Tier Two, a supernatural character can use the feed command to enhance
their ability to feed from the psychic energies of others in their
surroundings. They will then slowly siphon off the lifeforce of anyone
nearby and less power than they are who is feeling afraid.
At Tier Three, supernatural characters will feed on fear whether they are
trying to or not, it is now just part of their nature. Additionally when
they use the feed command to enhance this ability they will also be able to
feed on anger and lust. This means they will feed on the life force of
those engaged in combat or sex among other things. Although sparring combat
does generate a fair bit less anger. Sleeping with a supernatural feeding
on lust can cause a significant transfer of life force.
At Tier Four, supernatural characters will feed on fear, anger and lust no
matter if they are trying to or not. It is for instance impossible for
anyone to have sex with such a character without giving up some of their
life force to do so. They can also use the feed command to enhance their
ability and feed of every character weaker than they are who is in proximity
to them.
At Tier Five all types of feeding has become automatic. It is now
impossible to have any personal dealings with an entity this powerful
without slowly being drained of your life force unless you are equally
powerful.
Supernatural characters at or above T3 who never deliberately feed or do so
sparringly will eventually become ill. Deliberately feeding on your friends
and allies is a much better way to prevent this than feeding on enemies.
Sex feeding can take 20+ LF, and may even cause death. If a character is taken below 75% life force they may pass out for a time, or if taken below 60% may even die.
See Also
Monstrous Shifting
Levels: 0, 2
Requirements: Fae Knight 3, Primal 3, or Higher Power.
This stat unlocks the monstrous size for shifters. Representing animals vastly larger than their normal natural equivalents. Monstrous size animals have the same costs as large animals, but gain 150% of base defence and offence instead. They cannot enter indoor buildings however and can be seen from a long way away.
Also gives +5 to animal shapeshifting pools to a minimum of 15.
Requirements: Fae Knight 3, Primal 3, or Higher Power.
This stat unlocks the monstrous size for shifters. Representing animals vastly larger than their normal natural equivalents. Monstrous size animals have the same costs as large animals, but gain 150% of base defence and offence instead. They cannot enter indoor buildings however and can be seen from a long way away.
Also gives +5 to animal shapeshifting pools to a minimum of 15.
See Also
Morality
The most central aspect of Haven’s lore is that power is corruption. If you are Tier 3 or higher you’re a bad person, period. If your society is corrupt, they’re the bad guys, period. If a society is virtuous, they’re the good guys, period.
There are complexities and nuances here for sure that are more than welcome, and you are free to think a bad guy is sympathetic, attractive, intelligent, charming or that a good guy is reckless, stupid, naive, foolish or ugly.
You are absolutely not free to do this kinda ‘No but the good guys are -really- the bad guys because xyz’ or ‘We’re -really- the good guys because yzx’ or ‘They’re really worse than us becuse zxy’ RP unless you are: Unaware of the supernatural, insane, or very stupid. Of course due to alliances you might see working with the bad guys as being the lesser of two evils or a neccessary evil but it is still an evil.
There is no flexibility on this basic principle, people wanting to play moral characters play with very significant disadvantages in order to pay for that right. Trying to subvert that is no different to trying to twink around someone’s stats because you don’t want to lose.
There are complexities and nuances here for sure that are more than welcome, and you are free to think a bad guy is sympathetic, attractive, intelligent, charming or that a good guy is reckless, stupid, naive, foolish or ugly.
You are absolutely not free to do this kinda ‘No but the good guys are -really- the bad guys because xyz’ or ‘We’re -really- the good guys because yzx’ or ‘They’re really worse than us becuse zxy’ RP unless you are: Unaware of the supernatural, insane, or very stupid. Of course due to alliances you might see working with the bad guys as being the lesser of two evils or a neccessary evil but it is still an evil.
There is no flexibility on this basic principle, people wanting to play moral characters play with very significant disadvantages in order to pay for that right. Trying to subvert that is no different to trying to twink around someone’s stats because you don’t want to lose.
motd
Welcome to Haven, we have a forum and a wiki. You can visit both at:
www.havenrpg.net
Read your announcements
www.havenrpg.net
Read your announcements
See Also
motorcycle
See Help car
See Also
Move
The move command is used to move around on the battlefield, your normal
move range is 10 plus twice your skill at running. This is doubled when
doing a charge to 20 plus four times your skill at running. The skill
superjump allows you to move towards a target at three times your normal
speed.
To move towards someone you can use the syntaxes:
Move (person) (distance)/charge/jump
To move away from someone you can use the syntaxes:
Move (person) away/retreat
To move towards a set of coordinates you can use the syntax:
Move (x coordinate) (y coordinate)
You can also use a cardinal direction command, such as east or north to move
in that direction.
You can protect someone with move (person) protect. This will move you
towards them and if you get next to them all attacks directed against them
will hit you instead.
Move Up/Down will move you into the room above or below the room you are
currently in, if you are able to do so.
Move Sprint/Flee Will move you in the direction you’re already facing, if
you haven’t yet used an attack that round it will consume the attack and
move you at triple speed. When used with flee will also attempt to end
the fight like attack skip. Wounded characters flee much slower.
You can also use the commands in the form of Charge (person) or Retreat
(person) Or Flee
The bonus from all fast movement types is reduced by carrying armor, shield
and large weapons. This particularly strongly effects sprinting/fleeing.
Retreat and protect movement keeps you facing in the same direction, otherwise
you will turn to face the direction you are moving.
move range is 10 plus twice your skill at running. This is doubled when
doing a charge to 20 plus four times your skill at running. The skill
superjump allows you to move towards a target at three times your normal
speed.
To move towards someone you can use the syntaxes:
Move (person) (distance)/charge/jump
To move away from someone you can use the syntaxes:
Move (person) away/retreat
To move towards a set of coordinates you can use the syntax:
Move (x coordinate) (y coordinate)
You can also use a cardinal direction command, such as east or north to move
in that direction.
You can protect someone with move (person) protect. This will move you
towards them and if you get next to them all attacks directed against them
will hit you instead.
Move Up/Down will move you into the room above or below the room you are
currently in, if you are able to do so.
Move Sprint/Flee Will move you in the direction you’re already facing, if
you haven’t yet used an attack that round it will consume the attack and
move you at triple speed. When used with flee will also attempt to end
the fight like attack skip. Wounded characters flee much slower.
You can also use the commands in the form of Charge (person) or Retreat
(person) Or Flee
The bonus from all fast movement types is reduced by carrying armor, shield
and large weapons. This particularly strongly effects sprinting/fleeing.
Retreat and protect movement keeps you facing in the same direction, otherwise
you will turn to face the direction you are moving.
movein
Syntax: movein
This command costs $100 and moves all stashed clothes and jewelry to the
room you’re currently in, it’s useful if your character has recently moved
into a new house etc and you don’t want to have to move all your clothes by
hand.
This command does not move containers or weapons when used outside of Greystone.
This command costs $100 and moves all stashed clothes and jewelry to the
room you’re currently in, it’s useful if your character has recently moved
into a new house etc and you don’t want to have to move all your clothes by
hand.
This command does not move containers or weapons when used outside of Greystone.
mtalk
myattacks
Syntax: make attack or myattacks create
Used to create a new custom attack for your character with the following
fields:
Name: The name given to the custom attack will be the command used. For
example. If the name is stab, the syntax in combat will be: stab (target).
Discipline: The discipline specifies which discipline the custom attack uses.
Special: Special refers to any special effects added. See Also: Special List.
Myself: The message displayed to you when the attack is used.
Target: The message displayed to the target when the attack is used.
Bystanders: The message displayed to everyone else when the attack is used.
Delayed messages are those seen when a delayed attack hits.
Syntax: myattacks list
Will list the name, disc and special effects for saved custom attacks.
Syntax: myattacks info (custom name)
Will show information about the created custom attack.
Syntax: myattacks delete (custom name)
Will delete an already made custom attack.
In addition, you can change parts of an already created attack individually
with the following syntaxes:
myattacks rename (name) (newname)
myattacks discipline (name) (discipline)
myattacks special (name) (special)
myattacks myself (name) (message)
myattacks target (name) (message)
myattacks bystanders (name) (message)
myattacks myselfdelayed (name) (message)
myattacks targetdelayed (name) (message)
myattacks bystandersdelayed (name) (message)
When you want to refer to other people in the strings, you can use the
following keys.
$N – target’s name $n – your name.
$M – target’s him/her $m – your him/her.
$S – target’s his/hers $s – your his/her.
$E – target’s he/she $e – your he/she
In fast combat, your attacks will always have their effect added to the
end, such as ‘mildly wounds him’ or ‘deflects off her armor’. So it is good
to leave the end open-ended when writing the way it looks for the sections
of myself, target, bystanders, etc, by using words like this, that, which,
‘the attack’, etc.
Used to create a new custom attack for your character with the following
fields:
Name: The name given to the custom attack will be the command used. For
example. If the name is stab, the syntax in combat will be: stab (target).
Discipline: The discipline specifies which discipline the custom attack uses.
Special: Special refers to any special effects added. See Also: Special List.
Myself: The message displayed to you when the attack is used.
Target: The message displayed to the target when the attack is used.
Bystanders: The message displayed to everyone else when the attack is used.
Delayed messages are those seen when a delayed attack hits.
Syntax: myattacks list
Will list the name, disc and special effects for saved custom attacks.
Syntax: myattacks info (custom name)
Will show information about the created custom attack.
Syntax: myattacks delete (custom name)
Will delete an already made custom attack.
In addition, you can change parts of an already created attack individually
with the following syntaxes:
myattacks rename (name) (newname)
myattacks discipline (name) (discipline)
myattacks special (name) (special)
myattacks myself (name) (message)
myattacks target (name) (message)
myattacks bystanders (name) (message)
myattacks myselfdelayed (name) (message)
myattacks targetdelayed (name) (message)
myattacks bystandersdelayed (name) (message)
When you want to refer to other people in the strings, you can use the
following keys.
$N – target’s name $n – your name.
$M – target’s him/her $m – your him/her.
$S – target’s his/hers $s – your his/her.
$E – target’s he/she $e – your he/she
In fast combat, your attacks will always have their effect added to the
end, such as ‘mildly wounds him’ or ‘deflects off her armor’. So it is good
to leave the end open-ended when writing the way it looks for the sections
of myself, target, bystanders, etc, by using words like this, that, which,
‘the attack’, etc.
See Also
MyHaven
MyHaven
MyHaven is the social and dating app that most Haven residents have on their phones. You find people on it, match with them as friends, dates or professional contacts, and the app then suggests when the two of you should chat or meet. Your handle, which always starts with @, is how people find you on it. You also need a profile to use chatrooms (see help chatroom).
Setting up your profile
myhaven setup
–Start editing your profile. Your prompt shows the profile as it stands. While you are editing, these commands fill it in:
handle (name)
–Set your handle. You type the name, and it becomes @name. Nobody else can already be using it.
aboutme
–Open the editor to write your About Me: your personality, interests, and whatever else people should know. Nobody finds you by browsing until this is written.
photo (pose)
–Take your profile picture. It shows you as you look right now, posed the way you describe. Eidolons write their picture as free text in the editor instead.
quote (text)
–Set a quote for your profile.
joke
–Open the editor to write a joke for your profile.
attractedto
–Open the editor to describe the kind of people you are attracted to. Only people you have a dating match with can see this.
webprofilepic (url), webbackground (url), webpictures, webyoutubes
–Pictures and videos for your character’s page on the Haven website. The last two open the editor: put one link on each line.
done
–Save your profile and stop editing.
Finding people
myhaven browse or myhaven browse new
–See a random profile you have not matched with yet. Only people who have been on in the last three days show up. With new, you only see profiles made in the last eight days.
myhaven viewprofile (handle)
–Look at someone’s profile. On its own, it shows you your own.
Matching
myhaven match (handle) (friends, date and/or professional)
–Ask to match with someone as any mix of the three, for example myhaven match @sam friends date. If they are online, they are told that someone matched with them, but not who.
–A match only happens when both of you have chosen each other, and it only covers the kinds you both picked. If they later match you back with nothing in common, no match is made. When a match is made, you are both told what it is for, even if the other person is offline.
text (handle) (message)
–Text a match by their handle, for example text @sam see you at eight. You need your phone in hand and a signal, as for any text, and you must have matched with each other.
myhaven rematch (handle) (friends, date and/or professional)
–Replace your choices for an existing match with new ones.
myhaven unmatch (handle)
–End a match.
myhaven list
–List your matches. People who are online show in green. Matches who have not been on for about three days are left off.
Chatting and meeting
myhaven chatwith (handles)
–Mark matches you would like to chat with, for example myhaven chatwith @sam @alex. Naming someone already marked unmarks them. The marks stay until you remove them.
myhaven meetwith (handles)
–The same, for matches you would like to meet in person.
–When two matches have marked each other, MyHaven may suggest that they chat or meet. One of you is chosen to open the conversation, or to pick the place and activity. A suggestion only comes when both of you are online, alone in your rooms, not AFK and not set to low availability (see help availability), have cell signal, and have not had a suggestion in the last half hour. Meetings are suggested before chats.
photo (handle) (pose)
–Send a photo to one of your matches through MyHaven.
myhaven suspend
–Stop MyHaven suggesting chats and meetings. Use it again to start them again.
Ratings
myhaven rate (handle) (0.1 to 5.0)
–Once you and a match have talked enough, you are told you can rate how much fun they are to chat with, and later how much fun they are to spend time with in person. Ratings are anonymous. Once someone has a couple of ratings, a star score shows on their profile.
myhaven rateevent (0.1 to 5.0)
–Rate an event you went to, when you are told you can.
Plus
myhaven plus
–Switch MyHaven Plus on or off. Plus members see the wealth and education of the people whose profiles they view.
Premium
MyHaven Premium is something that certain powerful, and so corrupt, members of the supernatural world had added to the app. Anyone can buy it with myhaven buypremium for $5000. Arkwrights and Inigos of tier 2 or higher, the villain of the week, and Eidolons get it free when they log on.
The premium commands below work on a match who has sent you at least three messages through MyHaven in the last three hours. Otherwise the attempt fails.
myhaven camhack (handle)
–Hack their phone camera. Their phone warms up a little. From then on you see their emotes wherever you are. It stops when they turn their phone off, or when either of you leaves the game. Only one person can camhack someone at a time.
myhaven telekinesis (handle) (message)
–Push force through their phone. They alone see your message, as something that happens around them, after their phone warms up a little.
myhaven hypnotise (handle) (type) (pressure one) (pressure two) (pressure three) (instruction)
–Hypnotise them through the phone. It works like the hypnotize command (see help hypnotism), and they can accept or resist it the same way (see help imprint). The type can be instruction, compulsion, body instruction, body compulsion, triggered instruction, triggered compulsion, triggered body instruction or triggered body compulsion. A triggered type takes its trigger in brackets before the instruction. Each one costs you between $20 and $40.
These two work on a match when you have both marked each other for chatting (or meeting), and a suggestion could come right now apart from the half-hour wait and the random chance. They also work if either of you has suspended MyHaven:
myhaven forcechat (handle)
–Make MyHaven suggest a chat between you straight away, with you opening the conversation.
myhaven forcemeet (handle)
–Make MyHaven suggest a meeting straight away, with you picking the place and activity.
MyHaven is the social and dating app that most Haven residents have on their phones. You find people on it, match with them as friends, dates or professional contacts, and the app then suggests when the two of you should chat or meet. Your handle, which always starts with @, is how people find you on it. You also need a profile to use chatrooms (see help chatroom).
Setting up your profile
myhaven setup
–Start editing your profile. Your prompt shows the profile as it stands. While you are editing, these commands fill it in:
handle (name)
–Set your handle. You type the name, and it becomes @name. Nobody else can already be using it.
aboutme
–Open the editor to write your About Me: your personality, interests, and whatever else people should know. Nobody finds you by browsing until this is written.
photo (pose)
–Take your profile picture. It shows you as you look right now, posed the way you describe. Eidolons write their picture as free text in the editor instead.
quote (text)
–Set a quote for your profile.
joke
–Open the editor to write a joke for your profile.
attractedto
–Open the editor to describe the kind of people you are attracted to. Only people you have a dating match with can see this.
webprofilepic (url), webbackground (url), webpictures, webyoutubes
–Pictures and videos for your character’s page on the Haven website. The last two open the editor: put one link on each line.
done
–Save your profile and stop editing.
Finding people
myhaven browse or myhaven browse new
–See a random profile you have not matched with yet. Only people who have been on in the last three days show up. With new, you only see profiles made in the last eight days.
myhaven viewprofile (handle)
–Look at someone’s profile. On its own, it shows you your own.
Matching
myhaven match (handle) (friends, date and/or professional)
–Ask to match with someone as any mix of the three, for example myhaven match @sam friends date. If they are online, they are told that someone matched with them, but not who.
–A match only happens when both of you have chosen each other, and it only covers the kinds you both picked. If they later match you back with nothing in common, no match is made. When a match is made, you are both told what it is for, even if the other person is offline.
text (handle) (message)
–Text a match by their handle, for example text @sam see you at eight. You need your phone in hand and a signal, as for any text, and you must have matched with each other.
myhaven rematch (handle) (friends, date and/or professional)
–Replace your choices for an existing match with new ones.
myhaven unmatch (handle)
–End a match.
myhaven list
–List your matches. People who are online show in green. Matches who have not been on for about three days are left off.
Chatting and meeting
myhaven chatwith (handles)
–Mark matches you would like to chat with, for example myhaven chatwith @sam @alex. Naming someone already marked unmarks them. The marks stay until you remove them.
myhaven meetwith (handles)
–The same, for matches you would like to meet in person.
–When two matches have marked each other, MyHaven may suggest that they chat or meet. One of you is chosen to open the conversation, or to pick the place and activity. A suggestion only comes when both of you are online, alone in your rooms, not AFK and not set to low availability (see help availability), have cell signal, and have not had a suggestion in the last half hour. Meetings are suggested before chats.
photo (handle) (pose)
–Send a photo to one of your matches through MyHaven.
myhaven suspend
–Stop MyHaven suggesting chats and meetings. Use it again to start them again.
Ratings
myhaven rate (handle) (0.1 to 5.0)
–Once you and a match have talked enough, you are told you can rate how much fun they are to chat with, and later how much fun they are to spend time with in person. Ratings are anonymous. Once someone has a couple of ratings, a star score shows on their profile.
myhaven rateevent (0.1 to 5.0)
–Rate an event you went to, when you are told you can.
Plus
myhaven plus
–Switch MyHaven Plus on or off. Plus members see the wealth and education of the people whose profiles they view.
Premium
MyHaven Premium is something that certain powerful, and so corrupt, members of the supernatural world had added to the app. Anyone can buy it with myhaven buypremium for $5000. Arkwrights and Inigos of tier 2 or higher, the villain of the week, and Eidolons get it free when they log on.
The premium commands below work on a match who has sent you at least three messages through MyHaven in the last three hours. Otherwise the attempt fails.
myhaven camhack (handle)
–Hack their phone camera. Their phone warms up a little. From then on you see their emotes wherever you are. It stops when they turn their phone off, or when either of you leaves the game. Only one person can camhack someone at a time.
myhaven telekinesis (handle) (message)
–Push force through their phone. They alone see your message, as something that happens around them, after their phone warms up a little.
myhaven hypnotise (handle) (type) (pressure one) (pressure two) (pressure three) (instruction)
–Hypnotise them through the phone. It works like the hypnotize command (see help hypnotism), and they can accept or resist it the same way (see help imprint). The type can be instruction, compulsion, body instruction, body compulsion, triggered instruction, triggered compulsion, triggered body instruction or triggered body compulsion. A triggered type takes its trigger in brackets before the instruction. Each one costs you between $20 and $40.
These two work on a match when you have both marked each other for chatting (or meeting), and a suggestion could come right now apart from the half-hour wait and the random chance. They also work if either of you has suspended MyHaven:
myhaven forcechat (handle)
–Make MyHaven suggest a chat between you straight away, with you opening the conversation.
myhaven forcemeet (handle)
–Make MyHaven suggest a meeting straight away, with you picking the place and activity.
See Also
myrooms
Syntax: myrooms list
myrooms description (number)
myrooms name (number)
myrooms delete (number)
myrooms extra (number) (keyword)
myrooms extadelete (number) (keyword)
myrooms place (number) (keyword)
myrooms placedelete (number) (keyword)
myrooms public (number)
myrooms private (number)
myrooms outdoors (number)
myrooms indoors (number)
myrooms nightmaredescription (number)
myrroms climate (number) (territory to copy)
myrooms timezone (number) (UTC offset)
myrooms temperature (number) (temperature F)
myrooms cloudcover (number) (0-100)
myrooms clouddensity (number) (0-100)
myrooms mist (number) (0-3)
myrooms raining/hailing/snowing (number)
myrooms description (number)
myrooms name (number)
myrooms delete (number)
myrooms extra (number) (keyword)
myrooms extadelete (number) (keyword)
myrooms place (number) (keyword)
myrooms placedelete (number) (keyword)
myrooms public (number)
myrooms private (number)
myrooms outdoors (number)
myrooms indoors (number)
myrooms nightmaredescription (number)
myrroms climate (number) (territory to copy)
myrooms timezone (number) (UTC offset)
myrooms temperature (number) (temperature F)
myrooms cloudcover (number) (0-100)
myrooms clouddensity (number) (0-100)
myrooms mist (number) (0-3)
myrooms raining/hailing/snowing (number)
Mythological Shifting
Levels: 0, 2
Requirements: Fae Knight 3, or Higher Power.
This power allows shapeshifters to take on mythological forms, which allows them to turn into creatures either extinct or fictional.
This also grants +5 to animal shapeshifting pools to a minimum of 15.
Requirements: Fae Knight 3, or Higher Power.
This power allows shapeshifters to take on mythological forms, which allows them to turn into creatures either extinct or fictional.
This also grants +5 to animal shapeshifting pools to a minimum of 15.
See Also
Name
This is your character’s first name. No other character can have the
same first name as you, it is used in most coded functions by the game to
determine who is whom.
same first name as you, it is used in most coded functions by the game to
determine who is whom.
Narrative
The narrative command is used to set up what narrative rewards you want for
your character and what rewards you are happy to give other people. These
represent ways in which your character’s story can grow and develop. For
example one person may want their character to obtain the reward of getting
to feel powerful, while another wants the reward of getting to feel morally
strong so they can do a scene in which one character is more powerful and
wins conflicts, but the other character’s moral strength is tested and holds
up.
Characters with compatible narrative rewards will be more likely to be matched
for destinies and those matching narrative rewards will be shown to both
characters whenever a destiny scene starts between them.
Narrative
-Show what narrative rewards you currently want/offer
Narrative offer
-Show all possible narrative rewards you could offer.
Narrative offer (number)
-Toggle offering a particular narrative reward.
Narrative want
-Show all possible narrative rewards you could want.
Narrative want (number)
-Toggle wanting a particular narrative reward.
Narrative query (person)
-Send a request to someone to exchange info on narrative rewards.
your character and what rewards you are happy to give other people. These
represent ways in which your character’s story can grow and develop. For
example one person may want their character to obtain the reward of getting
to feel powerful, while another wants the reward of getting to feel morally
strong so they can do a scene in which one character is more powerful and
wins conflicts, but the other character’s moral strength is tested and holds
up.
Characters with compatible narrative rewards will be more likely to be matched
for destinies and those matching narrative rewards will be shown to both
characters whenever a destiny scene starts between them.
Narrative
-Show what narrative rewards you currently want/offer
Narrative offer
-Show all possible narrative rewards you could offer.
Narrative offer (number)
-Toggle offering a particular narrative reward.
Narrative want
-Show all possible narrative rewards you could want.
Narrative want (number)
-Toggle wanting a particular narrative reward.
Narrative query (person)
-Send a request to someone to exchange info on narrative rewards.
See Also
Natural
See help supernatural
Natural Affinity
Levels: 0, 3
Requirements: Natural Magic Focus 4
Characters with this stat can use natural magic and telepathy while shifted.
Requirements: Natural Magic Focus 4
Characters with this stat can use natural magic and telepathy while shifted.
Natural Armor
Type: Defensive
This discipline covers those who have some form of natural body armor.
Take 90% damage from rifles, pistols and carbines.
Take 80% damage from Shotguns, Longblades, Knives, thrown weapons and bows.
Take 90% damage from Blunt weapons
Take 80% damage from animal atttacks, striking and grappling.
This discipline covers those who have some form of natural body armor.
Take 90% damage from rifles, pistols and carbines.
Take 80% damage from Shotguns, Longblades, Knives, thrown weapons and bows.
Take 90% damage from Blunt weapons
Take 80% damage from animal atttacks, striking and grappling.
See Also
Natural Magic Focus
Levels: 0, 1, 2, 3, 4
Arcane Focus
Requirements: Gifted or Supernatural, not Angelborn or Vampire, and does not have Dark Magic focus
This stat represents those who’ve studied the art of natural magics. In addition to the standard arcane focus bonuses, it grants the user weather mancing and nature mancing, allowing them to use their magic to manipulate the battlefield, particularly in natural areas. At higher ranks it grants limited access to shapeshifting and at max rank allows the learning of natural affinity, allowing an arcanist to use their mancing powers as well as telepathy even while shapeshifted.
[Natural Magic One]:
Know Werewolves: The ability to recognise werewolves on sight.
Nature Mancing 1: Exclusive with Weather Mancing; A power tree focused on battlefield manipulation.
Weather Mancing 1: Exclusive with Nature Mancing; A power tree mostly focused on manipulating air.
[Natural Magic Two]:
Animals 4: A stat that enhances your kinship with animals.
Aura Shifting: A power that brings your things with you when you shift into a smaller form.
Cloud Summoning: A power tree that allows cloud manipulation to hide or show the moon.
Nature Mancing 2: Exclusive with Weather Mancing; A power tree focused on battlefield manipulation.
Shapeshifting 1, 2: A power that grants points that can be allocated to enhance shapeshifted forms.
Weather Mancing 2: Exclusive with Nature Mancing; A power tree mostly focused on manipulating air.
[Natural Magic Three]:
Animals 5: Maximum proficiency; a stat that enhances your kinship with animals.
Call of Nature: A legendary power that allows unlimited summoning of minions when in nature.
Flight: A legendary power that grants on-demand flight in and out of combat.
Lightning Sorcery: A legendary power that grants the lightning sorcery combat discipline.
Nature Mancing 1: In addition to Weather Mancing; A power tree focused on battlefield manipulation.
Swarm Shifting: A legendary power that allows you to shapeshift into a large swarm of creatures.
Weather Mancing 1: In addition to Nature Mancing; A power tree mostly focused on manipulating air.
[Natural Magic Four]:
Natural Affinity: A power that enables usage of natural mancing and telepathy while shifted.
Nature Mancing 2: In addition to Weather Mancing; A power tree focused on battlefield manipulation.
Weather Mancing 2: In addition to Nature Mancing; A power tree mostly focused on manipulating air.
[Last edited September 2, 2021]
Arcane Focus
Requirements: Gifted or Supernatural, not Angelborn or Vampire, and does not have Dark Magic focus
This stat represents those who’ve studied the art of natural magics. In addition to the standard arcane focus bonuses, it grants the user weather mancing and nature mancing, allowing them to use their magic to manipulate the battlefield, particularly in natural areas. At higher ranks it grants limited access to shapeshifting and at max rank allows the learning of natural affinity, allowing an arcanist to use their mancing powers as well as telepathy even while shapeshifted.
[Natural Magic One]:
Know Werewolves: The ability to recognise werewolves on sight.
Nature Mancing 1: Exclusive with Weather Mancing; A power tree focused on battlefield manipulation.
Weather Mancing 1: Exclusive with Nature Mancing; A power tree mostly focused on manipulating air.
[Natural Magic Two]:
Animals 4: A stat that enhances your kinship with animals.
Aura Shifting: A power that brings your things with you when you shift into a smaller form.
Cloud Summoning: A power tree that allows cloud manipulation to hide or show the moon.
Nature Mancing 2: Exclusive with Weather Mancing; A power tree focused on battlefield manipulation.
Shapeshifting 1, 2: A power that grants points that can be allocated to enhance shapeshifted forms.
Weather Mancing 2: Exclusive with Nature Mancing; A power tree mostly focused on manipulating air.
[Natural Magic Three]:
Animals 5: Maximum proficiency; a stat that enhances your kinship with animals.
Call of Nature: A legendary power that allows unlimited summoning of minions when in nature.
Flight: A legendary power that grants on-demand flight in and out of combat.
Lightning Sorcery: A legendary power that grants the lightning sorcery combat discipline.
Nature Mancing 1: In addition to Weather Mancing; A power tree focused on battlefield manipulation.
Swarm Shifting: A legendary power that allows you to shapeshift into a large swarm of creatures.
Weather Mancing 1: In addition to Nature Mancing; A power tree mostly focused on manipulating air.
[Natural Magic Four]:
Natural Affinity: A power that enables usage of natural mancing and telepathy while shifted.
Nature Mancing 2: In addition to Weather Mancing; A power tree focused on battlefield manipulation.
Weather Mancing 2: In addition to Nature Mancing; A power tree mostly focused on manipulating air.
[Last edited September 2, 2021]
See Also
natural modifiers
The following modifiers are available for natural, non-supernatural characters:
[Tier 1]:
Greystone Staff:
Negative Modifiers:
None
Positive Modifiers:
None
Fantasy:
Negative Modifiers:
None
Positive Modifiers:
None
Local:
Negative Modifiers:
None
Positive Modifiers:
Fleshformed, Demonic Pact Holder, Chemically Augmented
Student:
Negative Modifiers:
None
Positive Modifiers:
Fleshformed, Demonic Pact Holder, Chemically Augmented
Visitor:
Negative Modifiers:
None
Positive Modifiers:
Fleshformed, Demonic Pact Holder, Chemically Augmented
[Tier 2]:
Brown Student:
Negative Modifiers:
None
Positive Modifiers:
Fleshformed, Demonic Pact Holder
Dreamchild:
Negative Modifiers:
Addicted, Injured, Ill, Mentally Ill
Positive Modifiers:
Relic Holder, Fleshformed, Demonic Pact Holder, Chemically Augmented
Gifted:
Negative Modifiers:
Addicted, Injured, Ill, Mentally Ill
Positive Modifiers:
Relic Holder, Fleshformed, Demonic Pact Holder, Science Augmented
Important Local:
Negative Modifiers:
Addicted, Ill
Positive Modifiers:
Fleshformed, Demonic Pact Holder, Chemically Augmented
Soldier:
Negative Modifiers:
Addicted, Injured, Ill
Positive Modifiers:
Relic Holder, Fleshformed, Demonic Pact Holder, Science Augmented
Special Deputy:
Negative Modifiers:
None
Positive Modifiers:
Fleshformed, Demonic Pact Holder, Chemically Augmented
Timeswept:
Negative Modifiers:
Addicted, Injured, Ill
Positive Modifiers:
Relic Holder, Fleshformed, Demonic Pact Holder, Chemically Augmented, Science Augmented
Wildling:
Negative Modifiers:
Addicted, Injured, Ill
Positive Modifiers:
Relic Holder, Fleshformed, Demonic Pact Holder, Chemically Augmented, Science Augmented
[Tier 3]:
Community Pillar:
Negative Modifiers:
Addicted, Ill
Positive Modifiers:
None
Local Celebrity:
Negative Modifiers:
Addicted
Positive Modifiers:
None
Special Forces:
Negative Modifiers:
Addicted, Injured, Ill
Positive Modifiers:
Science Augmented
[Last edited May 18, 2022]
[Tier 1]:
Greystone Staff:
Negative Modifiers:
None
Positive Modifiers:
None
Fantasy:
Negative Modifiers:
None
Positive Modifiers:
None
Local:
Negative Modifiers:
None
Positive Modifiers:
Fleshformed, Demonic Pact Holder, Chemically Augmented
Student:
Negative Modifiers:
None
Positive Modifiers:
Fleshformed, Demonic Pact Holder, Chemically Augmented
Visitor:
Negative Modifiers:
None
Positive Modifiers:
Fleshformed, Demonic Pact Holder, Chemically Augmented
[Tier 2]:
Brown Student:
Negative Modifiers:
None
Positive Modifiers:
Fleshformed, Demonic Pact Holder
Dreamchild:
Negative Modifiers:
Addicted, Injured, Ill, Mentally Ill
Positive Modifiers:
Relic Holder, Fleshformed, Demonic Pact Holder, Chemically Augmented
Gifted:
Negative Modifiers:
Addicted, Injured, Ill, Mentally Ill
Positive Modifiers:
Relic Holder, Fleshformed, Demonic Pact Holder, Science Augmented
Important Local:
Negative Modifiers:
Addicted, Ill
Positive Modifiers:
Fleshformed, Demonic Pact Holder, Chemically Augmented
Soldier:
Negative Modifiers:
Addicted, Injured, Ill
Positive Modifiers:
Relic Holder, Fleshformed, Demonic Pact Holder, Science Augmented
Special Deputy:
Negative Modifiers:
None
Positive Modifiers:
Fleshformed, Demonic Pact Holder, Chemically Augmented
Timeswept:
Negative Modifiers:
Addicted, Injured, Ill
Positive Modifiers:
Relic Holder, Fleshformed, Demonic Pact Holder, Chemically Augmented, Science Augmented
Wildling:
Negative Modifiers:
Addicted, Injured, Ill
Positive Modifiers:
Relic Holder, Fleshformed, Demonic Pact Holder, Chemically Augmented, Science Augmented
[Tier 3]:
Community Pillar:
Negative Modifiers:
Addicted, Ill
Positive Modifiers:
None
Local Celebrity:
Negative Modifiers:
Addicted
Positive Modifiers:
None
Special Forces:
Negative Modifiers:
Addicted, Injured, Ill
Positive Modifiers:
Science Augmented
[Last edited May 18, 2022]
See Also
Natural toughness
Type: Defensive
Supernatural Defenses Cap: Tier 2:10, 3:20, 4:50, 5:100
HP Cap: T1: 200, T2: 250, T3:350, T4:500, T5:750
This discipline represents someone’s ability to shrug off damage that would
cause problematic wounds for normal humans.
Take 90% damage from rifles, carbines and pistols.
Take 90% damage from spears, blunt weapons, bows and animal attacks.
Take 80% damage from Knives, Thrown weapons, spearguns.
Take 80% damage from striking or grappling attacks.
Supernatural Defenses Cap: Tier 2:10, 3:20, 4:50, 5:100
HP Cap: T1: 200, T2: 250, T3:350, T4:500, T5:750
This discipline represents someone’s ability to shrug off damage that would
cause problematic wounds for normal humans.
Take 90% damage from rifles, carbines and pistols.
Take 90% damage from spears, blunt weapons, bows and animal attacks.
Take 80% damage from Knives, Thrown weapons, spearguns.
Take 80% damage from striking or grappling attacks.
Naturalize
Syntax: Naturalize target
This command fires a naturalizer at the specified target. It requires a
naturalizer which looks like a black polymer electronic handgun.
In combat it can only be used by those with 5 points in the soldiering
ability line and has a 50 unit range.
Out of combat it can be used by anyone, but if the target is not helpless or
bound the chance of a hit is quite low.
When fired the gun emits a faint whine noise, but otherwise there’s no
obvious sign of it having been fired.
If a shifter in animal form is struck but the naturalizer they will be
turned back into their human shape, and be unable to shift back into animal
form for some time. Animals who have been neutralized cannot be
naturalized.
This command fires a naturalizer at the specified target. It requires a
naturalizer which looks like a black polymer electronic handgun.
In combat it can only be used by those with 5 points in the soldiering
ability line and has a 50 unit range.
Out of combat it can be used by anyone, but if the target is not helpless or
bound the chance of a hit is quite low.
When fired the gun emits a faint whine noise, but otherwise there’s no
obvious sign of it having been fired.
If a shifter in animal form is struck but the naturalizer they will be
turned back into their human shape, and be unable to shift back into animal
form for some time. Animals who have been neutralized cannot be
naturalized.
See Also
Nature Mancing
Levels: 0, 1, 2
Requirements : Rank 1 requires Natural Magic 1
Rank 2 requires Natural Magic 2
[Rank One]:
Quicksand : Unspecified range; turns soil for 10 distance in diameter around target into quicksand, slowing anyone standing in it or running into it.
Roleplay : You can turn topsoil to quicksand.
Only usable in natural areas.
Consumes your attack for one round.
RapidGrowth : Unspecified range; makes some low-durability cover grow where the target currently is.
Roleplay : You can cause plants to grow rapidly with a touch.
Only usable in natural areas.
Consumes your attack for one round.
Root : Unspecified range; the target cannot move for one round.
Roleplay : You can summon small roots from natural soil.
Only usable in natural areas.
Consumes your attack for one round.
[Rank Two]:
CommandBeast: Unspecified range; the target animal or hybrid is stunned.
Roleplay : You can stun an animal with a word.
Consumes your attack for one round.
Tremor : No target; everyone in the area moves slower for one round.
Roleplay : You can cause mild tremors in the earth.
Only usable in natural areas.
Consumes your attack for one round.
All abilities require a magical focus.
[Last edited March 24, 2022]
Requirements : Rank 1 requires Natural Magic 1
Rank 2 requires Natural Magic 2
[Rank One]:
Quicksand : Unspecified range; turns soil for 10 distance in diameter around target into quicksand, slowing anyone standing in it or running into it.
Roleplay : You can turn topsoil to quicksand.
Only usable in natural areas.
Consumes your attack for one round.
RapidGrowth : Unspecified range; makes some low-durability cover grow where the target currently is.
Roleplay : You can cause plants to grow rapidly with a touch.
Only usable in natural areas.
Consumes your attack for one round.
Root : Unspecified range; the target cannot move for one round.
Roleplay : You can summon small roots from natural soil.
Only usable in natural areas.
Consumes your attack for one round.
[Rank Two]:
CommandBeast: Unspecified range; the target animal or hybrid is stunned.
Roleplay : You can stun an animal with a word.
Consumes your attack for one round.
Tremor : No target; everyone in the area moves slower for one round.
Roleplay : You can cause mild tremors in the earth.
Only usable in natural areas.
Consumes your attack for one round.
All abilities require a magical focus.
[Last edited March 24, 2022]
See Also
Necromancy
Levels: 0, 1, 2
Requirements : Rank 1 requires Dark Magic 1, or 3 with Haemomancy
Rank 2 requires Dark Magic 2, or 4 with Haemomancy
[Rank One]:
Lethargy : Unspecified range; the target undead is weakened and slowed.
Roleplay : You can substantially slow all of an undead’s movements.
Consumes your attack for one round.
Regenerate : Unspecified range; the target undead recovers some of their maximum defense.
Roleplay : You can regenerate the flesh of the undead.
Consumes your attack for one round.
RigorMortis : Unspecified range; the target undead is unable to move for one round.
Roleplay : You can temporarily paralyze some of an undead’s limbs.
Consumes your attack for one round.
[Rank Two]:
CommandUndead : Unspecified range; the target undead will attempt to attack the second target at their next available opportunity.
Roleplay : You can temporarily puppet some of an undead’s limbs.
Requires two targets.
Consumes your attack for one round.
Halt : Unspecified range; the target undead is stunned for one round.
Roleplay : You can completely paralyze an undead with a spoken word.
Consumes your attack for one round.
All abilities require a magical focus.
[Last edited March 24, 2022]
Requirements : Rank 1 requires Dark Magic 1, or 3 with Haemomancy
Rank 2 requires Dark Magic 2, or 4 with Haemomancy
[Rank One]:
Lethargy : Unspecified range; the target undead is weakened and slowed.
Roleplay : You can substantially slow all of an undead’s movements.
Consumes your attack for one round.
Regenerate : Unspecified range; the target undead recovers some of their maximum defense.
Roleplay : You can regenerate the flesh of the undead.
Consumes your attack for one round.
RigorMortis : Unspecified range; the target undead is unable to move for one round.
Roleplay : You can temporarily paralyze some of an undead’s limbs.
Consumes your attack for one round.
[Rank Two]:
CommandUndead : Unspecified range; the target undead will attempt to attack the second target at their next available opportunity.
Roleplay : You can temporarily puppet some of an undead’s limbs.
Requires two targets.
Consumes your attack for one round.
Halt : Unspecified range; the target undead is stunned for one round.
Roleplay : You can completely paralyze an undead with a spoken word.
Consumes your attack for one round.
All abilities require a magical focus.
[Last edited March 24, 2022]
See Also
negative modifier chart
Different negative modifiers are available to different archetypes; the following chart shows what negative modifiers may be selected for each.
|Add|Inj|Ill|Cri|Dis|Cur|Mil|Cat|TuY|
BrnStu| | | | | | | | | |
——————————————-
DrmChl| O | O | O | | | | O | | |
——————————————-
Gifted| O | O | O | | | | O | | |
——————————————-
ImpLoc| O | | O | | | | | | |
——————————————-
Soldr | O | O | O | | | | | | |
——————————————-
SpeDep| | | | | | | | | |
——————————————-
DrmChl| O | O | O | | | | | | |
——————————————-
Elsbrn| O | O | O | | | | | | |
——————————————-
TimSwp| O | O | O | | | | | | |
——————————————-
Wldlng| O | O | O | | | | | | |
——————————————-
LocCel| O | | | | | | | | |
——————————————-
PilCom| O | | O | | | | | | |
——————————————-
SpeFor| O | O | O | | | | | | |
——————————————-
Angel | O | O | O | | | | O | | |
——————————————-
VetAng| | | | O | | O | | | |
——————————————-
AgeAng| | | | O | | | | | |
——————————————-
Demigd| O | O | O | | | | O | | |
——————————————-
VetGod| | | | O | | O | | | |
——————————————-
AgeGod| | | | O | | | | | |
——————————————-
Demon | O | O | O | | | | O | | |
——————————————-
VetDmn| | | | O | | O | | | |
——————————————-
AgeDmn| | | | O | | | | | |
——————————————-
Fae | O | O | O | | | | O | | |
——————————————-
VetFae| | | | O | | O | | | |
——————————————-
AgeFae| | | | O | | | | | |
——————————————-
Vamp | | | | | | | O | | O |
——————————————-
VmpVet| | | | | O | O | | | O |
——————————————-
AgeVmp| | | | | | | | | O |
——————————————-
Wolf | | O | O | | O | | O | O | O |
——————————————-
VetWlf| | | | O | | O | | | |
——————————————-
AgeWlf| | | | O | | | | | |
——————————————-
|Add|Inj|Ill|Cri|Dis|Cur|Mil|Cat|TuY|
[Last edited May 18, 2022]
|Add|Inj|Ill|Cri|Dis|Cur|Mil|Cat|TuY|
BrnStu| | | | | | | | | |
——————————————-
DrmChl| O | O | O | | | | O | | |
——————————————-
Gifted| O | O | O | | | | O | | |
——————————————-
ImpLoc| O | | O | | | | | | |
——————————————-
Soldr | O | O | O | | | | | | |
——————————————-
SpeDep| | | | | | | | | |
——————————————-
DrmChl| O | O | O | | | | | | |
——————————————-
Elsbrn| O | O | O | | | | | | |
——————————————-
TimSwp| O | O | O | | | | | | |
——————————————-
Wldlng| O | O | O | | | | | | |
——————————————-
LocCel| O | | | | | | | | |
——————————————-
PilCom| O | | O | | | | | | |
——————————————-
SpeFor| O | O | O | | | | | | |
——————————————-
Angel | O | O | O | | | | O | | |
——————————————-
VetAng| | | | O | | O | | | |
——————————————-
AgeAng| | | | O | | | | | |
——————————————-
Demigd| O | O | O | | | | O | | |
——————————————-
VetGod| | | | O | | O | | | |
——————————————-
AgeGod| | | | O | | | | | |
——————————————-
Demon | O | O | O | | | | O | | |
——————————————-
VetDmn| | | | O | | O | | | |
——————————————-
AgeDmn| | | | O | | | | | |
——————————————-
Fae | O | O | O | | | | O | | |
——————————————-
VetFae| | | | O | | O | | | |
——————————————-
AgeFae| | | | O | | | | | |
——————————————-
Vamp | | | | | | | O | | O |
——————————————-
VmpVet| | | | | O | O | | | O |
——————————————-
AgeVmp| | | | | | | | | O |
——————————————-
Wolf | | O | O | | O | | O | O | O |
——————————————-
VetWlf| | | | O | | O | | | |
——————————————-
AgeWlf| | | | O | | | | | |
——————————————-
|Add|Inj|Ill|Cri|Dis|Cur|Mil|Cat|TuY|
[Last edited May 18, 2022]
See Also
negtrain
Syntax: Negtrain (stat/discipline)
Negtrain can now be used on both stats and disciplines. When used in
creation, it will return the full 100% of the rpexp or xp spent. When
used outside of creation, it will return 50% of the cost. This includes
any newbie exp given to you at the start.
Negtrain can now be used on both stats and disciplines. When used in
creation, it will return the full 100% of the rpexp or xp spent. When
used outside of creation, it will return 50% of the cost. This includes
any newbie exp given to you at the start.
See Also
Network 666
Requirements: Hacking 2, Occult Knowledge 2
Syntax: chatroom join 666
Network 666 is a website and group devoted to gathering and collecting
information on the supernatural. It is not a widely known website nor
group, but those aware and with a good knowledge of the occult and hacking
would be able to find their website.
Network 666 also has a hidden, local chatroom available in the Haven Town
chatroom.
Syntax: chatroom join 666
Network 666 is a website and group devoted to gathering and collecting
information on the supernatural. It is not a widely known website nor
group, but those aware and with a good knowledge of the occult and hacking
would be able to find their website.
Network 666 also has a hidden, local chatroom available in the Haven Town
chatroom.
See Also
Neutralize
Syntax: Neutralize (target)
This command is used to throw a neutralization grenade, in combat it can
only be used by those who have the riot control ability line at 5. Everyone
within 15 of the target will be neutralized.
Out of combat it can be used by anyone, and takes no target, neutralizing
everyone in the room for about fifteen minutes.
The out of combat effect will not carry over if a fight breaks out.
Individuals can also be neutralized by wearing a neutralization collar or
being implanted with a neutralizer.
When neutralized a supernatural loses access to all their supernatural
abilities. Although they haven’t actually been changed and vampires
continue to be undead and so on, they’re unable to access any supernatural
powers or abilities for the duration. All supernatural powers and abilities
are rendered zero except for mimic and obfuscate, physical stats are also
lowered as is maximum damage from melee and shapeshifter attacks. But
things like supernatural durability or toughness are not. Abomination
powers are not neutralized but abominations cannot go blackeyes while they
are if not already.
Shapeshifters who are neutralized in animal form become typical members of
their animal species, not only losing a good deal of their combat power but
also losing their human memories, thoughts and higher cognitive powers
entirely for the duration.
This command is used to throw a neutralization grenade, in combat it can
only be used by those who have the riot control ability line at 5. Everyone
within 15 of the target will be neutralized.
Out of combat it can be used by anyone, and takes no target, neutralizing
everyone in the room for about fifteen minutes.
The out of combat effect will not carry over if a fight breaks out.
Individuals can also be neutralized by wearing a neutralization collar or
being implanted with a neutralizer.
When neutralized a supernatural loses access to all their supernatural
abilities. Although they haven’t actually been changed and vampires
continue to be undead and so on, they’re unable to access any supernatural
powers or abilities for the duration. All supernatural powers and abilities
are rendered zero except for mimic and obfuscate, physical stats are also
lowered as is maximum damage from melee and shapeshifter attacks. But
things like supernatural durability or toughness are not. Abomination
powers are not neutralized but abominations cannot go blackeyes while they
are if not already.
Shapeshifters who are neutralized in animal form become typical members of
their animal species, not only losing a good deal of their combat power but
also losing their human memories, thoughts and higher cognitive powers
entirely for the duration.
See Also
New Player Credit
New player credit is awarded to players on creation, and the amount is
determined by the age of the character. It can be used to purchase
and change the cost on items, and pay for up to 50% of housing costs.
New player credit can also be earned through the contact job ‘capital’
at a rate of $20 per day for a level one contact.
determined by the age of the character. It can be used to purchase
and change the cost on items, and pay for up to 50% of housing costs.
New player credit can also be earned through the contact job ‘capital’
at a rate of $20 per day for a level one contact.
See Also
New World Order
Overview: A fairly powerful, world wide environmental group, it’s common enough for werewolves or nymphs to be among their members.
Common Allies: The Aquarian Guard, The Redwood Pack, The Faelings, The Circus.
Common Enemies: CIA, Rushell Industries, Tyrell Corp, The Hanshin Group.
Prefers: Animals, homeless contacts, media contacts.
Typical Tasks: Protesting, influencing, sabotage, blackmail.
Common Allies: The Aquarian Guard, The Redwood Pack, The Faelings, The Circus.
Common Enemies: CIA, Rushell Industries, Tyrell Corp, The Hanshin Group.
Prefers: Animals, homeless contacts, media contacts.
Typical Tasks: Protesting, influencing, sabotage, blackmail.
See Also
newbie
Syntax: newbie (message)
Used to communicate OOCly with the rest of the mud, for getting and giving
help with the game.
Used to communicate OOCly with the rest of the mud, for getting and giving
help with the game.
See Also
Newbie Roleplaying tips
Firstly make sure you’ve read the setting file that you were
sent after you finished creation. This will give you the basic
information you need to start RPing. Other lore files can be
read as you go and pick up more knowledge as you play.
While people know of the supernatural it remains hidden, avoid
doing anything obviously supernatural in public, or walking
around with visible weapons etc.
Make sure you’re dressed, it’s a good idea when you get the
chance to set up a few different outfits so your character isn’t
always wearing the same thing.
Remain In Character at all times.
When you have a new character it’s often a good idea to RP them
being new to the city.
sent after you finished creation. This will give you the basic
information you need to start RPing. Other lore files can be
read as you go and pick up more knowledge as you play.
While people know of the supernatural it remains hidden, avoid
doing anything obviously supernatural in public, or walking
around with visible weapons etc.
Make sure you’re dressed, it’s a good idea when you get the
chance to set up a few different outfits so your character isn’t
always wearing the same thing.
Remain In Character at all times.
When you have a new character it’s often a good idea to RP them
being new to the city.
news
In-game news displays on login, showing Haven’s news feed, which includes rumors
as well as news snippets about in-game events, either posted by immortals, SRs
or automatically depending on what it is.
Syntax: news
Displays the news feed as well as messages, upcoming calendar events, active
plots and note status.
Syntax: make news
Only available to storyrunners, this command creats a piece of IC news which is
then displayed on the news feed for about three days. News can be set to be
viewed only by certain stats in the stats field. If stats are unset, the news
will be available to everyone.
Syntax: news delete
Removes the last piece of news you created.
as well as news snippets about in-game events, either posted by immortals, SRs
or automatically depending on what it is.
Syntax: news
Displays the news feed as well as messages, upcoming calendar events, active
plots and note status.
Syntax: make news
Only available to storyrunners, this command creats a piece of IC news which is
then displayed on the news feed for about three days. News can be set to be
viewed only by certain stats in the stats field. If stats are unset, the news
will be available to everyone.
Syntax: news delete
Removes the last piece of news you created.
See Also
NHostile
Nightmare hostile
nhostile (target)
–Take a hostile stance that, when it springs, strikes your target through the nightmare and drags them and the people already in the room deep into it, starting a fight there. To the room it looks like an ordinary hostile stance. You need to be able to enter the nightmare yourself, and your target must be someone you could nightmare pull: a player or a vehicle you can see and reach. Unlike an ordinary hostile stance, it is not stopped by the room being public.
nhostile
–With the stance up, lower it. hostile also lowers it. Lowering a stance takes five seconds.
What springs it
–Someone arriving in the room after you took the stance. They, and the people with them, are left out of the fight.
–Someone elsewhere attacking into the room. Their attack does not land, and they are left out of the fight.
–Anything in the room that would spring an ordinary hostile stance, such as someone trying to leave, making a call, or waking someone. Then nobody in the room is left out.
When it springs
Everyone in the room is pulled deep into the nightmare, except whoever sprang it and their group, and your target is pulled in wherever they are. It costs the same life force as a nightmare pull, and brings you out of hiding. People inside a property under siege cannot be dragged. A Noctilith whose eyes are black pays no life force, and one who catches up with their quarry with noctilith hunt springs a nightmare hostile on arrival.
When it fails
The stance is checked again when it springs. If you or your target no longer qualify, for example because they have moved out of reach, joined another fight, become helpless, or gone into a shielded building, your hold on the nightmare slips away and nothing happens. The stance also ends if you move or climb, or if your target logs off.
You cannot take the stance while you are fighting, helpless, travelling, too tired, dreaming, or where the deep nightmare is too disturbed.
See also: help hostile, help nightmare.
nhostile (target)
–Take a hostile stance that, when it springs, strikes your target through the nightmare and drags them and the people already in the room deep into it, starting a fight there. To the room it looks like an ordinary hostile stance. You need to be able to enter the nightmare yourself, and your target must be someone you could nightmare pull: a player or a vehicle you can see and reach. Unlike an ordinary hostile stance, it is not stopped by the room being public.
nhostile
–With the stance up, lower it. hostile also lowers it. Lowering a stance takes five seconds.
What springs it
–Someone arriving in the room after you took the stance. They, and the people with them, are left out of the fight.
–Someone elsewhere attacking into the room. Their attack does not land, and they are left out of the fight.
–Anything in the room that would spring an ordinary hostile stance, such as someone trying to leave, making a call, or waking someone. Then nobody in the room is left out.
When it springs
Everyone in the room is pulled deep into the nightmare, except whoever sprang it and their group, and your target is pulled in wherever they are. It costs the same life force as a nightmare pull, and brings you out of hiding. People inside a property under siege cannot be dragged. A Noctilith whose eyes are black pays no life force, and one who catches up with their quarry with noctilith hunt springs a nightmare hostile on arrival.
When it fails
The stance is checked again when it springs. If you or your target no longer qualify, for example because they have moved out of reach, joined another fight, become helpless, or gone into a shielded building, your hold on the nightmare slips away and nothing happens. The stance also ends if you move or climb, or if your target logs off.
You cannot take the stance while you are fighting, helpless, travelling, too tired, dreaming, or where the deep nightmare is too disturbed.
See also: help hostile, help nightmare.
See Also
Night Vision
levels: 0, 1, 2, 3, 4, 5
Requirements: Supernatural
This ability allows you to see better in the dark.
Myrooms extra can be used with the keyword ‘dark‘ to add a description to a room that only characters with this ability can see.
[Last edited November 8, 2023]
Requirements: Supernatural
This ability allows you to see better in the dark.
Myrooms extra can be used with the keyword ‘dark‘ to add a description to a room that only characters with this ability can see.
[Last edited November 8, 2023]
See Also
Nightmare
Syntax: nightmare
Enter or exit the nightmare physically
The nightmare is a psychic realm that exists midway between reality and
dream.
No one can enter the nightmare without a special charm, and seeing into
it requires drinking of mandrake tea. The details of individuals outside
the nightmare and what they’re doing cannot be seen from inside it.
Physically leaving the nightmare requires a room with a mirror in it.
Dreaming characters also wander the nightmare as spectres.
When inside the nightmare, characters have a nightmare manifestation, items
or changes in their appearance which are manifested from their psyche.
It is possible to use some of your life force to physically force another
into the nightmare in order to assault them. Most supernatural conflicts
involve this or other methods of psychic conflic.
Syntax: Nightmare pull (target)
For 5% of your life force this sends a blast through the nightmare to strike
your target and yank them forcefully deep into the nightmare. Starting a
fight immediately. It also causes a ripple at the point of impact, giving
anyone else capable of entering the nightmare a chance to join them.
You can also nightmare pull vehicles, in which case the vehicle tends to
disappear and become lost, only to show up a short time later
in some random location as if parked, and the driver of the vehicle is the
one who takes the full blast of the nightmare pull. Characters in buildings
protected by nightmare shields cannot generally be forced into the nightmare.
Normal humans who are near people who enter or are pulled into the nightmare
often experience a momentary spacing out or deja vu.
You cannot earn influence in the nightmare.
You can enter the nightmare in towns, and in a room with a mirror in it.
Enter or exit the nightmare physically
The nightmare is a psychic realm that exists midway between reality and
dream.
No one can enter the nightmare without a special charm, and seeing into
it requires drinking of mandrake tea. The details of individuals outside
the nightmare and what they’re doing cannot be seen from inside it.
Physically leaving the nightmare requires a room with a mirror in it.
Dreaming characters also wander the nightmare as spectres.
When inside the nightmare, characters have a nightmare manifestation, items
or changes in their appearance which are manifested from their psyche.
It is possible to use some of your life force to physically force another
into the nightmare in order to assault them. Most supernatural conflicts
involve this or other methods of psychic conflic.
Syntax: Nightmare pull (target)
For 5% of your life force this sends a blast through the nightmare to strike
your target and yank them forcefully deep into the nightmare. Starting a
fight immediately. It also causes a ripple at the point of impact, giving
anyone else capable of entering the nightmare a chance to join them.
You can also nightmare pull vehicles, in which case the vehicle tends to
disappear and become lost, only to show up a short time later
in some random location as if parked, and the driver of the vehicle is the
one who takes the full blast of the nightmare pull. Characters in buildings
protected by nightmare shields cannot generally be forced into the nightmare.
Normal humans who are near people who enter or are pulled into the nightmare
often experience a momentary spacing out or deja vu.
You cannot earn influence in the nightmare.
You can enter the nightmare in towns, and in a room with a mirror in it.
See Also
Noctilith
Noctiliths
A Noctilith is a spirit born out of nightmare that rides behind a character’s eyes. It replaced the old living nightmare guests.
help noctilith lore
–What Noctiliths are, how they take hold of someone, and what it is like to carry one.
help noctilith mechanics
–Getting a spirit, black eyes and legendary powers, the mist, feeding, havens and rituals.
help noctilith sieges
–Pulling a property out of the world, and what the people trapped inside can do about it.
See also: help monster guests, help legendary powers, help mists.
A Noctilith is a spirit born out of nightmare that rides behind a character’s eyes. It replaced the old living nightmare guests.
help noctilith lore
–What Noctiliths are, how they take hold of someone, and what it is like to carry one.
help noctilith mechanics
–Getting a spirit, black eyes and legendary powers, the mist, feeding, havens and rituals.
help noctilith sieges
–Pulling a property out of the world, and what the people trapped inside can do about it.
See also: help monster guests, help legendary powers, help mists.
Noctilith Lore
Noctiliths
Noctiliths are a kind of demon: possessing spirits born from nightmares. A Noctilith comes to someone after they have had a particularly bad nightmare. When the dreamer wakes, it has come with them. From then on it lives inside them, and it drives them to make people afraid and to do evil.
Living with one
No two hosts carry a Noctilith in quite the same way.
–Some remember nothing of what it does. For them, being possessed is only lost time: they come back to themselves hours later, somewhere they do not remember going.
–Some are generally in control of their own bodies, and lose that control only when the Noctilith takes over. Then they watch from outside themselves while it acts. Even when they have their bodies back, they cannot tell anyone what is happening to them or do anything against it.
–Some are never in control at all. They are passengers in their own minds, watching the Noctilith live out their lives and terrorize the people around them.
–For others it never takes over at all. It whispers in their mind and twists what they see and believe, until they carry out what it wants of their own free will.
Those who lost their memory to it generally get it back when the Noctilith leaves them or is driven out.
Moving on
A Noctilith can leave its host for someone new. The host it leaves never knows who it went to. Even so, they often find themselves, without knowing why, more trusting of the new host and more ready to help them.
See also: help noctilith mechanics, help noctilith sieges.
Noctiliths are a kind of demon: possessing spirits born from nightmares. A Noctilith comes to someone after they have had a particularly bad nightmare. When the dreamer wakes, it has come with them. From then on it lives inside them, and it drives them to make people afraid and to do evil.
Living with one
No two hosts carry a Noctilith in quite the same way.
–Some remember nothing of what it does. For them, being possessed is only lost time: they come back to themselves hours later, somewhere they do not remember going.
–Some are generally in control of their own bodies, and lose that control only when the Noctilith takes over. Then they watch from outside themselves while it acts. Even when they have their bodies back, they cannot tell anyone what is happening to them or do anything against it.
–Some are never in control at all. They are passengers in their own minds, watching the Noctilith live out their lives and terrorize the people around them.
–For others it never takes over at all. It whispers in their mind and twists what they see and believe, until they carry out what it wants of their own free will.
Those who lost their memory to it generally get it back when the Noctilith leaves them or is driven out.
Moving on
A Noctilith can leave its host for someone new. The host it leaves never knows who it went to. Even so, they often find themselves, without knowing why, more trusting of the new host and more ready to help them.
See also: help noctilith mechanics, help noctilith sieges.
See Also
Noctilith Mechanics
Noctilith mechanics
This covers everything a Noctilith does outside a siege. For sieges, see help noctilith sieges.
Getting one
When a monster guest has passed its required number of hours (see help monster guests) and is then deleted, it leaves a Noctilith spirit waiting on its account. Staff can also grant one. While a spirit is waiting, your account screen says so. Log in on the character that should carry it and type noctilith activate. Guests and GMs cannot carry one, and a character can carry only one.
Powers and black eyes
noctilith power (name)
–Take one of the legendary powers (see help legendary powers). The spirit grants up to five, and you cannot take one you already have. These powers belong to the spirit: they only answer while your eyes are black, and they leave with it.
blackeyes
–Let the Noctilith rise, or let it recede. Your eyes turn an unnatural, reflective black that anyone can see unless your eyes are covered. With black eyes you hit half again as hard, you take a third less damage, and the shroud opens for you. You cannot let the darkness recede while the mist is all that holds you up in the air.
The mist
noctilith mist
–Call a thick mist over the whole town for 90 minutes. You can do this once every three days. Sense, stalk and hunt only work while such a mist is up and your eyes are black.
noctilith sense
–Spread yourself through the mist and feel everyone in Haven who is out in it, or behind a window that looks out onto it. Curtains do not hide them from you.
noctilith stalk (person)
–Rise into the mist and fly to someone you can sense, at three rooms a second: three times the speed of a car. If they are outdoors, you hang in the mist directly above them. If they are indoors on the ground floor, you stand in the street outside their window. If they are higher up, you hover outside their window. From there you see and hear what happens in their room, curtains or not, but you see only that one room in, never further. The stalk follows them as they move, and ends when the mist thins or your eyes clear. A ground-floor perch is a public street, so passers-by can see you. noctilith unstalk lets them go.
noctilith show (what they see)
–While stalking, put something in their room that is not there. The person you are stalking always sees it. So does anyone else in that room who is awake, can see, and can see out into the mist. Drawn curtains keep it from them.
noctilith hunt (person)
–Pour yourself through the mist after someone who is out in it, at three rooms a second, until you reach them. If they are driving, you run along the mist above their car.
Feeding
noctilith drain (person)
–Set yourself to feed on someone who is helpless in the room with you. If they are held in a nightmare, they must be fully subdued first. Your next emote takes part of their lifeforce. Some of the karma binds to you, and more is set aside for the next character on your account. Whoever passed the spirit to you feels an echo of every feeding. You can feed once a day, and the same person only once a week. New characters, and households you have fed on recently, give much less. The spirit will not feed on its own account, and it refuses if you have preyed on too many households of late. noctilith drain on its own lets the hunger go.
noctilith subdue (person)
–Outside a siege this works only on someone who is already helpless. Hold them for five minutes and they go limp. If they stop being helpless before you finish, you lose them. noctilith take (person) then carries them off to your haven. See help noctilith sieges for how both work inside a siege.
Darkness
noctilith darken
–Once every three days, cut the lights of a property you are in or beside, without taking it out of the world. It does not work on a college house or on a property something older already holds.
Havens
noctilith haven
–Claim an empty property that nobody owns as your haven. You can hold one at a time. noctilith haven release lets it go, and clears your traps.
noctilith trap
–Leave a piece of the dark in a room of your haven, in up to five rooms. Anyone else who steps into a trapped room is held fast for fifteen minutes and cannot move, and you are told if you are online. A trap is spent once it springs, and it still works while you are logged off.
Rituals
ritual exorcism (person)
–Performed on someone helpless in the room. If a spirit rides them, it is torn out and takes its powers with it. Part of the karma it earned is shared among those present who were never bound to that spirit. If there is no spirit, the rite turns on the room: the target is wounded and everyone present loses lifeforce. You cannot exorcise a spirit you have carried yourself.
ritual transfer (person)
–A Noctilith can pass its spirit to another character. You lose the spirit and its powers, and the new host starts fresh. A spirit never returns to a vessel it has worn, and it will not ride a guest, a GM, or someone who already carries one.
See also: help noctilith lore, help noctilith sieges, help monster guests, help legendary powers, help mists.
This covers everything a Noctilith does outside a siege. For sieges, see help noctilith sieges.
Getting one
When a monster guest has passed its required number of hours (see help monster guests) and is then deleted, it leaves a Noctilith spirit waiting on its account. Staff can also grant one. While a spirit is waiting, your account screen says so. Log in on the character that should carry it and type noctilith activate. Guests and GMs cannot carry one, and a character can carry only one.
Powers and black eyes
noctilith power (name)
–Take one of the legendary powers (see help legendary powers). The spirit grants up to five, and you cannot take one you already have. These powers belong to the spirit: they only answer while your eyes are black, and they leave with it.
blackeyes
–Let the Noctilith rise, or let it recede. Your eyes turn an unnatural, reflective black that anyone can see unless your eyes are covered. With black eyes you hit half again as hard, you take a third less damage, and the shroud opens for you. You cannot let the darkness recede while the mist is all that holds you up in the air.
The mist
noctilith mist
–Call a thick mist over the whole town for 90 minutes. You can do this once every three days. Sense, stalk and hunt only work while such a mist is up and your eyes are black.
noctilith sense
–Spread yourself through the mist and feel everyone in Haven who is out in it, or behind a window that looks out onto it. Curtains do not hide them from you.
noctilith stalk (person)
–Rise into the mist and fly to someone you can sense, at three rooms a second: three times the speed of a car. If they are outdoors, you hang in the mist directly above them. If they are indoors on the ground floor, you stand in the street outside their window. If they are higher up, you hover outside their window. From there you see and hear what happens in their room, curtains or not, but you see only that one room in, never further. The stalk follows them as they move, and ends when the mist thins or your eyes clear. A ground-floor perch is a public street, so passers-by can see you. noctilith unstalk lets them go.
noctilith show (what they see)
–While stalking, put something in their room that is not there. The person you are stalking always sees it. So does anyone else in that room who is awake, can see, and can see out into the mist. Drawn curtains keep it from them.
noctilith hunt (person)
–Pour yourself through the mist after someone who is out in it, at three rooms a second, until you reach them. If they are driving, you run along the mist above their car.
Feeding
noctilith drain (person)
–Set yourself to feed on someone who is helpless in the room with you. If they are held in a nightmare, they must be fully subdued first. Your next emote takes part of their lifeforce. Some of the karma binds to you, and more is set aside for the next character on your account. Whoever passed the spirit to you feels an echo of every feeding. You can feed once a day, and the same person only once a week. New characters, and households you have fed on recently, give much less. The spirit will not feed on its own account, and it refuses if you have preyed on too many households of late. noctilith drain on its own lets the hunger go.
noctilith subdue (person)
–Outside a siege this works only on someone who is already helpless. Hold them for five minutes and they go limp. If they stop being helpless before you finish, you lose them. noctilith take (person) then carries them off to your haven. See help noctilith sieges for how both work inside a siege.
Darkness
noctilith darken
–Once every three days, cut the lights of a property you are in or beside, without taking it out of the world. It does not work on a college house or on a property something older already holds.
Havens
noctilith haven
–Claim an empty property that nobody owns as your haven. You can hold one at a time. noctilith haven release lets it go, and clears your traps.
noctilith trap
–Leave a piece of the dark in a room of your haven, in up to five rooms. Anyone else who steps into a trapped room is held fast for fifteen minutes and cannot move, and you are told if you are online. A trap is spent once it springs, and it still works while you are logged off.
Rituals
ritual exorcism (person)
–Performed on someone helpless in the room. If a spirit rides them, it is torn out and takes its powers with it. Part of the karma it earned is shared among those present who were never bound to that spirit. If there is no spirit, the rite turns on the room: the target is wounded and everyone present loses lifeforce. You cannot exorcise a spirit you have carried yourself.
ritual transfer (person)
–A Noctilith can pass its spirit to another character. You lose the spirit and its powers, and the new host starts fresh. A spirit never returns to a vessel it has worn, and it will not ride a guest, a GM, or someone who already carries one.
See also: help noctilith lore, help noctilith sieges, help monster guests, help legendary powers, help mists.
See Also
Noctilith Sieges
Noctilith sieges
A siege pulls a whole property out of the world, with everyone inside it, and shuts them in with the Noctilith.
Starting one
noctilith realm
–Stand in a house, a shop, a public property or one of the college houses, or one step outside it, and pull the place out of the world. You can do this once a week. You cannot start one while you are fighting, helpless, in the shroud, or hunting or stalking someone, and a property that something older already holds will not go. A shop or public place with more than three other people in it will not hold. A house holds any number.
–Everyone inside at that moment is caught, and you are drawn into the room you stepped toward. You are told roughly how many minutes you have.
Inside the dark
–The lights die, and every window shows nothing. It is dark, but everyone inside can still see each other; hiding is what keeps you out of sight.
–Nobody caught inside can leave, log off, or be moved out by any power. Nobody outside can get in: anyone who does is thrown back out.
–Phones, landlines, texts and the radio are all dead, going in and coming out.
–A closed door is a real door to everyone. The shroud, walking through walls and slipping under a door as a tiny animal all stop working, and nobody inside can use the shroud at all.
–The Noctilith cannot simply be attacked. The only way to hit back is to throw something at it or shoot at it (see Fighting back below).
How long it lasts
A siege lasts between ten and ninety minutes. Every room and every door in the place adds time, and every extra person trapped inside takes time away, so a big house with one person in it holds for a long time and a small one full of people does not.
–It ends when the time runs out, when the Noctilith takes someone away, when it leaves the game, or after a minute with it disconnected. A reboot ends every siege.
–When it ends, the Noctilith is put back in its haven if it has one, or outside the property if not. Everyone else stays where they are.
The Noctilith’s side
The Noctilith moves at a walking pace: after each step it must wait five seconds before it can take another. It cannot climb. Each of these takes time, during which it cannot move, and any of them brings it out of hiding:
noctilith breach (direction)
–Break down a closed door. That takes two minutes, less ten seconds for every door in the place (never under twenty seconds), plus any time the door has been reinforced. Everyone in the room hears something working at the door, and the whole house hears it give way. A broken door stands open from both sides.
noctilith seal (direction)
–Fifteen seconds to draw a sheet of shadow across a way, door or not. Nobody can pass it, from either side, and it blocks any window on that side of the room as well.
noctilith unseal (direction)
–Thirty seconds to take one of your own seals down again.
noctilith search
–Five minutes to take the room apart. Everyone hiding in it is found.
noctilith hide
–Thirty seconds to fold yourself into the dark. You come out again as soon as you take a step or start another of these.
Being caught
–When the Noctilith walks into a room, or steps out of hiding there, everyone in the room who can runs on the spot. Each takes a random open way out that stays inside the property, never the way it came in. A closed door is not a way out until someone opens it, and a sealed way never is. Anyone hiding where it cannot see them stays put.
–If someone in the room has nowhere to run, it takes hold of them. If someone there was in the middle of a rescue, it takes the rescuer first.
noctilith subdue (person)
–It can also take hold of anyone caught in the siege on purpose. Holding someone takes five minutes of staying in the same room with them. Nobody held can fight. If the Noctilith lets go or leaves the room, what it has done so far is kept, and it picks up where it left off next time. Once it finishes, they go limp and are helpless.
noctilith detain
–Pin the person it is holding where they are, finished or not. They cannot leave that room, and its hands are free again.
noctilith take (person)
–Carry someone who is fully subdued away to its haven. It needs a haven to do this. The siege ends for everyone else at once.
Fighting back
None of these can be done by someone who is detained or fully subdued. Taking a step, or being made to run, cancels anything you were part-way through.
reinforce (direction)
–Thirty seconds of piling furniture against a door adds fifteen seconds to the time it takes to break. It stacks, and anyone can add to it, until the door is broken. You cannot do this with the Noctilith in the room unless it is hiding.
rescue (person)
–Forty-five seconds to pull free someone who has been detained. It also undoes any hold the Noctilith had on them. It brings you out of hiding, and if the Noctilith walks in while you are at it, it takes you first.
hurl (object) or hurl
–Throw something you are carrying at the Noctilith, or with no object, fire at it with a ranged weapon. You must be able to see it, in the same room or one open, unsealed way away. If it is holding someone, the hold slips and it needs fifteen more seconds to finish. If not, it staggers, and must wait five more seconds before it can move. You can do this once every thirty seconds, and once it has been hit, anything else that hits it in the next thirty seconds barely registers. A thrown object lands in its room.
hide
–Thirty seconds to find somewhere to hide. You cannot start while the Noctilith is in the room and can see you. When it walks in, it passes over anyone it cannot see; a search is the sure way to find them.
climb up or climb down
–Fifteen seconds to go out of a window and in through one on the floor above or below. The window must look outside, and there must be one on the same side of the building (or round the corner) on that floor, still inside the property. A seal on that side of either room stops it. It brings you out of hiding, you cannot start with the Noctilith in the room unless it is hiding, and if it walks in before you are through, the climb is lost.
See also: help noctilith lore, help noctilith mechanics.
A siege pulls a whole property out of the world, with everyone inside it, and shuts them in with the Noctilith.
Starting one
noctilith realm
–Stand in a house, a shop, a public property or one of the college houses, or one step outside it, and pull the place out of the world. You can do this once a week. You cannot start one while you are fighting, helpless, in the shroud, or hunting or stalking someone, and a property that something older already holds will not go. A shop or public place with more than three other people in it will not hold. A house holds any number.
–Everyone inside at that moment is caught, and you are drawn into the room you stepped toward. You are told roughly how many minutes you have.
Inside the dark
–The lights die, and every window shows nothing. It is dark, but everyone inside can still see each other; hiding is what keeps you out of sight.
–Nobody caught inside can leave, log off, or be moved out by any power. Nobody outside can get in: anyone who does is thrown back out.
–Phones, landlines, texts and the radio are all dead, going in and coming out.
–A closed door is a real door to everyone. The shroud, walking through walls and slipping under a door as a tiny animal all stop working, and nobody inside can use the shroud at all.
–The Noctilith cannot simply be attacked. The only way to hit back is to throw something at it or shoot at it (see Fighting back below).
How long it lasts
A siege lasts between ten and ninety minutes. Every room and every door in the place adds time, and every extra person trapped inside takes time away, so a big house with one person in it holds for a long time and a small one full of people does not.
–It ends when the time runs out, when the Noctilith takes someone away, when it leaves the game, or after a minute with it disconnected. A reboot ends every siege.
–When it ends, the Noctilith is put back in its haven if it has one, or outside the property if not. Everyone else stays where they are.
The Noctilith’s side
The Noctilith moves at a walking pace: after each step it must wait five seconds before it can take another. It cannot climb. Each of these takes time, during which it cannot move, and any of them brings it out of hiding:
noctilith breach (direction)
–Break down a closed door. That takes two minutes, less ten seconds for every door in the place (never under twenty seconds), plus any time the door has been reinforced. Everyone in the room hears something working at the door, and the whole house hears it give way. A broken door stands open from both sides.
noctilith seal (direction)
–Fifteen seconds to draw a sheet of shadow across a way, door or not. Nobody can pass it, from either side, and it blocks any window on that side of the room as well.
noctilith unseal (direction)
–Thirty seconds to take one of your own seals down again.
noctilith search
–Five minutes to take the room apart. Everyone hiding in it is found.
noctilith hide
–Thirty seconds to fold yourself into the dark. You come out again as soon as you take a step or start another of these.
Being caught
–When the Noctilith walks into a room, or steps out of hiding there, everyone in the room who can runs on the spot. Each takes a random open way out that stays inside the property, never the way it came in. A closed door is not a way out until someone opens it, and a sealed way never is. Anyone hiding where it cannot see them stays put.
–If someone in the room has nowhere to run, it takes hold of them. If someone there was in the middle of a rescue, it takes the rescuer first.
noctilith subdue (person)
–It can also take hold of anyone caught in the siege on purpose. Holding someone takes five minutes of staying in the same room with them. Nobody held can fight. If the Noctilith lets go or leaves the room, what it has done so far is kept, and it picks up where it left off next time. Once it finishes, they go limp and are helpless.
noctilith detain
–Pin the person it is holding where they are, finished or not. They cannot leave that room, and its hands are free again.
noctilith take (person)
–Carry someone who is fully subdued away to its haven. It needs a haven to do this. The siege ends for everyone else at once.
Fighting back
None of these can be done by someone who is detained or fully subdued. Taking a step, or being made to run, cancels anything you were part-way through.
reinforce (direction)
–Thirty seconds of piling furniture against a door adds fifteen seconds to the time it takes to break. It stacks, and anyone can add to it, until the door is broken. You cannot do this with the Noctilith in the room unless it is hiding.
rescue (person)
–Forty-five seconds to pull free someone who has been detained. It also undoes any hold the Noctilith had on them. It brings you out of hiding, and if the Noctilith walks in while you are at it, it takes you first.
hurl (object) or hurl
–Throw something you are carrying at the Noctilith, or with no object, fire at it with a ranged weapon. You must be able to see it, in the same room or one open, unsealed way away. If it is holding someone, the hold slips and it needs fifteen more seconds to finish. If not, it staggers, and must wait five more seconds before it can move. You can do this once every thirty seconds, and once it has been hit, anything else that hits it in the next thirty seconds barely registers. A thrown object lands in its room.
hide
–Thirty seconds to find somewhere to hide. You cannot start while the Noctilith is in the room and can see you. When it walks in, it passes over anyone it cannot see; a search is the sure way to find them.
climb up or climb down
–Fifteen seconds to go out of a window and in through one on the floor above or below. The window must look outside, and there must be one on the same side of the building (or round the corner) on that floor, still inside the property. A seal on that side of either room stops it. It brings you out of hiding, you cannot start with the Noctilith in the room unless it is hiding, and if it walks in before you are through, the climb is lost.
See also: help noctilith lore, help noctilith mechanics.
See Also
noemote
Syntax: noemote <character>
Noemote is used to muffle another character, by preventing them from emoting.
Noemote is used to muffle another character, by preventing them from emoting.
note
Navigating Note Boards:
note scan : shows counts of unread notes in each board
note area <boardname> : changes your current board to the board
specified by <boardname>
Listing Notes:
note list : show all notes (unread notes are marked with (New))
note thread <num> : show all notes in thread <num>
Reading Notes:
note read : reads the next unread note in the current board
note read <num> : reads the note specified by <num>
note catchup : marks all notes as read
Writing New Notes:
note to : sets the To field
(all, player_name, storyrunners, immortal, society_name etc)
note cc : sets the Cc field
(all, player_name, storyrunners, immortal, society_name etc)
note bcc : sets the Bcc field. No recipients will see this field.
(all, player_name, storyrunners, immortal, society_name etc)
note subject : sets the subject for a new note
note edit : enters the note editor (see below)
note clear : erase a note in progress
note show : shows the note you are working on
note post : posts a new note. This MUST be done to post a note.
Replying To Notes:
note reply <num> : sets up a standard reply structure, continuing the
thread
Forwarding Notes:
note forward <num> : sets up a standard forward structure, continuing
the thread
Immortal Note Commands:
note delete <num> : deletes the note specified by <num>
note delete <player> : deletes all notes in the current board
posted by <player>
note delete all : deletes all notes in the current board
Posting to certain boards is restricted. You will be informed of
when you are not permitted to post to a board.
Note editors are similar to description editors. Before using
these you MUST turn off parsing(if your current client uses this
function.) Once you do such, just type ‘note edit’ and the ‘.h’
for more information.
Note: When writing to a society with a multi-word name, you need
to write the name without spaces.
Characters can write IC notes to ‘market’ and they will be visible to
anyone who’s visited the market since they were written.
To send to Greystone staff and students, you can make use of the following
in the to field:
College Collegestaff Clinic Clinicstaff
Institute – Institute sends to all above
note scan : shows counts of unread notes in each board
note area <boardname> : changes your current board to the board
specified by <boardname>
Listing Notes:
note list : show all notes (unread notes are marked with (New))
note thread <num> : show all notes in thread <num>
Reading Notes:
note read : reads the next unread note in the current board
note read <num> : reads the note specified by <num>
note catchup : marks all notes as read
Writing New Notes:
note to : sets the To field
(all, player_name, storyrunners, immortal, society_name etc)
note cc : sets the Cc field
(all, player_name, storyrunners, immortal, society_name etc)
note bcc : sets the Bcc field. No recipients will see this field.
(all, player_name, storyrunners, immortal, society_name etc)
note subject : sets the subject for a new note
note edit : enters the note editor (see below)
note clear : erase a note in progress
note show : shows the note you are working on
note post : posts a new note. This MUST be done to post a note.
Replying To Notes:
note reply <num> : sets up a standard reply structure, continuing the
thread
Forwarding Notes:
note forward <num> : sets up a standard forward structure, continuing
the thread
Immortal Note Commands:
note delete <num> : deletes the note specified by <num>
note delete <player> : deletes all notes in the current board
posted by <player>
note delete all : deletes all notes in the current board
Posting to certain boards is restricted. You will be informed of
when you are not permitted to post to a board.
Note editors are similar to description editors. Before using
these you MUST turn off parsing(if your current client uses this
function.) Once you do such, just type ‘note edit’ and the ‘.h’
for more information.
Note: When writing to a society with a multi-word name, you need
to write the name without spaces.
Characters can write IC notes to ‘market’ and they will be visible to
anyone who’s visited the market since they were written.
To send to Greystone staff and students, you can make use of the following
in the to field:
College Collegestaff Clinic Clinicstaff
Institute – Institute sends to all above
See Also
notell
Syntax: notell <character>
Notell is used to muffle another character, by preventing them from using
or receiving tells.
Notell is used to muffle another character, by preventing them from using
or receiving tells.
noyell
Syntax: noyell <character>
Noyell is used to muffle another character, by preventing them from
yelling.
Noyell is used to muffle another character, by preventing them from
yelling.
nweapon
Nightmare weapons
Any weapon, melee or ranged, can be made into a nightmare weapon: a shape your fears take, which you can call into your hand whenever you are in the nightmare.
nweapon
–Show your nightmare weapon, and whether it is summoned.
nweapon bind (weapon)
–While you are in the nightmare, pour your fears into a weapon you are carrying. The weapon is used up and becomes your nightmare weapon. You can have only one. If you already have one, you must add confirm to the end, and the old one is destroyed for good.
–Consumables such as grenades, darts, bolas, caltrops, landmines and bandages cannot be bound. Neither can relics, trade goods, or anything with something still inside it.
nweapon summon
–Call it into your hand. This only works in the nightmare. If your hands are full, it waits among your things.
nweapon dismiss
–Send it back into the dark.
What it is
–It exists only in the nightmare. As soon as you leave, by any route, it dissolves. You still have it, and can summon it again the next time you are there.
–It never leaves you. It cannot be dropped, given, sold, put into anything, destroyed, cloned or kept in an outfit, and it never turns into a real item.
–It fights exactly like the weapon it was made from, and it counts as a weapon however it looks.
–Its ammunition and charges carry over. Dismissing it and summoning it again does not reload or refill it.
–You can reshape how it looks anywhere, with no workshop: customize its short and long descriptions, names, description, extra descriptions and wear string. Its stats cannot be changed.
See also: help nightmare, help customize.
Any weapon, melee or ranged, can be made into a nightmare weapon: a shape your fears take, which you can call into your hand whenever you are in the nightmare.
nweapon
–Show your nightmare weapon, and whether it is summoned.
nweapon bind (weapon)
–While you are in the nightmare, pour your fears into a weapon you are carrying. The weapon is used up and becomes your nightmare weapon. You can have only one. If you already have one, you must add confirm to the end, and the old one is destroyed for good.
–Consumables such as grenades, darts, bolas, caltrops, landmines and bandages cannot be bound. Neither can relics, trade goods, or anything with something still inside it.
nweapon summon
–Call it into your hand. This only works in the nightmare. If your hands are full, it waits among your things.
nweapon dismiss
–Send it back into the dark.
What it is
–It exists only in the nightmare. As soon as you leave, by any route, it dissolves. You still have it, and can summon it again the next time you are there.
–It never leaves you. It cannot be dropped, given, sold, put into anything, destroyed, cloned or kept in an outfit, and it never turns into a real item.
–It fights exactly like the weapon it was made from, and it counts as a weapon however it looks.
–Its ammunition and charges carry over. Dismissing it and summoning it again does not reload or refill it.
–You can reshape how it looks anywhere, with no workshop: customize its short and long descriptions, names, description, extra descriptions and wear string. Its stats cannot be changed.
See also: help nightmare, help customize.
See Also
Obfuscate
Levels: 0, 2
This stat represents an ability to conceal your supernatural nature from
others. You’ll always appear as a normal human to any detection method.
Having this stat will also prevent you from joining pro-supernatural
societies and if you are in one when it is purchased, you will be
removed.
This stat will conceal any supernatural-based habits and prevent them from
showing up when researched.
This stat represents an ability to conceal your supernatural nature from
others. You’ll always appear as a normal human to any detection method.
Having this stat will also prevent you from joining pro-supernatural
societies and if you are in one when it is purchased, you will be
removed.
This stat will conceal any supernatural-based habits and prevent them from
showing up when researched.
See Also
Object Types
Object types cannot be customized outside of initially placing an item in stock
by a shop owner. Various item types can be found around grid. See help shops and
help customize for more information.
Certain objects used for various coded purposes, including ability objects, can
be found in help special objects.
Clothing:
The clothing type item can be worn, covering body parts. See help clothing.
Clothing must be customized at a tailor, which is any shop that sells clothes.
Jewelry:
The jewelry type can be worn and never covers body parts. See help clothing.
Jewelry must be customized at a jeweler, which is any shop that sells jewelry.
Bag:
Bags are the only type of container item in game. Bags cannot be put inside
one another. Small bags have less overall capacity than large bags. Bags must
be customized at a tailor.
Weapon:
The weapon type is used for the melee disciplines requiring a weapon. Blunt
Weapons and Long Blades require large weapons. Short Blades require
a small weapon. Weapons must be customized at a workshop, which is any shop
that sells guns or weapons.
Visible weapons will cause public alarm.
Gun:
The gun type is used for ranged disciplines requiring a weapon. Bows, Carbines,
Rifles, and shotguns all use large gun types. Pistols use small guns. Guns
must be must be customized at a workshop, which is any shop that sells guns or
weapons.
Visible guns will cause public alarm.
Armor:
Armor is used for armored disciplines, adding to your character’s effective HP
when worn. Ballistic Armor and Medieval Armor both require an armor item.
Armor can be customized at a tailor or at a workshop.
Visible armor will cause public alarm.
Phone:
A phone can be used to call and text, and can also be traced or jammed. See
help phones for more information. Phones must be customized at a jeweler.
Food:
Food can aid in fatigue recovery. It can be consumed one bite at a time with
the eat command, or entirely with the devour command. Food can be customized
anywhere. Certain drugs can be added to food with the pour command.
Drink:
Drinks can aid in fatigue recovery. It can be consumed one sip at a time with
the drink command, or entirely with the chug command. Drinks can be customized
anywhere. Certain drugs can be added to drinks with the pour command.
Drugs:
The specialized drugs listed in help drugs cannot be replicated in a player-
run shop. The drug type can be used to mimic other medical and street drugs.
Drug items have an imprint field which works like a typical imprint. Drugs
can be customized anywhere.
Furniture:
Furniture is a special type of item that cannot be easily moved from a place
once dropped, requiring the lift command and set permissions to a property in
order to remove. Furniture can be used with the sit and rest commands. It can
be customized at a tailor.
Flashlight:
Flashlights allow characters who otherwise cannot see in the dark to do so.
They must be out of the inventory with the hold or wear commands, and can
be activated with the use command. Flashlights must be replaced with a new
item when they run out of batteries.
Umbrella:
Umbrellas will protect your character and his clothes from getting wet. They
must be out of the inventory with the hold or wear command, and can be
activatd with the use command. Umbrellas can be customized anywhere.
Perfume:
Perfume adds a scent line to your character’s description and can give a boost
to his attractiveness score. Perfume is sprayed on with the use command. It
can be customized anywhere.
Game:
Games will produce a random echo when activated with the use command. To
edit the possible echos use customize (object) playlist with each new
line being a different option.
Playback:
Playback items produce an echo in sequence whenever activated with the use
command. To edit the echoes use customize (object) playlist with each
new line being played in sequence. Objects will loop once they reach the end.
by a shop owner. Various item types can be found around grid. See help shops and
help customize for more information.
Certain objects used for various coded purposes, including ability objects, can
be found in help special objects.
Clothing:
The clothing type item can be worn, covering body parts. See help clothing.
Clothing must be customized at a tailor, which is any shop that sells clothes.
Jewelry:
The jewelry type can be worn and never covers body parts. See help clothing.
Jewelry must be customized at a jeweler, which is any shop that sells jewelry.
Bag:
Bags are the only type of container item in game. Bags cannot be put inside
one another. Small bags have less overall capacity than large bags. Bags must
be customized at a tailor.
Weapon:
The weapon type is used for the melee disciplines requiring a weapon. Blunt
Weapons and Long Blades require large weapons. Short Blades require
a small weapon. Weapons must be customized at a workshop, which is any shop
that sells guns or weapons.
Visible weapons will cause public alarm.
Gun:
The gun type is used for ranged disciplines requiring a weapon. Bows, Carbines,
Rifles, and shotguns all use large gun types. Pistols use small guns. Guns
must be must be customized at a workshop, which is any shop that sells guns or
weapons.
Visible guns will cause public alarm.
Armor:
Armor is used for armored disciplines, adding to your character’s effective HP
when worn. Ballistic Armor and Medieval Armor both require an armor item.
Armor can be customized at a tailor or at a workshop.
Visible armor will cause public alarm.
Phone:
A phone can be used to call and text, and can also be traced or jammed. See
help phones for more information. Phones must be customized at a jeweler.
Food:
Food can aid in fatigue recovery. It can be consumed one bite at a time with
the eat command, or entirely with the devour command. Food can be customized
anywhere. Certain drugs can be added to food with the pour command.
Drink:
Drinks can aid in fatigue recovery. It can be consumed one sip at a time with
the drink command, or entirely with the chug command. Drinks can be customized
anywhere. Certain drugs can be added to drinks with the pour command.
Drugs:
The specialized drugs listed in help drugs cannot be replicated in a player-
run shop. The drug type can be used to mimic other medical and street drugs.
Drug items have an imprint field which works like a typical imprint. Drugs
can be customized anywhere.
Furniture:
Furniture is a special type of item that cannot be easily moved from a place
once dropped, requiring the lift command and set permissions to a property in
order to remove. Furniture can be used with the sit and rest commands. It can
be customized at a tailor.
Flashlight:
Flashlights allow characters who otherwise cannot see in the dark to do so.
They must be out of the inventory with the hold or wear commands, and can
be activated with the use command. Flashlights must be replaced with a new
item when they run out of batteries.
Umbrella:
Umbrellas will protect your character and his clothes from getting wet. They
must be out of the inventory with the hold or wear command, and can be
activatd with the use command. Umbrellas can be customized anywhere.
Perfume:
Perfume adds a scent line to your character’s description and can give a boost
to his attractiveness score. Perfume is sprayed on with the use command. It
can be customized anywhere.
Game:
Games will produce a random echo when activated with the use command. To
edit the possible echos use customize (object) playlist with each new
line being a different option.
Playback:
Playback items produce an echo in sequence whenever activated with the use
command. To edit the echoes use customize (object) playlist with each
new line being played in sequence. Objects will loop once they reach the end.
See Also
Objects
Stash
-Information on storing items in your stash.
Outfit
-Information on setting up and using outfits.
Artifacts
-Information on making and using artifacts.
Object Types
-The different object types and what they do.
Customize
-The command to customize some types of objects at a tailor.
Drugs
-Information about objects which can be used to dope other players.
Arrange
-Information on the arrange command.
Movein
-A command used to move living places.
-Information on storing items in your stash.
Outfit
-Information on setting up and using outfits.
Artifacts
-Information on making and using artifacts.
Object Types
-The different object types and what they do.
Customize
-The command to customize some types of objects at a tailor.
Drugs
-Information about objects which can be used to dope other players.
Arrange
-Information on the arrange command.
Movein
-A command used to move living places.
Occult Contacts
Levels: 0, 1, 2, 3, 4, 5
Requirements: Rank 2–5 requires professional focus 1–4
This stat represents the contacts that any character may have who are either
practitioners of the occult or deal with it on such a regular basis as that
their occult knowledge is the most prominent benefit they offer the character.
Such contacts may be anything from sorcerers and innately supernatural persons
such as vampires or ghosts to paranormal investigators and mediums.
Occult Contacts 1: You know someone who dabbles in the occult.
OR You talk to random ghosts of no great importance.
Occult Contacts 2: You have a friend who dabbles in the occult.
OR You have developed a rapport with a ghost.
Occult Contacts 3: You know someone who is routinely involved in the occult.
OR You often speak with ghosts in passing.
Occult Contacts 4: You know someone who is an expert in the occult.
OR You have developed a rapport with several ghosts.
Occult Contacts 5: You are friends with an expert in the occult.
OR You have made contact with a powerful spirit.
Note: Not all deaths leave a ghost behind that can be spoken to or interacted
with. Those that do are often fragmented pieces of the deceased and memories
fixated on particular aspects of their old life.
Requirements: Rank 2–5 requires professional focus 1–4
This stat represents the contacts that any character may have who are either
practitioners of the occult or deal with it on such a regular basis as that
their occult knowledge is the most prominent benefit they offer the character.
Such contacts may be anything from sorcerers and innately supernatural persons
such as vampires or ghosts to paranormal investigators and mediums.
Occult Contacts 1: You know someone who dabbles in the occult.
OR You talk to random ghosts of no great importance.
Occult Contacts 2: You have a friend who dabbles in the occult.
OR You have developed a rapport with a ghost.
Occult Contacts 3: You know someone who is routinely involved in the occult.
OR You often speak with ghosts in passing.
Occult Contacts 4: You know someone who is an expert in the occult.
OR You have developed a rapport with several ghosts.
Occult Contacts 5: You are friends with an expert in the occult.
OR You have made contact with a powerful spirit.
Note: Not all deaths leave a ghost behind that can be spoken to or interacted
with. Those that do are often fragmented pieces of the deceased and memories
fixated on particular aspects of their old life.
See Also
Occult Knowledge
Levels: 0, 1, 2, 3, 4, 5
Requirements: Rank 3-5 requires Arcane focus 1-3
Young Characters: Rank 2 requires the Nerd clique.
This stat represents your knowledge of the supernatural world. Used mostly to
determine preference in Story Events as well as in RP.
Occult Knowledge 0
No real knowledge of the supernatural
Occult Knowledge 1
Basic supernatural knowledge
Occult Knowledge 2
Decent supernatural knowledge
Occult Knowledge 3
Professional research level knowledge
Occult Knowledge 4
Renowned expert on the supernatural
Occult Knowledge 5
One of the premier experts on the supernatural in the world
Characters at level 1 can use customize symbol to create goblin keys which grant
access to the goblin market like a faction symbol or sheriff’s badge would. It
also lets them identify items which have been turned into goblin keys. At level
2, characters can identify arcane focuses. At level 4, they can identify if an
object is cursed, but only if it is in their possession.
Higher occult knowledge reduces the time it takes to butcher.
Requirements: Rank 3-5 requires Arcane focus 1-3
Young Characters: Rank 2 requires the Nerd clique.
This stat represents your knowledge of the supernatural world. Used mostly to
determine preference in Story Events as well as in RP.
Occult Knowledge 0
No real knowledge of the supernatural
Occult Knowledge 1
Basic supernatural knowledge
Occult Knowledge 2
Decent supernatural knowledge
Occult Knowledge 3
Professional research level knowledge
Occult Knowledge 4
Renowned expert on the supernatural
Occult Knowledge 5
One of the premier experts on the supernatural in the world
Characters at level 1 can use customize symbol to create goblin keys which grant
access to the goblin market like a faction symbol or sheriff’s badge would. It
also lets them identify items which have been turned into goblin keys. At level
2, characters can identify arcane focuses. At level 4, they can identify if an
object is cursed, but only if it is in their possession.
Higher occult knowledge reduces the time it takes to butcher.
See Also
Occult Subfactions
The Watchers
Overview: An association that investigates the supernatural, mostly made up of former or current academics.
Common Allies: The Hidden Council, Order Librarians.
Common Enemies: None.
Prefers: Occult Knowledge.
Typical Tasks: Research, digs, investigations, obtaining artifacts.
The Sentinels
Overview: A group dedicate to the removal of ghosts, particularly those who’ve grown dangerous or abnormally powerful.
Common Allies: The Temple.
Common Enemies: None.
Prefers: Clairvoyance, Clairaudience.
Typical Tasks: Investigate paranormal phenomena, banish ghosts.
The Black Circle
Overview: A council of magical practitioners devoted to the pursuit of individual power above all else. They tend to perceive non-magically adept supernaturals as only slightly better than humans and judge everyone by their arcane skill and knowledge. They frequently traffic with demons and other higher powers and are famed for the dark magical experiments they conduct on humans and animals alike.
Common Allies: The Hand, The Red Circle, The Syndicate
Common Enemies: The Temple, The White Circle, The Order
Prefers: Magical practitioners, ruthless individuals.
Typical Tasks: Experimentation, Research, obtaining artifacts and relics, arranging deals, recruitment.
The Red Circle
Overview: A council of magical practitioners devoted to the pursuit of arcane knowledge above all things, they are neither truly moral or immoral but rather apathetic towards such causes. The members of the red council don’t go out of their way to hurt anybody but also don’t go out of their way to help them either, they are devoted to their art and that is all. Generally considered a neutral party between the Black and White circles they frequently are called upon to chair or host meetings of the arcane community due to their neutrality.
Common Allies: The Black Council, The White Council, The Watchers
Common Enemies: The Temple
Prefers: Magical practitioners, researchers
Typical Tasks: Research, obtaining artifacts and relics
The White Circle
Overview: A council of magical practitioners devoted to using their magic to better humanity. They follow a strict code of rules governing legal and illegal use of magic mostly derived from do no harm principles. They spend a lot of time in research, but also in carrying out aid missions.
Common Allies: The Order, The Watchers, The Red Circle
Common Enemies: The Hand, the Black Circle
Prefers: Magical practitioners, selfless individuals
Typical Tasks: Research, aid missions, obtaining artifacts and relics, protection, recruitment
The Coven
Overview: A group of all female magical practitioners that formed during a time in which most knowledge, including magical knowledge was largely forbidden to women. While all three circles now accept female members the Coven continues as an independent organization. Their attitudes towards magical ethics are as varied as their attitudes towards the circles themselves although they have always traditionally been more closely allied with the black and red circles than the white.
Common Allies: The Red Circle, The Black Circle, The White Circle
Common Enemies: The Temple, The Order, The Witch Hunters
Prefers: Women, magical practitioners
Typical Tasks: Research, experimentation, obtaining artifacts and relics, recruitment.
Overview: An association that investigates the supernatural, mostly made up of former or current academics.
Common Allies: The Hidden Council, Order Librarians.
Common Enemies: None.
Prefers: Occult Knowledge.
Typical Tasks: Research, digs, investigations, obtaining artifacts.
The Sentinels
Overview: A group dedicate to the removal of ghosts, particularly those who’ve grown dangerous or abnormally powerful.
Common Allies: The Temple.
Common Enemies: None.
Prefers: Clairvoyance, Clairaudience.
Typical Tasks: Investigate paranormal phenomena, banish ghosts.
The Black Circle
Overview: A council of magical practitioners devoted to the pursuit of individual power above all else. They tend to perceive non-magically adept supernaturals as only slightly better than humans and judge everyone by their arcane skill and knowledge. They frequently traffic with demons and other higher powers and are famed for the dark magical experiments they conduct on humans and animals alike.
Common Allies: The Hand, The Red Circle, The Syndicate
Common Enemies: The Temple, The White Circle, The Order
Prefers: Magical practitioners, ruthless individuals.
Typical Tasks: Experimentation, Research, obtaining artifacts and relics, arranging deals, recruitment.
The Red Circle
Overview: A council of magical practitioners devoted to the pursuit of arcane knowledge above all things, they are neither truly moral or immoral but rather apathetic towards such causes. The members of the red council don’t go out of their way to hurt anybody but also don’t go out of their way to help them either, they are devoted to their art and that is all. Generally considered a neutral party between the Black and White circles they frequently are called upon to chair or host meetings of the arcane community due to their neutrality.
Common Allies: The Black Council, The White Council, The Watchers
Common Enemies: The Temple
Prefers: Magical practitioners, researchers
Typical Tasks: Research, obtaining artifacts and relics
The White Circle
Overview: A council of magical practitioners devoted to using their magic to better humanity. They follow a strict code of rules governing legal and illegal use of magic mostly derived from do no harm principles. They spend a lot of time in research, but also in carrying out aid missions.
Common Allies: The Order, The Watchers, The Red Circle
Common Enemies: The Hand, the Black Circle
Prefers: Magical practitioners, selfless individuals
Typical Tasks: Research, aid missions, obtaining artifacts and relics, protection, recruitment
The Coven
Overview: A group of all female magical practitioners that formed during a time in which most knowledge, including magical knowledge was largely forbidden to women. While all three circles now accept female members the Coven continues as an independent organization. Their attitudes towards magical ethics are as varied as their attitudes towards the circles themselves although they have always traditionally been more closely allied with the black and red circles than the white.
Common Allies: The Red Circle, The Black Circle, The White Circle
Common Enemies: The Temple, The Order, The Witch Hunters
Prefers: Women, magical practitioners
Typical Tasks: Research, experimentation, obtaining artifacts and relics, recruitment.
See Also
oldold
Syntax: EDIT AREA [create/reset] [vnum] – Area Creation and Repoping.
Syntax: EDIT ROOM ( [create] [vnum] ) – Room Creation and Editing.
Syntax: EDIT OBJ [create] <vnum> – Object Creation and Editing.
Syntax: EDIT MOB [create] <vnum> – Mobile Creation and Editing.
Syntax: EDIT MP [create] <vnum> – MobProg Creation/Editing.
Syntax: ASAVE <world/area/changed/list> – Save Editing to Disk.
Syntax: ALIST – Listing of Areas.
Syntax: RESET See Help Resets. – Set Game Resets.
Definition: [optional] <required> (combined arguments)
The above commands are used to expand the game world. The original
code is based on was written by Surreality and installed in The Isles by Locke.
It was then converted to work with Envy by Jason Dinkel, and ported to ROM
2.3 by Hans Birkeland (Hugin). Port to Rom 2.4 by Ivan Toledo (ver 1.7).
Inside an editor, typing COMMANDS lists working commands and ? gives
help. AEDIT and REDIT default to the current area or room. EDIT ROOM RESET
resets the current room. Most commands with no arguments display syntax.
See also help: AEDIT REDIT MEDIT OEDIT
Hedit new
new (keyword)
Syntax: EDIT ROOM ( [create] [vnum] ) – Room Creation and Editing.
Syntax: EDIT OBJ [create] <vnum> – Object Creation and Editing.
Syntax: EDIT MOB [create] <vnum> – Mobile Creation and Editing.
Syntax: EDIT MP [create] <vnum> – MobProg Creation/Editing.
Syntax: ASAVE <world/area/changed/list> – Save Editing to Disk.
Syntax: ALIST – Listing of Areas.
Syntax: RESET See Help Resets. – Set Game Resets.
Definition: [optional] <required> (combined arguments)
The above commands are used to expand the game world. The original
code is based on was written by Surreality and installed in The Isles by Locke.
It was then converted to work with Envy by Jason Dinkel, and ported to ROM
2.3 by Hans Birkeland (Hugin). Port to Rom 2.4 by Ivan Toledo (ver 1.7).
Inside an editor, typing COMMANDS lists working commands and ? gives
help. AEDIT and REDIT default to the current area or room. EDIT ROOM RESET
resets the current room. Most commands with no arguments display syntax.
See also help: AEDIT REDIT MEDIT OEDIT
Hedit new
new (keyword)
Omega Chi Iota
Omega Chi Iota’s colours are ivory and deep green, their flower is the white hellebore, and their motto is ‘Truth before Comfort.’ They live in Thorne House.
The serious house. Omega Chi Iota boasts more honours graduates than any other, and more of its sisters stay on at Greystone after graduating, in the Institute’s own research programmes. Their families are told they are doing very well.
The serious house. Omega Chi Iota boasts more honours graduates than any other, and more of its sisters stay on at Greystone after graduating, in the Institute’s own research programmes. Their families are told they are doing very well.
One with the Waves
Levels: 0, 1
Requirements: Demigod
Characters with this power may use bless (target) to bestow a buff upon
someone that lets them breathe underwater and enhances them whenever they
are in or near water, may be self targeted.
Requirements: Demigod
Characters with this power may use bless (target) to bestow a buff upon
someone that lets them breathe underwater and enhances them whenever they
are in or near water, may be self targeted.
OOC Rules
When communicating with others OOCly you should obey the following rules:
1. Do not OOCly discuss or give out IC information that is sensitive and
current. Information is current if it has to do with or impacts characters
currently playing the game. Information is sensitive if it isn’t publicly
known and isn’t trivial. If it’s about something that was being openly
discussed in public, it’s fair game. If it’s trivial to the point where it
couldn’t really affect anything, such as a funny joke someone told, it’s
fine. If it’s about stuff that happened months or years ago to characters
long since dead, it’s okay as well. If not though, you shouldn’t be talking
about it.
2. Do not attempt to OOCly influence other players IC behavior. Don’t, for
instance, say you should do or you shouldn’t do something. Similarly, do
not say it would be really cool if you did or didn’t do something.
3. Do not OOCly discuss matters which aren’t publicly known aspects of your
current character. Don’t tell people about his hidden motivations or inner
personality. Do not explain the reasons why they did or said anything. If
someone mentions that your character seems like a lecher, do not respond
with ‘Well, but really that’s just hiding his inner sexual insecurities” or
anything along those lines. Once your character has retired or died, feel
free to explain.
4. Do not OOCly script or predetermine events, actions, schemes or roleplay
with others.
5. Do not tell others who the alts, Story Runners, or Immortals of another
person are or who you think they are unless you know the player is fine with
it.
6. Do not make assertions to others about other players based on speculation or
hearsay without making some effort to find out if they are true or not.
This can be done by contacting the player in question or the staff.
7. If you speak OOCly with someone more than once a week on average
you should add them to your friend list. See help friend.
8. Do not respond OOCly to anonymous feedback.
9. Do not discuss real world politics or religion on public channels.
Common Background Exception: If you want to make a character with someone else
that has a common background, that is permissible. You can use OOC
communication to set up and discuss the background, but not current events.
Story Runner Exception: You can talk OOCly to SRs about your character’s
background and such if it is relevant to a current or future plot.
We feel the reasons for these rules are pretty obvious. We don’t want the IC
environment being dictated by the OOC factors. We don’t want a player’s OOC
influence to be more important than his IC influence. We want people to be able
to play alts or SR without worrying about their actions on one character
affecting peoples attitudes towards the other. They should also be able to
relax and play a character without worrying about people bugging them to SR
stuff. We want people to behave decently toward each other and not start or
spread rumors that will detract from another’s experience.
We understand that while we will be unable to enforce these rules in many
situations, players need to be aware that they can be punished for breaking
them. Opting to follow these rules is in the best interests of each player and
the community as a whole. They foster respect and goodwill. By typing consent
OOC rules, you will unlock the tell command. Typing it again will disable it.
Refusing to consent to the OOC rules does not make you exempt from them, but the
mechanism ensures that you are aware of the rules prior to using tell.
If there is anything about the rules that you don’t understand or wish to
discuss, please contact the immortals. Alterations will be considered as well.
1. Do not OOCly discuss or give out IC information that is sensitive and
current. Information is current if it has to do with or impacts characters
currently playing the game. Information is sensitive if it isn’t publicly
known and isn’t trivial. If it’s about something that was being openly
discussed in public, it’s fair game. If it’s trivial to the point where it
couldn’t really affect anything, such as a funny joke someone told, it’s
fine. If it’s about stuff that happened months or years ago to characters
long since dead, it’s okay as well. If not though, you shouldn’t be talking
about it.
2. Do not attempt to OOCly influence other players IC behavior. Don’t, for
instance, say you should do or you shouldn’t do something. Similarly, do
not say it would be really cool if you did or didn’t do something.
3. Do not OOCly discuss matters which aren’t publicly known aspects of your
current character. Don’t tell people about his hidden motivations or inner
personality. Do not explain the reasons why they did or said anything. If
someone mentions that your character seems like a lecher, do not respond
with ‘Well, but really that’s just hiding his inner sexual insecurities” or
anything along those lines. Once your character has retired or died, feel
free to explain.
4. Do not OOCly script or predetermine events, actions, schemes or roleplay
with others.
5. Do not tell others who the alts, Story Runners, or Immortals of another
person are or who you think they are unless you know the player is fine with
it.
6. Do not make assertions to others about other players based on speculation or
hearsay without making some effort to find out if they are true or not.
This can be done by contacting the player in question or the staff.
7. If you speak OOCly with someone more than once a week on average
you should add them to your friend list. See help friend.
8. Do not respond OOCly to anonymous feedback.
9. Do not discuss real world politics or religion on public channels.
Common Background Exception: If you want to make a character with someone else
that has a common background, that is permissible. You can use OOC
communication to set up and discuss the background, but not current events.
Story Runner Exception: You can talk OOCly to SRs about your character’s
background and such if it is relevant to a current or future plot.
We feel the reasons for these rules are pretty obvious. We don’t want the IC
environment being dictated by the OOC factors. We don’t want a player’s OOC
influence to be more important than his IC influence. We want people to be able
to play alts or SR without worrying about their actions on one character
affecting peoples attitudes towards the other. They should also be able to
relax and play a character without worrying about people bugging them to SR
stuff. We want people to behave decently toward each other and not start or
spread rumors that will detract from another’s experience.
We understand that while we will be unable to enforce these rules in many
situations, players need to be aware that they can be punished for breaking
them. Opting to follow these rules is in the best interests of each player and
the community as a whole. They foster respect and goodwill. By typing consent
OOC rules, you will unlock the tell command. Typing it again will disable it.
Refusing to consent to the OOC rules does not make you exempt from them, but the
mechanism ensures that you are aware of the rules prior to using tell.
If there is anything about the rules that you don’t understand or wish to
discuss, please contact the immortals. Alterations will be considered as well.
See Also
open
Operation
Syntax: Make Operation
operation list/info/enroll/cancel/reinforce (number)
Operations are combat missions planned and executed by societies. Anyone in
a society can create an operation, although they might be canceled by more
senior members in player made societies. When doing so they specify all the details
of that mission such as where it will take place, when it will occur the
goals to be achieved and the adversaries to face.
If a societies suceeds at an operation they are rewarded with resources, more
resources are given if more enemies show up. If the society which created
the operation wins they will earn 10% more if the operation was created by
their leader.
Help Operation Fields outlines all the fields you can fill in when making an
operation and what they mean.
Help Operation Types explains the different objectives that operations can
have.
Help Psychic Battles explains the lore behind operations.
The authors of operations can sometimes earn small amounts of karma when
their operation launches, so long as they’re online.
Winners of operations earn resources based on the number of participants and
challenge of the operation, others can earn resources based on number of NPC
adversaries defeated.
All other societies have to do to participate in operations is sign up with
the operation signup command. Characters can participate from anywhere but
will be vulnerable and asleep while participating.
The rewards for winning an operation are lower the more you have already won
in that week. They are also lower if you fight less enemies, always run them
at the same time, or always face the same opponents, particularly if you tend
to get similar results against the same opponents.
Operation reinforce (operation number) (number of soldiers) can be used to
send soldiers (noted as ‘manpower’ in society info) to assist in operations.
These soldiers can be guided with the battle command.
Operation timeshift (operation number) (positive or negative hours) can be
used by the target of a psychic operation to change when it will occur.
Operation signup (operation number) is used to sign up to operations.
Operation bribe (operation number) is used to win an operation without
fighting it for a base cost of 50k resources.
Territory lockout (number of days) (territory) Prevents operations being
created in that territory for the specified number of days. Costs $200 resources for one day, increasing
by 150% for each following day, so $300 for 2 days, $450 for 3, $675 for 4.
Nightmare pull, dream invade and dream snare now all work on enemies in
operations. Using any of these commands will make the command considered
pending, and you must be the one to defeat the enemy to make it fire.
Doing so will immediately remove you from the operation.
Nightmare pull will pull the target through the nightmare to your current
location, they will be unconscious when they arrive and considered
abducted codely and thus of no real alchemical value.
Normal lifeforce costs apply and none of these actions can be performed on
someone with a weakness.
operation list/info/enroll/cancel/reinforce (number)
Operations are combat missions planned and executed by societies. Anyone in
a society can create an operation, although they might be canceled by more
senior members in player made societies. When doing so they specify all the details
of that mission such as where it will take place, when it will occur the
goals to be achieved and the adversaries to face.
If a societies suceeds at an operation they are rewarded with resources, more
resources are given if more enemies show up. If the society which created
the operation wins they will earn 10% more if the operation was created by
their leader.
Help Operation Fields outlines all the fields you can fill in when making an
operation and what they mean.
Help Operation Types explains the different objectives that operations can
have.
Help Psychic Battles explains the lore behind operations.
The authors of operations can sometimes earn small amounts of karma when
their operation launches, so long as they’re online.
Winners of operations earn resources based on the number of participants and
challenge of the operation, others can earn resources based on number of NPC
adversaries defeated.
All other societies have to do to participate in operations is sign up with
the operation signup command. Characters can participate from anywhere but
will be vulnerable and asleep while participating.
The rewards for winning an operation are lower the more you have already won
in that week. They are also lower if you fight less enemies, always run them
at the same time, or always face the same opponents, particularly if you tend
to get similar results against the same opponents.
Operation reinforce (operation number) (number of soldiers) can be used to
send soldiers (noted as ‘manpower’ in society info) to assist in operations.
These soldiers can be guided with the battle command.
Operation timeshift (operation number) (positive or negative hours) can be
used by the target of a psychic operation to change when it will occur.
Operation signup (operation number) is used to sign up to operations.
Operation bribe (operation number) is used to win an operation without
fighting it for a base cost of 50k resources.
Territory lockout (number of days) (territory) Prevents operations being
created in that territory for the specified number of days. Costs $200 resources for one day, increasing
by 150% for each following day, so $300 for 2 days, $450 for 3, $675 for 4.
Nightmare pull, dream invade and dream snare now all work on enemies in
operations. Using any of these commands will make the command considered
pending, and you must be the one to defeat the enemy to make it fire.
Doing so will immediately remove you from the operation.
Nightmare pull will pull the target through the nightmare to your current
location, they will be unconscious when they arrive and considered
abducted codely and thus of no real alchemical value.
Normal lifeforce costs apply and none of these actions can be performed on
someone with a weakness.
See Also
Operation Fields
Description:
This is the description of the operation, it should generally be at least
three lines and explain the basic details of the operation, such as the
history, why people want to do whatever they want, who the adversaries will
be and so on.
AdversaryName:
This is the string that the adversaries in the operation will appear by,
such as X shoots you. X changes to coordinates.
AdversaryType:
The type of adversary you’ll face, current options are archaic and modern.
AreaName:
The name of the room the operation will take place in.
Territory:
The supernatural territory the operation will take place in or,
Other, Godrealm, Wilds in the case of offworld operations.
Type:
The type of operation, see help operation types.
ItemName:
In operations that are targeted at a specific item this is what that item
will appear as, such as person has X, person gives X to other person. E.
G. ‘the ancient tablets’
Capture Process Name:
In operations in which one or more locations much be captured this sets the
name of the process that must be completed, such as person continues X, or
you are 10 percent done with X. E. G. ‘uploading the virus’
Goal:
The goal of the operation, see help operation goals.
Target:
An field required for some operational goals. See help operation goals.
Terrain:
Sets the type of terrain you will be fighting over, options are: Forest,
Field, Town, City, Desert, Mountains, Warehouse.
MaximumCharacters:
Sets the maximum number of PCs from any alliance that can go on the operation
with a value of between 2 and 8. Non supernaturals count for 2/3ds of a
supernatural. So 3 non supernaturals could go on an operation with a
maximum size of 2. The number of NPC soldiers you can deploy to any given
operation will be twice this number.
Competition:
Set to Open/Restricted/Closed. Open is the default type of operation.
Restricted operations only give half the resources to the winner but no other
alliance can send a PC force considered more powerful overall than the one sent
by the creating alliance. This makes it a good choice for operations made by or
designed for newer characters or non-combat characters.
Closed operations cannot be seen by or attended by anyone outside of the creating
society but also reward no resources. They can be set with 0 in the day field however.
They are well suited to practice or within society group activities.
Challenge:
Allows characters to make the rewards of winning an operation higher by making
the NPC adversaries more numerous. 0 is the default and is generally recommended.
NPC adversaries base number is determined by the overall power of the most powerful
attending alliance.
Priority:
This allows you to list players which will be taken over others if more than max
is present, you can include yourself on this list and should leave a space between
the names of every character on it.
Speed:
Sets the speed of the battle, speed 1 is the same speed as the game uses by
default when engaged in combat in the forest against mobs. Speed 2 is twice
as slow, speed 3 is three times as slow and so on. Maximum speed is 6 which
makes each combat round a minute and a half long.
Hour:
The hour of the day in Haven time you want the operation to occur.
Day:
The number of days from now the operation will occur. This counts down
every time the designated hour passes. So if the current time is 10 and you
set hour to 11 and day to 1 it will occur tomorrow at 11. But if you set
hour to 9 and day to 1 it will occur the day after tomorrow at 9.
Storyline:
An optional field which will make the operation part of a storyline and involve
all participants in that storyline.
Storyrunner:
See HELP OPERATION STORYRUNNING for more information.
This is the description of the operation, it should generally be at least
three lines and explain the basic details of the operation, such as the
history, why people want to do whatever they want, who the adversaries will
be and so on.
AdversaryName:
This is the string that the adversaries in the operation will appear by,
such as X shoots you. X changes to coordinates.
AdversaryType:
The type of adversary you’ll face, current options are archaic and modern.
AreaName:
The name of the room the operation will take place in.
Territory:
The supernatural territory the operation will take place in or,
Other, Godrealm, Wilds in the case of offworld operations.
Type:
The type of operation, see help operation types.
ItemName:
In operations that are targeted at a specific item this is what that item
will appear as, such as person has X, person gives X to other person. E.
G. ‘the ancient tablets’
Capture Process Name:
In operations in which one or more locations much be captured this sets the
name of the process that must be completed, such as person continues X, or
you are 10 percent done with X. E. G. ‘uploading the virus’
Goal:
The goal of the operation, see help operation goals.
Target:
An field required for some operational goals. See help operation goals.
Terrain:
Sets the type of terrain you will be fighting over, options are: Forest,
Field, Town, City, Desert, Mountains, Warehouse.
MaximumCharacters:
Sets the maximum number of PCs from any alliance that can go on the operation
with a value of between 2 and 8. Non supernaturals count for 2/3ds of a
supernatural. So 3 non supernaturals could go on an operation with a
maximum size of 2. The number of NPC soldiers you can deploy to any given
operation will be twice this number.
Competition:
Set to Open/Restricted/Closed. Open is the default type of operation.
Restricted operations only give half the resources to the winner but no other
alliance can send a PC force considered more powerful overall than the one sent
by the creating alliance. This makes it a good choice for operations made by or
designed for newer characters or non-combat characters.
Closed operations cannot be seen by or attended by anyone outside of the creating
society but also reward no resources. They can be set with 0 in the day field however.
They are well suited to practice or within society group activities.
Challenge:
Allows characters to make the rewards of winning an operation higher by making
the NPC adversaries more numerous. 0 is the default and is generally recommended.
NPC adversaries base number is determined by the overall power of the most powerful
attending alliance.
Priority:
This allows you to list players which will be taken over others if more than max
is present, you can include yourself on this list and should leave a space between
the names of every character on it.
Speed:
Sets the speed of the battle, speed 1 is the same speed as the game uses by
default when engaged in combat in the forest against mobs. Speed 2 is twice
as slow, speed 3 is three times as slow and so on. Maximum speed is 6 which
makes each combat round a minute and a half long.
Hour:
The hour of the day in Haven time you want the operation to occur.
Day:
The number of days from now the operation will occur. This counts down
every time the designated hour passes. So if the current time is 10 and you
set hour to 11 and day to 1 it will occur tomorrow at 11. But if you set
hour to 9 and day to 1 it will occur the day after tomorrow at 9.
Storyline:
An optional field which will make the operation part of a storyline and involve
all participants in that storyline.
Storyrunner:
See HELP OPERATION STORYRUNNING for more information.
See Also
Operation Goals
Operation goals are objectives that can be brought about by winning operations.
They either increase or exploit alliance support in the target territory.
Control
Whoever wins this type of operation will increase the support for their society’s
alliance in the target territory. Contested territories give 2.5 times the gain
of regular territories, war territories give 4 times the gain of contested. The
amount is influence by all factors which also influence resource gain from
operations, such as the number of operations won that week, number and variety
of societies participating, and how often the society runs operations at that
hour.
The cost below relates to the % of control needed in the territory in order
to perform that goal. For example, in order to calm the alliance needs
at least 30% control in that territory.
Incite
On success: 100% chance a peaceful territory becomes contested. Winning
society can write a timeline entry and news article for the territory if the
status changes. It’s only usable once a month and the only goal type that can
be used on peaceful territories.
Different Victor, any alliance: Winning society gains influence for their
alliance similarly to a control operation, but slightly less effective.
Cost: 0%
Provoke
On Success: 100% chance a contested territory falls into supernatural war.
Winning society can write a timeline entry and news article for the territory
if the status changes.
Different Victor, any alliance: Winning society gains influence for their
alliance similarly to a control operation, but slightly less effective.
Cost: 30%
Calm
On Success: 100% chance the territory becomes peaceful once more. Winning
society can write a timeline entry and news article for the territory if the
status changes.
Different Victor, any alliance: Winning society gains influence for their
alliance similarly to a control operation, but slightly less effective.
Cost: 30%
Plant
On Success: Winning society can add a new NPC to the important NPCs for that
territory. Also can write a timeline entry and news article for the territory.
Also gains influence similar to a control operation, but slightly less effective.
Different Victor, different alliance: Winning society gains influence for
their alliance similarly to a control operation, but slightly less effective.
Requires: 50%
Setup
On Success: Winning society can add a new location to the places of interest
for that territory. Also can write a timeline entry and news article for the
territory.
Also gains influence similar to a control operation, but slightly less effective.
Different Victor, different alliance: Winning society gains influence for
their alliance similarly to a control operation, but slightly less effective.
Requires: 50%
Assassinate
On Success: Target planted NPC is killed, specify which NPC is to be killed
with target (words from the NPC description).
Also gains influence similar to a control operation, but slightly less effective.
Different Victor, any philosophy: Winning society gains influence for their
alliance similarly to a control operation, but slightly less effective.
Requires: 70%
Raze
On Success: Target setup location is destroyed, specify which location is to
be razed with target (words from the location description).
Also gains influence similar to a control operation, but slightly less effective.
Different Victor, any philosophy: Winning society gains influence for their
philosophy similarly to a control operation, but slightly less effective.
Requires: 70%
Saboutage
On Success: All alliances in the territory lose half their support,
including the alliance of the winning society.
Different Victor, any alliance: Winning society gains influence for their
alliance similarly to a control operation, but slightly less effective.
Cost: 25%
Foothold
On Success: Society is able to set up and describe a remote base in that
territory, while they have this base no other society can establish one, new
operation goals become available and they gain additional NPC soldiers in
every operation in that territory.
Different Victor, other alliance: Winning society gains influence for
their alliance similarly to a control operation, but slightly less effective.
Cost: 80%
Uproot
On Success: The remote base set up in that territory is destroyed.
Different victor, any philosophy: Winning society gains influence for their
alliance similarly to a control operation, but slightly less effective.
Cost: 50%
Loot(Requires Foothold)
On Success: Resource gain from winning the operation is doubled.
Different victor, other alliance: Winning society gains influence for
their alliance similarly to a control operation, but slightly less effective.
Cost: 80%
Suppress(Requires Foothold)
On Success: All alliances other than the winning society’s are reduced
by 2/3rds.
Different Victor, Other alliance: Winning society gains influence for
their alliance similarly to a control operation, but slightly less effective.
Cost: 50%
Kidnap(Requires Foothold)
On Success: Society kidnaps someone close to the victim, specified with
target (PC name). Only works if the target’s associated territory is the
territory targeted by the operation. Target PC suffers 10% life force reduction.
Use society kidnap roster to view kidnap targets, society kidnap release
(PC name) to let someone go, society kidnap execute (PC name) to execute the
prisoner, causing a 50% life force debuff to the victim for some time afterwards.
PCs older than 100 years suffer half penalties.
Different Victor, Other philosophy: Winning society gains influence for
their alliance similarly to a control operation, but slightly less effective.
Cost: 75%
Rescue
On Success: Society frees the person kidnapped, specifying with target
(PC name). This goal type will appear as ‘control’ in operation info allowing
the attempt to be planned in secret.
Different Victor, any philosophy: Winning society gains influence for their
alliance similarly to a control operation, but slightly less effective.
Cost: 35%
Psychic
On Success: Target, specifed with target (PC name), is driven into a coma
for one week and loses tyrant status if a tyrant or is driven into a coma for
6 weeks and loses any societies they control if a cardinal.
Operations cannot be launched on newly made Tyrants for a few weeks and
only one can be lauched at a time.
They either increase or exploit alliance support in the target territory.
Control
Whoever wins this type of operation will increase the support for their society’s
alliance in the target territory. Contested territories give 2.5 times the gain
of regular territories, war territories give 4 times the gain of contested. The
amount is influence by all factors which also influence resource gain from
operations, such as the number of operations won that week, number and variety
of societies participating, and how often the society runs operations at that
hour.
The cost below relates to the % of control needed in the territory in order
to perform that goal. For example, in order to calm the alliance needs
at least 30% control in that territory.
Incite
On success: 100% chance a peaceful territory becomes contested. Winning
society can write a timeline entry and news article for the territory if the
status changes. It’s only usable once a month and the only goal type that can
be used on peaceful territories.
Different Victor, any alliance: Winning society gains influence for their
alliance similarly to a control operation, but slightly less effective.
Cost: 0%
Provoke
On Success: 100% chance a contested territory falls into supernatural war.
Winning society can write a timeline entry and news article for the territory
if the status changes.
Different Victor, any alliance: Winning society gains influence for their
alliance similarly to a control operation, but slightly less effective.
Cost: 30%
Calm
On Success: 100% chance the territory becomes peaceful once more. Winning
society can write a timeline entry and news article for the territory if the
status changes.
Different Victor, any alliance: Winning society gains influence for their
alliance similarly to a control operation, but slightly less effective.
Cost: 30%
Plant
On Success: Winning society can add a new NPC to the important NPCs for that
territory. Also can write a timeline entry and news article for the territory.
Also gains influence similar to a control operation, but slightly less effective.
Different Victor, different alliance: Winning society gains influence for
their alliance similarly to a control operation, but slightly less effective.
Requires: 50%
Setup
On Success: Winning society can add a new location to the places of interest
for that territory. Also can write a timeline entry and news article for the
territory.
Also gains influence similar to a control operation, but slightly less effective.
Different Victor, different alliance: Winning society gains influence for
their alliance similarly to a control operation, but slightly less effective.
Requires: 50%
Assassinate
On Success: Target planted NPC is killed, specify which NPC is to be killed
with target (words from the NPC description).
Also gains influence similar to a control operation, but slightly less effective.
Different Victor, any philosophy: Winning society gains influence for their
alliance similarly to a control operation, but slightly less effective.
Requires: 70%
Raze
On Success: Target setup location is destroyed, specify which location is to
be razed with target (words from the location description).
Also gains influence similar to a control operation, but slightly less effective.
Different Victor, any philosophy: Winning society gains influence for their
philosophy similarly to a control operation, but slightly less effective.
Requires: 70%
Saboutage
On Success: All alliances in the territory lose half their support,
including the alliance of the winning society.
Different Victor, any alliance: Winning society gains influence for their
alliance similarly to a control operation, but slightly less effective.
Cost: 25%
Foothold
On Success: Society is able to set up and describe a remote base in that
territory, while they have this base no other society can establish one, new
operation goals become available and they gain additional NPC soldiers in
every operation in that territory.
Different Victor, other alliance: Winning society gains influence for
their alliance similarly to a control operation, but slightly less effective.
Cost: 80%
Uproot
On Success: The remote base set up in that territory is destroyed.
Different victor, any philosophy: Winning society gains influence for their
alliance similarly to a control operation, but slightly less effective.
Cost: 50%
Loot(Requires Foothold)
On Success: Resource gain from winning the operation is doubled.
Different victor, other alliance: Winning society gains influence for
their alliance similarly to a control operation, but slightly less effective.
Cost: 80%
Suppress(Requires Foothold)
On Success: All alliances other than the winning society’s are reduced
by 2/3rds.
Different Victor, Other alliance: Winning society gains influence for
their alliance similarly to a control operation, but slightly less effective.
Cost: 50%
Kidnap(Requires Foothold)
On Success: Society kidnaps someone close to the victim, specified with
target (PC name). Only works if the target’s associated territory is the
territory targeted by the operation. Target PC suffers 10% life force reduction.
Use society kidnap roster to view kidnap targets, society kidnap release
(PC name) to let someone go, society kidnap execute (PC name) to execute the
prisoner, causing a 50% life force debuff to the victim for some time afterwards.
PCs older than 100 years suffer half penalties.
Different Victor, Other philosophy: Winning society gains influence for
their alliance similarly to a control operation, but slightly less effective.
Cost: 75%
Rescue
On Success: Society frees the person kidnapped, specifying with target
(PC name). This goal type will appear as ‘control’ in operation info allowing
the attempt to be planned in secret.
Different Victor, any philosophy: Winning society gains influence for their
alliance similarly to a control operation, but slightly less effective.
Cost: 35%
Psychic
On Success: Target, specifed with target (PC name), is driven into a coma
for one week and loses tyrant status if a tyrant or is driven into a coma for
6 weeks and loses any societies they control if a cardinal.
Operations cannot be launched on newly made Tyrants for a few weeks and
only one can be lauched at a time.
Operation Storyrunning
When making operations there is now a new optional field called storyrunners.
You can list character or SR names of people you want to be able to SR in that operation.
To SR an operation you use swalk operation once it starts, and then can use emote commands etc, your emotes should be seen by the whole operation. You cannot in general use SR commands that would influence the flow of battle such as injure, but have a few other commands you can use.
Syntax: Operation atmosphere (message)
This will set a message everyone will see when looking or moving in the operation, similar to a crisis atmosphere.
Syntax: Operation changeadversary (message)
This will rename the NPC adversaries to whatever you specify.
Syntax: Operation spawnelite (message)
If at least 4 NPCs would spawn on the next wave, half the NPCs won’t spawn and instead will be replaced by an elite mob with the specified string that is about as strong as they would have been. After using this command the next wave will go back to normal unless you use it again.
SRing in operations will earn karma at the same rate as SRing offworld.
You can list character or SR names of people you want to be able to SR in that operation.
To SR an operation you use swalk operation once it starts, and then can use emote commands etc, your emotes should be seen by the whole operation. You cannot in general use SR commands that would influence the flow of battle such as injure, but have a few other commands you can use.
Syntax: Operation atmosphere (message)
This will set a message everyone will see when looking or moving in the operation, similar to a crisis atmosphere.
Syntax: Operation changeadversary (message)
This will rename the NPC adversaries to whatever you specify.
Syntax: Operation spawnelite (message)
If at least 4 NPCs would spawn on the next wave, half the NPCs won’t spawn and instead will be replaced by an elite mob with the specified string that is about as strong as they would have been. After using this command the next wave will go back to normal unless you use it again.
SRing in operations will earn karma at the same rate as SRing offworld.
See Also
Operation Types
Intercept:
All participating socities will arrive on the battlefield as well as a group
of adversaries. One of the adversaries will be holding the targeted item.
Every alliance has an extraction point which is the same point they spawned
in on. A timer will count down and when it’s done, if any team gets the
targeted item and gets back to their extraction point they win.
To obtain the item you must kill the NPC with it, at that point it will go
to their killer if they’re close by, or otherwise the closest elligble PC or
NPC. Being the carrier reduces your base speed to 10 + your stamina stat.
Shifted PCs cannot carry the item, not can people carry it flying. You can
use the handoff command to target another character to give the item to if
you end up carrying it.
The adversaries will be reinforced regularly with more soldiers. Should all
PCs on the field be defeated, the adversaries win. Characters can move
towards their extraction point with move extraction, but this argument won’t
work for charging or jumping.
Extraction:
Extraction works similarly to intercept except one of the members of the
alliance who designed the operation starts with the item of value and there
is only one extraction point for everyone, set somewhere randomly upon the
battlefield. As in intercept teams must wait until the timer expires and
then have the item on the extraction point.
Capture:
All participating alliances will arrive on the battlefield as well as a group
of adversaries. There will also be a capture location placed somewhere upon
the battlefield at random. If a character gets to that point they can then
use the command capture, or attack capture to progress their teams control.
This uses their attack for one round and puts that point onto cooldown for
one round so nobody else can use the command. Once one team has progressed
far enough they will win the operation.
The adversaries will be reinforced regularly with more soldiers. Should all
PCs on the field be defeated, the adversaries win. Characters can move
towards the capture point with move capture, but this argument won’t work
for charging or jumping.
Multiple Capture:
This works similarly to Capture except there are three capture locations,
each with independent cooldowns. So alliances can obviously win much faster
if they control all three, or at least two out of the three. Move capture
will move you towards your closest capture location.
All participating socities will arrive on the battlefield as well as a group
of adversaries. One of the adversaries will be holding the targeted item.
Every alliance has an extraction point which is the same point they spawned
in on. A timer will count down and when it’s done, if any team gets the
targeted item and gets back to their extraction point they win.
To obtain the item you must kill the NPC with it, at that point it will go
to their killer if they’re close by, or otherwise the closest elligble PC or
NPC. Being the carrier reduces your base speed to 10 + your stamina stat.
Shifted PCs cannot carry the item, not can people carry it flying. You can
use the handoff command to target another character to give the item to if
you end up carrying it.
The adversaries will be reinforced regularly with more soldiers. Should all
PCs on the field be defeated, the adversaries win. Characters can move
towards their extraction point with move extraction, but this argument won’t
work for charging or jumping.
Extraction:
Extraction works similarly to intercept except one of the members of the
alliance who designed the operation starts with the item of value and there
is only one extraction point for everyone, set somewhere randomly upon the
battlefield. As in intercept teams must wait until the timer expires and
then have the item on the extraction point.
Capture:
All participating alliances will arrive on the battlefield as well as a group
of adversaries. There will also be a capture location placed somewhere upon
the battlefield at random. If a character gets to that point they can then
use the command capture, or attack capture to progress their teams control.
This uses their attack for one round and puts that point onto cooldown for
one round so nobody else can use the command. Once one team has progressed
far enough they will win the operation.
The adversaries will be reinforced regularly with more soldiers. Should all
PCs on the field be defeated, the adversaries win. Characters can move
towards the capture point with move capture, but this argument won’t work
for charging or jumping.
Multiple Capture:
This works similarly to Capture except there are three capture locations,
each with independent cooldowns. So alliances can obviously win much faster
if they control all three, or at least two out of the three. Move capture
will move you towards your closest capture location.
See Also
operative
Syntax: Operative Faction/Cult/Sect Or Operative retire Faction/Cult/Sect
This command can only be used by characters who’ve spent at least 10k karma on their character and is part of a society.
It swaps the current character out with an operative from one of their groups who looks somewhat similar to them. The character using the command is sent home. Things like life force, intel etc are linked between operatives and their originating character. This command can be used even when helpless but cannot be used if there is someone in the room with you who is not helpless and who you do not seem to have sanctuary protection from.
Characters can use operatives to character out aggressive actions that are difficult for their PC to do for interpersonal reasons, or to provide altenative captives and targets or for any other purpose in which having more generic operatives of their groups may be useful.
You cannot have your originating character logged on at the same time as you are playing an active operative.
This command can only be used by characters who’ve spent at least 10k karma on their character and is part of a society.
It swaps the current character out with an operative from one of their groups who looks somewhat similar to them. The character using the command is sent home. Things like life force, intel etc are linked between operatives and their originating character. This command can be used even when helpless but cannot be used if there is someone in the room with you who is not helpless and who you do not seem to have sanctuary protection from.
Characters can use operatives to character out aggressive actions that are difficult for their PC to do for interpersonal reasons, or to provide altenative captives and targets or for any other purpose in which having more generic operatives of their groups may be useful.
You cannot have your originating character logged on at the same time as you are playing an active operative.
oppression
Oppression is a powerful curse that societies can levy against unprotected
targets. Nobody who is either a society member or a vassal can be targeted
by an oppression curse so long as their society has sanctuary protection. Unless
they previously quit the society doing the curse while higher than standing 1
and when the society had loyalty enforcement developed.
Oppression curses can only be removed by someone with commanding trust in the
society that placed it.
Society oppress (target) will place a curse.
Society unoppress (target) will lift one.
Once the curse has been placed even joining or being vassaled by another
society will not remove the effects.
Oppression curses weaponize bad luck, causing the victim’s things to be
stolen or break, making them much more likely to have accidents or be
discriminated against. It usually only takes a few weeks for an oppression
curse to reduce someone to complete destitution if it is not lifted.
Oppression curses cost around $4000 – $5000 resources.
targets. Nobody who is either a society member or a vassal can be targeted
by an oppression curse so long as their society has sanctuary protection. Unless
they previously quit the society doing the curse while higher than standing 1
and when the society had loyalty enforcement developed.
Oppression curses can only be removed by someone with commanding trust in the
society that placed it.
Society oppress (target) will place a curse.
Society unoppress (target) will lift one.
Once the curse has been placed even joining or being vassaled by another
society will not remove the effects.
Oppression curses weaponize bad luck, causing the victim’s things to be
stolen or break, making them much more likely to have accidents or be
discriminated against. It usually only takes a few weeks for an oppression
curse to reduce someone to complete destitution if it is not lifted.
Oppression curses cost around $4000 – $5000 resources.
Order
The order command utilizes society NPCs for the purposes of research. Society members with higher rank will be able to give additional types of commands, and will also get their results more quickly.
The character being researched does not need to be targeted by coded name. Remembered names or short descriptions will work as well, regardless if it is a mask, although inexact keywords may return an unintended target.
If the target changes their appearance by shifting or masking, the command will return, “Cannot be found.” Characters who are not online or not targetable will return a blank line.
Syntax: order file <target>
Min. Standing: 2
Cost: 0 influence
This returns basic information about members within your society, as well as whatever they have written in their file themselves. Leaders can see classified information and file notes.
Syntax: order investigate <target>
Min. Standing: 2
Cost: 100 influence
An investigation returns the target’s basic information, such as their full name, date of birth, address and phone number. The report also may include any society and subfaction associations, owned properties, and license plate numbers.
Once the results of an investigation has been returned to you, it is not saved on the server. You must manually save it yourself.
Syntax: order research <scheme number/target>
Min. Standing: 1 for schemes, 3 for characters
Cost: 500 influence
If used on a scheme, this will return details about what type it is.
If used on a character, this will return what is in their public history, their sexual reputation, their connections, and even a little about their habits.
Once the results of a background check has been returned to you, it is not saved on the server. You must manually save it yourself.
RP Note: If you are using the research command to find a character’s history for a report, note that your report should be rephrased and not just copy/pasted.
Syntax: order tail <target>
Syntax: scout <target>
Min. Standing: 4
Cost: 500 influence
A hired tail will inconspicuously follow your target, reporting their location so long as it is in a public area. Tails will stay on your target for quite some time. In order to find out where your target last was seen, use the scout command.
Syntax: order scout
Min. Standing: 4
Cost: 500 influence
Returns a list of most characters online who are vulnerable to you, with their last known public location.
Syntax: order trace <number>
Min. Standing: 5
Cost: 500 influence
This will return a GPS location for the phone number in question in a manner the same as the trace gps, or phone gps command. This only works for phones that are turned on and not in a stash.
Syntax: order assault <1-5> <target>
Min. Standing: Commanding Trust
Cost: 500 influence, 1 to 5 soldiers or reinforcements.
This will send between 1 – 5 NPC soldiers to attack a target when they are next out of public and safe areas. If the soldiers defeat the target they will knock them unconscious, allowing PCs from your society to collect them. It draws manpower from the reinforcement pool first, then the soldier pool.
Syntax: order bodyguard <1-5> <target>
Min. Standing: Commanding Trust
Cost: 500 influence, 1 to 5 soldiers or reinforcements.
This will send between 1 – 5 NPC soldiers to guard a target for up to a week. The next time the target is attacked by a PC or NPC soldier, who is not of the same society of the guards, and is not in a combat operation or sparring room, the guards will appear to defend. Once they appear they are consumed and will not appear until ordered again. If someone is being bodyguarded is visible in their look info. It draws manpower from the reinforcement pool first, then the soldier pool.
Syntax: order mercenaryguards <1-5> <target>
This will hire mercenary bodyguards from the Freeborn for $1000 each.
[Last edited January 24, 2024]
The character being researched does not need to be targeted by coded name. Remembered names or short descriptions will work as well, regardless if it is a mask, although inexact keywords may return an unintended target.
If the target changes their appearance by shifting or masking, the command will return, “Cannot be found.” Characters who are not online or not targetable will return a blank line.
Syntax: order file <target>
Min. Standing: 2
Cost: 0 influence
This returns basic information about members within your society, as well as whatever they have written in their file themselves. Leaders can see classified information and file notes.
Syntax: order investigate <target>
Min. Standing: 2
Cost: 100 influence
An investigation returns the target’s basic information, such as their full name, date of birth, address and phone number. The report also may include any society and subfaction associations, owned properties, and license plate numbers.
Once the results of an investigation has been returned to you, it is not saved on the server. You must manually save it yourself.
Syntax: order research <scheme number/target>
Min. Standing: 1 for schemes, 3 for characters
Cost: 500 influence
If used on a scheme, this will return details about what type it is.
If used on a character, this will return what is in their public history, their sexual reputation, their connections, and even a little about their habits.
Once the results of a background check has been returned to you, it is not saved on the server. You must manually save it yourself.
RP Note: If you are using the research command to find a character’s history for a report, note that your report should be rephrased and not just copy/pasted.
Syntax: order tail <target>
Syntax: scout <target>
Min. Standing: 4
Cost: 500 influence
A hired tail will inconspicuously follow your target, reporting their location so long as it is in a public area. Tails will stay on your target for quite some time. In order to find out where your target last was seen, use the scout command.
Syntax: order scout
Min. Standing: 4
Cost: 500 influence
Returns a list of most characters online who are vulnerable to you, with their last known public location.
Syntax: order trace <number>
Min. Standing: 5
Cost: 500 influence
This will return a GPS location for the phone number in question in a manner the same as the trace gps, or phone gps command. This only works for phones that are turned on and not in a stash.
Syntax: order assault <1-5> <target>
Min. Standing: Commanding Trust
Cost: 500 influence, 1 to 5 soldiers or reinforcements.
This will send between 1 – 5 NPC soldiers to attack a target when they are next out of public and safe areas. If the soldiers defeat the target they will knock them unconscious, allowing PCs from your society to collect them. It draws manpower from the reinforcement pool first, then the soldier pool.
Syntax: order bodyguard <1-5> <target>
Min. Standing: Commanding Trust
Cost: 500 influence, 1 to 5 soldiers or reinforcements.
This will send between 1 – 5 NPC soldiers to guard a target for up to a week. The next time the target is attacked by a PC or NPC soldier, who is not of the same society of the guards, and is not in a combat operation or sparring room, the guards will appear to defend. Once they appear they are consumed and will not appear until ordered again. If someone is being bodyguarded is visible in their look info. It draws manpower from the reinforcement pool first, then the soldier pool.
Syntax: order mercenaryguards <1-5> <target>
This will hire mercenary bodyguards from the Freeborn for $1000 each.
[Last edited January 24, 2024]
See Also
Order Contacts
Levels: 0, 1, 2, 3, 4, 5
Requirements: Ranks 2-5 requires Professional Focus 1-4.
This stat represents contacts you have in the Order, with higher levels
indicating more important relationships.
Requirements: Ranks 2-5 requires Professional Focus 1-4.
This stat represents contacts you have in the Order, with higher levels
indicating more important relationships.
See Also
Order Librarians
Overview: The investigative branch of the Order, these members are less
focused on conflict and more on discovering the true nature of the
supernatural world.
Common Allies: Other Order Groups, The Hidden Council
Common Enemies: Hand/Temple, The Coven, The Redwood Pack
Prefers: Higher ranked Order members.
Typical Tasks: Seeking artifacts and tomes, going on scouting missions
offworld, doing research.
focused on conflict and more on discovering the true nature of the
supernatural world.
Common Allies: Other Order Groups, The Hidden Council
Common Enemies: Hand/Temple, The Coven, The Redwood Pack
Prefers: Higher ranked Order members.
Typical Tasks: Seeking artifacts and tomes, going on scouting missions
offworld, doing research.
See Also
Order Shieldbearers
Overview: The largest military group within the order, the shield bearers are
responsible for the protection of others. They may protect humans from
supernatural threats, or supernaturals from humans or other supers. Sometimes
their work is overt, other times less so. It’s common for many important humans
to have covert shieldbearers placed in their staff to combat any attempts to
kill or manipulate them with supernatural means.
Common Allies: Other Order Groups.
DCommon Enemies: Hand/Temple.
Prefers: Higher ranked Order members.
Typical Tasks: Protecting people or items or locations from possible or
expectant threats.
responsible for the protection of others. They may protect humans from
supernatural threats, or supernaturals from humans or other supers. Sometimes
their work is overt, other times less so. It’s common for many important humans
to have covert shieldbearers placed in their staff to combat any attempts to
kill or manipulate them with supernatural means.
Common Allies: Other Order Groups.
DCommon Enemies: Hand/Temple.
Prefers: Higher ranked Order members.
Typical Tasks: Protecting people or items or locations from possible or
expectant threats.
See Also
Order Subfactions
The Order has three subfactions: the Shieldbearers, who form the bulk of the Order’s military strength; the Swordbearers, who act as supernatural peacekeepers; and the Librarians, who often handle investigations.
[Order Shieldbearers]:
The largest military group within the Order, the Shieldbearers are responsible for the protection of others. They may protect humans from supernatural threats, or supernaturals from humans or other supers. Sometimes their work is overt, other times less so. It’s common for many important humans to have covert Shieldbearers placed in their staff to combat any attempts to kill or manipulate them with supernatural means.
Common Allies : Other Order groups
Common Enemies: Hand/Temple
Prefers : Higher ranked Order members
Typical Tasks : Protecting people, items or locations from possible or expectant threats
[Order Swordbearers]:
The right arm of the Order, less numerous than the Shieldbearers in accordance with the Order’s more reactive philosophy the Swordbearers are none the less powerful and well trained combatants, ready at a moment’s notice to destroy the Order’s enemies.
Common Allies : Other Order groups
Common Enemies: Hand/Temple
Prefers : Higher ranked Order members
Typical Tasks : Destroying or capturing criminal supernaturals, destroying the Order’s enemies
[Order Librarians]:
The investigative branch of the Order, these members are less focused on conflict and more on discovering the true nature of the supernatural world.
Common Allies : Other Order groups, the Hidden Council
Common Enemies: Hand/Temple, the Coven, the Redwood Pack
Prefers : Higher ranked Order members
Typical Tasks : Seeking artifacts and tomes, going on scouting missions offworld, doing research
[Last edited May 17, 2022]
[Order Shieldbearers]:
The largest military group within the Order, the Shieldbearers are responsible for the protection of others. They may protect humans from supernatural threats, or supernaturals from humans or other supers. Sometimes their work is overt, other times less so. It’s common for many important humans to have covert Shieldbearers placed in their staff to combat any attempts to kill or manipulate them with supernatural means.
Common Allies : Other Order groups
Common Enemies: Hand/Temple
Prefers : Higher ranked Order members
Typical Tasks : Protecting people, items or locations from possible or expectant threats
[Order Swordbearers]:
The right arm of the Order, less numerous than the Shieldbearers in accordance with the Order’s more reactive philosophy the Swordbearers are none the less powerful and well trained combatants, ready at a moment’s notice to destroy the Order’s enemies.
Common Allies : Other Order groups
Common Enemies: Hand/Temple
Prefers : Higher ranked Order members
Typical Tasks : Destroying or capturing criminal supernaturals, destroying the Order’s enemies
[Order Librarians]:
The investigative branch of the Order, these members are less focused on conflict and more on discovering the true nature of the supernatural world.
Common Allies : Other Order groups, the Hidden Council
Common Enemies: Hand/Temple, the Coven, the Redwood Pack
Prefers : Higher ranked Order members
Typical Tasks : Seeking artifacts and tomes, going on scouting missions offworld, doing research
[Last edited May 17, 2022]
Order Swordbearers
Overview: The right arm of the Order, less numerous than the shieldbearers in
accordance with the Order’s more reactive philosophy the swordbearers are none
the less powerful and well trained combatants, ready at a moment’s notice to
destroy the Order’s enemies.
Common Allies: Other Order Groups.
Common Enemies: Hand/Temple.
Prefers: Higher ranked Order members.
Typical Tasks: Destroying or capturing criminal supernaturals, destroying
the order’s enemies.
accordance with the Order’s more reactive philosophy the swordbearers are none
the less powerful and well trained combatants, ready at a moment’s notice to
destroy the Order’s enemies.
Common Allies: Other Order Groups.
Common Enemies: Hand/Temple.
Prefers: Higher ranked Order members.
Typical Tasks: Destroying or capturing criminal supernaturals, destroying
the order’s enemies.
See Also
outfit
Syntax: outfit naked
Removes all your clothing and puts it into your stash.
Syntax: outfit create (number)
Creates an outfit out of everything you’re currently wearing.
Syntax: outfit wear (number)
Wears the specified outfit
Syntax: outfit show (number)
Shows the contents of an outfit.
Syntax: outfit delete (number)
Deletes the specified outfit.
Syntax: outfit add (object) (number)
Adds a specified worn object in the current worn location, to the outfit.
Syntax: outfit remove (object) (number)
Remove an object from an outfit.
Syntax: outfit clone (number)
Duplicates your current outfit as a new outfit with the specified number
in your inventory.
Syntax: outfit nickname (number) (name)
This can be used to give an outfit a name you can use with wear or show.
Syntax: outfit dream (number)
This will pick an outfit to change into when in dream battles such as
operations.
Removes all your clothing and puts it into your stash.
Syntax: outfit create (number)
Creates an outfit out of everything you’re currently wearing.
Syntax: outfit wear (number)
Wears the specified outfit
Syntax: outfit show (number)
Shows the contents of an outfit.
Syntax: outfit delete (number)
Deletes the specified outfit.
Syntax: outfit add (object) (number)
Adds a specified worn object in the current worn location, to the outfit.
Syntax: outfit remove (object) (number)
Remove an object from an outfit.
Syntax: outfit clone (number)
Duplicates your current outfit as a new outfit with the specified number
in your inventory.
Syntax: outfit nickname (number) (name)
This can be used to give an outfit a name you can use with wear or show.
Syntax: outfit dream (number)
This will pick an outfit to change into when in dream battles such as
operations.
See Also
outfitproof
Syntax: outfitproof (object)
Used to make an object immune to the outfit commands,
useful for items your character may never take off etc.
Used to make an object immune to the outfit commands,
useful for items your character may never take off etc.
See Also
Paralytic Toxin
Levels: 0, 2
Requirements: Hunter Focus 1
Syntax: toxin (weapon) paralytic
-For $100 apply a single use paralytic to a bow, knife or spear. Once a
target is struck with that weapon they will suffer steadily increasing
stagger for the next ten rounds of the fight.
Toxins cannot be used on augmented weapons.
If you are in a society or faction, the cost is born by the organisation.
Requirements: Hunter Focus 1
Syntax: toxin (weapon) paralytic
-For $100 apply a single use paralytic to a bow, knife or spear. Once a
target is struck with that weapon they will suffer steadily increasing
stagger for the next ten rounds of the fight.
Toxins cannot be used on augmented weapons.
If you are in a society or faction, the cost is born by the organisation.
See Also
paranormal
There are many unexplained phenomena in the world, one of the most
prevalent is people developing unusual abilities.
The abilities have little pattern to them but it has been noticed that
genetic relations seems to play at least some part, having a parent or grandparent with a supernatural gift markedly increases the likelihood of a child
having it, although the chances are still incredibly low.
Supernatural creatures also often acquire a variety of paranormal abilities as
they develop. This is much more common than humans developing them,
particularly with associated gifts.
Prolonged exposure to the gate seems to increase the chances for developing
a paranormal gift as well. Overall the development of each supernatural
creature is distinct, while several core traits usually stay the same they
then branch off into many distinct developments. In the case of vampires
and werewolves the one who turned the person usually has an impact on their
development.
Humans who possess some paranormal gift are also more likely to develop
others, although it’s unclear if this is natural or because of their greater
exposure to other supernatural elements caused by the pre-existing gift.
Certain abilities can cause concern or hostility amongst others, werewolves
who develop common vampire abilities are often thought poorly of amongst
their group and humans with paranormal gifts are often mistrusted by normal
humans or The Temple.
Supernaturals who develop similar abilities and traits often tend to
cluster, either simply because of their commonality or because of a belief
that they are similar for a reason, sharing a bloodline or being blessed by
a particular spirit etc.
prevalent is people developing unusual abilities.
The abilities have little pattern to them but it has been noticed that
genetic relations seems to play at least some part, having a parent or grandparent with a supernatural gift markedly increases the likelihood of a child
having it, although the chances are still incredibly low.
Supernatural creatures also often acquire a variety of paranormal abilities as
they develop. This is much more common than humans developing them,
particularly with associated gifts.
Prolonged exposure to the gate seems to increase the chances for developing
a paranormal gift as well. Overall the development of each supernatural
creature is distinct, while several core traits usually stay the same they
then branch off into many distinct developments. In the case of vampires
and werewolves the one who turned the person usually has an impact on their
development.
Humans who possess some paranormal gift are also more likely to develop
others, although it’s unclear if this is natural or because of their greater
exposure to other supernatural elements caused by the pre-existing gift.
Certain abilities can cause concern or hostility amongst others, werewolves
who develop common vampire abilities are often thought poorly of amongst
their group and humans with paranormal gifts are often mistrusted by normal
humans or The Temple.
Supernaturals who develop similar abilities and traits often tend to
cluster, either simply because of their commonality or because of a belief
that they are similar for a reason, sharing a bloodline or being blessed by
a particular spirit etc.
See Also
park
passthrough
Syntax: passthrough (direction)
This command allows you to open door and pass through with one command.
This command allows you to open door and pass through with one command.
password
Syntax: password <old-password> <new-password>
Password changes your character’s password. The first argument
must be your old password. The second argument is your new
password.
The password command is protected against being snooped or
logged.
Password changes your character’s password. The first argument
must be your old password. The second argument is your new
password.
The password command is protected against being snooped or
logged.
Pastcharacter
Syntax: Note pastcharacter (name)
This is an alternative version of note post which can only be done in the IC
note area. If the name is the name of a previous character of yours that
hasn’t died and had at least 100 hours before being retired the note will
appear to come from them instead, with your account name appended to it so
someone can send you a reply.
This is an alternative version of note post which can only be done in the IC
note area. If the name is the name of a previous character of yours that
hasn’t died and had at least 100 hours before being retired the note will
appear to come from them instead, with your account name appended to it so
someone can send you a reply.
Pathing
Levels: 0, 2, 3, 4
Requirements: Level 3: Tier 3, Level 4: Tier 4.
Syntax: travel pathing (location)
Syntax: travel pathing (location) (passengers)
When using the travel path command, the location is one of the numbers along
side locations in roomlist. For example: travel pathing 1.
Pathing is the main way in which supernaturals travel around the world, and
is particularly useful in other worlds where modern means of transportation
aren’t available. Building a path takes several minutes, but once it’s done
even long distances can be traveled quite quickly. When pathing it appears
as if you are walking or running along a path through a dark forest. While
leaving the path is possible in theory, those who do so have never been seen
again. Pathing conflicts with the nightmare, and you cannot path from within
the nightmare.
Syntax: path (person)
At level 3 characters can use pathing in combat to cover any distance and get
to their target instantly. This only works if they are not in the nightmare
however.
Syntax: path (direction)
At level 4 characters can use pathing to walk through walls, although after
each use they must wait a long time before using it again and cannot bring
anyone with them. What’s more if a character attempts to use pathing to walk
through a wall and there isn’t actually anything on the other side, they will
instantly die.
Requirements: Level 3: Tier 3, Level 4: Tier 4.
Syntax: travel pathing (location)
Syntax: travel pathing (location) (passengers)
When using the travel path command, the location is one of the numbers along
side locations in roomlist. For example: travel pathing 1.
Pathing is the main way in which supernaturals travel around the world, and
is particularly useful in other worlds where modern means of transportation
aren’t available. Building a path takes several minutes, but once it’s done
even long distances can be traveled quite quickly. When pathing it appears
as if you are walking or running along a path through a dark forest. While
leaving the path is possible in theory, those who do so have never been seen
again. Pathing conflicts with the nightmare, and you cannot path from within
the nightmare.
Syntax: path (person)
At level 3 characters can use pathing in combat to cover any distance and get
to their target instantly. This only works if they are not in the nightmare
however.
Syntax: path (direction)
At level 4 characters can use pathing to walk through walls, although after
each use they must wait a long time before using it again and cannot bring
anyone with them. What’s more if a character attempts to use pathing to walk
through a wall and there isn’t actually anything on the other side, they will
instantly die.
Patrol
Syntax: Patrol
Patrols are a system to generate RP encounters with other players. You must
first set your patrol habits with the habit command, see help patrol habits.
Then use patrol to toggle being on patrol. There are five types of patrol;
Hunting, which means your character spends some time going after
particularly dangerous monsters in the outer forest. Warfare, which means
your character attempts to attack their society’s enemies. Arcane, which
means your character will attempt to deal with mystical problems in Haven
and launch mystical attacks on their society’s enemies. Diplomatic, which
means your character will attempt to deal with social problems for your
society. And predator which means your character will attempt to seek out
weaker characters to prey upon them, for blood, money, psychic feeding or
other reasons.
Some types of patrol require you to move around in order to activate the
events, others do not but are aided by you doing such.
While every patrol event has code to go along with it and may convey coded
advantages or disadvantages from participation, their focus is on RP and
each is designed to have the majority of the time as RP time.
See the following helps for more information about the types of patrol
events.
Hunting Patrol Events
Warfare Patrol Events
Arcane Patrol Events
Diplomatic Patrol Events
Predatory
Patrols are a system to generate RP encounters with other players. You must
first set your patrol habits with the habit command, see help patrol habits.
Then use patrol to toggle being on patrol. There are five types of patrol;
Hunting, which means your character spends some time going after
particularly dangerous monsters in the outer forest. Warfare, which means
your character attempts to attack their society’s enemies. Arcane, which
means your character will attempt to deal with mystical problems in Haven
and launch mystical attacks on their society’s enemies. Diplomatic, which
means your character will attempt to deal with social problems for your
society. And predator which means your character will attempt to seek out
weaker characters to prey upon them, for blood, money, psychic feeding or
other reasons.
Some types of patrol require you to move around in order to activate the
events, others do not but are aided by you doing such.
While every patrol event has code to go along with it and may convey coded
advantages or disadvantages from participation, their focus is on RP and
each is designed to have the majority of the time as RP time.
See the following helps for more information about the types of patrol
events.
Hunting Patrol Events
Warfare Patrol Events
Arcane Patrol Events
Diplomatic Patrol Events
Predatory
Patrol habits
Syntax: habit hunting/warfare/arcane/diplomatic/reckless/predator
Patrol habits set both what types of events occur when you go on active
patrol as well as what ones you are likely to get invited into. Those with
the reckless patrol habit additionally earn more influence. Type habit
(patrol habit name) to toggle them on or off.
Patrol habits set both what types of events occur when you go on active
patrol as well as what ones you are likely to get invited into. Those with
the reckless patrol habit additionally earn more influence. Type habit
(patrol habit name) to toggle them on or off.
See Also
Peacekeeping Hand
Overview: The Peacekeepers are the Hand’s soldiers, guards and police.
Called upon whenever martial might is required. They are structured
similarly to a Roman legion and are the division in which humans are the
least likely to be found. The Hand doesn’t rely on martial force as much as
the other factions, but when they do their police is to ensure their
opponent never wants to fight them again, as such the peacekeepers usually
display extreme brutality when deployed in battle.
Common Allies: Other Hand Groups, The Vampire Court of New York
Common Enemies: Order/Temple/Keepers, occasionally other Hand groups.
Prefers: Higher ranked Hand members, supernaturals.
Typical Tasks: Protecting important members of the Hand, protecting
important locations or objects of the Hand, investigating supernatural
crime, destroying or hurting the Hand’s enemies.
Called upon whenever martial might is required. They are structured
similarly to a Roman legion and are the division in which humans are the
least likely to be found. The Hand doesn’t rely on martial force as much as
the other factions, but when they do their police is to ensure their
opponent never wants to fight them again, as such the peacekeepers usually
display extreme brutality when deployed in battle.
Common Allies: Other Hand Groups, The Vampire Court of New York
Common Enemies: Order/Temple/Keepers, occasionally other Hand groups.
Prefers: Higher ranked Hand members, supernaturals.
Typical Tasks: Protecting important members of the Hand, protecting
important locations or objects of the Hand, investigating supernatural
crime, destroying or hurting the Hand’s enemies.
See Also
pecho
Syntax: pecho <character> <message>
Pecho sends a message to the player specified.
Any higher-level imm will see a prompt in front of your message, informing
him of her that it is an echo.
Pecho sends a message to the player specified.
Any higher-level imm will see a prompt in front of your message, informing
him of her that it is an echo.
People
Overview: A large, nomadic tribe that lives in the wild, the people are quite primitive but extremely fierce and loyal to those who’ve earned it.
Common Allies: None.
Common Enemies: Illarin Empire
Prefers: Wildlings.
Typical Tasks: Dealing with threats in the wild, hunting, helping the tribe.
Common Allies: None.
Common Enemies: Illarin Empire
Prefers: Wildlings.
Typical Tasks: Dealing with threats in the wild, hunting, helping the tribe.
See Also
Perception
Levels: 0, 1, 2, 3, 4, 5
Requirements: Rank 3 requires Tier 3 or demigod or angelborn.
Rank 4-5 requires Tier 4-5.
This stat represents your ability to notice things that others might not. It
allows you to see any person attempting a stealth maneuver as long as your
perception is higher than their stealth.
Characters possessing perception above level 1 will also have an automatic
chance to detect if a ghost moves from the room that character currently
occupies. Such an ability is intuitive and does not indicate to where the ghost
has moved nor that it necessarily be a ghost leaving the room at all. The
character will, however, feel the loss of the presence.
Perception 0
Average perception
Perception 1
Higher than average perception. 20 percent chance to notice ghosts leaving
Perception 2
Very perceptive. 40 percent chance to notice ghosts leaving
Perception 3
Extremely perceptive. 60 percent chance to notice ghosts leaving
Perception 4
Supernaturally perceptive. 80 percent chance to notice ghosts leaving
Perception 5
Supernaturally talented perception. 90 percent chance to notice ghosts leaving
Requirements: Rank 3 requires Tier 3 or demigod or angelborn.
Rank 4-5 requires Tier 4-5.
This stat represents your ability to notice things that others might not. It
allows you to see any person attempting a stealth maneuver as long as your
perception is higher than their stealth.
Characters possessing perception above level 1 will also have an automatic
chance to detect if a ghost moves from the room that character currently
occupies. Such an ability is intuitive and does not indicate to where the ghost
has moved nor that it necessarily be a ghost leaving the room at all. The
character will, however, feel the loss of the presence.
Perception 0
Average perception
Perception 1
Higher than average perception. 20 percent chance to notice ghosts leaving
Perception 2
Very perceptive. 40 percent chance to notice ghosts leaving
Perception 3
Extremely perceptive. 60 percent chance to notice ghosts leaving
Perception 4
Supernaturally perceptive. 80 percent chance to notice ghosts leaving
Perception 5
Supernaturally talented perception. 90 percent chance to notice ghosts leaving
See Also
petition
Syntax: Make Petition
Petitions allow players to communicate issues to staff, they are the only
way to do so that is guaranteed to be seen.
To create a petition simply type make petition and then fill in the fields,
possible types are bug, suggestion and request. The to field can be left
blank, and should be used if there’s one staff member in particular you need
to look at your petition, this is particularly useful if you need Daed or
Discordance to look at a petition.
Description puts you in an editor to write your petition and when you’re
done typing done will complete and send it. Petitions will last forever
until a staffer sets them as resolved or dismissed, and then will last for a
further 5 or so days after that.
Note: Staff often gets a hundred or more petitions a week, of these most
will be dismissed. For instance 90% of bug reports are not actually bugs,
but just someone misunderstanding/misusing code or plain not liking
something. Because of the very high noise to signal ratio it’s inevitable
that some legitimate petitions will be overlooked, and we apologize in
advance for these situations.
Note on Bugs: Most bug reports, even for real bugs are generally written in
a fairly bad way. If you’d like your issue to have a high chance of being
investigated and fixed you need to be clear and concise, give all character
names where relevant and report the bug in a way that’s reproducible. It’s
very common for someone to report a bug as simply X doesn’t work, then a
staffer tries it and it works fine and the issue is dismissed. Even though
there may well be a bug, but it’s that it only occurs in certain
circumstances which they weren’t informed of. With enough time staff can
fix essentially any bug as long as it’s reliably reproducible.
Renovate petition types are applications to be given ownership of a property
and a special flag allowing for free decoration up until the first rental
payment, which will also be free. These are granted when someone makes a
solid argument for wanting to change an existing property into something
more in theme or appropriate to the setting and should include the problems
with the existing property as well as the proposed changes.
Petitions allow players to communicate issues to staff, they are the only
way to do so that is guaranteed to be seen.
To create a petition simply type make petition and then fill in the fields,
possible types are bug, suggestion and request. The to field can be left
blank, and should be used if there’s one staff member in particular you need
to look at your petition, this is particularly useful if you need Daed or
Discordance to look at a petition.
Description puts you in an editor to write your petition and when you’re
done typing done will complete and send it. Petitions will last forever
until a staffer sets them as resolved or dismissed, and then will last for a
further 5 or so days after that.
Note: Staff often gets a hundred or more petitions a week, of these most
will be dismissed. For instance 90% of bug reports are not actually bugs,
but just someone misunderstanding/misusing code or plain not liking
something. Because of the very high noise to signal ratio it’s inevitable
that some legitimate petitions will be overlooked, and we apologize in
advance for these situations.
Note on Bugs: Most bug reports, even for real bugs are generally written in
a fairly bad way. If you’d like your issue to have a high chance of being
investigated and fixed you need to be clear and concise, give all character
names where relevant and report the bug in a way that’s reproducible. It’s
very common for someone to report a bug as simply X doesn’t work, then a
staffer tries it and it works fine and the issue is dismissed. Even though
there may well be a bug, but it’s that it only occurs in certain
circumstances which they weren’t informed of. With enough time staff can
fix essentially any bug as long as it’s reliably reproducible.
Renovate petition types are applications to be given ownership of a property
and a special flag allowing for free decoration up until the first rental
payment, which will also be free. These are granted when someone makes a
solid argument for wanting to change an existing property into something
more in theme or appropriate to the setting and should include the problems
with the existing property as well as the proposed changes.
Phone
Phones are a form of in-game communication requiring a phone-type object.
Phones costing over $200 can access the Haven chatroom. You must hold a
phone to use it.
Syntax: call (person/number)
Call a person. Your call will be logged on their phone if they are online,
but not if they are offline. Calls may still ring if a character is offline.
Syntax: call 911
Attempt to connect to a member of the Haven Sheriff’s Department.
Syntax: answer/pickup
Answer a phone call.
Syntax: say to phone (string)
Speak into your phone. Manual talk strings will not show to the receiving
character.
Syntax: ssay/csay to phone (string)
Transmit to your soceity alliance or comms channel while speaking into your phone.
Syntax: speeddial
Show your phone’s remembered contacts.
Syntax: speeddial (1–50) (name) (number)
Add a number into your phone book, allowing you to call or text by name.
Syntax: speeddial (1–50)
Clear the contact from your phone book.
Syntax: phone on/off
Toggle the phone you are holding on or off.
Syntax: phone ringtone (string)
This sets your ringtone, visible when your phone is not on silent.
Syntax: phone silent
Toggles your phone on or off silent mode.
Syntax: phone clone (slave) (master)
Slaves one phone to another for $200, the master phone will receive any texts
sent to or from the slave phone. And can listen in on phone calls as well.
This must be done at the electronics counter in Narnia.
Syntax: phone clean
Cleans any spyware from a phone for $100, removing any cloning effects.
Syntax: hangup
This will hangup the call you are currently in.
Syntax: phone signalboost
Toggles whether a phone will temporarily function in the Greystone
Institute. Requires Engineering 3+.
Syntax: phone gps
Gives you your current location on the map.
[Last edited November 10, 2023]
Phones costing over $200 can access the Haven chatroom. You must hold a
phone to use it.
Syntax: call (person/number)
Call a person. Your call will be logged on their phone if they are online,
but not if they are offline. Calls may still ring if a character is offline.
Syntax: call 911
Attempt to connect to a member of the Haven Sheriff’s Department.
Syntax: answer/pickup
Answer a phone call.
Syntax: say to phone (string)
Speak into your phone. Manual talk strings will not show to the receiving
character.
Syntax: ssay/csay to phone (string)
Transmit to your soceity alliance or comms channel while speaking into your phone.
Syntax: speeddial
Show your phone’s remembered contacts.
Syntax: speeddial (1–50) (name) (number)
Add a number into your phone book, allowing you to call or text by name.
Syntax: speeddial (1–50)
Clear the contact from your phone book.
Syntax: phone on/off
Toggle the phone you are holding on or off.
Syntax: phone ringtone (string)
This sets your ringtone, visible when your phone is not on silent.
Syntax: phone silent
Toggles your phone on or off silent mode.
Syntax: phone clone (slave) (master)
Slaves one phone to another for $200, the master phone will receive any texts
sent to or from the slave phone. And can listen in on phone calls as well.
This must be done at the electronics counter in Narnia.
Syntax: phone clean
Cleans any spyware from a phone for $100, removing any cloning effects.
Syntax: hangup
This will hangup the call you are currently in.
Syntax: phone signalboost
Toggles whether a phone will temporarily function in the Greystone
Institute. Requires Engineering 3+.
Syntax: phone gps
Gives you your current location on the map.
[Last edited November 10, 2023]
See Also
photo
Syntax: photo (speeddial name to send photo to) (item or person to take a photo of) (optional additional string)
Sends a photo to another character with your cell phone.
Use photo clear to clear the buffer.
You can use photoattract (number) to set your character’s attractiveness for any photo they take of themselves.
Sends a photo to another character with your cell phone.
Use photo clear to clear the buffer.
You can use photoattract (number) to set your character’s attractiveness for any photo they take of themselves.
Physical Conditioning
Levels: 0, 1, 2, 3, 4, 5, 6
Requirements: Neither beauty rituals or fashion knowledge already at that rank.
This stat represents a character who’s toned their body physically in order
to be more attractive. Will provide a larger benefit when a character is less
covered up than they typically are.
Requirements: Neither beauty rituals or fashion knowledge already at that rank.
This stat represents a character who’s toned their body physically in order
to be more attractive. Will provide a larger benefit when a character is less
covered up than they typically are.
See Also
Pi Sigma Tau
Pi Sigma Tau’s colours are black and oxblood, their flower is the black iris, and their motto is ‘Brothers unto the End.’ They live in Ashgrove House.
At Greystone the Sigs are known for loyalty to each other that borders on the unhealthy. They win team sports, throw the most talked-about parties on campus, and never discuss initiation week, not even with each other.
At Greystone the Sigs are known for loyalty to each other that borders on the unhealthy. They win team sports, throw the most talked-about parties on campus, and never discuss initiation week, not even with each other.
Picklock
Syntax: picklock (direction)
This command can be used to force entry into a property by breaking down a door or
wall in the direction specified. It uses your larceny score to challenge the
household security rating of the room you are currently trying to break into.
This command can be used to force entry into a property by breaking down a door or
wall in the direction specified. It uses your larceny score to challenge the
household security rating of the room you are currently trying to break into.
See Also
Pillar of the Community
Tier Three Archetype
Human
This archetype represents the most important members of the local community
such as city council members or owners of important businesses. They can
use the fame command to set a locally famous string visible to any other
locals who look at them.
Minimum Age: 28
Available Negative Modifiers: Addict, Ill.
Focuses: Has up to three points to spend in professional focus stats at tier
three.
Human
This archetype represents the most important members of the local community
such as city council members or owners of important businesses. They can
use the fame command to set a locally famous string visible to any other
locals who look at them.
Minimum Age: 28
Available Negative Modifiers: Addict, Ill.
Focuses: Has up to three points to spend in professional focus stats at tier
three.
pin
Syntax: Pin (target)
Syntax: Release
Used to hold someone down so that they cannot leave the room. Type release
to let them go again.
Syntax: Release
Used to hold someone down so that they cannot leave the room. Type release
to let them go again.
See Also
Pistols
Type: Ranged
Max Range: 70
Optimum Range: 35
Cap: Tier 1:50, 2:60, 3:70, 4:80, 5:100
Pistols covers the ability to use small, concealable firearms. Those with
higher levels in this discipline can fire more accurately and faster.
Supernaturals receive a 5% per tier debuff to their firearms discipline.
Max Range: 70
Optimum Range: 35
Cap: Tier 1:50, 2:60, 3:70, 4:80, 5:100
Pistols covers the ability to use small, concealable firearms. Those with
higher levels in this discipline can fire more accurately and faster.
Supernaturals receive a 5% per tier debuff to their firearms discipline.
See Also
places
Places are areas placed inside rooms as separate areas to for characters to
congregate. This is useful for dividing a large area and offering some in-
character privacy, as well as for putting in places to wash.
Syntax: look (place keyword)
This will give you the description of the place, if any, as well as a list of
all characters currently at that place.
Syntax: join (place keyword)
This will join your character to the place in question. Joining a place will
automatically append the place to your character’s roomtitle, unless manually
set.
Dynamic places can be created by using the join command with the name
of the place you wish to join. For example, join by the car. In order
to join a dynamic place which is already created, you must join with
the full name of the dynamic place.
Syntax: join
Typing join without an argument will have you leave the place you are in.
This is not necessary when switching to a new place.
Syntax: decorate place (string)
This adds a new place to houses and shops on the Haven grid, if your character
has permission to edit it.
Syntax: myrooms place (number) (string)
This adds a new place to off-grid rooms, which can be created by anyone.
Places that are keyed to bath, jacuzzi, pool, shower, and tub will make your
character and his clothes wet, washing away dirt and blood.
Syntax: subtle/private (emote)
This delivers an emote to the place your character is currently in that is
only visible to those in the same place. Private only does this if untargeted.
Unplaced subtle emotes will show only to unplaced characters.
Syntax:: whisper (speech)
This delivers speech to the place your character is in which is only visible
to those in the same place.
congregate. This is useful for dividing a large area and offering some in-
character privacy, as well as for putting in places to wash.
Syntax: look (place keyword)
This will give you the description of the place, if any, as well as a list of
all characters currently at that place.
Syntax: join (place keyword)
This will join your character to the place in question. Joining a place will
automatically append the place to your character’s roomtitle, unless manually
set.
Dynamic places can be created by using the join command with the name
of the place you wish to join. For example, join by the car. In order
to join a dynamic place which is already created, you must join with
the full name of the dynamic place.
Syntax: join
Typing join without an argument will have you leave the place you are in.
This is not necessary when switching to a new place.
Syntax: decorate place (string)
This adds a new place to houses and shops on the Haven grid, if your character
has permission to edit it.
Syntax: myrooms place (number) (string)
This adds a new place to off-grid rooms, which can be created by anyone.
Places that are keyed to bath, jacuzzi, pool, shower, and tub will make your
character and his clothes wet, washing away dirt and blood.
Syntax: subtle/private (emote)
This delivers an emote to the place your character is currently in that is
only visible to those in the same place. Private only does this if untargeted.
Unplaced subtle emotes will show only to unplaced characters.
Syntax:: whisper (speech)
This delivers speech to the place your character is in which is only visible
to those in the same place.
See Also
plantcamera
Syntax: plantcamera (phone object)
Plants a spy camera in the current room, you must have bought a spy camera
from Narnia first and this item is consumed with the use. A phone must
be specified to sync the camera up to. Any RP done in that room will be
sent as a small recording text attachment to the synced up phone as long as
it is online.
Note that a cloned phone will NOT transmit video from a spycam to its master.
Plants a spy camera in the current room, you must have bought a spy camera
from Narnia first and this item is consumed with the use. A phone must
be specified to sync the camera up to. Any RP done in that room will be
sent as a small recording text attachment to the synced up phone as long as
it is online.
Note that a cloned phone will NOT transmit video from a spycam to its master.
See Also
Player Conflict
Player Conflict is normal an expected in the world of Haven.
To start a fight against another player you simply use attack (playername),
you can’t do this in public or protected areas like the Lodge.
Characters need to be in your line of sight to attack them. If a character
is in public you may be able to attack them anyway by first pulling them
into the nightmare, see help nightmare for more information.
The Sanctuary spell protects people in Haven from being seriously wounded in
combat, and you will generally be unable to inflict more than minor wounds
on someone, the only way to resolve a conflict with a protected individual
is to attempt to knock them out.
To start a fight against another player you simply use attack (playername),
you can’t do this in public or protected areas like the Lodge.
Characters need to be in your line of sight to attack them. If a character
is in public you may be able to attack them anyway by first pulling them
into the nightmare, see help nightmare for more information.
The Sanctuary spell protects people in Haven from being seriously wounded in
combat, and you will generally be unable to inflict more than minor wounds
on someone, the only way to resolve a conflict with a protected individual
is to attempt to knock them out.
See Also
pload
Syntax = “Pload <Character>“
Syntax = “Punload <Character>“
These commands will let you load a character and to return them. (Character cannot already be on-line)
Syntax = “Punload <Character>“
These commands will let you load a character and to return them. (Character cannot already be on-line)
Plot
Plot
This command can be used by SRs to set up information about plots they’re currently running, that players can then view simply through using plot list and plot info (number). The Story Runner responsible for each will be listed in the corresponding plot info.
Viewing plots
plot list
–Displays the titles of active plots by number, grouped as Adventures, Personal, Mysteries and Other.
plot info (plot number)
–Displays the fields for any given plot using the number from plot list.
Setting up a plot
plot title (plot number) (title)
–Sets the title by which the plot can be OOCly referred to.
plot character (plot number) (text)
–Sets a player liaison for the plot, who will be involved in the plot.
plot challenge (plot number)
–Opens an editor where a summary of the expectations a story runner has of the players interacting with the plot can be entered.
plot storyrunners (plot number)
–Set an information field that only other SRs can read.
plot staff (plot number)
–Set an information field that only staff can read.
plot times (plot number) (text)
–Sets a string to outline the times and or days when a plot will happen.
plot visibility (plot number) (All/StoryRunners/None)
–Sets the visibility of a plot.
plot members (plot number)
–Used to list the people involved in a personal plot, each separated by a space. Can be left blank to leave it visible to everyone. Only those listed, the staff, the owning SR and anybody listed in the main character field will be able to see this plot.
plot advertise (plot number) (message)
–Send a global message advertising your plot, usually done when a new plot is added, or when it’s about to begin.
plot transfer (plot number) (name)
–Used to transfer ownership of a plot to another SR.
plot delete (plot number)
–Deletes a plot.
Running a plot over several sessions
A plot can be run as a series of sessions. Only the plot’s author, or staff, can set, start or stop them.
plot sessions (plot number) (1-6)
–Set how many sessions the plot will run. A plot runs one session unless you set it otherwise. Leave the count off to see the current setting and how many have been run so far.
plot start (plot number)
–Open the next session. You are told which session of how many it is, and you are marked as running the room. You cannot start a session while one is already open, once all the plot’s sessions have been run, or within 12 hours of the start of the previous session.
plot stop (plot number)
–Close the open session. It counts towards the plot’s total, and you stop running the room.
Clues
plot addclue (plot number) (clue text)
–Add a clue to your plot. It is sent to a character the game chooses, and you are told who. A plot holds up to twelve clues. See help clues.
Adventures
plot apply (plot number) (comment)
–Applies to take part in an adventure plot. Applicants are given a solidity score. See help solidity for more info.
plot pass (person)
plot fail (person)
–After finishing an adventure this lets you set if those in the adventure have succeeded or failed. Success opens up the possibility of awards but adventure exp yields are better for those who fail sometimes.
plot finish (plot number)
–Used to finish adventures and quests before handing out rewards. Finishing a plot also closes any session still open.
plot award (person) (money/influence) (amount)
plot award (person) territory (territory) (amount)
–Awards someone who succeeded in an adventure money, influence or territory. Every award costs both of you. Territory costs the SR 1000 adventure exp per percent, but the target only 250. Money costs both of you adventure exp. Influence costs the target ordinary experience rather than adventure exp.
plot award (person) (object)
–Awards someone who succeeded in an adventure an item, which might be an artifact or coloured object. Cost is based on the level of the artifact.
plot experience
–Display your current adventure exp and success rate.
plot learn (amount)
–Turns adventure exp into regular exp, at a rate of 1 to 10.
Note: Storyrunners with logs in their fingerset will accrue karma more quickly.
This command can be used by SRs to set up information about plots they’re currently running, that players can then view simply through using plot list and plot info (number). The Story Runner responsible for each will be listed in the corresponding plot info.
Viewing plots
plot list
–Displays the titles of active plots by number, grouped as Adventures, Personal, Mysteries and Other.
plot info (plot number)
–Displays the fields for any given plot using the number from plot list.
Setting up a plot
plot title (plot number) (title)
–Sets the title by which the plot can be OOCly referred to.
plot character (plot number) (text)
–Sets a player liaison for the plot, who will be involved in the plot.
plot challenge (plot number)
–Opens an editor where a summary of the expectations a story runner has of the players interacting with the plot can be entered.
plot storyrunners (plot number)
–Set an information field that only other SRs can read.
plot staff (plot number)
–Set an information field that only staff can read.
plot times (plot number) (text)
–Sets a string to outline the times and or days when a plot will happen.
plot visibility (plot number) (All/StoryRunners/None)
–Sets the visibility of a plot.
plot members (plot number)
–Used to list the people involved in a personal plot, each separated by a space. Can be left blank to leave it visible to everyone. Only those listed, the staff, the owning SR and anybody listed in the main character field will be able to see this plot.
plot advertise (plot number) (message)
–Send a global message advertising your plot, usually done when a new plot is added, or when it’s about to begin.
plot transfer (plot number) (name)
–Used to transfer ownership of a plot to another SR.
plot delete (plot number)
–Deletes a plot.
Running a plot over several sessions
A plot can be run as a series of sessions. Only the plot’s author, or staff, can set, start or stop them.
plot sessions (plot number) (1-6)
–Set how many sessions the plot will run. A plot runs one session unless you set it otherwise. Leave the count off to see the current setting and how many have been run so far.
plot start (plot number)
–Open the next session. You are told which session of how many it is, and you are marked as running the room. You cannot start a session while one is already open, once all the plot’s sessions have been run, or within 12 hours of the start of the previous session.
plot stop (plot number)
–Close the open session. It counts towards the plot’s total, and you stop running the room.
Clues
plot addclue (plot number) (clue text)
–Add a clue to your plot. It is sent to a character the game chooses, and you are told who. A plot holds up to twelve clues. See help clues.
Adventures
plot apply (plot number) (comment)
–Applies to take part in an adventure plot. Applicants are given a solidity score. See help solidity for more info.
plot pass (person)
plot fail (person)
–After finishing an adventure this lets you set if those in the adventure have succeeded or failed. Success opens up the possibility of awards but adventure exp yields are better for those who fail sometimes.
plot finish (plot number)
–Used to finish adventures and quests before handing out rewards. Finishing a plot also closes any session still open.
plot award (person) (money/influence) (amount)
plot award (person) territory (territory) (amount)
–Awards someone who succeeded in an adventure money, influence or territory. Every award costs both of you. Territory costs the SR 1000 adventure exp per percent, but the target only 250. Money costs both of you adventure exp. Influence costs the target ordinary experience rather than adventure exp.
plot award (person) (object)
–Awards someone who succeeded in an adventure an item, which might be an artifact or coloured object. Cost is based on the level of the artifact.
plot experience
–Display your current adventure exp and success rate.
plot learn (amount)
–Turns adventure exp into regular exp, at a rate of 1 to 10.
Note: Storyrunners with logs in their fingerset will accrue karma more quickly.
See Also
Plot Awards
Adventure XP earned from plots may be spent on money, influence, territory or combat experience in the following ways. Anyone may use the plot learn command, but the plot award commands must be used by an SR.
SR Only Commands:
plot award (person) (money/influence/territory) (amount)
Awards someone who succeeded in an adventure money, influence or territory. Territory costs 1000 adventure exp for the SR, but only 250 for the target, all others cost the same amount for both.
plot award (person) (object)
Awards someone who succeeded in an adventure an item, which might be an artifact or coloured object. Cost is based on the level of the artifact(see below).
PC Commands:
plot learn (amount)
Turns adventure exp into regular exp, at a rate of 1 to 5.
plot experience
Displays how much plot experience you have and your win ratio.
Conversion Rates
1 dollar: 10 Adventure Exp
5 Influence: 1 Adventure Exp
1% territory control: 1000 Adventure Exp
Item: 1 dollar of item value: 5 Adventure Exp
Level 1 artifact: +20, 000 Adventure Exp
Level 2 artifact: +50, 000 Adventure Exp
Minimum cost 5000 Adventure Exp
SR Only Commands:
plot award (person) (money/influence/territory) (amount)
Awards someone who succeeded in an adventure money, influence or territory. Territory costs 1000 adventure exp for the SR, but only 250 for the target, all others cost the same amount for both.
plot award (person) (object)
Awards someone who succeeded in an adventure an item, which might be an artifact or coloured object. Cost is based on the level of the artifact(see below).
PC Commands:
plot learn (amount)
Turns adventure exp into regular exp, at a rate of 1 to 5.
plot experience
Displays how much plot experience you have and your win ratio.
Conversion Rates
1 dollar: 10 Adventure Exp
5 Influence: 1 Adventure Exp
1% territory control: 1000 Adventure Exp
Item: 1 dollar of item value: 5 Adventure Exp
Level 1 artifact: +20, 000 Adventure Exp
Level 2 artifact: +50, 000 Adventure Exp
Minimum cost 5000 Adventure Exp
See Also
plot size
Plots can be generally categorized as one of three types, small, medium
or large. SRs should try to do a balance of all three types.
Small plots involve a small group of players, generally five or less. They
have no large ramifications on the world or town, they involve either no
combat or no supernatural elements. If they involve supernatural elements
these are established ones. They are particularly suited to person plots
focused around a person and their history, non supernatural problems, or
investigations.
Medium plots can involve more players than small, but do not involve the
entire game. Their consequences and ramifications do not effect the world
or the entire town. Supernatural elements should still be established ones,
combat should be reasonable in scope, so as to not involve destruction of
buildings etc. They’re particularly suited to society plots, mysteries,
horror stories or to types similar to small but of large scope and
supernatural impact.
Large plots are anything that doesn’t fit into the other two categories,
they may involve large conflicts, new lore, heavy supernatural elements etc.
Obviously new lore must still be run by staff and permission for these sorts
of plots is usually required as they will impact more players than just
those who’ve trusted you.
or large. SRs should try to do a balance of all three types.
Small plots involve a small group of players, generally five or less. They
have no large ramifications on the world or town, they involve either no
combat or no supernatural elements. If they involve supernatural elements
these are established ones. They are particularly suited to person plots
focused around a person and their history, non supernatural problems, or
investigations.
Medium plots can involve more players than small, but do not involve the
entire game. Their consequences and ramifications do not effect the world
or the entire town. Supernatural elements should still be established ones,
combat should be reasonable in scope, so as to not involve destruction of
buildings etc. They’re particularly suited to society plots, mysteries,
horror stories or to types similar to small but of large scope and
supernatural impact.
Large plots are anything that doesn’t fit into the other two categories,
they may involve large conflicts, new lore, heavy supernatural elements etc.
Obviously new lore must still be run by staff and permission for these sorts
of plots is usually required as they will impact more players than just
those who’ve trusted you.
Plot Types
Adventure – Adventures take place out of Haven entirely and are always
opt-in. Players and characters make a choice to go along or not and then
apply, SRs take those that apply off grid and run the adventure before
returning them. SRs receive Karma bonuses for these plots, and can
pass/fail players and give out awards at the end. SRs are given advanced
trust over everyone going on an adventure with them.
Joint/Competetive – Other types of adventure, either with different groups
working together, or different groups working against each other.
Quest – A personalized adventure, this might be an adventure for just one
person or for a small group of people but the people who are going on it are
preselected ahead of time. The Karma rewards for SRs are lower than that of
open adventures, but the players can still be passed/failed and earn
rewards.
Other – Any other type of plot, usually something that takes place partly or
wholly in Haven. Other plots are much rarer than adventures and usually
much more low key/non supernatural. They generate karma at an ambiance rate
Personal – A type of other plot targeted at a particular player or group of
players. Also takes place partly or wholly in Haven, and tend to be very
lowknife key/non supernatural. Personal plots generate karma at the ambiance
rate and gain no extra karma on completion.
Mystery – A type of plot based on investigation. SRs who are running
mysteries can gain karma from creating research and writing IC notes. They
also can create hidden room descriptions. Mysteries can take place in
Haven, but don’t involve violence or action. They conclusion may involve
those things but if so it has to occur either out of Haven or in the outer
forest.
Crisis – This is a type of plot that happens in Haven but can involve
significant supernatural elements. When approved the author can use the
storyidea makecalendar command to turn it into a calendar event, between when
the event starts and 6 hours later, the author gains broadcast/crisis/news powers
as well as T1 trust on all people with story on and karma gains like they were
running a plot.
opt-in. Players and characters make a choice to go along or not and then
apply, SRs take those that apply off grid and run the adventure before
returning them. SRs receive Karma bonuses for these plots, and can
pass/fail players and give out awards at the end. SRs are given advanced
trust over everyone going on an adventure with them.
Joint/Competetive – Other types of adventure, either with different groups
working together, or different groups working against each other.
Quest – A personalized adventure, this might be an adventure for just one
person or for a small group of people but the people who are going on it are
preselected ahead of time. The Karma rewards for SRs are lower than that of
open adventures, but the players can still be passed/failed and earn
rewards.
Other – Any other type of plot, usually something that takes place partly or
wholly in Haven. Other plots are much rarer than adventures and usually
much more low key/non supernatural. They generate karma at an ambiance rate
Personal – A type of other plot targeted at a particular player or group of
players. Also takes place partly or wholly in Haven, and tend to be very
lowknife key/non supernatural. Personal plots generate karma at the ambiance
rate and gain no extra karma on completion.
Mystery – A type of plot based on investigation. SRs who are running
mysteries can gain karma from creating research and writing IC notes. They
also can create hidden room descriptions. Mysteries can take place in
Haven, but don’t involve violence or action. They conclusion may involve
those things but if so it has to occur either out of Haven or in the outer
forest.
Crisis – This is a type of plot that happens in Haven but can involve
significant supernatural elements. When approved the author can use the
storyidea makecalendar command to turn it into a calendar event, between when
the event starts and 6 hours later, the author gains broadcast/crisis/news powers
as well as T1 trust on all people with story on and karma gains like they were
running a plot.
point
Syntax: point (target)
Mansized animals and larger will be picked up if they linger too long in
public areas. A smaller animal can be picked up if the point social is used
on it.
Mansized animals and larger will be picked up if they linger too long in
public areas. A smaller animal can be picked up if the point social is used
on it.
See Also
Poisonous Toxin
Levels: 0, 2
Requirements: Hunter Focus 3
Syntax: toxin (weapon) (poison)
For $100 apply a single use poison to a bow, knife or spear. Once a target
is struck with that weapon they will take 5% of their defenses in damage
every round for the next 10 rounds.
Toxins cannot be used on augmented weapons.
Requirements: Hunter Focus 3
Syntax: toxin (weapon) (poison)
For $100 apply a single use poison to a bow, knife or spear. Once a target
is struck with that weapon they will take 5% of their defenses in damage
every round for the next 10 rounds.
Toxins cannot be used on augmented weapons.
See Also
Police Contacts
Levels: 0, 1, 2, 3, 4, 5
Requirements: Rank 2-5 requires Professional Focus 1-4.
This stat represents any contacts a character has in the police force that might
be able to provide him information. It’s also used to determine preference in
some Story Events.
Police Contacts 0
No police contacts
Police Contacts 1
A low level contact
Police Contacts 2
A low level friend
Police Contacts 3
A mid level contact
Police Contacts 4
A high level contact
Police Contacts 5
A very high level friend
Requirements: Rank 2-5 requires Professional Focus 1-4.
This stat represents any contacts a character has in the police force that might
be able to provide him information. It’s also used to determine preference in
some Story Events.
Police Contacts 0
No police contacts
Police Contacts 1
A low level contact
Police Contacts 2
A low level friend
Police Contacts 3
A mid level contact
Police Contacts 4
A high level contact
Police Contacts 5
A very high level friend
See Also
Politics
Levels: 0, 1, 2, 3, 4, 5
Requirements : Rank 2 requires Professional 1
Rank 3 requires Professional 2
Rank 4 requires Professional 3
Rank 5 requires Professional 4
This stat determines how politically savvy a character is. Ranks in politics make it easier to gain society standing, as well as increase the power of your loyalty praises and disses.
[Politics 0]:
As much political know how as the average person
[Politics 1]:
A bit more politically knowledgeable than average
[Politics 2]:
Significantly more politically savvy than average
[Politics 3]:
Much more politically savvy than average
[Politics 4]:
Incredibly good at politics
[Politics 5]:
A master of politics
[Last edited July 7, 2022]
Requirements : Rank 2 requires Professional 1
Rank 3 requires Professional 2
Rank 4 requires Professional 3
Rank 5 requires Professional 4
This stat determines how politically savvy a character is. Ranks in politics make it easier to gain society standing, as well as increase the power of your loyalty praises and disses.
[Politics 0]:
As much political know how as the average person
[Politics 1]:
A bit more politically knowledgeable than average
[Politics 2]:
Significantly more politically savvy than average
[Politics 3]:
Much more politically savvy than average
[Politics 4]:
Incredibly good at politics
[Politics 5]:
A master of politics
[Last edited July 7, 2022]
See Also
poofout
Syntax: poofout <message>
The standard message for leaving with goto is ‘leaves in a swirling mist’. You
can replace this message with a message of your own choosing using the poofout
command. This message must include your name somewhere in the string.
Poofin and poofout only show to characters who can see you.
The standard message for leaving with goto is ‘leaves in a swirling mist’. You
can replace this message with a message of your own choosing using the poofout
command. This message must include your name somewhere in the string.
Poofin and poofout only show to characters who can see you.
positive modifier chart
Different positive modifiers are available to different archetypes; the following chart shows what positive modifiers may be selected for each.
|RH |FF |DPH|CA |SA |UL |LE |ES |
—————————————
Local | | O | O | O | | | | |
—————————————
Visitr| | O | O | O | | | | |
—————————————
Studnt| | O | O | O | | | | |
—————————————
Staff | | | | | | | | |
—————————————
Fantsy| | | | | | | | |
—————————————
BrnStu| | O | O | | | | | |
—————————————
DrmChl| O | O | O | O | | | | |
—————————————
Elsbrn| O | O | O | O | | | | |
—————————————
Gifted| O | O | O | | O | | | |
—————————————
ImpLoc| | O | O | O | | | | |
—————————————
Soldr | O | O | O | | O | | | |
—————————————
SpeDep| | O | O | O | | | | |
—————————————
TimSwp| O | O | O | O | O | | | |
—————————————
Wldlng| O | O | O | O | O | | | |
—————————————
LocCel| | | | | | | | |
—————————————
PilCom| | | | | | | | |
—————————————
SpeFor| | | | | O | | | |
—————————————
Angel | O | O | O | | | | | |
—————————————
VetAng| O | O | O | | | | | |
—————————————
AgeAng| | O | O | | | | | |
—————————————
Demigd| O | O | O | | | | | |
—————————————
VetGod| O | O | O | | | | | |
—————————————
AgeGod| O | O | O | | | | | |
—————————————
Demon | O | O | O | | | | | |
—————————————
VetDmn| O | O | O | | | | | |
—————————————
AgeDmn| | O | O | | | | | |
—————————————
Fae | O | O | O | | | | | |
—————————————
VetFae| O | O | O | | | | | |
—————————————
AgeFae| | O | O | | | | | |
—————————————
Vamp | O | | O | | | | | O |
—————————————
VmpVet| O | | O | | | | | O |
—————————————
AgeVmp| | | O | | | O | | |
—————————————
Wolf | | O | O | | | | O | |
—————————————
VetWlf| | O | O | | | | O | |
—————————————
AgeWlf| | O | O | | | | O | |
—————————————–
|RH |FF |DPH|CA |SA |UL |LE |ES |
[Last edited May 18, 2022]
|RH |FF |DPH|CA |SA |UL |LE |ES |
—————————————
Local | | O | O | O | | | | |
—————————————
Visitr| | O | O | O | | | | |
—————————————
Studnt| | O | O | O | | | | |
—————————————
Staff | | | | | | | | |
—————————————
Fantsy| | | | | | | | |
—————————————
BrnStu| | O | O | | | | | |
—————————————
DrmChl| O | O | O | O | | | | |
—————————————
Elsbrn| O | O | O | O | | | | |
—————————————
Gifted| O | O | O | | O | | | |
—————————————
ImpLoc| | O | O | O | | | | |
—————————————
Soldr | O | O | O | | O | | | |
—————————————
SpeDep| | O | O | O | | | | |
—————————————
TimSwp| O | O | O | O | O | | | |
—————————————
Wldlng| O | O | O | O | O | | | |
—————————————
LocCel| | | | | | | | |
—————————————
PilCom| | | | | | | | |
—————————————
SpeFor| | | | | O | | | |
—————————————
Angel | O | O | O | | | | | |
—————————————
VetAng| O | O | O | | | | | |
—————————————
AgeAng| | O | O | | | | | |
—————————————
Demigd| O | O | O | | | | | |
—————————————
VetGod| O | O | O | | | | | |
—————————————
AgeGod| O | O | O | | | | | |
—————————————
Demon | O | O | O | | | | | |
—————————————
VetDmn| O | O | O | | | | | |
—————————————
AgeDmn| | O | O | | | | | |
—————————————
Fae | O | O | O | | | | | |
—————————————
VetFae| O | O | O | | | | | |
—————————————
AgeFae| | O | O | | | | | |
—————————————
Vamp | O | | O | | | | | O |
—————————————
VmpVet| O | | O | | | | | O |
—————————————
AgeVmp| | | O | | | O | | |
—————————————
Wolf | | O | O | | | | O | |
—————————————
VetWlf| | O | O | | | | O | |
—————————————
AgeWlf| | O | O | | | | O | |
—————————————–
|RH |FF |DPH|CA |SA |UL |LE |ES |
[Last edited May 18, 2022]
See Also
possession
Syntax: possess (person)
Syntax: force (target) (action)
Syntax: private (target) (message)
Possession is a special function of ghosts which allows them to inhabit the body
of other characters. When possessing another character, a ghost will be
undetectable unless a character with clairvoyance or perception looks at the
possessed. Characters with clairvoyance 2 will always detect the presence of a
ghost, but those with clairvoyance 1 or perception will only have a chance to
notice. Characters who are possessed will feel slightly colder to the touch.
A ghost will be carried around to wherever the possessed character ventures and
in this way enter some areas that they could not otherwise enter. They also
gain the ability to use the force command as a manifestation power to overpower
their vessel momentarily and can send private emotes to their vessel without
cost. Neither the ghost’s name or the privately tag will appear in these
messages facilitating a more haunting experience.
Ghosts cannot be used to possess and force people to remove sanctuary by
speaking the words to do so.
Syntax: force (target) (action)
Syntax: private (target) (message)
Possession is a special function of ghosts which allows them to inhabit the body
of other characters. When possessing another character, a ghost will be
undetectable unless a character with clairvoyance or perception looks at the
possessed. Characters with clairvoyance 2 will always detect the presence of a
ghost, but those with clairvoyance 1 or perception will only have a chance to
notice. Characters who are possessed will feel slightly colder to the touch.
A ghost will be carried around to wherever the possessed character ventures and
in this way enter some areas that they could not otherwise enter. They also
gain the ability to use the force command as a manifestation power to overpower
their vessel momentarily and can send private emotes to their vessel without
cost. Neither the ghost’s name or the privately tag will appear in these
messages facilitating a more haunting experience.
Ghosts cannot be used to possess and force people to remove sanctuary by
speaking the words to do so.
See Also
pour
Syntax: Pour (drink) out/glass
Used to empty a drink container, or to pour some of it into a new glass object.
Syntax: Pour (drug) food/drink
Used to dose food or drink with a drug.
Used to empty a drink container, or to pour some of it into a new glass object.
Syntax: Pour (drug) food/drink
Used to dose food or drink with a drug.
Power Scale
This helpfile indicates the general combat strength of characters of
different types. As a general rule of thumb you can add combat
strengths together to see who is likely to win a fight, although
obviously in practice tactics and teamwork plays a huge role.
It’s primary purpose is to help SRs pick appropriate strengths
for their NPC characters and monsters.
PCs
Combat Strength: 1-6
Superpowers
-Superpowers tend to have powerful abilities to manipulate the
environment, similar to PC combat abilities but of much greater
scope and power. Gods are also indestructible. All Superpowers
are highly unlikely to involve themselves directly in fights,
and even when they do are likely to be joined by many creatures
of their own creation. Superpowers tend to fight at range with
magical attacks, brawling or using melee weapons in close. Fae
are very gifted shapeshifters and can move incredibly fast,
while archdemons often fleshform themselves as they fight and
have amazing regenerative powers and strength. Gods tend to
be well balanced physically and amazingly strong.
Gods:
Combat Strength: 15-20
Fae:
Combat Strength: 12-16
Archdemons:
Combat Strength: 16-20
Creatures
Demons:
Combat Strength: 3-9
-Demons tend to fight at range with guns on earth or bone spur
firing guns in hell, in close with their natural weaponry or
melee weapons, they’re very strong, and usually have potent
regenerative powers.
Angels:
Combat Strength: 4-8
-Angels tend to fight at range with magical attacks and use
melee weapons in close, they’re very strong and don’t seem to
feel any pain.
NPCS
Normal Human:
Combat Strength: 1
Criminal/Cop:
Combat Strength: 2
SWAT/Soldier:
Combat Strength: 3-4
Wildling:
Combat Strength: 2-3
different types. As a general rule of thumb you can add combat
strengths together to see who is likely to win a fight, although
obviously in practice tactics and teamwork plays a huge role.
It’s primary purpose is to help SRs pick appropriate strengths
for their NPC characters and monsters.
PCs
Combat Strength: 1-6
Superpowers
-Superpowers tend to have powerful abilities to manipulate the
environment, similar to PC combat abilities but of much greater
scope and power. Gods are also indestructible. All Superpowers
are highly unlikely to involve themselves directly in fights,
and even when they do are likely to be joined by many creatures
of their own creation. Superpowers tend to fight at range with
magical attacks, brawling or using melee weapons in close. Fae
are very gifted shapeshifters and can move incredibly fast,
while archdemons often fleshform themselves as they fight and
have amazing regenerative powers and strength. Gods tend to
be well balanced physically and amazingly strong.
Gods:
Combat Strength: 15-20
Fae:
Combat Strength: 12-16
Archdemons:
Combat Strength: 16-20
Creatures
Demons:
Combat Strength: 3-9
-Demons tend to fight at range with guns on earth or bone spur
firing guns in hell, in close with their natural weaponry or
melee weapons, they’re very strong, and usually have potent
regenerative powers.
Angels:
Combat Strength: 4-8
-Angels tend to fight at range with magical attacks and use
melee weapons in close, they’re very strong and don’t seem to
feel any pain.
NPCS
Normal Human:
Combat Strength: 1
Criminal/Cop:
Combat Strength: 2
SWAT/Soldier:
Combat Strength: 3-4
Wildling:
Combat Strength: 2-3
Powered Armor
Levels: 0, 2
Requirements: Engineer Focus 3 or Commander Focus 4
This stat allows engineers to create even more advanced armor augmentations.
Whenever someone wears an armor object they’ve augmented they will gain +1
to all physical stats and super jumping for the duration of the
augmentation.
Requirements: Engineer Focus 3 or Commander Focus 4
This stat allows engineers to create even more advanced armor augmentations.
Whenever someone wears an armor object they’ve augmented they will gain +1
to all physical stats and super jumping for the duration of the
augmentation.
Praise
The praise command uses influence in order to augment another player.
Other players won’t see the echo of it being used.
Praise (name) character (amount) (reason)
This will award the target some influence based on the amount spent.
Praise (name) appearance (amount) (reason)
This will give the target a boost to their apparent attractiveness based on
the influence spent.
Praise (name) loyalty (amount) (reason)
This will give the target some respect within their society based on the
influence spent.
It takes the form: You speak well of her/his loyalty because (reason)
Praise (name) roleplay (message)
This will send a private, delayed message to someone and is used for giving
RP feedback, it has no coded effect and requires no influence.
Praise (name) villainy (message)
This means you find the target particularly scary and will improve their villainy
ranking, help villainy.
The max influence that can be spent at a time is 10000, you should not spam
the command to bypass this cap.
You can also use praise on yourself, doing so does not require a
reason.
Other players won’t see the echo of it being used.
Praise (name) character (amount) (reason)
This will award the target some influence based on the amount spent.
Praise (name) appearance (amount) (reason)
This will give the target a boost to their apparent attractiveness based on
the influence spent.
Praise (name) loyalty (amount) (reason)
This will give the target some respect within their society based on the
influence spent.
It takes the form: You speak well of her/his loyalty because (reason)
Praise (name) roleplay (message)
This will send a private, delayed message to someone and is used for giving
RP feedback, it has no coded effect and requires no influence.
Praise (name) villainy (message)
This means you find the target particularly scary and will improve their villainy
ranking, help villainy.
The max influence that can be spent at a time is 10000, you should not spam
the command to bypass this cap.
You can also use praise on yourself, doing so does not require a
reason.
pray
Syntax: pray <message>
The Pray command allows a mortal to send a message that only the immortals
who are logged in can hear it. This channel is for matters which require
prompt immortal intervention such as emergencies.
The Pray command allows a mortal to send a message that only the immortals
who are logged in can hear it. This channel is for matters which require
prompt immortal intervention such as emergencies.
Predatory Patrol Events
Predatory patrols require you to be moving around the grid.
One)
You identify a potential target, normally this means someone with the
reckless habit, but sometimes can mean others if they’re moving through
unsafe areas. You will see the target’s intro or whatever you have them
remembered as and then have a chance to attempt to go after them. If
successful you and the target are both moved into an instanced room.
The target is given a list of options to get away with the escape
command and you have the option of continuing to follow or giving up.
As the patrol continues your level of fixation will increase, which
has significant effects on you and your target, see help fixation
You can use patrol prey (character name) to target a specific
character however this is only generally usable once a week unless the
target is in a room that is wreathed in mist.
One)
You identify a potential target, normally this means someone with the
reckless habit, but sometimes can mean others if they’re moving through
unsafe areas. You will see the target’s intro or whatever you have them
remembered as and then have a chance to attempt to go after them. If
successful you and the target are both moved into an instanced room.
The target is given a list of options to get away with the escape
command and you have the option of continuing to follow or giving up.
As the patrol continues your level of fixation will increase, which
has significant effects on you and your target, see help fixation
You can use patrol prey (character name) to target a specific
character however this is only generally usable once a week unless the
target is in a room that is wreathed in mist.
See Also
Pregnancy
Characters may become pregnant through use of the sex command. Many factors are
involved, but primarily whether or not sex occurs during the fertility window
surrounding ovulation, when precisely it occurs, and the potency of the male’s
contribution. Contraceptives work against the chance that a character may
become pregnant and are generally effective.
Menstruation is the outward sign of female fertility, but both sexes have
components which render them more or less fertile. For females, this is
mostly the timing at which they have unprotected sex and when they ovulate.
Men, however, have to worry about how many times they have sex, protected or
otherwise, within a certain span of time. A man who has sex every day still has
the potential to impregnate a woman, however, the chance of it occurring is
substantially lower as are their opportunities to do so.
Neither female nor male vampires are considered fertile according to the code at
this time.
Should a character become pregnant, she will be subject to an extra string of
look information describing her state. This may be obscured during early phases
by wearing concealing clothing, but will always be visible during later stages.
Prior to showing, a character can test whether they have become pregnant by
using a pregnancy test via the use command. Any object containing the keywords
pregnancy and test can be used in this way and doing so will cause the character
to urinate on the object. This also sets the item’s value to 0. These tests
are generally ineffective before the character misses their next period.
Note: If a shifter becomes pregnant while in their animal form, they will
be unable to revert to human form until they give birth or the pregnancy is
terminated. Shifters in animal form may only be impregnated by other animals
or shifters in animal form.
Characters may be subject to additional effects throughout the duration of the
pregnancy to ensure that players behave and are reminded of the reality of their
situation.
In the event that a character suffers a severe wound or greater, there will be
the possibility of a miscarriage. Players who are pregnant or suspect they may
be pregnant should take great care to avoid dangerous situations. Attempts to
intentionally cause a miscarriage by other players constitutes an Understanding
violation. Miscarriages otherwise never result as a random chance and are
always attributable to character negligence or intent.
Should a character wish to willingly terminate a pregnancy for any reason, she
may use the procedure pregnancy command. This command may also be used in the
event that the character wishes to become pregnant via an NPC donor. The cost
of beginning a pregnancy is substantially higher than the costs of terminating
one though both are prohibitive. The cost of terminating a pregnancy depends
on how long the pregnancy has been allowed to continue prior to the use of the
command. Pregnancies beyond twenty four weeks can’t be terminated as per
Massachusetts unless the mother is at risk. Since that isn’t an issue presented
by the code, pregnancies can not be terminated beyond twenty four weeks.
Syntax: change pregnancy
Toggles the character’s pregnancy state. This command requires a medical
facility and has a cost associated with it depending on whether or not the
character is already pregnant. Using this command while pregnant will inflict
a minor wound on the character.
involved, but primarily whether or not sex occurs during the fertility window
surrounding ovulation, when precisely it occurs, and the potency of the male’s
contribution. Contraceptives work against the chance that a character may
become pregnant and are generally effective.
Menstruation is the outward sign of female fertility, but both sexes have
components which render them more or less fertile. For females, this is
mostly the timing at which they have unprotected sex and when they ovulate.
Men, however, have to worry about how many times they have sex, protected or
otherwise, within a certain span of time. A man who has sex every day still has
the potential to impregnate a woman, however, the chance of it occurring is
substantially lower as are their opportunities to do so.
Neither female nor male vampires are considered fertile according to the code at
this time.
Should a character become pregnant, she will be subject to an extra string of
look information describing her state. This may be obscured during early phases
by wearing concealing clothing, but will always be visible during later stages.
Prior to showing, a character can test whether they have become pregnant by
using a pregnancy test via the use command. Any object containing the keywords
pregnancy and test can be used in this way and doing so will cause the character
to urinate on the object. This also sets the item’s value to 0. These tests
are generally ineffective before the character misses their next period.
Note: If a shifter becomes pregnant while in their animal form, they will
be unable to revert to human form until they give birth or the pregnancy is
terminated. Shifters in animal form may only be impregnated by other animals
or shifters in animal form.
Characters may be subject to additional effects throughout the duration of the
pregnancy to ensure that players behave and are reminded of the reality of their
situation.
In the event that a character suffers a severe wound or greater, there will be
the possibility of a miscarriage. Players who are pregnant or suspect they may
be pregnant should take great care to avoid dangerous situations. Attempts to
intentionally cause a miscarriage by other players constitutes an Understanding
violation. Miscarriages otherwise never result as a random chance and are
always attributable to character negligence or intent.
Should a character wish to willingly terminate a pregnancy for any reason, she
may use the procedure pregnancy command. This command may also be used in the
event that the character wishes to become pregnant via an NPC donor. The cost
of beginning a pregnancy is substantially higher than the costs of terminating
one though both are prohibitive. The cost of terminating a pregnancy depends
on how long the pregnancy has been allowed to continue prior to the use of the
command. Pregnancies beyond twenty four weeks can’t be terminated as per
Massachusetts unless the mother is at risk. Since that isn’t an issue presented
by the code, pregnancies can not be terminated beyond twenty four weeks.
Syntax: change pregnancy
Toggles the character’s pregnancy state. This command requires a medical
facility and has a cost associated with it depending on whether or not the
character is already pregnant. Using this command while pregnant will inflict
a minor wound on the character.
See Also
Primal Combat
Levels: 0, 1, 2
Requirements : Rank 1 requires Primal 1
Rank 2 requires Primal 2
[Rank One]:
Rush : Enhances movement speed by 150% when charging for one round.
Takedown : Tackle your target to the ground, making them unable to move for one round.
[Rank Two]:
Ferocity : Increases the damage of your next attack by 20%.
Pounce : Move towards someone within your movement range without consuming your movement for the round.
Prowl : Lower your body towards the ground, taking 30% less damage from ranged attacks for one round, but moving slower.
Primal Combat can only be used while shifted.
[Last edited September 24, 2021]
Requirements : Rank 1 requires Primal 1
Rank 2 requires Primal 2
[Rank One]:
Rush : Enhances movement speed by 150% when charging for one round.
Takedown : Tackle your target to the ground, making them unable to move for one round.
[Rank Two]:
Ferocity : Increases the damage of your next attack by 20%.
Pounce : Move towards someone within your movement range without consuming your movement for the round.
Prowl : Lower your body towards the ground, taking 30% less damage from ranged attacks for one round, but moving slower.
Primal Combat can only be used while shifted.
[Last edited September 24, 2021]
See Also
Primal Focus
Levels: 0, 1, 2, 3, 4
Combat Focus
Requirements: Non-vampire Supernatural
This stat represents those who’ve dedicated themselves more natural forms of shapeshifting combat than the Fae Knights. Each rank offers increased access to shapeshifting and shifted sizes as well as bonuses to the shifted forms of werewolves. Primals can make use of primal combat in fights in order to better use their alternate forms. At max rank Primals gain access to vicious strikes that increase their damage even further against low defense opponents.
Werewolves who take this focus will receive a +1 Toughness at Rank 1 and +1 Power at Rank 2 to their wolf form.
[Primal One]:
Primal Combat 1: A power tree focused on shapeshifted melee damage and movement.
Shapeshifting 1, 2: A power that grants points that can be allocated to enhance shapeshifted forms.
[Primal Two]:
Animals 4: A stat that enhances your kinship with animals.
Primal Combat 2: A power tree focused on shapeshifted melee damage and movement.
Meta Shifting: A power that enhances your human form with traits of your primary shapeshifted form.
Shapeshifting 3: A power that grants points that can be allocated to enhance shapeshifted forms.
[Primal Three]:
Animals 5: Maximum proficiency; a stat that enhances your kinship with animals.
Hybrid Shifting: A legendary power that unlocks shapeshifted forms with speech, equipment, and disciplines.
Monstrous Shifting: A legendary power that allows you to shapeshift into truly enormous creatures.
Shapeshifting 4: A power that grants points that can be allocated to enhance shapeshifted forms.
[Primal Four]:
Shapeshifting 5: Maximum proficiency; a power that grants points that can be allocated to enhance shapeshifted forms.
Vicious Strikes: A power that increases damage done to lower-health enemies while shifted.
[Last edited August 24, 2021]
Combat Focus
Requirements: Non-vampire Supernatural
This stat represents those who’ve dedicated themselves more natural forms of shapeshifting combat than the Fae Knights. Each rank offers increased access to shapeshifting and shifted sizes as well as bonuses to the shifted forms of werewolves. Primals can make use of primal combat in fights in order to better use their alternate forms. At max rank Primals gain access to vicious strikes that increase their damage even further against low defense opponents.
Werewolves who take this focus will receive a +1 Toughness at Rank 1 and +1 Power at Rank 2 to their wolf form.
[Primal One]:
Primal Combat 1: A power tree focused on shapeshifted melee damage and movement.
Shapeshifting 1, 2: A power that grants points that can be allocated to enhance shapeshifted forms.
[Primal Two]:
Animals 4: A stat that enhances your kinship with animals.
Primal Combat 2: A power tree focused on shapeshifted melee damage and movement.
Meta Shifting: A power that enhances your human form with traits of your primary shapeshifted form.
Shapeshifting 3: A power that grants points that can be allocated to enhance shapeshifted forms.
[Primal Three]:
Animals 5: Maximum proficiency; a stat that enhances your kinship with animals.
Hybrid Shifting: A legendary power that unlocks shapeshifted forms with speech, equipment, and disciplines.
Monstrous Shifting: A legendary power that allows you to shapeshift into truly enormous creatures.
Shapeshifting 4: A power that grants points that can be allocated to enhance shapeshifted forms.
[Primal Four]:
Shapeshifting 5: Maximum proficiency; a power that grants points that can be allocated to enhance shapeshifted forms.
Vicious Strikes: A power that increases damage done to lower-health enemies while shifted.
[Last edited August 24, 2021]
See Also
Primal Subfactions
There are numerous groups and alliances working constantly to keep the world’s environments in check. The Aquarian Guard worries for the marine, and the Redwood Pack dedicates itself to the forests of the north-eastern United States. The New World Movement involves themselves with either group, while the Beastmasters are only kept together by their hate for fleshforming.
Aquarian Guard
Overview: A group of supernatural water breathers dedicated to the health and wellbeing of the world’s oceans and their ecology. Some of them live underwater permanently, others may live on land or partly do both. Their temperament varies from peaceful protesters to eco terrorists.
Common Allies: The Coven, The Redwood Pack
Common Enemies: The Hanshin Group, Tyrell Corp, Rushell Industries.
Prefers: Water breathers.
Typical Tasks: Protest, influencing people, sabotage, blackmail.
The Redwood Pack
Overview: A large, loose collection of werewolves that range all over the north east coast of the US.
Common Allies: The New world, Aquarian Guard, The Beastmasters.
Common Enemies: The Vampire court of New York, Rushell Industries
Prefers: Werewolves.
Typical Tasks: Protecting the pack, removing threats, preventing deforestation, dealing with lunacy accidents.
New World Order
Overview: A fairly powerful, world wide environmental group, it’s common enough for werewolves or nymphs to be among their members.
Common Allies: The Aquarian Guard, The Redwood Pack, The Faelings, The Circus.
Common Enemies: CIA, Rushell Industries, Tyrell Corp, The Hanshin Group.
Prefers: Animals, homeless contacts, media contacts.
Typical Tasks: Protesting, influencing, sabotage, blackmail.
The Beastmasters
Overview: A support group for those who’ve been fleshformed at some point in their life by Fae, Gods or Demons and now have to live with their altered forms.
Common Allies: The Order, Redwood Pack, The Lost.
Common Enemies: The Circus, The Chosen, The Gamemasters, The God houses.
Prefers: Supernaturals, homeless contacts.
Typical Tasks: Protecting their members, rescuing them, settling them.
Aquarian Guard
Overview: A group of supernatural water breathers dedicated to the health and wellbeing of the world’s oceans and their ecology. Some of them live underwater permanently, others may live on land or partly do both. Their temperament varies from peaceful protesters to eco terrorists.
Common Allies: The Coven, The Redwood Pack
Common Enemies: The Hanshin Group, Tyrell Corp, Rushell Industries.
Prefers: Water breathers.
Typical Tasks: Protest, influencing people, sabotage, blackmail.
The Redwood Pack
Overview: A large, loose collection of werewolves that range all over the north east coast of the US.
Common Allies: The New world, Aquarian Guard, The Beastmasters.
Common Enemies: The Vampire court of New York, Rushell Industries
Prefers: Werewolves.
Typical Tasks: Protecting the pack, removing threats, preventing deforestation, dealing with lunacy accidents.
New World Order
Overview: A fairly powerful, world wide environmental group, it’s common enough for werewolves or nymphs to be among their members.
Common Allies: The Aquarian Guard, The Redwood Pack, The Faelings, The Circus.
Common Enemies: CIA, Rushell Industries, Tyrell Corp, The Hanshin Group.
Prefers: Animals, homeless contacts, media contacts.
Typical Tasks: Protesting, influencing, sabotage, blackmail.
The Beastmasters
Overview: A support group for those who’ve been fleshformed at some point in their life by Fae, Gods or Demons and now have to live with their altered forms.
Common Allies: The Order, Redwood Pack, The Lost.
Common Enemies: The Circus, The Chosen, The Gamemasters, The God houses.
Prefers: Supernaturals, homeless contacts.
Typical Tasks: Protecting their members, rescuing them, settling them.
Prismatic Sorcery
Levels: 0, 2
Requirements: Illusory Magic 3, or Higher Power.
This power grants the Prismatic Sorcery discipline at 120% of your highest ranged discipline, but also lowers all your mundane ranged disciplines by 25%. The power of sorcery also varies depending on your location, on earth outside of Haven it is weaker, on other worlds it is stronger, especially in the Other.
Prismatic Sorcery Max Range: 100
Prismatic Sorcery Optimum Range: 50
Requirements: Illusory Magic 3, or Higher Power.
This power grants the Prismatic Sorcery discipline at 120% of your highest ranged discipline, but also lowers all your mundane ranged disciplines by 25%. The power of sorcery also varies depending on your location, on earth outside of Haven it is weaker, on other worlds it is stronger, especially in the Other.
Prismatic Sorcery Max Range: 100
Prismatic Sorcery Optimum Range: 50
See Also
private
Syntax: private (person) (emote)
Send a private emote to your target. If untargeted, this emote will show as
a subtle emote instead. Private emotes cannot be used to convey speech, and
should not be used to convey actions that might be obvious to the room.
Syntax: private
Using this command without an argument will toggle privacy mode. If everyone
in the room is in private mode, no storyrunners will be able to see the RP
going on there regardless of how highly they are trusted. This command will
penalize those using it of RP Experience and Karma if it is not used in
conjunction with the sex command.
Send a private emote to your target. If untargeted, this emote will show as
a subtle emote instead. Private emotes cannot be used to convey speech, and
should not be used to convey actions that might be obvious to the room.
Syntax: private
Using this command without an argument will toggle privacy mode. If everyone
in the room is in private mode, no storyrunners will be able to see the RP
going on there regardless of how highly they are trusted. This command will
penalize those using it of RP Experience and Karma if it is not used in
conjunction with the sex command.
See Also
PrivateSecurity
Syntax: privatesecurity (string with names)
If you have at least 1 bodyguard through order bodyguard this command will prevent individuals listed in the argument from entering the same room as you. It will not work in public rooms unless the person trying to enter is Tier 1.
If you have at least 1 bodyguard through order bodyguard this command will prevent individuals listed in the argument from entering the same room as you. It will not work in public rooms unless the person trying to enter is Tier 1.
Probation
A student on probation is confined to the Greystone campus. They cannot walk, drive, ride along, or be summoned off the grounds, and campus security returns them to the reception lobby if they are found outside it.
College probation (student) (days)
–Usable by college staff of rank 2 or higher, and by proctors over students they have authority over. Probation lasts up to seven days; 0 lifts it.
Probation also ends when it expires, or when a Prep uses clinic getout on the student. It shows on college roll.
College probation (student) (days)
–Usable by college staff of rank 2 or higher, and by proctors over students they have authority over. Probation lasts up to seven days; 0 lifts it.
Probation also ends when it expires, or when a Prep uses clinic getout on the student. It shows on college roll.
probe
Probe
For storyrunners
probe (person) (stat, stat…)
–Find out about the stats, disciplines or abilities of someone you are RPing with. They do not have to be in the room with you. Each stat is described the same way showstat would describe it, so you see what their level means as well as the number. You can ask about several at once: separate them with commas, since many stat names are more than one word. For example, probe Anna Acute Hearing, Strength, Larceny.
–A name one letter out is still recognised. A stat they do not have may be left out of the answer; if nothing you asked about can be shown, you are told there is no such stat.
–For each stat, though not for disciplines, you are also told how they acquired it where that is recorded: self mastered, taught by someone, acquired through blackmail, and so on.
–To probe someone they must have given you trust, or be in a room you are running. Unless they have given you trust 2 or higher, they are shown what you probed and the answer you got.
–Abomination stats stay hidden unless they have given you trust 3. A hidden stat reads as though they simply do not have it.
–You can only probe players.
probe (person) experience
–See their worlds experience.
For players
probe (person) (stat)
–Send someone in the room an anonymous request to demonstrate a discipline or stat. Use its exact name. It might be used after someone has done something in RP that would require a stat people are unsure they have. While you don’t have to use showstat after someone probed you, failing to do so might be considered poor RP practice.
See also: help showstat, help trust.
For storyrunners
probe (person) (stat, stat…)
–Find out about the stats, disciplines or abilities of someone you are RPing with. They do not have to be in the room with you. Each stat is described the same way showstat would describe it, so you see what their level means as well as the number. You can ask about several at once: separate them with commas, since many stat names are more than one word. For example, probe Anna Acute Hearing, Strength, Larceny.
–A name one letter out is still recognised. A stat they do not have may be left out of the answer; if nothing you asked about can be shown, you are told there is no such stat.
–For each stat, though not for disciplines, you are also told how they acquired it where that is recorded: self mastered, taught by someone, acquired through blackmail, and so on.
–To probe someone they must have given you trust, or be in a room you are running. Unless they have given you trust 2 or higher, they are shown what you probed and the answer you got.
–Abomination stats stay hidden unless they have given you trust 3. A hidden stat reads as though they simply do not have it.
–You can only probe players.
probe (person) experience
–See their worlds experience.
For players
probe (person) (stat)
–Send someone in the room an anonymous request to demonstrate a discipline or stat. Use its exact name. It might be used after someone has done something in RP that would require a stat people are unsure they have. While you don’t have to use showstat after someone probed you, failing to do so might be considered poor RP practice.
See also: help showstat, help trust.
See Also
Procedure
Syntax: procedure eye (newstring)
Example: “procedure eye baby blue eyes” will yield, “, and baby blue eyes”.
Syntax: procedure breasts (larger/smaller)
Syntax: procedure height (taller/shorter)
Syntax: procedure sex
Changes a character’s physical attributes. The character must be within the
surgery room of the hospital.
Syntax: procedure fertility
Syntax: procedure pregnancy
Toggles a character’s fertility or pregnancy status. Costs vary depending on
the character’s sex and current status. Changes are meant to be permanent and
are not guarenteed to be reversable.
Syntax: procedure appearance
Causes all characters to lose their remembered names for the character.
Syntax: procedure rapekit
A rapekit allows characters to check for the DNA of another person within
themselves. This is only effective if the event that occured was or included
unprotected coital sex, but does not provide whether the act was consentual or
not nor does it provide any means for the character to identify the owner of
any DNA found. The Sheriff’s department files this information away (or loses
it) in the event that the accused rapist ever goes to trial. Due to the
timeframe involved, such trials are beyond the scope of the game.
The following chart displays the cost in USD for each operation:
,————————————————————————–,
| Operation Cost |
|————————————————————————–|
| Rapekit Free |
| Breast Augmentation or Reduction $500 per increment |
| Height Augmentation or Reduction $500 per increment |
| Vasectomy $675 per operation |
| Eye Augmentation $1,000 per operation |
| Abortion $810 – $1,975 per operation |
| Tubal Ligation $3,750 per operation |
| General Appearance Alteration $5,000 per operation |
| Vasectomy Reversal $5,000 per operation |
| Tubal Ligation Reversal $6,600 per operation |
| Sex Reassignment Surgery $10,000 per operation |
| In Vitro Fertilization $21,720 per operation |
\__________________________________________________________________________/
Note: All surgeries will wound the character undergoing them and may require a
subsequent hospital stay. Procedures require an appropriate facility.
The surgery room within the medical center will always be considered an
appropriate facility.
[Last edited January 14, 2024]
Example: “procedure eye baby blue eyes” will yield, “, and baby blue eyes”.
Syntax: procedure breasts (larger/smaller)
Syntax: procedure height (taller/shorter)
Syntax: procedure sex
Changes a character’s physical attributes. The character must be within the
surgery room of the hospital.
Syntax: procedure fertility
Syntax: procedure pregnancy
Toggles a character’s fertility or pregnancy status. Costs vary depending on
the character’s sex and current status. Changes are meant to be permanent and
are not guarenteed to be reversable.
Syntax: procedure appearance
Causes all characters to lose their remembered names for the character.
Syntax: procedure rapekit
A rapekit allows characters to check for the DNA of another person within
themselves. This is only effective if the event that occured was or included
unprotected coital sex, but does not provide whether the act was consentual or
not nor does it provide any means for the character to identify the owner of
any DNA found. The Sheriff’s department files this information away (or loses
it) in the event that the accused rapist ever goes to trial. Due to the
timeframe involved, such trials are beyond the scope of the game.
The following chart displays the cost in USD for each operation:
,————————————————————————–,
| Operation Cost |
|————————————————————————–|
| Rapekit Free |
| Breast Augmentation or Reduction $500 per increment |
| Height Augmentation or Reduction $500 per increment |
| Vasectomy $675 per operation |
| Eye Augmentation $1,000 per operation |
| Abortion $810 – $1,975 per operation |
| Tubal Ligation $3,750 per operation |
| General Appearance Alteration $5,000 per operation |
| Vasectomy Reversal $5,000 per operation |
| Tubal Ligation Reversal $6,600 per operation |
| Sex Reassignment Surgery $10,000 per operation |
| In Vitro Fertilization $21,720 per operation |
\__________________________________________________________________________/
Note: All surgeries will wound the character undergoing them and may require a
subsequent hospital stay. Procedures require an appropriate facility.
The surgery room within the medical center will always be considered an
appropriate facility.
[Last edited January 14, 2024]
See Also
Proctor
Proctors are the three most distinguished seniors at Greystone College, chosen from the students with the highest standing (at least 1000 prestige) who are active, in good standing, not committed and not on probation. The list is recalculated through the day, and a proctor who stumbles loses the position at once.
A proctor has authority over any other student of lower standing who is not a proctor:
College traumatize
–Flag yourself as traumatizing, as staff can. Your victims gain a little pending prestige; you gain standing.
College report (student)
–Have the student taken to a solitary cell for up to two hours. Reporting costs you 100 prestige, which can cost you the position.
College probation (student) (days)
–Confine the student to campus for up to seven days (0 lifts it).
Proctors are marked on college roll.
A proctor has authority over any other student of lower standing who is not a proctor:
College traumatize
–Flag yourself as traumatizing, as staff can. Your victims gain a little pending prestige; you gain standing.
College report (student)
–Have the student taken to a solitary cell for up to two hours. Reporting costs you 100 prestige, which can cost you the position.
College probation (student) (days)
–Confine the student to campus for up to seven days (0 lifts it).
Proctors are marked on college roll.
Professional Focus
There are three main focus paths: the arcane tree (minions, rituals, mancing); the combat tree (melee and ranged combat); and the professional tree (wealth, contacts, and social/job skills). Each focus tree has its own set of foci within it. Every point spent in one of these trees, regardless of whether or not it’s on the same focus, unlocks greater potential for development in terms of stats and occasionally powers. When points are spent on the same focus, you develop additional abilities related to that focus line. The following are the unlocked abilities for the professional tree:
[Professional One]:
Contacts (all) 2: Allows higher contact stats, which increases payout on all contact jobs.
Education 3: Represents greater academic knowledge.
Politics 2: Improves society standing, loyalty praise/diss, and payout on diplomacy patrol events.
Wealth 2: Increases weekly paycheck and bank account interest rate.
[Professional Two]:
Contacts (all) 3: Allows higher contact stats, which increases payout on all contact jobs.
Education 4: Represents greater academic knowledge.
Politics 3: Improves society standing, loyalty praise/diss, and payout on diplomacy patrol events.
Wealth 3: Increases weekly paycheck and bank account interest rate.
[Professional Three]:
Artistic Ability 5: Maximum proficiency; represents artistic skill.
Contacts (all) 4: Allows higher contact stats, which increases payout on all contact jobs.
Education 5: Maximum proficiency; represents greater academic knowledge.
Politics 4: Improves society standing, loyalty praise/diss, and payout on diplomacy patrol events.
Wealth 4: Increases weekly paycheck and bank account interest rate.
[Professional Four]:
Contacts (all) 5: Maximum proficiency; allows higher contact stats, which increases payout on all contact jobs.
Politics 5: Maximum proficiency; improves society standing, loyalty praise/diss, and payout on diplomacy patrol events.
Wealth 5: Maximum proficiency; increases weekly paycheck and bank account interest rate.
[Last edited December 17, 2023]
[Professional One]:
Contacts (all) 2: Allows higher contact stats, which increases payout on all contact jobs.
Education 3: Represents greater academic knowledge.
Politics 2: Improves society standing, loyalty praise/diss, and payout on diplomacy patrol events.
Wealth 2: Increases weekly paycheck and bank account interest rate.
[Professional Two]:
Contacts (all) 3: Allows higher contact stats, which increases payout on all contact jobs.
Education 4: Represents greater academic knowledge.
Politics 3: Improves society standing, loyalty praise/diss, and payout on diplomacy patrol events.
Wealth 3: Increases weekly paycheck and bank account interest rate.
[Professional Three]:
Artistic Ability 5: Maximum proficiency; represents artistic skill.
Contacts (all) 4: Allows higher contact stats, which increases payout on all contact jobs.
Education 5: Maximum proficiency; represents greater academic knowledge.
Politics 4: Improves society standing, loyalty praise/diss, and payout on diplomacy patrol events.
Wealth 4: Increases weekly paycheck and bank account interest rate.
[Professional Four]:
Contacts (all) 5: Maximum proficiency; allows higher contact stats, which increases payout on all contact jobs.
Politics 5: Maximum proficiency; improves society standing, loyalty praise/diss, and payout on diplomacy patrol events.
Wealth 5: Maximum proficiency; increases weekly paycheck and bank account interest rate.
[Last edited December 17, 2023]
See Also
Progression
Index
Progression explained
-A brief overview of the progression system, recommended for newbies.
Experience
-An overview of regular experience.
RP Experience
-An overview of roleplay experience.
Training
-How to use experience to improve disciplines and skills.
Karma
-An Explanation of Karma.
Reroll
-A Command for retiring your character and making a new one.
Progression explained
-A brief overview of the progression system, recommended for newbies.
Experience
-An overview of regular experience.
RP Experience
-An overview of roleplay experience.
Training
-How to use experience to improve disciplines and skills.
Karma
-An Explanation of Karma.
Reroll
-A Command for retiring your character and making a new one.
Progression Explained
There are many ways your character can develop in Haven. The three main
ones are combat experience, roleplay experience and karma.
Regular combat experience is earned every time you engage in combat, this
experience is used to increase your disciplines, which govern your
characters attack damages and defenses.
Roleplay experience is gained by roleplaying with other players. It’s used
to buy stats and powers which cover almost everything else about your
character.
Karma is gained by doing things that add to the game’s story such as running
adventures, it’s used to unlock access to higher tier characters as well as
to increase the caps on your roleplay and combat experience pools.
ones are combat experience, roleplay experience and karma.
Regular combat experience is earned every time you engage in combat, this
experience is used to increase your disciplines, which govern your
characters attack damages and defenses.
Roleplay experience is gained by roleplaying with other players. It’s used
to buy stats and powers which cover almost everything else about your
character.
Karma is gained by doing things that add to the game’s story such as running
adventures, it’s used to unlock access to higher tier characters as well as
to increase the caps on your roleplay and combat experience pools.
Prometheans
Overview: The humans that live in the godrealm and oppose the rule of the gods. Seeking to free other humans from their slavery.
Common Allies: Temple, Keepers.
Common Enemies: The God Houses.
Prefers: Non supernaturals.
Typical Tasks: Rescuing humans from the divine houses, helping humans escape the godrealm, sabotage, espionage.
Common Allies: Temple, Keepers.
Common Enemies: The God Houses.
Prefers: Non supernaturals.
Typical Tasks: Rescuing humans from the divine houses, helping humans escape the godrealm, sabotage, espionage.
See Also
Property Costs
Land in the town costs $50 per room, except for split level properties
and trailers which are $30.
Land in the inner forest costs $20 per room.
Indoors rooms cost $20 each. Bedrooms, Bathrooms and Kitchens cost an
additional $80.
Decor one increases the cost by 25%, two 50%, three 100%.
Toughness increases the price by 20% for each level not considering value
added by decor.
Security costs $10 for level 1, $30 for 2, $60 for 3 and $100 for 4.
Utilities cost $100 per month.
and trailers which are $30.
Land in the inner forest costs $20 per room.
Indoors rooms cost $20 each. Bedrooms, Bathrooms and Kitchens cost an
additional $80.
Decor one increases the cost by 25%, two 50%, three 100%.
Toughness increases the price by 20% for each level not considering value
added by decor.
Security costs $10 for level 1, $30 for 2, $60 for 3 and $100 for 4.
Utilities cost $100 per month.
See Also
Property Rituals
Life Force Costs per level of Ritualism: 1: 21%, 2: 12%, 3: 9%, 4: 6%, 5: 4%
Syntax: Ritual silence (target) Cost: 25%
Sends a spell of silence towards the target, when it strikes whatever property
they are in will be enclosed in a mystical bubble which no communications, nor
electricity can flow.
Syntax: Ritual decay (target) Cost: 100%
Sends a spell of decay towards the target, when it strikes whatever property
they are in will have all it’s toughness and security values lowered, making
breaking in a good deal easier.
Syntax: Ritual nightmareshield (target) Cost: 100%
Sends a spell towards the target, when it strikes whatever property they
are in will be shielded against the nightmare, nobody will be able to enter
the nightmare inside it or enter it from the nightmare.
[Hit Return to continue]
Syntax: Ritual shieldbreak (target) Cost: 75%
Sends a spell which will remove a nightmare shield or reduce it’s strength if
the caster is weaker than the one who placed it.
Syntax: Ritual raiseward (target) Cost: 100%
Raise a mystical ward on the property the target is in when the spell
strikes. Any attempts to break in through larceny or force against a warded
property will fail. Lasts until the next sunrise.
Syntax: Ritual lowerward (target) Cost: 100%
Remove a ward someone else has placed on a property, or diminish it if they
were more powerful or multiple wards have been placed.
Syntax: Ritual encroachment (target) Cost: 100%
Make the forest encroach on a property can only be done on the same property once every four days.
If used three times on the same property without it being repaired the whole property will be
consumed by the forest.
Syntax: Ritual silence (target) Cost: 25%
Sends a spell of silence towards the target, when it strikes whatever property
they are in will be enclosed in a mystical bubble which no communications, nor
electricity can flow.
Syntax: Ritual decay (target) Cost: 100%
Sends a spell of decay towards the target, when it strikes whatever property
they are in will have all it’s toughness and security values lowered, making
breaking in a good deal easier.
Syntax: Ritual nightmareshield (target) Cost: 100%
Sends a spell towards the target, when it strikes whatever property they
are in will be shielded against the nightmare, nobody will be able to enter
the nightmare inside it or enter it from the nightmare.
[Hit Return to continue]
Syntax: Ritual shieldbreak (target) Cost: 75%
Sends a spell which will remove a nightmare shield or reduce it’s strength if
the caster is weaker than the one who placed it.
Syntax: Ritual raiseward (target) Cost: 100%
Raise a mystical ward on the property the target is in when the spell
strikes. Any attempts to break in through larceny or force against a warded
property will fail. Lasts until the next sunrise.
Syntax: Ritual lowerward (target) Cost: 100%
Remove a ward someone else has placed on a property, or diminish it if they
were more powerful or multiple wards have been placed.
Syntax: Ritual encroachment (target) Cost: 100%
Make the forest encroach on a property can only be done on the same property once every four days.
If used three times on the same property without it being repaired the whole property will be
consumed by the forest.
See Also
Protection Detail
Levels: 0, 2
Requirements: Commander 2 or Underworld Mogul 2
Characters with this stat have their allies (as in, contacts with the muscle job) appear twice as fast in combat.
[Last edited July 7, 2022]
Requirements: Commander 2 or Underworld Mogul 2
Characters with this stat have their allies (as in, contacts with the muscle job) appear twice as fast in combat.
[Last edited July 7, 2022]
See Also
Protection Rituals
Life Force Costs per level of Ritualism: 1: 21%, 2: 12%, 3: 9%, 4: 6%, 5: 4%
Syntax: Ritual cleanse Cost: 100%
When the ritual finishes any cursed objects in the caster’s possession will
have their curse lifted.
Syntax: Ritual mindward (target) Cost: 100%
When complete the target will be rendered temporarily immune to mind control.
Syntax: Ritual protect (target) Cost: 150%
Will grant the target extra defenses for some time, costs 150% as much as
most rituals. It lasts approximately a day.
Syntax: Ritual sanctuary (target) Cost: 200%
Bewstows Sanctuary protection on someone temporarily even if they wouldn’t
otherwise have it. Doesn’t work on the fleshformed. Costs twice as much
life force as most rituals.
Syntax: Ritual purify (target) Cost:200%
Ritual purify cleans someone’s mystical links to previous sexual partners,
allowing them to join societies with sex restrictions.
Syntax: Ritual cleanse Cost: 100%
When the ritual finishes any cursed objects in the caster’s possession will
have their curse lifted.
Syntax: Ritual mindward (target) Cost: 100%
When complete the target will be rendered temporarily immune to mind control.
Syntax: Ritual protect (target) Cost: 150%
Will grant the target extra defenses for some time, costs 150% as much as
most rituals. It lasts approximately a day.
Syntax: Ritual sanctuary (target) Cost: 200%
Bewstows Sanctuary protection on someone temporarily even if they wouldn’t
otherwise have it. Doesn’t work on the fleshformed. Costs twice as much
life force as most rituals.
Syntax: Ritual purify (target) Cost:200%
Ritual purify cleans someone’s mystical links to previous sexual partners,
allowing them to join societies with sex restrictions.
See Also
Psychic
Levels: 0, 1, 2
Requirements : Supernatural or Sensitive, 150,000 Dream Experience
[Rank One]:
Bewilder : Unspecified range; target becomes unable to accurately assess distance.
Roleplay : You know how to confuse someone’s depth perception.
Confuse : Unspecified range; target’s next attack will hit a random enemy that isn’t themselves.
Roleplay : You know how to cause someone to grow more confused.
Consumes your attack for one round.
Doubt : Unspecified range; target’s next attack does half damage.
Roleplay : You can cause someone to doubt themselves.
[Rank Two]:
Fear : Unspecified range; target will use their next movement to move away from you.
Roleplay : You can supernaturally induce fear.
Consumes your attack and move for one round.
Stasis : Unspecified range; target cannot move, attack, or see for one round.
Roleplay : You can place someone into a trance for up to 12 seconds through concentration.
Consumes your attack and move for one round.
[Last edited March 24, 2022]
Requirements : Supernatural or Sensitive, 150,000 Dream Experience
[Rank One]:
Bewilder : Unspecified range; target becomes unable to accurately assess distance.
Roleplay : You know how to confuse someone’s depth perception.
Confuse : Unspecified range; target’s next attack will hit a random enemy that isn’t themselves.
Roleplay : You know how to cause someone to grow more confused.
Consumes your attack for one round.
Doubt : Unspecified range; target’s next attack does half damage.
Roleplay : You can cause someone to doubt themselves.
[Rank Two]:
Fear : Unspecified range; target will use their next movement to move away from you.
Roleplay : You can supernaturally induce fear.
Consumes your attack and move for one round.
Stasis : Unspecified range; target cannot move, attack, or see for one round.
Roleplay : You can place someone into a trance for up to 12 seconds through concentration.
Consumes your attack and move for one round.
[Last edited March 24, 2022]
See Also
Psychic Battles
Psychic Battles form the backbone of how societies manipulate the mundane
world. They involve using machines which link together the psyches of a large
number of people in a targeted locale. This creates a sort of shared psychic
plane that all those inviduals share.
Operatives of the society then project themselves into this psychic plane or
order to make changes. Whatever they change in this world will change the
minds of those who are part of it. If they break down a door in the psychic
plane, security guards in the physical plane will leave it unlocked, or
builders will forget to build it properly all while being entirely unaware
that they’re doing anything unusual.
While the effects of these actions can sometimes be unpredicable, they are
constant enough to make them well worthwhile. They are unfortunately also
highly predictable, with other societies easily being able to read the
increasing psychic energy when one is attempted, and being able to
send operatives of their own to thwart the attempts of others or ideally
to take advantage of them for themselves.
The subconcious minds of those who make up the planes also usually attempt
to defend themselves against this intrusion, with soldiers or guards of
some sort typically manifesting in the psychic plane to repel the intruders.
These also usually grow in strength the longer the attempted infiltration.
Only the mind of operatives attending these battles roams, their body
simply falls asleep. Although this does render them rather vulnerable
to enemies who may be waiting for just such an opportunity. The abilities
of operatives in the psychic plane always seem to perfectly mirror their
real world abilities, despite many attempts by the societies to date to
try and trick operatives in order to believe they are far superior to
reality in the hope it will manifest as improved skills in the psychic
plane.
world. They involve using machines which link together the psyches of a large
number of people in a targeted locale. This creates a sort of shared psychic
plane that all those inviduals share.
Operatives of the society then project themselves into this psychic plane or
order to make changes. Whatever they change in this world will change the
minds of those who are part of it. If they break down a door in the psychic
plane, security guards in the physical plane will leave it unlocked, or
builders will forget to build it properly all while being entirely unaware
that they’re doing anything unusual.
While the effects of these actions can sometimes be unpredicable, they are
constant enough to make them well worthwhile. They are unfortunately also
highly predictable, with other societies easily being able to read the
increasing psychic energy when one is attempted, and being able to
send operatives of their own to thwart the attempts of others or ideally
to take advantage of them for themselves.
The subconcious minds of those who make up the planes also usually attempt
to defend themselves against this intrusion, with soldiers or guards of
some sort typically manifesting in the psychic plane to repel the intruders.
These also usually grow in strength the longer the attempted infiltration.
Only the mind of operatives attending these battles roams, their body
simply falls asleep. Although this does render them rather vulnerable
to enemies who may be waiting for just such an opportunity. The abilities
of operatives in the psychic plane always seem to perfectly mirror their
real world abilities, despite many attempts by the societies to date to
try and trick operatives in order to believe they are far superior to
reality in the hope it will manifest as improved skills in the psychic
plane.
See Also
Psychic Persuasion
Levels: 0, 1
Requirements: Supernatural Tier 2
This stat represents a character’s ability to bring psychic forces to bear on convincing people to do as they wish, it is generally much more subtle than hypnotism, can be done more often and doesn’t require someone to be put into a trance. Each use of it however costs 0.15% of your life force and the costs to resist are usually much lower and much more affected by environmental factors.
After using the command nothing will initially happen, but when you follow it up with an emote or say that contains the message the persuade will be triggered and will send a message to the target about the attempt which they can then resist or accept. This allows psychic persuasion to be used very subtly as nobody besides the target will even see anything untoward going on. Targets are also ICly unaware when they’re being psychically influenced.
Syntax: persuade (target) (pressure one) (pressure two) (pressure three) (message)
Example: Samantha types, “persuade orlando generosity peerpressure lust go ahead and buy this round of drinks“
Example: Samantha types, “emote laughs at @orlando and casually tosses her shoulders in a shrug, “Oh, well,” she decides, “why don’t you go ahead and buy this round of drinks, since you’re sticking around?”“
Result: “You need to go ahead and buy this round of drinks.”
Example: Marcus types, “persuade vivienne fear gratitude logic remember that it was nice ol’ Marcus who let you go, next time he comes calling for a favour“
Example: Marcus types, “say to vivienne Well, I guess we don’t /need/ to bleed you dry, but you just make sure you remember that it was nice ol’ Marcus who let you go, next time he comes calling for a favour, how about that?“
Result: “You need to remember that it was nice ol’ Marcus who let you go, next time he comes calling for a favour.”
Example: Derica types, “persuade sveta peerpressure curiosity lust come around to my dorm room after class and see what happens“
Example: Derica types, “emote smiles flirtatiously at @sveta and bats her lashes, “Why don’t you come around to my dorm room after class and see what happens, then?”“
Result: “You need to come around to my dorm room after class and see what happens.”
Example: Moander types, “persuade tyche curiosity anger peerpressure You can try it, just to see what it’s like.“
Example: Moander types, “say to tyche curiosity anger peerpressure What do they know? They’re just trying to keep you under their thumb! You can try it, just to see what it’s like.“
Result: “You need to You can try it, just to see what it’s like..”
Note that a period is automatically appended for you; adding one yourself will result in a double period. Due to the way imprints work, you will want to ensure that your message never begins with a capital letter, and that if it references your character, it does so in the third person.
[Last edited September 11, 2021]
Requirements: Supernatural Tier 2
This stat represents a character’s ability to bring psychic forces to bear on convincing people to do as they wish, it is generally much more subtle than hypnotism, can be done more often and doesn’t require someone to be put into a trance. Each use of it however costs 0.15% of your life force and the costs to resist are usually much lower and much more affected by environmental factors.
After using the command nothing will initially happen, but when you follow it up with an emote or say that contains the message the persuade will be triggered and will send a message to the target about the attempt which they can then resist or accept. This allows psychic persuasion to be used very subtly as nobody besides the target will even see anything untoward going on. Targets are also ICly unaware when they’re being psychically influenced.
Syntax: persuade (target) (pressure one) (pressure two) (pressure three) (message)
Example: Samantha types, “persuade orlando generosity peerpressure lust go ahead and buy this round of drinks“
Example: Samantha types, “emote laughs at @orlando and casually tosses her shoulders in a shrug, “Oh, well,” she decides, “why don’t you go ahead and buy this round of drinks, since you’re sticking around?”“
Result: “You need to go ahead and buy this round of drinks.”
Example: Marcus types, “persuade vivienne fear gratitude logic remember that it was nice ol’ Marcus who let you go, next time he comes calling for a favour“
Example: Marcus types, “say to vivienne Well, I guess we don’t /need/ to bleed you dry, but you just make sure you remember that it was nice ol’ Marcus who let you go, next time he comes calling for a favour, how about that?“
Result: “You need to remember that it was nice ol’ Marcus who let you go, next time he comes calling for a favour.”
Example: Derica types, “persuade sveta peerpressure curiosity lust come around to my dorm room after class and see what happens“
Example: Derica types, “emote smiles flirtatiously at @sveta and bats her lashes, “Why don’t you come around to my dorm room after class and see what happens, then?”“
Result: “You need to come around to my dorm room after class and see what happens.”
Example: Moander types, “persuade tyche curiosity anger peerpressure You can try it, just to see what it’s like.“
Example: Moander types, “say to tyche curiosity anger peerpressure What do they know? They’re just trying to keep you under their thumb! You can try it, just to see what it’s like.“
Result: “You need to You can try it, just to see what it’s like..”
Note that a period is automatically appended for you; adding one yourself will result in a double period. Due to the way imprints work, you will want to ensure that your message never begins with a capital letter, and that if it references your character, it does so in the third person.
[Last edited September 11, 2021]
See Also
Psychic Pressures
Lust
-An appeal to someone’s desires, generally more powerful when used by more
attractive people.
Generosity
-An appeal to someone’s generosity such as impelling someone to do something
in order to be a good friend or be a nice person.
Logic
-An appeal to someone’s unemotional self, such as impelling someone to do
something because it’s coldly rational to do so, even though it may feel
wrong or disloyal.
Guilt
-An appeal to someone’s guilt, such as a guilt trip or making them feel
ashamed of their greater fortune compared to the target.
Anger
-An appeal to someone’s anger, such as impelling to do something for revenge
or to satiate their frustrations.
PeerPressure
-An appeal to someone’s sense of social appropriateness, such as impelling
someone to do something because everyone else is doing it or the cooler
people are doing it, generally more effective when used by those of high
social rank.
Fear
-An appeal to someone’s sense of fear, such as impelling someone to do
something because of bad things that might happen to them if they refuse.
Generally more effective when used by those who’re more powerful.
Gratitude
-An appeal to someone’s sense of gratitude, such as an appeal based on past
favors done or other past or present kindesses or generosity.
Curiousity
-An appeal to someone’s sense of curiousity, such as impelling someone to do
something just to see what will happen.
Jealousy
-An appeal to someone’s jealousy, such as impelling someone to do something
to show that other person, or to get over some jealous feelings, or to
become as special as someone else.
Pity
-An appeal to someone’s sense of pity, such as impelling someone to do
something because of how poor, destitute or weak someone is, or how much
they are suffering.
-An appeal to someone’s desires, generally more powerful when used by more
attractive people.
Generosity
-An appeal to someone’s generosity such as impelling someone to do something
in order to be a good friend or be a nice person.
Logic
-An appeal to someone’s unemotional self, such as impelling someone to do
something because it’s coldly rational to do so, even though it may feel
wrong or disloyal.
Guilt
-An appeal to someone’s guilt, such as a guilt trip or making them feel
ashamed of their greater fortune compared to the target.
Anger
-An appeal to someone’s anger, such as impelling to do something for revenge
or to satiate their frustrations.
PeerPressure
-An appeal to someone’s sense of social appropriateness, such as impelling
someone to do something because everyone else is doing it or the cooler
people are doing it, generally more effective when used by those of high
social rank.
Fear
-An appeal to someone’s sense of fear, such as impelling someone to do
something because of bad things that might happen to them if they refuse.
Generally more effective when used by those who’re more powerful.
Gratitude
-An appeal to someone’s sense of gratitude, such as an appeal based on past
favors done or other past or present kindesses or generosity.
Curiousity
-An appeal to someone’s sense of curiousity, such as impelling someone to do
something just to see what will happen.
Jealousy
-An appeal to someone’s jealousy, such as impelling someone to do something
to show that other person, or to get over some jealous feelings, or to
become as special as someone else.
Pity
-An appeal to someone’s sense of pity, such as impelling someone to do
something because of how poor, destitute or weak someone is, or how much
they are suffering.
public
The follow areas count as public:
Any room in which this area seems well populated appears, except when the
area is unlit at night.
Any room in which this area seems well populated appears, except when the
area is unlit at night.
Punch
Punch (target) – This command throws a punch at your target, the message
output depends on the relative stats and disciplines of the two parties.
output depends on the relative stats and disciplines of the two parties.
See Also
put
Syntax: put <object> <container>
Put places <object> into <container> so you can carry for objects.
Put places <object> into <container> so you can carry for objects.
Pyromancy
Levels: 0, 1, 2
Requirements : Rank 1 requires Elemental Magic 1
Rank 2 requires Elemental Magic 2
[Rank One]:
Burnarmor : Unspecified range; if target uses armor, they take 20% more damage from all sources for one round.
Roleplay : You can make objects blacken and smoulder.
Also removes Reinforce.
Consumes your attack for one round.
Heatmetal : Unspecified range; the target’s attacks with sharp weapons do more damage.
Roleplay : You can cause metal you touch to turn red hot.
Consumes your attack for one round.
Sweat : Unspecified range; the target is weakened for one round. More effective in hot weather.
Roleplay : You can cause objects to rapidly heat up by up to 15C (27F).
If the target is under the effects of Chill, remove chill and doesn’t apply weaken. Also removes Colddiscipline.
Consumes your attack for one round.
[Rank Two]:
Burnweapon : Unspecified range; the target cannot effectively use bows or blunt weapons for two rounds.
Roleplay : You can cause small fires on wooden objects.
Consumes your attack for one round.
Startfire : Unspecified range; the target takes damage, reduced by cover, based on your arcane power.
Roleplay : You can start fires on most combustible objects, such as cotton clothing.
Only works when it’s not raining, and doesn’t work on naked targets.
Consumes your attack for one round.
All abilities require a magical focus.
[Last edited March 24, 2022]
Requirements : Rank 1 requires Elemental Magic 1
Rank 2 requires Elemental Magic 2
[Rank One]:
Burnarmor : Unspecified range; if target uses armor, they take 20% more damage from all sources for one round.
Roleplay : You can make objects blacken and smoulder.
Also removes Reinforce.
Consumes your attack for one round.
Heatmetal : Unspecified range; the target’s attacks with sharp weapons do more damage.
Roleplay : You can cause metal you touch to turn red hot.
Consumes your attack for one round.
Sweat : Unspecified range; the target is weakened for one round. More effective in hot weather.
Roleplay : You can cause objects to rapidly heat up by up to 15C (27F).
If the target is under the effects of Chill, remove chill and doesn’t apply weaken. Also removes Colddiscipline.
Consumes your attack for one round.
[Rank Two]:
Burnweapon : Unspecified range; the target cannot effectively use bows or blunt weapons for two rounds.
Roleplay : You can cause small fires on wooden objects.
Consumes your attack for one round.
Startfire : Unspecified range; the target takes damage, reduced by cover, based on your arcane power.
Roleplay : You can start fires on most combustible objects, such as cotton clothing.
Only works when it’s not raining, and doesn’t work on naked targets.
Consumes your attack for one round.
All abilities require a magical focus.
[Last edited March 24, 2022]
See Also
Quick Reload
Levels: 0, 2
Requirements: Gun Disciple 4.
Character with this skill don’t consume an attack when they use ammochange.
Requirements: Gun Disciple 4.
Character with this skill don’t consume an attack when they use ammochange.
quiet
Syntax: quiet
This command will make it so you can only hear says and emotes
you will not be able to see tells or channels. If someone is flagged
[QUIET] on the wholist they have enabled this command and you
will have to be in the same room as them to talk to them.
This command will make it so you can only hear says and emotes
you will not be able to see tells or channels. If someone is flagged
[QUIET] on the wholist they have enabled this command and you
will have to be in the same room as them to talk to them.
quit
Syntax: quit
Quit leaves the game.
Quit automatically does a save, so you can safely leave the game
with just one command.
Quit leaves the game.
Quit automatically does a save, so you can safely leave the game
with just one command.
Radiation
Type: Ranged
Max Range: 100
Optimum Range: 50
This discipline covers the ability of creatures to attack
others with powerful bursts of radiation.
Max Range: 100
Optimum Range: 50
This discipline covers the ability of creatures to attack
others with powerful bursts of radiation.
See Also
Rage Fueled
Levels: 0, 1
Requirements: Demonborn
Characters with this power may use the enrage command to enter a berserker
like state in which they both do and recieve increased damage.
Requirements: Demonborn
Characters with this power may use the enrage command to enter a berserker
like state in which they both do and recieve increased damage.
Ranged Attack
Levels: -1, 0, 1, 2, 3, 4, 5
Requirements: Tier 2-5 for Ranks 2-5.
Every point in this stat increases the damage you do at range by 3.
Requirements: Tier 2-5 for Ranks 2-5.
Every point in this stat increases the damage you do at range by 3.
Ranged Defense
Levels: -1, 0, 1, 2, 3, 4, 5
Requirements: Rank 2 requires combat focus 1 or supernatural.
Ranks 3-5 require tier 3-5 or combat focus 3-5
Every point in this stat reduces the damage you take from ranged attacks by
3. Or by 1 against monsters in the forest.
Requirements: Rank 2 requires combat focus 1 or supernatural.
Ranks 3-5 require tier 3-5 or combat focus 3-5
Every point in this stat reduces the damage you take from ranged attacks by
3. Or by 1 against monsters in the forest.
Rank
Syntax: rank
The rank command will show you all of your current ranks. The four types
are social, stats, disciplines, and society.
Syntax: rank (social/stats/disciplines/society/institute)
You can pick which of your current ranks will be listed next to your name
on the wholist.
Discipline Ranks:
Capable, Combatant, Contender, Mighty, Strong, Warrior, Powerful
Stat Ranks:
Proficient, Skilled, Accomplished, Talented, Gifted, Brilliant, Virtuoso
Social Ranks:
Newcomer, Common, Social, Well-Liked, Influential, Prominent, Renowned
Society Ranks:
Initiate, Novice, Soldier, Knight, Lieutenant, Lt. Captain, Captain,
Lord General, LH General, LS General
Syntax: credit rank (newrankname)
If you have 2000 community credits, you can use a custom string to replace
the rank listed next to your character on the wholist. This ability may
not be used to mimic ranks that already exist.
The rank command will show you all of your current ranks. The four types
are social, stats, disciplines, and society.
Syntax: rank (social/stats/disciplines/society/institute)
You can pick which of your current ranks will be listed next to your name
on the wholist.
Discipline Ranks:
Capable, Combatant, Contender, Mighty, Strong, Warrior, Powerful
Stat Ranks:
Proficient, Skilled, Accomplished, Talented, Gifted, Brilliant, Virtuoso
Social Ranks:
Newcomer, Common, Social, Well-Liked, Influential, Prominent, Renowned
Society Ranks:
Initiate, Novice, Soldier, Knight, Lieutenant, Lt. Captain, Captain,
Lord General, LH General, LS General
Syntax: credit rank (newrankname)
If you have 2000 community credits, you can use a custom string to replace
the rank listed next to your character on the wholist. This ability may
not be used to mimic ranks that already exist.
See Also
Rape
See Help Sex.
Recall
recollect
Syntax: recollect (target) (message) or recollect (message)
This command shares a recollection with a target character in the same room as you or with all online characters who have relationships with you or are part of your family.
It can be used to more easily facilitate shared background characters.
This command shares a recollection with a target character in the same room as you or with all online characters who have relationships with you or are part of your family.
It can be used to more easily facilitate shared background characters.
Red Circle
Overview: A council of magical practitioners devoted to the pursuit of arcane knowledge above all things, they are neither truly moral or immoral but rather apathetic towards such causes. The members of the red council don’t go out of their way to hurt anybody but also don’t go out of their way to help them either, they are devoted to their art and that is all. Generally considered a neutral party between the Black and White circles they frequently are called upon to chair or host meetings of the arcane community due to their neutrality.
Common Allies: The Black Council, The White Council, The Watchers
Common Enemies: The Temple
Prefers: Magical practitioners, researchers
Typical Tasks: Research, obtaining artifacts and relics
Common Allies: The Black Council, The White Council, The Watchers
Common Enemies: The Temple
Prefers: Magical practitioners, researchers
Typical Tasks: Research, obtaining artifacts and relics
See Also
Redwood Pack
Overview: A large, loose collection of werewolves that range all over the north east coast of the US.
Common Allies: The New world, Aquarian Guard, The Beastmasters.
Common Enemies: The Vampire court of New York, Rushell Industries
Prefers: Werewolves.
Typical Tasks: Protecting the pack, removing threats, preventing deforestation, dealing with lunacy accidents.
Common Allies: The New world, Aquarian Guard, The Beastmasters.
Common Enemies: The Vampire court of New York, Rushell Industries
Prefers: Werewolves.
Typical Tasks: Protecting the pack, removing threats, preventing deforestation, dealing with lunacy accidents.
See Also
Regeneration
Levels: 0, 1, 3
Requirements: Rank 1 requires Supernatural
Rank 3 requires Demon Warrior 3 or Demigod Warrior 4
Regeneration is a stat that allows you to recover more quickly from injuries.
[Last edited April 10, 2022]
Requirements: Rank 1 requires Supernatural
Rank 3 requires Demon Warrior 3 or Demigod Warrior 4
Regeneration is a stat that allows you to recover more quickly from injuries.
[Last edited April 10, 2022]
See Also
Reinforced Bones
Type: Defensive
Supernatural Defenses Cap: Tier 2:10, 3:20, 4:50, 5:100
HP Cap: T1: 200, T2: 250, T3:350, T4:500, T5:750
This discipline represents those who’s bones are particularly strong, while
they still recieve superficial wounds most attacks will simply deflect off
their skeleton, leaving them mostly unaffected.
Take 90% damage from spears and animal attacks.
Take 80% damage from Longblades and Blunt weapons.
Take 80% damage from grappling attacks.
Supernatural Defenses Cap: Tier 2:10, 3:20, 4:50, 5:100
HP Cap: T1: 200, T2: 250, T3:350, T4:500, T5:750
This discipline represents those who’s bones are particularly strong, while
they still recieve superficial wounds most attacks will simply deflect off
their skeleton, leaving them mostly unaffected.
Take 90% damage from spears and animal attacks.
Take 80% damage from Longblades and Blunt weapons.
Take 80% damage from grappling attacks.
Relationship
Syntax: relationship
Syntax: relationship offer (person) (type)
Syntax: relationship accept (person)
Syntax: relationship break (person)
The relationship command allows your characer to make, break and maintain
coded in-character ties to another character. Total relationships are capped.
All relationships outside of the sire type are reset upon changing your
identity.
When offering a relationship, your character will be taking on the role you
enter. I.e., with the syntax relationship offer Bob child, your character
will take on the role of the child, while Bob will become the parent upon
accepting.
Relationship Types:
Spouse:
Spouses are your legally married partner and have priority for inheritances.
This relationship can be broken but costs money to do so. Spouses have
have no sanctuary to each other.
Sibling:
Siblings sometimes inherit. This relationship cannot be broken.
Parent:
Praises and disses upon the children will echo to some extent on the parent.
This relationship cannot be broken. Parents also gain access to several
discipline commands.
Syntax: pay (child) (0–100) Modify received money on payday.
Syntax: ground (child) Stop a child being able to leave a house.
Syntax: confiscate (child) (item/money) Force a child to give you an object.
Child:
Children under the age of 15 cannot earn money without a parent or guardian.
Children under the age of 18 will have their money restricted without one.
Children can inherit from their parents. This relationship cannot be broken.
Guardian:
This relationship works like the parent relationship, but can be broken.
Ward:
This relationship works like the child relationship, but can be broken.
Packmate:
This relationship is only available to werewolves. Werewolves of the same
pack can sense what the others in their pack are feeling, even over great
distances. Packmates receive a combat buff for fighting in a pack, but are
greatly debuffed when fighting one another. This relationship can be broken,
but you will be unable to take another packmate for another week.
Sire:
This relationship is only available to vampires and should only be used if
your character has turned another vampire. Sires gain +1 imprints placed
upon their childer, as well as, the following command, which allows them
a brief glimpse of what all their childer are currently seeing:
Syntax: scry
Dating:
This relationship type represents people who’re known to be dating. People who
are dating have no sanctuary to each other.
Weakness:
This relationship represents characters who are a psychological weakpoint
for others. See help weakness
Praestes:
A mystical form of the weakness relationship. See help weakness.
Teacher:
Represents characters who are tutoring others. Student and teacher will have
no sanctuary to each other.
Many relationships remove sanctuary between the two involved due to the
emotional bond formed.
Pact:
Can only be offered by a higher power, gives the power the ability to use brand incapacitate
or brand phantom on the person accepting the pact, even across worlds. Can only be broken by
the power.
Syntax: relationship offer (person) (type)
Syntax: relationship accept (person)
Syntax: relationship break (person)
The relationship command allows your characer to make, break and maintain
coded in-character ties to another character. Total relationships are capped.
All relationships outside of the sire type are reset upon changing your
identity.
When offering a relationship, your character will be taking on the role you
enter. I.e., with the syntax relationship offer Bob child, your character
will take on the role of the child, while Bob will become the parent upon
accepting.
Relationship Types:
Spouse:
Spouses are your legally married partner and have priority for inheritances.
This relationship can be broken but costs money to do so. Spouses have
have no sanctuary to each other.
Sibling:
Siblings sometimes inherit. This relationship cannot be broken.
Parent:
Praises and disses upon the children will echo to some extent on the parent.
This relationship cannot be broken. Parents also gain access to several
discipline commands.
Syntax: pay (child) (0–100) Modify received money on payday.
Syntax: ground (child) Stop a child being able to leave a house.
Syntax: confiscate (child) (item/money) Force a child to give you an object.
Child:
Children under the age of 15 cannot earn money without a parent or guardian.
Children under the age of 18 will have their money restricted without one.
Children can inherit from their parents. This relationship cannot be broken.
Guardian:
This relationship works like the parent relationship, but can be broken.
Ward:
This relationship works like the child relationship, but can be broken.
Packmate:
This relationship is only available to werewolves. Werewolves of the same
pack can sense what the others in their pack are feeling, even over great
distances. Packmates receive a combat buff for fighting in a pack, but are
greatly debuffed when fighting one another. This relationship can be broken,
but you will be unable to take another packmate for another week.
Sire:
This relationship is only available to vampires and should only be used if
your character has turned another vampire. Sires gain +1 imprints placed
upon their childer, as well as, the following command, which allows them
a brief glimpse of what all their childer are currently seeing:
Syntax: scry
Dating:
This relationship type represents people who’re known to be dating. People who
are dating have no sanctuary to each other.
Weakness:
This relationship represents characters who are a psychological weakpoint
for others. See help weakness
Praestes:
A mystical form of the weakness relationship. See help weakness.
Teacher:
Represents characters who are tutoring others. Student and teacher will have
no sanctuary to each other.
Many relationships remove sanctuary between the two involved due to the
emotional bond formed.
Pact:
Can only be offered by a higher power, gives the power the ability to use brand incapacitate
or brand phantom on the person accepting the pact, even across worlds. Can only be broken by
the power.
See Also
Relic Holder
Positive Tier Modifier
Replacable: Yes.
This modifier represents someone who has found a powerful ancient relic to
augment themselves with. Only jewelry and weapons can be relics. Once the
modifier is taken the relic is created with customize (object) relic. Only
one relic can ever be created, even if your positive modifier changes.
Relics cannot be destroyed nor stored in a stash, if you do not have your
relic on your person you will face serious debuffs to your effective life
force. Only your relic will work for you. This obviously makes relic
holders particularly vulnerable to theft and/or blackmail.
ICly Relic holders all have deals with some sort of dark power. They may
have acquired the relic through that pact or have obtained it in some other
way and just made the pact to keep it safe. Those who don’t make a deal
will inevitably end up having their relic stolen by another more powerful
entity. These deals are usually much less extreme than those of demonic
pact holdes however, with a severity that varies significantly from one
person to the next depending on circumstances.
Replacable: Yes.
This modifier represents someone who has found a powerful ancient relic to
augment themselves with. Only jewelry and weapons can be relics. Once the
modifier is taken the relic is created with customize (object) relic. Only
one relic can ever be created, even if your positive modifier changes.
Relics cannot be destroyed nor stored in a stash, if you do not have your
relic on your person you will face serious debuffs to your effective life
force. Only your relic will work for you. This obviously makes relic
holders particularly vulnerable to theft and/or blackmail.
ICly Relic holders all have deals with some sort of dark power. They may
have acquired the relic through that pact or have obtained it in some other
way and just made the pact to keep it safe. Those who don’t make a deal
will inevitably end up having their relic stolen by another more powerful
entity. These deals are usually much less extreme than those of demonic
pact holdes however, with a severity that varies significantly from one
person to the next depending on circumstances.
remember
See help introduction
remove
Syntax: remove <object>
Remove will take any object from your equipment and put it back
into your inventory.
Example: remove pants
You stop using a pair of demon skin pants.
Remove will take any object from your equipment and put it back
into your inventory.
Example: remove pants
You stop using a pair of demon skin pants.
rent
Syntax: rent (room number / stop)
Used to rent a room in the antlers hotel. You have to pay 25 in cash up
front and then will be charged 25 dollars a day until 11AM until you stop
with the rent stop command.
This can also be used from the each of the college dormitories in the
Greystone Institute at no charge.
Syntax: rent (container number / stop)
Used to rent a shipping container on the docks. You have to pay $10 in cash
up front and then will be charged 10 dollars a day at 11AM until you stop
with the rent stop command.
Syntax: roomie (room number / stop)
Available to college students who want to share a room with another
student within the Greystone.
If you wish to rent your own room, type rent in the dorm foyer, to see
a list of available rooms. And then rent (room number) to rent that room.
Used to rent a room in the antlers hotel. You have to pay 25 in cash up
front and then will be charged 25 dollars a day until 11AM until you stop
with the rent stop command.
This can also be used from the each of the college dormitories in the
Greystone Institute at no charge.
Syntax: rent (container number / stop)
Used to rent a shipping container on the docks. You have to pay $10 in cash
up front and then will be charged 10 dollars a day at 11AM until you stop
with the rent stop command.
Syntax: roomie (room number / stop)
Available to college students who want to share a room with another
student within the Greystone.
If you wish to rent your own room, type rent in the dorm foyer, to see
a list of available rooms. And then rent (room number) to rent that room.
Repair
Syntax: repair
This command will start a process to repair any damage or encroachment
to a property or road. It takes some time, but is sped up with multiple
characters in the room.
This command will start a process to repair any damage or encroachment
to a property or road. It takes some time, but is sped up with multiple
characters in the room.
See Also
reply
Syntax: reply (message)
This command is used to talk back to the last person who sent
you a tell or stell.
This command is used to talk back to the last person who sent
you a tell or stell.
report
Syntax: report (person)
Report a player for violations in help emote standards.
Report a player for violations in help emote standards.
See Also
reroll
Syntax: reroll (new name)
This command deletes your current character and creates a new character
by the specified name. You keep 80% of spent combat and roleplay experience
when you do this, with the first 350k RPXP spent returning to your account
without penalty. 80% of regular karma is also returned, but banked to
return slowly over time. Personal karma is not banked and must be re-earned.
Syntax: reroll reset
This command rerolls an existing character, but leaves that character available
to play on grid. There is a two month cooldown on using the train command on
that character once it has been reset.
There is a cooldown period between playing characters tier 3 and higher.
For T3, the cooldown is 1 week. For T4, the cooldown is 1 month. For T5,
the cooldown is 2 months.
The delete command works exactly the same as the reroll command. However,
the last character on your account cannot be deleted.
Each time you use the reroll command, it does use up a character slot.
This command deletes your current character and creates a new character
by the specified name. You keep 80% of spent combat and roleplay experience
when you do this, with the first 350k RPXP spent returning to your account
without penalty. 80% of regular karma is also returned, but banked to
return slowly over time. Personal karma is not banked and must be re-earned.
Syntax: reroll reset
This command rerolls an existing character, but leaves that character available
to play on grid. There is a two month cooldown on using the train command on
that character once it has been reset.
There is a cooldown period between playing characters tier 3 and higher.
For T3, the cooldown is 1 week. For T4, the cooldown is 1 month. For T5,
the cooldown is 2 months.
The delete command works exactly the same as the reroll command. However,
the last character on your account cannot be deleted.
Each time you use the reroll command, it does use up a character slot.
See Also
research
rest
Syntax: rest/stand
Used to sprawl out in your current surrounds, similar to sit.
Used to sprawl out in your current surrounds, similar to sit.
resupply
Syntax: resupply (item)
This command can only be used in the goblin market if you are
trusted with access to resources. It will spend resources to create an
item. Type the command by itself to see a list of what can be obtained.
Syntax: Resupply pepper spray/bandage/taser/taser dart/transquilizer gun/tranquilizer dart/caltrops/landmine/bola/gasmask/smoke grenade/tear gas/frag grenade/naturalizer/neutralizer grenade/neutralizer collar/spy camera/police scanner/dream charm/compass.
This command can only be used in the goblin market if you are
trusted with access to resources. It will spend resources to create an
item. Type the command by itself to see a list of what can be obtained.
Syntax: Resupply pepper spray/bandage/taser/taser dart/transquilizer gun/tranquilizer dart/caltrops/landmine/bola/gasmask/smoke grenade/tear gas/frag grenade/naturalizer/neutralizer grenade/neutralizer collar/spy camera/police scanner/dream charm/compass.
See Also
resurrect
Levels: 0, 4
Requirements: Science Focus 3
Syntax: resurrect (ghost) (New name)
This power is used by an abomination to return a ghost to the world of the
living by putting them into the body of a recently dead person. The corpse
does not have to codely be there. This involves an identity and appearance
change, and the second argument should be the name of the new person, likely
the name of the RPed corpse they’ll be possessing.
Characters resurrected in this way become Wights.
Requirements: Science Focus 3
Syntax: resurrect (ghost) (New name)
This power is used by an abomination to return a ghost to the world of the
living by putting them into the body of a recently dead person. The corpse
does not have to codely be there. This involves an identity and appearance
change, and the second argument should be the name of the new person, likely
the name of the RPed corpse they’ll be possessing.
Characters resurrected in this way become Wights.
See Also
Resurrection
In some cases you may be able to get your character restored after death,
but these are rare. Mostly it will only occur if a bug was a significant
contributor to your death.
However it can also occur if your death was deemed OOC, typically this would
mean a character suiciding to kill your character, or in some other way
being over about the act being not ICly motivated.
If you think this applies to you, contact the immortals.
For more information on the legendary power, see help resurrect.
but these are rare. Mostly it will only occur if a bug was a significant
contributor to your death.
However it can also occur if your death was deemed OOC, typically this would
mean a character suiciding to kill your character, or in some other way
being over about the act being not ICly motivated.
If you think this applies to you, contact the immortals.
For more information on the legendary power, see help resurrect.
See Also
ride
Syntax: Ride (list)/Ride (number)
The command to travel around town on your motorcycle.
The command to travel around town on your motorcycle.
See Also
Rifles
Type: Ranged
Max Range: 110
Optimum Range: 55
Cap: Tier 1:50, 2:60, 3:70, 4:80, 5:100
This discipline covers the ability to use large, long range firearms. Those
with high levels in the discipline can fire more accurately and faster.
Supernaturals receive a 5% per tier debuff to their firearms disciplines.
Max Range: 110
Optimum Range: 55
Cap: Tier 1:50, 2:60, 3:70, 4:80, 5:100
This discipline covers the ability to use large, long range firearms. Those
with high levels in the discipline can fire more accurately and faster.
Supernaturals receive a 5% per tier debuff to their firearms disciplines.
See Also
Riot Control
Levels: 0, 2, 3
Requirements : Soldier 1 or Warrior 1
[Rank Two]:
Gasmask : Passive; you do not receive the normal –20% ranged damage debuff when wearing a gas mask. Gas mask wearers are immune to gas and air-based attacks.
Roleplay : You know how to properly use a gasmask.
Requires a gas mask object.
Putting on a gas mask consumes your attack for one round.
Smokegrenade : No target; throws a smoke grenade at your feet. Anybody within 10 distance of the smoke grenade cannot target anyone outside of it, and vice-versa.
Roleplay : You know how to arm and properly use a smoke grenade.
Requires and consumes a smoke grenade object.
[Rank Three]:
Teargas : Range 40; throws a tear gas grenade at the target, creating a field of tear gas. Any non-vampires who are not wearing gas masks in the field are blinded and weakened. Lasts an additional two rounds inside.
Roleplay : You know how to arm and properly use a tear gas grenade.
Requires and consumes a tear gas grenade object.
Grenadelauncher : Passive; range on tear gas, frag, and neutralizer grenades is increased to 80 when using a large gun object.
Roleplay : You know how to properly attach and use an underbarrel grenade launcher.
Fraggrenade : Range 40; throws a frag grenade at the target. After one round it explodes, dealing 20% of their maximum defence in damage to anyone within 10 distance of it.
Roleplay : You know how to arm and properly use a fragmentation grenade.
Requires and consumes a frag grenade object.
Neutralize : Range 40; throws a neutralizer grenade at the target. All enemies within 15 distance are supernaturally neutralized.
Roleplay : You can use a neutralizer.
Requires and consumes a neutralizer grenade.
[Last edited March 24, 2022]
Requirements : Soldier 1 or Warrior 1
[Rank Two]:
Gasmask : Passive; you do not receive the normal –20% ranged damage debuff when wearing a gas mask. Gas mask wearers are immune to gas and air-based attacks.
Roleplay : You know how to properly use a gasmask.
Requires a gas mask object.
Putting on a gas mask consumes your attack for one round.
Smokegrenade : No target; throws a smoke grenade at your feet. Anybody within 10 distance of the smoke grenade cannot target anyone outside of it, and vice-versa.
Roleplay : You know how to arm and properly use a smoke grenade.
Requires and consumes a smoke grenade object.
[Rank Three]:
Teargas : Range 40; throws a tear gas grenade at the target, creating a field of tear gas. Any non-vampires who are not wearing gas masks in the field are blinded and weakened. Lasts an additional two rounds inside.
Roleplay : You know how to arm and properly use a tear gas grenade.
Requires and consumes a tear gas grenade object.
Grenadelauncher : Passive; range on tear gas, frag, and neutralizer grenades is increased to 80 when using a large gun object.
Roleplay : You know how to properly attach and use an underbarrel grenade launcher.
Fraggrenade : Range 40; throws a frag grenade at the target. After one round it explodes, dealing 20% of their maximum defence in damage to anyone within 10 distance of it.
Roleplay : You know how to arm and properly use a fragmentation grenade.
Requires and consumes a frag grenade object.
Neutralize : Range 40; throws a neutralizer grenade at the target. All enemies within 15 distance are supernaturally neutralized.
Roleplay : You can use a neutralizer.
Requires and consumes a neutralizer grenade.
[Last edited March 24, 2022]
See Also
Riposte
Levels: 0, 3
Requirements: Warrior Focus 3
This stat allows the character to return 10% of damage dealt to them with
melee weapons, they return 20% of the damage if struck with their best melee weapon.
Requirements: Warrior Focus 3
This stat allows the character to return 10% of damage dealt to them with
melee weapons, they return 20% of the damage if struck with their best melee weapon.
Ritual
A ritual is a type of magic that doesn’t require you to be able to see your
target, but does take a fair bit of time and energy. Characters need at least
ritualism 1 to be able to perform rituals. They are also quite time consuming,
taking generally two hours to complete, although those with the incantation
stat can reduce this significantly. If a character is attacked, struck or
pinned while attempting a ritual it will fail and they will have to start again.
Life Force Costs per level of Ritualism: 1: 21%, 2: 12%, 3: 9%, 4: 6%, 5: 4%
Some rituals are more or less expensive however. If a character performing
a ritual is taken below 75% life force they may pass out for a time, or if
taken below 60% may even die. The power of the ritual when it strikes is
determined by the arcane focus of the practitioner and the tier of the target.
Rituals that finish during the witching hour, 3AM to 4AM, cost less life force.
Mental Manipulation Rituals: See: HELP MENTAL RITUALS
Enhancements Rituals: See: HELP ENHANCEMENTS RITUALS
Protection / Curing Rituals: See: HELP PROTECTION RITUALS
Property Rituals: See: HELP PROPERTY RITUALS
Ghost Rituals: See: HELP GHOST RITUALS
Temporal Rituals: See: HELP TEMPORAL RITUALS
Antagonising Rituals: See: HELP ANTAG RITUALS
All curses and hexes can now be cast with: ritual (type) (target) maintain
This form costs half as much upfront and will continue the effect until the
caster terminates it with ritual terminate. While maintaining the spell the
caster is at -10% life force. Being the target of severe pain victimize has
a chance to terminate these rituals early.
Using maintain requires ritualism level 2 or arcane focus level 1.
target, but does take a fair bit of time and energy. Characters need at least
ritualism 1 to be able to perform rituals. They are also quite time consuming,
taking generally two hours to complete, although those with the incantation
stat can reduce this significantly. If a character is attacked, struck or
pinned while attempting a ritual it will fail and they will have to start again.
Life Force Costs per level of Ritualism: 1: 21%, 2: 12%, 3: 9%, 4: 6%, 5: 4%
Some rituals are more or less expensive however. If a character performing
a ritual is taken below 75% life force they may pass out for a time, or if
taken below 60% may even die. The power of the ritual when it strikes is
determined by the arcane focus of the practitioner and the tier of the target.
Rituals that finish during the witching hour, 3AM to 4AM, cost less life force.
Mental Manipulation Rituals: See: HELP MENTAL RITUALS
Enhancements Rituals: See: HELP ENHANCEMENTS RITUALS
Protection / Curing Rituals: See: HELP PROTECTION RITUALS
Property Rituals: See: HELP PROPERTY RITUALS
Ghost Rituals: See: HELP GHOST RITUALS
Temporal Rituals: See: HELP TEMPORAL RITUALS
Antagonising Rituals: See: HELP ANTAG RITUALS
All curses and hexes can now be cast with: ritual (type) (target) maintain
This form costs half as much upfront and will continue the effect until the
caster terminates it with ritual terminate. While maintaining the spell the
caster is at -10% life force. Being the target of severe pain victimize has
a chance to terminate these rituals early.
Using maintain requires ritualism level 2 or arcane focus level 1.
See Also
Ritualism
Levels: 0, 1, 2, 3, 4, 5
Requirements: Rank 2-5 Requires Arcane Focus 1-4
Young Characters: Rank 2 requires the Goth role.
This stat represents your mastery over ritual magic. See
help ritual for more information.
Ritualism 0
No special knowledge of rituals
Ritualism 1
Basic ritual knowledge
Ritualism 2
Decent ritual knowledge
Ritualism 3
Professional level of ritual knowledge
Ritualism 4
Expert on rituals
Ritualism 5
One of the most skilled ritualists in the world
Level 2 unlocks the ability to use the maintain argument with the
ritual command if a character does not already have access to it
through arcane focus level 1.
Requirements: Rank 2-5 Requires Arcane Focus 1-4
Young Characters: Rank 2 requires the Goth role.
This stat represents your mastery over ritual magic. See
help ritual for more information.
Ritualism 0
No special knowledge of rituals
Ritualism 1
Basic ritual knowledge
Ritualism 2
Decent ritual knowledge
Ritualism 3
Professional level of ritual knowledge
Ritualism 4
Expert on rituals
Ritualism 5
One of the most skilled ritualists in the world
Level 2 unlocks the ability to use the maintain argument with the
ritual command if a character does not already have access to it
through arcane focus level 1.
See Also
Rockfield Bounties
Overview: Rockfield bounties is a bounty hunting company based out of Boston, familiar with the supernatural they often take on jobs to bring unnaturally powered criminals to justice.
Common Allies: Sheriff, FBI, Interpol.
Common Enemies: Desmond King, The Mob, Russian Mafia.
Prefers: Police Contacts
Typical Tasks: Track and subdue criminals.
Common Allies: Sheriff, FBI, Interpol.
Common Enemies: Desmond King, The Mob, Russian Mafia.
Prefers: Police Contacts
Typical Tasks: Track and subdue criminals.
See Also
Roleplay Rewards
Roleplay rewards
Roleplaying with other people earns you roleplay experience, influence and personal karma. Roleplay experience comes in two halves. Half is paid as you write, by how much you write. The other half is set aside and paid once your recent roleplay has been graded, scaled by the grade. For an average writer the two halves come to about what length alone would pay. Thin writing earns less, and strong writing earns more.
As you write
–Each emote pays half its roleplay experience at once and sets the other half aside for your next grade.
–A single emote counts for at most 1,000 characters. Anything longer pays as if it were 1,000.
–Writing faster than 200 characters a minute counts for only a fifth. Take your time over each pose.
–These limits also apply to the influence and personal karma your writing earns.
–Repeating an emote earns nothing.
–Roleplaying with more people pays a little more. Private mode, or having story turned off, halves it.
–Personal karma is paid in full as you write. It is not graded.
Grading
–Your roleplay is looked at when you log in after being away for four hours or more. It is graded once there is enough of it: about 1,500 words of public scenes from the last two weeks, at least 500 of them your own, with at least one other writer. For dream roleplay it is about 1,000 words.
–Scenes you play in private mode are never graded.
–Grades are turned into rewards every afternoon. They are paid to your character once a day while you are logged in.
–Your newest grade pays out everything you have set aside since your last payout.
–A grade also earns you respect with your societies and prestige if you are a college student or staff member. A dream grade earns dream experience.
–If a grading fails, your roleplay is graded again later, so nothing you set aside is lost.
Dream karma
While you run a calendar event of your own in a dreamworld, your roleplay there also earns dream karma, for up to six hours after the event starts. It works the same way: half as you write, and half when your dream roleplay is graded. Dream karma stops once your account has earned 2,500 of it, or a fifth of all the karma it has ever earned, whichever is larger.
Storyrunners
Storyrunner karma is split the same way. Half is paid by your writing as you run the scene, and the other half comes from grading the log once it is finished.
–An encounter comes with a karma battery, normally 2,000. Your writing during the encounter draws on the battery and pays you half of what it draws, so a full battery pays about 1,000.
–When the encounter log closes, it is graded for roughly the same amount again. A strong log pays somewhat more. A weak one pays less, or nothing.
–Finished plot logs are graded the same way.
–Very short logs are not graded.
–Graded karma arrives some time after the log ends. It is paid once a day while you are logged in, to your storyrunner or to your own character.
–If a log fails to grade, it is tried again later.
See also: help rp experience, help karma.
Roleplaying with other people earns you roleplay experience, influence and personal karma. Roleplay experience comes in two halves. Half is paid as you write, by how much you write. The other half is set aside and paid once your recent roleplay has been graded, scaled by the grade. For an average writer the two halves come to about what length alone would pay. Thin writing earns less, and strong writing earns more.
As you write
–Each emote pays half its roleplay experience at once and sets the other half aside for your next grade.
–A single emote counts for at most 1,000 characters. Anything longer pays as if it were 1,000.
–Writing faster than 200 characters a minute counts for only a fifth. Take your time over each pose.
–These limits also apply to the influence and personal karma your writing earns.
–Repeating an emote earns nothing.
–Roleplaying with more people pays a little more. Private mode, or having story turned off, halves it.
–Personal karma is paid in full as you write. It is not graded.
Grading
–Your roleplay is looked at when you log in after being away for four hours or more. It is graded once there is enough of it: about 1,500 words of public scenes from the last two weeks, at least 500 of them your own, with at least one other writer. For dream roleplay it is about 1,000 words.
–Scenes you play in private mode are never graded.
–Grades are turned into rewards every afternoon. They are paid to your character once a day while you are logged in.
–Your newest grade pays out everything you have set aside since your last payout.
–A grade also earns you respect with your societies and prestige if you are a college student or staff member. A dream grade earns dream experience.
–If a grading fails, your roleplay is graded again later, so nothing you set aside is lost.
Dream karma
While you run a calendar event of your own in a dreamworld, your roleplay there also earns dream karma, for up to six hours after the event starts. It works the same way: half as you write, and half when your dream roleplay is graded. Dream karma stops once your account has earned 2,500 of it, or a fifth of all the karma it has ever earned, whichever is larger.
Storyrunners
Storyrunner karma is split the same way. Half is paid by your writing as you run the scene, and the other half comes from grading the log once it is finished.
–An encounter comes with a karma battery, normally 2,000. Your writing during the encounter draws on the battery and pays you half of what it draws, so a full battery pays about 1,000.
–When the encounter log closes, it is graded for roughly the same amount again. A strong log pays somewhat more. A weak one pays less, or nothing.
–Finished plot logs are graded the same way.
–Very short logs are not graded.
–Graded karma arrives some time after the log ends. It is paid once a day while you are logged in, to your storyrunner or to your own character.
–If a log fails to grade, it is tried again later.
See also: help rp experience, help karma.
See Also
Roleplaying
Roleplaying Explained
-An overview of commands and roleplaying information
Emoting
-Information on using the emote command.
Say
-Information on using the say command.
Whisper
-Information on using the whisper command.
Roomtitle
-Information on using the roomtitle command.
Socials
-Information on socials.
Calendar
-Information on the game calendar.
Influence
-Information on gaining and using influence.
Schemes
-Information on creating and interacting with schemes.
Phones
-Information on phones.
Chatroom
-Information on the IC chatroom.
Attempt
-Information on the attempt command.
Compete
-Information on the compete command.
Change
-Information on using the change command.
Imprint
-Information on imprinting other players.
Descriptions
-Setting up how your character looks.
Histories
-Setting up your character
Roleplaying Guide
-Information on how to roleplay your character.
Habit
-Information on setting up your character’s habits.
Csay
-Information on private comms.
Storyidea
-Information on submitting story ideas for SRs.
Spy
-Information on the visibility of your RP.
Story Death
-A guide on what characters have short life expectancies.
Relationships
-Information on setting up your IC relationships.
Jobs
-Information on taking and holding an IC job.
Dreamscape
-Information on roleplaying in your dreams.
-An overview of commands and roleplaying information
Emoting
-Information on using the emote command.
Say
-Information on using the say command.
Whisper
-Information on using the whisper command.
Roomtitle
-Information on using the roomtitle command.
Socials
-Information on socials.
Calendar
-Information on the game calendar.
Influence
-Information on gaining and using influence.
Schemes
-Information on creating and interacting with schemes.
Phones
-Information on phones.
Chatroom
-Information on the IC chatroom.
Attempt
-Information on the attempt command.
Compete
-Information on the compete command.
Change
-Information on using the change command.
Imprint
-Information on imprinting other players.
Descriptions
-Setting up how your character looks.
Histories
-Setting up your character
Roleplaying Guide
-Information on how to roleplay your character.
Habit
-Information on setting up your character’s habits.
Csay
-Information on private comms.
Storyidea
-Information on submitting story ideas for SRs.
Spy
-Information on the visibility of your RP.
Story Death
-A guide on what characters have short life expectancies.
Relationships
-Information on setting up your IC relationships.
Jobs
-Information on taking and holding an IC job.
Dreamscape
-Information on roleplaying in your dreams.
Roleplaying Angelborn
There’s a few things it’s important to keep in mind when playing
Angelborn. Angelborn are to some extent natural victims, the fact that they
can be more powerfully hypnotized and in general more easy to coerced often
leads to them being an ideal choice if someone’s looking for a victim or
sidekick etc. You shouldn’t play a character like this if you’re too
worried about bad things happening to them. Also though, and probably more
importantly, angelborn are particularly resistant to angst. Even if one is
captured and tortured while the torture is going on they want it a little
bit, not enough to be ok with it, but it is not as bad as for others, and
afterwards they’re surrounded by people who want them to get over it.
Either because they’re their friends and want them to feel better, or
because they find it irritating. Which through their empathy causes them to
rebound fairly quickly. This is important because it means Angelborn are an
extremely poor choice of character if you’re seeking to RP the aftermath or
seek sympathy.
Angelborn. Angelborn are to some extent natural victims, the fact that they
can be more powerfully hypnotized and in general more easy to coerced often
leads to them being an ideal choice if someone’s looking for a victim or
sidekick etc. You shouldn’t play a character like this if you’re too
worried about bad things happening to them. Also though, and probably more
importantly, angelborn are particularly resistant to angst. Even if one is
captured and tortured while the torture is going on they want it a little
bit, not enough to be ok with it, but it is not as bad as for others, and
afterwards they’re surrounded by people who want them to get over it.
Either because they’re their friends and want them to feel better, or
because they find it irritating. Which through their empathy causes them to
rebound fairly quickly. This is important because it means Angelborn are an
extremely poor choice of character if you’re seeking to RP the aftermath or
seek sympathy.
Roleplaying Explained
Roleplaying is the art of being someone else, of creating and embodying
a fictional character. Roleplaying is mandatory on Haven, your character
must act like they are a real person at all times and not someone’s game
avatar. The exception to this is a few OOC channels.
Emote allows your character to do describe what your character is doing
at any given time. Used like emote does a dance. Would show up as (your
character name) does a dance. To everyone else in the room. Additional
functionality for the emote command can be found under help emoting.
Say is used for when your character just wants to talk, although you can
mix your conversation into an emote, this saves a lot of time and allows
conversations to flow quicker and easier.
Whisper can be used to convey a private message to someone, used like
whisper to <person> <message>
Socials are pre-written emotes for doing very common things, they cover
things such as nodding or smiling and are a little quicker and easier to
use than emotes.
a fictional character. Roleplaying is mandatory on Haven, your character
must act like they are a real person at all times and not someone’s game
avatar. The exception to this is a few OOC channels.
Emote allows your character to do describe what your character is doing
at any given time. Used like emote does a dance. Would show up as (your
character name) does a dance. To everyone else in the room. Additional
functionality for the emote command can be found under help emoting.
Say is used for when your character just wants to talk, although you can
mix your conversation into an emote, this saves a lot of time and allows
conversations to flow quicker and easier.
Whisper can be used to convey a private message to someone, used like
whisper to <person> <message>
Socials are pre-written emotes for doing very common things, they cover
things such as nodding or smiling and are a little quicker and easier to
use than emotes.
Roleplaying Guide
Good roleplaying is an art, it can take years to master and some people
never seem to be able to get a good grip on it. Mostly it’s similar to
writing fiction, the big differences are that you’re writing in real time
with no chance to edit, and that you’re writing for the other authors.
It’s impossible to learn how to RP very well from just one guide, it is an
endless pursuit, and you can be sure that the best RPers get to be that way
because they are constantly working on and refining their art. Those that
feel their RP is already ‘good enough’ are doomed to never improve beyond
the mediocre.
Good roleplaying breaks down to two areas, good characterization and good RP
writing.
RP writing is the art of using says, emotes, descriptions etc to convey what
your character is doing. This is almost exactly the same as the qualities
of what makes a good fiction writer with one exception. In a story it’s
perfectly ok even considered normal to describe your characters emotions and
thoughts, in RP it often isn’t. Although there’s some debate on the issue
the difference comes about because when writing a novel you want people to
identify with your character, when RPing you want to identify with your
character, other people identify with theirs.
The other reason for this is that few people are perfect at keeping IC and
OOC knowledge separate, it’s very common for someone to react differently if
you emote that you fancy them, even though their character shouldn’t know
that and therefore shouldn’t act any differently.
Generally it’s better to follow the same rule that teachers of fiction
writing beat their students over the head with ‘show don’t tell. ‘ Don’t
tell people what your character is thinking or feeling, show them. Use your
emotes and the way they speak to convey that they fancy that person or
dislike this person.
The other keys to good RP writing are:
Write something that’s easy to read and flows nicely, paying attention to
spelling and grammar etc as much as possible. Include all relevant details,
the devil is in the details as they say and a few words to describe the way
in which someone does something can add a lot to the RP.
Brevity, good writing isn’t longer than it has to be, the shorter your
emotes and says the less work you’re requiring your reader to do. Any
reader would prefer a 200 page book, to a 500 page book with all the same
stuff in it but 300 more pages of furniture descriptions.
Speed, people don’t like waiting around longer than they have to, the
quicker you can RP the more RP they’re getting for their time. Language,
just like in fiction writing the use of certain words or phrases are much
more likely to strike a chord in people and get your meaning across than
others. Try to use words and phrases that create vivid imagery and convey
things strongly without being overly flowery or convoluted.
Some of these do work a little at cross purposes, trying to include detail
and spell check your RP while also trying to be quick and brief is a
challenge, each person needs to strike their own balance of what works for
them.
The only way to really improve your RP writing is with practice, get out
there and RP and learn from others as well as seek out positive and negative
criticisms. If most people think your emotes are too long and needlessly
wordy maybe think about working on making them shorter. Ultimately it is up
to you, but the other players are your readers, if they don’t want to read
your work, what is the point?
Good characterization is the other half to good RP. It refers to being able
to create a character who’s interesting and realistic.
Creating an interesting character is really about creating a character
that’s good for the story, you might be able to make an extremely realistic
tax clerk character but nobody is going to care about him. An interesting
character is measured by their ability to create RP and their ability to
join to and add to the RP of others.
It’s important to note that RP is a collaborative effort, your character can
never be the star they are one member of an ensemble cast. Sometimes the
storyline might thrust you center stage but other times it might thrust
someone else. People get very sick very quickly of playing with someone who
tries to make all RP be about them.
A good and very common example of this is characters with traumatic
pasts/lives. When a character goes through something traumatic in game,
this naturally pushes them more center stage, with a lot of the RP revolving
around the sympathy they get, possibly plans for revenge or ways to help
them deal with it. Every other character around who has a more traumatic
past steals from this attention, nobody else can ever get sympathy because
what they went through is so much worse.
This doesn’t mean you can’t have traumatic incidents in your character’s
past, but it’s very important for you to think about other people when you
make your character, how your character can add to RP that isn’t about them,
and if they’re likely to detract from that RP maybe you need to re-evaluate
them.
Being a good side character is about both adding constructive and
destructively to RP. A character who’s always nice all the time is boring,
a character who’s always a jerk similarly. Interesting character conflicts
and situations arise from those characters who sometimes are supportive and
sometimes cause conflict. If your character can do both of these, and avoid
any spotlight stealing, then you probably have a really good side character.
Being a good main character is mostly about not being selfish. If the
bounty hunters are after you, yes that might be your problem but if your
character is really set on dealing with it all on their own it gives nobody
else anything to do. When you find yourself in the spotlight is when it’s
more important to be gracious, involve other people in the story in
important ways. In return they’re more likely to do the same to you when
it’s their turn.
Sometimes RP isn’t really about you or someone else mostly, but communal.
This often happens in social RP for instance. What makes a good communal
character is mostly the same things that make a good side or main character.
Don’t spotlight steal, get other people involved, add to the RP in
interesting and not always predictable ways. Adding to the RP is important,
you might think it’s cool to be gruff and silent, but nobody is going to
want to play with you much.
The other thing that makes a really great interesting character is the
ability to make RP happen in the first place! A character with reasons to
RP with a lot of people, get them involved in things, make various other
types of RP happen is crucial to a fun game. Examples might be characters
who throw parties, a journalist who seeks out lots of other PCs to interview
etc.
If you have a character who has the qualities of both a good main character,
a good side character, a good communal character, and creates RP then you
have a really good interesting character!
The other half of the battle is realism.
Realism is very important and often overlooked, it doesn’t matter if your
character is a vampire or sorcerer. Stories must have internal validity,
they must be believable within that world, even if they’re fantasy stories,
some would say especially if they are. The second your character starts
feeling fake and not like a real person people will stop caring about them,
and it’s very hard to get them to again. Very good realistic characters can
make people in real life cry when they’re hurt, cheer when they’re
triumphant and swoon when they kiss, and that’s what you should be aiming
for.
Making a realistic character can be very hard, there’s a lot of different
opinions on the ways to go about it. A lot of people like to model
characters on themselves or people they know very well, and this is
generally a solid and reliable way to make your character quite realistic.
The old writer’s adage of ‘write what you know’. Unfortunately it’s often
the case that you want to play something quite different from yourself or
anybody you know. In these situations information is your friend, spend a
little time on the internet researching the areas you want to look at and
the people you’re trying to emulate.
The more you learn the better your character is likely to be, but for most
characters a few pages of Wikipedia is probably sufficient. This does refer
to all areas of your character, lots of people are good at doing a bit of
research if they want their character to be say a doctor. But it’s a lot
rarer to see people do research before involving a character in a same sex
relationship or making a model or musician.
So that’s characterization, it’s also largely about practice, taking criticism
and learning from others, but it’s also very much about putting the work in
before you make the character and about really being able to take a step
back and thinking about the other players, who are your audience, and how
you can deliver a realistic and interesting character for them.
Once you have mastered both RP writing and characterization, the RP world
will be your proverbial oyster.
never seem to be able to get a good grip on it. Mostly it’s similar to
writing fiction, the big differences are that you’re writing in real time
with no chance to edit, and that you’re writing for the other authors.
It’s impossible to learn how to RP very well from just one guide, it is an
endless pursuit, and you can be sure that the best RPers get to be that way
because they are constantly working on and refining their art. Those that
feel their RP is already ‘good enough’ are doomed to never improve beyond
the mediocre.
Good roleplaying breaks down to two areas, good characterization and good RP
writing.
RP writing is the art of using says, emotes, descriptions etc to convey what
your character is doing. This is almost exactly the same as the qualities
of what makes a good fiction writer with one exception. In a story it’s
perfectly ok even considered normal to describe your characters emotions and
thoughts, in RP it often isn’t. Although there’s some debate on the issue
the difference comes about because when writing a novel you want people to
identify with your character, when RPing you want to identify with your
character, other people identify with theirs.
The other reason for this is that few people are perfect at keeping IC and
OOC knowledge separate, it’s very common for someone to react differently if
you emote that you fancy them, even though their character shouldn’t know
that and therefore shouldn’t act any differently.
Generally it’s better to follow the same rule that teachers of fiction
writing beat their students over the head with ‘show don’t tell. ‘ Don’t
tell people what your character is thinking or feeling, show them. Use your
emotes and the way they speak to convey that they fancy that person or
dislike this person.
The other keys to good RP writing are:
Write something that’s easy to read and flows nicely, paying attention to
spelling and grammar etc as much as possible. Include all relevant details,
the devil is in the details as they say and a few words to describe the way
in which someone does something can add a lot to the RP.
Brevity, good writing isn’t longer than it has to be, the shorter your
emotes and says the less work you’re requiring your reader to do. Any
reader would prefer a 200 page book, to a 500 page book with all the same
stuff in it but 300 more pages of furniture descriptions.
Speed, people don’t like waiting around longer than they have to, the
quicker you can RP the more RP they’re getting for their time. Language,
just like in fiction writing the use of certain words or phrases are much
more likely to strike a chord in people and get your meaning across than
others. Try to use words and phrases that create vivid imagery and convey
things strongly without being overly flowery or convoluted.
Some of these do work a little at cross purposes, trying to include detail
and spell check your RP while also trying to be quick and brief is a
challenge, each person needs to strike their own balance of what works for
them.
The only way to really improve your RP writing is with practice, get out
there and RP and learn from others as well as seek out positive and negative
criticisms. If most people think your emotes are too long and needlessly
wordy maybe think about working on making them shorter. Ultimately it is up
to you, but the other players are your readers, if they don’t want to read
your work, what is the point?
Good characterization is the other half to good RP. It refers to being able
to create a character who’s interesting and realistic.
Creating an interesting character is really about creating a character
that’s good for the story, you might be able to make an extremely realistic
tax clerk character but nobody is going to care about him. An interesting
character is measured by their ability to create RP and their ability to
join to and add to the RP of others.
It’s important to note that RP is a collaborative effort, your character can
never be the star they are one member of an ensemble cast. Sometimes the
storyline might thrust you center stage but other times it might thrust
someone else. People get very sick very quickly of playing with someone who
tries to make all RP be about them.
A good and very common example of this is characters with traumatic
pasts/lives. When a character goes through something traumatic in game,
this naturally pushes them more center stage, with a lot of the RP revolving
around the sympathy they get, possibly plans for revenge or ways to help
them deal with it. Every other character around who has a more traumatic
past steals from this attention, nobody else can ever get sympathy because
what they went through is so much worse.
This doesn’t mean you can’t have traumatic incidents in your character’s
past, but it’s very important for you to think about other people when you
make your character, how your character can add to RP that isn’t about them,
and if they’re likely to detract from that RP maybe you need to re-evaluate
them.
Being a good side character is about both adding constructive and
destructively to RP. A character who’s always nice all the time is boring,
a character who’s always a jerk similarly. Interesting character conflicts
and situations arise from those characters who sometimes are supportive and
sometimes cause conflict. If your character can do both of these, and avoid
any spotlight stealing, then you probably have a really good side character.
Being a good main character is mostly about not being selfish. If the
bounty hunters are after you, yes that might be your problem but if your
character is really set on dealing with it all on their own it gives nobody
else anything to do. When you find yourself in the spotlight is when it’s
more important to be gracious, involve other people in the story in
important ways. In return they’re more likely to do the same to you when
it’s their turn.
Sometimes RP isn’t really about you or someone else mostly, but communal.
This often happens in social RP for instance. What makes a good communal
character is mostly the same things that make a good side or main character.
Don’t spotlight steal, get other people involved, add to the RP in
interesting and not always predictable ways. Adding to the RP is important,
you might think it’s cool to be gruff and silent, but nobody is going to
want to play with you much.
The other thing that makes a really great interesting character is the
ability to make RP happen in the first place! A character with reasons to
RP with a lot of people, get them involved in things, make various other
types of RP happen is crucial to a fun game. Examples might be characters
who throw parties, a journalist who seeks out lots of other PCs to interview
etc.
If you have a character who has the qualities of both a good main character,
a good side character, a good communal character, and creates RP then you
have a really good interesting character!
The other half of the battle is realism.
Realism is very important and often overlooked, it doesn’t matter if your
character is a vampire or sorcerer. Stories must have internal validity,
they must be believable within that world, even if they’re fantasy stories,
some would say especially if they are. The second your character starts
feeling fake and not like a real person people will stop caring about them,
and it’s very hard to get them to again. Very good realistic characters can
make people in real life cry when they’re hurt, cheer when they’re
triumphant and swoon when they kiss, and that’s what you should be aiming
for.
Making a realistic character can be very hard, there’s a lot of different
opinions on the ways to go about it. A lot of people like to model
characters on themselves or people they know very well, and this is
generally a solid and reliable way to make your character quite realistic.
The old writer’s adage of ‘write what you know’. Unfortunately it’s often
the case that you want to play something quite different from yourself or
anybody you know. In these situations information is your friend, spend a
little time on the internet researching the areas you want to look at and
the people you’re trying to emulate.
The more you learn the better your character is likely to be, but for most
characters a few pages of Wikipedia is probably sufficient. This does refer
to all areas of your character, lots of people are good at doing a bit of
research if they want their character to be say a doctor. But it’s a lot
rarer to see people do research before involving a character in a same sex
relationship or making a model or musician.
So that’s characterization, it’s also largely about practice, taking criticism
and learning from others, but it’s also very much about putting the work in
before you make the character and about really being able to take a step
back and thinking about the other players, who are your audience, and how
you can deliver a realistic and interesting character for them.
Once you have mastered both RP writing and characterization, the RP world
will be your proverbial oyster.
Roleplaying Society Positions
Society positions define the political and philosophical positions of
societies. Societies are groups who join together in order to change the
world in different ways, the noparticipate option for societies allows you
to create societies which have no such ambitions for the world, but
generally people would not even form a society if they were not interested
in such and simply continue on as individuals, or join a society they don’t
believe in just for the support and protection and pay. Similar to how
normal people frequently work in jobs they don’t believe in for the pay.
Societies without any real goals, or with goals that would be pursued by
people even if the group did not exist, have a hard time attracting backing
from the wider supernatural community, similar to how a political party
might not get many donations if they had no manifesto or their manifesto was
for people to people to shower regularly.
Pro-Supernatural:
These societies want to make things better for supernatural people compared
to mundanes. It might be that they believe supernaturals currently have
things worse and their efforts are to try and balance things out, but
especially at higher levels of belief, is more often about wanting to make
mundanes more of a second class citizen. They may encourage shadow
supernatural governments that manipulate the mundane government, or endorse
supernatural laws that make using powers against mundanes legal.
Anti-Supernatural:
The inverse of the pro-supernatural groups these want to make things better
for mundanes compared to supernaturals. Sometimes because they think
they’re worse off, other times because they just want humans to be better
off. They typically try to endorse supernatural laws that strictly prohibit
the use of supernatural abilities on normal people, and may even want to
keep watch lists of supernaturals and treat them as criminals.
Spiritual:
These groups typically want to see technology play a smaller role in
people’s lives compared to more traditional or spiritual activities. They
are generally opposed to dense urban centers and want significant
restrictions or oversight on new technological development. They are also
often opposed to free market capitalism, and industrial development.
Material:
These groups usually want more technological and industrial development.
They are usually for free market capitalism and want less hurdles in the way
of scientific and financial progress. While they are not necessarily
anti-environment they usually promote more planned, scientific approaches to
environmental problems.
Combative:
These groups want to see combat or direct conflict resolve differences.
This usually means less complicated laws with people having more
responsibility to protect themselves as well as not prohibiting violence as
a means of conflict resolution in the supernatural world. Combatively
powerful individuals are usually given more important positions within the
shadow governments they form. Their shadow governments are also usually
very martial in design.
Manipulative:
These groups want to see combat used less for conflict resolution and
instead have legal procedures, diplomacy or social manipulation used. They
tend to have harsher rules against open violence, but more evolved
procedures for dealing with problems or attacking enemies with legal, social
or diplomatic measures. Clever and cunning individuals are usually given
more important positions within the shadow governments they form.
Corrupt:
These groups believe in and support inequality, with more privileges and
power going to a select few, either certain types of people or members of
that society and their allies. They believe it is the right of the strong
to rule over and do with the weak as they wish and that it is the role of
the weak to help support the strong. Their shadow governments typically run
on the back of what is effectively slavery and what laws the do have will
only exist to protect their chosen few from the masses and never the
reverse.
Virtuous:
These groups support equality, they tend to fight for efforts to ensure all
people have the same basic rights and protections and that laws and systems
are put in place to ensure that the weak and vulnerable are protected from
being preyed upon. They often influence their territories to be more
socially progressive.
Autocratic:
These groups support inequality in government, generally supporting
dictatorships, oligarchies, aristocracies and similar systems of
determination in which a few decide for the many.
Democratic:
These groups support equality in decision making, generally supporting
various types of democracy both in their own organizations and in the
territories they control.
Anarchistic:
These groups tend to support very little law, both in the supernatural world
and the territories they control. Usually very anti-regulation and
supporting of smaller governments with more individual freedom and
determination.
Lawful:
These groups tend to support very robust legal systems and regulations both
in the supernatural world and in territories they control. This might still
mean that in a corrupt society mundanes and weaker individuals have no
rights or legal protections, but it will mean those that do have legal
protections will have very stringent and robust forms.
Neutral:
When a society is neutral on a particular position that means they wish
things to stay as they are. They will generally fight against efforts to
change things by either other side and will work to establish infrastructure
that makes that change more difficult.
societies. Societies are groups who join together in order to change the
world in different ways, the noparticipate option for societies allows you
to create societies which have no such ambitions for the world, but
generally people would not even form a society if they were not interested
in such and simply continue on as individuals, or join a society they don’t
believe in just for the support and protection and pay. Similar to how
normal people frequently work in jobs they don’t believe in for the pay.
Societies without any real goals, or with goals that would be pursued by
people even if the group did not exist, have a hard time attracting backing
from the wider supernatural community, similar to how a political party
might not get many donations if they had no manifesto or their manifesto was
for people to people to shower regularly.
Pro-Supernatural:
These societies want to make things better for supernatural people compared
to mundanes. It might be that they believe supernaturals currently have
things worse and their efforts are to try and balance things out, but
especially at higher levels of belief, is more often about wanting to make
mundanes more of a second class citizen. They may encourage shadow
supernatural governments that manipulate the mundane government, or endorse
supernatural laws that make using powers against mundanes legal.
Anti-Supernatural:
The inverse of the pro-supernatural groups these want to make things better
for mundanes compared to supernaturals. Sometimes because they think
they’re worse off, other times because they just want humans to be better
off. They typically try to endorse supernatural laws that strictly prohibit
the use of supernatural abilities on normal people, and may even want to
keep watch lists of supernaturals and treat them as criminals.
Spiritual:
These groups typically want to see technology play a smaller role in
people’s lives compared to more traditional or spiritual activities. They
are generally opposed to dense urban centers and want significant
restrictions or oversight on new technological development. They are also
often opposed to free market capitalism, and industrial development.
Material:
These groups usually want more technological and industrial development.
They are usually for free market capitalism and want less hurdles in the way
of scientific and financial progress. While they are not necessarily
anti-environment they usually promote more planned, scientific approaches to
environmental problems.
Combative:
These groups want to see combat or direct conflict resolve differences.
This usually means less complicated laws with people having more
responsibility to protect themselves as well as not prohibiting violence as
a means of conflict resolution in the supernatural world. Combatively
powerful individuals are usually given more important positions within the
shadow governments they form. Their shadow governments are also usually
very martial in design.
Manipulative:
These groups want to see combat used less for conflict resolution and
instead have legal procedures, diplomacy or social manipulation used. They
tend to have harsher rules against open violence, but more evolved
procedures for dealing with problems or attacking enemies with legal, social
or diplomatic measures. Clever and cunning individuals are usually given
more important positions within the shadow governments they form.
Corrupt:
These groups believe in and support inequality, with more privileges and
power going to a select few, either certain types of people or members of
that society and their allies. They believe it is the right of the strong
to rule over and do with the weak as they wish and that it is the role of
the weak to help support the strong. Their shadow governments typically run
on the back of what is effectively slavery and what laws the do have will
only exist to protect their chosen few from the masses and never the
reverse.
Virtuous:
These groups support equality, they tend to fight for efforts to ensure all
people have the same basic rights and protections and that laws and systems
are put in place to ensure that the weak and vulnerable are protected from
being preyed upon. They often influence their territories to be more
socially progressive.
Autocratic:
These groups support inequality in government, generally supporting
dictatorships, oligarchies, aristocracies and similar systems of
determination in which a few decide for the many.
Democratic:
These groups support equality in decision making, generally supporting
various types of democracy both in their own organizations and in the
territories they control.
Anarchistic:
These groups tend to support very little law, both in the supernatural world
and the territories they control. Usually very anti-regulation and
supporting of smaller governments with more individual freedom and
determination.
Lawful:
These groups tend to support very robust legal systems and regulations both
in the supernatural world and in territories they control. This might still
mean that in a corrupt society mundanes and weaker individuals have no
rights or legal protections, but it will mean those that do have legal
protections will have very stringent and robust forms.
Neutral:
When a society is neutral on a particular position that means they wish
things to stay as they are. They will generally fight against efforts to
change things by either other side and will work to establish infrastructure
that makes that change more difficult.
Roll
Calling for rolls
When a storyrunner wants chance to decide how something turns out, they can call for a roll. The storyrunner judges how hard the task is and how much your stats help, and the dice do the rest. Rolls only happen with a storyrunner in the room: nobody else sets the challenge.
How a roll goes
–The storyrunner may prompt you with calltry (you). You can also start on your own.
–You say what you are attempting and which of your stats apply, with try (action) with (stat, stat…).
–Anyone else in the room can help with assist (you) (how they help).
–The storyrunner sets the challenge with rollchallenge. You are shown the number you need and the die you roll.
–You type roll and the dice decide.
Rolling
roll (1-10)
–Roll against the challenge that has been set for you. The number is how many times the dice bounce before they land, which is only for show. Leave it off and the dice bounce three to seven times.
roll fail
–Deliberately fail the roll without a critical failure, for when the story is better served by it going wrong.
roll critfail
–Deliberately roll a critical failure.
How the dice are read
You roll one die, plus one more for each person assisting you, up to the number of assistants the challenge allows. Your best die is the result, and you succeed if it meets or beats the number you need.
–If any die shows a 1, the roll is a critical failure, however well the other dice did.
–Otherwise, if any die shows its highest face, the roll is a critical success.
–So every assistant makes success more likely, but also makes a critical failure more likely.
Once you have rolled, the challenge, your attempt and everyone’s assistance are cleared, ready for the next one.
See also: help try, help calltry, help rollchallenge, help assist.
When a storyrunner wants chance to decide how something turns out, they can call for a roll. The storyrunner judges how hard the task is and how much your stats help, and the dice do the rest. Rolls only happen with a storyrunner in the room: nobody else sets the challenge.
How a roll goes
–The storyrunner may prompt you with calltry (you). You can also start on your own.
–You say what you are attempting and which of your stats apply, with try (action) with (stat, stat…).
–Anyone else in the room can help with assist (you) (how they help).
–The storyrunner sets the challenge with rollchallenge. You are shown the number you need and the die you roll.
–You type roll and the dice decide.
Rolling
roll (1-10)
–Roll against the challenge that has been set for you. The number is how many times the dice bounce before they land, which is only for show. Leave it off and the dice bounce three to seven times.
roll fail
–Deliberately fail the roll without a critical failure, for when the story is better served by it going wrong.
roll critfail
–Deliberately roll a critical failure.
How the dice are read
You roll one die, plus one more for each person assisting you, up to the number of assistants the challenge allows. Your best die is the result, and you succeed if it meets or beats the number you need.
–If any die shows a 1, the roll is a critical failure, however well the other dice did.
–Otherwise, if any die shows its highest face, the roll is a critical success.
–So every assistant makes success more likely, but also makes a critical failure more likely.
Once you have rolled, the challenge, your attempt and everyone’s assistance are cleared, ready for the next one.
See also: help try, help calltry, help rollchallenge, help assist.
See Also
Rollchallenge
Rollchallenge
Storyrunners only. Once a player in the room has used try, this sets the challenge they roll against.
rollchallenge (player) (difficulty 0-5) (helpfulness 0-3)
rollchallenge (player) (difficulty) (helpfulness) (assistants 0-5) (randomness 0-3)
–Difficulty is how hard the task is in itself: 0 Trivial, 1 Easy, 2 Moderate, 3 Hard, 4 Very Hard, 5 Extreme.
–Helpfulness is how much the stats they named actually help at the level they have them: 0 None, 1 Low, 2 Moderate, 3 High.
–Assistants is the most extra dice other people may add by assisting. It defaults to 3. If the player limited their assistants when they used try, the lower of the two numbers applies.
–Randomness swaps the usual twenty-sided die for a bigger one: 0 is a D20, 1 a D32, 2 a D44, 3 a D56. The number needed is scaled with the die, so the chance of success stays about the same, but critical successes and critical failures become rarer.
On a D20 the number needed is 2, plus 6 for each step of difficulty, less 1, 4 or 9 for Low, Moderate or High helpfulness. It is never lower than 1 or higher than 20. The player and the room are shown the challenge level, the help level and the number needed, and the player is told to roll.
rollchallenge (player) trivial
–No roll needed: the room is told the attempt simply succeeds.
rollchallenge (player) impossible
–No roll needed: the room is told the attempt cannot succeed.
The player must have used try first, and must be in the room with you. NPCs do not roll.
See also: help roll, help try, help calltry, help assist.
Storyrunners only. Once a player in the room has used try, this sets the challenge they roll against.
rollchallenge (player) (difficulty 0-5) (helpfulness 0-3)
rollchallenge (player) (difficulty) (helpfulness) (assistants 0-5) (randomness 0-3)
–Difficulty is how hard the task is in itself: 0 Trivial, 1 Easy, 2 Moderate, 3 Hard, 4 Very Hard, 5 Extreme.
–Helpfulness is how much the stats they named actually help at the level they have them: 0 None, 1 Low, 2 Moderate, 3 High.
–Assistants is the most extra dice other people may add by assisting. It defaults to 3. If the player limited their assistants when they used try, the lower of the two numbers applies.
–Randomness swaps the usual twenty-sided die for a bigger one: 0 is a D20, 1 a D32, 2 a D44, 3 a D56. The number needed is scaled with the die, so the chance of success stays about the same, but critical successes and critical failures become rarer.
On a D20 the number needed is 2, plus 6 for each step of difficulty, less 1, 4 or 9 for Low, Moderate or High helpfulness. It is never lower than 1 or higher than 20. The player and the room are shown the challenge level, the help level and the number needed, and the player is told to roll.
rollchallenge (player) trivial
–No roll needed: the room is told the attempt simply succeeds.
rollchallenge (player) impossible
–No roll needed: the room is told the attempt cannot succeed.
The player must have used try first, and must be in the room with you. NPCs do not roll.
See also: help roll, help try, help calltry, help assist.
See Also
Roomlist
Syntax: room list/roomlist
This lists all rooms travel-accessible to your character, largely public rooms
and rooms created by you. The travel time is listed next to the room name in
parantheses, unless traveling there requires a plane. If that is the case, the
ticket cost is listed instead.
The first number, listed ahead of the room name in brackets, is used to specify
which room to travel to.
This lists all rooms travel-accessible to your character, largely public rooms
and rooms created by you. The travel time is listed next to the room name in
parantheses, unless traveling there requires a plane. If that is the case, the
ticket cost is listed instead.
The first number, listed ahead of the room name in brackets, is used to specify
which room to travel to.
See Also
roomtitle
Syntax: roomtitle <title>
Roomtitle sets your IC description, the one that people see when
they enter a room that you’re already standing in. This description
should show something to do with your character ICly at the given
time.
You can view your currently set roomtitle with the display command.
Characters with roomtitles that include the words sleeping, sleeps, or asleep will be considered to have toggled helpless.
Roomtitle sets your IC description, the one that people see when
they enter a room that you’re already standing in. This description
should show something to do with your character ICly at the given
time.
You can view your currently set roomtitle with the display command.
Characters with roomtitles that include the words sleeping, sleeps, or asleep will be considered to have toggled helpless.
See Also
Roster
The roster is a place for people to place characters they’ve already
built, and in some cases already played, to be then playable by others.
Almost any type of character can be placed onto the roster, and the amount
of effort and development gone into them is only restricted by the player
who created them. Several restrictions apply to playing characters from the
roster. For a long period after you claim them you cannot make very large
changes to them, you cannot get any of their invested resources from them,
and the original author can reclaim them from you. However after you pass a
certain number of hours, these restrictions all lift and the character
becomes entirely a regular character.
Once you’ve played a rostered character for a few hours, or done anything to
alter them you will be unable to take another character off the roster for
one month. This does not apply if you are the original creator of the
rostered character.
Syntax: Roster list
– Displays a list of all rostered characters by name, and a short blurb
about who they are.
Syntax: Roster info (number)
– Look at more detailed information on a particular rostered character.
Syntax: Roster claim (number)
– Claim a character from the roster for yourself, can only be used from new
character generation. We suggest using lookup self after claiming a
character to further inspect their history and details.
Syntax: Roster deliver
– Send your currently played character to the roster. Either used when you
took a character off and decided you didn’t like them, or when someone wants
to place an original character onto the roster.
Syntax: Roster description/introduction
-Used before sending an original character to the roster to set what their
intro on the roster list and their description in roster info will be.
Syntax: Roster reclaim (name)
-Used by the creator to take a claimed roster character back if the person
using it isn’t doint so in the way you envisoned.
When a roster character gets to 200 hours it becomes the property of the
current player and can no longer be reclaimed. At this point the creator
also earns up to 5000 karma, with more being earned for roster characters
claimed by new players.
built, and in some cases already played, to be then playable by others.
Almost any type of character can be placed onto the roster, and the amount
of effort and development gone into them is only restricted by the player
who created them. Several restrictions apply to playing characters from the
roster. For a long period after you claim them you cannot make very large
changes to them, you cannot get any of their invested resources from them,
and the original author can reclaim them from you. However after you pass a
certain number of hours, these restrictions all lift and the character
becomes entirely a regular character.
Once you’ve played a rostered character for a few hours, or done anything to
alter them you will be unable to take another character off the roster for
one month. This does not apply if you are the original creator of the
rostered character.
Syntax: Roster list
– Displays a list of all rostered characters by name, and a short blurb
about who they are.
Syntax: Roster info (number)
– Look at more detailed information on a particular rostered character.
Syntax: Roster claim (number)
– Claim a character from the roster for yourself, can only be used from new
character generation. We suggest using lookup self after claiming a
character to further inspect their history and details.
Syntax: Roster deliver
– Send your currently played character to the roster. Either used when you
took a character off and decided you didn’t like them, or when someone wants
to place an original character onto the roster.
Syntax: Roster description/introduction
-Used before sending an original character to the roster to set what their
intro on the roster list and their description in roster info will be.
Syntax: Roster reclaim (name)
-Used by the creator to take a claimed roster character back if the person
using it isn’t doint so in the way you envisoned.
When a roster character gets to 200 hours it becomes the property of the
current player and can no longer be reclaimed. At this point the creator
also earns up to 5000 karma, with more being earned for roster characters
claimed by new players.
RP Experience
Roleplay experience
Roleplay experience (RPXP) is used to buy all the stats in the game that aren’t disciplines. Most of them are non-combat.
You earn RPXP by roleplaying with other players. Half of it is paid as you write and half when your roleplay is graded. See help roleplay rewards for how that works and for the limits on long or rapid emotes.
What changes it
–Longer emotes pay more, up to 1,000 characters an emote.
–Roleplaying with more people in the room pays a little more.
–Private mode, or having story turned off, halves it.
–Carrying large weapons around usually earns you no RPXP, unless you are in a fight or on patrol.
–In a dream you earn RPXP only while another player is with you. Dream roleplay also earns dream experience.
–Once a character has played for 15 hours, it earns nothing from roleplay until it has a history of at least 250 characters. Use history to write one.
Roleplay experience (RPXP) is used to buy all the stats in the game that aren’t disciplines. Most of them are non-combat.
You earn RPXP by roleplaying with other players. Half of it is paid as you write and half when your roleplay is graded. See help roleplay rewards for how that works and for the limits on long or rapid emotes.
What changes it
–Longer emotes pay more, up to 1,000 characters an emote.
–Roleplaying with more people in the room pays a little more.
–Private mode, or having story turned off, halves it.
–Carrying large weapons around usually earns you no RPXP, unless you are in a fight or on patrol.
–In a dream you earn RPXP only while another player is with you. Dream roleplay also earns dream experience.
–Once a character has played for 15 hours, it earns nothing from roleplay until it has a history of at least 250 characters. Use history to write one.
See Also
RP Prompts
RP Prompts will appear on occasion based on your character’s habits,
tier, stats and other factors. They will always appear in the form of a
question. It’s usually a good idea to take a few minutes and think about
the answer to this question, then see if you can work it into your RP to
ensure that part of your character is represented in your RP.
They can be turned off using the command: prompt
tier, stats and other factors. They will always appear in the form of a
question. It’s usually a good idea to take a few minutes and think about
the answer to this question, then see if you can work it into your RP to
ensure that part of your character is represented in your RP.
They can be turned off using the command: prompt
Rules
Obey the following:
1: You must remain In Character (IC) at all times.
2: You cannot use Out of Character (OOC) information IC nor should you take IC
issues OOC. You also should not base IC interactions on OOC ones. Any
information acquired outside of the game is OOC.
3: You cannot harass or abuse a player OOCly.
4: You may not take advantage of any part of the game that is not working how
it is intended, or use systems in ways they are clearly not designed to be
used. (e.g. bug abuse)
5: You must be at your screen when playing the game.
6: You may have two characters logged in at the same time as long as one is
natural and one is supernatural. If you have multiple characters they cannot
generally be allies. See Help Alts.
7: You may not give your account to any other player. Or transfer anything
from one character to another in an OOC manner.
8: You should always use channels for their appropriate purpose. Newbie, aid,
and mtalk are to help new players. Stell is to aid Story Runners in
running scenes. General purpose chat should be done with the tell,
Legends, or OOC commands. Read help OOC rules for details regarding OOC
communication, behavior expected, and how to enable tell. Help community
credit will inform you how OOC and Legends can be acquired.
9: Never ask a player to use the command that’s given in help OOC rules.
Please refer them to the helpfile if they wish to enable tells.
10: You may only have one account.
11: You may not earn RP experience, influence or karma through illegitimate
roleplay such as using partially or completely prewritten or aliased emotes,
or gibberish emotes when in a room with others.
12: Never use roleplay to represent having powers, abilities or other attributes
you do not codely possess. Or otherwise attempt to roleplay around the code
and/or lore.
13: Only write x-rated material while under the private flag.
1: You must remain In Character (IC) at all times.
2: You cannot use Out of Character (OOC) information IC nor should you take IC
issues OOC. You also should not base IC interactions on OOC ones. Any
information acquired outside of the game is OOC.
3: You cannot harass or abuse a player OOCly.
4: You may not take advantage of any part of the game that is not working how
it is intended, or use systems in ways they are clearly not designed to be
used. (e.g. bug abuse)
5: You must be at your screen when playing the game.
6: You may have two characters logged in at the same time as long as one is
natural and one is supernatural. If you have multiple characters they cannot
generally be allies. See Help Alts.
7: You may not give your account to any other player. Or transfer anything
from one character to another in an OOC manner.
8: You should always use channels for their appropriate purpose. Newbie, aid,
and mtalk are to help new players. Stell is to aid Story Runners in
running scenes. General purpose chat should be done with the tell,
Legends, or OOC commands. Read help OOC rules for details regarding OOC
communication, behavior expected, and how to enable tell. Help community
credit will inform you how OOC and Legends can be acquired.
9: Never ask a player to use the command that’s given in help OOC rules.
Please refer them to the helpfile if they wish to enable tells.
10: You may only have one account.
11: You may not earn RP experience, influence or karma through illegitimate
roleplay such as using partially or completely prewritten or aliased emotes,
or gibberish emotes when in a room with others.
12: Never use roleplay to represent having powers, abilities or other attributes
you do not codely possess. Or otherwise attempt to roleplay around the code
and/or lore.
13: Only write x-rated material while under the private flag.
See Also
rumor
Syntax: Rumor (message)
This costs 1000 influence and will create a piece of town gossip that
appears in the news feed, at least one other person must be in the room with
you when it’s used.
This costs 1000 influence and will create a piece of town gossip that
appears in the news feed, at least one other person must be in the room with
you when it’s used.
Running
Levels: 0, 1, 2, 3, 4, 5
Requirements: Rank 3 requires Angelborn or Tier 3.
Rank 4 requires Angelborn Champion 2 or Combat focus of 4.
Rank 5 requires Angelborn Champion 4
Young Characters: Rank 2 requires the Jock role.
This stat determines how quickly your character can run. This is your
character’s maximum speed, they likely could not maintain it for more than 20
seconds or so.
Running 0
As fast as an average, fairly fit person; 15 mph(24Kph); move 10 in combat
Running 1
As fast as a professional athlete; 18mph(29Kph); move 12 in combat
Running 2
As fast as the fastest sprinters in the world; 21mph(34Kph); move 14 in combat
Running 3
Supernaturally fast; 24 mph(39Kph); move 16 in combat
Running 4
Obviously supernaturally fast; 30mph(48Kph); move 18 in combat
Running 5
Blurringly fast; 50 mph(81Kph); move 20 in combat
Requirements: Rank 3 requires Angelborn or Tier 3.
Rank 4 requires Angelborn Champion 2 or Combat focus of 4.
Rank 5 requires Angelborn Champion 4
Young Characters: Rank 2 requires the Jock role.
This stat determines how quickly your character can run. This is your
character’s maximum speed, they likely could not maintain it for more than 20
seconds or so.
Running 0
As fast as an average, fairly fit person; 15 mph(24Kph); move 10 in combat
Running 1
As fast as a professional athlete; 18mph(29Kph); move 12 in combat
Running 2
As fast as the fastest sprinters in the world; 21mph(34Kph); move 14 in combat
Running 3
Supernaturally fast; 24 mph(39Kph); move 16 in combat
Running 4
Obviously supernaturally fast; 30mph(48Kph); move 18 in combat
Running 5
Blurringly fast; 50 mph(81Kph); move 20 in combat
See Also
Running Dreamworlds
Syntax: Dreamworld godmode (number)
Syntax Inside World: Godmode
-Toggle being a god in your dream world. Becoming invisible and able
to use Storyrunner like commands.
Syntax: Dreamworld trust (number) (roster number or intro)
-Sets a participant as also able to alter intros/descs and enter godmode.
Syntax: Dreamworld remove (number) (roster number or intro)
-Delete a character from your dreamworld.
Syntax: Dreamworld ban (number) (roster number or intro)
-Delete a character from your dreamworld and prevent them ever returning.
Syntax: Dreamworld petition (number)
Syntax Inside World: Petition
-View and edit messages sent by players of the world.
Syntax: Dreamworld notify (number) (message)
-Used by the author of a dreamworld to send a message to all participants
even if they are presently offline.
Syntax: Probe (character) (statname)
-Godmode characters can discover stats of those in their dream world.
Syntax: Dreamworld blind (number) (roster number or intro)
Syntax Inside World: Blind (roster number or intro)
-Make a character in your dreamworld unable to see what’s going on, or
restore their sight.
Syntax: Dreamworld noaction (number) (roster number or intro)
Syntax Inside World: Noaction (roster number or intro)
-Make a character in your dreamworld unable to act, or restore their
ability to act.
Syntax: Dreamworld nomove (number) (roster number or intro)
Syntax Inside World: Nomove (roster number or intro)
-Make a character in your dreamworld unable to move around, or
restore their ability to move around.
Syntax: Dreamworld Drag (number) (roster number or intro)
Syntax Inside World: Drag (roster number or intro)
-Make a character in your dreamworld follow you wherever you
go, or stop them following you.
Syntax: Dreamworld newintro (dreamworld number) (roster number) (new intro)
-Force change someone’s intro in your dream world.
Syntax: Dreamworld newdesc (number) (roster number or intro)
Syntax Inside World Newdesc (roster number or intro)
-Enter an editor to force change someone’s description in your dream
world.
Syntax: Dreamworld reroll (dreamworld number) (roster number)
-Reset all someone’s stats.
Syntax Inside World: Godmode
-Toggle being a god in your dream world. Becoming invisible and able
to use Storyrunner like commands.
Syntax: Dreamworld trust (number) (roster number or intro)
-Sets a participant as also able to alter intros/descs and enter godmode.
Syntax: Dreamworld remove (number) (roster number or intro)
-Delete a character from your dreamworld.
Syntax: Dreamworld ban (number) (roster number or intro)
-Delete a character from your dreamworld and prevent them ever returning.
Syntax: Dreamworld petition (number)
Syntax Inside World: Petition
-View and edit messages sent by players of the world.
Syntax: Dreamworld notify (number) (message)
-Used by the author of a dreamworld to send a message to all participants
even if they are presently offline.
Syntax: Probe (character) (statname)
-Godmode characters can discover stats of those in their dream world.
Syntax: Dreamworld blind (number) (roster number or intro)
Syntax Inside World: Blind (roster number or intro)
-Make a character in your dreamworld unable to see what’s going on, or
restore their sight.
Syntax: Dreamworld noaction (number) (roster number or intro)
Syntax Inside World: Noaction (roster number or intro)
-Make a character in your dreamworld unable to act, or restore their
ability to act.
Syntax: Dreamworld nomove (number) (roster number or intro)
Syntax Inside World: Nomove (roster number or intro)
-Make a character in your dreamworld unable to move around, or
restore their ability to move around.
Syntax: Dreamworld Drag (number) (roster number or intro)
Syntax Inside World: Drag (roster number or intro)
-Make a character in your dreamworld follow you wherever you
go, or stop them following you.
Syntax: Dreamworld newintro (dreamworld number) (roster number) (new intro)
-Force change someone’s intro in your dream world.
Syntax: Dreamworld newdesc (number) (roster number or intro)
Syntax Inside World Newdesc (roster number or intro)
-Enter an editor to force change someone’s description in your dream
world.
Syntax: Dreamworld reroll (dreamworld number) (roster number)
-Reset all someone’s stats.
See Also
Rushell Industries
Overview: An industry giant based in the US, Rushell industries does whatever it takes to sign that next development deal and keep their shareholders happy, even if that means turning to the supernatural.
Common Allies: CIA, the Mob, the Vampire Court of New York, the House of Odin
Common Enemies: New World Movement, The Aquarian Guard, The Coven, The Redwood Pack.
Prefers: Government contacts, Media contacts.
Typical Tasks: Corporate espionage or sabotage, strong arming, influence peddling.
Common Allies: CIA, the Mob, the Vampire Court of New York, the House of Odin
Common Enemies: New World Movement, The Aquarian Guard, The Coven, The Redwood Pack.
Prefers: Government contacts, Media contacts.
Typical Tasks: Corporate espionage or sabotage, strong arming, influence peddling.
See Also
Russian Mafia
Overview: The Russian Mafia has less of a presence in the US, but still some and a much more significant presence in the rest of Europe, particularly eastern Europe.
Common Allies: None
Common Enemies: Interpol, FBI, Sheriff, Rockfield Bounties.
Prefers: Underworld Contacts
Typical Tasks: Drug dealing, robbery, prostitution, arms trafficking, human trafficking, racketeering.
Common Allies: None
Common Enemies: Interpol, FBI, Sheriff, Rockfield Bounties.
Prefers: Underworld Contacts
Typical Tasks: Drug dealing, robbery, prostitution, arms trafficking, human trafficking, racketeering.
See Also
Sanctuary
Sanctuary is the name of a working of magic that covers the entirety of
Haven and is where the town derives its name. The Sanctuary spell is
designed to keep all the inhabitants of Haven safe from serious harm,
although it doesn’t protect all equally.
Anyone attempting to do something to a protected person that is against the
rules of the spell will find their body simply unable to follow the commands
to do so. Someone who attempts to stab a person will find their hand
holding the knife simply hanging casually by their side instead. It can be
a fairly disconcerting experience for the unaware. It even extends to those
who try to arrange situations in which a violation is likely to occur.
Sanctuary also counteracts several types of mind control, any attempt to use
supernatural mind control to cause someone to perform an act that would
violate sanctuary will simply fail if conducted inside Haven. This happens
even if the target of the mind control and/or the target of their actions
are unprotected.
All humans are covered by sanctuary, supernaturals however are not unless
they are part of a society which is paying to extend that protection to it’s
membership. Or if someone has used a ritual to temporarily extend
protection to them.
Character with the fleshform modifier are never protected, nor those who have
been fleshformed in some inhuman way, such as given inhuman features or
abilities. Characters who have recently killed a person also will be without
protection for a time, even if the kill was accidental and/or happened outside
of Haven. The spell also often takes a while to take hold of new arrivals,
making those who come and go from the town a lot often have spottier protection.
Individuals in other worlds will have protection from other earth residents,
but not from those who’ve spent at least 2 days in that other world and
are considered otherworldy residents.
Positive emotions can cause protection to temporarily fail, such as those
caused by sexual encounter or close relationships. Nobody you have a coded
relationship with will be protected against you or visa versa.
The Sanctuary spell also protects people from long term harm due to
imprisonment, if prisoners aren’t regularly cared for with the carefor
command in Haven, the spell will briefly open up a hole through space to
drop them from their cell and into freedom somewhere else.
People can choose to lower their sanctuary protection, anyone who says the
words “Revocacionem protectione sanctuarium” will find their protection
disappears until they say “Repeto praesidio sanctuarium“. Fortunately the
sanctuary spell also protects against mind control compulsions to say one of
these phrases, unfortunately it doesn’t protect people again being induced
into do so with threats, blackmail, intimidation, bribery or torture.
It also prevents the words being said by force through ghost possession.
If someone instead says “Nullius Minuat sanctuarium” their protection will be limited,
only protecting them from death or maiming until they repeal it.
See help Sanctuary Violations for an overview of activities the spell
protects against.
Haven and is where the town derives its name. The Sanctuary spell is
designed to keep all the inhabitants of Haven safe from serious harm,
although it doesn’t protect all equally.
Anyone attempting to do something to a protected person that is against the
rules of the spell will find their body simply unable to follow the commands
to do so. Someone who attempts to stab a person will find their hand
holding the knife simply hanging casually by their side instead. It can be
a fairly disconcerting experience for the unaware. It even extends to those
who try to arrange situations in which a violation is likely to occur.
Sanctuary also counteracts several types of mind control, any attempt to use
supernatural mind control to cause someone to perform an act that would
violate sanctuary will simply fail if conducted inside Haven. This happens
even if the target of the mind control and/or the target of their actions
are unprotected.
All humans are covered by sanctuary, supernaturals however are not unless
they are part of a society which is paying to extend that protection to it’s
membership. Or if someone has used a ritual to temporarily extend
protection to them.
Character with the fleshform modifier are never protected, nor those who have
been fleshformed in some inhuman way, such as given inhuman features or
abilities. Characters who have recently killed a person also will be without
protection for a time, even if the kill was accidental and/or happened outside
of Haven. The spell also often takes a while to take hold of new arrivals,
making those who come and go from the town a lot often have spottier protection.
Individuals in other worlds will have protection from other earth residents,
but not from those who’ve spent at least 2 days in that other world and
are considered otherworldy residents.
Positive emotions can cause protection to temporarily fail, such as those
caused by sexual encounter or close relationships. Nobody you have a coded
relationship with will be protected against you or visa versa.
The Sanctuary spell also protects people from long term harm due to
imprisonment, if prisoners aren’t regularly cared for with the carefor
command in Haven, the spell will briefly open up a hole through space to
drop them from their cell and into freedom somewhere else.
People can choose to lower their sanctuary protection, anyone who says the
words “Revocacionem protectione sanctuarium” will find their protection
disappears until they say “Repeto praesidio sanctuarium“. Fortunately the
sanctuary spell also protects against mind control compulsions to say one of
these phrases, unfortunately it doesn’t protect people again being induced
into do so with threats, blackmail, intimidation, bribery or torture.
It also prevents the words being said by force through ghost possession.
If someone instead says “Nullius Minuat sanctuarium” their protection will be limited,
only protecting them from death or maiming until they repeal it.
See help Sanctuary Violations for an overview of activities the spell
protects against.
See Also
Sanctuary Violations
The basic types of violation are:
* Murder
* Mutilation
* Rape
* Kidnapping from Haven
* Brainwashing
* Large Scale Destruction
* Unwilling exposure to bodily fluids.
Mutilation extends to any forced change to someone that would last for more than a few days, which can include things like tattooing or even the removal of hair. And also extends to inflicting serious woulds that would take a normal human quite a while to recover from.
Brainwashing extends to things like the use of a brainwashing facility to alter people and locking hypnosis compulsions, but not to regular hypnosis or the alchemical alteration of memories.
Sanctuary protects against forcing someone to have sex through violence, overpowering or the person being unconscious but does not protect against tricking or coercing someone into sex etc. It must fit the mystical defition of sex. It also protects against unwilling exposure to any bodily fluids.
Any attempt to move someone outside of Haven without their consent will be prevented by Sanctuary. Further, Sanctuary prevents someone from being forcibly moved into Warden’s Woods or into/out of the Academy.
Any type of large scale destruction such as the detonating of bombs or arson will be prevented by Sanctuary.
Turning someone into a werewolf or vampire is counted as a violation.
* Murder
* Mutilation
* Rape
* Kidnapping from Haven
* Brainwashing
* Large Scale Destruction
* Unwilling exposure to bodily fluids.
Mutilation extends to any forced change to someone that would last for more than a few days, which can include things like tattooing or even the removal of hair. And also extends to inflicting serious woulds that would take a normal human quite a while to recover from.
Brainwashing extends to things like the use of a brainwashing facility to alter people and locking hypnosis compulsions, but not to regular hypnosis or the alchemical alteration of memories.
Sanctuary protects against forcing someone to have sex through violence, overpowering or the person being unconscious but does not protect against tricking or coercing someone into sex etc. It must fit the mystical defition of sex. It also protects against unwilling exposure to any bodily fluids.
Any attempt to move someone outside of Haven without their consent will be prevented by Sanctuary. Further, Sanctuary prevents someone from being forcibly moved into Warden’s Woods or into/out of the Academy.
Any type of large scale destruction such as the detonating of bombs or arson will be prevented by Sanctuary.
Turning someone into a werewolf or vampire is counted as a violation.
Satiate
This command is used to acknowledge that you’ve fulfilled an imprint, and should be done without the leading text of ‘You need to,’ ‘your body,’ and so on.
Syntax: satiate (imprint)
Example Imprint: You want to buy the nice lady at the bar a drink.
Syntax: Alice types, “satiate buy the nice lady at the bar a drink“
Note that not all imprints may be satiated; you can check which ones you possess are satiatable by typing imprint by itself.
[Last edited August 27, 2021]
Syntax: satiate (imprint)
Example Imprint: You want to buy the nice lady at the bar a drink.
Syntax: Alice types, “satiate buy the nice lady at the bar a drink“
Note that not all imprints may be satiated; you can check which ones you possess are satiatable by typing imprint by itself.
[Last edited August 27, 2021]
save
Saves your char to file, is automatically done quite often so
the command is really fairly redundant.
the command is really fairly redundant.
Say
Syntax: say <string>
Syntax: ‘<string>
Says your message out loud to the room. Your character’s talk string is
automatically appended if it is set and you have not designated an action.
Syntax: say (action or speech string) <string>
Syntax: ‘(action or speech string) <string>
Note that in the above syntaxes, the parentheses are part of the syntax. This
will append an action to your say as such:
Bob says, shaking his head furiously, ‘No, thank you.’
Syntax: say to <person> (action or speech string) <string>
Syntax: ‘to <person> (action or speech string) <string>
Note that in the above syntaxes, the parentheses are part of the syntax. This
will direct your say to someone specific, as well as append an action, if
specified, as such:
Bob says to Alice, shaking his head furiously, ‘No, thank you.’
Note: This command does not automatically capitalize or punctuate for you.
Syntax: ‘<string>
Says your message out loud to the room. Your character’s talk string is
automatically appended if it is set and you have not designated an action.
Syntax: say (action or speech string) <string>
Syntax: ‘(action or speech string) <string>
Note that in the above syntaxes, the parentheses are part of the syntax. This
will append an action to your say as such:
Bob says, shaking his head furiously, ‘No, thank you.’
Syntax: say to <person> (action or speech string) <string>
Syntax: ‘to <person> (action or speech string) <string>
Note that in the above syntaxes, the parentheses are part of the syntax. This
will direct your say to someone specific, as well as append an action, if
specified, as such:
Bob says to Alice, shaking his head furiously, ‘No, thank you.’
Note: This command does not automatically capitalize or punctuate for you.
See Also
saycolor
Say colour
saycolor (0-255)
–Choose the colour you see spoken words in. It covers speech from say, whispers, and voices that come through your phone. The number is one of the 256 xterm colours: help xterm color shows them all.
–The colour is for your screen only. It changes how you see everyone’s speech, not how other people see yours.
–Once you have set a say colour, it replaces the say colour from the color command. To change it, use saycolor again with another number.
saycolor (0-255)
–Choose the colour you see spoken words in. It covers speech from say, whispers, and voices that come through your phone. The number is one of the 256 xterm colours: help xterm color shows them all.
–The colour is for your screen only. It changes how you see everyone’s speech, not how other people see yours.
–Once you have set a say colour, it replaces the say colour from the color command. To change it, use saycolor again with another number.
See Also
Scan
Syntax: scan (option)
Will provide a list of all the other characters in a fight with you that you can see. Can be provided an
argument to only show certain options.
pois: Just show Points of Interest, e.g. Extraction Points
enemies: Only show enemies.
allies: Only show allies.
pcs: Only show PCs.
incover: Only show characters in cover.
outcover: Only show characters out of cover.
close: Only show characters within 120 distance.
closeenemies: Only show enemies within 120 distance.
Will provide a list of all the other characters in a fight with you that you can see. Can be provided an
argument to only show certain options.
pois: Just show Points of Interest, e.g. Extraction Points
enemies: Only show enemies.
allies: Only show allies.
pcs: Only show PCs.
incover: Only show characters in cover.
outcover: Only show characters out of cover.
close: Only show characters within 120 distance.
closeenemies: Only show enemies within 120 distance.
Scar
Syntax: Scar (person) (location) (message)
This command inflicts a permanent but not that serious injury upon a
helpless victim. For example scar (person) lowerface A scar runs along his
right cheek.
It will be visible whenever that bodypart is exposed. Sanctuary protects
against this command.
This command inflicts a permanent but not that serious injury upon a
helpless victim. For example scar (person) lowerface A scar runs along his
right cheek.
It will be visible whenever that bodypart is exposed. Sanctuary protects
against this command.
Scheme Commands
Scheme list
Lists all current schemes.
Scheme info (number)
Obtain more information on the scheme such as the introduction and, if researched, description.
Scheme aid (person) (amount)
Send the target the specified amount of influence which can only be used for schemes.
Scheme create
Start to create a scheme.
Scheme type (type)
Set what type of scheme it will be, see help scheme types.
Scheme typetwo (type)
Sets a secondary scheme effect.
Scheme target (target)
Set who the target of the scheme is.
Scheme introduction
Enter an editor where you will write the message that will appear in the news when the scheme starts.
Scheme description
Enter an editor where you will write the information that will appear when people research your scheme.
Scheme method
Enter an editor to describe at least one way your scheme could be thwarted, this is visible after the scheme has ended. These should be methods that are feasible for at least some of the player base. Waiting for the scheme to end is not an acceptable method.
Scheme imprint
Puts you into an editor where you can write the imprint the scheme will use, if it’s of a type that causes an imprint.
Scheme message
Puts you into an editor where you can write periodic echoes, if it’s a type that uses haunt messages. Do not use blank lines.
Scheme storyrunners
Enter an editor where you can list the account names of anyone you want to also be able to handle thwarts for this scheme, separating each by a space.
Scheme thwart (number)
Attempt to thwart a scheme, a message will be send to the author of the scheme, who will be able to temporarily become an SR, and transport you and everyone in the room with you to a clone of the room you’re in to RP out the attempt.
Scheme thwart accept
Accept a thwart request and become an SR to run the thwart scene, you can log your PC back on in another window if you want to keep them connected during the thwart.
Scheme thwart reject (reason)
Turn down a thwart request, you can provide a reason or time when you will be available to handle it.
Scheme thwart refer (person)
Refer the scheme thwart to someone else to handle.
Scheme thwart finish success
Finish the thwart successfully, the scheme ends and karma is given to the SR running the thwart, this is split with some going to the author if they aren’t the same person.
Scheme thwart finish failure
Finish the thwart without ending it or awarding karma.
Scheme launch
Launch a scheme you’ve been creating, making it active 24 hours later.
Scheme limited
An alternative to scheme launch, this halves the cost of the scheme but means it will always only be active for 24 hours and doesn’t need to be thwarted. Powerful schemes such as cleanses or sanctuary lowering can’t be run as limited schemes. Again, note that this completes the scheme creation process.
[Last edited September 18, 2021]
Lists all current schemes.
Scheme info (number)
Obtain more information on the scheme such as the introduction and, if researched, description.
Scheme aid (person) (amount)
Send the target the specified amount of influence which can only be used for schemes.
Scheme create
Start to create a scheme.
Scheme type (type)
Set what type of scheme it will be, see help scheme types.
Scheme typetwo (type)
Sets a secondary scheme effect.
Scheme target (target)
Set who the target of the scheme is.
Scheme introduction
Enter an editor where you will write the message that will appear in the news when the scheme starts.
Scheme description
Enter an editor where you will write the information that will appear when people research your scheme.
Scheme method
Enter an editor to describe at least one way your scheme could be thwarted, this is visible after the scheme has ended. These should be methods that are feasible for at least some of the player base. Waiting for the scheme to end is not an acceptable method.
Scheme imprint
Puts you into an editor where you can write the imprint the scheme will use, if it’s of a type that causes an imprint.
Scheme message
Puts you into an editor where you can write periodic echoes, if it’s a type that uses haunt messages. Do not use blank lines.
Scheme storyrunners
Enter an editor where you can list the account names of anyone you want to also be able to handle thwarts for this scheme, separating each by a space.
Scheme thwart (number)
Attempt to thwart a scheme, a message will be send to the author of the scheme, who will be able to temporarily become an SR, and transport you and everyone in the room with you to a clone of the room you’re in to RP out the attempt.
Scheme thwart accept
Accept a thwart request and become an SR to run the thwart scene, you can log your PC back on in another window if you want to keep them connected during the thwart.
Scheme thwart reject (reason)
Turn down a thwart request, you can provide a reason or time when you will be available to handle it.
Scheme thwart refer (person)
Refer the scheme thwart to someone else to handle.
Scheme thwart finish success
Finish the thwart successfully, the scheme ends and karma is given to the SR running the thwart, this is split with some going to the author if they aren’t the same person.
Scheme thwart finish failure
Finish the thwart without ending it or awarding karma.
Scheme launch
Launch a scheme you’ve been creating, making it active 24 hours later.
Scheme limited
An alternative to scheme launch, this halves the cost of the scheme but means it will always only be active for 24 hours and doesn’t need to be thwarted. Powerful schemes such as cleanses or sanctuary lowering can’t be run as limited schemes. Again, note that this completes the scheme creation process.
[Last edited September 18, 2021]
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.
Brainwash:
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 town except the target.
Condition:
Cost : 40,000 Average Duration: 1 week.
Valid Targets: Society Name, Alliance Name, Archetype group (e.g. Vampires), Naturals, Supernaturals, Character Name, Everyone.
It takes the form of : You want to (message).
A scheme which places the specific mental compulsion on everyone in the specified society or racial group.
[Social Schemes]:
Discredit:
Cost : 10,000 Average Duration: 1 week.
Valid Targets: One individual
This scheme makes the target unable to access their bank account.
Heist:
Cost : 40,000 Average Duration: 1 week.
Valid Targets: One individual
This scheme’s author earns much more money and everyone else earns less for the duration.
Outcast:
Cost : 10,000 Average Duration: 1 week.
Valid Targets: One individual
This scheme makes the target unable to use any of their influence.
Rob:
Cost : 10,000 Average Duration: 3 days.
Valid Targets: One individual
This scheme randomly steals items from the target’s stash.
Steal:
Cost : 10,000 Average Duration: 3 days.
Valid Targets: One individual
This scheme regularly steals money from the target.
[Society Boosting Schemes]:
Occurance:
Cost : 60,000 Average Duration: 5 days.
Valid Targets: Automatic; author’s primary society
Increased influence gains for members of the author’s primary society, reduced influence gains for everyone else.
Operation:
Cost : 60,000 Average Duration: 5 days.
Valid Targets: Automatic; author’s primary society
Increased wealth earned for members of the author’s primary society, reduced wealth earned for everyone else.
Recruitment:
Cost : 60,000 Average Duration: 5 days.
Valid Targets: Automatic; author’s primary society
One free bodyguard for members of the author’s primary society, reduced experience gains for everyone else.
Teaching:
Cost : 60,000 Average Duration: 5 days.
Valid Targets: Automatic; author’s primary society
Increased experience gains for members of the author’s primary society, reduced experience gains for everyone else.
[Weather Schemes]:
Flood:
Cost : 20,000 Average Duration: 3 days.
Valid Targets: Automatic; Haven township
A scheme which causes Haven’s streets to become flooded with rising water levels.
Hurricane:
Cost : 40,000 Average Duration: 3 days.
Valid Targets: Automatic; Haven township
A scheme which causes hurricane force winds to batter Haven, making movement outside difficult.
Storm:
Cost : 10,000 Average Duration: 3 days.
Valid Targets: Automatic; Haven township
A scheme which causes a perpetual rainstorm in Haven.
[Technology Schemes]:
Blackout:
Cost : 20,000 Average Duration: 3 days.
Valid Targets: Automatic; Haven township
A scheme which causes Haven to experience a power failure for the duration.
Disruption:
Cost : 40,000 Average Duration: 3 days.
Valid Targets: Automatic; Haven township
A scheme which causes widespread disruption of electronic communications for the duration.
[Worldwide Schemes]:
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.
[Other Schemes]:
Catastrophe:
Cost : 100,000 Average Duration: 7 days.
Valid Targets: Automatic; Haven township
Regularly inflicts minor wounds on people and causes everyone to earn less money and experience.
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; Haven township
This scheme makes anybody residing inside properties wander outside.
Sabotage:
Cost : 30,000 Average Duraction: 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 Duraction: 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.
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.
Brainwash:
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 town except the target.
Condition:
Cost : 40,000 Average Duration: 1 week.
Valid Targets: Society Name, Alliance Name, Archetype group (e.g. Vampires), Naturals, Supernaturals, Character Name, Everyone.
It takes the form of : You want to (message).
A scheme which places the specific mental compulsion on everyone in the specified society or racial group.
[Social Schemes]:
Discredit:
Cost : 10,000 Average Duration: 1 week.
Valid Targets: One individual
This scheme makes the target unable to access their bank account.
Heist:
Cost : 40,000 Average Duration: 1 week.
Valid Targets: One individual
This scheme’s author earns much more money and everyone else earns less for the duration.
Outcast:
Cost : 10,000 Average Duration: 1 week.
Valid Targets: One individual
This scheme makes the target unable to use any of their influence.
Rob:
Cost : 10,000 Average Duration: 3 days.
Valid Targets: One individual
This scheme randomly steals items from the target’s stash.
Steal:
Cost : 10,000 Average Duration: 3 days.
Valid Targets: One individual
This scheme regularly steals money from the target.
[Society Boosting Schemes]:
Occurance:
Cost : 60,000 Average Duration: 5 days.
Valid Targets: Automatic; author’s primary society
Increased influence gains for members of the author’s primary society, reduced influence gains for everyone else.
Operation:
Cost : 60,000 Average Duration: 5 days.
Valid Targets: Automatic; author’s primary society
Increased wealth earned for members of the author’s primary society, reduced wealth earned for everyone else.
Recruitment:
Cost : 60,000 Average Duration: 5 days.
Valid Targets: Automatic; author’s primary society
One free bodyguard for members of the author’s primary society, reduced experience gains for everyone else.
Teaching:
Cost : 60,000 Average Duration: 5 days.
Valid Targets: Automatic; author’s primary society
Increased experience gains for members of the author’s primary society, reduced experience gains for everyone else.
[Weather Schemes]:
Flood:
Cost : 20,000 Average Duration: 3 days.
Valid Targets: Automatic; Haven township
A scheme which causes Haven’s streets to become flooded with rising water levels.
Hurricane:
Cost : 40,000 Average Duration: 3 days.
Valid Targets: Automatic; Haven township
A scheme which causes hurricane force winds to batter Haven, making movement outside difficult.
Storm:
Cost : 10,000 Average Duration: 3 days.
Valid Targets: Automatic; Haven township
A scheme which causes a perpetual rainstorm in Haven.
[Technology Schemes]:
Blackout:
Cost : 20,000 Average Duration: 3 days.
Valid Targets: Automatic; Haven township
A scheme which causes Haven to experience a power failure for the duration.
Disruption:
Cost : 40,000 Average Duration: 3 days.
Valid Targets: Automatic; Haven township
A scheme which causes widespread disruption of electronic communications for the duration.
[Worldwide Schemes]:
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.
[Other Schemes]:
Catastrophe:
Cost : 100,000 Average Duration: 7 days.
Valid Targets: Automatic; Haven township
Regularly inflicts minor wounds on people and causes everyone to earn less money and experience.
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; Haven township
This scheme makes anybody residing inside properties wander outside.
Sabotage:
Cost : 30,000 Average Duraction: 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 Duraction: 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.
Schemes
Schemes are a way for characters to use their influence to pursue goals
or schemes behinds the scenes of the regular RP environment.
Help Scheme Commands – Will give more information on each of the scheme
commands.
Help Scheme Types – Will give more information on each of the types of
schemes.
Scheme list will show a list of all current schemes. Schemes will activate
24 hours after they are created and run for a semi-random amount of time or
until they’re thwarted by other PCs.
Some schemes will never terminate naturally until a thwart has at least been
attempted.
The author name on the scheme can be taken as IC information. Scheme authors are always culpable for their schemes. All schemes are local except for Dominance, Aegis and Cleanse, which are worldwide.
The length of time a scheme will run may be reduced if the author, or nominated SRs are not available, and visible/not AFK for thwarts.
Only one of each scheme type can run at a time.
or schemes behinds the scenes of the regular RP environment.
Help Scheme Commands – Will give more information on each of the scheme
commands.
Help Scheme Types – Will give more information on each of the types of
schemes.
Scheme list will show a list of all current schemes. Schemes will activate
24 hours after they are created and run for a semi-random amount of time or
until they’re thwarted by other PCs.
Some schemes will never terminate naturally until a thwart has at least been
attempted.
The author name on the scheme can be taken as IC information. Scheme authors are always culpable for their schemes. All schemes are local except for Dominance, Aegis and Cleanse, which are worldwide.
The length of time a scheme will run may be reduced if the author, or nominated SRs are not available, and visible/not AFK for thwarts.
Only one of each scheme type can run at a time.
Scientifically Augmented
Positive Tier Modifier
Replaceable: Yes.
This modifier represents the part supernatural, part technological process
of augmenting human soldiers to be more capable of dealing with supernatural
enemies. It allows the training of some supernatural defensive disciplines
up to 10, increases the physical stat limit cap and allows those with it to
become capable of electropathy. However it also increase vulnerability to
attacks and debuffs that interfere with electronics, such as blackout schemes
and tech hexes.
Replaceable: Yes.
This modifier represents the part supernatural, part technological process
of augmenting human soldiers to be more capable of dealing with supernatural
enemies. It allows the training of some supernatural defensive disciplines
up to 10, increases the physical stat limit cap and allows those with it to
become capable of electropathy. However it also increase vulnerability to
attacks and debuffs that interfere with electronics, such as blackout schemes
and tech hexes.
Scientist Focus
Levels: 0, 1, 2, 3, 4
Professional Focus
Requirements: None
This stat represents those who’ve dedicated themselves to the world of science, particularly biological sciences. In addition to the standard professional focus bonuses, later scientists may learn the art of fleshforming and gain the ability to resurrect the dead.
[Scientist One]:
Hacking 3: Greater proficiency with computers; allows jamming communications.
Medicine 3: Greater proficiency with medicine; you provide the same recovery bonuses as a hospital to others.
[Scientist Two]:
Medicine 4: Greater proficiency with medicine; allows use of brainwash implant and brainwash neutralizer.
[Scientist Three]:
Fleshforming: A stat that enables the ability to fleshform helpless friends or foes.
Medicine 5: Maximum proficiency with medicine.
Resurrect: A power that allows a ghost to be returned to life as a wight. Caveat emptor.
[Scientist Four]:
None.
[Last edited August 25, 2021]
Professional Focus
Requirements: None
This stat represents those who’ve dedicated themselves to the world of science, particularly biological sciences. In addition to the standard professional focus bonuses, later scientists may learn the art of fleshforming and gain the ability to resurrect the dead.
[Scientist One]:
Hacking 3: Greater proficiency with computers; allows jamming communications.
Medicine 3: Greater proficiency with medicine; you provide the same recovery bonuses as a hospital to others.
[Scientist Two]:
Medicine 4: Greater proficiency with medicine; allows use of brainwash implant and brainwash neutralizer.
[Scientist Three]:
Fleshforming: A stat that enables the ability to fleshform helpless friends or foes.
Medicine 5: Maximum proficiency with medicine.
Resurrect: A power that allows a ghost to be returned to life as a wight. Caveat emptor.
[Scientist Four]:
None.
[Last edited August 25, 2021]
See Also
score
Syntax: Score.
Shows information about your character such as their name and birth date.
Shows information about your character such as their name and birth date.
scroll
Syntax: scroll <number>
Sets how many lines you’ll see before being prompted for a
HIT RETURN TO CONTINUE
Sets how many lines you’ll see before being prompted for a
HIT RETURN TO CONTINUE
Search
Syntax: Search
Start searching the room, when this is complete you will reveal any hidden
descriptions as well as any hidden characters.
This takes approximately 30 minutes.
Start searching the room, when this is complete you will reveal any hidden
descriptions as well as any hidden characters.
This takes approximately 30 minutes.
See Also
Second Artistic Ability
Levels: 0, 1, 3, 5
Requirements : Rank 5 requires Professional 3
Young Characters: Rank 3 requires the Artist role
This stat determines what artistic abilities a character has and covers things such as musical performance, writing, visual art, dancing, or acting. Each artistic ability, up to three, is a counted as a separate stat; this specialisation shows up when you use the showstat command.
Syntax: art (slot) (artistic area)
Sets the specific artistic ability the stat is meant to represent.
Example: art 2 professional mixology
[Artistic Ability 0]:
No special ability
[Artistic Ability 1]:
Hobbyist level; school plays, garage band, or sketching for fun
[Artistic Ability 3]:
Professional level; good enough to earn a living utilizing the artistic skill
[Artistic Ability 5]:
Among the best in the world; top selling writers, symphony orchestra members, or world class painters
[Last edited July 7, 2022]
Requirements : Rank 5 requires Professional 3
Young Characters: Rank 3 requires the Artist role
This stat determines what artistic abilities a character has and covers things such as musical performance, writing, visual art, dancing, or acting. Each artistic ability, up to three, is a counted as a separate stat; this specialisation shows up when you use the showstat command.
Syntax: art (slot) (artistic area)
Sets the specific artistic ability the stat is meant to represent.
Example: art 2 professional mixology
[Artistic Ability 0]:
No special ability
[Artistic Ability 1]:
Hobbyist level; school plays, garage band, or sketching for fun
[Artistic Ability 3]:
Professional level; good enough to earn a living utilizing the artistic skill
[Artistic Ability 5]:
Among the best in the world; top selling writers, symphony orchestra members, or world class painters
[Last edited July 7, 2022]
See Also
Second Language
Levels: 0, 1, 2, 3
Young Characters: Languages beyond second require the Nerd clique.
This stat allows you to communicate in a language other than English. Each
language stat up to five is counted as a separate stat. Languages can not be
unlearned.
Syntax: language
Lists spoken languages
Syntax: language learn (slot) (language)
Sets the specific language the stat is meant to represent
Where the slot for second language is 1, third language is 2 and so on.
Syntax: lsay (language) (message)
Speak in the specified language.
Second Language 0
No second language
Second Language 1
Basic level
Second Language 2
Moderate level
Second Language 3
Fluent
Syntax: speak (language)
This command lets you communicate in an emote with a second or third
language. To return to speaking English, simply use speak english.
Young Characters: Languages beyond second require the Nerd clique.
This stat allows you to communicate in a language other than English. Each
language stat up to five is counted as a separate stat. Languages can not be
unlearned.
Syntax: language
Lists spoken languages
Syntax: language learn (slot) (language)
Sets the specific language the stat is meant to represent
Where the slot for second language is 1, third language is 2 and so on.
Syntax: lsay (language) (message)
Speak in the specified language.
Second Language 0
No second language
Second Language 1
Basic level
Second Language 2
Moderate level
Second Language 3
Fluent
Syntax: speak (language)
This command lets you communicate in an emote with a second or third
language. To return to speaking English, simply use speak english.
See Also
Secrecy
In order for societies to achieve their goals they need to operate with a degree
of secrecy. Their resources and assets need to be hidden away so they can use
them effectively without being countered, and then brought forth again in a way
that nobody suspects until it is too late.
Secrecy is an attribute that both societies and characters posses. It affects
the rate at which resources are gained and spent. When a character generates
resources for a society, the amount will be reduced by half for every 20% below
100% secrecy level of the society and the character, or doubled for every 40%
above 100% secrecy level of the society and character, stacking multiplicitively.
When spending resources the same occurs, although the effect of the charcter
halved. Also some forms of spending resources do not take the character into
account those that involve ordering something done instead of doing it themselves.
The secrecy of a society is determined by:
The average tier of its members, societies with average tier below 2.5 gaining
bonuses, and those above gaining penalties.
The rarity of its positions. Societies with positions further away from the
average position of other societies receive expoential bonuses to their secrecy
the further away they are. If two societies have exactly the same positions
on everything they receive significant secrecy debuffs.
Their restrictions. Societies gain secrecy bonuses the more restrictions they
have, particularly if no other societies have those restrictions or they are
the olders society with them.
Exmembers, anyone who left the society after attaining at least standing two
causes a secrecy penalty as long as they are active.
Days active, the longer a society is active the lower its secrecy. This can
be reset however by putting a society into stasis.
The secrecy of a character is determined by:
The tier of the character, tier 1s have a base secrecy of 100%, T2s 100%,
T2.5s 90%, T3s 80%, T4s 60%, T5s 40%.
Recent activity, the more a character has contributed or used resources in the
last two weeks, the lower their secrecy.
Roleplaying in public hotspots with characters who are T1 or T2 will improve
your secrecy, particularly offsetting penalties caused by contributing/using
resources. More bonuses are given for lower tier character who are humans,
local archetypes, or the only active character on an account.
Days active, the longer a character is active the lower their secrecy. This
can be reset however by putting the character into stasis.
of secrecy. Their resources and assets need to be hidden away so they can use
them effectively without being countered, and then brought forth again in a way
that nobody suspects until it is too late.
Secrecy is an attribute that both societies and characters posses. It affects
the rate at which resources are gained and spent. When a character generates
resources for a society, the amount will be reduced by half for every 20% below
100% secrecy level of the society and the character, or doubled for every 40%
above 100% secrecy level of the society and character, stacking multiplicitively.
When spending resources the same occurs, although the effect of the charcter
halved. Also some forms of spending resources do not take the character into
account those that involve ordering something done instead of doing it themselves.
The secrecy of a society is determined by:
The average tier of its members, societies with average tier below 2.5 gaining
bonuses, and those above gaining penalties.
The rarity of its positions. Societies with positions further away from the
average position of other societies receive expoential bonuses to their secrecy
the further away they are. If two societies have exactly the same positions
on everything they receive significant secrecy debuffs.
Their restrictions. Societies gain secrecy bonuses the more restrictions they
have, particularly if no other societies have those restrictions or they are
the olders society with them.
Exmembers, anyone who left the society after attaining at least standing two
causes a secrecy penalty as long as they are active.
Days active, the longer a society is active the lower its secrecy. This can
be reset however by putting a society into stasis.
The secrecy of a character is determined by:
The tier of the character, tier 1s have a base secrecy of 100%, T2s 100%,
T2.5s 90%, T3s 80%, T4s 60%, T5s 40%.
Recent activity, the more a character has contributed or used resources in the
last two weeks, the lower their secrecy.
Roleplaying in public hotspots with characters who are T1 or T2 will improve
your secrecy, particularly offsetting penalties caused by contributing/using
resources. More bonuses are given for lower tier character who are humans,
local archetypes, or the only active character on an account.
Days active, the longer a character is active the lower their secrecy. This
can be reset however by putting the character into stasis.
See Also
secrets
Syntax: describe secrets
Characters also often have secrets. Type describe secrets to enter an
editor and write yours down. This field isn’t visible to anyone except you
and the administration, but it can be good for keeping track. If you’ve
taken a character from the roster you won’t be able to see their secrets
until you’ve reached 50 played hours.
Regular Storyrunners, Higher Powers, and the ‘find secrets’ power will not
show your secrets.
Characters also often have secrets. Type describe secrets to enter an
editor and write yours down. This field isn’t visible to anyone except you
and the administration, but it can be good for keeping track. If you’ve
taken a character from the roster you won’t be able to see their secrets
until you’ve reached 50 played hours.
Regular Storyrunners, Higher Powers, and the ‘find secrets’ power will not
show your secrets.
See Also
Sects
Sects are societies dedicated to the destruction of a particular Eidolon.
See Help Eidolon Lore for more information on Eidolons.
You can use the ssay command to talk to people in your sect or in an alliance with your sect.
See Help society creation or help society commands for more information.
See Help Eidolon Lore for more information on Eidolons.
You can use the ssay command to talk to people in your sect or in an alliance with your sect.
See Help society creation or help society commands for more information.
security
The following is a concrete list of all security values
used on areas.
Security 1:
Open to all mortals.
Open to all resident admins or greater.
Security 2:
Open to all player council members.
Open to all resident admins or greater.
Security 3:
Open to all immortals.
Security 4:
Open to builder of the area.
Open to resident builders or greater.
Security 5:
Open to builder of the area.
Open to all attending builders or greater.
Security 6:
Open to builder of the area.
Open to implementors.
Security 7:
Implementer or Attending level builder access.
Security 8:
Open to implementers only. Not visible on alist.
Security 9:
Implementer only.
used on areas.
Security 1:
Open to all mortals.
Open to all resident admins or greater.
Security 2:
Open to all player council members.
Open to all resident admins or greater.
Security 3:
Open to all immortals.
Security 4:
Open to builder of the area.
Open to resident builders or greater.
Security 5:
Open to builder of the area.
Open to all attending builders or greater.
Security 6:
Open to builder of the area.
Open to implementors.
Security 7:
Implementer or Attending level builder access.
Security 8:
Open to implementers only. Not visible on alist.
Security 9:
Implementer only.
Seek Prey
Levels: 0, 1
Syntax: Seek
This power allows an abomination to seek out potential nearby prey, giving
their location and direction. It will return rooms of one or two PCs, that
the abomination could potentially attack, either because they’re non public,
or they’re public but somewhere an abomination could render nonpublic
through mist or blackout.
Syntax: Seek
This power allows an abomination to seek out potential nearby prey, giving
their location and direction. It will return rooms of one or two PCs, that
the abomination could potentially attack, either because they’re non public,
or they’re public but somewhere an abomination could render nonpublic
through mist or blackout.
Senddream
Syntax: senddream (message)
This command can be used by SRs or Higher Powers to send a dream message to players. Sensitive characters who have trusted the
SR/HP to at least basic will always receive the message while anyone who is either sensitive or
has trusted the SR has about a 1 in 5 chance of seeing it.
This command can be used by SRs or Higher Powers to send a dream message to players. Sensitive characters who have trusted the
SR/HP to at least basic will always receive the message while anyone who is either sensitive or
has trusted the SR has about a 1 in 5 chance of seeing it.
Sense Weakness
Levels: 0, 1
Requirements: Faeborn
Characters with this power can see if someone is wounded or suffering from
certain types of debuffs whenever they look at them.
Requirements: Faeborn
Characters with this power can see if someone is wounded or suffering from
certain types of debuffs whenever they look at them.
Sensitive
Levels: 0, 1
Requirements: Non-Supernatural
This stat represents those who’re unusually sensitive to the supernatural world. They may occasionally catch glimpses of ghosts or supernatural auras and sometimes have dreams about people in distress. They can also often see into the nightmare even while outside it and can learn to master some basic psychic abilities in time.
This all disappears if they end up becoming supernatural in some way. Those in the mundane world who develop this gift are often considered delusional and are often taken advantage of.
Taking this stat renders you a weakness, you should not take it if you are disinterested in being victimized.
[Last edited August 25, 2021]
Requirements: Non-Supernatural
This stat represents those who’re unusually sensitive to the supernatural world. They may occasionally catch glimpses of ghosts or supernatural auras and sometimes have dreams about people in distress. They can also often see into the nightmare even while outside it and can learn to master some basic psychic abilities in time.
This all disappears if they end up becoming supernatural in some way. Those in the mundane world who develop this gift are often considered delusional and are often taken advantage of.
Taking this stat renders you a weakness, you should not take it if you are disinterested in being victimized.
[Last edited August 25, 2021]
See Also
Sentinels
Overview: A group dedicate to the removal of ghosts, particularly those who’ve grown dangerous or abnormally powerful.
Common Allies: The Temple.
Common Enemies: None.
Prefers: Clairvoyance, Clairaudience.
Typical Tasks: Investigate paranormal phenomena, banish ghosts.
Common Allies: The Temple.
Common Enemies: None.
Prefers: Clairvoyance, Clairaudience.
Typical Tasks: Investigate paranormal phenomena, banish ghosts.
See Also
Setting
Haven is a small town on the coast of Massachusetts, not far from Boston
and an easy commuting distance from Brown University. To most of the world
that is all it is, and even to most of the residents its not so different.
They have a few extra rules they live by, like dont venture out into the
forest alone and never go outside when its misty no matter what you hear.
But apart from these they live much as anybody else does.
For others though, for the members of the supernatural world Haven is
something entirely different. It is a place where one can cross between the
worlds, a waystation and the last one of its kind on earth. This makes it a
place of great import, where supernatural groups can use these connections
to gather valuable and powerful materials and goods from those other planes.
It is also where any threats from outside earth would first arrive, making
it an important fortress and beachhead should earth ever be attacked.
For these reasons it drew the interest of the three most powerful
supernatural organizations in the world, The Hand, The Order and The Temple.
These organizations all shared a common goal in holding Haven as a defensive
bastion, but also are all in competition over the resources that can be
obtained from it. Many attempts to strike an accord between them failed,
until finally they settled on a less diplomatic solution. The three
factions came together to work a great magic over the town, called Sanctuary
this magic protects anybody inside the town from serious harm by others.
And this protection is where the towns name derives, although not all are
equally protected and several ways to bypass the protection have since been
discovered. The spell allowed the factions to compete and conflict with
each other, without ever being at risk of weakening the forces they have set
to guard the earth from intrusion. After WWII when the three factions faded
into history, the town continued to be fought over by secretive supernatural
societies, making use of it in a similar way.
Others also found the town of interest, supernatural scholars and magical
practitioners came to experiment with the supernatural power to be found
there. Others came to make use of sanctuary to hold conferences or shady
meetings with those they couldnt otherwise trust. And the town drew the
attention of a criminal supernatural element as well. In Haven, with
sanctuary, enforcing supernatural law was almost impossible freeing up
certain types of criminals to do as they wished as long as they didn’t need
to kill anyone.
When supernaturals fight, they usually do so in a shadow world, a darker
mimicry of our own called the nightmare. There they can conflict freely,
without ever being seen or noticed by the normal members of humanity.
A manipulation of the spaces between worlds called pathing, allows some
supernaturals and those they take with them to travel vast distances very
quickly. Due to the latent power of Haven pathing to and from it tends to
be a fair bit faster than elsewhere, and societies often deploy operatives
there for just that reason, wanting to take advantage of their ability to
quickly deploy to missions or conflicts around the globe.
and an easy commuting distance from Brown University. To most of the world
that is all it is, and even to most of the residents its not so different.
They have a few extra rules they live by, like dont venture out into the
forest alone and never go outside when its misty no matter what you hear.
But apart from these they live much as anybody else does.
For others though, for the members of the supernatural world Haven is
something entirely different. It is a place where one can cross between the
worlds, a waystation and the last one of its kind on earth. This makes it a
place of great import, where supernatural groups can use these connections
to gather valuable and powerful materials and goods from those other planes.
It is also where any threats from outside earth would first arrive, making
it an important fortress and beachhead should earth ever be attacked.
For these reasons it drew the interest of the three most powerful
supernatural organizations in the world, The Hand, The Order and The Temple.
These organizations all shared a common goal in holding Haven as a defensive
bastion, but also are all in competition over the resources that can be
obtained from it. Many attempts to strike an accord between them failed,
until finally they settled on a less diplomatic solution. The three
factions came together to work a great magic over the town, called Sanctuary
this magic protects anybody inside the town from serious harm by others.
And this protection is where the towns name derives, although not all are
equally protected and several ways to bypass the protection have since been
discovered. The spell allowed the factions to compete and conflict with
each other, without ever being at risk of weakening the forces they have set
to guard the earth from intrusion. After WWII when the three factions faded
into history, the town continued to be fought over by secretive supernatural
societies, making use of it in a similar way.
Others also found the town of interest, supernatural scholars and magical
practitioners came to experiment with the supernatural power to be found
there. Others came to make use of sanctuary to hold conferences or shady
meetings with those they couldnt otherwise trust. And the town drew the
attention of a criminal supernatural element as well. In Haven, with
sanctuary, enforcing supernatural law was almost impossible freeing up
certain types of criminals to do as they wished as long as they didn’t need
to kill anyone.
When supernaturals fight, they usually do so in a shadow world, a darker
mimicry of our own called the nightmare. There they can conflict freely,
without ever being seen or noticed by the normal members of humanity.
A manipulation of the spaces between worlds called pathing, allows some
supernaturals and those they take with them to travel vast distances very
quickly. Due to the latent power of Haven pathing to and from it tends to
be a fair bit faster than elsewhere, and societies often deploy operatives
there for just that reason, wanting to take advantage of their ability to
quickly deploy to missions or conflicts around the globe.
Sex
Syntax: sex (target) (type)
Valid types are coital, noncoital, and outercourse.
Sex requires consent. Upon using the command on a target, it will announce the
initiator’s intentions to the target and the room. Should the target type
yes, when prompted, another message will be broadcast to all those present in
the room as well as to the participants regarding the outcome of the choices.
In order to refuse, just ignore the request. Requests time out in two minutes.
The rape command is a special version of the sex command that, mostly, works in
the same way and with the same arguments. It requires consent most of the time.
This is to allow players to determine on their own when sanctuary should and and
should not prevent it. See Help Sanctuary Violations for more information.
Rape has less consequences mechanically for the victim than other sex does and
should be utilized whenever a character is not consenting to sex. The character
who uses the command is assumed to be the aggressor.
Physical and hormonal contraceptive use is set via the habit command. Condoms
require that one of the two characters involved has the barrier in their
inventory, in their hands, or worn. They will not be consumed, but may suffer
usage penalties that will ultimately lead to their failure during future use.
This will be determined by their cost.
Syntax: sex category (sex position or act) (orientation)
Valid positions and acts are extensive and will not be documented. Valid
orientations are homosexual and heterosexual.
A wide variety of alternative names for positions and acts are accommodated for,
but will remain undocumented. All of them are processed and condensed into
three categories (coital, noncoital, and outercourse) based on what they would
most commonly be used for depending on the target. This differs somewhat based
on whether the action is initiated by a man or a woman and whether the sex is
hetero or homosexual. Alternative arguments can be tested with the sex category
syntax to discover how the game will interpret the position or act. If it’s
unrecognized, it will inform the player and log the bad argument so that the
command can become more intuitive and accommodate additional player requests
that the coder did not originally provision for.
s
Valid types are coital, noncoital, and outercourse.
Sex requires consent. Upon using the command on a target, it will announce the
initiator’s intentions to the target and the room. Should the target type
yes, when prompted, another message will be broadcast to all those present in
the room as well as to the participants regarding the outcome of the choices.
In order to refuse, just ignore the request. Requests time out in two minutes.
The rape command is a special version of the sex command that, mostly, works in
the same way and with the same arguments. It requires consent most of the time.
This is to allow players to determine on their own when sanctuary should and and
should not prevent it. See Help Sanctuary Violations for more information.
Rape has less consequences mechanically for the victim than other sex does and
should be utilized whenever a character is not consenting to sex. The character
who uses the command is assumed to be the aggressor.
Physical and hormonal contraceptive use is set via the habit command. Condoms
require that one of the two characters involved has the barrier in their
inventory, in their hands, or worn. They will not be consumed, but may suffer
usage penalties that will ultimately lead to their failure during future use.
This will be determined by their cost.
Syntax: sex category (sex position or act) (orientation)
Valid positions and acts are extensive and will not be documented. Valid
orientations are homosexual and heterosexual.
A wide variety of alternative names for positions and acts are accommodated for,
but will remain undocumented. All of them are processed and condensed into
three categories (coital, noncoital, and outercourse) based on what they would
most commonly be used for depending on the target. This differs somewhat based
on whether the action is initiated by a man or a woman and whether the sex is
hetero or homosexual. Alternative arguments can be tested with the sex category
syntax to discover how the game will interpret the position or act. If it’s
unrecognized, it will inform the player and log the bad argument so that the
command can become more intuitive and accommodate additional player requests
that the coder did not originally provision for.
s
See Also
Sex Definition
For the purposes of mystical forces in the world of Haven, Sex is defined
as any time one person penetrates another in any location, with any part of
themselves, or any object controlled or manipulated by them with sexual
intent.
This act renders both parties non virginal.
Kissing another person is an exception, even though it may involve
penetrating their mouth with your tongue with sexual intent.
as any time one person penetrates another in any location, with any part of
themselves, or any object controlled or manipulated by them with sexual
intent.
This act renders both parties non virginal.
Kissing another person is an exception, even though it may involve
penetrating their mouth with your tongue with sexual intent.
shadow
Syntax: shadow person
Uses your stealth skill to follow someone without them noticing.
Uses your stealth skill to follow someone without them noticing.
See Also
Shadow Hand
Overview: The Shadows are the Hand’s covert operatives, they handle
assassinations, espionage, spying, researching as well as R&D for
technological and magical creations. Their exact numbers aren’t well known,
they pride themselves on being able to reach anyone anywhere and knowing
every secret that’s worth knowing. An extremely technologically advanced
group, the shadows are believed to have the world’s most powerful
supercomputer in one of their hidden facilities.
Common Allies: Other Hand groups, criminal subfactions, CIA.
Common Enemies: FBI, Order/Temple/Keepers.
Prefers: Higher Ranked Hand Members.
Typical Tasks: Spying on a target, acquiring intelligence, planting
evidence, assassination, theft, research, weapons development.
assassinations, espionage, spying, researching as well as R&D for
technological and magical creations. Their exact numbers aren’t well known,
they pride themselves on being able to reach anyone anywhere and knowing
every secret that’s worth knowing. An extremely technologically advanced
group, the shadows are believed to have the world’s most powerful
supercomputer in one of their hidden facilities.
Common Allies: Other Hand groups, criminal subfactions, CIA.
Common Enemies: FBI, Order/Temple/Keepers.
Prefers: Higher Ranked Hand Members.
Typical Tasks: Spying on a target, acquiring intelligence, planting
evidence, assassination, theft, research, weapons development.
See Also
Shadow Lightning
Levels: 0, 2
This stat unlocks the shadow lightning discipline, which is equal to 120%
of your highest ranged discipline, has 120 range and suffers no range
penalties.
This stat unlocks the shadow lightning discipline, which is equal to 120%
of your highest ranged discipline, has 120 range and suffers no range
penalties.
See Also
shadowwalk
Shadowwalk
ritual shadowwalk (target)
–Perform the shadowalk ritual to make the room you are in your shadowed room. The ritual asks for a target, but it always marks the room you are standing in, so name yourself as the target. Like any ritual it cannot be done in a public place. Performing it again moves your shadowed room, and lets you walk straight away. See help enhancements rituals for its cost.
shadowwalk
–Step into the shadows and out again in your shadowed room. Anyone you are dragging or carrying comes with you.
–You can do this once a day.
–You have to be in Haven and free to act: not fighting, helpless, pinned, locked in, in a hostile room, a clinic patient, or caught up in a patrol.
–You cannot cross from one world to another this way, unless you set off from the mists.
ritual shadowwalk (target)
–Perform the shadowalk ritual to make the room you are in your shadowed room. The ritual asks for a target, but it always marks the room you are standing in, so name yourself as the target. Like any ritual it cannot be done in a public place. Performing it again moves your shadowed room, and lets you walk straight away. See help enhancements rituals for its cost.
shadowwalk
–Step into the shadows and out again in your shadowed room. Anyone you are dragging or carrying comes with you.
–You can do this once a day.
–You have to be in Haven and free to act: not fighting, helpless, pinned, locked in, in a hostile room, a clinic patient, or caught up in a patrol.
–You cannot cross from one world to another this way, unless you set off from the mists.
See Also
Shapeshifting
Levels: 1, 2, 3, 4, 5
Requirements: Levels 1, 2: Primal Focus 1, Fae Knight Focus 1, Natural Magic
Focus 2, Illusory Magic Focus 3, or Dark magic focus 3.
Requirements: Levels 3-5, Primal or Fae Knight Focus 2-4.
Each level of this stat grants +5 points to your animal shapeshifting pool.
Rank two is the minimum for being able to shapeshift.
These points cannot be used to augment the wolf form of werewolves.
Requirements: Levels 1, 2: Primal Focus 1, Fae Knight Focus 1, Natural Magic
Focus 2, Illusory Magic Focus 3, or Dark magic focus 3.
Requirements: Levels 3-5, Primal or Fae Knight Focus 2-4.
Each level of this stat grants +5 points to your animal shapeshifting pool.
Rank two is the minimum for being able to shapeshift.
These points cannot be used to augment the wolf form of werewolves.
See Also
Shapeshifting Size Chart
The following chart shows what size forms are available for each level of investment in Fae Knight, Primal, Natural Magic, Illusory Magic, and Dark Magic foci. Shapeshifting must still be purchased as a power. The sizes are tiny, small, small/medium, medium, man-sized, large, and very large.
|Tin|Sma|S/M|Med|Man|Lar|VeL|
Fae 1 | | | | | O | | |
———————————–
Fae 2 | | | | O | O | O | |
———————————–
Fae 3 | | O | O | O | O | O | |
———————————–
Fae 4 | O | O | O | O | O | O | O |
———————————–
Pri 1 | | | | | O | | |
———————————–
Pri 2 | | | | O | O | O | |
———————————–
Pri 3 | | O | O | O | O | O | |
———————————–
Pri 4 | O | O | O | O | O | O | O |
———————————–
Nat 1 | | | | | | | |
———————————–
Nat 2 | | O | | | | | |
———————————–
Nat 3 | | O | O | | | | |
———————————–
Nat 4 | O | O | O | | | | |
———————————–
Ill 1 | | | | | | | |
———————————–
Ill 2 | | | | | | | |
———————————–
Ill 3 | | O | | | | | |
———————————–
Ill 4 | O | O | O | | | | |
———————————–
Dar 1 | | | | | | | |
———————————–
Dar 2 | | | | | | | |
———————————–
Dar 3 | O | | | | | | |
———————————–
Dar 4 | O | O | O | | | | |
———————————–
[Last edited July 25, 2022]
|Tin|Sma|S/M|Med|Man|Lar|VeL|
Fae 1 | | | | | O | | |
———————————–
Fae 2 | | | | O | O | O | |
———————————–
Fae 3 | | O | O | O | O | O | |
———————————–
Fae 4 | O | O | O | O | O | O | O |
———————————–
Pri 1 | | | | | O | | |
———————————–
Pri 2 | | | | O | O | O | |
———————————–
Pri 3 | | O | O | O | O | O | |
———————————–
Pri 4 | O | O | O | O | O | O | O |
———————————–
Nat 1 | | | | | | | |
———————————–
Nat 2 | | O | | | | | |
———————————–
Nat 3 | | O | O | | | | |
———————————–
Nat 4 | O | O | O | | | | |
———————————–
Ill 1 | | | | | | | |
———————————–
Ill 2 | | | | | | | |
———————————–
Ill 3 | | O | | | | | |
———————————–
Ill 4 | O | O | O | | | | |
———————————–
Dar 1 | | | | | | | |
———————————–
Dar 2 | | | | | | | |
———————————–
Dar 3 | O | | | | | | |
———————————–
Dar 4 | O | O | O | | | | |
———————————–
[Last edited July 25, 2022]
See Also
share
Syntax: share (person) (details)
This command is used to share your OOC contact details with another player
who you wish to get to know better OOCly. It does not work on people within
their first month of playing and has a one week cooldown.
This command is used to share your OOC contact details with another player
who you wish to get to know better OOCly. It does not work on people within
their first month of playing and has a one week cooldown.
shift
Syntax: Shift (form name)
This command is use to transform yourself into an alternate form, when used
without an argument it will always transform you into your primary form or
back to human.
This command is use to transform yourself into an alternate form, when used
without an argument it will always transform you into your primary form or
back to human.
See Also
Shifterstash
Syntax: Shifterstash
This will toggle if a shifter’s discarded clothing and items appear in a pile on the ground or instead in their stash.
This will toggle if a shifter’s discarded clothing and items appear in a pile on the ground or instead in their stash.
shop
Players are able to build and run their own shops in Haven by either using the
develop command on an undeveloped area of land or by purchasing an existing shop
and using the decorate command to suit their needs. Commands oriented toward
setting up goods require trust to be set by the business owner. Characters must
look at least eighteen years old to sign a lease.
Syntax: shop list
Lists all shops built by PCs and their status.
Syntax: shop owned
Lists all shops owned by a character.
Syntax: shop info (number)
Displays details about a particular shop.
Syntax: shop buy (number)
Purchase a shop that is for sale. You do not have to be on the property.
Syntax: shop sell (number) (price)
Set a shop for sale at a certain price. Set the price to 0 to take the shop
off the market. It is not necessary to be on the property.
Syntax: shop abandon (number)
Forfeits ownership of the shop and all ongoing maintenance attached.
Syntax: shop name (string)
Sets the name of a character’s shop as displayed in holdings and shop list.
Syntax: shop industry (number) (industry)
Sets the industry of a character’s shop. Shops without a set industry will be
penalized and earn less profit. It is not necessary to be on the property.
Syntax: shop roster
Displays everyone who has a shopkey to the owner.
Syntax: shop shopkey (name)
Allows another character to bypass all locks in the property. It is required
for shop trust. The other character must be present.
Syntax: shop lockchange (name)
Revokes a character’s key.
Syntax: shop trust (name)
Allows another character control over decorate commands as well as the ability
to edit shop goods and shopkeepers.
Syntax: shop shopkeeper add (short description)
Adds a shopkeeper mob to the room in question. A shopkeeper is required to add
goods to the list. Only one shopkeeper can exist per room. You must shop save
for the shopkeeper to appear.
Syntax: shop shopkeeper remove
Removes the shopkeeper from the room.
Syntax: shop good list
Lists all existing goods that can be sold from the shop.
Syntax: shop good create (number)
This puts you in the customize buffer for shop objects. Note that you cannot
edit one aspect of a shop object at a time. Every time you use this command
over an existing object, you will be overwriting it with whatever is in the
buffer. Use Abort if you do not wish to do this.
Syntax: shop good delete (number)
Deletes the good from the good list.
Syntax: shop good add (number)
Adds the good in question to a shopkeeper’s list.
Syntax: shop good remove (number)
Removes the most recently added good from the shopkeeper’s list.
Syntax: shop save
Saves the shop and processes any changes that have been made. No changes will
be visible to shopkeepers or goods until this command has been used. This
command also purges everything that was on the floor.
Syntax: shop workers
Shows a list of all characters employed at a shop.
Syntax: shop fire (name)
Fires a character working in a shop. That character loses his next paycheck.
Syntax: decorate marketdoor (direction)
Flag a wall in your shop as elligible to be chosen as a secret entrance
to the goblin market.
Syntax: shop automaintain (number)
For properties in the forest that may suffer from encroachment this option
allows characters to set that repairmen will automatically fix such problems
for $50 each time.
Syntax: shop utilities (number)
Properties in other worlds or the outer forest are off the grid, if characters
want them to have luxuries such as electricity and running water they will
have to pay extra to have these services arranged somehow, eg generators.
Syntax: shop advertisement (number)
Enter an editor to write an advertisement for your shop, visible in shop info.
Syntax: shop newaddress (Number)
Resets the address of the shop in case the road name has changed.
develop command on an undeveloped area of land or by purchasing an existing shop
and using the decorate command to suit their needs. Commands oriented toward
setting up goods require trust to be set by the business owner. Characters must
look at least eighteen years old to sign a lease.
Syntax: shop list
Lists all shops built by PCs and their status.
Syntax: shop owned
Lists all shops owned by a character.
Syntax: shop info (number)
Displays details about a particular shop.
Syntax: shop buy (number)
Purchase a shop that is for sale. You do not have to be on the property.
Syntax: shop sell (number) (price)
Set a shop for sale at a certain price. Set the price to 0 to take the shop
off the market. It is not necessary to be on the property.
Syntax: shop abandon (number)
Forfeits ownership of the shop and all ongoing maintenance attached.
Syntax: shop name (string)
Sets the name of a character’s shop as displayed in holdings and shop list.
Syntax: shop industry (number) (industry)
Sets the industry of a character’s shop. Shops without a set industry will be
penalized and earn less profit. It is not necessary to be on the property.
Syntax: shop roster
Displays everyone who has a shopkey to the owner.
Syntax: shop shopkey (name)
Allows another character to bypass all locks in the property. It is required
for shop trust. The other character must be present.
Syntax: shop lockchange (name)
Revokes a character’s key.
Syntax: shop trust (name)
Allows another character control over decorate commands as well as the ability
to edit shop goods and shopkeepers.
Syntax: shop shopkeeper add (short description)
Adds a shopkeeper mob to the room in question. A shopkeeper is required to add
goods to the list. Only one shopkeeper can exist per room. You must shop save
for the shopkeeper to appear.
Syntax: shop shopkeeper remove
Removes the shopkeeper from the room.
Syntax: shop good list
Lists all existing goods that can be sold from the shop.
Syntax: shop good create (number)
This puts you in the customize buffer for shop objects. Note that you cannot
edit one aspect of a shop object at a time. Every time you use this command
over an existing object, you will be overwriting it with whatever is in the
buffer. Use Abort if you do not wish to do this.
Syntax: shop good delete (number)
Deletes the good from the good list.
Syntax: shop good add (number)
Adds the good in question to a shopkeeper’s list.
Syntax: shop good remove (number)
Removes the most recently added good from the shopkeeper’s list.
Syntax: shop save
Saves the shop and processes any changes that have been made. No changes will
be visible to shopkeepers or goods until this command has been used. This
command also purges everything that was on the floor.
Syntax: shop workers
Shows a list of all characters employed at a shop.
Syntax: shop fire (name)
Fires a character working in a shop. That character loses his next paycheck.
Syntax: decorate marketdoor (direction)
Flag a wall in your shop as elligible to be chosen as a secret entrance
to the goblin market.
Syntax: shop automaintain (number)
For properties in the forest that may suffer from encroachment this option
allows characters to set that repairmen will automatically fix such problems
for $50 each time.
Syntax: shop utilities (number)
Properties in other worlds or the outer forest are off the grid, if characters
want them to have luxuries such as electricity and running water they will
have to pay extra to have these services arranged somehow, eg generators.
Syntax: shop advertisement (number)
Enter an editor to write an advertisement for your shop, visible in shop info.
Syntax: shop newaddress (Number)
Resets the address of the shop in case the road name has changed.
See Also
Short Blades
Type: Melee
Max Range: 1
Cap: Tier 1:20, 2:30, 3: 40, 4:80, 5:120
This discipline covers the ability to fight with small, bladed weapons
such as knives and daggers.
Requires a small weapon object to use, knife fighters do 25% less damage
to those wielding large melee weapons.
Max Range: 1
Cap: Tier 1:20, 2:30, 3: 40, 4:80, 5:120
This discipline covers the ability to fight with small, bladed weapons
such as knives and daggers.
Requires a small weapon object to use, knife fighters do 25% less damage
to those wielding large melee weapons.
Shotguns
Type: Ranged
Max Range: 30
Optimum Range: 15
Cap: Tier 1:50, 2:60, 3:70, 4:80, 5:100
This discipline covers the ability to use weapons firing traditional shotgun
shells. As opposed to the gun discipline it focuses on a more general
aiming skill. This discipline only applies to weapons that fire shotgun
shells.
Supernaturals receive a 5% per tier debuff to their firearms disciplines.
Max Range: 30
Optimum Range: 15
Cap: Tier 1:50, 2:60, 3:70, 4:80, 5:100
This discipline covers the ability to use weapons firing traditional shotgun
shells. As opposed to the gun discipline it focuses on a more general
aiming skill. This discipline only applies to weapons that fire shotgun
shells.
Supernaturals receive a 5% per tier debuff to their firearms disciplines.
See Also
show
Syntax: show (object) (person)
Used to show the description of an object to a person in the room.
Used to show the description of an object to a person in the room.
showability
Syntax: Showability (abilityname)
This command is used to show to the room the level of one of your abilities.
It’s primary use is when you may be doing something in RP that would require
an ability.
This command is used to show to the room the level of one of your abilities.
It’s primary use is when you may be doing something in RP that would require
an ability.
See Also
showmissive
Syntax: showmissive
This command shows the latest missive you’ve received to anyone in the room with you, see help missive for more information.
This command shows the latest missive you’ve received to anyone in the room with you, see help missive for more information.
showstat
Syntax: Showstat (stat, discipline or modifier)
This command is used to show to the room the level of one of your current
stats or disciplines. It’s primary use is when you may be doing something
in RP that would require a stat. For example if you wanted to RP lifting
a sofa by yourself it would be considered good RP to showstat your strength
to show people that you actually do have the stats to be able to do that.
This command is used to show to the room the level of one of your current
stats or disciplines. It’s primary use is when you may be doing something
in RP that would require a stat. For example if you wanted to RP lifting
a sofa by yourself it would be considered good RP to showstat your strength
to show people that you actually do have the stats to be able to do that.
See Also
showto
Syntax: showto (message) with stat/discipline.
Used to by SRs to send a message to everyone in the room with a particular stat or discipline.
For example: Showto The faint scent of blood permeates the room with accute smell
Would send ‘The faint scent of blood permeates the room’
to everyone with accute smell at above 0.
Used to by SRs to send a message to everyone in the room with a particular stat or discipline.
For example: Showto The faint scent of blood permeates the room with accute smell
Would send ‘The faint scent of blood permeates the room’
to everyone with accute smell at above 0.
See Also
Silver Vulnerability
Levels: 0, 1
Requirements: Supernatural, not a vampire or werewolf.
This power reduces the stagger you’d normally take from weapons augmented
against your archetype by two thirds, but means you take stagger from
weapons augmented with silver instead. Characters who research you can
discover your vulnerabilities.
Requirements: Supernatural, not a vampire or werewolf.
This power reduces the stagger you’d normally take from weapons augmented
against your archetype by two thirds, but means you take stagger from
weapons augmented with silver instead. Characters who research you can
discover your vulnerabilities.
sin
Syntax: Sin set (cardinal sin)
This command allows PCs to set their sins which makes them vulnerable
to staff run NPC cardinals. By using this command you’re saying two things.
Firstly, that your PC has this particular sin to an amount equal to about
the top 20% of people in the world.
Secondly, you are OOCly consenting to, and interested in, antagonistic RP
oriented around this sin. ICly this is represented by a particular genetic
susceptibility.
You should not toggle the wrath sin if you do not wish to be involved in RP
about getting badly beat or tortured, you should not toggle the lust sin if
you do not wish to be involved in sexually antagonistic RP. You should not
toggle the pride sin if you do not want to be embarrassed or humiliated and
so on.
The cardinal sins are as follows: Envy, Gluttony, Greed, Lust, Pride, Sloth,
Wrath
This command allows PCs to set their sins which makes them vulnerable
to staff run NPC cardinals. By using this command you’re saying two things.
Firstly, that your PC has this particular sin to an amount equal to about
the top 20% of people in the world.
Secondly, you are OOCly consenting to, and interested in, antagonistic RP
oriented around this sin. ICly this is represented by a particular genetic
susceptibility.
You should not toggle the wrath sin if you do not wish to be involved in RP
about getting badly beat or tortured, you should not toggle the lust sin if
you do not wish to be involved in sexually antagonistic RP. You should not
toggle the pride sin if you do not want to be embarrassed or humiliated and
so on.
The cardinal sins are as follows: Envy, Gluttony, Greed, Lust, Pride, Sloth,
Wrath
See Also
sit
Syntax: sit <item>
Sit allows you to sit on a piece of furniture, like a chair or a throne,
or even sit on the ground if standing up gets boring for you
Example: sit chair
You sit down at a wooden chair.
Sit allows you to sit on a piece of furniture, like a chair or a throne,
or even sit on the ground if standing up gets boring for you
Example: sit chair
You sit down at a wooden chair.
Skin
This field represents what your character’s skin looks like, it can be
any string and will appear like. He/She has (string).
any string and will appear like. He/She has (string).
Sniper Training
Levels: 0, 3
Requirements: Soldier Focus 3
This stat conveys +12 range when using rifles and +8 when using carbines.
Requirements: Soldier Focus 3
This stat conveys +12 range when using rifles and +8 when using carbines.
social
Syntax: social
This command allows you to see your influence, scheme influence,
supernatural influence and society influence. It also displays
your current social rank and indicates whether there are any
negative or positive rumors circulating about you.
This command allows you to see your influence, scheme influence,
supernatural influence and society influence. It also displays
your current social rank and indicates whether there are any
negative or positive rumors circulating about you.
Social Combat
There are several commands in the game that allow players to conflict
with each other without getting involved in actual fights. In general these
commands cannot be used at all in protected areas such as the Lodge, and
cannot be used against civilians in public areas without drawing police
attention.
Pin (target)
This command will try to pin someone in place so they cannot leave the room.
You can then type Release to let them go.
Punch (target)
This command throws a punch at your target. The message output depends on
the relative stats and disciplines of the two parties.
Headbutt (target)
This command headbutts the target. The message output depends on the
relative stats and disciplines of the two parties.
Groinkick (target)
This command makes you kick at your target’s groin. The message output
depends on the relative stats and disciplines of the two parties.
Knockoutpunch (target)
This command makes you throw a punch at the target.
Also see: Help fist fighting
with each other without getting involved in actual fights. In general these
commands cannot be used at all in protected areas such as the Lodge, and
cannot be used against civilians in public areas without drawing police
attention.
Pin (target)
This command will try to pin someone in place so they cannot leave the room.
You can then type Release to let them go.
Punch (target)
This command throws a punch at your target. The message output depends on
the relative stats and disciplines of the two parties.
Headbutt (target)
This command headbutts the target. The message output depends on the
relative stats and disciplines of the two parties.
Groinkick (target)
This command makes you kick at your target’s groin. The message output
depends on the relative stats and disciplines of the two parties.
Knockoutpunch (target)
This command makes you throw a punch at the target.
Also see: Help fist fighting
Social Rank
Your social rank is seen whenever someone looks at you and represents
your overall popularity amongst the NPC population of Haven.
Professional focuses, particularly socialite have a pronounced impact on
this standing, as does where your character lives and the type of car they
drive. It is also affected by tier, as well as character praises and
disses. Some contacts can be used to enhance your social standing. Some
behaviour can have a slight upward or downward impact on social rank, such
as walking around in public while dirty or blood having a negative impact.
You can use the social command to see your current rank.
Characters with a higher rank will build up influence to give out with
their roleplay faster, and will build it up to a much higher cap than other
characters.
your overall popularity amongst the NPC population of Haven.
Professional focuses, particularly socialite have a pronounced impact on
this standing, as does where your character lives and the type of car they
drive. It is also affected by tier, as well as character praises and
disses. Some contacts can be used to enhance your social standing. Some
behaviour can have a slight upward or downward impact on social rank, such
as walking around in public while dirty or blood having a negative impact.
You can use the social command to see your current rank.
Characters with a higher rank will build up influence to give out with
their roleplay faster, and will build it up to a much higher cap than other
characters.
See Also
Socialite Focus
Levels: 0, 1, 2, 3, 4
Professional Focus
Requirements: None
This stat represents those who’ve dedicated themselves to learning the art of winning friends and influencing people. In addition to the standard professional focus bonuses, each rank grants significant bonuses to their social rank.
[Socialite One]:
None.
[Socialite Two]:
Celebrity: A legendary power that gives you a global fame string visible to everyone.
Find Secrets: A legendary power that gives you the ability to dig up personal history on someone.
[Socialite Three]:
Enrapture: A legendary power that forces someone to fall in love with you.
[Socialite Four]:
None.
[Last edited August 25, 2021]
Professional Focus
Requirements: None
This stat represents those who’ve dedicated themselves to learning the art of winning friends and influencing people. In addition to the standard professional focus bonuses, each rank grants significant bonuses to their social rank.
[Socialite One]:
None.
[Socialite Two]:
Celebrity: A legendary power that gives you a global fame string visible to everyone.
Find Secrets: A legendary power that gives you the ability to dig up personal history on someone.
[Socialite Three]:
Enrapture: A legendary power that forces someone to fall in love with you.
[Socialite Four]:
None.
[Last edited August 25, 2021]
See Also
Societies
A society is one of several different types of groups that contest each other in the supernatural underworld.
Societies run on resources, a combination of laundered cash, valuable supernatural items, and human assets.
The types of society are:
Factions: These are large and fairly stable global organizations which are always on the look out for new soldiers.
Cults: These are smaller, local groups that serve or worship an Eidolon.
Sects: These are smaller, local groups that are aiming to destroy an Eidolon.
You can be in one of each type of group at the same time. For more information see Help Eidolon Lore, Help society creation, Help society commands. You can view a list of all groups by typing faction list.
Joining a society is particularly important to supernatural characters as they otherwise will not benefit from
Sanctuary protection. See Help Sanctuary
Societies run on resources, a combination of laundered cash, valuable supernatural items, and human assets.
The types of society are:
Factions: These are large and fairly stable global organizations which are always on the look out for new soldiers.
Cults: These are smaller, local groups that serve or worship an Eidolon.
Sects: These are smaller, local groups that are aiming to destroy an Eidolon.
You can be in one of each type of group at the same time. For more information see Help Eidolon Lore, Help society creation, Help society commands. You can view a list of all groups by typing faction list.
Joining a society is particularly important to supernatural characters as they otherwise will not benefit from
Sanctuary protection. See Help Sanctuary
Society Alliances
Almost all societies in the supernatural world will join together in an
alliance. While each society is ultimately out for themselves they recognize
that it is in their best interest to have allies. Alliances are formed around
the different positions that societies take, but often have different break
points between where someone would be considered on one side of a conflict
versus when they would be considered on another side.
Alliances usually change about once every six months, no society wants to
remain stuck in an alliance so long that their fates become permanently
entwined with the other groups.
Alliances are determined by code and reshuffled every six months according
to what alliance would bring the greatest balance. All territories will have
their alliance control percentages reset when the alliances are reshuffled.
Members of the same alliance will be part of the same team on operations and
in warfare/arcane warfare patrols. They also share the same communication
channel used with ssay.
alliance. While each society is ultimately out for themselves they recognize
that it is in their best interest to have allies. Alliances are formed around
the different positions that societies take, but often have different break
points between where someone would be considered on one side of a conflict
versus when they would be considered on another side.
Alliances usually change about once every six months, no society wants to
remain stuck in an alliance so long that their fates become permanently
entwined with the other groups.
Alliances are determined by code and reshuffled every six months according
to what alliance would bring the greatest balance. All territories will have
their alliance control percentages reset when the alliances are reshuffled.
Members of the same alliance will be part of the same team on operations and
in warfare/arcane warfare patrols. They also share the same communication
channel used with ssay.
See Also
Society Assets
Syntax: Faction/Cult/Sect develop (asset name)
Develop a new asset for your society, or stop using it if it already exists.
Society news is automatically available to all society members.
Possible assets:
Sanctuary
Cost per week: $2000
This purchases Sanctuary protection for the members of your society.
Scouts
Cost per week: $500
This purchases scouts to notify your society about important events via
society news.
Transmitter
Cost per week: $100
This enables society alliance comms (the ssay command).
Disposal
Cost per week: $500
Reduces the resource burden of your society members killing.
Scanner
Cost per week: $200
This adds the police band feed to your society comms.
Develop a new asset for your society, or stop using it if it already exists.
Society news is automatically available to all society members.
Possible assets:
Sanctuary
Cost per week: $2000
This purchases Sanctuary protection for the members of your society.
Scouts
Cost per week: $500
This purchases scouts to notify your society about important events via
society news.
Transmitter
Cost per week: $100
This enables society alliance comms (the ssay command).
Disposal
Cost per week: $500
Reduces the resource burden of your society members killing.
Scanner
Cost per week: $200
This adds the police band feed to your society comms.
See Also
Society Awards
Syntax: Society award (person) (reason)
This command can be used by society leaders to award their members for
particularly good service to their society. It will give the member a boost
to thier rate of earning karma up to a certain amount and make a message in
the society news. The leader gains half of this benefit themselves whenever
they use it.
Awards are gained slowly over time as your society acquires resources.
This command can be used by society leaders to award their members for
particularly good service to their society. It will give the member a boost
to thier rate of earning karma up to a certain amount and make a message in
the society news. The leader gains half of this benefit themselves whenever
they use it.
Awards are gained slowly over time as your society acquires resources.
Society Commands
Use Faction, Sect, Or Cult instead of Society to use these commands for each of the relevant groups you are part of.
General society commands:
Syntax: Faction/Cult/Sect list
View a list of all the societies in Haven.
Syntax: Faction/Cult/Sect info [(society name)]
With no argument, Faction/Cult/Sect info returns information about your character’s current
society, including things like society operational resources, alliances, standing and
loyalty progress.
With an argument, Faction/Cult/Sect info prints supernaturally public information about that
particular society. Society names should be specified as printed on the list,
including spaces.
Syntax: Faction/Cult/Sect join (society name)
Usable only in newbie school or directly after an identity change, this command adds
your character to the designated society’s roster. The society must be open for
newbie school recruitment and your character must fit the alt restrictions.
See also: help change.
General society member commands:
Syntax: Faction/Cult/Sect report
Display stats for actions taken by everyone in your society from the last week.
Syntax: Faction/Cult/Sect report battle/events
View recent operations or events in Haven.
Syntax: Faction/Cult/Sect news
View messages left for the faction. Only visible to members.
Syntax: Faction/Cult/Sect roster
Show a list of active members of your current society. Only visible to members.
Syntax: Faction/Cult/Sect deploy
Set if you will deploy on operations for this group or not.
Syntax: Faction/Cult/Sect leave (society name)
Leave a society.
Syntax: fsay/csay/ssay [(string)] (string)
Speak on your society’s alliance comms channel. A string enclosed in parentheses () will
translate as a talk string if included. Requires the communications trust.
See also: help talk.
Syntax: Faction/Cult/Sect comms
Toggle your society comms on or off.
Syntax: Faction/Cult/Sect noleader
Toggle your character’s ability to take on society leadership.
Syntax: describe file [classified]
Create a file on your character accessible to anyone with society standing 2
or above in your own faction. With the classified argument, that information
is locked to the leader of the society only.
Syntax: Faction/Cult/Sect filenote (name)
Create a file on a character not belonging to your society. In order to create
a file, the target of the file must be visible on the who list or in the room
with you. When ordering a file on someone outside your society, this is all
you will see. See also: help file, help whoinvis.
Ranking society member commands:
See also: help order.
Syntax: Faction/Cult/Sect remark (name)
Add a remark after a name visible with society roster.
Syntax: Faction/Cult/Sect announce (message)
Leave a message for the society visible with news or faction news.
Requires the news trust.
Syntax: Faction/Cult/Sect recruit (name)
Recruit a member to your society. Requires the recruitment trust.
Syntax: Faction/Cult/Sect promote (name) (rankname)
Promote a character to a new rank. Requires the promotions trust.
Syntax: Faction/Cult/Sect banish (name)
Kick a person from your society. Requires the banishing trust.
Syntax: Faction/Cult/Sect suspend (name)
Suspend a member of a society, removing all trusts and faction pay. Requires
the suspensions trust.
Syntax: Faction/Cult/Sect logs
View logs of recent activity undertaken by your society.
Syntax: Faction/Cult/Sect rank 1–10 (name)
Give a corresponding rank a name.
Syntax: Faction/Cult/Sect ranktrust (rank name) (trust)
Grant a rank a new trust. See also: help society trusts.
Syntax: Faction/Cult/Sect paybonus (name) (1–100)
Adjust a society member’s pay rate. The default pay rate is 50.
Syntax: banish (name)
Banish a character from Haven, making them unable to enter the town. Leader only.
Syntax: unbanish (name)
Lift a banishment on a character. Leader only.
Syntax: Faction/Cult/Sect award (name)
Increases the rate a player gains regular karma when undertaking those activities.
Leader only. Takes the form: <leader> awards <name> for <message>.
Syntax: Faction/Cult/Sect positions (position) (stance)
Sets the society’ political/philosophical positions.
Syntax: Faction/Cult/Sect restriction (restriction/soft)
Sets the society’s restrictions.
Syntax: Faction/Cult/Sect stasis
Puts a society into stasis, leader only.
Syntax: Faction/Cult/Sect unstasis (Society name)
Takes a society out of stasis.
Syntax: Cult/Sect becomeeidolon
Log off your PC and play the cult or sect Eidolon.
Syntax: Faction targeteidolon (name)
Make the target Eidolon the enemy of your faction.
Syntax:Cult evadetargeting
Stop factions targeting your eidolon for 20k resources.
Society resource commands:
See also: help butcher, help contribute, help harvest
help operations
See also: help augment, help resupply
See also: help spending resources
Syntax: Faction/Cult/Sect transfuse (amount)
Convert the specified amount of resources into life force at $500xtier per 1%.
Syntax: Faction/Cult/Sect rescue (name)
Rescue someone from an alternate world for $20,000 in resources.
Syntax: Faction/Cult/Sect ritual (ritual name) [(target) (string)]
Purchase the services of a tier 2 society ritualist NPC. Costs $200xlife force.
Syntax: Faction/Cult/Sect breaksanctuary (name)
Break Sanctuary protection on an eligible target for $10,000.
Syntax: Faction/Cult/Sect oppress/unoppress (name)
Curse an unprotected target with bad luck for $2,500. See also: help oppression.
Syntax: Faction/Cult/Sect vassal roster/recruit/banish (name)
Add, remove or view society vassals. See also: help vassals.
Society manpower commands:
Syntax: Faction/Cult/Sect reinforce (number)
Purchase extra soldiers at a cost of 5% resources each. They cannot be used on
combat missions.
Syntax: Faction/Cult/Sect soldiername (string)
Assign your society’s NPC soldiers a short description.
Syntax: Faction/Cult/Sect soldierdescribe
Enter a buffer to describe your soldiers in greater detail.
Society creation and development commands:
See: help society creation
General society commands:
Syntax: Faction/Cult/Sect list
View a list of all the societies in Haven.
Syntax: Faction/Cult/Sect info [(society name)]
With no argument, Faction/Cult/Sect info returns information about your character’s current
society, including things like society operational resources, alliances, standing and
loyalty progress.
With an argument, Faction/Cult/Sect info prints supernaturally public information about that
particular society. Society names should be specified as printed on the list,
including spaces.
Syntax: Faction/Cult/Sect join (society name)
Usable only in newbie school or directly after an identity change, this command adds
your character to the designated society’s roster. The society must be open for
newbie school recruitment and your character must fit the alt restrictions.
See also: help change.
General society member commands:
Syntax: Faction/Cult/Sect report
Display stats for actions taken by everyone in your society from the last week.
Syntax: Faction/Cult/Sect report battle/events
View recent operations or events in Haven.
Syntax: Faction/Cult/Sect news
View messages left for the faction. Only visible to members.
Syntax: Faction/Cult/Sect roster
Show a list of active members of your current society. Only visible to members.
Syntax: Faction/Cult/Sect deploy
Set if you will deploy on operations for this group or not.
Syntax: Faction/Cult/Sect leave (society name)
Leave a society.
Syntax: fsay/csay/ssay [(string)] (string)
Speak on your society’s alliance comms channel. A string enclosed in parentheses () will
translate as a talk string if included. Requires the communications trust.
See also: help talk.
Syntax: Faction/Cult/Sect comms
Toggle your society comms on or off.
Syntax: Faction/Cult/Sect noleader
Toggle your character’s ability to take on society leadership.
Syntax: describe file [classified]
Create a file on your character accessible to anyone with society standing 2
or above in your own faction. With the classified argument, that information
is locked to the leader of the society only.
Syntax: Faction/Cult/Sect filenote (name)
Create a file on a character not belonging to your society. In order to create
a file, the target of the file must be visible on the who list or in the room
with you. When ordering a file on someone outside your society, this is all
you will see. See also: help file, help whoinvis.
Ranking society member commands:
See also: help order.
Syntax: Faction/Cult/Sect remark (name)
Add a remark after a name visible with society roster.
Syntax: Faction/Cult/Sect announce (message)
Leave a message for the society visible with news or faction news.
Requires the news trust.
Syntax: Faction/Cult/Sect recruit (name)
Recruit a member to your society. Requires the recruitment trust.
Syntax: Faction/Cult/Sect promote (name) (rankname)
Promote a character to a new rank. Requires the promotions trust.
Syntax: Faction/Cult/Sect banish (name)
Kick a person from your society. Requires the banishing trust.
Syntax: Faction/Cult/Sect suspend (name)
Suspend a member of a society, removing all trusts and faction pay. Requires
the suspensions trust.
Syntax: Faction/Cult/Sect logs
View logs of recent activity undertaken by your society.
Syntax: Faction/Cult/Sect rank 1–10 (name)
Give a corresponding rank a name.
Syntax: Faction/Cult/Sect ranktrust (rank name) (trust)
Grant a rank a new trust. See also: help society trusts.
Syntax: Faction/Cult/Sect paybonus (name) (1–100)
Adjust a society member’s pay rate. The default pay rate is 50.
Syntax: banish (name)
Banish a character from Haven, making them unable to enter the town. Leader only.
Syntax: unbanish (name)
Lift a banishment on a character. Leader only.
Syntax: Faction/Cult/Sect award (name)
Increases the rate a player gains regular karma when undertaking those activities.
Leader only. Takes the form: <leader> awards <name> for <message>.
Syntax: Faction/Cult/Sect positions (position) (stance)
Sets the society’ political/philosophical positions.
Syntax: Faction/Cult/Sect restriction (restriction/soft)
Sets the society’s restrictions.
Syntax: Faction/Cult/Sect stasis
Puts a society into stasis, leader only.
Syntax: Faction/Cult/Sect unstasis (Society name)
Takes a society out of stasis.
Syntax: Cult/Sect becomeeidolon
Log off your PC and play the cult or sect Eidolon.
Syntax: Faction targeteidolon (name)
Make the target Eidolon the enemy of your faction.
Syntax:Cult evadetargeting
Stop factions targeting your eidolon for 20k resources.
Society resource commands:
See also: help butcher, help contribute, help harvest
help operations
See also: help augment, help resupply
See also: help spending resources
Syntax: Faction/Cult/Sect transfuse (amount)
Convert the specified amount of resources into life force at $500xtier per 1%.
Syntax: Faction/Cult/Sect rescue (name)
Rescue someone from an alternate world for $20,000 in resources.
Syntax: Faction/Cult/Sect ritual (ritual name) [(target) (string)]
Purchase the services of a tier 2 society ritualist NPC. Costs $200xlife force.
Syntax: Faction/Cult/Sect breaksanctuary (name)
Break Sanctuary protection on an eligible target for $10,000.
Syntax: Faction/Cult/Sect oppress/unoppress (name)
Curse an unprotected target with bad luck for $2,500. See also: help oppression.
Syntax: Faction/Cult/Sect vassal roster/recruit/banish (name)
Add, remove or view society vassals. See also: help vassals.
Society manpower commands:
Syntax: Faction/Cult/Sect reinforce (number)
Purchase extra soldiers at a cost of 5% resources each. They cannot be used on
combat missions.
Syntax: Faction/Cult/Sect soldiername (string)
Assign your society’s NPC soldiers a short description.
Syntax: Faction/Cult/Sect soldierdescribe
Enter a buffer to describe your soldiers in greater detail.
Society creation and development commands:
See: help society creation
See Also
society creation
Creating a society is a multi-step process; first, you should come up with a theme for your society and think about what change it is they’re looking to enact upon the world, even if it is just locally. Once you have a theme in mind, you can then use the following commands to work your way through the creation process:
[Mandatory Commands]:
Syntax: Cult/Sect create (name)
Create a new society by the name specified. Costs at least 25,000 influence between standard and scheme. The first 25,000 influence returns $25,000 in resources, but up to 125,000 influence can be spent for a maximum of $75,000 in starting resources.
Syntax: Cult/Sect (field)
Enter the editor to edit the description in Cult/Sect info (society). Valid fields are summary, manifesto, missions, history, roles, scenes, and ooc.
Syntax: Cult/Sect symbol (string)
Sets your society’s symbol to the string; see the symbol section in ‘help customize‘.
Syntax: Cult/Sect positions (position) (stance)
Sets the society’s political and philosophical positions; see help society positions.
Syntax: Cult/Sect restriction (restriction/soft)
Sets the society’s restrictions; see help society restrictions.
Syntax: Cult/Sect develop (asset name)
Develop society assets. See help society assets.
Syntax: Cult/Sect soldiername (string)
Assign your society’s NPC soldiers a short description.
Syntax: Cult/Sect soldierdescribe
Enter the editor to describe your soldiers in greater detail.
Syntax: Cult/Sect makeeidolon (Demon/Fae/Divine/Ghost/Cthulian/Primal) (Name)
Set the name and type of the Eidolon for your Cult or Sect.
[Optional Commands]:
Syntax: Cult/Sect closed
Toggle whether your society is joinable from creation.
Syntax: Cult/Sect canalt
Toggle whether your society will accept alts.
Syntax: Cult/Sect makeenemy (1-10)
Enter the editor to describe potential NPC enemy groups for your society; these can be extant antagonist societies such as the Heralds or Hunters, antagonistic subfactions, or entirely virtualised groups of your own design.
Syntax: Cult/Sect oppose (1-10) (society)
Make an offer to become enemies with another society in the specified enemy slot; this must be followed by the society approveenemy command shown below. When societies are enemies, they become vulnerable to one another, as if they are weaknesses – this makes it easier for members to nightmare pull, dream invade, dream snare, commit, and abduct one another.
Syntax: Cult/Sect unoppose (1-10)/(society)
Unlike society oppose, this does not require approval; it removes an extant enemy relationship.
Syntax: Cult/Sect approveenemy (society)
Approve an enemy relationship between societies.
Syntax: Cult/Sect resist (number) (society)
Available to virtuous societies only, this enables the society to claim an enemy slot without approval, but is a one-way relationship; the resisting society becomes vulnerable to the society being resisted, and in exchange they receive free resources.
Syntax: Cult/Sect stasis
Puts a society into stasis, where it will begin to recover secrecy; full secrecy should be restored within 3 months.
Syntax: Cult/Sect unstasis (society name)
Takes a society out of stasis.
Syntax: Cult/Sect uncollege
Converts a collegiate group back into a noncollegiate group.
Syntax: Cult/Sect eidolonplayers
Enter an editor where you can list player names, those players can become your Eidolon even if not part of the cult/sect with cult/sect becomeeidolon (group name)
Syntax: Cult/Sect changeeidolon (Demon/Fae/Divine/Ghost/Cthulian/Primal) (Name)
Change the name and type of the Eidolon for your Cult or Sect. Costs some resources.
[Mandatory Commands]:
Syntax: Cult/Sect create (name)
Create a new society by the name specified. Costs at least 25,000 influence between standard and scheme. The first 25,000 influence returns $25,000 in resources, but up to 125,000 influence can be spent for a maximum of $75,000 in starting resources.
Syntax: Cult/Sect (field)
Enter the editor to edit the description in Cult/Sect info (society). Valid fields are summary, manifesto, missions, history, roles, scenes, and ooc.
Syntax: Cult/Sect symbol (string)
Sets your society’s symbol to the string; see the symbol section in ‘help customize‘.
Syntax: Cult/Sect positions (position) (stance)
Sets the society’s political and philosophical positions; see help society positions.
Syntax: Cult/Sect restriction (restriction/soft)
Sets the society’s restrictions; see help society restrictions.
Syntax: Cult/Sect develop (asset name)
Develop society assets. See help society assets.
Syntax: Cult/Sect soldiername (string)
Assign your society’s NPC soldiers a short description.
Syntax: Cult/Sect soldierdescribe
Enter the editor to describe your soldiers in greater detail.
Syntax: Cult/Sect makeeidolon (Demon/Fae/Divine/Ghost/Cthulian/Primal) (Name)
Set the name and type of the Eidolon for your Cult or Sect.
[Optional Commands]:
Syntax: Cult/Sect closed
Toggle whether your society is joinable from creation.
Syntax: Cult/Sect canalt
Toggle whether your society will accept alts.
Syntax: Cult/Sect makeenemy (1-10)
Enter the editor to describe potential NPC enemy groups for your society; these can be extant antagonist societies such as the Heralds or Hunters, antagonistic subfactions, or entirely virtualised groups of your own design.
Syntax: Cult/Sect oppose (1-10) (society)
Make an offer to become enemies with another society in the specified enemy slot; this must be followed by the society approveenemy command shown below. When societies are enemies, they become vulnerable to one another, as if they are weaknesses – this makes it easier for members to nightmare pull, dream invade, dream snare, commit, and abduct one another.
Syntax: Cult/Sect unoppose (1-10)/(society)
Unlike society oppose, this does not require approval; it removes an extant enemy relationship.
Syntax: Cult/Sect approveenemy (society)
Approve an enemy relationship between societies.
Syntax: Cult/Sect resist (number) (society)
Available to virtuous societies only, this enables the society to claim an enemy slot without approval, but is a one-way relationship; the resisting society becomes vulnerable to the society being resisted, and in exchange they receive free resources.
Syntax: Cult/Sect stasis
Puts a society into stasis, where it will begin to recover secrecy; full secrecy should be restored within 3 months.
Syntax: Cult/Sect unstasis (society name)
Takes a society out of stasis.
Syntax: Cult/Sect uncollege
Converts a collegiate group back into a noncollegiate group.
Syntax: Cult/Sect eidolonplayers
Enter an editor where you can list player names, those players can become your Eidolon even if not part of the cult/sect with cult/sect becomeeidolon (group name)
Syntax: Cult/Sect changeeidolon (Demon/Fae/Divine/Ghost/Cthulian/Primal) (Name)
Change the name and type of the Eidolon for your Cult or Sect. Costs some resources.
Society Positions
Societies can be defined by their philosophical and political positions. The more unique a society’s positions compared to other societies, the more of a bonus to their secrecy they afford; positions are also used to determine alliances.
Syntax: society position (position) (stance)
Valid stances are: neutral, mild, moderate, or strong.
[Anti-Supernatural/Pro-Supernatural]:
Anti-Supernatural:
+1, 3, 4% life force if natural.
–1, 3, 4% life force if supernatural.
At strong stance, all supernaturals in the society are slaves, with no ability to access higher levels of trust or standing and the ability to be incapacitated or tracked by any natural society member with the control command.
Pro-Supernatural:
+1, 3, 4% life force if supernatural.
–1, 3, 4% life force if natural.
At strong stance, all naturals in the society are slaves, with no ability to access higher levels of trust or standing and the ability to be incapacitated or tracked by any supernatural society member with the control command. Raises minimum joining age to 21.
[Material/Spiritual]:
Material:
–5, 15, 25% from the cost of cars.
+5, 15, 25% to the cost of horses.
+1, 3, 5% income.
+1, 2, 3% firearms damage.
–1, 2, 3% melee weapons damage.
–1, 3, 5% arcane power.
–1, 4, 5% tooth and claw discipline.
Spiritual:
–5, 15, 25% from the cost of horses.
+5, 15, 25% to the cost of cars.
–1, 3, 5% income.
+1, 2, 3% melee weapon damage.
–1, 2, 3% firearms damage.
+1, 3, 5% arcane power.
+1, 3, 5% tooth and claw discipline.
[Combative/Manipulative]:
Combative:
+1, 3, 5% damage.
+10, 30, 50% to the cost of arranged arrests, asylum detainment, operation bribes, and territory lockouts.
Manipulative:
–1, 3, 5% damage.
–10, 30, 50% to the cost of arranged arrests, asylum detainment, operation bribes, and territory lockouts.
[Corrupt/Virtuous]:
Corrupt:
–3, 6, 8% life force for T1s.
–2, 4, 6% life force for T2s.
+1, 3, 6% life force for T3+.
At mildly corrupt or higher, all T1s are slaves, with no ability to access higher levels of trust or standing and the ability to be incapacitated or tracked by any natural society member with the control command.
At strongly corrupt, all T2s are also slaves.
At neutral, T1 and T3 have –3% LF, T4 –9%, T5 –12%.
Virtuous:
+3, 6, 10% life force for T1s and T2s.
At mildly virtuous, T5s cannot join. –10% LF for T3s and T4. –3% LF for T3.5.
At moderately virtuous T4s cannot join. –20% LF for T3s. –8% LF for T3.5.
At strongly virtuous T3s cannot join. –10% LF for T3.5.
At neutral, T1 and T3 have –3% LF, T4 –9%, T5 –12%.
[Autocratic/Democratic]:
Autocratic:
Leader loyalty praises worth 250, 500, 1000% of member praises.
Democratic:
Leader loyalty praises worth 150, 100, 50% of member praises. At at least mildly democratic, the leader is automatically replaced by any individual with higher standing.
[Anarchistic/Lawful]:
Anarchistic:
–10, 30, 50% from the cost of operations with goals: Incite, Loot, Provoke, Sabotage, Raze, and Rescue.
+10, 30, 50% to the cost of operations with goals: Calm, Kidnap, Setup, and Suppress.
Lawful:
–10, 30, 50% to the cost of operations with goals: Calm, Kidnap, Setup, and Suppress.
+10, 30, 50% from the cost of operations with goals: Incite, Loot, Provoke, Sabotage, Raze, and Rescue.
Syntax: society position (position) (stance)
Valid stances are: neutral, mild, moderate, or strong.
[Anti-Supernatural/Pro-Supernatural]:
Anti-Supernatural:
+1, 3, 4% life force if natural.
–1, 3, 4% life force if supernatural.
At strong stance, all supernaturals in the society are slaves, with no ability to access higher levels of trust or standing and the ability to be incapacitated or tracked by any natural society member with the control command.
Pro-Supernatural:
+1, 3, 4% life force if supernatural.
–1, 3, 4% life force if natural.
At strong stance, all naturals in the society are slaves, with no ability to access higher levels of trust or standing and the ability to be incapacitated or tracked by any supernatural society member with the control command. Raises minimum joining age to 21.
[Material/Spiritual]:
Material:
–5, 15, 25% from the cost of cars.
+5, 15, 25% to the cost of horses.
+1, 3, 5% income.
+1, 2, 3% firearms damage.
–1, 2, 3% melee weapons damage.
–1, 3, 5% arcane power.
–1, 4, 5% tooth and claw discipline.
Spiritual:
–5, 15, 25% from the cost of horses.
+5, 15, 25% to the cost of cars.
–1, 3, 5% income.
+1, 2, 3% melee weapon damage.
–1, 2, 3% firearms damage.
+1, 3, 5% arcane power.
+1, 3, 5% tooth and claw discipline.
[Combative/Manipulative]:
Combative:
+1, 3, 5% damage.
+10, 30, 50% to the cost of arranged arrests, asylum detainment, operation bribes, and territory lockouts.
Manipulative:
–1, 3, 5% damage.
–10, 30, 50% to the cost of arranged arrests, asylum detainment, operation bribes, and territory lockouts.
[Corrupt/Virtuous]:
Corrupt:
–3, 6, 8% life force for T1s.
–2, 4, 6% life force for T2s.
+1, 3, 6% life force for T3+.
At mildly corrupt or higher, all T1s are slaves, with no ability to access higher levels of trust or standing and the ability to be incapacitated or tracked by any natural society member with the control command.
At strongly corrupt, all T2s are also slaves.
At neutral, T1 and T3 have –3% LF, T4 –9%, T5 –12%.
Virtuous:
+3, 6, 10% life force for T1s and T2s.
At mildly virtuous, T5s cannot join. –10% LF for T3s and T4. –3% LF for T3.5.
At moderately virtuous T4s cannot join. –20% LF for T3s. –8% LF for T3.5.
At strongly virtuous T3s cannot join. –10% LF for T3.5.
At neutral, T1 and T3 have –3% LF, T4 –9%, T5 –12%.
[Autocratic/Democratic]:
Autocratic:
Leader loyalty praises worth 250, 500, 1000% of member praises.
Democratic:
Leader loyalty praises worth 150, 100, 50% of member praises. At at least mildly democratic, the leader is automatically replaced by any individual with higher standing.
[Anarchistic/Lawful]:
Anarchistic:
–10, 30, 50% from the cost of operations with goals: Incite, Loot, Provoke, Sabotage, Raze, and Rescue.
+10, 30, 50% to the cost of operations with goals: Calm, Kidnap, Setup, and Suppress.
Lawful:
–10, 30, 50% to the cost of operations with goals: Calm, Kidnap, Setup, and Suppress.
+10, 30, 50% from the cost of operations with goals: Incite, Loot, Provoke, Sabotage, Raze, and Rescue.
See Also
Society Ranks
Society members have a standing and a rank. Standing is automatic and is
generated by praises/disses as well as some automated activity like RPing
while wearing asociety symbol. Standing determines roster order and who’ll
take over the society if the leader dies, steps down, or quits.
Rank is set by the leaders, and conveys the trusts the member has when not
suspended. Each rank has a custom name and trusts. But is separate from
paygrade.
Rank trusts are set with the society ranktrust (rankname) (trust) command.
The different trusts are:
Comms – gives access to ssay alliance comms.
News – gives access to society news and announce.
Resource – Allow this rank to use society resources.
Brainwash – Allow this rank to use society resources for brainwashing.
Suspensions – Allow this rank to hand out suspensions.
Promotions – Allow this rank to promote people.
Recruitment – Allow this rank to recruit people.
Banishing – Allow this rank to kick people out.
Commanding – Allow this rank to order NPC soldiers.
generated by praises/disses as well as some automated activity like RPing
while wearing asociety symbol. Standing determines roster order and who’ll
take over the society if the leader dies, steps down, or quits.
Rank is set by the leaders, and conveys the trusts the member has when not
suspended. Each rank has a custom name and trusts. But is separate from
paygrade.
Rank trusts are set with the society ranktrust (rankname) (trust) command.
The different trusts are:
Comms – gives access to ssay alliance comms.
News – gives access to society news and announce.
Resource – Allow this rank to use society resources.
Brainwash – Allow this rank to use society resources for brainwashing.
Suspensions – Allow this rank to hand out suspensions.
Promotions – Allow this rank to promote people.
Recruitment – Allow this rank to recruit people.
Banishing – Allow this rank to kick people out.
Commanding – Allow this rank to order NPC soldiers.
See Also
Society Resources
Syntax: Society develop (asset name)
Develop a new asset for your society, or stop using it if it already exists.
Society news is automatically available to all society members.
Possible assets:
Sanctuary
Cost per week: $2000
This purchases Sanctuary protection for the members of your society.
Scouts
Cost per week: $500
This purchases scouts to notify your society about important events via
society news.
Transmitter
Cost per week: $100
This enables society alliance comms (the ssay command).
Disposal
Cost per week: $500
Reduces the resource burden of your society members killing.
Scanner
Cost per week: $200
This adds the police band feed to your society comms.
Develop a new asset for your society, or stop using it if it already exists.
Society news is automatically available to all society members.
Possible assets:
Sanctuary
Cost per week: $2000
This purchases Sanctuary protection for the members of your society.
Scouts
Cost per week: $500
This purchases scouts to notify your society about important events via
society news.
Transmitter
Cost per week: $100
This enables society alliance comms (the ssay command).
Disposal
Cost per week: $500
Reduces the resource burden of your society members killing.
Scanner
Cost per week: $200
This adds the police band feed to your society comms.
See Also
Society Restrictions
Restrictions allow societies to limit what types of individuals can join them.
More restricted societies have bonuses to their secrecy as they are more
challenging to infiltrate.
A society gains 3% secrecy bonus if no other society has that restriction,
2% if another society has the restriction but has set it more recently and
1% otherwise.
Restricting naturals, supernaturals, or people with any combat, arcane or
professional focuses gives a bonus 2% each.
Using society restriction soft allows a society to toggle their restrictions
to soft restrictions. Soft restrictions allow a restricted character to
join a society but they are limited to standing 1-2, and cannot be given
any important trusts or become a leader. Essentially functioning as a
slave/servant/intern class.
Soft restrictions reduce bonuses to 3%, 1.5% and 0.5%.
Men: Restrict male characters.
Women: Restict female characters.
Primary Arcanists: Restrict characters with more arcane focuses than any
other type.
Arcanists: Restrict characters with any arcane focuses.
Primary Combatants: Restrict characters with more combat focuses than any
other type.
Combatants: Restrict characters with any combat focuses.
Primary Professionals: Restrict characters with more professional focuses
than other type.
Professionals: Restrict characters with any professional focuses.
Vampires: Restrict vampire characters.
Werewolves: Restrict werewolf characters.
Faeborn: Restrict Faeborn characters.
Angelborn: Restrict Angelborn characters.
Demonborn: Restrict Demonborn characters.
Demigod: Restrict Demigod characters.
Supernaturals: Restrict supernatural characters.
Naturals: Restrict natural characters.
Nonvirgins: Restrict characters who’ve had sex since chargen.
Fratenization: Restrict characters who’s most recent sexual partner is
also a member of the society.
Unmarried Sex: Restrict characters who aren’t married to their most
recent sexual partner.
Murderers: Restrict vampires who are not animal feeders and werewolves who have shifted.
Inhibited: Restrict vampires who are not reckless feeders, werewolves who do not embrace lunacy and demonborn with low sadism habits.
More restricted societies have bonuses to their secrecy as they are more
challenging to infiltrate.
A society gains 3% secrecy bonus if no other society has that restriction,
2% if another society has the restriction but has set it more recently and
1% otherwise.
Restricting naturals, supernaturals, or people with any combat, arcane or
professional focuses gives a bonus 2% each.
Using society restriction soft allows a society to toggle their restrictions
to soft restrictions. Soft restrictions allow a restricted character to
join a society but they are limited to standing 1-2, and cannot be given
any important trusts or become a leader. Essentially functioning as a
slave/servant/intern class.
Soft restrictions reduce bonuses to 3%, 1.5% and 0.5%.
Men: Restrict male characters.
Women: Restict female characters.
Primary Arcanists: Restrict characters with more arcane focuses than any
other type.
Arcanists: Restrict characters with any arcane focuses.
Primary Combatants: Restrict characters with more combat focuses than any
other type.
Combatants: Restrict characters with any combat focuses.
Primary Professionals: Restrict characters with more professional focuses
than other type.
Professionals: Restrict characters with any professional focuses.
Vampires: Restrict vampire characters.
Werewolves: Restrict werewolf characters.
Faeborn: Restrict Faeborn characters.
Angelborn: Restrict Angelborn characters.
Demonborn: Restrict Demonborn characters.
Demigod: Restrict Demigod characters.
Supernaturals: Restrict supernatural characters.
Naturals: Restrict natural characters.
Nonvirgins: Restrict characters who’ve had sex since chargen.
Fratenization: Restrict characters who’s most recent sexual partner is
also a member of the society.
Unmarried Sex: Restrict characters who aren’t married to their most
recent sexual partner.
Murderers: Restrict vampires who are not animal feeders and werewolves who have shifted.
Inhibited: Restrict vampires who are not reckless feeders, werewolves who do not embrace lunacy and demonborn with low sadism habits.
See Also
society stasis
Syntax: society stasis
This command puts a society into stasis, rendering it inactive. It can be seen
on the society list and brought back out of stasis with society unstasis (society)
by former members or any character on the same account as whoever put it into
stasis.
Society secrecy penalties for being active for a long time decrease while in
stasis. If a society is in stasis for at least 3 months all secrecy penalties
are removed and all exmembers shed.
This command puts a society into stasis, rendering it inactive. It can be seen
on the society list and brought back out of stasis with society unstasis (society)
by former members or any character on the same account as whoever put it into
stasis.
Society secrecy penalties for being active for a long time decrease while in
stasis. If a society is in stasis for at least 3 months all secrecy penalties
are removed and all exmembers shed.
Society Trusts
Comms – Adds access to alliance comms.
News – Adds access to society announcements.
Research – Adds access to goblin market library research.
Resource – Allows member to use society resources.
Brainwashing – Allows member to use institute brainwashing facilities.
Suspensions – Allows member to suspend other lower ranked members.
Promotions – Allows member to promote other characters.
Banishing – Allows member to kick people out of the society.
Commanding – Allows member to use society NPC soldiers.
Recruitment – Allows member to recruit new members.
Eidolon – Allows a member to play the cult or sect’s Eidolon.
News – Adds access to society announcements.
Research – Adds access to goblin market library research.
Resource – Allows member to use society resources.
Brainwashing – Allows member to use institute brainwashing facilities.
Suspensions – Allows member to suspend other lower ranked members.
Promotions – Allows member to promote other characters.
Banishing – Allows member to kick people out of the society.
Commanding – Allows member to use society NPC soldiers.
Recruitment – Allows member to recruit new members.
Eidolon – Allows a member to play the cult or sect’s Eidolon.
Solar Blessing
Levels: 0, 1
Requirements: Demigod
Characters with this power may use bless (target) to bestow a buff upon
someone that enhances them whenever it is day time, may be self targeted.
Requirements: Demigod
Characters with this power may use bless (target) to bestow a buff upon
someone that enhances them whenever it is day time, may be self targeted.
soldier
Tier Two Archetype
Human.
This archetype represents those with a military or serious law enforcement
background.
Minimum Age: 18
Available negative modifiers: Addicted, Injured, Ill, Young
Available positive modifiers: Relic Holder, Scientifically Augmented, Fleshformed,
Demonic Pact Holder
Focuses: Grants one point to spend in a combat or professional focus at tier two.
Human.
This archetype represents those with a military or serious law enforcement
background.
Minimum Age: 18
Available negative modifiers: Addicted, Injured, Ill, Young
Available positive modifiers: Relic Holder, Scientifically Augmented, Fleshformed,
Demonic Pact Holder
Focuses: Grants one point to spend in a combat or professional focus at tier two.
See Also
Soldier Focus
Levels: 0, 1, 2, 3
Combat Focus
Requirements: None
This stat represents the natural path of learning how to use firearms common amongst modern day soldiers, police officers, and criminals. Each rank offers increased access to the demolitions stat. Soldiers can make use of soldiering, commando and riot control abilities lines to help them in combat. At max rank soldiers can access to sniper training, increasing
their range with firearms beyond what anyone else can achieve.
[Soldier One]:
Commando (full): A power tree focused on aggressive combat gadgets.
Demolitions 2: Greater proficiency with explosives; makes it easier to breakin to buildings.
Riot Control (full): A power tree focused on disabling enemies with gas and explosives.
Soldiering (full): A power tree focused on firearm enhancement at moderate to long range.
[Soldier Two]:
None.
[Soldier Three]:
Demolitions 3: Maximum proficiency with explosives; makes it easier to breakin to buildings.
Sniper Training: Passive enhancement to rifle and carbine range in combat.
[Last edited August 24, 2021]
Combat Focus
Requirements: None
This stat represents the natural path of learning how to use firearms common amongst modern day soldiers, police officers, and criminals. Each rank offers increased access to the demolitions stat. Soldiers can make use of soldiering, commando and riot control abilities lines to help them in combat. At max rank soldiers can access to sniper training, increasing
their range with firearms beyond what anyone else can achieve.
[Soldier One]:
Commando (full): A power tree focused on aggressive combat gadgets.
Demolitions 2: Greater proficiency with explosives; makes it easier to breakin to buildings.
Riot Control (full): A power tree focused on disabling enemies with gas and explosives.
Soldiering (full): A power tree focused on firearm enhancement at moderate to long range.
[Soldier Two]:
None.
[Soldier Three]:
Demolitions 3: Maximum proficiency with explosives; makes it easier to breakin to buildings.
Sniper Training: Passive enhancement to rifle and carbine range in combat.
[Last edited August 24, 2021]
See Also
Soldiering
Levels: 0, 2, 3
Requirements : Soldier 1
[Rank Two]:
Suppressor : No target; attaches or removes a suppressor from your firearm. When attached, your attacks do 10% less damage, but when attacking from distances >50, third parties won’t see your attacks and your target won’t see who they came from. Additionally, targets struck with a suppressed weapon from outside their cone of vision take 20 extra stagger. Has shortened cooldown.
Roleplay : You can skillfully attach and use firearm suppressors.
Consumes your movement for one round.
Bipod : No target; sets your weapon up on a bipod or removes the bipod. While deployed, all firearm damage is increased by 20%, but movement is impossible. Has shortened cooldown.
Roleplay : You can skillfully deploy and use firearm stabilizing bipods.
Consumes attack and move for one round to deploy, Consumes your attack for one round to pack up.
[Rank Three]:
Laserdesignate : Range 150; the target takes 50% increased damage from all firearm attacks for one round.
Roleplay : You can tag people with a laser target.
Consumes your attack for one round.
Bayonett : Passive; Can use the knife discipline when using large gun objects without knife penalties.
Roleplay : You can skillfully attach and use a bayonett.
Suppressingfire : Range 100, targets cover; anyone leaving that cover in the next round takes 10% of their maximum defense in damage.
Roleplay : You know how to lay down suppressing fire on some cover.
Consumes your attack for one round.
Naturalize : Range 50; target shapeshifter is turned back into a human shape.
Roleplay : You can use a naturalizer.
Requires naturalizer object.
Consumes your attack for one round.
[Last edited March 24, 2022]
Requirements : Soldier 1
[Rank Two]:
Suppressor : No target; attaches or removes a suppressor from your firearm. When attached, your attacks do 10% less damage, but when attacking from distances >50, third parties won’t see your attacks and your target won’t see who they came from. Additionally, targets struck with a suppressed weapon from outside their cone of vision take 20 extra stagger. Has shortened cooldown.
Roleplay : You can skillfully attach and use firearm suppressors.
Consumes your movement for one round.
Bipod : No target; sets your weapon up on a bipod or removes the bipod. While deployed, all firearm damage is increased by 20%, but movement is impossible. Has shortened cooldown.
Roleplay : You can skillfully deploy and use firearm stabilizing bipods.
Consumes attack and move for one round to deploy, Consumes your attack for one round to pack up.
[Rank Three]:
Laserdesignate : Range 150; the target takes 50% increased damage from all firearm attacks for one round.
Roleplay : You can tag people with a laser target.
Consumes your attack for one round.
Bayonett : Passive; Can use the knife discipline when using large gun objects without knife penalties.
Roleplay : You can skillfully attach and use a bayonett.
Suppressingfire : Range 100, targets cover; anyone leaving that cover in the next round takes 10% of their maximum defense in damage.
Roleplay : You know how to lay down suppressing fire on some cover.
Consumes your attack for one round.
Naturalize : Range 50; target shapeshifter is turned back into a human shape.
Roleplay : You can use a naturalizer.
Requires naturalizer object.
Consumes your attack for one round.
[Last edited March 24, 2022]
See Also
solidity
Characters are given a solidity score, the average solidity of players
in a room impacts the Karma gain of SRs and the adventure application score
of PCs. Solidity is basically a measure of how real your character is, do
they have a few hours under their belt, a bit of faction esteem, a bit of
social activity, some indication they spend a decent proportion of their
time in non sexual RP etc.
Age, spent rp exp, time since applying to an adventure, number of unique
outfits, a couple of other things in a similar vein all effect your
solidity score.
in a room impacts the Karma gain of SRs and the adventure application score
of PCs. Solidity is basically a measure of how real your character is, do
they have a few hours under their belt, a bit of faction esteem, a bit of
social activity, some indication they spend a decent proportion of their
time in non sexual RP etc.
Age, spent rp exp, time since applying to an adventure, number of unique
outfits, a couple of other things in a similar vein all effect your
solidity score.
See Also
Song of the Sirens
Levels: 0, 1
Requirements: Faeborn
Characters with this power may use the command sing to sing an enchanting
song that makes everyone who hears it more vulernable to hypnotism and
psychic influence.
Requirements: Faeborn
Characters with this power may use the command sing to sing an enchanting
song that makes everyone who hears it more vulernable to hypnotism and
psychic influence.
Sonic
Type: Ranged
Max Range: 30
Optimum Range: 15
This discipline covers the ability of creatures to attack
others with powerful sonic distortions and extremely loud sounds.
Max Range: 30
Optimum Range: 15
This discipline covers the ability of creatures to attack
others with powerful sonic distortions and extremely loud sounds.
See Also
Soothing Aura
Levels: 0, 1
Requirements: Angelborn
Characters with this power make any injured person in the same room with
them heal 150% as quickly.
Requirements: Angelborn
Characters with this power make any injured person in the same room with
them heal 150% as quickly.
Sororities
There are two sororities at Greystone:
Theta Nu Rho – Vesper House
Omega Chi Iota – Thorne House
Sororities give members free rooms on campus. See help college to join.
Theta Nu Rho – Vesper House
Omega Chi Iota – Thorne House
Sororities give members free rooms on campus. See help college to join.
spar
Syntax: spar [off]
Toggle whether your character is currently sparring. If it is set to on, your PC does half damage and all injuries received from your character will heal quickly. Sparring does not need to be toggled in a room set as a sparring hall.
Toggle whether your character is currently sparring. If it is set to on, your PC does half damage and all injuries received from your character will heal quickly. Sparring does not need to be toggled in a room set as a sparring hall.
speak
Syntax: speak (language)
This command lets you communicate in an emote with a second or third
language. To return to speaking English, simply use speak english.
This command lets you communicate in an emote with a second or third
language. To return to speaking English, simply use speak english.
See Also
Spearguns
Type: Ranged
Max Range: 60
Optimum Range: 30
Cap: Tier 1:50, 2:60, 3:70, 4:80, 5:100
This discipline covers the ability to use spearguns and similar weapons in
combat. While generally less effective in open air battles, spearguns excel
in underwater environments.
Max Range: 60
Optimum Range: 30
Cap: Tier 1:50, 2:60, 3:70, 4:80, 5:100
This discipline covers the ability to use spearguns and similar weapons in
combat. While generally less effective in open air battles, spearguns excel
in underwater environments.
Spears
Type: Melee
Max Range: 1
Cap: Tier 1:20, 2:30, 3: 40, 4:80, 5:120
This discipline covers the ability to use spears and similar weapons in
combat. Spears excel in underwater environments but due to their large size
are unwieldy when ambushed. Anyone attempting to use a spear in a combat in
which they didn’t have it out when the fight started will suffer debuffs.
Max Range: 1
Cap: Tier 1:20, 2:30, 3: 40, 4:80, 5:120
This discipline covers the ability to use spears and similar weapons in
combat. Spears excel in underwater environments but due to their large size
are unwieldy when ambushed. Anyone attempting to use a spear in a combat in
which they didn’t have it out when the fight started will suffer debuffs.
Special Deputy
Tier Two Archetype
Human
Special deputies are individuals deputized by the sheriff’s department to
help with the particular supernatural problems that occur when policing a
town such as Haven. Their job is to cover up any sign of supernatural
goings on or problems inside the town. It is a fairly unpopular job, as
special deputies are always at risk by being crushed by the supernatural
forces they are trying to juggle, death and burn out are common. As such
the sheriff’s department can be none too picky with it’s hiring processes
and many special deputies get their badge with only the most rudimentary of
legal training. They rarely if ever engage in regular police work, leaving
that to the better schooled if generally less brave regular deputies.
Minimum Age: 22
Available Positive Modifiers: Fleshformed, Demonic Pact Holder
Chemically Augmented
Focuses: Can spend one point in the combat focus family at tier two.
Other: Can create badge objects with customize (object name) badge. Can
open all the locked doors in the sheriff’s department and don’t need to
obtain another job. Can listen in on and speak on the 911 emergency
broadcast channel.
Detain: Used with Detain (target). This command sends any non society
character of tier 3 or below to jail for two hours. Most often used by
special deputies to remove people who are at risk of exposing the
supernaturals to get them away from the public and then deal with the issue
themselves or hand them off to the societies.
Disperse: When used in a public room such as a street it forces everyone to
leave within twenty minutes or be detained. Supernaturals can enter the
nightmare to avoid the detainment. It is generally used to clear crime scenes
or break up public rows.
MoveAlong: When used on someone in a private residence they don’t have a key
to it will force them to leave that residence within twenty minutes or be
arrested. Used most often in the case of trespassing complaints.
Frisk: When used on someone on the Greystone campus, weapons on their person
will be transported to the evidence cage in the Sheriff’s Department.
Human
Special deputies are individuals deputized by the sheriff’s department to
help with the particular supernatural problems that occur when policing a
town such as Haven. Their job is to cover up any sign of supernatural
goings on or problems inside the town. It is a fairly unpopular job, as
special deputies are always at risk by being crushed by the supernatural
forces they are trying to juggle, death and burn out are common. As such
the sheriff’s department can be none too picky with it’s hiring processes
and many special deputies get their badge with only the most rudimentary of
legal training. They rarely if ever engage in regular police work, leaving
that to the better schooled if generally less brave regular deputies.
Minimum Age: 22
Available Positive Modifiers: Fleshformed, Demonic Pact Holder
Chemically Augmented
Focuses: Can spend one point in the combat focus family at tier two.
Other: Can create badge objects with customize (object name) badge. Can
open all the locked doors in the sheriff’s department and don’t need to
obtain another job. Can listen in on and speak on the 911 emergency
broadcast channel.
Detain: Used with Detain (target). This command sends any non society
character of tier 3 or below to jail for two hours. Most often used by
special deputies to remove people who are at risk of exposing the
supernaturals to get them away from the public and then deal with the issue
themselves or hand them off to the societies.
Disperse: When used in a public room such as a street it forces everyone to
leave within twenty minutes or be detained. Supernaturals can enter the
nightmare to avoid the detainment. It is generally used to clear crime scenes
or break up public rows.
MoveAlong: When used on someone in a private residence they don’t have a key
to it will force them to leave that residence within twenty minutes or be
arrested. Used most often in the case of trespassing complaints.
Frisk: When used on someone on the Greystone campus, weapons on their person
will be transported to the evidence cage in the Sheriff’s Department.
Special Forces
Tier Three Archeetype
Human
This archetype represents those humans who’ve received elite levels of
training in modern combat.
Minimum Age: 30
Available Negative Modifiers: Addict, Injured, Ill.
Available Positive Modifiers: Scientifically Augmented(Can take but doesn’t increase
tier.)
Focuses: Up to three points to spend on combat focuses at tier three.
Human
This archetype represents those humans who’ve received elite levels of
training in modern combat.
Minimum Age: 30
Available Negative Modifiers: Addict, Injured, Ill.
Available Positive Modifiers: Scientifically Augmented(Can take but doesn’t increase
tier.)
Focuses: Up to three points to spend on combat focuses at tier three.
Special List
Overpower
Attack deals 140% damage, but your next attack deals 50%.
Underpower
Attack deals 50% damage, but your next attack deals 140%.
Delay
Delays the attack by one round, uses the delay descriptions from setting
up the myattacks for the second round when the attack strikes.
Longdelay
Delays the attack by two rounds, but it deals 110% damage, uses the
delay descriptions from setting up the myattacks for the third round when
the attack strikes.
AOE
Attack does 40% damage to the target and all other targets within 10
distance of them, excluding the attacking character.
Wounding
Attack does 50% damage, but if it wounds the target they will be wounded
twice as severely, instantly killing NPCs or inflicting one stage greater
wounds on PCs.
Attack deals 140% damage, but your next attack deals 50%.
Underpower
Attack deals 50% damage, but your next attack deals 140%.
Delay
Delays the attack by one round, uses the delay descriptions from setting
up the myattacks for the second round when the attack strikes.
Longdelay
Delays the attack by two rounds, but it deals 110% damage, uses the
delay descriptions from setting up the myattacks for the third round when
the attack strikes.
AOE
Attack does 40% damage to the target and all other targets within 10
distance of them, excluding the attacking character.
Wounding
Attack does 50% damage, but if it wounds the target they will be wounded
twice as severely, instantly killing NPCs or inflicting one stage greater
wounds on PCs.
See Also
Special Objects
Certain types of objects can only be bought from NPC-run stores on grid or
obtained from player characters.
Sold in NPC Shops:
Dream Charm:
Dream Charms allow characters to enter the nightmare physically, as well as
being able to perceive some psychic elements of individuals outside it.
They can be bought from the goblin market or the newbie shop.
Headlamp:
Headlamps are a special type of flashlight that can be worn. They are sold in
the Hunt and Hook.
Scuba Gear:
Scuba gear protects those diving in deep water from injury. It can only be
bought from the Hunt and Hook, but can be customized at any tailor.
Gasoline:
Used to destroy forensic evidence on a corpse. Used in tandem with the burn
command. Gasoline can be bought at the Hunt and Hook.
Ability Items:
Tranquilizer darts and pistols, various grenades, bolas, landmines, caltrops,
bandages, tasers and pepper spray can only be bought in the Hunt and Hook.
These items are used for certain skills under the abilities tree.
Rohypnol:
Used to knock a PC out. Sold by a wandering NPC, the rough, shifty looking man.
See help drugs for more information.
Poison:
Used to debuff a PC. Sold by a wandering NPC, the rough, shifty looking man.
See help drugs for more information.
Obtained from Player Characters:
Blood Bag:
Blood bags can only be obtained from natural characters potent enough to give
blood. Naturals can use the giveblood command at the hospital blood bank or
have it be forcibly removed from them with the drain command. See help blood
and help blood potency for more information.
Vampire Blood:
Vampire blood is used to permanently imprint a character. It can only be
obtained from vampires with the giveblood command. See help vampire blood for
more information.
obtained from player characters.
Sold in NPC Shops:
Dream Charm:
Dream Charms allow characters to enter the nightmare physically, as well as
being able to perceive some psychic elements of individuals outside it.
They can be bought from the goblin market or the newbie shop.
Headlamp:
Headlamps are a special type of flashlight that can be worn. They are sold in
the Hunt and Hook.
Scuba Gear:
Scuba gear protects those diving in deep water from injury. It can only be
bought from the Hunt and Hook, but can be customized at any tailor.
Gasoline:
Used to destroy forensic evidence on a corpse. Used in tandem with the burn
command. Gasoline can be bought at the Hunt and Hook.
Ability Items:
Tranquilizer darts and pistols, various grenades, bolas, landmines, caltrops,
bandages, tasers and pepper spray can only be bought in the Hunt and Hook.
These items are used for certain skills under the abilities tree.
Rohypnol:
Used to knock a PC out. Sold by a wandering NPC, the rough, shifty looking man.
See help drugs for more information.
Poison:
Used to debuff a PC. Sold by a wandering NPC, the rough, shifty looking man.
See help drugs for more information.
Obtained from Player Characters:
Blood Bag:
Blood bags can only be obtained from natural characters potent enough to give
blood. Naturals can use the giveblood command at the hospital blood bank or
have it be forcibly removed from them with the drain command. See help blood
and help blood potency for more information.
Vampire Blood:
Vampire blood is used to permanently imprint a character. It can only be
obtained from vampires with the giveblood command. See help vampire blood for
more information.
See Also
Specials
Specials are effects applied to your attacks, they can only be used
through setting up and using a custom attack.
Overpower
Attack deals 140% damage, but your next attack deals 50%.
Underpower
Attack deals 50% damage, but your next attack deals 140%.
Delay
Delays the attack by one round, uses the delay descriptions from setting
up the myattacks for the second round when the attack strikes.
Longdelay
Delays the attack by two rounds, but it deals 110% damage, uses the
delay descriptions from setting up the myattacks for the third round when
the attack strikes.
AOE
Attack does 40% damage to the target and all other targets within 10
distance of them, excluding the attacking character.
Wounding
Attack does 50% damage, but if it wounds the target they will be wounded
twice as severely, instantly killing NPCs or inflicting one stage greater
wounds on PCs.
through setting up and using a custom attack.
Overpower
Attack deals 140% damage, but your next attack deals 50%.
Underpower
Attack deals 50% damage, but your next attack deals 140%.
Delay
Delays the attack by one round, uses the delay descriptions from setting
up the myattacks for the second round when the attack strikes.
Longdelay
Delays the attack by two rounds, but it deals 110% damage, uses the
delay descriptions from setting up the myattacks for the third round when
the attack strikes.
AOE
Attack does 40% damage to the target and all other targets within 10
distance of them, excluding the attacking character.
Wounding
Attack does 50% damage, but if it wounds the target they will be wounded
twice as severely, instantly killing NPCs or inflicting one stage greater
wounds on PCs.
See Also
Speed
Syntax: Speed 1-5
This sets your default combat speed which is used when fighting NPCs out in
the forest. Speed 1 is the fastest and means one move and attack every 15
seconds. At speed 2 it is every 30 seconds, speed 3 45 and so on. You
start off with default speed of 3, most people will eventually lower this to
1 in order to earn exp faster but it’s a good idea to start off slower until
you are sure you know what you’re doing.
This sets your default combat speed which is used when fighting NPCs out in
the forest. Speed 1 is the fastest and means one move and attack every 15
seconds. At speed 2 it is every 30 seconds, speed 3 45 and so on. You
start off with default speed of 3, most people will eventually lower this to
1 in order to earn exp faster but it’s a good idea to start off slower until
you are sure you know what you’re doing.
speeddial
Syntax: speeddial
Show your phone’s remembered contacts.
Syntax: speeddial (1–50) (name) (number)
Add a phone number into your phone book. This will allow you to call and text
a person by name.
Syntax: speeddial (1–50)
Clear the contact from your phone book.
Show your phone’s remembered contacts.
Syntax: speeddial (1–50) (name) (number)
Add a phone number into your phone book. This will allow you to call and text
a person by name.
Syntax: speeddial (1–50)
Clear the contact from your phone book.
See Also
Spending Resources
There are a variety of ways in which societies can spend their acquired
resources, aside from asset/vassal upkeep. Some of these commands require
minimum society resources to use, plus the separate cost of the item or task itself.
The following commands require 50k resources, plus the additional cost:
Syntax: resupply (item)
Acquire useful items billed to the society. See Also: help resupply
Syntax: carefor (prisoner)
Care for a prisoner so they don’t get rescued by the sanctuary spell. Costs
between $100 and $2000 society resources. See: help carefor
The following commands require 80k resources, plus the additional cost.
Syntax: artificeweapon (item) (1-2) (discipline)
Syntax: artificamulet (item) (1-2) (discipline)
Syntax: artificecharm (item) (1-2) (stat)
When used in a magical workshop, it creates an artifact weapon/amulet/charm.
Level one artifacts cost $10, 000 resources, level 2, $100, 000.
Syntax: augment (item) (type)
When done in an engineering bay, augments a weapon or armor. See Also:
help augment.
Syntax: trace (number)
When done at a location with a computer locks onto the phone with the
targeted number to allow easy tracking. Costs $200 society resources.
See Also: help trace.
Syntax: curseobject (object) (imprint)
When done in a magical workshop places a curse onto an item, imprinting the
mind of the wearer. Costs $300 society resources. See Also: help curseobject
Syntax: makepotion (type) (message)
When done in an alchemical workshop creates a memory potion. Costs $250
society resources. See Also: help makepotion
Syntax: brand remove (person)
Removes someone’s supernatural brand, costs between $15000 and $2000 resources.
See Also: help branding
Syntax: society paybonus (person) (amount)
Increase the money someone receives in their next pay cheque. It costs twice
as many resources as the dollar amount increased.
Syntax: mindhack (person)
Done in a brainwasher. Mystically or technologically break into someone. It
costs $1000 resources. See Also: help mindhack.
Syntax: society ritual (ritual name) [(target) (string)]
Purchase the services of a Tier 2 society ritualist NPC. It costs $200 resources
x life force of the ritual. See Also: help ritual
Syntax: brainwash implant (target)
Installs a remote-controlled device in the target’s head, producing a controller
and causing a severe injury. It costs $5000 resources.
Syntax: brainwash neutralizer (target)
Installs a neutralizer device inside a target, nullifying all supernatural
abilities and causing a severe injury. It costs $1000 society resources.
Syntax: brainwash extraction (target)
Attempts to remove a neutralizing implant. Costs $1000 resources. See Also:
help brainwash
The following commands require 100k resources, plus the additional cost.
Syntax: society breaksanctuary (name)
Break sanctuary protection on an eligible target. Costs $10,000.
Syntax: society oppress/unoppress (name)
Curse an unprotected target for $2,500. See Also: help oppression
Syntax: treat (name)
Reduce the time to heal from a wound, while in a medical facility. See Also
help treat.
resources, aside from asset/vassal upkeep. Some of these commands require
minimum society resources to use, plus the separate cost of the item or task itself.
The following commands require 50k resources, plus the additional cost:
Syntax: resupply (item)
Acquire useful items billed to the society. See Also: help resupply
Syntax: carefor (prisoner)
Care for a prisoner so they don’t get rescued by the sanctuary spell. Costs
between $100 and $2000 society resources. See: help carefor
The following commands require 80k resources, plus the additional cost.
Syntax: artificeweapon (item) (1-2) (discipline)
Syntax: artificamulet (item) (1-2) (discipline)
Syntax: artificecharm (item) (1-2) (stat)
When used in a magical workshop, it creates an artifact weapon/amulet/charm.
Level one artifacts cost $10, 000 resources, level 2, $100, 000.
Syntax: augment (item) (type)
When done in an engineering bay, augments a weapon or armor. See Also:
help augment.
Syntax: trace (number)
When done at a location with a computer locks onto the phone with the
targeted number to allow easy tracking. Costs $200 society resources.
See Also: help trace.
Syntax: curseobject (object) (imprint)
When done in a magical workshop places a curse onto an item, imprinting the
mind of the wearer. Costs $300 society resources. See Also: help curseobject
Syntax: makepotion (type) (message)
When done in an alchemical workshop creates a memory potion. Costs $250
society resources. See Also: help makepotion
Syntax: brand remove (person)
Removes someone’s supernatural brand, costs between $15000 and $2000 resources.
See Also: help branding
Syntax: society paybonus (person) (amount)
Increase the money someone receives in their next pay cheque. It costs twice
as many resources as the dollar amount increased.
Syntax: mindhack (person)
Done in a brainwasher. Mystically or technologically break into someone. It
costs $1000 resources. See Also: help mindhack.
Syntax: society ritual (ritual name) [(target) (string)]
Purchase the services of a Tier 2 society ritualist NPC. It costs $200 resources
x life force of the ritual. See Also: help ritual
Syntax: brainwash implant (target)
Installs a remote-controlled device in the target’s head, producing a controller
and causing a severe injury. It costs $5000 resources.
Syntax: brainwash neutralizer (target)
Installs a neutralizer device inside a target, nullifying all supernatural
abilities and causing a severe injury. It costs $1000 society resources.
Syntax: brainwash extraction (target)
Attempts to remove a neutralizing implant. Costs $1000 resources. See Also:
help brainwash
The following commands require 100k resources, plus the additional cost.
Syntax: society breaksanctuary (name)
Break sanctuary protection on an eligible target. Costs $10,000.
Syntax: society oppress/unoppress (name)
Curse an unprotected target for $2,500. See Also: help oppression
Syntax: treat (name)
Reduce the time to heal from a wound, while in a medical facility. See Also
help treat.
See Also
Split Mind
Levels: 0, 1, 2
Requirements: 60k Dream experience for level 1, 120k for level 2.
Individuals with this stat can retain their normal mind even while in a
dreamworld. The mind of their dream identity will still take over and be
the dominant personality, but they retain awareness of what is going on and
can affect things. Many who attempt to learn this skill instead go mad, and
it doubles the effective duration of any madness ritual on the target.
Syntax: dream believe (number)
At level one it grants the ability to switch your dominant personality
to one of your dream personas, effectively the same as casting a
dreambelief ritual on yourself.
Syntax: dream makebelieve (number) (person)
Syntax: dream makeidentity (umber) (person) (identity)
At level two it additionally grants the ability to use dream makebelieve
or dream makeidentity to instantly affect others with the results of those
rituals. These effects tend to only last an hour however and require the
target to be psychically vulnerable similar to vampire bites. i.e. They
must have not moved recently and can defend themselves with guardmind.
This costs 4% life force.
This is particularly useful since it opens people up to dream assault.
Syntax: Dream Assault (person) (stat)
Launches a psychic attack against the target using dreamworld stats. It
requires both attacker and victim to believe they are an identity from
that world and costs 3% life force. On success victim is knocked out,
can be prevented with guardmind.
Requirements: 60k Dream experience for level 1, 120k for level 2.
Individuals with this stat can retain their normal mind even while in a
dreamworld. The mind of their dream identity will still take over and be
the dominant personality, but they retain awareness of what is going on and
can affect things. Many who attempt to learn this skill instead go mad, and
it doubles the effective duration of any madness ritual on the target.
Syntax: dream believe (number)
At level one it grants the ability to switch your dominant personality
to one of your dream personas, effectively the same as casting a
dreambelief ritual on yourself.
Syntax: dream makebelieve (number) (person)
Syntax: dream makeidentity (umber) (person) (identity)
At level two it additionally grants the ability to use dream makebelieve
or dream makeidentity to instantly affect others with the results of those
rituals. These effects tend to only last an hour however and require the
target to be psychically vulnerable similar to vampire bites. i.e. They
must have not moved recently and can defend themselves with guardmind.
This costs 4% life force.
This is particularly useful since it opens people up to dream assault.
Syntax: Dream Assault (person) (stat)
Launches a psychic attack against the target using dreamworld stats. It
requires both attacker and victim to believe they are an identity from
that world and costs 3% life force. On success victim is knocked out,
can be prevented with guardmind.
See Also
spy
Syntax: Spy
This command toggles spy mode on and off for an SR. When this mode is on
the SR will be able to see the RP of everyone who has trusted them to at
least level 3 unless they are in a private room. (Help private)
It is used to do RP with someone remotely or gathering intelligence to work
out a story idea. All Immortals are trusted high enough for this by
default, but that can be changed by turning story off.
This command toggles spy mode on and off for an SR. When this mode is on
the SR will be able to see the RP of everyone who has trusted them to at
least level 3 unless they are in a private room. (Help private)
It is used to do RP with someone remotely or gathering intelligence to work
out a story idea. All Immortals are trusted high enough for this by
default, but that can be changed by turning story off.
See Also
sradddesc
Syntax: SRAddDesc
A command to add or modify a temporary description in a room, only SRs can
change it and it lasts until deleted or changed.
A command to add or modify a temporary description in a room, only SRs can
change it and it lasts until deleted or changed.
SRaddhidden
ssay
Syntax: ssay (message)
Syntax: ssay to phone (message)
Used to communicate with the rest of your society alliance.
[Last edited August 9th, 2022]
Syntax: ssay to phone (message)
Used to communicate with the rest of your society alliance.
[Last edited August 9th, 2022]
See Also
stab
Syntax: stab (name) syringe
This will inject your victim with the contents of an alchemical syringe made by the makepotion command.
This will inject your victim with the contents of an alchemical syringe made by the makepotion command.
See Also
Staff
Tyr – In charge of the Lore, and Code.
Daed – In charge of Story.
Discordance – In charge of player relations, and the wiki.
All staff can and do help with all areas however, if you have an issue with
one staff member, bring it up with another. Most complaints about other
players/SR/staff should be directed primarily at Discordance. Nobody except
Tyr should be taken as an absolute authority on the code since he’s the one
who writes it all.
Daed – In charge of Story.
Discordance – In charge of player relations, and the wiki.
All staff can and do help with all areas however, if you have an issue with
one staff member, bring it up with another. Most complaints about other
players/SR/staff should be directed primarily at Discordance. Nobody except
Tyr should be taken as an absolute authority on the code since he’s the one
who writes it all.
Stagger
Stagger is a debuff that appears next to your defense in your prompt. It
represents a general lack of balance or short term fatigue in combat. All
attacks add some stagger when they strike you, but the amount depends on the
conditions of the attack. Most supernaturals will take bonus stagger from
certain types of weapons to which they have a weakness.
Stagger decreases your damage and movement speed, and is particularly
effective at diminishing the effect of in combat magical abilities. It goes
down every round and goes down more the less you’ve moved that round as well
as the higher your stamina is.
An attack needs to do at least 10 damage to inflict stagger. Forest monsters
inflict 5 stagger every attack regardless of damage.
Every 15 points of stagger reduces your combat move speed by 1.
Every 5 points of stagger reduces your damage by 1%
represents a general lack of balance or short term fatigue in combat. All
attacks add some stagger when they strike you, but the amount depends on the
conditions of the attack. Most supernaturals will take bonus stagger from
certain types of weapons to which they have a weakness.
Stagger decreases your damage and movement speed, and is particularly
effective at diminishing the effect of in combat magical abilities. It goes
down every round and goes down more the less you’ve moved that round as well
as the higher your stamina is.
An attack needs to do at least 10 damage to inflict stagger. Forest monsters
inflict 5 stagger every attack regardless of damage.
Every 15 points of stagger reduces your combat move speed by 1.
Every 5 points of stagger reduces your damage by 1%
Stake
Syntax: stake (name/sdesc keyword)
Syntax: get stake (name/sdesc keyword)
The stake command can be used on any helpless target. You need a stake object
in your inventory. This can be any thing-type item with the keyword stake in
its name.
Staking inflicts a severe wound on a vampire and places him in a state of
paralysis.
Staking a living character will critically wound him.
Syntax: get stake (name/sdesc keyword)
The stake command can be used on any helpless target. You need a stake object
in your inventory. This can be any thing-type item with the keyword stake in
its name.
Staking inflicts a severe wound on a vampire and places him in a state of
paralysis.
Staking a living character will critically wound him.
See Also
stalk
Syntax: stalk (message)
Used by Storyrunners to communicate with each other OOCly, also
may be used by players to attempt to contact online SRs.
Used by Storyrunners to communicate with each other OOCly, also
may be used by players to attempt to contact online SRs.
See Also
stall
Stamina
Levels: -1, 0, 1, 2, 3, 4, 5
Requirements: Rank 3 requires Demigod, Tier 3 or 1 point in combat focuses.
Rank 4 requires Demigod Warrior 2, Demonborn Warrior 3 or combat focus 4.
Rank 5 requires Demigod warrior 4.
Young Characters: Rank 2 requires the Jock role.
This stat represents your character’s endurance and cardiovascular fitness.
Stamina also increases the amount your stagger goes down each round.
Stamina -1
Tire just climbing stairs
Stamina 0
Average person
Stamina 1
More than an average person
Stamina 2
An athlete
Stamina 3
An endurance athlete
Stamina 4
One of the best endurance athletes in the world
Stamina 5
Supernatural stamina
Requirements: Rank 3 requires Demigod, Tier 3 or 1 point in combat focuses.
Rank 4 requires Demigod Warrior 2, Demonborn Warrior 3 or combat focus 4.
Rank 5 requires Demigod warrior 4.
Young Characters: Rank 2 requires the Jock role.
This stat represents your character’s endurance and cardiovascular fitness.
Stamina also increases the amount your stagger goes down each round.
Stamina -1
Tire just climbing stairs
Stamina 0
Average person
Stamina 1
More than an average person
Stamina 2
An athlete
Stamina 3
An endurance athlete
Stamina 4
One of the best endurance athletes in the world
Stamina 5
Supernatural stamina
See Also
stand
Syntax: stand
Stand returns you to a standing position from any position of rest.
You will need to stand again if some has successfully bashed or
tripped you, or if you simply sit down.
Stand returns you to a standing position from any position of rest.
You will need to stand again if some has successfully bashed or
tripped you, or if you simply sit down.
stash
Your stash is a place to store items when not using them.
Any room designated as a bedroom, an intersection, a place
with your car or motorcycle, or a universal stash counts as these.
Any item put into a stash must be retrieved from the same room, with the
exception of your car/motorcycle stashes and universal stashes. A universal
stash can be accessed from any stash on grid. There are universal stashes
in the character generation room and the dressing rooms in Narnia.
Stashes cannot be accessed by other characters aside from using schemes to
do so.
Syntax: stash
This will show the contents of your stash and the rooms
that they are found in.
Syntax: get (object) stash
This will retrieve an object from your stash.
Syntax: put (object) stash
This will put items into your stash.
Any room designated as a bedroom, an intersection, a place
with your car or motorcycle, or a universal stash counts as these.
Any item put into a stash must be retrieved from the same room, with the
exception of your car/motorcycle stashes and universal stashes. A universal
stash can be accessed from any stash on grid. There are universal stashes
in the character generation room and the dressing rooms in Narnia.
Stashes cannot be accessed by other characters aside from using schemes to
do so.
Syntax: stash
This will show the contents of your stash and the rooms
that they are found in.
Syntax: get (object) stash
This will retrieve an object from your stash.
Syntax: put (object) stash
This will put items into your stash.
See Also
Stasis
Syntax: Society stasis/Society Unstasis (name)
Syntax: Stasis (charactername)/Unstasis (name)
Stasis is used to put societies and/or characters temporarily out of play.
While out of play the secrecy penalty associated with being active will
decrease at the same rate it previously increased. If a society or character
is in stasis for at least three months for a society or six weeks for a
character, all previous penalties will be shed, no matter how long they were
active for. Additionally societies will shed all ex-member penalties if in
stasis at least three months.
Societies can only be brought out of stasis by exmembers or characters from
the same account as the individual who put it into stasis, they are also the
only ones who can see it on the society list.
When a character is put into stasis, they will get their xp and rpxp returned
just like if they deleted the character, spent non-personal karma will also
go into their bank. In order to unstasis the character, the player must have
unspent xp and rpxp equal to what was returned, as well as enough personal
karma and regular + banked karma for the character’s tier. Characters are
brought back from stasis from the login screen where one would normally
choose a character to play.
Characters in stasis at least 6 weeks will lose all secrecy penalties.
Stasis characters cannot be abducted.
Stasis characters retain their dream xp, influence and world xp.
New societies cannot be created or old ones brought out of stasis before the
20th of each month.
[Last edited November 30, 2023]
Syntax: Stasis (charactername)/Unstasis (name)
Stasis is used to put societies and/or characters temporarily out of play.
While out of play the secrecy penalty associated with being active will
decrease at the same rate it previously increased. If a society or character
is in stasis for at least three months for a society or six weeks for a
character, all previous penalties will be shed, no matter how long they were
active for. Additionally societies will shed all ex-member penalties if in
stasis at least three months.
Societies can only be brought out of stasis by exmembers or characters from
the same account as the individual who put it into stasis, they are also the
only ones who can see it on the society list.
When a character is put into stasis, they will get their xp and rpxp returned
just like if they deleted the character, spent non-personal karma will also
go into their bank. In order to unstasis the character, the player must have
unspent xp and rpxp equal to what was returned, as well as enough personal
karma and regular + banked karma for the character’s tier. Characters are
brought back from stasis from the login screen where one would normally
choose a character to play.
Characters in stasis at least 6 weeks will lose all secrecy penalties.
Stasis characters cannot be abducted.
Stasis characters retain their dream xp, influence and world xp.
New societies cannot be created or old ones brought out of stasis before the
20th of each month.
[Last edited November 30, 2023]
See Also
stats
Syntax: stats (all/cost)
Syntax: powers (all/cost)
Stats represent almost all non-direct-combat attributes your character has,
ranging from wealth, attractiveness, NPC friends, physique, education and
miscellaneous skills. They are raised with RP Experience, which is earned
from general roleplay.
Stats can vary in value from a minimum of -1 to a maximum of 5, though not
all stats have assignable values at each tier. When assigning stat points,
simply use the train command to train the next available tier.
-1: Returns 10,000 RPXP to your RPXP pool.
0: Costs 0 RPXP.
1: Costs 10,000 RPXP.
2: Costs 30,000 RPXP. (1 for level 1, 2 for level 2)
3: Costs 60,000 RPXP. (1+2+3)
4: Costs 100,000 RPXP.
5: Costs 150,000 RPXP.
Powers:
Supernatural stats can be found under the powers command, but follow the
same rules as stats for the most part. They are limited by circumstances
detailed elsewhere.
Animal Stats:
Animal stats follow special rules and are detailed in a secondary file.
Syntax: powers (all/cost)
Stats represent almost all non-direct-combat attributes your character has,
ranging from wealth, attractiveness, NPC friends, physique, education and
miscellaneous skills. They are raised with RP Experience, which is earned
from general roleplay.
Stats can vary in value from a minimum of -1 to a maximum of 5, though not
all stats have assignable values at each tier. When assigning stat points,
simply use the train command to train the next available tier.
-1: Returns 10,000 RPXP to your RPXP pool.
0: Costs 0 RPXP.
1: Costs 10,000 RPXP.
2: Costs 30,000 RPXP. (1 for level 1, 2 for level 2)
3: Costs 60,000 RPXP. (1+2+3)
4: Costs 100,000 RPXP.
5: Costs 150,000 RPXP.
Powers:
Supernatural stats can be found under the powers command, but follow the
same rules as stats for the most part. They are limited by circumstances
detailed elsewhere.
Animal Stats:
Animal stats follow special rules and are detailed in a secondary file.
See Also
Stealth
Levels: 0, 1, 2, 3, 4, 5
Requirements: Rank 3 requires Faeborn, or illusory magic 2 or thief/hunter focus 1.
Rank 4-5 requires Illusory magic focus 3-4 or Thief/Hunter 2-3.
Young Characters: Rank 2 requires Rebel clique.
This stat governs a character’s ability to remain undetected.
Syntax: shadow (person/self)
Shadow allows a character to follow someone without any echoes revealing so.
The character will be hidden in any transport rooms, but visible upon reaching
the destination. Those with higher perception than the character’s stealth
will be able to detect attempts to shadow them or others.
Syntax: hide
Syntax: unhide/visible
Used to conceal a character using the stealth skill. Others who are in the
same room when a character hides will still see him. Should any action be
taken the character is at risk of being unhidden. Others with a higher
perception than the character’s stealth won’t be fooled.
Stealth 0
Not stealthy
Stealth 1
Able to blend in, making it more difficult to spot the character
Stealth 2
Able to blend in and move quietly
Stealth 3
Able to avoid sightlines
Stealth 4
Able to move soundlessly
Stealth 5
Able to move soundlessly while blending into the background
Hidden characters may be passed over by forest monsters, at stealth 3 this is
guaranteed.
Requirements: Rank 3 requires Faeborn, or illusory magic 2 or thief/hunter focus 1.
Rank 4-5 requires Illusory magic focus 3-4 or Thief/Hunter 2-3.
Young Characters: Rank 2 requires Rebel clique.
This stat governs a character’s ability to remain undetected.
Syntax: shadow (person/self)
Shadow allows a character to follow someone without any echoes revealing so.
The character will be hidden in any transport rooms, but visible upon reaching
the destination. Those with higher perception than the character’s stealth
will be able to detect attempts to shadow them or others.
Syntax: hide
Syntax: unhide/visible
Used to conceal a character using the stealth skill. Others who are in the
same room when a character hides will still see him. Should any action be
taken the character is at risk of being unhidden. Others with a higher
perception than the character’s stealth won’t be fooled.
Stealth 0
Not stealthy
Stealth 1
Able to blend in, making it more difficult to spot the character
Stealth 2
Able to blend in and move quietly
Stealth 3
Able to avoid sightlines
Stealth 4
Able to move soundlessly
Stealth 5
Able to move soundlessly while blending into the background
Hidden characters may be passed over by forest monsters, at stealth 3 this is
guaranteed.
See Also
stell
Syntax: stell (person) (message)
Used by Story Runners to communicate privately and OOCly with
players, useful for setting up RP or giving players information
and guidance mid-RP.
Used by Story Runners to communicate privately and OOCly with
players, useful for setting up RP or giving players information
and guidance mid-RP.
See Also
Stone Magic
Type: Ranged
Max Range: 60
Optimum Range: 30
This discipline covers the ability of creatures to conjure and
manipulate stone. A type of ‘sorcery’ that is usually used to conjure a
sharp or heavy stone projectile which is then launched at an adversary but
can also be used to manipulate existing stone.
Max Range: 60
Optimum Range: 30
This discipline covers the ability of creatures to conjure and
manipulate stone. A type of ‘sorcery’ that is usually used to conjure a
sharp or heavy stone projectile which is then launched at an adversary but
can also be used to manipulate existing stone.
See Also
Stone Shield
Type: Defensive
This discipline covers the use of stone magic to form a protective shield
that will block incoming attacks until the energy is all used up. Normally
invisible except when being struck.
This discipline covers the use of stone magic to form a protective shield
that will block incoming attacks until the energy is all used up. Normally
invisible except when being struck.
See Also
stopfight
Syntax: Stopfight
An SR command to end a fight in the room they’re in.
An SR command to end a fight in the room they’re in.
Storm Calling
Levels: 0, 1
Requirements: Demigod
Characters with this power can use the command storm to summon up a storm,
may not work if the skies are too clear.
Requirements: Demigod
Characters with this power can use the command storm to summon up a storm,
may not work if the skies are too clear.
story
Syntax: Story
This command is a toggle for whether or not you would like to be involved
in staff run plots. Founding family members and those with demonic pacts
must always have story on.
Meta plot groups PCs are discouraged from antaging characters with story
off. Staff will usually advise members who they cannot target. Social RP
is still fine to engage in.
This command is a toggle for whether or not you would like to be involved
in staff run plots. Founding family members and those with demonic pacts
must always have story on.
Meta plot groups PCs are discouraged from antaging characters with story
off. Staff will usually advise members who they cannot target. Social RP
is still fine to engage in.
Story Death
This is a set of guidelines on where PC death will likely occur in staff
run stories. Player SRs may deviate from these guidelines although
preferably not by too much.
Things that will almost certainly lead to your PCs death:
1) Disrespecting the threat. If your char acts like they can’t die or are
unafraid of death in an unrealistic manner, they’re highly likely to die.
An example might be meeting a god, and insulting them, this will likely
cause immediate death.
2) Doing something that would realistically cause death. You can’t expect
SRs to be nice and throw you miracle saves, if you jump off a tall building,
you’re almost certainly going to die.
3) Doing something brave and dangerous. If you tackle the super powered
evil to try and buy your friends time to escape, expect to die.
4) Doing something unrealistic or silly, or trying to powergame through
dangerous situations. If you’re in a big fight and start for instance,
singing a song, expect to die.
Things which are likely to lead to your PCs death:
1) Doing something brave. Every time your character is brave in a scene
there’s a serious chance they might die, that’s what makes it brave.
2) Doing something dangerous. Every time your character does something
dangerous, such as gets into a fight there’s a serious chance they might
die.
There is no limit to the number of people who will die in a scene, if lots
of people are doing the above listed things then lots of people might die.
There is no need for an SR or staff member to work you up through injury
levels, although they might you should not be surprised if you go from
healthy to dead if the situation warrants it.
The only way to ensure your survival in staff run plots is to be cunning and
cowardly. Obviously many people don’t want to play like that, which is
fine, but you should not have the expectation of surviving plots if so, the
price for being a hero is most often your life.
run stories. Player SRs may deviate from these guidelines although
preferably not by too much.
Things that will almost certainly lead to your PCs death:
1) Disrespecting the threat. If your char acts like they can’t die or are
unafraid of death in an unrealistic manner, they’re highly likely to die.
An example might be meeting a god, and insulting them, this will likely
cause immediate death.
2) Doing something that would realistically cause death. You can’t expect
SRs to be nice and throw you miracle saves, if you jump off a tall building,
you’re almost certainly going to die.
3) Doing something brave and dangerous. If you tackle the super powered
evil to try and buy your friends time to escape, expect to die.
4) Doing something unrealistic or silly, or trying to powergame through
dangerous situations. If you’re in a big fight and start for instance,
singing a song, expect to die.
Things which are likely to lead to your PCs death:
1) Doing something brave. Every time your character is brave in a scene
there’s a serious chance they might die, that’s what makes it brave.
2) Doing something dangerous. Every time your character does something
dangerous, such as gets into a fight there’s a serious chance they might
die.
There is no limit to the number of people who will die in a scene, if lots
of people are doing the above listed things then lots of people might die.
There is no need for an SR or staff member to work you up through injury
levels, although they might you should not be surprised if you go from
healthy to dead if the situation warrants it.
The only way to ensure your survival in staff run plots is to be cunning and
cowardly. Obviously many people don’t want to play like that, which is
fine, but you should not have the expectation of surviving plots if so, the
price for being a hero is most often your life.
See Also
Story Runner Code of Conduct
The story runner code of conduct has one aim, to ensure SRs are
concentrating on helping make and run great RP. As an SR you are subject to
immortal oversight, that means that unlike a player you do not have to
clearly break any rules for immortals to intervene, if we feel like you are
using your SR in a way that is bad for the game we will take it away from
you.
1) Do not grief players. This means using your SR in any way to make
player’s lives unpleasant unless as a direct and necessary part of the
story. Using NPCs to pick on players, having monsters go after one in
particular for no real reason, using hurt/injure excessively etc.
2) Do not coddle players. This means using your SR in any way to inflate
player’s egos unless as a direct and necessary part of the story. Using
NPCs to flatter players, designing fights and scenarios that they can’t
possibly lose or letting them win the situation even if you think they
should lose etc. In general a good success rate is about 75%, if players
succeed about 75% of the time in your stories you’re probably at a good
level.
3) Never attempt to influence a player to increase your trust level. While
you may tell a player you don’t want to run RP for them because their trust
is too low you may not ever harass, plead or pressure a player into raising
your trust. This is to protect you more than them, if they are unhappy with
something you’ve done the fact that they completely voluntarily raised your
trust high enough to do it is your best defense.
4) Do not use your SR to prop up or help your characters. Your characters
can be involved in rooms and stories that you run but they should never
profit from it. For instance if your players have to solve a puzzle, your
character should never be the one with the answer. They should be one of
the group and in no way gain any possible advantage because you are also the
SR.
5) Do not allow your SR to give any benefit to your PC. Most overt examples
would be offering to run RP for people who’re nice to your PC more than
others, but even if you’re not doing it deliberately you can be held
responsible. It’s very strongly recommended that you do not tell people who
your PC is where possible, as if it seems like people are treating your PC
differently because of that knowledge you may well lose your SR, even if you
aren’t encouraging them to do so.
6) Do not play favorites. It is fine to run RP for your friends or people
you like more often. However when setting up a story you should accept
players based on the merit of their reasons for being involved and that is
all, additionally once in a scene you must treat all players equally and
respond only based on the merits of their IC actions.
7) Keep the scope of your stories confined to those who wish to play with
you/trust you. You should not under normal circumstances run a story that
involves/threatens the entire town/world, or people who aren’t volunteering
to play in it. This includes making the consequences of your plot so dire
that PCs will be unable ICly to avoid getting involved. It also includes
creating lore that will effect others. It would be fine for instance to
create a cult for your PCs to deal with, but not to create the oldest
vampire in the world. Since there can be only one of them. If you want to
run a plot that involves the whole game, or involves lore creation you’ll
need to be deputized and have a staff member be briefed on the plot to ok it
all. This rule is in place to prevent SRs stepping on each other’s stories
and to prevent players from being pushed into participating in plots with
SRs they may not wish to.
8) Keep the scale of your stories reasonable. While it’s an understandable
urge to get players involved by making your plots more and more epic it can
very quickly degenerate the reality of the world and the characters if
they’re saving the universe every weekend, and can put SRs in competitions
to make their plot more epic than the last one. Most stories should be
small scale, something well suited to small groups of players who’ve trusted
you to play with. The occasional epic story is fine, although you’ll
generally need to pass it through staff and be deputized as mentioned above,
but it’s the smaller things that bring the world to life.
concentrating on helping make and run great RP. As an SR you are subject to
immortal oversight, that means that unlike a player you do not have to
clearly break any rules for immortals to intervene, if we feel like you are
using your SR in a way that is bad for the game we will take it away from
you.
1) Do not grief players. This means using your SR in any way to make
player’s lives unpleasant unless as a direct and necessary part of the
story. Using NPCs to pick on players, having monsters go after one in
particular for no real reason, using hurt/injure excessively etc.
2) Do not coddle players. This means using your SR in any way to inflate
player’s egos unless as a direct and necessary part of the story. Using
NPCs to flatter players, designing fights and scenarios that they can’t
possibly lose or letting them win the situation even if you think they
should lose etc. In general a good success rate is about 75%, if players
succeed about 75% of the time in your stories you’re probably at a good
level.
3) Never attempt to influence a player to increase your trust level. While
you may tell a player you don’t want to run RP for them because their trust
is too low you may not ever harass, plead or pressure a player into raising
your trust. This is to protect you more than them, if they are unhappy with
something you’ve done the fact that they completely voluntarily raised your
trust high enough to do it is your best defense.
4) Do not use your SR to prop up or help your characters. Your characters
can be involved in rooms and stories that you run but they should never
profit from it. For instance if your players have to solve a puzzle, your
character should never be the one with the answer. They should be one of
the group and in no way gain any possible advantage because you are also the
SR.
5) Do not allow your SR to give any benefit to your PC. Most overt examples
would be offering to run RP for people who’re nice to your PC more than
others, but even if you’re not doing it deliberately you can be held
responsible. It’s very strongly recommended that you do not tell people who
your PC is where possible, as if it seems like people are treating your PC
differently because of that knowledge you may well lose your SR, even if you
aren’t encouraging them to do so.
6) Do not play favorites. It is fine to run RP for your friends or people
you like more often. However when setting up a story you should accept
players based on the merit of their reasons for being involved and that is
all, additionally once in a scene you must treat all players equally and
respond only based on the merits of their IC actions.
7) Keep the scope of your stories confined to those who wish to play with
you/trust you. You should not under normal circumstances run a story that
involves/threatens the entire town/world, or people who aren’t volunteering
to play in it. This includes making the consequences of your plot so dire
that PCs will be unable ICly to avoid getting involved. It also includes
creating lore that will effect others. It would be fine for instance to
create a cult for your PCs to deal with, but not to create the oldest
vampire in the world. Since there can be only one of them. If you want to
run a plot that involves the whole game, or involves lore creation you’ll
need to be deputized and have a staff member be briefed on the plot to ok it
all. This rule is in place to prevent SRs stepping on each other’s stories
and to prevent players from being pushed into participating in plots with
SRs they may not wish to.
8) Keep the scale of your stories reasonable. While it’s an understandable
urge to get players involved by making your plots more and more epic it can
very quickly degenerate the reality of the world and the characters if
they’re saving the universe every weekend, and can put SRs in competitions
to make their plot more epic than the last one. Most stories should be
small scale, something well suited to small groups of players who’ve trusted
you to play with. The occasional epic story is fine, although you’ll
generally need to pass it through staff and be deputized as mentioned above,
but it’s the smaller things that bring the world to life.
Story Runner Commands
Storyrunner (Name)
Used to create a Story Runner character.
Stell
Communicate privately with players OOCly.
Calendar
Allows the scheduling of RP.
SWalk
Travel to a room or character.
Home
Head back to the Story Runner’s OOC room when not running RP
Emote/private
Similar to players but with your name always excluded.
Broadcast
Used to send game wide messages.
Monster
To design, summon and run fights with NPCs for players to fight:
monster list/info/delete, monster summon/unsummon,
monster startfight, monster target, monster pausefight,
monster fightspeed, monster diminish and monster diminishround.
See help monsters.
Lookup
To find out information about a character’s notes and history.
Probe
To find out about a character’s stats or disciplines.
Hurt
To cause damage to a player or NPC for RP reasons.
Injure
To cause an injury to a player or NPC for RP reasons.
Showto
Used to show a message to only people with certain stats or disciplines.
STalk
Used to communicate OOCly with other SRs, also can be used by players
to attempt to contact SRs.
News
Used to create news items.
Inflict & Cure
Used to inflict and cure conditions on characters.
Summon
Can be used to bring a player to your location.
Spy
Can be used to spy on players.
SRAddDesc
Used to add temporary descriptions to the room you’re in.
Break (direction)
Used to create a hole in a wall.
Repair (direction)
Used to repair a hole in a wall.
Crisis
Used to create town wide events and changes.
Guest
Used to create characters for your stories.
Stopfight
Used to stop a fight in the room you’re in.
Mists
A special SR area for running plots.
Fight
A command to modify a fight in the room you’re in.
Plot
A command to create and list plots. plot sessions, plot start and
plot stop run a plot over several sessions, and plot addclue seeds
a clue about it out into the town. See help plot and help clues.
Storyidea
-A command to create storyideas to later turn into plots or adventures.
See help storyidea editor.
Atemote
-A command to do an emote to a room at a remote location.
Encounter
-A command to launch a small on grid story.
Award
-Used to reward players for particularly good roleplay.
Wildsapprove
-Used to approve another SR for free Wilds SRing.
Storyline
-Used to create long term story arcs.
Gallery
-Used to create NPCs for stories.
Fingerset
-Used to set the SRs list of logs and/or webpage.
Book
-Used to add to the ongoing IC event record for Haven.
Atemote (person) (text)
-Emits an echo at the specified person’s location.
emit (text)
-Used by Higher Powers to do an emote without their name at the front.
Calltry (person) (message)
-Ask a player in the room to make a roll. See help calltry.
Rollchallenge (person) (difficulty) (helpfulness)
-Set the challenge for a player who has used try. See help rollchallenge
and help roll.
Instruct (npc) (instruction)
-Direct an AI-driven NPC, such as a founding family head, in its next
response. See help instruct.
Used to create a Story Runner character.
Stell
Communicate privately with players OOCly.
Calendar
Allows the scheduling of RP.
SWalk
Travel to a room or character.
Home
Head back to the Story Runner’s OOC room when not running RP
Emote/private
Similar to players but with your name always excluded.
Broadcast
Used to send game wide messages.
Monster
To design, summon and run fights with NPCs for players to fight:
monster list/info/delete, monster summon/unsummon,
monster startfight, monster target, monster pausefight,
monster fightspeed, monster diminish and monster diminishround.
See help monsters.
Lookup
To find out information about a character’s notes and history.
Probe
To find out about a character’s stats or disciplines.
Hurt
To cause damage to a player or NPC for RP reasons.
Injure
To cause an injury to a player or NPC for RP reasons.
Showto
Used to show a message to only people with certain stats or disciplines.
STalk
Used to communicate OOCly with other SRs, also can be used by players
to attempt to contact SRs.
News
Used to create news items.
Inflict & Cure
Used to inflict and cure conditions on characters.
Summon
Can be used to bring a player to your location.
Spy
Can be used to spy on players.
SRAddDesc
Used to add temporary descriptions to the room you’re in.
Break (direction)
Used to create a hole in a wall.
Repair (direction)
Used to repair a hole in a wall.
Crisis
Used to create town wide events and changes.
Guest
Used to create characters for your stories.
Stopfight
Used to stop a fight in the room you’re in.
Mists
A special SR area for running plots.
Fight
A command to modify a fight in the room you’re in.
Plot
A command to create and list plots. plot sessions, plot start and
plot stop run a plot over several sessions, and plot addclue seeds
a clue about it out into the town. See help plot and help clues.
Storyidea
-A command to create storyideas to later turn into plots or adventures.
See help storyidea editor.
Atemote
-A command to do an emote to a room at a remote location.
Encounter
-A command to launch a small on grid story.
Award
-Used to reward players for particularly good roleplay.
Wildsapprove
-Used to approve another SR for free Wilds SRing.
Storyline
-Used to create long term story arcs.
Gallery
-Used to create NPCs for stories.
Fingerset
-Used to set the SRs list of logs and/or webpage.
Book
-Used to add to the ongoing IC event record for Haven.
Atemote (person) (text)
-Emits an echo at the specified person’s location.
emit (text)
-Used by Higher Powers to do an emote without their name at the front.
Calltry (person) (message)
-Ask a player in the room to make a roll. See help calltry.
Rollchallenge (person) (difficulty) (helpfulness)
-Set the challenge for a player who has used try. See help rollchallenge
and help roll.
Instruct (npc) (instruction)
-Direct an AI-driven NPC, such as a founding family head, in its next
response. See help instruct.
See Also
Story Runner Guide
As a Story Runner there are three basic types of RP you might get involved
in. The first is personalized RP, this is when either because you were
asked or on your own initiative you decide to get involved in someone’s
personal story, to play NPCs from their history or related to their current
position. It’s a pretty cool way to make character’s histories matter and
make their actions feel like they have consequences.
The second is general room scenes, where you just pop into a room, get your
votes and start doing your thing. There are several uses for this sort of
RP, namely ambience, realism, introductions and excitement.
Ambience means simply emoting for NPCs and background activity to make the
world feel more alive and real for the players. While often overlooked it
can do a lot to help players feeling of immersion. Ambience can often be
added to from outside the room if you have enough trust to spy on people and
send them messages.
Realism is similar to ambience but refers to making the situation reflect
the reality of the inferno world. For instance this is a world where this
is a lot of paranoid, hostility and fear about supernaturals. Those who’re
open about being supernatural should meet that fear and hostility. They
might be refused service, avoided, asked to leave, subject to harassment.
It might even go so far as to lead to them be attacked by hunters or similar
individuals who happen to be nearby.
Other things might be people walking around carrying weapons only, or doing
drugs in the middle of a public place. Anything that really breaks the
theme and reality of the game you can be there to have the world react as it
should to those events. Again his is a very important task to helping make
the game world feel like a real place.
Introductions are when you create a situation which will push players
together and give them reasons to get to know each other and interact.
Causing some sort of crises or problem in which they work together could be
one instance, or simply causing events to reveal something about one
character. Good players should find reasons to get to know each other
themselves, but it never hurts to give them a cool how we met story.
Excitement refers to livening things up, it can be anything from an argument
to a demonic attack, while the forces of hell are out there and are usually
exciting. More human excitement is also an important part of the setting
and shouldn’t be neglected. A RP scene involving a fire spreading through a
building and tasking players to escape the flames and rescue others can be
incredibly gripping. Exciting RP should involve some sort of challenge for
the players to overcome, a challenge that they have a legitimate chance of
failing.
The third type of RP is of course stories. Stories are usually a bit more
elaborate and have a bit more of a set up to them. All stories should
involve contact stats in some way and preference should always be given to
those with contact stats. This is the purpose of those stats, to know about
things going on and it’s unfair to players who’ve spent points in them if
they don’t get an edge in getting involved. The best way to start a story
event or organize them is generally with the calendar.
Stories are built out of challenges, a simple one might have a single
challenge like beat this monster. A more elaborate one might have a
sequence of challenges or even branches. An example might be a story which
involves a group having to penetrate the defenses of a facility to kill the
evil vampire who runs it. This may branch depending on the group’s
strategy, if they choose stealth it may lead to different challenges and
story arc than if they go in all guns blazing.
All challenges should have a real chance at failure, why does this matter?
It’s important for the drama of a scene that players feel like they *might*
fail, it’s that which makes their successes sweet and gets them involved in
what they’re doing. Without the chance for failure, success is meaningless.
And in order to make players feel like they might fail, sometimes it has to
actually happen. Additionally players should feel like their choices
matter, if any choice I make which isn’t completely stupid will lead to the
same result, those choices don’t have much impact anymore.
That said, there are different types of failure, failure and success don’t
have to be hard, they can also be soft. A soft failure is one that allows
the player to continue and proceed but at increased cost. It might take
more time, hurt their char or their pride, cost them money or other
resources etc.
To return to the example of the players trying to get inside a secure
facility, they choose to attack the main gates. You know this isn’t going
to work, they haven’t scouted well enough to know but the facility has a
small army inside it. Rather than have them be killed or driven off and
unable to get inside however, a hard failure. You opt to have them be
capture, and locked up in the basement. The players then after some time
break out of their cell and are now inside the facility and able to progress
to the next stage, heading for the boss. However they’re injured, it took
longer and they should feel a bit silly about themselves for getting
captured. This is a soft fail.
The culmination of the story probably should use a hard fail option, but
soft fails can be invaluable in the lead up to that climax. Allowing the
player’s choices to matter, but still ensuring they make it more or less
through the whole story.
Soft successes are another option that is very useful, say my players get to
the evil vampire and try to kill him, but I don’t want him to die yet
because I have plans for other stuff he’s going to do down the line.
Instead of them just failing to kill him, which is basically a fail, I can
use a soft success. For instance he gets away but he’s injured and his
facility gets destroyed, saving dozens of people. In this way the player’s
successes are still rewarded, while allowing me to have my villain escape.
Mastering soft failures and successes is often the key to achieving a
balance between narrative and realism that provides the most enjoyable and
gripping experiences.
So now you’ve got through that the question becomes, what are you going to
make your story about, so I will go over a brief, non-exhaustive, list of
haven antagonists.
Firstly, groups interested in the gate. Various groups and
individuals are interested in using Haven’s proximity to other worlds. Some
are doomsday cults looking to bring about the end of days, others sense an
advantage to be had. These groups are after all the reason the societies
watch over Haven.
Secondly, supernatural hunters. Hunters are a very varied group, some are
ex temple or military, some are just random people who decided to hunt
monsters, many are from religious extremist groups of many different
denominations, others have had those close to them killed by the
supernatural or even just hunt them for sport. Hunters are a constant
problem for supernaturals, because the law almost never will protect them
from them, they also can be a big problem for others as many of them are
inexact in their targeting practices, it’s not that uncommon for a human
Goth to be killed by someone thinking they were a vampire.
Thirdly, the supernaturals. All supernaturals have a dark side, vampires
invariably kill the odd victims, werewolves often escape and kill during
lunacy, and that’s aside from those who just go rogue. Werewolves who
embrace their primal savagery, vampires who kill for enjoyment, mages who
experiment on people or use their magic to do crime. Shifters who join
savage packs, demonborn giving in to their urges, faeborn working an
angle… Aside from rogue members many of the societies may come to blows or
be drawn into conflict through the actions of their members.
Fourth, bad humans. There’s no rule saying only supernaturals can go bad,
and no reason why players might not want to get involved using their special
knowledge and abilities to help stop a perfectly mundane serial killer or
bank robber.
Fifth, fae and gods. The gods don’t generally act as antagonists but they
are essentially still human so they may. The fae are often interested in
playing pranks or cruel tricks on people in the world and can make excellent
antagonists.
Sixth, demons. The greatest threat from demons is that of the archdemons.
Archdemons are incredibly powerful beings and while trapped in hell they
have enough power to reach across the gap and influence things in our world.
Archdemons almost always work through vassals. Humans or supernaturals with
whom they’ve struck a bargain, it’s within their power to manipulate the
world enough to make someone rich, to make the head cheerleader fall in love
with them, to cure them of illness, make them immortal or powerful. In
exchange they obtain a link with which they can witness the world and snuff
out the life of their vassal at their whim.
Vassals are usually empowered by the archdemons, usually with sorcerous
abilities as well as other lost talents like fleshforming. They may be
given powerful abilities to influence the minds of others, to use
destructive magic or to fleshform monsters or loyal foot soldiers, usually
using animals as templates.
Every archdemon, like all other demons cares only for causing death,
destruction and misery, and the tasks they set their vassals to are always
to further these ends. They may be straight forward like building a bomb or
unleashing a army of fleshformed monster soldiers, or more subtle like
becoming involved in human trafficking, force prostitution, or just running
a company that forces it’s employees to work 14 hour days.
The ways in which vassals operate is as varied as can be, but their motives
are always evil in service to their archdemon. Finding/stopping, and
eliminating vassals is one of the most important tasks that players might
have to do in order to protect the world.
All six of these antagonists are important and a mixture of all five is
crucial to a good RP environment. It may be tempting to make everything
about the demon threat but by doing that you’re doing your players a
disservice, inferno is a whole world, living and breathing. Enemies are not
always external and clearly distinguishable as good or bad, terrestrial and
morally complex threats also exist, and it’s by dealing with all of those
that players get to live in this world.
in. The first is personalized RP, this is when either because you were
asked or on your own initiative you decide to get involved in someone’s
personal story, to play NPCs from their history or related to their current
position. It’s a pretty cool way to make character’s histories matter and
make their actions feel like they have consequences.
The second is general room scenes, where you just pop into a room, get your
votes and start doing your thing. There are several uses for this sort of
RP, namely ambience, realism, introductions and excitement.
Ambience means simply emoting for NPCs and background activity to make the
world feel more alive and real for the players. While often overlooked it
can do a lot to help players feeling of immersion. Ambience can often be
added to from outside the room if you have enough trust to spy on people and
send them messages.
Realism is similar to ambience but refers to making the situation reflect
the reality of the inferno world. For instance this is a world where this
is a lot of paranoid, hostility and fear about supernaturals. Those who’re
open about being supernatural should meet that fear and hostility. They
might be refused service, avoided, asked to leave, subject to harassment.
It might even go so far as to lead to them be attacked by hunters or similar
individuals who happen to be nearby.
Other things might be people walking around carrying weapons only, or doing
drugs in the middle of a public place. Anything that really breaks the
theme and reality of the game you can be there to have the world react as it
should to those events. Again his is a very important task to helping make
the game world feel like a real place.
Introductions are when you create a situation which will push players
together and give them reasons to get to know each other and interact.
Causing some sort of crises or problem in which they work together could be
one instance, or simply causing events to reveal something about one
character. Good players should find reasons to get to know each other
themselves, but it never hurts to give them a cool how we met story.
Excitement refers to livening things up, it can be anything from an argument
to a demonic attack, while the forces of hell are out there and are usually
exciting. More human excitement is also an important part of the setting
and shouldn’t be neglected. A RP scene involving a fire spreading through a
building and tasking players to escape the flames and rescue others can be
incredibly gripping. Exciting RP should involve some sort of challenge for
the players to overcome, a challenge that they have a legitimate chance of
failing.
The third type of RP is of course stories. Stories are usually a bit more
elaborate and have a bit more of a set up to them. All stories should
involve contact stats in some way and preference should always be given to
those with contact stats. This is the purpose of those stats, to know about
things going on and it’s unfair to players who’ve spent points in them if
they don’t get an edge in getting involved. The best way to start a story
event or organize them is generally with the calendar.
Stories are built out of challenges, a simple one might have a single
challenge like beat this monster. A more elaborate one might have a
sequence of challenges or even branches. An example might be a story which
involves a group having to penetrate the defenses of a facility to kill the
evil vampire who runs it. This may branch depending on the group’s
strategy, if they choose stealth it may lead to different challenges and
story arc than if they go in all guns blazing.
All challenges should have a real chance at failure, why does this matter?
It’s important for the drama of a scene that players feel like they *might*
fail, it’s that which makes their successes sweet and gets them involved in
what they’re doing. Without the chance for failure, success is meaningless.
And in order to make players feel like they might fail, sometimes it has to
actually happen. Additionally players should feel like their choices
matter, if any choice I make which isn’t completely stupid will lead to the
same result, those choices don’t have much impact anymore.
That said, there are different types of failure, failure and success don’t
have to be hard, they can also be soft. A soft failure is one that allows
the player to continue and proceed but at increased cost. It might take
more time, hurt their char or their pride, cost them money or other
resources etc.
To return to the example of the players trying to get inside a secure
facility, they choose to attack the main gates. You know this isn’t going
to work, they haven’t scouted well enough to know but the facility has a
small army inside it. Rather than have them be killed or driven off and
unable to get inside however, a hard failure. You opt to have them be
capture, and locked up in the basement. The players then after some time
break out of their cell and are now inside the facility and able to progress
to the next stage, heading for the boss. However they’re injured, it took
longer and they should feel a bit silly about themselves for getting
captured. This is a soft fail.
The culmination of the story probably should use a hard fail option, but
soft fails can be invaluable in the lead up to that climax. Allowing the
player’s choices to matter, but still ensuring they make it more or less
through the whole story.
Soft successes are another option that is very useful, say my players get to
the evil vampire and try to kill him, but I don’t want him to die yet
because I have plans for other stuff he’s going to do down the line.
Instead of them just failing to kill him, which is basically a fail, I can
use a soft success. For instance he gets away but he’s injured and his
facility gets destroyed, saving dozens of people. In this way the player’s
successes are still rewarded, while allowing me to have my villain escape.
Mastering soft failures and successes is often the key to achieving a
balance between narrative and realism that provides the most enjoyable and
gripping experiences.
So now you’ve got through that the question becomes, what are you going to
make your story about, so I will go over a brief, non-exhaustive, list of
haven antagonists.
Firstly, groups interested in the gate. Various groups and
individuals are interested in using Haven’s proximity to other worlds. Some
are doomsday cults looking to bring about the end of days, others sense an
advantage to be had. These groups are after all the reason the societies
watch over Haven.
Secondly, supernatural hunters. Hunters are a very varied group, some are
ex temple or military, some are just random people who decided to hunt
monsters, many are from religious extremist groups of many different
denominations, others have had those close to them killed by the
supernatural or even just hunt them for sport. Hunters are a constant
problem for supernaturals, because the law almost never will protect them
from them, they also can be a big problem for others as many of them are
inexact in their targeting practices, it’s not that uncommon for a human
Goth to be killed by someone thinking they were a vampire.
Thirdly, the supernaturals. All supernaturals have a dark side, vampires
invariably kill the odd victims, werewolves often escape and kill during
lunacy, and that’s aside from those who just go rogue. Werewolves who
embrace their primal savagery, vampires who kill for enjoyment, mages who
experiment on people or use their magic to do crime. Shifters who join
savage packs, demonborn giving in to their urges, faeborn working an
angle… Aside from rogue members many of the societies may come to blows or
be drawn into conflict through the actions of their members.
Fourth, bad humans. There’s no rule saying only supernaturals can go bad,
and no reason why players might not want to get involved using their special
knowledge and abilities to help stop a perfectly mundane serial killer or
bank robber.
Fifth, fae and gods. The gods don’t generally act as antagonists but they
are essentially still human so they may. The fae are often interested in
playing pranks or cruel tricks on people in the world and can make excellent
antagonists.
Sixth, demons. The greatest threat from demons is that of the archdemons.
Archdemons are incredibly powerful beings and while trapped in hell they
have enough power to reach across the gap and influence things in our world.
Archdemons almost always work through vassals. Humans or supernaturals with
whom they’ve struck a bargain, it’s within their power to manipulate the
world enough to make someone rich, to make the head cheerleader fall in love
with them, to cure them of illness, make them immortal or powerful. In
exchange they obtain a link with which they can witness the world and snuff
out the life of their vassal at their whim.
Vassals are usually empowered by the archdemons, usually with sorcerous
abilities as well as other lost talents like fleshforming. They may be
given powerful abilities to influence the minds of others, to use
destructive magic or to fleshform monsters or loyal foot soldiers, usually
using animals as templates.
Every archdemon, like all other demons cares only for causing death,
destruction and misery, and the tasks they set their vassals to are always
to further these ends. They may be straight forward like building a bomb or
unleashing a army of fleshformed monster soldiers, or more subtle like
becoming involved in human trafficking, force prostitution, or just running
a company that forces it’s employees to work 14 hour days.
The ways in which vassals operate is as varied as can be, but their motives
are always evil in service to their archdemon. Finding/stopping, and
eliminating vassals is one of the most important tasks that players might
have to do in order to protect the world.
All six of these antagonists are important and a mixture of all five is
crucial to a good RP environment. It may be tempting to make everything
about the demon threat but by doing that you’re doing your players a
disservice, inferno is a whole world, living and breathing. Enemies are not
always external and clearly distinguishable as good or bad, terrestrial and
morally complex threats also exist, and it’s by dealing with all of those
that players get to live in this world.
Story Runners
Story runners explained
An overview of storyrunners
Story runner commands
A list of story runner commands
Story runner code of conduct
The rules for being a story runner
Story Runner Guide
A guide for how to use your story runner
Power Scale
Useful information on how different types of PC and NPC
would square up in a fight.
Karma
Useful information on karma accrual and usage.
An overview of storyrunners
Story runner commands
A list of story runner commands
Story runner code of conduct
The rules for being a story runner
Story Runner Guide
A guide for how to use your story runner
Power Scale
Useful information on how different types of PC and NPC
would square up in a fight.
Karma
Useful information on karma accrual and usage.
Story Runners Explained
Story runner are Havens version of what might be Game Masters in other
RPGs. They are special characters who operate to help create and run RP for
the players.
They differ to other games in several ways: Firstly they are not staff, and
do not have unlimited powers, they are given several very handy code tools
for doing their job, anybody can become one once they’ve played the game for
a little while, and their ability to create and run RP is based on a trust
and vote system ensuring no player ever will be in a position where an SR
they don’t trust has power over them.
To become an SR simply type storyrunner (name) and that will begin the
process. You do not lose your existing character when you do this, but they
will be automatically logged off once the storyrunner creation begins.
SRs automatically attempt to run the RP in any room they enter after a short
delay, but they can’t generally been seen moving around, they always appear
as spirits but their name is visible when looking at them.
SRs can travel around by using the SWalk command, which takes the same
arguments as taxi or travel but is instant and silent, and they can bring
players with them. They can also make areas in a location called mists,
which they can use to make rooms for any where they want, they can access
all their own rooms made in those areas even if made private. If they make
rooms status public other SRs will be able to use them also.
All staff are considered SRs and have all the same powers as they do,
players also are set to automatically trust staff, if you wish to turn this
off typing story off will set you as a character that staff doesn’t have
trust over, and will indicate you have no interest in staff run stories.
SRs earn karma from roleplaying and running rooms.
Players can attempt to contact available online SRs with the STalk command.
SRs, either player SRs or immortals are not obligated to SR anything if
they do not wish to, they are free to choose what RP they want to run. If
SRs don’t want to run things for you, it might be worth asking why and
working to fix those problems.
RPGs. They are special characters who operate to help create and run RP for
the players.
They differ to other games in several ways: Firstly they are not staff, and
do not have unlimited powers, they are given several very handy code tools
for doing their job, anybody can become one once they’ve played the game for
a little while, and their ability to create and run RP is based on a trust
and vote system ensuring no player ever will be in a position where an SR
they don’t trust has power over them.
To become an SR simply type storyrunner (name) and that will begin the
process. You do not lose your existing character when you do this, but they
will be automatically logged off once the storyrunner creation begins.
SRs automatically attempt to run the RP in any room they enter after a short
delay, but they can’t generally been seen moving around, they always appear
as spirits but their name is visible when looking at them.
SRs can travel around by using the SWalk command, which takes the same
arguments as taxi or travel but is instant and silent, and they can bring
players with them. They can also make areas in a location called mists,
which they can use to make rooms for any where they want, they can access
all their own rooms made in those areas even if made private. If they make
rooms status public other SRs will be able to use them also.
All staff are considered SRs and have all the same powers as they do,
players also are set to automatically trust staff, if you wish to turn this
off typing story off will set you as a character that staff doesn’t have
trust over, and will indicate you have no interest in staff run stories.
SRs earn karma from roleplaying and running rooms.
Players can attempt to contact available online SRs with the STalk command.
SRs, either player SRs or immortals are not obligated to SR anything if
they do not wish to, they are free to choose what RP they want to run. If
SRs don’t want to run things for you, it might be worth asking why and
working to fix those problems.
storyidea
Syntax: storyidea
list/info/create/type/permissions/description/npcs/lore/secrets/submit/clai-
/unclaim/approvelock/sponsor/deny/territory/makeplot/galleryadd/gallerydelete
/mastermind <number> <argument>
This command allows anyone to submit an idea for a story, the idea might be
about their PC, it might be something they want to do with their SR, or
might just be a thing they thought of.
To create a storyidea simply use storyidea create, then storyidea list to
see it’s number, from then you can fill out the fields. The
description/npcs/and lore fields are mandatory, if npcs and lore don’t
apply, simply put ‘None’ in their fields.
The type can be adventure, joint, competitive if you want to run an
adventure. Quest or personal for a personal, targeted story. Or other in
all other cases.
The description can be as short of long as you’d like, and contain IC and
OOC info, but keep in mind it’s good to give some creative freedom to the SR
who’ll be running the story.
The secrets field will not be seen by anyone until it’s claimed, although
staff can look at if if they want to. Staff may edit a storyidea before
approving it, usually in cases where there’s only one or two small issues
The permissions filed allows a player submitting a personal idea type to
select which SRs will be able to claim it, and can be edited even after the
storyidea is approved.
Whoever submits an idea has 24 hours after it is approved where only they
will be able to claim it. You can also unclaim a plot, allowing someone
else to claim it.
There are several types of approval, aside from normal approval there’s also
timed approval, this is an automatic approval that happens if a storyidea
hasn’t been dealt with in 5 days, it allows for the possibility of the staff
being somehow unable to do their jobs, sponsored means it’s been approved
and the staff want it run for whatever reason, like it being part of a staff
story. Locked means it’s been approved but isn’t available for claiming
yet. This may be because of an overabundance of similar plots for instance.
Finally, using storyidea makeplot <number> <title> allows you to turn a
story idea you’ve claimed into a full blown plot, with some of the
information that was in the storyidea put on. You would still need to add
more information, but it’s a quick and easy way to change storyideas into
plots.
Sponsored storyideas award bonus karma when claimed, and all adventure types
award some karma when claimed and completed.
Using this system is mandatory for any SR action that’s more than just
ambience or involves supernatural elements.
When setting a mastermind for a storyidea, it is important to remember
to include references to the mastermind in the storyidea. Not doing so will
mean the mastermind will be stripped from it.
list/info/create/type/permissions/description/npcs/lore/secrets/submit/clai-
/unclaim/approvelock/sponsor/deny/territory/makeplot/galleryadd/gallerydelete
/mastermind <number> <argument>
This command allows anyone to submit an idea for a story, the idea might be
about their PC, it might be something they want to do with their SR, or
might just be a thing they thought of.
To create a storyidea simply use storyidea create, then storyidea list to
see it’s number, from then you can fill out the fields. The
description/npcs/and lore fields are mandatory, if npcs and lore don’t
apply, simply put ‘None’ in their fields.
The type can be adventure, joint, competitive if you want to run an
adventure. Quest or personal for a personal, targeted story. Or other in
all other cases.
The description can be as short of long as you’d like, and contain IC and
OOC info, but keep in mind it’s good to give some creative freedom to the SR
who’ll be running the story.
The secrets field will not be seen by anyone until it’s claimed, although
staff can look at if if they want to. Staff may edit a storyidea before
approving it, usually in cases where there’s only one or two small issues
The permissions filed allows a player submitting a personal idea type to
select which SRs will be able to claim it, and can be edited even after the
storyidea is approved.
Whoever submits an idea has 24 hours after it is approved where only they
will be able to claim it. You can also unclaim a plot, allowing someone
else to claim it.
There are several types of approval, aside from normal approval there’s also
timed approval, this is an automatic approval that happens if a storyidea
hasn’t been dealt with in 5 days, it allows for the possibility of the staff
being somehow unable to do their jobs, sponsored means it’s been approved
and the staff want it run for whatever reason, like it being part of a staff
story. Locked means it’s been approved but isn’t available for claiming
yet. This may be because of an overabundance of similar plots for instance.
Finally, using storyidea makeplot <number> <title> allows you to turn a
story idea you’ve claimed into a full blown plot, with some of the
information that was in the storyidea put on. You would still need to add
more information, but it’s a quick and easy way to change storyideas into
plots.
Sponsored storyideas award bonus karma when claimed, and all adventure types
award some karma when claimed and completed.
Using this system is mandatory for any SR action that’s more than just
ambience or involves supernatural elements.
When setting a mastermind for a storyidea, it is important to remember
to include references to the mastermind in the storyidea. Not doing so will
mean the mastermind will be stripped from it.
See Also
Storyidea Approval guide
In General: Storyideas must at least not directly contradict any of the game’s
lore. Storyideas should have some fairly clear outline of what is going to
happen and what their scope is. They should try to fit within the general theme
of paranormal horror.
Adventures/Quests: Adventures must take place outside of Haven and not impact
the grid or the players on the grid. They must be entirely opt-in, meaning that
players should never feel obligated to go on an adventure even if they
don’t want to. The characters should have a reasonable understanding of
the potential risks of going on any given adventure.
Other/Personal: On grid plots will generally only be approved if they’re
very low key and don’t have a lot of supernatural elements. They’ll also likely
not be approved if they involve a lot of heavy antagonism or there seems a
reasonable chance that other people will be sucked into the story despite their
OOC interests.
Backgrounds: Ideas that involve someone’s background will only be approved if
there’s nothing questionable about that background. Which generally means it
must be a pretty straight forward background, any elements of victimization
in the background or aggrandization or claims to special status or events are
likely to be grounds for having the idea turned down. Such backgrounds need
to support themselves based on the RP of the character and won’t be given
any staff stamp of approval through an associated approved plot.
Victimization: Ideas that involve significant victimization or directed
antagonism are unlikely to be approved.
Aggrandizement: Ideas that involve significant aggrandizement of the participants
are unlikely to be approved. That might mean that when they succeed some great
event occurs or that they’re chosen for the mission because of being super
special.
Tips:
*Very few Fae messing with people ideas get approved. Ideas that involved the
big three antagonists directly are treated carefully to begin with but most Fae
based plots are often either too silly or too heavily about victimization to be
approved.
*Ideas that seem to be sold by their importance, or impact instead of the
actual story usually get turned down. As a general tip you should try to
get people interested in your adventures by the quality of your storytelling
and writing, not by offering bigger rewards or more impactful events or
anything similar to your players than other SRs.
*Gods/Fae/Demons really care nothing about their human descendants. Ideas
based on my godly ancestor comes down to tell me I’m awesome etc are
unlikely to be approved.
*Ideas that would cause the secrecy of the supernatural world to be
compromised are unlikely to be approved.
*Ideas using existing lore, subfactions and territories are more likely
to be approved than those who make up new ones.
*In general the smaller the scale, the more human the antagonists and
the more morally complex, gritty, dirty and real the concept the more
likely it is to be approved.
lore. Storyideas should have some fairly clear outline of what is going to
happen and what their scope is. They should try to fit within the general theme
of paranormal horror.
Adventures/Quests: Adventures must take place outside of Haven and not impact
the grid or the players on the grid. They must be entirely opt-in, meaning that
players should never feel obligated to go on an adventure even if they
don’t want to. The characters should have a reasonable understanding of
the potential risks of going on any given adventure.
Other/Personal: On grid plots will generally only be approved if they’re
very low key and don’t have a lot of supernatural elements. They’ll also likely
not be approved if they involve a lot of heavy antagonism or there seems a
reasonable chance that other people will be sucked into the story despite their
OOC interests.
Backgrounds: Ideas that involve someone’s background will only be approved if
there’s nothing questionable about that background. Which generally means it
must be a pretty straight forward background, any elements of victimization
in the background or aggrandization or claims to special status or events are
likely to be grounds for having the idea turned down. Such backgrounds need
to support themselves based on the RP of the character and won’t be given
any staff stamp of approval through an associated approved plot.
Victimization: Ideas that involve significant victimization or directed
antagonism are unlikely to be approved.
Aggrandizement: Ideas that involve significant aggrandizement of the participants
are unlikely to be approved. That might mean that when they succeed some great
event occurs or that they’re chosen for the mission because of being super
special.
Tips:
*Very few Fae messing with people ideas get approved. Ideas that involved the
big three antagonists directly are treated carefully to begin with but most Fae
based plots are often either too silly or too heavily about victimization to be
approved.
*Ideas that seem to be sold by their importance, or impact instead of the
actual story usually get turned down. As a general tip you should try to
get people interested in your adventures by the quality of your storytelling
and writing, not by offering bigger rewards or more impactful events or
anything similar to your players than other SRs.
*Gods/Fae/Demons really care nothing about their human descendants. Ideas
based on my godly ancestor comes down to tell me I’m awesome etc are
unlikely to be approved.
*Ideas that would cause the secrecy of the supernatural world to be
compromised are unlikely to be approved.
*Ideas using existing lore, subfactions and territories are more likely
to be approved than those who make up new ones.
*In general the smaller the scale, the more human the antagonists and
the more morally complex, gritty, dirty and real the concept the more
likely it is to be approved.
Storyidea Commands
Title: Storyidea Commands
Syntax: storyidea list
– Lists all storyideas and their status (Incomplete, Pending, Approved, etc.)
Syntax: storyidea info (number)
– Shows the details of a particular storyidea from the list.
Syntax: storyidea create
– Creates a new storyidea for you to edit. Type storyidea list after creating to
find your Incomplete storyline’s number.
Syntax: storyidea type (number) (type)
– Sets the type of the storyidea.
Valid types are Adventure/Joint/Competitive/Other/Character/Quest/Personal.
Syntax: storyidea subfaction (number) (subfaction)
– Allows you to set a subfaction associated with the storyidea. Leaving the
subfaction blank will list all available options. See help subfactions`.
Syntax: storyidea subfactiontwo (number) (subfaction)
– Allows you to set a second subfaction associated with the storyidea.
Syntax: storyidea storyline (number) (name of storyline)
– Allows you to associate a storyidea to an existing storyline.
See help storyline.
Syntax: storyidea permissions (number)
– Puts you into an editor to list the names of the other storyrunners you’d
like to be able to claim your idea.
Syntax: storyidea description (number)
– Puts you into an editor to enter a description of the storyidea.
Syntax: storyidea npcs (number)
– Puts you into an editor to detail any NPCs involved in your story here, if
there are none, just type none.
Syntax: storyidea lore (number)
– Puts you into an editor to detail any lore involved in your story, such as
magic, technology, history, creatures etc, if there are none, just type none.
Syntax: storyidea secrets (number)
– Puts you into an editor to detail any secrets in your plot, these will only
be seen by the SR who takes on the story.
Syntax: storyidea submit (number)
– Submits a completed storyidea for approval.
Syntax: storyidea claim (number)
– Claims an approved storyidea.
Syntax: storyidea unclaim (number)
– Unclaims a storyidea and puts it back into the storyidea list.
Syntax: storyidea territory (number) (territory)
– Allows you to set a territory associated with the storyidea.
Syntax: storyidea makeplot (number)
– Allows you to turn a claimed storyidea into a plot.
Syntax: storyidea galleryadd (number)
– Allows you to add a Gallery NPC to your storyidea. (See help gallery).
Syntax: storyidea gallerydelete (number)
– Allows you to remove a Gallery NPC from your storyidea.
Syntax: storyidea mastermind (number) (name)
– Allows you to name a mastermind for the storyidea.
Syntax: storyidea approve (number)
– Only available to staff.
Syntax: storyidea lock (number)
– Only available to staff.
Syntax: storyidea sponsor (number)
– Only available to staff.
Syntax: storyidea deny (number)
– Only available to staff.
Syntax: storyidea list
– Lists all storyideas and their status (Incomplete, Pending, Approved, etc.)
Syntax: storyidea info (number)
– Shows the details of a particular storyidea from the list.
Syntax: storyidea create
– Creates a new storyidea for you to edit. Type storyidea list after creating to
find your Incomplete storyline’s number.
Syntax: storyidea type (number) (type)
– Sets the type of the storyidea.
Valid types are Adventure/Joint/Competitive/Other/Character/Quest/Personal.
Syntax: storyidea subfaction (number) (subfaction)
– Allows you to set a subfaction associated with the storyidea. Leaving the
subfaction blank will list all available options. See help subfactions`.
Syntax: storyidea subfactiontwo (number) (subfaction)
– Allows you to set a second subfaction associated with the storyidea.
Syntax: storyidea storyline (number) (name of storyline)
– Allows you to associate a storyidea to an existing storyline.
See help storyline.
Syntax: storyidea permissions (number)
– Puts you into an editor to list the names of the other storyrunners you’d
like to be able to claim your idea.
Syntax: storyidea description (number)
– Puts you into an editor to enter a description of the storyidea.
Syntax: storyidea npcs (number)
– Puts you into an editor to detail any NPCs involved in your story here, if
there are none, just type none.
Syntax: storyidea lore (number)
– Puts you into an editor to detail any lore involved in your story, such as
magic, technology, history, creatures etc, if there are none, just type none.
Syntax: storyidea secrets (number)
– Puts you into an editor to detail any secrets in your plot, these will only
be seen by the SR who takes on the story.
Syntax: storyidea submit (number)
– Submits a completed storyidea for approval.
Syntax: storyidea claim (number)
– Claims an approved storyidea.
Syntax: storyidea unclaim (number)
– Unclaims a storyidea and puts it back into the storyidea list.
Syntax: storyidea territory (number) (territory)
– Allows you to set a territory associated with the storyidea.
Syntax: storyidea makeplot (number)
– Allows you to turn a claimed storyidea into a plot.
Syntax: storyidea galleryadd (number)
– Allows you to add a Gallery NPC to your storyidea. (See help gallery).
Syntax: storyidea gallerydelete (number)
– Allows you to remove a Gallery NPC from your storyidea.
Syntax: storyidea mastermind (number) (name)
– Allows you to name a mastermind for the storyidea.
Syntax: storyidea approve (number)
– Only available to staff.
Syntax: storyidea lock (number)
– Only available to staff.
Syntax: storyidea sponsor (number)
– Only available to staff.
Syntax: storyidea deny (number)
– Only available to staff.
Storyidea Editor
The storyidea editor
storyidea create, typed on your storyrunner, opens an editor for a new storyidea. The fields and their current values are shown as you work. You can start a new storyidea once every 21 days.
type (type)
–Adventure, Joint, Competetive, Character, Quest, Personal, Mystery, Crisis or Other. Until you set one, it counts as Other.
description
–Opens a text editor for the description. Required.
storyline (name)
–Link the idea to an existing storyline.
mastermind (name)
–Name the character behind it. They must exist.
npcs
–Opens a text editor for the NPCs involved. Required for Other.
lore
–Opens a text editor for any lore involved. Required for Other.
secrets
–Opens a text editor for the story’s secrets.
subfactionone (subfaction) or sponsor (subfaction)
–The subfaction behind the story. Give a name it doesn’t recognise to see the list of subfactions.
subfactiontwo (subfaction)
–A second subfaction, for joint and competitive stories.
done
–Submit the storyidea. It then waits for approval.
abort
–Leave without submitting.
When players apply to a plot made from the idea, those associated with its subfactions are rated higher. See help subfactions.
storyidea create, typed on your storyrunner, opens an editor for a new storyidea. The fields and their current values are shown as you work. You can start a new storyidea once every 21 days.
type (type)
–Adventure, Joint, Competetive, Character, Quest, Personal, Mystery, Crisis or Other. Until you set one, it counts as Other.
description
–Opens a text editor for the description. Required.
storyline (name)
–Link the idea to an existing storyline.
mastermind (name)
–Name the character behind it. They must exist.
npcs
–Opens a text editor for the NPCs involved. Required for Other.
lore
–Opens a text editor for any lore involved. Required for Other.
secrets
–Opens a text editor for the story’s secrets.
subfactionone (subfaction) or sponsor (subfaction)
–The subfaction behind the story. Give a name it doesn’t recognise to see the list of subfactions.
subfactiontwo (subfaction)
–A second subfaction, for joint and competitive stories.
done
–Submit the storyidea. It then waits for approval.
abort
–Leave without submitting.
When players apply to a plot made from the idea, those associated with its subfactions are rated higher. See help subfactions.
See Also
Storyline
A storyline is a narrative in the world of Haven that takes place over a fairly prolonged period with many individual events. Almost anyone can create a storyline, but they only become visible for those who become involved in one of the attached events. Plots, Schemes, Encounters and Operations can all be attached to a particular storyline. Once enough events have occurred in that particular storyline, it opens up the possibility of special finale plots.
A finale plot that is an adventure with a specified territory will allow for the full editing of that territory after the plot is finished by the Storyrunner. They can change the status of the territory, any of its text fields, alter the control levels of subfactions or even remove or add new subfactions to the territory. They can also transfer this power to someone else, such as the leader of the group that won the adventure. This power lasts for about two hours.
A finale plot of any other type will have crisis approval, and will allow for a full supernatural plot to take place in Haven.
Syntax : storyline add (title of storyline)
Example : storyline add A Gaggle of Gifted
Makes a new storyline.
Syntax : storyline list
Show the storylines you can currently see.
Syntax : storyline info (number)
See information on a storyline you are involved in.
Syntax : storyline dropout (number)
Leave a storyline.
Syntax : storyline coauthors (number)
Example : storyline coauthors 5
Amos Lofwyr Carter
Enter an editor where you can list other SRs you want to have the power to view/use this storyline. Each should be separated by a space.
Syntax : storyline finish (number)
Delete a storyline.
Syntax : storyline title (number) (new title)
Example : storyline title 23 A Frolic of Faeborn
Assigns a new title to the storyline.
Syntax : storyline description (number)
Enter an editor to write the description of the storyline.
Syntax : storyline invite (number) (room/person)
Example : storyline invite 4 bishop
storyline invite 1 room
Join a particular person or everyone in the room you’re in into the storyline.
Syntax : storyline message (number) (message)
Example : storyline message 5 There’s a news report about the Gardner Farm you visited the other night with your friends, involving some sort of illness with the livestock.
Sends a message to everyone involved in the storyline.
Syntax : storyline timeline (number) (message)
Example : storyline timeline 2 A skirmish erupts in Westrend between local Wildlings, their friends, and the Illarin Empire over the control of a gatehouse.
Appends the storyline’s timeline and sends a message to everyone involved in it.
Syntax : storyline ascend (character)
If at 200% power, grants the specified character the ability to go up a tier the next time they complete a catastrophe scheme if they have enough karma to do so. To qualify to ascend, most of the power needs to come from plots with your character as the mastermind. The storyidea should also include references to the mastermind in the information.
Syntax : storyline tyrant (character)
If at 335% power, grants the specified character tyrannical powers in Haven: the ability to use breaksanctuary on anybody and order commitments for 1/40th of their typical cost. This makes the tyrant vulnerable to psychic operations.
[Related Commands]:
Syntax : storyidea storyline (storyidea number) (storyline title)
Example : storyidea storyline 3 A Gaggle of Gifted
Make a storyidea part of a storyline.
Syntax : storyidea finale
Nominate a storyidea being a finale.
Syntax : encounter storyline (title)
Example : encounter storyline A Frolic of Faeborn
Sets the storyline your current encounter will be part of.
Syntax : operation storyline (title)
Example : operation storyline A Dearth of Demigods
Sets the storyline the operation will be part of.
Syntax : scheme storyline (title)
Example : scheme storyline A Whole Bunch of Werewolves
Sets the storyline the scheme will be part of.
Syntax: Storyline ascend eidilon (character)
If at 150% power, and the mastermind is the leader of the Eidolon’s cult, and the cult controls at least three territories the Eidolon ascends to a higher level of power and influence and the cult leader gets to create an anniversary for the event.
Syntax: Storyline destroy eidilon (character)
If at 150% power, and the mastermind is the leader of the Eidolon’s sect, and the sect controls at least three territories the Eidolon is destroyed and the sect leader gets to create an anniversary for the event.
A finale plot that is an adventure with a specified territory will allow for the full editing of that territory after the plot is finished by the Storyrunner. They can change the status of the territory, any of its text fields, alter the control levels of subfactions or even remove or add new subfactions to the territory. They can also transfer this power to someone else, such as the leader of the group that won the adventure. This power lasts for about two hours.
A finale plot of any other type will have crisis approval, and will allow for a full supernatural plot to take place in Haven.
Syntax : storyline add (title of storyline)
Example : storyline add A Gaggle of Gifted
Makes a new storyline.
Syntax : storyline list
Show the storylines you can currently see.
Syntax : storyline info (number)
See information on a storyline you are involved in.
Syntax : storyline dropout (number)
Leave a storyline.
Syntax : storyline coauthors (number)
Example : storyline coauthors 5
Amos Lofwyr Carter
Enter an editor where you can list other SRs you want to have the power to view/use this storyline. Each should be separated by a space.
Syntax : storyline finish (number)
Delete a storyline.
Syntax : storyline title (number) (new title)
Example : storyline title 23 A Frolic of Faeborn
Assigns a new title to the storyline.
Syntax : storyline description (number)
Enter an editor to write the description of the storyline.
Syntax : storyline invite (number) (room/person)
Example : storyline invite 4 bishop
storyline invite 1 room
Join a particular person or everyone in the room you’re in into the storyline.
Syntax : storyline message (number) (message)
Example : storyline message 5 There’s a news report about the Gardner Farm you visited the other night with your friends, involving some sort of illness with the livestock.
Sends a message to everyone involved in the storyline.
Syntax : storyline timeline (number) (message)
Example : storyline timeline 2 A skirmish erupts in Westrend between local Wildlings, their friends, and the Illarin Empire over the control of a gatehouse.
Appends the storyline’s timeline and sends a message to everyone involved in it.
Syntax : storyline ascend (character)
If at 200% power, grants the specified character the ability to go up a tier the next time they complete a catastrophe scheme if they have enough karma to do so. To qualify to ascend, most of the power needs to come from plots with your character as the mastermind. The storyidea should also include references to the mastermind in the information.
Syntax : storyline tyrant (character)
If at 335% power, grants the specified character tyrannical powers in Haven: the ability to use breaksanctuary on anybody and order commitments for 1/40th of their typical cost. This makes the tyrant vulnerable to psychic operations.
[Related Commands]:
Syntax : storyidea storyline (storyidea number) (storyline title)
Example : storyidea storyline 3 A Gaggle of Gifted
Make a storyidea part of a storyline.
Syntax : storyidea finale
Nominate a storyidea being a finale.
Syntax : encounter storyline (title)
Example : encounter storyline A Frolic of Faeborn
Sets the storyline your current encounter will be part of.
Syntax : operation storyline (title)
Example : operation storyline A Dearth of Demigods
Sets the storyline the operation will be part of.
Syntax : scheme storyline (title)
Example : scheme storyline A Whole Bunch of Werewolves
Sets the storyline the scheme will be part of.
Syntax: Storyline ascend eidilon (character)
If at 150% power, and the mastermind is the leader of the Eidolon’s cult, and the cult controls at least three territories the Eidolon ascends to a higher level of power and influence and the cult leader gets to create an anniversary for the event.
Syntax: Storyline destroy eidilon (character)
If at 150% power, and the mastermind is the leader of the Eidolon’s sect, and the sect controls at least three territories the Eidolon is destroyed and the sect leader gets to create an anniversary for the event.
See Also
storyrunner commands
Storyrunner – Used to create a Story Runner character.
Stell (name) – Communicate privately with players OOCly.
Calendar – Allows the scheduling of RP.
SWalk (name|room) – Travel to a room or character.
Home – Head back to the Story Runner’s OOC room
Emote/private – Similar to players but with your name excluded.
Lookup (name) – To find out info about a character.
Probe (name) – To find out about a character’s stats or discs.
Hurt (name) – To cause damage to a player or NPC for RP reasons.
Injure (name) – To cause an injury to a player or NPC for RP reasons.
Showto (name) – Show a message to those with certain stats/discs.
Monster (command) – Design, summon and fight monsters. See help monsters.
Plot (command) – Create and list plots, run sessions, add clues.
Calltry (name) – Ask a player in the room to make a roll.
Rollchallenge – Set the challenge for a player’s try. See help roll.
Instruct (npc) – Direct an AI-driven NPC’s next response.
For the full list, see help story runner commands.
Stell (name) – Communicate privately with players OOCly.
Calendar – Allows the scheduling of RP.
SWalk (name|room) – Travel to a room or character.
Home – Head back to the Story Runner’s OOC room
Emote/private – Similar to players but with your name excluded.
Lookup (name) – To find out info about a character.
Probe (name) – To find out about a character’s stats or discs.
Hurt (name) – To cause damage to a player or NPC for RP reasons.
Injure (name) – To cause an injury to a player or NPC for RP reasons.
Showto (name) – Show a message to those with certain stats/discs.
Monster (command) – Design, summon and fight monsters. See help monsters.
Plot (command) – Create and list plots, run sessions, add clues.
Calltry (name) – Ask a player in the room to make a roll.
Rollchallenge – Set the challenge for a player’s try. See help roll.
Instruct (npc) – Direct an AI-driven NPC’s next response.
For the full list, see help story runner commands.
See Also
Storyrunning Operations
You can list character or SR names of people you want to be able to SR in
that operation in the storyrunners field when creating an operation.
Swalk Operation – Used by the storyrunner to travel to the operation once
it’s begun.
Emote – Do an SR emote seen by the whole operation.
Operation Atmosphere – Set an atmosphere message seen constantly by all in
the operation.
Operation changeadversary – Change the adversary name for those in the
operation.
Operation spawnelite (name) – If at least 4 NPCs will spawn in the next
wave, half will be replaced by the named elite mob instead.
that operation in the storyrunners field when creating an operation.
Swalk Operation – Used by the storyrunner to travel to the operation once
it’s begun.
Emote – Do an SR emote seen by the whole operation.
Operation Atmosphere – Set an atmosphere message seen constantly by all in
the operation.
Operation changeadversary – Change the adversary name for those in the
operation.
Operation spawnelite (name) – If at least 4 NPCs will spawn in the next
wave, half will be replaced by the named elite mob instead.
Strength
Levels: -1, 0, 1, 2, 3, 4, 5
Requirements: Rank 2-3 requires supernatural or combat focus.
Rank 4 requires Demigod Warrior, Demonborn Warrior, Angelborn Champion 3 or tier 4.
Rank 5 requires Demigod Warrior 3 or Demonborn Warrior 4.
Young Characters: Strength 1 requires either the Bully or Jock role.
This stat determines how physically strong your character is.
It is used to determine if you can break out of pins, and
is the primary stat checked offensively in fist fights and
social attacks.
Strength -1 means you are weaker than most people.
Bench 70 pounds(32Kg), Lift 80 pounds(36Kg)
Strength 0 means you have average adult strength.
Bench 95 pounds(43Kg), Lift 160 pounds(73Kg)
Strength 1 means you are a fair bit stronger than the average person.
Bench 165 pounds(75Kg), Lift 280 pounds(127Kg)
Strength 2 means you are as strong as the strongest people in the
world, such as weightlifters and professional athletes.
Bench 285 pounds(129Kg), Lift 480 pounds(218Kg)
Strength 3 means you are stronger than any human could be.
Bench 450 pounds(205Kg), Lift 800 pounds(363KG)
Strength 4 means you are significantly stronger than any human could be.
Bench 710 pounds(322Kg), Lift 1200 pounds(544Kg)
Strength 5 means you are massively stronger than any human.
Bench 1000 pounds(454Kg), Lift 1500 pounds(680Kg)
Bench refers to the maximum weight your character can Bench Press.
Lift refers to the maximum weight your character could lift from
the ground to chest height. They could also carry this a short
distance and toss it a few feet.
Televisions weigh up to 150 pounds.
Full Beer Kegs weight about 160 pounds.
Fridges/freezers weigh up to 600 pounds.
Telegraph poles weigh up to 500 pounds.
Motorcycles weigh from 250 to 700 pounds.
Pool tables weigh around 800 pounds.
Cars weigh 5000 pounds on average.
[Last edited December 8, 2023]
Requirements: Rank 2-3 requires supernatural or combat focus.
Rank 4 requires Demigod Warrior, Demonborn Warrior, Angelborn Champion 3 or tier 4.
Rank 5 requires Demigod Warrior 3 or Demonborn Warrior 4.
Young Characters: Strength 1 requires either the Bully or Jock role.
This stat determines how physically strong your character is.
It is used to determine if you can break out of pins, and
is the primary stat checked offensively in fist fights and
social attacks.
Strength -1 means you are weaker than most people.
Bench 70 pounds(32Kg), Lift 80 pounds(36Kg)
Strength 0 means you have average adult strength.
Bench 95 pounds(43Kg), Lift 160 pounds(73Kg)
Strength 1 means you are a fair bit stronger than the average person.
Bench 165 pounds(75Kg), Lift 280 pounds(127Kg)
Strength 2 means you are as strong as the strongest people in the
world, such as weightlifters and professional athletes.
Bench 285 pounds(129Kg), Lift 480 pounds(218Kg)
Strength 3 means you are stronger than any human could be.
Bench 450 pounds(205Kg), Lift 800 pounds(363KG)
Strength 4 means you are significantly stronger than any human could be.
Bench 710 pounds(322Kg), Lift 1200 pounds(544Kg)
Strength 5 means you are massively stronger than any human.
Bench 1000 pounds(454Kg), Lift 1500 pounds(680Kg)
Bench refers to the maximum weight your character can Bench Press.
Lift refers to the maximum weight your character could lift from
the ground to chest height. They could also carry this a short
distance and toss it a few feet.
Televisions weigh up to 150 pounds.
Full Beer Kegs weight about 160 pounds.
Fridges/freezers weigh up to 600 pounds.
Telegraph poles weigh up to 500 pounds.
Motorcycles weigh from 250 to 700 pounds.
Pool tables weigh around 800 pounds.
Cars weigh 5000 pounds on average.
[Last edited December 8, 2023]
See Also
Striking
Type: Melee
Max Range: 1
Cap: 10 + Combat Focus times 5
This discipline covers the ability to deliver unarmed blows to
opponents in close quarters such as punches, kicks and elbows.
Covering fighting forms such as boxing or karate.
Max Range: 1
Cap: 10 + Combat Focus times 5
This discipline covers the ability to deliver unarmed blows to
opponents in close quarters such as punches, kicks and elbows.
Covering fighting forms such as boxing or karate.
See Also
Student
Tier One Archetype
Human.
This archetype represents those who are engaged in full time study at one of
the nearby schools or community colleges.
Minimum Age: 18
Available positive modifiers: Chemical Augmentation, Demonic Pact,
Fleshformed.
Human.
This archetype represents those who are engaged in full time study at one of
the nearby schools or community colleges.
Minimum Age: 18
Available positive modifiers: Chemical Augmentation, Demonic Pact,
Fleshformed.
subdue
Syntax: subdue
This toggles if you’ll automatically attempt to knockout PCs in combat or
keep fighting until they die.
This toggles if you’ll automatically attempt to knockout PCs in combat or
keep fighting until they die.
Subfaction Contacts
Levels: 0, 1, 2, 3, 4, 5
Requirements: Ranks 2-5 requires Professional Focus 1-4.
This stat represents contacts you have in your subfaction, with higher
levels indicating more important relationships. You must have an associated
subfaction to make use of this stat, see help associate.
Requirements: Ranks 2-5 requires Professional Focus 1-4.
This stat represents contacts you have in your subfaction, with higher
levels indicating more important relationships. You must have an associated
subfaction to make use of this stat, see help associate.
See Also
Subfactions
Below are the subfactions, divided into 14 groups.
Any subfactions with ‘The’ preceding their name, such as ‘The Chosen’ can have
their individual helpfiles found by searching for their name, without the ‘the’.
Such as ‘help Chosen’ for The Chosen.
Any subfactions with ‘The’ preceding their name, such as ‘The Chosen’ can have
their individual helpfiles found by searching for their name, without the ‘the’.
Such as ‘help Chosen’ for The Chosen.
subtle
Syntax: subtle <action/string>
Works the same as an emote but is only seen by people in the same place as you.
Works the same as an emote but is only seen by people in the same place as you.
See Also
Suffer
Suffer
suffer (degree)
suffer (degree) (reason)
–Represent your character suffering in some way, either mentally or physically. The degree is mild, moderate or strong. With a reason, you see what you feel suffering over. The reason follows the words “when you”, so start it with a verb.
–Suffering sensitive people in the room feel their mood improve when you suffer, more so the stronger it is. They are not told why.
Who is suffering sensitive
–Demonborn.
–Anyone wearing an item imbued with demonborn blood (see help imbue).
–An AI-driven character in the room who is suffering sensitive feels it the same way, and may act on it.
What it looks like
suffer mild
You feel mild suffering.
Those who are sensitive see: You feel your mood improve slightly.
suffer mild stub your toe
You feel mild suffering when you stub your toe.
suffer (degree)
suffer (degree) (reason)
–Represent your character suffering in some way, either mentally or physically. The degree is mild, moderate or strong. With a reason, you see what you feel suffering over. The reason follows the words “when you”, so start it with a verb.
–Suffering sensitive people in the room feel their mood improve when you suffer, more so the stronger it is. They are not told why.
Who is suffering sensitive
–Demonborn.
–Anyone wearing an item imbued with demonborn blood (see help imbue).
–An AI-driven character in the room who is suffering sensitive feels it the same way, and may act on it.
What it looks like
suffer mild
You feel mild suffering.
Those who are sensitive see: You feel your mood improve slightly.
suffer mild stub your toe
You feel mild suffering when you stub your toe.
See Also
suicide
Syntax: Suicide fake/forreal
This command allows you to attempt to commit suicide. You can either mean
to not actually kill yourself or mean to kill yourself but in either case
there’s a small chance you’ll get it wrong. Roster characters cannot
attempt to commit suicide until they’ve been off the roster for a long time.
Characters who kill themselves through suicide will lose half their invested
RPexp and combat exp.
This command allows you to attempt to commit suicide. You can either mean
to not actually kill yourself or mean to kill yourself but in either case
there’s a small chance you’ll get it wrong. Roster characters cannot
attempt to commit suicide until they’ve been off the roster for a long time.
Characters who kill themselves through suicide will lose half their invested
RPexp and combat exp.
Summary
Syntax: summary (person) conflict/winconflict/loseconflict/captive/wrapup/other (message)
The summary command can be used to do a RP scene in summary form either in whole or in part. This can be useful either when needing to wrap up a scene or when the scene itself is unlikely to be particularly enjoyable to the participants.
There are three parts to summaries, introduction, content and conclusion. The introduction and conclusion are size limited to 200 characters(About two lines) and all use similar functionality to emotes(use of @ etc).
Summary Types:
Other:
The most straightforward type of summary, if accepted the two players will simultaneously write introductions, then content, then conclusions.
Wrapup:
Similar to Other but the introduction is skipped since it is designed for wrapping up scenes which are already in progress.
Conflict:
If accepted the initiator is the only one who will write an introduction, then both will write content and then get the opportunity to put in the chance they think they will win the conflict. The winner then gets to write the conclusion and the loser is knocked out.
Winconflict:
Similar to conflict but the initiator is guaranteed to win the conflict. Can also be done in the middle of a fight but will not stop the fight until it is concluded. Will not have an intro phase if done in a fight.
Loseconflict:
Similar to winconflict but inverted, the initiator is guaranteed to lose. Doesn’t have to be accepted if done in the middle of a fight.
Captive:
Does not need to be accepted to start, but one participant must be helpless. The captor first writes the introduction, then the captive writes one, then the captor writes their content and selects if they want to take blood. The captive then writes their content and selects if they want to give up intel and how much life force they think they’d lose. The captor then writes the conclusion and selects if they want the captive to be sent home afterwards.
The summary command can be used to do a RP scene in summary form either in whole or in part. This can be useful either when needing to wrap up a scene or when the scene itself is unlikely to be particularly enjoyable to the participants.
There are three parts to summaries, introduction, content and conclusion. The introduction and conclusion are size limited to 200 characters(About two lines) and all use similar functionality to emotes(use of @ etc).
Summary Types:
Other:
The most straightforward type of summary, if accepted the two players will simultaneously write introductions, then content, then conclusions.
Wrapup:
Similar to Other but the introduction is skipped since it is designed for wrapping up scenes which are already in progress.
Conflict:
If accepted the initiator is the only one who will write an introduction, then both will write content and then get the opportunity to put in the chance they think they will win the conflict. The winner then gets to write the conclusion and the loser is knocked out.
Winconflict:
Similar to conflict but the initiator is guaranteed to win the conflict. Can also be done in the middle of a fight but will not stop the fight until it is concluded. Will not have an intro phase if done in a fight.
Loseconflict:
Similar to winconflict but inverted, the initiator is guaranteed to lose. Doesn’t have to be accepted if done in the middle of a fight.
Captive:
Does not need to be accepted to start, but one participant must be helpless. The captor first writes the introduction, then the captive writes one, then the captor writes their content and selects if they want to take blood. The captive then writes their content and selects if they want to give up intel and how much life force they think they’d lose. The captor then writes the conclusion and selects if they want the captive to be sent home afterwards.
summon
Syntax:Summon (player)
This is an SR command which brings a PC to your location, if
your trust level is below 2 the PC will have a choice on if they
come or not.
This is an SR command which brings a PC to your location, if
your trust level is below 2 the PC will have a choice on if they
come or not.
See Also
Sunlight Resistance
Levels: 0, 3
Requirements: Tier 3.
This stat affords vampires a significant amount of resistance to the effects
of daylight, they’ll be less tired than other vampires during the day, and
find sunlight a bit less blinding and painful. Normally this means that the
vampire has spent several decades forcing themselves to endure sunlight
exposure, but some lucky vampires can develop resistance much quicker. It
does not entirely remove their penalties however, they’re notably still weak
when exposed under a noonday sun.
Requirements: Tier 3.
This stat affords vampires a significant amount of resistance to the effects
of daylight, they’ll be less tired than other vampires during the day, and
find sunlight a bit less blinding and painful. Normally this means that the
vampire has spent several decades forcing themselves to endure sunlight
exposure, but some lucky vampires can develop resistance much quicker. It
does not entirely remove their penalties however, they’re notably still weak
when exposed under a noonday sun.
Super Jumping
Levels: 0, 2
Requirements: Angelborn Champion 1, Blade Disciple 2, Or Tier 4.
Syntax: Move (person) jump
Characters with this ability can jump about twice as far as normal humans of
similar strength and speed. Outside a fight, jump leaps up onto the
building you are facing, as high as three floors, and jump down looks
further ahead and further down for water to land in than anyone else can.
A super jumper still only jumps down onto solid ground that is at most two
floors below; anything deeper has to be water. See help jump.
In combat it allows someone to rapidly close a gap, moving up to three
times their normal movement to a target. They can only use this command
every few rounds and the distance someone can jump is significantly
impacted by the amount of large weapons, armor and shields they are
carrying.
Requirements: Angelborn Champion 1, Blade Disciple 2, Or Tier 4.
Syntax: Move (person) jump
Characters with this ability can jump about twice as far as normal humans of
similar strength and speed. Outside a fight, jump leaps up onto the
building you are facing, as high as three floors, and jump down looks
further ahead and further down for water to land in than anyone else can.
A super jumper still only jumps down onto solid ground that is at most two
floors below; anything deeper has to be water. See help jump.
In combat it allows someone to rapidly close a gap, moving up to three
times their normal movement to a target. They can only use this command
every few rounds and the distance someone can jump is significantly
impacted by the amount of large weapons, armor and shields they are
carrying.
See Also
Supernatural Cold War
Also often referred to as the conflict, or the struggle the supernatural
cold war is the battle that goes on between disparate supernaturals and
supernatural groups for dominance.
As this is a cold war open fatal conflict is very rarely involved with most
of the struggle conducted in battles of influence and backroom dealings over
control. Opportunistic violence does occur however, and if a society member
found themselves in an isolated area without witnesses encountering members
of other societies they’re likely to be roughed up or robbed. In contested
territories such as Haven opportunistic violence is even more common, and
even sought out as participants in the cold war use roughing up, harvesting,
temporary detainment, humiliations or other measures to assert their
dominance to the supernatural community at large or disrupt the operations
of their opponents. Higher levels of violence that involve permanent injury
or death only occurs in those territories which break out into a full war
state, if they occurred anywhere else and the perpetrator wasn’t brought to
swift justice that territory would likely devolve into a war state until the
issue was resolved. Even in territories in war lethal violence is rare,
both owing to people being wary of crossing that line lest they end up on
the wrong side of it later on, and the responsibility to keep the conflict
While successfully carrying out harassment against other participants of the
supernatural cold war might bring you acclaim from your fellows, harassing
or assaulting people who are acknowledge non participants tends to only
generate a negative reputation for bullying.
Lore wise Haven is considered a territory constantly in a contested state.
With the Sanctuary spell effectively preventing escalation into a war state
unless it can be successfully lowered.
cold war is the battle that goes on between disparate supernaturals and
supernatural groups for dominance.
As this is a cold war open fatal conflict is very rarely involved with most
of the struggle conducted in battles of influence and backroom dealings over
control. Opportunistic violence does occur however, and if a society member
found themselves in an isolated area without witnesses encountering members
of other societies they’re likely to be roughed up or robbed. In contested
territories such as Haven opportunistic violence is even more common, and
even sought out as participants in the cold war use roughing up, harvesting,
temporary detainment, humiliations or other measures to assert their
dominance to the supernatural community at large or disrupt the operations
of their opponents. Higher levels of violence that involve permanent injury
or death only occurs in those territories which break out into a full war
state, if they occurred anywhere else and the perpetrator wasn’t brought to
swift justice that territory would likely devolve into a war state until the
issue was resolved. Even in territories in war lethal violence is rare,
both owing to people being wary of crossing that line lest they end up on
the wrong side of it later on, and the responsibility to keep the conflict
While successfully carrying out harassment against other participants of the
supernatural cold war might bring you acclaim from your fellows, harassing
or assaulting people who are acknowledge non participants tends to only
generate a negative reputation for bullying.
Lore wise Haven is considered a territory constantly in a contested state.
With the Sanctuary spell effectively preventing escalation into a war state
unless it can be successfully lowered.
See Also
Supernatural History
Supernatural forces have existed for as long as mankind, but they used to be fairly primitive. There were no monsters or gods, just tribal shamans and priests whose powers were rather limited except when they made human sacrifices. The other worlds were closer to earth however, and people often accidentally stumbled from one to another.
This first began to change in Mesopotamia around 8500BCE, Sorcerers began to develop in earnest, and the knowledge of magical forces increased. These sorcerers broke into several dynastic lines, teaching their children their knowledge following an oral tradition. Experiments in fleshforming started around 2000 years later, and in 6000BCE the first reports of vampires and werewolves occurred. Several sorcerous dynasties combined with the rise of the Sumarians to form what’s now known as the Council of Babylon, despite at the time it existing in Kish, some distance from where Babylon would be erected. The council existed on other worlds as well, having determined ways to walk between them and was the ruling power in most other earth-like planes. They were also spreading to the developing Egypt. The Council were immortal and in 2400 BCE the first God was created.
The council continued to grow in influence, and spread with civilization, many of the oldest and most powerful members were now Gods whilst others were simply immortal. In 1800 BCE in one of the other realms, known as Sirinia at the time, two of the more powerful members fell into a feud over a woman. The feud grew in fervor and the rest of the council in that plane eventually joined sides. As the war raged, no longer really about a woman, each side turned to more and more dangerous fleshforming until they lost control over their fleshformed creatures. The council members in other planes worked quickly to seal Sirinia away from themselves, so that what had been created could not break free, that world is now known colloquially as Hell.
Shortly afterwards on the east coast of the Mediterranean sea rose the first group of anti-supernatural warriors, who were set on destroying any supernatural creation and severing the ties to other worlds under their leader Abraham, himself some kind of immortal although he was not a vampire or sorcerer. The group made good progress for a hundred years until they came into brutal conflict with the council and were sorely defeated, the people broken and scattered, although their descendants would eventually come together again in Canaan around 1400 BCE as the first of the Israelites.
This kingdom began to grow again, quietly, keeping largely to itself although anti-supernatural sentiment still ran strong, just when it had started to reach real power the council of Babylon, remembering the war with the Israelites ancestors used the Kingdom of Babylon to smash the Kingdom of Judah, destroying the First Temple and sending most of their people once more into exile, this time mostly in Babylon and Egypt. With their common enemy crushed the council began to drift apart and few new members were accepted, they each began to work on separate projects and it was during this time that great empires began to develop in Greece, Persia, India, China, South America and eventually Rome.
Alexander the great was the son of one of the most powerful councilmembers and constituted the last serious involvement in the affairs of men by the council. He was eventually slain by another who was able to subvert his protections and the council fell to bickering amongst themselves, until they settled upon an accord of non interference with the world. An accord which they would frequently break, but generally only in small or deniable ways. They accepted no new members, and vigilantly protected the secrets of fleshforming.
The withdrawal of the Council created something of a power vacuum and it was filled by several new groups by around 300BCE. They were mostly made up of the descendants of those whod served the council of Babylon in some way, priests, companions or servants. Those whod seen the use of magic and had some idea on how to go about it, or where to look for clues to go about it. Relatively weak councils formed in South America, Western Europe, and Scandenavia now typically called the Incan Council, the Druidic Council, and the Viking Council. A significantly more powerful one formed in China, known as the Eastern Council, and by far the most powerful formed in Italy, known as the Council of Rome. The Roman council had many advantages over the others, being close to the seat of Alexanders power, and the closest to Babylon and all the artifacts and knowledge of that area. Despite their relative power they had no access to the higher mystical arts or to fleshforming, and many turned to vampirism as a way to extend their lives and authority. Rome became the vampire capital of the world even as it grew much more powerful under the guiding hand of the Roman Council.
Meanwhile the Israelites slowly began to pick themselves back up leading eventually to the formation of the Hasmonean Dynasty in 165 BCE. Remembering the history of the Israelites as powerful anti-supernatural warriors the Council of Rome pushed Rome into invading and conquering Judaea in 63 BCE. By 50BCE the Incan council had fallen apart, and the Viking council had fragmented into several warring sects, meanwhile the Eastern Council grew in strength and formed into the group called The Dynasty.
In 33 AD the new religion of Christianity was formed out of that of Judaism, and although nobody noticed much at first it’s influence started to rapidly spread, almost as if it was being supernaturally aided. In 64 AD The council of Rome had noticed this disturbing upswing in the influence of the descendants of Israel and Emperor Nero blamed Christians for the great Fire of Rome that year, creating a massive wave of persecution against Christians throughout the Empire. In spite of this however, the new religion continue to flourish and many of it’s supplicants in secret began working against the supernatural. More and more ties to the other realms became broken and the Gods finally decided to leave Earth to make their primary residence in another plane, many of the lesser councilmembers who hadn’t attained full godhood broke away into their own faction and founded a Golden city in yet another realm in this period leading up to around 300AD, a few remaining on earth and instead heading north away from civilization. These lesser members are now known as the Fae.
When Christianity was finally adopted by the Roman Empire officially it was considered a great victory against the council of Rome and ever since the supernatural have been pushed into hiding. It was around this time when the council of Rome started to be known as Manus, or The Hand. While the anti-supernatural faction within Christianity and Judaism was called The Temple. In 150 AD what was left of the Viking council fell to a growing faction of werewolves in Scandinavia.
The Druidic council, long forgotten to the northwest grew strong under the influence of the Fae who traveled there instead of to the Golden City, far removed from the area in which the struggles between the supernatural and natural occurred, from Babylon and the old gates to hell much greater trust existed between the Druids and their people, and they practiced magic openly.
While the Hand and Temple fought for control of Rome, the long forgotten and newly powerful druidic council, or as it came to be known, the Order, and it’s barbarian tribes began to push south, culminating in the collapse of the Western Roman Empire. At the same time, the Dynasty were being heavily punished by the Mongols and their shamans.
During most of the Medieval period control of Europe was divided between the Hand, the Order and the Temple. The Temple had control of Spain, and Russia, as well as influence in the middle east, whereas the Hand still controlled Italy and England, with the Order retaining control of most of the rest of Europe. The Temple’s influence through Christianity however exerted a heavy hand and they were the most powerful faction for most of this time, all supernaturals needing to exist in secret. The Viking lands to the north remained largely uncontrolled by the factions, instead being the home to several powerful packs of werewolves.
The factions and their agent empires continued to wage war throughout Europe, until the Industrial revolution. The rise of science diminished the powers of the supernaturals comparatively, while the declining power of religion damaged the Temple. The factions continued to compete however through attempts to out expand each other, with The Hand locking down territory in Australia and North America, the Order also found some purchase in north America while the Temple claimed much of central and South America.
At around 1900 the power structure was as follows: The Order controlled most of Canada, and southeastern US. They also controlled most of Central Europe, and Ireland. The Hand controlled the economic centers of the US, Italy, Egypt, England and Australiasia, The Temple controlled Mexico, Peru and Brazil, Russia and some parts of the US, particularly central and southern US. They also controlled Russia, and had a fair hand in the middle east. Another group, calling themselves the Dynasty held most of Asia, while central south America, and Africa were controlled by regional shamans with little progress being made by the factions into those areas. Scandinavia continued to be werewolf territory. The Hand managed to take control of France from The Order, and this kicked off world war one, beginning with a coup in Italy organized by the Order and then their backing of the powers of Germany to try to reclaim France and then England, pushing The Hand entirely out of Europe. The Temple originally stayed out of the conflict, but then eventually joined on the side of The Hand when it seemed like the Order might be too successful. The Order was eventually defeated and went into a period of remission, with the Hand reclaiming Italy.
The supernatural group responsible for world war two is unclear, but the effect upon the supernatural world was massive. All three of the great supernatural factions at the time were broken, most of their members dead or fled they splintered into hundreds of different groups.
The cold war between Russia and the United States exacerbated affairs with numberous secrective groups forming and dissolving every few years as supernaturals fought for influence in the shadows.
For as long as the supernatural world has existed there have been those who can foresee the demise of others. While not always guaranteed or perfectly accurate these warnings have been a source of comfort and/or distress for many in the supernatural world depending on their own mindset.
On the 29th of October 2023 these prophesies included dates covering the entirety of the 21st century but on the 30th of October there no longer was a single one that was later than the 5th of September, 2037. News of this fact spread slowly and then faster and faster as it was more broadly verified. Whats more many residents of Haven reported having a strange shared dream where they were all huddled in the lodge while hte world outside died.
A Venetian council was called and experts and investigators were all questioned to try and establish what exactly changed that day and what exactly the nature of the doom that faced the world could be.
There was little information to be had, however and even less consensus. For the residents of Haven many found they awoke from the strange dream with holes in their memory, forgetting people or places or events, sometimes even highly cherished ones.
For those who thought this fate was yet preventable the supernatural cold war began to grow ever hotter. Whether the world was to face its end at the hands of a demonic horde, being swallowed by the void or just at the hands of humans with far too many powerful weapons the best defence was a good offence. To ascend as many Eidolons who would side with them as they could over the next decade and destroy those likely to be a liability. Of course, few could agree on which were which and plenty simply saw the chaos as a new opportunity to rise.
This first began to change in Mesopotamia around 8500BCE, Sorcerers began to develop in earnest, and the knowledge of magical forces increased. These sorcerers broke into several dynastic lines, teaching their children their knowledge following an oral tradition. Experiments in fleshforming started around 2000 years later, and in 6000BCE the first reports of vampires and werewolves occurred. Several sorcerous dynasties combined with the rise of the Sumarians to form what’s now known as the Council of Babylon, despite at the time it existing in Kish, some distance from where Babylon would be erected. The council existed on other worlds as well, having determined ways to walk between them and was the ruling power in most other earth-like planes. They were also spreading to the developing Egypt. The Council were immortal and in 2400 BCE the first God was created.
The council continued to grow in influence, and spread with civilization, many of the oldest and most powerful members were now Gods whilst others were simply immortal. In 1800 BCE in one of the other realms, known as Sirinia at the time, two of the more powerful members fell into a feud over a woman. The feud grew in fervor and the rest of the council in that plane eventually joined sides. As the war raged, no longer really about a woman, each side turned to more and more dangerous fleshforming until they lost control over their fleshformed creatures. The council members in other planes worked quickly to seal Sirinia away from themselves, so that what had been created could not break free, that world is now known colloquially as Hell.
Shortly afterwards on the east coast of the Mediterranean sea rose the first group of anti-supernatural warriors, who were set on destroying any supernatural creation and severing the ties to other worlds under their leader Abraham, himself some kind of immortal although he was not a vampire or sorcerer. The group made good progress for a hundred years until they came into brutal conflict with the council and were sorely defeated, the people broken and scattered, although their descendants would eventually come together again in Canaan around 1400 BCE as the first of the Israelites.
This kingdom began to grow again, quietly, keeping largely to itself although anti-supernatural sentiment still ran strong, just when it had started to reach real power the council of Babylon, remembering the war with the Israelites ancestors used the Kingdom of Babylon to smash the Kingdom of Judah, destroying the First Temple and sending most of their people once more into exile, this time mostly in Babylon and Egypt. With their common enemy crushed the council began to drift apart and few new members were accepted, they each began to work on separate projects and it was during this time that great empires began to develop in Greece, Persia, India, China, South America and eventually Rome.
Alexander the great was the son of one of the most powerful councilmembers and constituted the last serious involvement in the affairs of men by the council. He was eventually slain by another who was able to subvert his protections and the council fell to bickering amongst themselves, until they settled upon an accord of non interference with the world. An accord which they would frequently break, but generally only in small or deniable ways. They accepted no new members, and vigilantly protected the secrets of fleshforming.
The withdrawal of the Council created something of a power vacuum and it was filled by several new groups by around 300BCE. They were mostly made up of the descendants of those whod served the council of Babylon in some way, priests, companions or servants. Those whod seen the use of magic and had some idea on how to go about it, or where to look for clues to go about it. Relatively weak councils formed in South America, Western Europe, and Scandenavia now typically called the Incan Council, the Druidic Council, and the Viking Council. A significantly more powerful one formed in China, known as the Eastern Council, and by far the most powerful formed in Italy, known as the Council of Rome. The Roman council had many advantages over the others, being close to the seat of Alexanders power, and the closest to Babylon and all the artifacts and knowledge of that area. Despite their relative power they had no access to the higher mystical arts or to fleshforming, and many turned to vampirism as a way to extend their lives and authority. Rome became the vampire capital of the world even as it grew much more powerful under the guiding hand of the Roman Council.
Meanwhile the Israelites slowly began to pick themselves back up leading eventually to the formation of the Hasmonean Dynasty in 165 BCE. Remembering the history of the Israelites as powerful anti-supernatural warriors the Council of Rome pushed Rome into invading and conquering Judaea in 63 BCE. By 50BCE the Incan council had fallen apart, and the Viking council had fragmented into several warring sects, meanwhile the Eastern Council grew in strength and formed into the group called The Dynasty.
In 33 AD the new religion of Christianity was formed out of that of Judaism, and although nobody noticed much at first it’s influence started to rapidly spread, almost as if it was being supernaturally aided. In 64 AD The council of Rome had noticed this disturbing upswing in the influence of the descendants of Israel and Emperor Nero blamed Christians for the great Fire of Rome that year, creating a massive wave of persecution against Christians throughout the Empire. In spite of this however, the new religion continue to flourish and many of it’s supplicants in secret began working against the supernatural. More and more ties to the other realms became broken and the Gods finally decided to leave Earth to make their primary residence in another plane, many of the lesser councilmembers who hadn’t attained full godhood broke away into their own faction and founded a Golden city in yet another realm in this period leading up to around 300AD, a few remaining on earth and instead heading north away from civilization. These lesser members are now known as the Fae.
When Christianity was finally adopted by the Roman Empire officially it was considered a great victory against the council of Rome and ever since the supernatural have been pushed into hiding. It was around this time when the council of Rome started to be known as Manus, or The Hand. While the anti-supernatural faction within Christianity and Judaism was called The Temple. In 150 AD what was left of the Viking council fell to a growing faction of werewolves in Scandinavia.
The Druidic council, long forgotten to the northwest grew strong under the influence of the Fae who traveled there instead of to the Golden City, far removed from the area in which the struggles between the supernatural and natural occurred, from Babylon and the old gates to hell much greater trust existed between the Druids and their people, and they practiced magic openly.
While the Hand and Temple fought for control of Rome, the long forgotten and newly powerful druidic council, or as it came to be known, the Order, and it’s barbarian tribes began to push south, culminating in the collapse of the Western Roman Empire. At the same time, the Dynasty were being heavily punished by the Mongols and their shamans.
During most of the Medieval period control of Europe was divided between the Hand, the Order and the Temple. The Temple had control of Spain, and Russia, as well as influence in the middle east, whereas the Hand still controlled Italy and England, with the Order retaining control of most of the rest of Europe. The Temple’s influence through Christianity however exerted a heavy hand and they were the most powerful faction for most of this time, all supernaturals needing to exist in secret. The Viking lands to the north remained largely uncontrolled by the factions, instead being the home to several powerful packs of werewolves.
The factions and their agent empires continued to wage war throughout Europe, until the Industrial revolution. The rise of science diminished the powers of the supernaturals comparatively, while the declining power of religion damaged the Temple. The factions continued to compete however through attempts to out expand each other, with The Hand locking down territory in Australia and North America, the Order also found some purchase in north America while the Temple claimed much of central and South America.
At around 1900 the power structure was as follows: The Order controlled most of Canada, and southeastern US. They also controlled most of Central Europe, and Ireland. The Hand controlled the economic centers of the US, Italy, Egypt, England and Australiasia, The Temple controlled Mexico, Peru and Brazil, Russia and some parts of the US, particularly central and southern US. They also controlled Russia, and had a fair hand in the middle east. Another group, calling themselves the Dynasty held most of Asia, while central south America, and Africa were controlled by regional shamans with little progress being made by the factions into those areas. Scandinavia continued to be werewolf territory. The Hand managed to take control of France from The Order, and this kicked off world war one, beginning with a coup in Italy organized by the Order and then their backing of the powers of Germany to try to reclaim France and then England, pushing The Hand entirely out of Europe. The Temple originally stayed out of the conflict, but then eventually joined on the side of The Hand when it seemed like the Order might be too successful. The Order was eventually defeated and went into a period of remission, with the Hand reclaiming Italy.
The supernatural group responsible for world war two is unclear, but the effect upon the supernatural world was massive. All three of the great supernatural factions at the time were broken, most of their members dead or fled they splintered into hundreds of different groups.
The cold war between Russia and the United States exacerbated affairs with numberous secrective groups forming and dissolving every few years as supernaturals fought for influence in the shadows.
For as long as the supernatural world has existed there have been those who can foresee the demise of others. While not always guaranteed or perfectly accurate these warnings have been a source of comfort and/or distress for many in the supernatural world depending on their own mindset.
On the 29th of October 2023 these prophesies included dates covering the entirety of the 21st century but on the 30th of October there no longer was a single one that was later than the 5th of September, 2037. News of this fact spread slowly and then faster and faster as it was more broadly verified. Whats more many residents of Haven reported having a strange shared dream where they were all huddled in the lodge while hte world outside died.
A Venetian council was called and experts and investigators were all questioned to try and establish what exactly changed that day and what exactly the nature of the doom that faced the world could be.
There was little information to be had, however and even less consensus. For the residents of Haven many found they awoke from the strange dream with holes in their memory, forgetting people or places or events, sometimes even highly cherished ones.
For those who thought this fate was yet preventable the supernatural cold war began to grow ever hotter. Whether the world was to face its end at the hands of a demonic horde, being swallowed by the void or just at the hands of humans with far too many powerful weapons the best defence was a good offence. To ascend as many Eidolons who would side with them as they could over the next decade and destroy those likely to be a liability. Of course, few could agree on which were which and plenty simply saw the chaos as a new opportunity to rise.
supernatural modifiers
The following modifiers are available for supernatural characters:
[Tier 2]:
Angelborn:
Negative Modifiers:
Addicted, Injured, Ill, Mentally Ill
Positive Modifiers:
Relic Holder, Fleshformed, Demonic Pact Holder
Demigod:
Negative Modifiers:
Addicted, Injured, Ill, Mentally Ill
Positive Modifiers:
Relic Holder, Fleshformed, Demonic Pact Holder
Demonborn:
Negative Modifiers:
Addicted, Injured, Ill, Mentally Ill
Positive Modifiers:
Relic Holder, Fleshformed, Demonic Pact Holder
Faeborn:
Negative Modifiers:
Addicted, Injured, Ill, Mentally Ill
Positive Modifiers:
Relic Holder, Fleshformed, Demonic Pact Holder
Vampire:
Negative Modifiers:
Mentally Ill, Turned Youth
Positive Modifiers:
Relic Holder, Demonic Pact Holder, Exsanguinating
Werewolf:
Negative Modifiers:
Injured, Ill, Mentally Ill, Turned Youth
Positive Modifiers:
Fleshformed, Demonic Pact Holder, Lunacy Embracing
[Tier 3]:
Angelborn Veteran:
Negative Modifiers:
Crippled, Cursed
Positive Modifiers:
Relic Holder, Fleshformed, Demonic Pact Holder
Demigod Veteran:
Negative Modifiers:
Crippled, Cursed
Positive Modifiers:
Relic Holder, Fleshformed, Demonic Pact Holder
Demonborn Veteran:
Negative Modifiers:
Crippled, Cursed
Positive Modifiers:
Relic Holder, Fleshformed, Demonic Pact Holder
Faeborn Veteran:
Negative Modifiers:
Crippled, Cursed
Positive Modifiers:
Relic Holder, Fleshformed, Demonic Pact Holder
Veteran Vampire:
Negative Modifiers:
Disfigured, Cursed, Turned Youth
Positive Modifiers:
Relic Holder, Demonic Pact Holder, Exsanguinating
Veteran Werewolf:
Negative Modifiers:
Crippled, Cursed
Positive Modifiers:
Fleshformed, Demonic Pact Holder, Lunacy Embracer
[Tier 4]:
Ageless Angelborn:
Negative Modifiers:
Crippled
Positive Modifiers:
Fleshformed, Demonic Pact Holder
Ageless Demigod:
Negative Modifiers:
Crippled
Positive Modifiers:
Relic Holder, Fleshformed, Demonic Pact Holder
Ageless Demonborn:
Negative Modifiers:
Crippled
Positive Modifiers:
Fleshformed, Demonic Pact Holder
Ageless Faeborn:
Negative Modifiers:
Crippled
Positive Modifiers:
Fleshformed, Demonic Pact Holder
Aged Vampire:
Negative Modifiers:
Disfigured, Catatonic, Turned Youth
Positive Modifiers:
Demonic Pact Holder, Unliving
Ageless Werewolf:
Negative Modifiers:
Crippled
Positive Modifiers:
Fleshformed, Demonic Pact Holder, Lunacy Embracer
[Tier 5]:
None
[Last edited May 18, 2022]
[Tier 2]:
Angelborn:
Negative Modifiers:
Addicted, Injured, Ill, Mentally Ill
Positive Modifiers:
Relic Holder, Fleshformed, Demonic Pact Holder
Demigod:
Negative Modifiers:
Addicted, Injured, Ill, Mentally Ill
Positive Modifiers:
Relic Holder, Fleshformed, Demonic Pact Holder
Demonborn:
Negative Modifiers:
Addicted, Injured, Ill, Mentally Ill
Positive Modifiers:
Relic Holder, Fleshformed, Demonic Pact Holder
Faeborn:
Negative Modifiers:
Addicted, Injured, Ill, Mentally Ill
Positive Modifiers:
Relic Holder, Fleshformed, Demonic Pact Holder
Vampire:
Negative Modifiers:
Mentally Ill, Turned Youth
Positive Modifiers:
Relic Holder, Demonic Pact Holder, Exsanguinating
Werewolf:
Negative Modifiers:
Injured, Ill, Mentally Ill, Turned Youth
Positive Modifiers:
Fleshformed, Demonic Pact Holder, Lunacy Embracing
[Tier 3]:
Angelborn Veteran:
Negative Modifiers:
Crippled, Cursed
Positive Modifiers:
Relic Holder, Fleshformed, Demonic Pact Holder
Demigod Veteran:
Negative Modifiers:
Crippled, Cursed
Positive Modifiers:
Relic Holder, Fleshformed, Demonic Pact Holder
Demonborn Veteran:
Negative Modifiers:
Crippled, Cursed
Positive Modifiers:
Relic Holder, Fleshformed, Demonic Pact Holder
Faeborn Veteran:
Negative Modifiers:
Crippled, Cursed
Positive Modifiers:
Relic Holder, Fleshformed, Demonic Pact Holder
Veteran Vampire:
Negative Modifiers:
Disfigured, Cursed, Turned Youth
Positive Modifiers:
Relic Holder, Demonic Pact Holder, Exsanguinating
Veteran Werewolf:
Negative Modifiers:
Crippled, Cursed
Positive Modifiers:
Fleshformed, Demonic Pact Holder, Lunacy Embracer
[Tier 4]:
Ageless Angelborn:
Negative Modifiers:
Crippled
Positive Modifiers:
Fleshformed, Demonic Pact Holder
Ageless Demigod:
Negative Modifiers:
Crippled
Positive Modifiers:
Relic Holder, Fleshformed, Demonic Pact Holder
Ageless Demonborn:
Negative Modifiers:
Crippled
Positive Modifiers:
Fleshformed, Demonic Pact Holder
Ageless Faeborn:
Negative Modifiers:
Crippled
Positive Modifiers:
Fleshformed, Demonic Pact Holder
Aged Vampire:
Negative Modifiers:
Disfigured, Catatonic, Turned Youth
Positive Modifiers:
Demonic Pact Holder, Unliving
Ageless Werewolf:
Negative Modifiers:
Crippled
Positive Modifiers:
Fleshformed, Demonic Pact Holder, Lunacy Embracer
[Tier 5]:
None
[Last edited May 18, 2022]
See Also
Superpowers
Fae, Demons and Gods are considered the superpowers of the supernatural
world, generally beyond the ken of most normal society members to deal with.
Supernatural Deals
Demons:
You will never come out of a deal with a demon with the world being a better
place, you may end up ahead personally however. Demons are all about
maximizing suffering, and will generally stick to deals as long as that
happens, they will break their word the second they are robbed of that
opportunity however and have no tolerance for word games. They also tend to
hate people who aren’t afraid of them.
Fae:
Fae love to play word games, and usually are looking to trick people trying
to make deals with them to suffer some awful fate. They love rules
lawyering, but are very good sports when beaten, since they care less about
winning or losing than they do the game.
Gods:
Gods generally care more about the spirit of the deal than the letter of it,
and consider it binding. Attempts to cheat them are usually met with
horrible wrath although they won’t go back on their word, it’ll just be of
less use to you once you’re dead.
Combat
Fae will almost never join a fight personally, and will simply run away once
their soldiers and monsters have been defeated. Demons sometimes run away
and sometimes fight, and can even fight to the death sometimes although
players would rarely if ever be in a position to actually fight a demon
given they’re all sealed away in hell. Gods will usually fight for a while,
but after they get hit enough will decide they don’t like it much anymore
and fuck the hell off.
Lieutenants
Demons typically operate through vassals, humans or abominations who’ve
gained power through a Faustian deal and are now beholden to the demon.
Abominations working for demons can often be even stronger than typical
abominations, and would require large groups to eliminate in a direct fight.
Vassals want what their master wants, usually to an unhealthy degree, the
level of suffering inflicted upon them if they fail is pretty insane, they
will lie, cheat and steal if necessary to obtain it, its not uncommon to see
a Vassal put themselves through incredible suffering just to make sure they
succeed.
Fae usually work through humans or monsters of their own creation, these are
often very strong but are more designed to evade direct conflicts in most
situations. They are not particularly loyal to their masters as much as
they are expressing their natures. The Fae made them to cause mischief and
so they will, but not necessarily in the way the Fae intended. Humans
lieutenants are usually more straightforward and are simply doing it for
money or power, or fun or sex, the consequences of their failure are usually
less dire than that of demons, although depending on the Fae can still be
pretty fucked up.
Gods work through angels, angels are 100% loyal and are really simply an
expression of the god’s will although they may be quite intelligent and
powerful of their own accord, wingless ones are usually preferred for work
on earth. Angels think nothing of sacrificing themselves for their cause.
Lieutenants rarely operate alone and with their group they’re typically more
than a match for a small group or even society, taking them out requires a
coordinated attack by several societies, which is fairly well and
strategically implemented. These plans will usually go horribly wrong if
someone tips the bad guys off about them.
Agents
Demonic agents are people who they’ve made deals with demons but not granted
particularly remarkable power, or those demons have fleshformed or had their
lieutenants manipulate. They love to work with corrupt police officers in
particular, and often will jack them up physically slightly although the
officers are unaware of it. They also enjoy corrupting people and using
their influence to force their employees to do work for them. They consider
agents utterly disposable and generally employ them for singular tasks or to
support a lieutenant.
Fae agents are people or creatures they’ve manipulated or fleshformed
somehow, or very often a luck manipulated figure. They might turn a person
into some sort of monster, just to watch what happens, or give them the
craving for the flesh of a particular person they dislike, but rarely stoop
to giving them actual instructions. Otherwise they’ll use their ability to
make luck direct someone down a certain path, over the course of a year or
two they can quite comfortably take a man from a wealthy and influential
position to a homeless wreck obsessed with revenge. They don’t care about
the lives of their agents exactly, but do care that they go out in an
interesting way and last to get there.
Godly agents are usually people who the gods have visited in some sort of
vision, while they often appear as their pantheonic identities, other times
they’ll take on the guise of an angel or Jesus or whatever suits that
person’s particular religious beliefs. They then typically charge their
agent with some quest, some gods are very protective of their agents, while
others don’t remotely care. Depending on the strength of an agent they can
usually be defeated by an individual, or small group of three or so.
Demons, Fae and Gods almost never come do stuff personally, almost entirely
working through agents and lieutenants. Not all Fae are antagonistic, about
a third of them can be considered generally friendly towards humans, while
about two thirds of gods are friendly.
world, generally beyond the ken of most normal society members to deal with.
Supernatural Deals
Demons:
You will never come out of a deal with a demon with the world being a better
place, you may end up ahead personally however. Demons are all about
maximizing suffering, and will generally stick to deals as long as that
happens, they will break their word the second they are robbed of that
opportunity however and have no tolerance for word games. They also tend to
hate people who aren’t afraid of them.
Fae:
Fae love to play word games, and usually are looking to trick people trying
to make deals with them to suffer some awful fate. They love rules
lawyering, but are very good sports when beaten, since they care less about
winning or losing than they do the game.
Gods:
Gods generally care more about the spirit of the deal than the letter of it,
and consider it binding. Attempts to cheat them are usually met with
horrible wrath although they won’t go back on their word, it’ll just be of
less use to you once you’re dead.
Combat
Fae will almost never join a fight personally, and will simply run away once
their soldiers and monsters have been defeated. Demons sometimes run away
and sometimes fight, and can even fight to the death sometimes although
players would rarely if ever be in a position to actually fight a demon
given they’re all sealed away in hell. Gods will usually fight for a while,
but after they get hit enough will decide they don’t like it much anymore
and fuck the hell off.
Lieutenants
Demons typically operate through vassals, humans or abominations who’ve
gained power through a Faustian deal and are now beholden to the demon.
Abominations working for demons can often be even stronger than typical
abominations, and would require large groups to eliminate in a direct fight.
Vassals want what their master wants, usually to an unhealthy degree, the
level of suffering inflicted upon them if they fail is pretty insane, they
will lie, cheat and steal if necessary to obtain it, its not uncommon to see
a Vassal put themselves through incredible suffering just to make sure they
succeed.
Fae usually work through humans or monsters of their own creation, these are
often very strong but are more designed to evade direct conflicts in most
situations. They are not particularly loyal to their masters as much as
they are expressing their natures. The Fae made them to cause mischief and
so they will, but not necessarily in the way the Fae intended. Humans
lieutenants are usually more straightforward and are simply doing it for
money or power, or fun or sex, the consequences of their failure are usually
less dire than that of demons, although depending on the Fae can still be
pretty fucked up.
Gods work through angels, angels are 100% loyal and are really simply an
expression of the god’s will although they may be quite intelligent and
powerful of their own accord, wingless ones are usually preferred for work
on earth. Angels think nothing of sacrificing themselves for their cause.
Lieutenants rarely operate alone and with their group they’re typically more
than a match for a small group or even society, taking them out requires a
coordinated attack by several societies, which is fairly well and
strategically implemented. These plans will usually go horribly wrong if
someone tips the bad guys off about them.
Agents
Demonic agents are people who they’ve made deals with demons but not granted
particularly remarkable power, or those demons have fleshformed or had their
lieutenants manipulate. They love to work with corrupt police officers in
particular, and often will jack them up physically slightly although the
officers are unaware of it. They also enjoy corrupting people and using
their influence to force their employees to do work for them. They consider
agents utterly disposable and generally employ them for singular tasks or to
support a lieutenant.
Fae agents are people or creatures they’ve manipulated or fleshformed
somehow, or very often a luck manipulated figure. They might turn a person
into some sort of monster, just to watch what happens, or give them the
craving for the flesh of a particular person they dislike, but rarely stoop
to giving them actual instructions. Otherwise they’ll use their ability to
make luck direct someone down a certain path, over the course of a year or
two they can quite comfortably take a man from a wealthy and influential
position to a homeless wreck obsessed with revenge. They don’t care about
the lives of their agents exactly, but do care that they go out in an
interesting way and last to get there.
Godly agents are usually people who the gods have visited in some sort of
vision, while they often appear as their pantheonic identities, other times
they’ll take on the guise of an angel or Jesus or whatever suits that
person’s particular religious beliefs. They then typically charge their
agent with some quest, some gods are very protective of their agents, while
others don’t remotely care. Depending on the strength of an agent they can
usually be defeated by an individual, or small group of three or so.
Demons, Fae and Gods almost never come do stuff personally, almost entirely
working through agents and lieutenants. Not all Fae are antagonistic, about
a third of them can be considered generally friendly towards humans, while
about two thirds of gods are friendly.
swalk
Syntax: swalk list/swalk (number)/swalk (character)
Used by SRs to instantly and silently travel to locations in and out of
town. If they are running a room they can bring people with them by
including their names at the end in a list.
This can also be used by SRs to travel to characters that trust them.
[Last edited November 28, 2023]
Used by SRs to instantly and silently travel to locations in and out of
town. If they are running a room they can bring people with them by
including their names at the end in a list.
This can also be used by SRs to travel to characters that trust them.
[Last edited November 28, 2023]
Swarm Shifting
Levels: 0, 2
Requirements: Dark Magic 3, Natural Magic 3, or Higher Power
This stat unlocks the swarm genus type for shapeshifters. This allows shifters to turn into a group of animals, with larger groups necessitating a smaller size of individual creature. Swarm shifters can never take more damage in one hit than a proportion equivalent to their remaining number. So if you have five animals in your swarm, you cannot take more than 1/5th of your life in a single hit.
As a trade-off, however, your damage is also reduced by the proportion of your remaining defence. For example, if you have 25/100 DF, you will deal 25% of your normal damage, whereas if you have 10/200 DF, you will deal 5% of your normal damage.
This also gives +5 to animal shapeshifting pools, to a minimum of 15.
Tiny creatures are a swarm of 16 individuals.
Small creatures are a swarm of 8 individuals.
Small-Medium creatures are a swarm of 4 individuals.
Medium creatures are a swarm of 2 individuals.
Man-sized or larger creatures are a single individual.
[Last edited March 24, 2022]
Requirements: Dark Magic 3, Natural Magic 3, or Higher Power
This stat unlocks the swarm genus type for shapeshifters. This allows shifters to turn into a group of animals, with larger groups necessitating a smaller size of individual creature. Swarm shifters can never take more damage in one hit than a proportion equivalent to their remaining number. So if you have five animals in your swarm, you cannot take more than 1/5th of your life in a single hit.
As a trade-off, however, your damage is also reduced by the proportion of your remaining defence. For example, if you have 25/100 DF, you will deal 25% of your normal damage, whereas if you have 10/200 DF, you will deal 5% of your normal damage.
This also gives +5 to animal shapeshifting pools, to a minimum of 15.
Tiny creatures are a swarm of 16 individuals.
Small creatures are a swarm of 8 individuals.
Small-Medium creatures are a swarm of 4 individuals.
Medium creatures are a swarm of 2 individuals.
Man-sized or larger creatures are a single individual.
[Last edited March 24, 2022]
See Also
swat
Syntax: swat (animal)
This command works like knockout punch but can only be used against tiny shifters and always works.
This command works like knockout punch but can only be used against tiny shifters and always works.
Syndicate
Overview: A mostly human organization that specializes in the capture and delivery of humans to God or Fae or anybody with money for their particular purpose, whether looking for someone to fleshform into a new type of monster, run through a monster filled labyrinth or be a new bed slave, the Syndicate can get it for you.
Common Allies: The Banished, The Gamemasters, The Circus, The God Houses, The Undergods, The Chosen, The Mob, The Russian Mafia.
Common Enemies: The Lost, The Beastmasters, The Prometheans, The Forsaken, FBI, Interpol, Sheriff.
Prefers: Underworld Contacts, demonborn.
Typical Task: Finding suitable targets, catching them, delivering them.
Common Allies: The Banished, The Gamemasters, The Circus, The God Houses, The Undergods, The Chosen, The Mob, The Russian Mafia.
Common Enemies: The Lost, The Beastmasters, The Prometheans, The Forsaken, FBI, Interpol, Sheriff.
Prefers: Underworld Contacts, demonborn.
Typical Task: Finding suitable targets, catching them, delivering them.
See Also
tackle
Syntax: tackle (target)
This command is used to start a fight with someone in another room and
in direct line of sight. Tackle instantly moves you and anyone following
you up to three rooms away, starting a fight immediately.
You must be looking in the direction of the target, not merely have them
in your peripheral vision. If in the nightmare, the fight will occur in the
deep nightmare.
This command is used to start a fight with someone in another room and
in direct line of sight. Tackle instantly moves you and anyone following
you up to three rooms away, starting a fight immediately.
You must be looking in the direction of the target, not merely have them
in your peripheral vision. If in the nightmare, the fight will occur in the
deep nightmare.
See Also
talk
Syntax: talk (string)
Sets up a string that will appear before your says by default,
useful for things like slurs, accents, lisps.
You can view your currently set talk string with the display command.
Sets up a string that will appear before your says by default,
useful for things like slurs, accents, lisps.
You can view your currently set talk string with the display command.
See Also
Telekinesis
Levels: 0, 1, 2
Requirements : Rank 1 requires Blade Disciple 1
Rank 2 requires Blade Disciple 2
[Rank One]:
Push : Unspecified range; sends the target 15 distance away from you.
Roleplay : You can telekinetically push objects away from you up to the weight of a large man.
If target is facing you and in cover, they instead remain stationary but are debuffed as they collide with the cover.
Pull : Unspecified range; brings the target 15 distance closer to you.
Roleplay : You can telekinetically pull objects towards you up to the weight of a large man.
If target is facing you and in cover, they instead remain stationary but are debuffed as they collide with the cover.
[Rank Two]:
TkLift : Unspecified range; the target is unable to move for one round.
Roleplay : You can telekinetically lift objects, up to the weight of a large man.
TkThrow : Unspecified range; throws a nearby object at the target, inflicting 20 stagger.
Roleplay : You can telekinetically hurl objects up to the weight of a brick around.
TkJump : Self-target; enables use of Super Jumping for one round, or enhances your jump distance if you already have the power.
Roleplay : You can hurl yourself through the air with telekinesis.
[Last edited March 24, 2022]
Requirements : Rank 1 requires Blade Disciple 1
Rank 2 requires Blade Disciple 2
[Rank One]:
Push : Unspecified range; sends the target 15 distance away from you.
Roleplay : You can telekinetically push objects away from you up to the weight of a large man.
If target is facing you and in cover, they instead remain stationary but are debuffed as they collide with the cover.
Pull : Unspecified range; brings the target 15 distance closer to you.
Roleplay : You can telekinetically pull objects towards you up to the weight of a large man.
If target is facing you and in cover, they instead remain stationary but are debuffed as they collide with the cover.
[Rank Two]:
TkLift : Unspecified range; the target is unable to move for one round.
Roleplay : You can telekinetically lift objects, up to the weight of a large man.
TkThrow : Unspecified range; throws a nearby object at the target, inflicting 20 stagger.
Roleplay : You can telekinetically hurl objects up to the weight of a brick around.
TkJump : Self-target; enables use of Super Jumping for one round, or enhances your jump distance if you already have the power.
Roleplay : You can hurl yourself through the air with telekinesis.
[Last edited March 24, 2022]
See Also
Telempathy
Levels: 0, 2
Requirements: Sensitive OR Supernatural, and 50,000 Dream Experience
Syntax: telempath (person) (emotion)
Example: Jacinda types, “telempath david fear“
Result: David sees, “You emotionally feel fear.”
Note that a period is automatically appended for you; adding one yourself will result in a double period.
[Last edited December 22, 2023]
Requirements: Sensitive OR Supernatural, and 50,000 Dream Experience
Syntax: telempath (person) (emotion)
Example: Jacinda types, “telempath david fear“
Result: David sees, “You emotionally feel fear.”
Note that a period is automatically appended for you; adding one yourself will result in a double period.
[Last edited December 22, 2023]
See Also
telepath
Syntax: telepath (person) (message)
Used by those with telepathic abilities to speak into the minds of
others.
Used by those with telepathic abilities to speak into the minds of
others.
See Also
Telepathy
Levels: 0, 2
Requirements: Sensitive OR Supernatural, and 100,000 Dream Experience
Telepathy allows a character to send a message directly into the mind of another, so long as that character has vision and is not in a room which is signalproofed.
Syntax: telepath (person) (message)
Example: Paul types, “telepath jortney Be quiet, it’s right around the corner!
Result: Jortney sees, “A voice in your head says ‘Be quiet, it’s right around the corner!’”
Voice strings are not automatically attached nor is punctuation.
Telepathy is mentally strenuous, so using this skill imposes a cooldown on that character’s next telepathic message. This cooldown is roughly twelve minutes.
Using emotes, private or otherwise, to simulate telepathic messages is considered to be inappropriate by staff.
[Last edited May 23, 2022]
Requirements: Sensitive OR Supernatural, and 100,000 Dream Experience
Telepathy allows a character to send a message directly into the mind of another, so long as that character has vision and is not in a room which is signalproofed.
Syntax: telepath (person) (message)
Example: Paul types, “telepath jortney Be quiet, it’s right around the corner!
Result: Jortney sees, “A voice in your head says ‘Be quiet, it’s right around the corner!’”
Voice strings are not automatically attached nor is punctuation.
Telepathy is mentally strenuous, so using this skill imposes a cooldown on that character’s next telepathic message. This cooldown is roughly twelve minutes.
Using emotes, private or otherwise, to simulate telepathic messages is considered to be inappropriate by staff.
[Last edited May 23, 2022]
See Also
tell
Used to send an OOC message to another player, all OOC communication is
governed by our OOC rules. See help OOC rules
Syntax: Tell player (name) (message)
Take’s a PCs code name as an argument and shows them yours.
Syntax: Tell account (name) (message)
Takes a PC’s account name as an argument and shows them yours.
Syntax: Tell character (name) (message)
Takes a word from a PC’s intro or what you’ve remembered them as as an
argument and shows them yours.
Syntax: Tell (name) (message)
Finds someone with the specified player name, account name, or remembered
name to send a message to.
Syntax: reply (message)
Send a message in response to the last person who sent you a tell.
governed by our OOC rules. See help OOC rules
Syntax: Tell player (name) (message)
Take’s a PCs code name as an argument and shows them yours.
Syntax: Tell account (name) (message)
Takes a PC’s account name as an argument and shows them yours.
Syntax: Tell character (name) (message)
Takes a word from a PC’s intro or what you’ve remembered them as as an
argument and shows them yours.
Syntax: Tell (name) (message)
Finds someone with the specified player name, account name, or remembered
name to send a message to.
Syntax: reply (message)
Send a message in response to the last person who sent you a tell.
Temple Contacts
Levels: 0, 1, 2, 3, 4, 5
Requirements: Ranks 2-5 requires Professional Focus 1-4.
This stat represents contacts you have in the Temple, with higher levels
indicating more important relationships.
Requirements: Ranks 2-5 requires Professional Focus 1-4.
This stat represents contacts you have in the Temple, with higher levels
indicating more important relationships.
See Also
Temple Demolishers
Overview: If the strike team is the Temple’s surgical sledgehammer, the
demolishers are their wrecking ball. An almost experimental group containing
most of the Temple’s supernaturals as well as those wielding experimental
weaponry. The demolishers are deployed in situations where bystander casualties
or stealth are not a concern. Where they go they’ll leave only rubble behind.
Common Allies: Other Temple Groups, The Keepers.
Common Enemies: Order/Hand, The Vampire Court of New York, The Redwood Pack,
The Coven, The Chosen, The Syndicate.
Prefers: Higher ranked Temple members.
Typical Tasks: Blowing shit up, killing the Temple’s enemies via blowing shit
up.
demolishers are their wrecking ball. An almost experimental group containing
most of the Temple’s supernaturals as well as those wielding experimental
weaponry. The demolishers are deployed in situations where bystander casualties
or stealth are not a concern. Where they go they’ll leave only rubble behind.
Common Allies: Other Temple Groups, The Keepers.
Common Enemies: Order/Hand, The Vampire Court of New York, The Redwood Pack,
The Coven, The Chosen, The Syndicate.
Prefers: Higher ranked Temple members.
Typical Tasks: Blowing shit up, killing the Temple’s enemies via blowing shit
up.
See Also
Temple Intelligence
Overview: The eyes, ears and brain of the Temple. Consisting largely of
ex intelligence agents and military intelligence officers, Temple intelligence
agents are the reason the Temple knows so much and always has the latest in
weaponry and anti-supernatural technology.
Common Allies: Other Temple Groups, The Keepers, CIA
Common Enemies: Order/Hand, The Vampire Court of New York, The Redwood Pack,
The Coven, The Chosen, The Syndicate.
Prefers: Higher ranked Temple members.
Typical Tasks: Research, infiltration, espionage, spying.
ex intelligence agents and military intelligence officers, Temple intelligence
agents are the reason the Temple knows so much and always has the latest in
weaponry and anti-supernatural technology.
Common Allies: Other Temple Groups, The Keepers, CIA
Common Enemies: Order/Hand, The Vampire Court of New York, The Redwood Pack,
The Coven, The Chosen, The Syndicate.
Prefers: Higher ranked Temple members.
Typical Tasks: Research, infiltration, espionage, spying.
See Also
Temple Strike Force
Overview: The most elite military group in the world, armed with weaponry most
countries have never even heard of and even with the odd supernatural member
the Temple’s strike team is feared by supernaturals world over for their
ruthless efficiency.
Common Allies: Other Temple Groups, The Keepers, FBI.
Common Enemies: Order/Hand, The Vampire Court of New York, The Redwood Pack,
The Coven, The Chosen, The Syndicate.
Prefers: Higher ranked Temple members.
Typical Tasks: The elimination or capture of the Temple’s enemies, sabotage,
assassination.
countries have never even heard of and even with the odd supernatural member
the Temple’s strike team is feared by supernaturals world over for their
ruthless efficiency.
Common Allies: Other Temple Groups, The Keepers, FBI.
Common Enemies: Order/Hand, The Vampire Court of New York, The Redwood Pack,
The Coven, The Chosen, The Syndicate.
Prefers: Higher ranked Temple members.
Typical Tasks: The elimination or capture of the Temple’s enemies, sabotage,
assassination.
See Also
Temple Subfactions
The Temple has three subfactions: the Temple Strike Force, who are the Temple’s military and the most elite military group in the world; the Temple Demolishers, an even more destructive group consisting of chipped supernaturals and experimental weapons; and Temple Intelligence, who handle technological development and espionage.
[Temple Strike Force]:
The most elite military group in the world, armed with weaponry most countries have never even heard of and occasionally even featuring a rare supernatural member, the Temple’s strike team is feared by supernaturals the world over for their ruthless efficiency.
Common Allies : Other Temple groups, the Keepers, FBI
Common Enemies: Order/Hand, the Vampire Court of New York, the Redwood Pack, the Coven, the Chosen, the Syndicate
Prefers : Higher ranked Temple members
Typical Tasks : The elimination or capture of the Temple’s enemies, sabotage, assassination.
[Temple Demolishers]:
If the strike team is the Temple’s surgical sledgehammer, the Demolishers are their wrecking ball. An almost experimental group containing most of the Temple’s supernaturals as well as those wielding experimental weaponry, the Demolishers are deployed in situations where bystander casualties or stealth are not a concern; wherever they go they’ll leave only rubble behind.
Common Allies : Other Temple groups, the Keepers
Common Enemies: Order/Hand, the Vampire Court of New York, the Redwood Pack, the Coven, the Chosen, the Syndicate
Prefers : Higher ranked Temple members
Typical Tasks : Blowing shit up, killing the Temple’s enemies via blowing shit up
[Temple Intelligence]:
The eyes, ears, and brain of the Temple. Consisting largely of ex-intelligence agents and military intelligence officers, Temple intelligence agents are the reason the Temple knows so much and always has the latest in weaponry and anti-supernatural technology.
Common Allies : Other Temple groups, the Keepers, CIA
Common Enemies: Order/Hand, the Vampire Court of New York, the Redwood Pack, the Coven, the Chosen, the Syndicate
Prefers : Higher ranked Temple members
Typical Tasks : Research, infiltration, espionage, spying
[Last edited May 17, 2022]
[Temple Strike Force]:
The most elite military group in the world, armed with weaponry most countries have never even heard of and occasionally even featuring a rare supernatural member, the Temple’s strike team is feared by supernaturals the world over for their ruthless efficiency.
Common Allies : Other Temple groups, the Keepers, FBI
Common Enemies: Order/Hand, the Vampire Court of New York, the Redwood Pack, the Coven, the Chosen, the Syndicate
Prefers : Higher ranked Temple members
Typical Tasks : The elimination or capture of the Temple’s enemies, sabotage, assassination.
[Temple Demolishers]:
If the strike team is the Temple’s surgical sledgehammer, the Demolishers are their wrecking ball. An almost experimental group containing most of the Temple’s supernaturals as well as those wielding experimental weaponry, the Demolishers are deployed in situations where bystander casualties or stealth are not a concern; wherever they go they’ll leave only rubble behind.
Common Allies : Other Temple groups, the Keepers
Common Enemies: Order/Hand, the Vampire Court of New York, the Redwood Pack, the Coven, the Chosen, the Syndicate
Prefers : Higher ranked Temple members
Typical Tasks : Blowing shit up, killing the Temple’s enemies via blowing shit up
[Temple Intelligence]:
The eyes, ears, and brain of the Temple. Consisting largely of ex-intelligence agents and military intelligence officers, Temple intelligence agents are the reason the Temple knows so much and always has the latest in weaponry and anti-supernatural technology.
Common Allies : Other Temple groups, the Keepers, CIA
Common Enemies: Order/Hand, the Vampire Court of New York, the Redwood Pack, the Coven, the Chosen, the Syndicate
Prefers : Higher ranked Temple members
Typical Tasks : Research, infiltration, espionage, spying
[Last edited May 17, 2022]
Temporal Rituals
Life Force Costs per level of Ritualism: 1: 21%, 2: 12%, 3: 9%, 4: 6%, 5: 4%
These rituals only work on properties in the outer forest or those built
in other worlds. They have a permanent effect until they are naturalized,
overriden by another ritual, or the property becomes fully reclaimed.
Syntax: Ritual freezetime (target) (hour) Cost: 100%
Sets the time of the property the target is currently in to always be at
a certain hour (1-23).
Syntax: Ritual timeshift (target) (hour) Cost: 100%
Sets the property the target is currently on to be time shifted by the
selected number of hours, from -23 to 23.
Syntax: Ritual freezetemperature (target) (temp) Cost: 100%
Sets the property the target is currently in to freeze at the chosen
temperature by a certain level of degrees Farenhiet.
Syntax: Ritual temperatureshift (target) (temp) Cost: 100%
Sets the property the target is currently in to be temperature shifted
by the selected number of temperature degrees.
Syntax: Ritual localizedweather (target) (type) Cost: 100%
Sets the property the target is currently in to be always set to the
specified weather. (clear/cloudy/hail/rain/snow)
Syntax: Ritual naturalizetime (target) Cost: 100%
Will undo any time magic on the property the target is currently in,
setting it back to normal.
Syntax: Ritual naturalizeweather (target) Cost: 100%
Will undo any weather magic on the property the target is currently in,
setting it back to normal.
These rituals only work on properties in the outer forest or those built
in other worlds. They have a permanent effect until they are naturalized,
overriden by another ritual, or the property becomes fully reclaimed.
Syntax: Ritual freezetime (target) (hour) Cost: 100%
Sets the time of the property the target is currently in to always be at
a certain hour (1-23).
Syntax: Ritual timeshift (target) (hour) Cost: 100%
Sets the property the target is currently on to be time shifted by the
selected number of hours, from -23 to 23.
Syntax: Ritual freezetemperature (target) (temp) Cost: 100%
Sets the property the target is currently in to freeze at the chosen
temperature by a certain level of degrees Farenhiet.
Syntax: Ritual temperatureshift (target) (temp) Cost: 100%
Sets the property the target is currently in to be temperature shifted
by the selected number of temperature degrees.
Syntax: Ritual localizedweather (target) (type) Cost: 100%
Sets the property the target is currently in to be always set to the
specified weather. (clear/cloudy/hail/rain/snow)
Syntax: Ritual naturalizetime (target) Cost: 100%
Will undo any time magic on the property the target is currently in,
setting it back to normal.
Syntax: Ritual naturalizeweather (target) Cost: 100%
Will undo any weather magic on the property the target is currently in,
setting it back to normal.
See Also
territory
Syntax: Territory/Territory info (territory)/Territory
(north/south/asia/africa/europe/australasia/wilds/godrealm/other)
Territories are areas of supernatural control within the world, usually
centered around some city and extending out until they meet another
territory. Typically happening along naturalistic borders such as states or
countries. The thee societies tend to have some influence in every
territory, although it can vary wildly.
Statuses:
Goverened: This means that an area is controlled by a particular alliance,
they set and enforce the laws for supernaturals in that area and likely have
a great deal of influence over the human side of it as well.
Shared: This means an area is controlled by more than one group, with them
sharing power in some way. They might share it based on different parts of
the territory, on on different responsibilities.
Contested: This occures when two or more alliances are actively trying to
take responsibility for the same things in conflicting ways. Both trying to
enforce their set of laws and so forth. It also indicates a struggle for
increased control over the territory, although at this level it is not a
violent struggle.
War: This happens when societies in a contested territory escalate into using
violence against one another. Outright street combat is still rare, with
societies generally prefering to destroy each other’s assets, such as setting
fires, or steal or saboutage each other’s property or vassals. Over time
however violence tends to increase, to beating other society’s agents and
surrogates, to beating society members and eventually outright killing each
other off.
Wild: This means that nobody really controls the area, while you’re free to
do as you wish, others as also fee to kill you if they don’t like what you
did.
Conflict:
Few territories are free of conflict forever, it tends to be cyclical. A
territory will start off as goverend or shared, then some event will tip
them into contested, they will eventually either settle back into
goverened/shared or it will escalate into war. The war will grow more
violent until the parties eventually settle back into some goverened/shared
state. And eventually that will kick back off into contested etc.
The scale of violence and type of violence in conflicts is largely
determined by the type of territory. Supernatural violence is camouflaged
into human violence, and thus in a city with heavy gang crime supernatural
wars take place disguised as gang wars, in a wartorn city, supernatural wars
take place disguised as insurgent conflicts and the like. In territories
with low violent crime, supernatural conflicts involve very little violence
themselves.
Control:
The control percent indicates the average chance a society would be able to
achieve something on the human side of things in that territory, such as
getting someone arrested or having a building licence approved. The areas
of control are:
Law Enforcement: Control or influence over police officers, captains, jail
wardens or judges. With judges usually being the most sought after.
Government: Control or influence over politicians and especially their
staff, who’re typically much more reliable.
The People: Control or influence over the media, or highly respected and
influential people.
Money: Control or influence over the rich, possession of or influence over
large businessess.
Land: Being able to monitor and deploy soldiers or surrogates to physical
territory such as street blocks.
Property: Societies particularly like to own residential developements,
apartment buildings and hotels as they can work magic to influence those
that sleep there or even feed from them psychically. Owning commercial
buildings is also sought after but offers less control.
Conflicts over territory usually involve societies trying to obtain more of
these things, or trying to deprive them from their enemies. If a society
wants help with a territory from players it’s likely for similar reasons.
Ettiquette:
When entering a new territory, either to stay there or to perform some
mission there it’s usually considered proper to ask permission from the
governing supernatural body. Not doing so means you may be picked up for
trespassing, the likelyhood of which depends on the amount of control the
society has. In conflicted regions or regions involved in wars it’s easier
to get by without seeking permission, although if you’re identified as an
enemy things will still go badly for you.
Map:
You can view the current territories on the online map by going to,
havenrpg.net/worldmap.bmp
(Warning large file size, approx 4.5MB)
In this map territories are red if contested, bright red with a bullseye
if in a warstate. And white, purple or green if beloning to another
alliance.
Striped territories
represent shared ones. As control increases or decreases the
size of the territory circles will also increase or decrease.
This map updates once a day, or automatically after most
types of territory change.
Storyrunners:
SRs can use territory timeline (territory) (message) To add something to a
a territory’s timeline after completing an adventure there.
After completing an adventure storyline finale they can use
territory government/people/places/notes/timeline (territory) or
territory set status (new status) or territory set other (control percent)
(Name of subfaction) to alter an existing territory, they can also transfer
this power to someone else with territory refer (person).
(north/south/asia/africa/europe/australasia/wilds/godrealm/other)
Territories are areas of supernatural control within the world, usually
centered around some city and extending out until they meet another
territory. Typically happening along naturalistic borders such as states or
countries. The thee societies tend to have some influence in every
territory, although it can vary wildly.
Statuses:
Goverened: This means that an area is controlled by a particular alliance,
they set and enforce the laws for supernaturals in that area and likely have
a great deal of influence over the human side of it as well.
Shared: This means an area is controlled by more than one group, with them
sharing power in some way. They might share it based on different parts of
the territory, on on different responsibilities.
Contested: This occures when two or more alliances are actively trying to
take responsibility for the same things in conflicting ways. Both trying to
enforce their set of laws and so forth. It also indicates a struggle for
increased control over the territory, although at this level it is not a
violent struggle.
War: This happens when societies in a contested territory escalate into using
violence against one another. Outright street combat is still rare, with
societies generally prefering to destroy each other’s assets, such as setting
fires, or steal or saboutage each other’s property or vassals. Over time
however violence tends to increase, to beating other society’s agents and
surrogates, to beating society members and eventually outright killing each
other off.
Wild: This means that nobody really controls the area, while you’re free to
do as you wish, others as also fee to kill you if they don’t like what you
did.
Conflict:
Few territories are free of conflict forever, it tends to be cyclical. A
territory will start off as goverend or shared, then some event will tip
them into contested, they will eventually either settle back into
goverened/shared or it will escalate into war. The war will grow more
violent until the parties eventually settle back into some goverened/shared
state. And eventually that will kick back off into contested etc.
The scale of violence and type of violence in conflicts is largely
determined by the type of territory. Supernatural violence is camouflaged
into human violence, and thus in a city with heavy gang crime supernatural
wars take place disguised as gang wars, in a wartorn city, supernatural wars
take place disguised as insurgent conflicts and the like. In territories
with low violent crime, supernatural conflicts involve very little violence
themselves.
Control:
The control percent indicates the average chance a society would be able to
achieve something on the human side of things in that territory, such as
getting someone arrested or having a building licence approved. The areas
of control are:
Law Enforcement: Control or influence over police officers, captains, jail
wardens or judges. With judges usually being the most sought after.
Government: Control or influence over politicians and especially their
staff, who’re typically much more reliable.
The People: Control or influence over the media, or highly respected and
influential people.
Money: Control or influence over the rich, possession of or influence over
large businessess.
Land: Being able to monitor and deploy soldiers or surrogates to physical
territory such as street blocks.
Property: Societies particularly like to own residential developements,
apartment buildings and hotels as they can work magic to influence those
that sleep there or even feed from them psychically. Owning commercial
buildings is also sought after but offers less control.
Conflicts over territory usually involve societies trying to obtain more of
these things, or trying to deprive them from their enemies. If a society
wants help with a territory from players it’s likely for similar reasons.
Ettiquette:
When entering a new territory, either to stay there or to perform some
mission there it’s usually considered proper to ask permission from the
governing supernatural body. Not doing so means you may be picked up for
trespassing, the likelyhood of which depends on the amount of control the
society has. In conflicted regions or regions involved in wars it’s easier
to get by without seeking permission, although if you’re identified as an
enemy things will still go badly for you.
Map:
You can view the current territories on the online map by going to,
havenrpg.net/worldmap.bmp
(Warning large file size, approx 4.5MB)
In this map territories are red if contested, bright red with a bullseye
if in a warstate. And white, purple or green if beloning to another
alliance.
Striped territories
represent shared ones. As control increases or decreases the
size of the territory circles will also increase or decrease.
This map updates once a day, or automatically after most
types of territory change.
Storyrunners:
SRs can use territory timeline (territory) (message) To add something to a
a territory’s timeline after completing an adventure there.
After completing an adventure storyline finale they can use
territory government/people/places/notes/timeline (territory) or
territory set status (new status) or territory set other (control percent)
(Name of subfaction) to alter an existing territory, they can also transfer
this power to someone else with territory refer (person).
See Also
text
Syntax: text (number/person) (message)
Used to send a message to another PC’s phone.
You can also use text clear to wipe all texts from your phone,
text history (character/grouptext name) can be used to see the last 25 messages exchanged.
[Last edited November 10, 2023]
Used to send a message to another PC’s phone.
You can also use text clear to wipe all texts from your phone,
text history (character/grouptext name) can be used to see the last 25 messages exchanged.
[Last edited November 10, 2023]
See Also
The Arkwrights
The Arkwrights: The Arkwright family typically finds themselves in medical professions, but other Arkwrights have the misfortune of finding themselves victims of Haven’s nightlife. James Arkwright is actually one of the original founders of the town, but tends to be off politicking for the Hand throughout the US. He turns up in town now and then, late on a Friday or Saturday night (see help founding family heads). (Arkwrights, please assume he visits semi-regularly to torture you)
Theme: James Arkwright occasionally visits his family members, and tends to abuse them in many horrific ways. The Arkwrights tend to be wistful and broken. For humans, Sensitive is almost a must have stat.
Family Positions: Anti-Supernatural to Pro-Supernatural, Moderately Material, Moderately Manipulative, Virtuous to Corrupt, Democratic to Autocratic, Anarchistic to Lawful
Archetypes: Local, Student, Soldier, Timeswept, Important Local, Special Deputy, Gifted, Local Celebrity, Pillar of the Community, Any **Vampire** but Ancient Vampire (All Vampires have been sired by James Arkwright)
Wanted Concepts: Vee Dealer, Doctors, Nurses, Various Vampiric Ancestors, Deputy Coroner, Gravekeeper, Brooding Intellectual College Student
Theme: James Arkwright occasionally visits his family members, and tends to abuse them in many horrific ways. The Arkwrights tend to be wistful and broken. For humans, Sensitive is almost a must have stat.
Family Positions: Anti-Supernatural to Pro-Supernatural, Moderately Material, Moderately Manipulative, Virtuous to Corrupt, Democratic to Autocratic, Anarchistic to Lawful
Archetypes: Local, Student, Soldier, Timeswept, Important Local, Special Deputy, Gifted, Local Celebrity, Pillar of the Community, Any **Vampire** but Ancient Vampire (All Vampires have been sired by James Arkwright)
Wanted Concepts: Vee Dealer, Doctors, Nurses, Various Vampiric Ancestors, Deputy Coroner, Gravekeeper, Brooding Intellectual College Student
See Also
The Families
The six Founding families of Haven are considered Haven’s elite class.
From the lowly trailer park Moores to the dangerous Wilsons, the six
Founding families are all influential in their own right. While not as
powerful as the Societies, their support in Haven is sought after by many,
and crossing them is ill-advised. The families include the Moores, the
Reeves, the Swanns, the Arkwrights, the Wilsons and the Inigos.
It costs 5k Karma to play a member of these families, which is selected just
by creating a character with the relevant surname. See ‘Help Family’ and
‘help Recollect’ for useful tools.
Characters who abuse FF characters will have a flag placed on their account
which will render them unable to create them in the future.
From the lowly trailer park Moores to the dangerous Wilsons, the six
Founding families are all influential in their own right. While not as
powerful as the Societies, their support in Haven is sought after by many,
and crossing them is ill-advised. The families include the Moores, the
Reeves, the Swanns, the Arkwrights, the Wilsons and the Inigos.
It costs 5k Karma to play a member of these families, which is selected just
by creating a character with the relevant surname. See ‘Help Family’ and
‘help Recollect’ for useful tools.
Characters who abuse FF characters will have a flag placed on their account
which will render them unable to create them in the future.
The Inigos
The Inigos: The most powerful family in Haven by far, an Inigo has almost always sat on the Mayorship in Haven, and Augustus Inigo was no different — nearly every great Inigo has always gotten by on a Demonic Pact or two. On the Day of Red, the Mayor went missing, but he has since returned, and is back in his offices and about town again (see help founding family heads).
Theme: Evil, evil, and more evil. If you’re going to play a virtuous Inigo, they probably have had to escape the clutches of their wicked family, who don’t take kindly to self-exile. If you’re Tiering up, Demonic Pacts are the way to go for modifiers.
Family Positions: Strongly Pro-Supernatural, Strongly Material, Strongly Manipulative, Strongly Corrupt, Strongly Autocratic, Neutral about Law
Archetypes: Local, Student, Soldier, Timeswept, Important Local, Special Deputy, Local Celebrity, Pillar of the Community, Any **Demonborn**
Wanted Concepts: Roman Catholic Clergy, Demon Worshipping Entrepreneur, Crooked Deputy, Sensitive Wallflower College Student, Demidemon Ancestor
Theme: Evil, evil, and more evil. If you’re going to play a virtuous Inigo, they probably have had to escape the clutches of their wicked family, who don’t take kindly to self-exile. If you’re Tiering up, Demonic Pacts are the way to go for modifiers.
Family Positions: Strongly Pro-Supernatural, Strongly Material, Strongly Manipulative, Strongly Corrupt, Strongly Autocratic, Neutral about Law
Archetypes: Local, Student, Soldier, Timeswept, Important Local, Special Deputy, Local Celebrity, Pillar of the Community, Any **Demonborn**
Wanted Concepts: Roman Catholic Clergy, Demon Worshipping Entrepreneur, Crooked Deputy, Sensitive Wallflower College Student, Demidemon Ancestor
See Also
The Moores
The Moores: A family that also happens to be a werewolf pack by a stroke of bad luck, the Moore family used to run Westhaven and considered Haven’s western forest their territory. Mary Moore is the landlady of Westhaven. (Mary is around Westhaven most days, and you can roleplay with her in person: see help founding family heads. Please assume she’s the one who gave you the keys to your trailer, and Moores, please assume she keeps in contact with you)
Theme: The Moores in general are trailer park people, with a strong connection to nature and outright hostility towards Vampires.
Family Positions: Neutral about Supernatural, Slighty Spiritual, Slightly Combative, Slightly Virtuous, Slightly Autocratic, Slightly Anarchistic
Archetypes: Local, Student, Soldier, Timeswept, Important Local, Special Deputy, Local Celebrity, Pillar of the Community, Any **Werewolf**
Wanted Concepts: Trailer Park Slumlord, Brutal Police Deputy, Wise Bartender, Vice Ridden Partier, Hippie Drug Dealer, Wolf Pack Members, Native American Werewolf Ancestor, Werewolf Doctor Trying to Find a Cure, College Student Struggling with Lycanthropy
Theme: The Moores in general are trailer park people, with a strong connection to nature and outright hostility towards Vampires.
Family Positions: Neutral about Supernatural, Slighty Spiritual, Slightly Combative, Slightly Virtuous, Slightly Autocratic, Slightly Anarchistic
Archetypes: Local, Student, Soldier, Timeswept, Important Local, Special Deputy, Local Celebrity, Pillar of the Community, Any **Werewolf**
Wanted Concepts: Trailer Park Slumlord, Brutal Police Deputy, Wise Bartender, Vice Ridden Partier, Hippie Drug Dealer, Wolf Pack Members, Native American Werewolf Ancestor, Werewolf Doctor Trying to Find a Cure, College Student Struggling with Lycanthropy
See Also
The Reeves
The Reeves: Stalwart and vigilant, the Reeves have always found themselves deep in society politics and civil service positions throughout Haven’s history. Frank Reeves has been the Sheriff of Haven for over twenty years. He went missing on the Day of Red, but has since returned to his post and is about town again (see help founding family heads).
Theme: The Reeves should probably be the largest of the Founding Families, with a huge focus on fleshing out the town.
Family Positions: Slighty Anti-Supernatural, Slighty Material, Moderately Combative, Moderately Virtuous, Moderately Democratic, Strongly Lawful
Archetypes: Local, Student, Soldier, Timeswept, Important Local, **Special Deputy**, Local Celebrity, Pillar of the Community, Any Demonborn or Vampire except Demidemon or Ancient Vampire
Wanted Concepts: Special Deputies with or without Integrity, Local Well-Meaning Politician, Idealistic Paramedic, Cab Driver with Violent Past, Hunter of the Supernatural, Self Loathing Vampire, Self Loathing Demonborn, Timeswept Sheriff
Theme: The Reeves should probably be the largest of the Founding Families, with a huge focus on fleshing out the town.
Family Positions: Slighty Anti-Supernatural, Slighty Material, Moderately Combative, Moderately Virtuous, Moderately Democratic, Strongly Lawful
Archetypes: Local, Student, Soldier, Timeswept, Important Local, **Special Deputy**, Local Celebrity, Pillar of the Community, Any Demonborn or Vampire except Demidemon or Ancient Vampire
Wanted Concepts: Special Deputies with or without Integrity, Local Well-Meaning Politician, Idealistic Paramedic, Cab Driver with Violent Past, Hunter of the Supernatural, Self Loathing Vampire, Self Loathing Demonborn, Timeswept Sheriff
See Also
The Saltes
The Saltes: If any family can lay claim to being called the blue-collar family of Haven, it would be the Saltes. It was a Salte captain who’s ship brought James Arkwright to Haven. It was a Salte’s hands and ingenuity that led to the Lighthouse being built. To this day the Saltes provide Haven with its fish supply, among other things. (Please assume Wilbur keeps in regular contact with his family members)
Theme: The Saltes have a connection to the ocean that none of the other families can understand, but that they all respect. With the exception of the Inigos, who the Saltes used to serve in the 1800s, they have a strong relationship with the rest of the families, especially the Reeves (who they share similar values with) and the Wilsons (who they work extensively with).
Family Positions: Slightly Anti-Supernatural, Moderately Virtuous, Moderately Democratic, Moderately Lawful
Archetypes: Local, Student, Soldier, Timeswept, Important Local, Special Deputy, Local Celebrity, Pillar of the Community, Demigod and Faeborn (**One with the Waves and Mershifter only**)
Wanted Concepts: Veteran Fishermen, Naval Officers, Idealistic Special Deputy, Beach Lifeguard with Big Dreams, Seafood Restauranteur, Newly Activated Mershifter, Aquarian Mershifter Ancestor, Greek Demigod Ancestor, Poseidon
Theme: The Saltes have a connection to the ocean that none of the other families can understand, but that they all respect. With the exception of the Inigos, who the Saltes used to serve in the 1800s, they have a strong relationship with the rest of the families, especially the Reeves (who they share similar values with) and the Wilsons (who they work extensively with).
Family Positions: Slightly Anti-Supernatural, Moderately Virtuous, Moderately Democratic, Moderately Lawful
Archetypes: Local, Student, Soldier, Timeswept, Important Local, Special Deputy, Local Celebrity, Pillar of the Community, Demigod and Faeborn (**One with the Waves and Mershifter only**)
Wanted Concepts: Veteran Fishermen, Naval Officers, Idealistic Special Deputy, Beach Lifeguard with Big Dreams, Seafood Restauranteur, Newly Activated Mershifter, Aquarian Mershifter Ancestor, Greek Demigod Ancestor, Poseidon
The Swanns
The Swanns: The only African American family that signed the charter, the Swanns also have Romani roots. Embroiled in society politics, Peter Swann also is the Editor in Chief of the Haven Courier. (Swanns, please assume Peter keeps in regular contact with his family members)
Theme: The Swanns tend to be very illicit in their dealings, with thieves, socialites and illusionists being their bread and butter. Please consider combat foci last.
Family Positions: Slightly Pro-Supernatural, Strongly Material, Strongly Manipulative, Virtuous to Corrupt, Slightly Autocratic, Moderately Anarchistic
Archetypes: Local, Student, Soldier, Timeswept, Important Local, Special Deputy, Gifted, Local Celebrity, Pillar of the Community, Any **Faeborn**
Wanted Concepts: Serious Journalist with Integrity, Gossip Journalist, Charming News Anchor, Detective-Themed Deputy, Illusionist Con Artist, Professional Thief, Faeborn Ancestor, Mischevious College Student
Theme: The Swanns tend to be very illicit in their dealings, with thieves, socialites and illusionists being their bread and butter. Please consider combat foci last.
Family Positions: Slightly Pro-Supernatural, Strongly Material, Strongly Manipulative, Virtuous to Corrupt, Slightly Autocratic, Moderately Anarchistic
Archetypes: Local, Student, Soldier, Timeswept, Important Local, Special Deputy, Gifted, Local Celebrity, Pillar of the Community, Any **Faeborn**
Wanted Concepts: Serious Journalist with Integrity, Gossip Journalist, Charming News Anchor, Detective-Themed Deputy, Illusionist Con Artist, Professional Thief, Faeborn Ancestor, Mischevious College Student
See Also
The Treaty of Venice
The Treaty of Venice is a set of accords that most groups in the
supernatural world are signatories too. It lays out a set of common rules
and understandings that allows members of different groups to get along when
they need to. The treaty was signed in Venice in 1584, replacing the older
Byzantium accords.
The largest difference between the Treaty of Venice and the Byzantium
accords is the strict rules about the revelation of the supernatural world
to unaware humans and it’s no coincidence that this change was made during
the height of the witch trials.
Under the treaty of Venice any member of the signatory organizations may be
executed if revealing the existence of the supernatural to a human causes
significant harm to any other signatory member. In modern times this
accusation is difficult to make stick, and generally requires fairly clear
cut examples of someone revealing the supernatural to a human only to have
that human turn to a path of vengeance, supernatural hunting or spreading
the word indiscriminately. It also doesn’t apply if the human goes on to
join a signatory group before doing said harm, allowing organizations like
the Temple to continue recruiting.
The other main principles of the Treaty are:
Oaths: A member of the supernatural world is considered bound by any oath
they make invoking the Treaty of Venice. Anyone who violates this oath owes
reparations to the injured party, if they do not pay, their organization
will be compelled to on their behalf. While formally this involves stating,
I swear by the Treaty of Venice, it is almost always accepted to also simply
say, I give you my Venetian word, or I make a Venetian promise.
Treaties: Members of different organizations may at times need to work
together, in order to facilitate that the Treaty covers temporary alliances
between different members known as Venetian truces. Again the general
requirement is to mention the word Venice of Venetian in your proposal of a
truce, as well as to stipulate until when it will last either by a date or
time or by a particular event. Such as “I offer you a Venetian Truce until
sundown.” Or “Venetian Truce until we catch this guy?” While under a truce
any hostile actions are considered violations. A failure to help your new
ally however is not considered a violation.
Hospitality: In order to successfully host meetings and settle disputes,
members of different organizations may often need to work together. To
extend someone Venetian hospitality covers that individual until they leave
the residence or place of business in question. Any harm that befalls them
there that you did not do your best to prevent is considered a violation.
Whenever a violation occurs, reparations are determined. The general
principle is that the aggrieved is paid back for the offense threefold. If
they lost a hundred dollars, they must be paid back three hundred. If they
lost a finger, the guilty will lose three fingers. If they were killed, the
guilty and two members of his or her family will be put to death.
Such matters are generally resolved by a council involving a representative
from each of the two involved organizations and a representative of one
other signatory organization, determined by random draw. In most clear cut
cases however, the matter does not proceed this far and an organization
simple forces their member to par the threefold reparations.
supernatural world are signatories too. It lays out a set of common rules
and understandings that allows members of different groups to get along when
they need to. The treaty was signed in Venice in 1584, replacing the older
Byzantium accords.
The largest difference between the Treaty of Venice and the Byzantium
accords is the strict rules about the revelation of the supernatural world
to unaware humans and it’s no coincidence that this change was made during
the height of the witch trials.
Under the treaty of Venice any member of the signatory organizations may be
executed if revealing the existence of the supernatural to a human causes
significant harm to any other signatory member. In modern times this
accusation is difficult to make stick, and generally requires fairly clear
cut examples of someone revealing the supernatural to a human only to have
that human turn to a path of vengeance, supernatural hunting or spreading
the word indiscriminately. It also doesn’t apply if the human goes on to
join a signatory group before doing said harm, allowing organizations like
the Temple to continue recruiting.
The other main principles of the Treaty are:
Oaths: A member of the supernatural world is considered bound by any oath
they make invoking the Treaty of Venice. Anyone who violates this oath owes
reparations to the injured party, if they do not pay, their organization
will be compelled to on their behalf. While formally this involves stating,
I swear by the Treaty of Venice, it is almost always accepted to also simply
say, I give you my Venetian word, or I make a Venetian promise.
Treaties: Members of different organizations may at times need to work
together, in order to facilitate that the Treaty covers temporary alliances
between different members known as Venetian truces. Again the general
requirement is to mention the word Venice of Venetian in your proposal of a
truce, as well as to stipulate until when it will last either by a date or
time or by a particular event. Such as “I offer you a Venetian Truce until
sundown.” Or “Venetian Truce until we catch this guy?” While under a truce
any hostile actions are considered violations. A failure to help your new
ally however is not considered a violation.
Hospitality: In order to successfully host meetings and settle disputes,
members of different organizations may often need to work together. To
extend someone Venetian hospitality covers that individual until they leave
the residence or place of business in question. Any harm that befalls them
there that you did not do your best to prevent is considered a violation.
Whenever a violation occurs, reparations are determined. The general
principle is that the aggrieved is paid back for the offense threefold. If
they lost a hundred dollars, they must be paid back three hundred. If they
lost a finger, the guilty will lose three fingers. If they were killed, the
guilty and two members of his or her family will be put to death.
Such matters are generally resolved by a council involving a representative
from each of the two involved organizations and a representative of one
other signatory organization, determined by random draw. In most clear cut
cases however, the matter does not proceed this far and an organization
simple forces their member to par the threefold reparations.
The Wilsons
The Wilsons: Incredibly wealthy as a whole, the Wilson family runs the Bank and also happens to own much of the land around Fleet Street, with some suggesting they have underworld dealings there. Patricia Wilson is the venerable matriarch of the Wilson family, and controls her financial empire with an iron fist. (Please assume Patricia keeps in regular contact with her family members)
Theme: The Wilsons tend to be rich, and most Wilson family members should have a professional focus and high wealth to represent this.
Family Positions: Moderately Pro-Supernatural, Strongly Material, Moderately Manipulative, Slightly Corrupt, Strongly Autocratic, Strongly Anarchistic
Archetypes: Local, Student, Soldier, Timeswept, Important Local, Special Deputy, Local Celebrity, Pillar of the Community, Any **Demigod** and Angelborn
Wanted Concepts: Ambitious Thematic Entrepeneurs, Gangsters, Crooked Cops, Lawyers, Popular College Student, Angelborn Servants, Divine Blooded Ancestor, Eternal Angelic Guardian
Active Members: Therese
Theme: The Wilsons tend to be rich, and most Wilson family members should have a professional focus and high wealth to represent this.
Family Positions: Moderately Pro-Supernatural, Strongly Material, Moderately Manipulative, Slightly Corrupt, Strongly Autocratic, Strongly Anarchistic
Archetypes: Local, Student, Soldier, Timeswept, Important Local, Special Deputy, Local Celebrity, Pillar of the Community, Any **Demigod** and Angelborn
Wanted Concepts: Ambitious Thematic Entrepeneurs, Gangsters, Crooked Cops, Lawyers, Popular College Student, Angelborn Servants, Divine Blooded Ancestor, Eternal Angelic Guardian
Active Members: Therese
See Also
Theta Nu Rho
Theta Nu Rho’s colours are silver and midnight blue, their flower is the moonflower, and their motto is ‘What is Kept is Ours.’ They live in Vesper House.
The social house. The Thetas run the cheer squad and the gala season, and they know everyone’s secrets before the proctors do. Pledges are told on their first night that a Theta never lets a sister leave.
The social house. The Thetas run the cheer squad and the gala season, and they know everyone’s secrets before the proctors do. Pledges are told on their first night that a Theta never lets a sister leave.
Thief Focus
Levels: 0, 1, 2, 3, 4
Professional Focus
Requirements: None
This stat represents those who’ve dedicated themselves to the art of stealing things. In addition to the standard professional focus bonuses, later thieves can reach a higher level of larceny than anyone else.
[Thief One]:
Hacking 3: Greater proficiency with computers; allows jamming communications.
Larceny 3, 4: Greater proficiency with security systems and locks; makes it easier to picklock.
Stealth 3: Greater proficiency with stealth; can avoid forest monsters.
[Thief Two]:
Larceny 5: Maximum proficiency with security systems and locks; makes it easier to picklock.
Stealth 4: Greater proficiency with stealth.
[Thief Three]:
Stealth 5: Maximum proficiency with stealth.
[Thief Four]:
None.
[Last edited October 8, 2021]
Professional Focus
Requirements: None
This stat represents those who’ve dedicated themselves to the art of stealing things. In addition to the standard professional focus bonuses, later thieves can reach a higher level of larceny than anyone else.
[Thief One]:
Hacking 3: Greater proficiency with computers; allows jamming communications.
Larceny 3, 4: Greater proficiency with security systems and locks; makes it easier to picklock.
Stealth 3: Greater proficiency with stealth; can avoid forest monsters.
[Thief Two]:
Larceny 5: Maximum proficiency with security systems and locks; makes it easier to picklock.
Stealth 4: Greater proficiency with stealth.
[Thief Three]:
Stealth 5: Maximum proficiency with stealth.
[Thief Four]:
None.
[Last edited October 8, 2021]
See Also
think
Third Artistic Ability
Levels: 0, 1, 3, 5
Requirements : Rank 5 requires Professional 3
Young Characters: Rank 3 requires the Artist role
This stat determines what artistic abilities a character has and covers things such as musical performance, writing, visual art, dancing, or acting. Each artistic ability, up to three, is a counted as a separate stat; this specialisation shows up when you use the showstat command.
Syntax: art (slot) (artistic area)
Sets the specific artistic ability the stat is meant to represent.
Example: art 3 shuffling
[Artistic Ability 0]:
No special ability
[Artistic Ability 1]:
Hobbyist level; school plays, garage band, or sketching for fun
[Artistic Ability 3]:
Professional level; good enough to earn a living utilizing the artistic skill
[Artistic Ability 5]:
Among the best in the world; top selling writers, symphony orchestra members, or world class painters
[Last edited July 7, 2022]
Requirements : Rank 5 requires Professional 3
Young Characters: Rank 3 requires the Artist role
This stat determines what artistic abilities a character has and covers things such as musical performance, writing, visual art, dancing, or acting. Each artistic ability, up to three, is a counted as a separate stat; this specialisation shows up when you use the showstat command.
Syntax: art (slot) (artistic area)
Sets the specific artistic ability the stat is meant to represent.
Example: art 3 shuffling
[Artistic Ability 0]:
No special ability
[Artistic Ability 1]:
Hobbyist level; school plays, garage band, or sketching for fun
[Artistic Ability 3]:
Professional level; good enough to earn a living utilizing the artistic skill
[Artistic Ability 5]:
Among the best in the world; top selling writers, symphony orchestra members, or world class painters
[Last edited July 7, 2022]
See Also
Third Language
See Help Second Language.
Thrown weapons
Type: Ranged
Max Range: 40
Optimum Range: 20
Cap: Tier 1:50, 2:60, 3:70, 4:80, 5:100
This discipline covers the ability to physically throw objects at your
target, covering both things designed for this task such as throwing knives
or shurikens as well as improvisational weapons. The discipline covers both
the accuracy and force with which an object can be thrown.
You will need a small weapon in order for this skill to be effective.
Max Range: 40
Optimum Range: 20
Cap: Tier 1:50, 2:60, 3:70, 4:80, 5:100
This discipline covers the ability to physically throw objects at your
target, covering both things designed for this task such as throwing knives
or shurikens as well as improvisational weapons. The discipline covers both
the accuracy and force with which an object can be thrown.
You will need a small weapon in order for this skill to be effective.
See Also
tier
See help archetype.
time
Timeline
Syntax: Timeline (character name) or (Eidolon name)
View a list of public logs that the given character has been in, with summaries for each and a link to the log location on the website. When used on Eidolons, this provides a list of logs for events involving that Eidolon.
View a list of public logs that the given character has been in, with summaries for each and a link to the log location on the website. When used on Eidolons, this provides a list of logs for events involving that Eidolon.
Timeswept
Tier Two Archetype
Human
This archetype represents people who have fallen out of their time in the
past and into ours. They can be out somewhere, walking along peacefully
when they stumble into a hole in time. To the rest of the world they simply
have vanished, fallen off the face of the earth. But time shifts and at
some point in the future, maybe twenty years later, maybe two thousand years
later they will step right back into time again, without any knowledge that
any time has passed at all. When making a timeswept character, make them
the age you want them to be normally. If you’d like them to be 30, set the
birth year to 30 years ago, then use the timeswept command to input how many
years you wish for your character to have been out of time. This will
automatically push your birth year back that many years, while making you
look and age the same.
Minimum Age: 18
Syntax: timeswept (number of years)
Available Negative Modifiers: Addicted, Injured, Ill, Young
Available Positive Modifiers: Relic Holder, Scientifically Augmented, Demonic
Pact Holder, Chemical Augmentation, Fleshformed
Focuses: Gives one point to spend on combat or arcane focuses at tier two.
Human
This archetype represents people who have fallen out of their time in the
past and into ours. They can be out somewhere, walking along peacefully
when they stumble into a hole in time. To the rest of the world they simply
have vanished, fallen off the face of the earth. But time shifts and at
some point in the future, maybe twenty years later, maybe two thousand years
later they will step right back into time again, without any knowledge that
any time has passed at all. When making a timeswept character, make them
the age you want them to be normally. If you’d like them to be 30, set the
birth year to 30 years ago, then use the timeswept command to input how many
years you wish for your character to have been out of time. This will
automatically push your birth year back that many years, while making you
look and age the same.
Minimum Age: 18
Syntax: timeswept (number of years)
Available Negative Modifiers: Addicted, Injured, Ill, Young
Available Positive Modifiers: Relic Holder, Scientifically Augmented, Demonic
Pact Holder, Chemical Augmentation, Fleshformed
Focuses: Gives one point to spend on combat or arcane focuses at tier two.
Timeswept Stat
Levels: 0, 1
This stat makes your character timeswept, even if they are not the timeswept
archetype. They can then use timeswept (number of years) to set how long
they were out of time for.
This stat makes your character timeswept, even if they are not the timeswept
archetype. They can then use timeswept (number of years) to set how long
they were out of time for.
title
Syntax: title <string>
Title sets the players listed title on the wholist (what you see
when you type ‘who’) The game supplies a title when your
character is created and you can use title to set your whotitle to
something else. Please be reasonable in creating a title for the
wholist.
Example: title the maker of helpfiles.
Bob the maker of helpfiles.
You can view your currently set title string with the display command.
Title sets the players listed title on the wholist (what you see
when you type ‘who’) The game supplies a title when your
character is created and you can use title to set your whotitle to
something else. Please be reasonable in creating a title for the
wholist.
Example: title the maker of helpfiles.
Bob the maker of helpfiles.
You can view your currently set title string with the display command.
See Also
Tooth and Claw
Type: Melee
Max Range: 1
This discipline covers the ability to fight with natural weaponry such as
fangs or claws and typically combing conventional unarmed combat maneuvers
with attacks that take advantage of natural weaponry.
Max Range: 1
This discipline covers the ability to fight with natural weaponry such as
fangs or claws and typically combing conventional unarmed combat maneuvers
with attacks that take advantage of natural weaponry.
See Also
trace
Syntax: Trace (number)
For up to $200 in resources, lock onto a cell phone signal somewhere in
Haven. You need to be society trusted with ‘resources’ in order to do
this. Requires a place with the name ‘computer’ in it, signal will
be lost if the tracer moves after it has begun. It will also work when
holding a laptop computer(item of at least $500 value and have computer
in the names field).
Once a number is locked in, the person has access to the following
commands.
Syntax: Trace scan
Obtain the room name of the phone you’re currently tracing.
Syntax: Trace cameras
Access a feed from cameras in the area, see the room the phone you’re
tracing is in. This will only work if they are in a public room.
Syntax: Trace gps
Obtain a gps map of the phone’s location.
Syntax: Trace jam
Those with hacking skill of 3 can jam all the electronic communications
of the person possessing the traced phone for some time afterwards.
The jam lasts for approximately an hour, but can be reapplied.
Characters with Hacking 5 will automatically intercept some calls and messages sent from the traced phone while they are place with a computer or holding a laptop.
For up to $200 in resources, lock onto a cell phone signal somewhere in
Haven. You need to be society trusted with ‘resources’ in order to do
this. Requires a place with the name ‘computer’ in it, signal will
be lost if the tracer moves after it has begun. It will also work when
holding a laptop computer(item of at least $500 value and have computer
in the names field).
Once a number is locked in, the person has access to the following
commands.
Syntax: Trace scan
Obtain the room name of the phone you’re currently tracing.
Syntax: Trace cameras
Access a feed from cameras in the area, see the room the phone you’re
tracing is in. This will only work if they are in a public room.
Syntax: Trace gps
Obtain a gps map of the phone’s location.
Syntax: Trace jam
Those with hacking skill of 3 can jam all the electronic communications
of the person possessing the traced phone for some time afterwards.
The jam lasts for approximately an hour, but can be reapplied.
Characters with Hacking 5 will automatically intercept some calls and messages sent from the traced phone while they are place with a computer or holding a laptop.
train
Syntax: train (stat/discipline)
This command raises a stat using roleplay experience or a discipline using
combat experience. Stats cost 10k per stat level, so to raise a stat from
0 to 1, costs 10k rpxp, and to raise a stat from 1 to 2 costs 20k rpxp.
Disciplines cost 200xp multiplied by the level you are raising it to. So
to raise a discipline from 0 to 1 costs 200xp. To raise it from 1 to 2 costs
400xp.
Stats and disciplines can be negtrained while in the tutorial for a 100%
return but outside of the tutorial only 50% of the amount spent is returned.
save
Syntax: disc cost (number from 1 – 100)
This command will show you how much it will cost in xp to raise a discipline
from 0 to the specified amount.
This command raises a stat using roleplay experience or a discipline using
combat experience. Stats cost 10k per stat level, so to raise a stat from
0 to 1, costs 10k rpxp, and to raise a stat from 1 to 2 costs 20k rpxp.
Disciplines cost 200xp multiplied by the level you are raising it to. So
to raise a discipline from 0 to 1 costs 200xp. To raise it from 1 to 2 costs
400xp.
Stats and disciplines can be negtrained while in the tutorial for a 100%
return but outside of the tutorial only 50% of the amount spent is returned.
save
Syntax: disc cost (number from 1 – 100)
This command will show you how much it will cost in xp to raise a discipline
from 0 to the specified amount.
See Also
Training
Syntax: Train (stat or discipline)
Negtrain (stat or discipline)
Training can be done anywhere in the game and spends your experience or
RP experience to raise the stat or discipline you want to raise.
Stats and powers vary between -1 and 5, the cost to raise each level
increases. It costs 10, 000 RPXP to raise a stat from 0 to 1, 20, 000 to
raise from 1 to 2. 30, 000 to raise from 2 to 3 etc.
Disciplines range from 0 to 100, it costs 200 experience * the level it’s
being raised to to increase. So 200 to raise to 1, 400 to raise from 1 to 2
etc.
You begin the game with 100, 000 of both types of experience.
Negtrain refunds a stat or discipline for 50% of it’s cost.
If you use train on a stat or discipline without enough experience, you’ll
set yourself as learning that stat or discipline and will automatically
acquire it once you have enough experience. You earn less experience if
you’re not trying to currently learn anything. If you change what stat or
discipline you’re learning, you will lose a small amount of experience or rp
experience.
You can use stats/powers/disciplines cost to see the cost of raising any
attribute you are eligible to raise.
Negtrain (stat or discipline)
Training can be done anywhere in the game and spends your experience or
RP experience to raise the stat or discipline you want to raise.
Stats and powers vary between -1 and 5, the cost to raise each level
increases. It costs 10, 000 RPXP to raise a stat from 0 to 1, 20, 000 to
raise from 1 to 2. 30, 000 to raise from 2 to 3 etc.
Disciplines range from 0 to 100, it costs 200 experience * the level it’s
being raised to to increase. So 200 to raise to 1, 400 to raise from 1 to 2
etc.
You begin the game with 100, 000 of both types of experience.
Negtrain refunds a stat or discipline for 50% of it’s cost.
If you use train on a stat or discipline without enough experience, you’ll
set yourself as learning that stat or discipline and will automatically
acquire it once you have enough experience. You earn less experience if
you’re not trying to currently learn anything. If you change what stat or
discipline you’re learning, you will lose a small amount of experience or rp
experience.
You can use stats/powers/disciplines cost to see the cost of raising any
attribute you are eligible to raise.
Training Methods
When training stats you’ll be given a selection of options for the method
of how you acquired that stat or ability, different methods have different
costs and other consequences. Training stats in newbie school is also
cheaper, applying up to a 20% discount, although this discount cannot
take the overall cost below 70%.
When you do showstat how you learned the stat will be displayed to you
as well as to any SR or staff in the room, how a stat was learned is
also visible when an SR probes that stat.
Only the last way you trained a particular stat will be visible or
impact if you can presently use it.
Natural: Cost 100%
Low level physical stats, low level skills, anything without
other methods.
-Indicates something acquired through natural means, like practice,
training, working-out.
Self-Mastered: Cost 100%
Legendary Powers, Supernatural powers and Abilities, Physical Stats,
Mundane Abilities, Knowledge stats.
-Indicates a character has self taught or mastered the ability or
stat.
Taught: Cost 90%
Supernatural Powers and Abilities, low level skills, mundane abilities,
Artistic skills and languages, Knowledge stats.
-Indicates a character has a teacher, teacher must have the stat higher
than the pupil and it costs them 5% LF to teach.
Item: Cost 70%
Supernatural Powers and Abilities, high level physical stats.
-Indicates the use of an item to help unlock or use that particular
power or ability. A short string must be entered for the item when
training the stat and if you are not wearing an item that contains
that phrase in it’s short string, you won’t be able to make use
of the stat. You cannot use the same item string twice.
Tattoo: Cost 80%
Supernatural powers and abilities, high level physical stats.
-Indicates a mystical tattoo is used to help unlock a particular
power or ability. You should enter a string when training the stat
and when someone looks at that location on your body if exposed
they will see He/She has a tattoo of (string). It is up to the player
to describe their tattoos in regular focuses/descriptions. You
cannot have two mystical tattoos in the same location.
Tool: Cost 70%
High level skills.
-Requires a particular tool to make use of the stat, such as lockpicks
or a medkit. A short string must be entered for the tool when training
the stat, if an item with that string in it’s short desc is not in
your inventory you will be unable to use the stat. You cannot resuse
the same description.
Book: Cost 70%
Knowledge stats
-Requires a particular book to make use of the stat. A short string
must be entered for the book when training the stat, if an item with
that string in it’s short desc is not in your inventory you will be
unable to use the stat.
Implant: Cost 80%
High level physical abilities.
-Indicates stats that rely on augmentation. If you are tech-hexed
or in Haven during a mystically induced blackout you will be unable
to use the stat.
Demonic Pact: Cost 75%
Artistic skills and languages, Knowledge stats, Education.
-Indicates a character making a pact with a demon in exchange
for their knowledge or position.
Fae Bargain: Cost 75%
Artistic skills and languages, knowledge stats.
-Indicates a character making a bargain with a Fae in exchange
for their knowledge.
Friendship: Cost 100%
Contacts.
-Indicates a contact forged through friendship.
Blackmail: Cost 75%
Contacts
-Indicates a contact obtained through blackmail.
Mind Control: Cost 80%
Contacts
-Indicates a contact obtained through mind control.
Legitimate Job: Cost 100%
Wealth.
-Indicates money coming from a job acquired on merit.
Blackmail Acquired Job: Cost 80%
Wealth.
-Indicates money coming from a job acquired by blackmail.
Mind Control Acquired Job: Cost 80%
Wealth.
-Indicates money coming from a job acquired by mind control.
Theft: Cost 90%
Wealth.
-Indicates money coming from a previous theft.
Inheritance: Cost 100%
Wealth.
-Indicates money coming from a previous inheritance.
Legitimately: Cost 100%
Education.
-Degree obtained through study.
Fraud: Cost 80%
Education.
-Degree obtained through fraud.
Bribe: Cost 80%
Education.
-Degree obtained through bribery.
of how you acquired that stat or ability, different methods have different
costs and other consequences. Training stats in newbie school is also
cheaper, applying up to a 20% discount, although this discount cannot
take the overall cost below 70%.
When you do showstat how you learned the stat will be displayed to you
as well as to any SR or staff in the room, how a stat was learned is
also visible when an SR probes that stat.
Only the last way you trained a particular stat will be visible or
impact if you can presently use it.
Natural: Cost 100%
Low level physical stats, low level skills, anything without
other methods.
-Indicates something acquired through natural means, like practice,
training, working-out.
Self-Mastered: Cost 100%
Legendary Powers, Supernatural powers and Abilities, Physical Stats,
Mundane Abilities, Knowledge stats.
-Indicates a character has self taught or mastered the ability or
stat.
Taught: Cost 90%
Supernatural Powers and Abilities, low level skills, mundane abilities,
Artistic skills and languages, Knowledge stats.
-Indicates a character has a teacher, teacher must have the stat higher
than the pupil and it costs them 5% LF to teach.
Item: Cost 70%
Supernatural Powers and Abilities, high level physical stats.
-Indicates the use of an item to help unlock or use that particular
power or ability. A short string must be entered for the item when
training the stat and if you are not wearing an item that contains
that phrase in it’s short string, you won’t be able to make use
of the stat. You cannot use the same item string twice.
Tattoo: Cost 80%
Supernatural powers and abilities, high level physical stats.
-Indicates a mystical tattoo is used to help unlock a particular
power or ability. You should enter a string when training the stat
and when someone looks at that location on your body if exposed
they will see He/She has a tattoo of (string). It is up to the player
to describe their tattoos in regular focuses/descriptions. You
cannot have two mystical tattoos in the same location.
Tool: Cost 70%
High level skills.
-Requires a particular tool to make use of the stat, such as lockpicks
or a medkit. A short string must be entered for the tool when training
the stat, if an item with that string in it’s short desc is not in
your inventory you will be unable to use the stat. You cannot resuse
the same description.
Book: Cost 70%
Knowledge stats
-Requires a particular book to make use of the stat. A short string
must be entered for the book when training the stat, if an item with
that string in it’s short desc is not in your inventory you will be
unable to use the stat.
Implant: Cost 80%
High level physical abilities.
-Indicates stats that rely on augmentation. If you are tech-hexed
or in Haven during a mystically induced blackout you will be unable
to use the stat.
Demonic Pact: Cost 75%
Artistic skills and languages, Knowledge stats, Education.
-Indicates a character making a pact with a demon in exchange
for their knowledge or position.
Fae Bargain: Cost 75%
Artistic skills and languages, knowledge stats.
-Indicates a character making a bargain with a Fae in exchange
for their knowledge.
Friendship: Cost 100%
Contacts.
-Indicates a contact forged through friendship.
Blackmail: Cost 75%
Contacts
-Indicates a contact obtained through blackmail.
Mind Control: Cost 80%
Contacts
-Indicates a contact obtained through mind control.
Legitimate Job: Cost 100%
Wealth.
-Indicates money coming from a job acquired on merit.
Blackmail Acquired Job: Cost 80%
Wealth.
-Indicates money coming from a job acquired by blackmail.
Mind Control Acquired Job: Cost 80%
Wealth.
-Indicates money coming from a job acquired by mind control.
Theft: Cost 90%
Wealth.
-Indicates money coming from a previous theft.
Inheritance: Cost 100%
Wealth.
-Indicates money coming from a previous inheritance.
Legitimately: Cost 100%
Education.
-Degree obtained through study.
Fraud: Cost 80%
Education.
-Degree obtained through fraud.
Bribe: Cost 80%
Education.
-Degree obtained through bribery.
trash
Syntax: trash (object)
Used to permanently throw away any unwanted objects.
Used to permanently throw away any unwanted objects.
Travel
The travel command is used to visit areas outside Haven. Anyone following your
character will automatically follow if using public transport.
Syntax: roomlist
Shows all premade rooms accessible outside Haven.
Syntax: travel (location number)
Travel to a location outside of Haven by the default mode of travel, which
is by bus.
Syntax: travel car/motorcycle (location number) (passengers)
Travel to a location outside Haven in your own vehicle. This will bring your
vehicle stash with you. You are limited by the amount of passengers your vehicle
can manage.
Syntax: travel plane (location number) (passengers)
Travel to a location outside Haven by plane. This comes with sometimes very
significant plane ticket costs taken directly out of your bank account. If
you bring passengers with you, they will pay for their own ticket. Planes
are required to travel overseas.
Syntax: travel fly (location number) (passengers)
Travel to a location outside Haven with the flight power, with a maximum of
one passenger.
character will automatically follow if using public transport.
Syntax: roomlist
Shows all premade rooms accessible outside Haven.
Syntax: travel (location number)
Travel to a location outside of Haven by the default mode of travel, which
is by bus.
Syntax: travel car/motorcycle (location number) (passengers)
Travel to a location outside Haven in your own vehicle. This will bring your
vehicle stash with you. You are limited by the amount of passengers your vehicle
can manage.
Syntax: travel plane (location number) (passengers)
Travel to a location outside Haven by plane. This comes with sometimes very
significant plane ticket costs taken directly out of your bank account. If
you bring passengers with you, they will pay for their own ticket. Planes
are required to travel overseas.
Syntax: travel fly (location number) (passengers)
Travel to a location outside Haven with the flight power, with a maximum of
one passenger.
See Also
Traveling
Traveling Explained
-A brief overview of how to get around.
Cars
-An explanation of how cars work.
Makeroom
-An explanation of how to make rooms outside of the town.
Join
-How to use the join command.
Houses
-Information on player owned housing.
Passthrough
-A command that will open a door and move through it in one action.
Walk
-A command to get around town.
Cardinal
-A command to toggle cardinal directions.
Camps
-Commands to set up and take down camps.
-A brief overview of how to get around.
Cars
-An explanation of how cars work.
Makeroom
-An explanation of how to make rooms outside of the town.
Join
-How to use the join command.
Houses
-Information on player owned housing.
Passthrough
-A command that will open a door and move through it in one action.
Walk
-A command to get around town.
Cardinal
-A command to toggle cardinal directions.
Camps
-Commands to set up and take down camps.
Traveling Explained
Normal getting around is down through cardinal directions, typing north,
east, south, west, up, down, northeast, southeast, southwest, northwest. Or
n, e, s, w, u, d, ne, se, sw, nw.
Some rooms you may not be able to get into, such as air rooms if you can’t
super jump or fly, while others such as underwater rooms you’ll only be able
to stay in for a short time if you can’t breathe underwater.
To get around the town faster you can hail a taxi, drive a car or
motorcycle, or get in the town trolley. The town trolley is free to ride
and regularly stops at locations around town, just type board when it stops
near you, and disembark when it has arrived where you want to go.
To hail a taxi type taxi list to see all the intersections taxis stop at,
then taxi (number) to travel to one, this is fairly quick but you will have
to pay for the ride. Cars and motorcycles are used similarly but with the
commands drive (location) and ride (location) You can put the names of
passengers you wish to bring after the location such as drive 1 Bob Sue Jane
and as long as they are following you, they’ll come also.
If you want to move out of town you will need to use the travel command,
this can be used at the intersection nearest the bus depot in the
northwestern part of town. To see a list of rooms you can go to type
roomlist, and then travel (number) to go there. You can also use travel
car/motorcycle/plane (number) to use alternate methods to the bus, and bring
people with you by including their names afterwards in a list.
To make rooms outside the town for people to travel to you’ll use the
makeroom command.
Traveling by plane is necessary for leaving the continent and much faster
than other methods, but costs a fair bit.
You can type stall when using any sort of travel to pause where you are so
you can RP in your vehicle etc.
You can use follow (person) to follow someone around, follow self will stop
following.
east, south, west, up, down, northeast, southeast, southwest, northwest. Or
n, e, s, w, u, d, ne, se, sw, nw.
Some rooms you may not be able to get into, such as air rooms if you can’t
super jump or fly, while others such as underwater rooms you’ll only be able
to stay in for a short time if you can’t breathe underwater.
To get around the town faster you can hail a taxi, drive a car or
motorcycle, or get in the town trolley. The town trolley is free to ride
and regularly stops at locations around town, just type board when it stops
near you, and disembark when it has arrived where you want to go.
To hail a taxi type taxi list to see all the intersections taxis stop at,
then taxi (number) to travel to one, this is fairly quick but you will have
to pay for the ride. Cars and motorcycles are used similarly but with the
commands drive (location) and ride (location) You can put the names of
passengers you wish to bring after the location such as drive 1 Bob Sue Jane
and as long as they are following you, they’ll come also.
If you want to move out of town you will need to use the travel command,
this can be used at the intersection nearest the bus depot in the
northwestern part of town. To see a list of rooms you can go to type
roomlist, and then travel (number) to go there. You can also use travel
car/motorcycle/plane (number) to use alternate methods to the bus, and bring
people with you by including their names afterwards in a list.
To make rooms outside the town for people to travel to you’ll use the
makeroom command.
Traveling by plane is necessary for leaving the continent and much faster
than other methods, but costs a fair bit.
You can type stall when using any sort of travel to pause where you are so
you can RP in your vehicle etc.
You can use follow (person) to follow someone around, follow self will stop
following.
Traveling Offworld
To travel offworld generally requires finding a place in Haven’s outer
forest where you can slip between this world and another. These paths are
usually hard to find until you stumble onto one, but once found can be
fairly reliably rediscovered. Coming back from another world to Haven works
in a similar fashion, although a type of magic protects against just anyone
from finding the paths back, only those with a special bone compass item can
return. Paths between Haven and Hell do exist, but they are sealed off by
what looks to be a barrier of thorns and branches from the side of Haven.
This barrier can be broken down, although doing so is rarely wise. It also
reforms fairly rapidly and cannot be broken down from the other side.
Horses can be ridden to and from other worlds, but no other type of vehicle
can make the journey. Once in another world either pathing or horse riding
is needed to get around.
Sorcery tends to be stronger in other worlds, but technology is much less
reliable. Firearms still generally work but automatic and semi-automatics
in particular are often prone to failing, most people prefer to take
revolvers and bolt-action rifles on trips offworld.
forest where you can slip between this world and another. These paths are
usually hard to find until you stumble onto one, but once found can be
fairly reliably rediscovered. Coming back from another world to Haven works
in a similar fashion, although a type of magic protects against just anyone
from finding the paths back, only those with a special bone compass item can
return. Paths between Haven and Hell do exist, but they are sealed off by
what looks to be a barrier of thorns and branches from the side of Haven.
This barrier can be broken down, although doing so is rarely wise. It also
reforms fairly rapidly and cannot be broken down from the other side.
Horses can be ridden to and from other worlds, but no other type of vehicle
can make the journey. Once in another world either pathing or horse riding
is needed to get around.
Sorcery tends to be stronger in other worlds, but technology is much less
reliable. Firearms still generally work but automatic and semi-automatics
in particular are often prone to failing, most people prefer to take
revolvers and bolt-action rifles on trips offworld.
treat
Syntax: treat (person)
Used in a medical facility (such as Greystone), this command will reduce the time to recover from wounds by up to 50% depending on the user’s medicine skill. Rooms that are eligible for using treat in will display ‘This is a medical facility.‘ under their name when you look in them.
This will charge $500 in society resources if the society has at least $100k resources and the user is trusted with resources, otherwise it will charge $500 in cash on hand.
[Last edited January 10, 2022]
Used in a medical facility (such as Greystone), this command will reduce the time to recover from wounds by up to 50% depending on the user’s medicine skill. Rooms that are eligible for using treat in will display ‘This is a medical facility.‘ under their name when you look in them.
This will charge $500 in society resources if the society has at least $100k resources and the user is trusted with resources, otherwise it will charge $500 in cash on hand.
[Last edited January 10, 2022]
trolley
Syntax: board
Syntax: disembark
The board command can be used at a number of intersections in Haven, before the trolley has come by. When it does, after this command is used, it will automatically move you onto the trolley.
The disembark command can be used once you reach your stop, to leave the trolley.
Syntax: disembark
The board command can be used at a number of intersections in Haven, before the trolley has come by. When it does, after this command is used, it will automatically move you onto the trolley.
The disembark command can be used once you reach your stop, to leave the trolley.
trollreport
Syntax: trollreport (person)
The trollreport command can only be used by players with at least 1000
community credit and will silently nochannel the target. It can be
targeted at PCs or accounts. All uses are logged and people using it
inappropriately will be dealt with harshly. If at all unsure if your use
is inappropriate put up a petition with your reasoning.
The trollreport command can only be used by players with at least 1000
community credit and will silently nochannel the target. It can be
targeted at PCs or accounts. All uses are logged and people using it
inappropriately will be dealt with harshly. If at all unsure if your use
is inappropriate put up a petition with your reasoning.
See Also
trust
Syntax: trust (storyrunner) (negative/none/basic/moderate/advanced)
This command is used to set the trust levels between you and a Story Runner,
the default level is none, moving up to basic when in a room the SR is
running. More advanced levels give the SRs greater powers over your character
while negative level stops them being able to use even the most basic
commands on your character.
This command is used to set the trust levels between you and a Story Runner,
the default level is none, moving up to basic when in a room the SR is
running. More advanced levels give the SRs greater powers over your character
while negative level stops them being able to use even the most basic
commands on your character.
See Also
trust levels
Negative
Causes all storyrunner commands, such as summon, to not even request and to
become completely voided.
None
Like Negative, except story runner commands such as summon will request your
permission before being attempted. Anything that codedly effects your
character, such as injure, will not work at all.
Basic
At this level, SR’s Lookup command will only return your Character notes.
(Help character Notes) The probe command will echo to the SR what a
particular disc or stat is at, but also echo to the player what they’ve
probed. Injure can be used to injure a PC to a mild wound. Conditions will
only remain on players as long as they are in the room an SR is running
(Help Conditions)
Moderate
Lookup will now return your character’s history as well as your character
notes. Probing will no longer return what the SR has looked up about your
character. Injure can be used to injure a PC to a severe wound. Conditions
now remain on PC’s for a duration of 24 IG hours, or until cured manually.
Summon will now bring along PC’s without requesting their permission.
Advanced
Includes Moderate changes. Injure can now be used to injure a PC to a
Critical wound, or to inflict a fatal wound, killing them. Conditions now
remain on PC’s for a duration of 54 IG hours, or until cured manually. SR’s
can now see your RP remotely unless you are in a private room (Help
Private)
Universal
Depending on the total trust within a room, SR’s can create Monsters to
fight PC’s with discs equivalent to the amount of trust given. The hurt
command reduces a player’s defenses based on the trust level that player has
in the SR using the command.
Causes all storyrunner commands, such as summon, to not even request and to
become completely voided.
None
Like Negative, except story runner commands such as summon will request your
permission before being attempted. Anything that codedly effects your
character, such as injure, will not work at all.
Basic
At this level, SR’s Lookup command will only return your Character notes.
(Help character Notes) The probe command will echo to the SR what a
particular disc or stat is at, but also echo to the player what they’ve
probed. Injure can be used to injure a PC to a mild wound. Conditions will
only remain on players as long as they are in the room an SR is running
(Help Conditions)
Moderate
Lookup will now return your character’s history as well as your character
notes. Probing will no longer return what the SR has looked up about your
character. Injure can be used to injure a PC to a severe wound. Conditions
now remain on PC’s for a duration of 24 IG hours, or until cured manually.
Summon will now bring along PC’s without requesting their permission.
Advanced
Includes Moderate changes. Injure can now be used to injure a PC to a
Critical wound, or to inflict a fatal wound, killing them. Conditions now
remain on PC’s for a duration of 54 IG hours, or until cured manually. SR’s
can now see your RP remotely unless you are in a private room (Help
Private)
Universal
Depending on the total trust within a room, SR’s can create Monsters to
fight PC’s with discs equivalent to the amount of trust given. The hurt
command reduces a player’s defenses based on the trust level that player has
in the SR using the command.
Try
Try
try (action) with (stat, stat…)
–Tell the room what you are attempting and which of your stats, disciplines or abilities you are bringing to it. For example, try to pick the lock with Larceny, Dexterity. Separate the stats with commas, since many stat names are more than one word. If your action itself contains the word “with”, that is fine: only the last “with” starts the stat list.
try (number) (action) with (stat, stat…)
–A number at the front limits how many people may assist you. try 0 … means nobody can.
The room sees your attempt along with each stat you named, described the same way showstat describes it. A name that is one letter out is still recognised. A name the game does not recognise is shown as “(Unknown)” rather than refused, and so may a stat you do not have at all, so check your spelling. Knowledge of the supernatural is Know Super here.
The storyrunner in the room is told what you are trying and decides whether it needs a roll. If it does, they set a challenge with rollchallenge and you are told what you need; then type roll. If there is no storyrunner in the room, you are told so and nothing further happens.
A storyrunner may ask you to try something with calltry. You answer with try in the same way.
See also: help roll, help assist, help showstat.
try (action) with (stat, stat…)
–Tell the room what you are attempting and which of your stats, disciplines or abilities you are bringing to it. For example, try to pick the lock with Larceny, Dexterity. Separate the stats with commas, since many stat names are more than one word. If your action itself contains the word “with”, that is fine: only the last “with” starts the stat list.
try (number) (action) with (stat, stat…)
–A number at the front limits how many people may assist you. try 0 … means nobody can.
The room sees your attempt along with each stat you named, described the same way showstat describes it. A name that is one letter out is still recognised. A name the game does not recognise is shown as “(Unknown)” rather than refused, and so may a stat you do not have at all, so check your spelling. Knowledge of the supernatural is Know Super here.
The storyrunner in the room is told what you are trying and decides whether it needs a roll. If it does, they set a challenge with rollchallenge and you are told what you need; then type roll. If there is no storyrunner in the room, you are told so and nothing further happens.
A storyrunner may ask you to try something with calltry. You answer with try in the same way.
See also: help roll, help assist, help showstat.
See Also
tscore
Syntax: tscore
Shows the same information as score but in plaintext.
Shows the same information as score but in plaintext.
Turn
Syntax: Turn (victim)
Used by vampires and werewolves to turn helpless victims into one of their
kind. Can only be used on characters tier three or below, other
supernaturals are too strong to be forced to change. They also cannot turn
Sanctuary protected characters.
Used by vampires and werewolves to turn helpless victims into one of their
kind. Can only be used on characters tier three or below, other
supernaturals are too strong to be forced to change. They also cannot turn
Sanctuary protected characters.
See Also
tyrants
Tyrants can be made through the storyline mechanic, and reaching 200% power.
When invoked, it grants the specified character tyranical powers in Haven,
able to use breaksanctuary (at a financial cost) on anybody and order
commitments for 1/40th of their typcial cost.
They can be ousted from their spot by a pyschic operation, however the operation
cannot be created immediately after a Tyrant is created, and instead has to wait
a few weeks, to give them time to make use of their new role. Psychic operations
can only be utilised once every two weeks, but each time the Tyrant will be a
bit weaker.
Psychic Operation
On Success: Target, specifed with target (PC name), is driven into a coma
for one week and loses tyrant status if a tyrant or is driven into a coma for
6 weeks and loses any societies they control if a cardinal.
When invoked, it grants the specified character tyranical powers in Haven,
able to use breaksanctuary (at a financial cost) on anybody and order
commitments for 1/40th of their typcial cost.
They can be ousted from their spot by a pyschic operation, however the operation
cannot be created immediately after a Tyrant is created, and instead has to wait
a few weeks, to give them time to make use of their new role. Psychic operations
can only be utilised once every two weeks, but each time the Tyrant will be a
bit weaker.
Psychic Operation
On Success: Target, specifed with target (PC name), is driven into a coma
for one week and loses tyrant status if a tyrant or is driven into a coma for
6 weeks and loses any societies they control if a cardinal.
See Also
Tyrell Corp
Overview: Always on the forefront of new technologies, Tyrell Corp is a US company that’s always looking to ensure access to the latest and best.
Common Allies: Temple Intelligence, CIA, The Vampire Court of New York.
Common Enemies: New World Movement, The Aquarian Guard, The Coven, The Redwood Pack.
Prefers: Government contacts, Media contacts.
Typical Tasks: Corporate espionage or sabotage, strong arming, influence peddling, researching.
Common Allies: Temple Intelligence, CIA, The Vampire Court of New York.
Common Enemies: New World Movement, The Aquarian Guard, The Coven, The Redwood Pack.
Prefers: Government contacts, Media contacts.
Typical Tasks: Corporate espionage or sabotage, strong arming, influence peddling, researching.
See Also
Undead Toughness
Type: Defensive
Supernatural Defenses Cap: Tier 2:10, 3:20, 4:50, 5:100
HP Cap: T1: 200, T2: 250, T3:350, T4:500, T5:750
This discipline represents those whose undead nature gives them unusual
levels of protection from damage. While they still take injuries these
injuries tend to not bleed and cause them very little impairment.
Take 80% damage from rifles, carbines and pistols.
Take 80% damage from spears, knives, bows, thrown weapons and spearguns.
Take 80% damage from animal attacks and striking/grappling.
Supernatural Defenses Cap: Tier 2:10, 3:20, 4:50, 5:100
HP Cap: T1: 200, T2: 250, T3:350, T4:500, T5:750
This discipline represents those whose undead nature gives them unusual
levels of protection from damage. While they still take injuries these
injuries tend to not bleed and cause them very little impairment.
Take 80% damage from rifles, carbines and pistols.
Take 80% damage from spears, knives, bows, thrown weapons and spearguns.
Take 80% damage from animal attacks and striking/grappling.
Undergods
Overview: Gods who are unwelcome in the houses, or choose not to belong. They may identify with no mythological figure or with ones who’re outcast or enemies of the main gods, they form a loose alliance with each other.
Common Allies: The Banished.
Common Enemies: The Godly houses.
Prefers: Demigods, Angelborn.
Typical Tasks: Undermining the god houses, capturing new human servants, dealing with threats from fae or demons.
Common Allies: The Banished.
Common Enemies: The Godly houses.
Prefers: Demigods, Angelborn.
Typical Tasks: Undermining the god houses, capturing new human servants, dealing with threats from fae or demons.
See Also
Underworld Contacts
Levels: 0, 1, 2, 3, 4, 5
Requirements: Rank 2-5 requires Professional Focus 1-4.
This stat represents any contacts you have in the criminal underground, that
might be able to give you information. Used to determine preference in some
Story Events, as well as for RP.
Underworld Contacts 0
No criminal contacts
Underworld Contacts 1
A low level contact
Underworld Contacts 2
A low level friend
Underworld Contacts 3
A mid level contact
Underworld Contacts 4
A high level contact
Underworld Contacts 5
A very high level friend
Requirements: Rank 2-5 requires Professional Focus 1-4.
This stat represents any contacts you have in the criminal underground, that
might be able to give you information. Used to determine preference in some
Story Events, as well as for RP.
Underworld Contacts 0
No criminal contacts
Underworld Contacts 1
A low level contact
Underworld Contacts 2
A low level friend
Underworld Contacts 3
A mid level contact
Underworld Contacts 4
A high level contact
Underworld Contacts 5
A very high level friend
See Also
Underworld Mogul Focus
Levels: 0, 1, 2, 3, 4
Professional Focus
Requirements: None
This stat represents those who’ve dedicated themselves to the criminal underworld. In addition to the standard professional focus bonuses, they also receive some bonuses to criminal skills as well as increased benefits from their contacts dedicated to generating scheme influence. At higher ranks they unlock abilities to enhance their NPC minions even further.
[Underworld Mogul One]:
Demolitions 2: Greater proficiency with explosives; makes it easier to breakin to buildings.
Larceny 3: Greater proficiency with security systems and locks; makes it easier to picklock.
[Underworld Mogul Two]:
Protection Detail: This power makes allies appear twice as fast in combat.
Arrange Hit: A legendary power that enables causing harm to NPC friends and relatives of PCs.
Find Secrets: A legendary power that gives you the ability to dig up personal history on someone.
[Underworld Mogul Three]:
None.
[Underworld Mogul Four]:
Disposable Muscle: A power that reduces the amount of time it takes for muscle contacts to recover from defeat.
[Last edited November 8, 2023]
Professional Focus
Requirements: None
This stat represents those who’ve dedicated themselves to the criminal underworld. In addition to the standard professional focus bonuses, they also receive some bonuses to criminal skills as well as increased benefits from their contacts dedicated to generating scheme influence. At higher ranks they unlock abilities to enhance their NPC minions even further.
[Underworld Mogul One]:
Demolitions 2: Greater proficiency with explosives; makes it easier to breakin to buildings.
Larceny 3: Greater proficiency with security systems and locks; makes it easier to picklock.
[Underworld Mogul Two]:
Protection Detail: This power makes allies appear twice as fast in combat.
Arrange Hit: A legendary power that enables causing harm to NPC friends and relatives of PCs.
Find Secrets: A legendary power that gives you the ability to dig up personal history on someone.
[Underworld Mogul Three]:
None.
[Underworld Mogul Four]:
Disposable Muscle: A power that reduces the amount of time it takes for muscle contacts to recover from defeat.
[Last edited November 8, 2023]
See Also
Underworld Touch
Levels: 0, 1
Requirements: Demigod
Characters with this power may use deathtouch (target) to lengthen the
amount of time it will take someone to heal from an injury.
Requirements: Demigod
Characters with this power may use deathtouch (target) to lengthen the
amount of time it will take someone to heal from an injury.
unhide
Unliving
Positive Tier Modifier
Replaceable: Yes.
This modifier represents those vampires who never activate the human
functions of their body at all. Over time they become enhanced by their
further separation from humanity, they feel pain less keenly, their mind
works faster, they are stronger and more durable. Unfortunately they’re
also unable to feel much in the way of pleasure, derive much satisfaction
from scents or tastes or sensations, or engage in sexual intercourse. They
often find themselves struggling to relate to normal humans as well.
Replaceable: Yes.
This modifier represents those vampires who never activate the human
functions of their body at all. Over time they become enhanced by their
further separation from humanity, they feel pain less keenly, their mind
works faster, they are stronger and more durable. Unfortunately they’re
also unable to feel much in the way of pleasure, derive much satisfaction
from scents or tastes or sensations, or engage in sexual intercourse. They
often find themselves struggling to relate to normal humans as well.
Unstable Power
Unstable powers
Unstable powers cannot be bought in this game. There is no karma buy unstable and no activate unstable: a legendary power has to be learned in the usual way. See help karma for what karma can buy.
Unstable powers cannot be bought in this game. There is no karma buy unstable and no activate unstable: a legendary power has to be learned in the usual way. See help karma for what karma can buy.
See Also
untie
use
Syntax: Use (object)
Is used by various types of objects to use them for example turning a
flashlight on or off, opening or closing an umbrella or taking a drug.
Is used by various types of objects to use them for example turning a
flashlight on or off, opening or closing an umbrella or taking a drug.
User Interface
Color
– Is used to turn the display of ANSI color on or off.
Width (number)
– Is used to set the number of characters wide that you would like your display to be.
Length (number)
– Is used to set the number of lines you’d like to display at once.
Default Length is 22 lines, default width is 80 characters.
– Is used to turn the display of ANSI color on or off.
Width (number)
– Is used to set the number of characters wide that you would like your display to be.
Length (number)
– Is used to set the number of lines you’d like to display at once.
Default Length is 22 lines, default width is 80 characters.
Vampire
Tier Two Archetype
Supernatural
This archetype represents the newly made members of the undead. See help
vampires for more information about them in general.
Age: Less than twenty years since being turned into a vampire.
Available Negative Modifiers: Mentally Ill, Turned Young
Available Positive Modifiers: Relic Holder, Demonic Pact Holder,
Exsanguinating.
Focues: Has one point to spend on focuses at tier two.
Supernatural
This archetype represents the newly made members of the undead. See help
vampires for more information about them in general.
Age: Less than twenty years since being turned into a vampire.
Available Negative Modifiers: Mentally Ill, Turned Young
Available Positive Modifiers: Relic Holder, Demonic Pact Holder,
Exsanguinating.
Focues: Has one point to spend on focuses at tier two.
Vampire Blood
Vampire blood is an extremely potent drug, affecting everyone who
consumes it with increased energy levels, feelings of invulnerability or
superiority, as well as dulling sensitivity to pain. In addition, it is
also a very potent aphrodisiac and effective treatment for erectile
dysfunction. The fresher the blood is from the vein, the more potent it is
in its effects.
Deemed a controlled, illegal substance to buy or sell, vampire blood is
largely acquired on the street under the names V (Vee), Juice, Red and Hype.
It is typically taken by party goers or as a sexual stimulant, and is
sometimes used as a date rape drug in conjunction with other chemicals.
Vampire blood, especially in larger doses also can increase a subject’s
suggestibility. Characters dosed with vampire blood will have to pay a
significantly higher price to resist supernatural influence or hypnotic
commands.
Syntax: Giveblood/Force (vampire) giveblood.
-Creates a vampire blood object which can be drunk or use to dose food or
drink.
Syntax: pour blood (food/drink)
-Doses a food or drink item with vampire blood.
consumes it with increased energy levels, feelings of invulnerability or
superiority, as well as dulling sensitivity to pain. In addition, it is
also a very potent aphrodisiac and effective treatment for erectile
dysfunction. The fresher the blood is from the vein, the more potent it is
in its effects.
Deemed a controlled, illegal substance to buy or sell, vampire blood is
largely acquired on the street under the names V (Vee), Juice, Red and Hype.
It is typically taken by party goers or as a sexual stimulant, and is
sometimes used as a date rape drug in conjunction with other chemicals.
Vampire blood, especially in larger doses also can increase a subject’s
suggestibility. Characters dosed with vampire blood will have to pay a
significantly higher price to resist supernatural influence or hypnotic
commands.
Syntax: Giveblood/Force (vampire) giveblood.
-Creates a vampire blood object which can be drunk or use to dose food or
drink.
Syntax: pour blood (food/drink)
-Doses a food or drink item with vampire blood.
See Also
Vampire Court of New York
Overview: The most prominent vampire court on the east coast, the court is led by an 800 year old king and has been around for several centuries.
Common Allies: The Syndicate, Rushell Industries
Common Enemies: The Redwood Pack, The Temple.
Prefers: Vampires.
Typical Tasks: Protecting the court, removing threats, securing new blood supplies.
Common Allies: The Syndicate, Rushell Industries
Common Enemies: The Redwood Pack, The Temple.
Prefers: Vampires.
Typical Tasks: Protecting the court, removing threats, securing new blood supplies.
See Also
Vampire Empire
Overview: The Empire is an alliance of Vampire courts from many different countries and cities, dedicated to the promotion of vampire rights and powers throughout the world. While theoretically ruled by an emperor or empress the last empress was slain 250 years ago and has yet to be replaced. In theory the vampire empire is one of the most powerful organizations in the supernatural world but in practice they tend to spend most of their time politicking amongst themselves for greater status and power or even for a shot at the coveted Throne of Bones. If something is a large enough threat to the Vampire community overall though for them to come together they can do so with terrifying speed and ferocity.
Common Allies: The Vampire Court of New York, The Hand
Common Enemies: The Temple, The Hunters
Prefers: Vampires, virgins
Typical Tasks: Obtain new bloodstock, protect members, recruitment, eliminate threats
Common Allies: The Vampire Court of New York, The Hand
Common Enemies: The Temple, The Hunters
Prefers: Vampires, virgins
Typical Tasks: Obtain new bloodstock, protect members, recruitment, eliminate threats
See Also
vampire mechanics
Constitution:
Vampires are immune to critical wounds. A critical wound for a vampire is
essentially a severe wound, though markedly closer to death than one.
Vampire Blood:
Vampires can use the giveblood command to produce a glass of their blood,
which can be used to put a victim in a suggestible state See help vampire
blood for more information.
Vampire Feeding:
Syntax: bite (victim) (mild/severe/critical/fatal)
Bite your target, if they aren’t helpless you can only use the mild form of
the bite and must put them into a trance first. See help trance for more
information. Vampires transfer some of the victim’s lifeforce to themselves
when they bite, humans are much better sources of this than supernaturals,
and virgins are even better than most humans. There are limits to how much
life force a vampire can take themselves to when biting lower tier
characters however. See help bite for the full rules, including biting the neck, thigh
or wrist and the blood bonus that gives.
Daylight Penalties:
Vampires receive penalties during the day to their effective life force.
This is worse the closer it is to noon and the more exposed the vampire is
to the sun. Being indoors, away from windows and well covered up is
generally their best defense. The stat Sunlight resistance can help to
reduce the effects of the daylight weaknesss.
Sire Relationship:
Vampires can enter into a sire relationship with each other. Sires can use
Scry to see briefly through the eyes of those they’ve turned, and receive
bonuses to using hypnosis and supernatural influence on them. See help
turn for more information on how to sire a vampire.
Vampire Age:
Vampires appear 1 year older for every 100 years of age.
Vampire Lifeforce:
Vampire life force degenerates slower, but will only recover up to 90% on
it’s own, and will decay slowly if above that value forcing vampires to rely
on feeding to keep it higher. Vampires who feed on animals life force won’t
regenerate above 75%.
Vampire Resiliance:
The amount of damage a vampire can take in any round from PCs is is capped
at 60 for those without armor and 40 for those with it. With the remaining
damage going through to stagger. This does not apply to attacks with
shotguns, long blades and blunt weapons, or to attacks with weapons loaded
with incendiary rounds. Or to attacks from shifted werewolves. Attacks
from shifted werewolves additionally can convert some of the vampire’s
stagger into bonus damage when they attack.
Wooden Weapons:
Vampires suffer additional stagger when struck with weapons augmented with wood.
Vampires are immune to critical wounds. A critical wound for a vampire is
essentially a severe wound, though markedly closer to death than one.
Vampire Blood:
Vampires can use the giveblood command to produce a glass of their blood,
which can be used to put a victim in a suggestible state See help vampire
blood for more information.
Vampire Feeding:
Syntax: bite (victim) (mild/severe/critical/fatal)
Bite your target, if they aren’t helpless you can only use the mild form of
the bite and must put them into a trance first. See help trance for more
information. Vampires transfer some of the victim’s lifeforce to themselves
when they bite, humans are much better sources of this than supernaturals,
and virgins are even better than most humans. There are limits to how much
life force a vampire can take themselves to when biting lower tier
characters however. See help bite for the full rules, including biting the neck, thigh
or wrist and the blood bonus that gives.
Daylight Penalties:
Vampires receive penalties during the day to their effective life force.
This is worse the closer it is to noon and the more exposed the vampire is
to the sun. Being indoors, away from windows and well covered up is
generally their best defense. The stat Sunlight resistance can help to
reduce the effects of the daylight weaknesss.
Sire Relationship:
Vampires can enter into a sire relationship with each other. Sires can use
Scry to see briefly through the eyes of those they’ve turned, and receive
bonuses to using hypnosis and supernatural influence on them. See help
turn for more information on how to sire a vampire.
Vampire Age:
Vampires appear 1 year older for every 100 years of age.
Vampire Lifeforce:
Vampire life force degenerates slower, but will only recover up to 90% on
it’s own, and will decay slowly if above that value forcing vampires to rely
on feeding to keep it higher. Vampires who feed on animals life force won’t
regenerate above 75%.
Vampire Resiliance:
The amount of damage a vampire can take in any round from PCs is is capped
at 60 for those without armor and 40 for those with it. With the remaining
damage going through to stagger. This does not apply to attacks with
shotguns, long blades and blunt weapons, or to attacks with weapons loaded
with incendiary rounds. Or to attacks from shifted werewolves. Attacks
from shifted werewolves additionally can convert some of the vampire’s
stagger into bonus damage when they attack.
Wooden Weapons:
Vampires suffer additional stagger when struck with weapons augmented with wood.
See Also
vampire modifiers
Vampires may select from the following modifiers:
(T2) Vampire:
Negative Modifiers: Mentally Ill, Turned Youth
Positive Modifiers: Relic Holder, Demonic Pact Holder, Exsanguinating
(T3) Veteran Vampire:
Negative Modifiers: Disfigured, Cursed, Turned Youth
Positive Modifiers: Relic Holder, Demonic Pact Holder, Exsanguinating
(T4) Aged Vampire:
Negative Modifiers: Disfigured, Catatonic, Turned Youth
Positive Modifiers: Demonic Pact Holder, Unliving
[Last edited May 18, 2022]
(T2) Vampire:
Negative Modifiers: Mentally Ill, Turned Youth
Positive Modifiers: Relic Holder, Demonic Pact Holder, Exsanguinating
(T3) Veteran Vampire:
Negative Modifiers: Disfigured, Cursed, Turned Youth
Positive Modifiers: Relic Holder, Demonic Pact Holder, Exsanguinating
(T4) Aged Vampire:
Negative Modifiers: Disfigured, Catatonic, Turned Youth
Positive Modifiers: Demonic Pact Holder, Unliving
[Last edited May 18, 2022]
See Also
Vampire Powers
Powers are one of the things that set supernatural bloodlines apart from mere humans; they are manifestations of either supernatural power in general or of the inherent strengths of a given bloodline. In general, powers are not restricted solely by tier — what is accessible to a tier 3 demigod may be accessible to a tier 2 demonborn, or may perhaps only be available to certain subtypes of demigods. All the powers listed below have their own helpfile, but here is a short summary of each for quick reference. Powers that require specific non-vampire foci that would still be available to vampires are not listed.
[Vampire Innates]:
None.
[Vampire Tier One]:
Acute Hearing: Especially keen hearing. Can hear from more rooms away.
Acute Sight: Especially keen vision.
Acute Smell: Especially keen smell; can track others by scent.
Hypnotism: Level one hypnotism allows supernaturals to place people in a trance.
Know Vampires: The ability to recognise fellow vampires on sight.
Night Vision: The ability to see in darkness.
Obfuscate: Hides your supernatural aura; you will always appear human.
Pathing: The ability to use travel pathing to access rooms on roomlist.
Psychic Persuasion: The ability to subtly persuade others to do your bidding via psychic pressures.
Regeneration: Level one regeneration allows faster recovery from basic and severe wounds.
[Vampire Tier Two]:
Hypnotism: Level two hypnotism allows infliction of amnesia and simple instructions.
[Vampire Tier Three]:
Branding: A semi-permanent means of marking your property or thralls that grants powers over them.
Hypnotism: Level three and four hypnotism allows body, triggered, and locked instructions.
Sunlight Resistance: Lessens the hampering effects of daylight.
[Vampire Tier Four]:
Super Jumping: The ability to jump far, land without harm, and close gaps in combat.
[Vampire Combat Abilities]:
None.
[Vampire Legendaries]:
None.
[Last edited November 8, 2021]
[Vampire Innates]:
None.
[Vampire Tier One]:
Acute Hearing: Especially keen hearing. Can hear from more rooms away.
Acute Sight: Especially keen vision.
Acute Smell: Especially keen smell; can track others by scent.
Hypnotism: Level one hypnotism allows supernaturals to place people in a trance.
Know Vampires: The ability to recognise fellow vampires on sight.
Night Vision: The ability to see in darkness.
Obfuscate: Hides your supernatural aura; you will always appear human.
Pathing: The ability to use travel pathing to access rooms on roomlist.
Psychic Persuasion: The ability to subtly persuade others to do your bidding via psychic pressures.
Regeneration: Level one regeneration allows faster recovery from basic and severe wounds.
[Vampire Tier Two]:
Hypnotism: Level two hypnotism allows infliction of amnesia and simple instructions.
[Vampire Tier Three]:
Branding: A semi-permanent means of marking your property or thralls that grants powers over them.
Hypnotism: Level three and four hypnotism allows body, triggered, and locked instructions.
Sunlight Resistance: Lessens the hampering effects of daylight.
[Vampire Tier Four]:
Super Jumping: The ability to jump far, land without harm, and close gaps in combat.
[Vampire Combat Abilities]:
None.
[Vampire Legendaries]:
None.
[Last edited November 8, 2021]
See Also
Vampires
Vampires have existed for as long as anyone can remember. There are many
theories as to their origin, ranging from that they are a type of demon to
cursed souls.
Vampires are immortal, or, rather, immune to death by disease or old age.
Their bodies are unlike typical humans, requiring blood in order to keep
their muscles working. Although they don’t have a beating heart, blood
suffuses their entire form in an almost sentient manner. Maintaining this
requires the vampire to feed normally once or twice a week.
Feeding:
Most vampires feed from humans once or twice a week to maintain a typical
level of activity. Very active vampires, particularly vampires who fight
a lot, are likely to feed twice as much, while inactive vampires can feed
much less.
Many vampires have an innate talent with hypnotism, allowing them to
place prospective prey in a trance state to feed. The human is left with
no memory of the incident, at most feeling a recent rush of vertigo.
Most vampires will kill about one person a year from feeding. This is not
usually intentional, but a side effect of picking a target who has a weak
heart, high level of blood toxicity, thin blood or who has recently lost
blood. Regardless of how careful a vampire may be, it is impossible to
prevent occasionally killing someone so long as a vampire feeds on humans.
See help bite for information on feeding on PCs.
Vampire Blood:
Also known by street names such as V, Juice, Red and Hype.
See help vampire blood.
Turning:
New vampires are made by an existing vampire feeding on his target, then
feeding the target some of his own blood. Mechanically, this can be done
by using the force change command on a helpless target.
Turning does not directly affect a new vampire’s psychology. However,
the combination of access to power and the hunger that drives vampires
to occasionally kill do cause changes. Some newly turned vampires cannot
adapt and end up killing themselves, but this is rare. Most do adapt,
with world views ranging from balancing out their deeds with good works,
to the belief that it is their right to be natural predators or monsters.
Characters who are already dead, including ghosts and wights, cannot be
turned.
Death:
Vampires can die if they take enough physical damage. Vampires who are
killed disintegrate into ash.
Staking:
See help stake.
Sunlight:
Vampires are nocturnal creatures. They do not combust with exposure to
sunlight, but do find it extremely unpleasant. Sunlight is very bright
and painful to them, and is blinding without protection. Exposure to
direct sunlight burns them in a manner similar to a sunburn, but much
more quickly, particularly at midday.
Some vampires can develop a resistance to sunlight, and a rare few are
predisposed to it. However, even if they are resistant, the noon sun is
still extremely painful to them.
Reflected and Reproduced Images:
Vampires do produce reflections, but these reflections are unnatural. A
brief glance may not discern anything unusual, but prolonged exposure to
a vampire’s reflection first causes an uneasy feeling that gradually will
intensify to the point it can cause insanity. Even the vampires themselves
are not immune to this, causing them to use mirrors very sparingly.
This effect happens with all images that may be considered live, with the
vampire in the same room. Filming a vampire live or taking a picture which
involves a digital screen will cause this effect. Flat images (photograph
prints and portraits) and previously taken video or video not broadcasted
in the same room will not cause this effect.
Urban Legends:
Vampires are not repelled by garlic, but find the smell unpleasant. They
are not affected by religious symbols or holy water.
Slumber:
Vampires feel the urge to sleep during the day, which feels more or less
the same as typical tiredness. However, regardless of whether the vampire
has chosen to sleep during the day, all tiredness washes away with sunset.
Fatigue:
Vampires do not experience typical fatigue from physical exertion. Instead,
they get hungry. Blood for them is similar to fuel for a car, and the more
they exert themselves, the more hungry they feel, until they top up.
Physiology and Aging:
All vampire fluids are tinged with blood, including tears and saliva.
Vampires can reactivate their physiology with some concentration. Only by
doing this may they mimic typical human physiology in a limited form,
allowing them to digest large amounts of food and drink or engage in
sexual activity.
This reactivation can be emotionally driven, but such concentration does
require being awake. Theoretically, a female vampire can reactivate her
body to the point she is able to carry a child for nine months, but the
effort would require her not ever sleeping. Male vampires can impregnante
a living female with much less effort, though it would still require some
concentration to do. Sexual activities are the most common cause for
vampire activation.
Reactivating their physiology causes vampires to age while active. Their
day to day business may require activation, though vampires are able to
activate parts of their body at a time. Typically, it will take about
100 years to visibly age 1 year, although this can be reduced by refraining
from activation.
Note: Reactivation is not a coded mechanic, but entirely roleplayed.
Food, Drink and Drugs:
Vampires can imbibe small amounts of food and drink without problems. To
consume large amounts, they must reactivate their physiology. Drugs taken
by typical means do affect vampires, but at a very reduced rate (roughly
a third of the rate they would affect a human). Drugs consumed by feeding
on blood affect vampires the way regular consumption affects humans.
theories as to their origin, ranging from that they are a type of demon to
cursed souls.
Vampires are immortal, or, rather, immune to death by disease or old age.
Their bodies are unlike typical humans, requiring blood in order to keep
their muscles working. Although they don’t have a beating heart, blood
suffuses their entire form in an almost sentient manner. Maintaining this
requires the vampire to feed normally once or twice a week.
Feeding:
Most vampires feed from humans once or twice a week to maintain a typical
level of activity. Very active vampires, particularly vampires who fight
a lot, are likely to feed twice as much, while inactive vampires can feed
much less.
Many vampires have an innate talent with hypnotism, allowing them to
place prospective prey in a trance state to feed. The human is left with
no memory of the incident, at most feeling a recent rush of vertigo.
Most vampires will kill about one person a year from feeding. This is not
usually intentional, but a side effect of picking a target who has a weak
heart, high level of blood toxicity, thin blood or who has recently lost
blood. Regardless of how careful a vampire may be, it is impossible to
prevent occasionally killing someone so long as a vampire feeds on humans.
See help bite for information on feeding on PCs.
Vampire Blood:
Also known by street names such as V, Juice, Red and Hype.
See help vampire blood.
Turning:
New vampires are made by an existing vampire feeding on his target, then
feeding the target some of his own blood. Mechanically, this can be done
by using the force change command on a helpless target.
Turning does not directly affect a new vampire’s psychology. However,
the combination of access to power and the hunger that drives vampires
to occasionally kill do cause changes. Some newly turned vampires cannot
adapt and end up killing themselves, but this is rare. Most do adapt,
with world views ranging from balancing out their deeds with good works,
to the belief that it is their right to be natural predators or monsters.
Characters who are already dead, including ghosts and wights, cannot be
turned.
Death:
Vampires can die if they take enough physical damage. Vampires who are
killed disintegrate into ash.
Staking:
See help stake.
Sunlight:
Vampires are nocturnal creatures. They do not combust with exposure to
sunlight, but do find it extremely unpleasant. Sunlight is very bright
and painful to them, and is blinding without protection. Exposure to
direct sunlight burns them in a manner similar to a sunburn, but much
more quickly, particularly at midday.
Some vampires can develop a resistance to sunlight, and a rare few are
predisposed to it. However, even if they are resistant, the noon sun is
still extremely painful to them.
Reflected and Reproduced Images:
Vampires do produce reflections, but these reflections are unnatural. A
brief glance may not discern anything unusual, but prolonged exposure to
a vampire’s reflection first causes an uneasy feeling that gradually will
intensify to the point it can cause insanity. Even the vampires themselves
are not immune to this, causing them to use mirrors very sparingly.
This effect happens with all images that may be considered live, with the
vampire in the same room. Filming a vampire live or taking a picture which
involves a digital screen will cause this effect. Flat images (photograph
prints and portraits) and previously taken video or video not broadcasted
in the same room will not cause this effect.
Urban Legends:
Vampires are not repelled by garlic, but find the smell unpleasant. They
are not affected by religious symbols or holy water.
Slumber:
Vampires feel the urge to sleep during the day, which feels more or less
the same as typical tiredness. However, regardless of whether the vampire
has chosen to sleep during the day, all tiredness washes away with sunset.
Fatigue:
Vampires do not experience typical fatigue from physical exertion. Instead,
they get hungry. Blood for them is similar to fuel for a car, and the more
they exert themselves, the more hungry they feel, until they top up.
Physiology and Aging:
All vampire fluids are tinged with blood, including tears and saliva.
Vampires can reactivate their physiology with some concentration. Only by
doing this may they mimic typical human physiology in a limited form,
allowing them to digest large amounts of food and drink or engage in
sexual activity.
This reactivation can be emotionally driven, but such concentration does
require being awake. Theoretically, a female vampire can reactivate her
body to the point she is able to carry a child for nine months, but the
effort would require her not ever sleeping. Male vampires can impregnante
a living female with much less effort, though it would still require some
concentration to do. Sexual activities are the most common cause for
vampire activation.
Reactivating their physiology causes vampires to age while active. Their
day to day business may require activation, though vampires are able to
activate parts of their body at a time. Typically, it will take about
100 years to visibly age 1 year, although this can be reduced by refraining
from activation.
Note: Reactivation is not a coded mechanic, but entirely roleplayed.
Food, Drink and Drugs:
Vampires can imbibe small amounts of food and drink without problems. To
consume large amounts, they must reactivate their physiology. Drugs taken
by typical means do affect vampires, but at a very reduced rate (roughly
a third of the rate they would affect a human). Drugs consumed by feeding
on blood affect vampires the way regular consumption affects humans.
See Also
vassals
Vassals are individuals that societies have chosen to protect, they aren’t members of the organization but the group uses their clout to ease their passage through an otherwise hostile world.
It costs a society $100 resources per week to vassal a tier 1, $250 for a tier 2, and $500 for a tier 3.
Tier 2s and 3s without society membership or being a vassal will face lifeforce debuffs, more serious ones for T3s representing the difficulty in making it in a dark and hostile world full of supernatural oppression without allies. An unprotected supernatural who is a vassal is protected by limited Sanctuary.
Furthermore characters who are not either part of a society or vassals can lose their sanctuary protection if a society uses the society breaksanctuary command and has $10000 resources to spend, or can be targeted by an oppression curse, see help oppression.
Faction/Cult/Sect vassal recruit <person>
-Make someone a vassal of your society.
Faction/Cult/Sect vassal roster
-View all your society’s vassals.
Faction/Cult/Sect vassal banish <person>
-Remove someone as a vassal.
Usage of these commands requires the Resources society trust.
It costs a society $100 resources per week to vassal a tier 1, $250 for a tier 2, and $500 for a tier 3.
Tier 2s and 3s without society membership or being a vassal will face lifeforce debuffs, more serious ones for T3s representing the difficulty in making it in a dark and hostile world full of supernatural oppression without allies. An unprotected supernatural who is a vassal is protected by limited Sanctuary.
Furthermore characters who are not either part of a society or vassals can lose their sanctuary protection if a society uses the society breaksanctuary command and has $10000 resources to spend, or can be targeted by an oppression curse, see help oppression.
Faction/Cult/Sect vassal recruit <person>
-Make someone a vassal of your society.
Faction/Cult/Sect vassal roster
-View all your society’s vassals.
Faction/Cult/Sect vassal banish <person>
-Remove someone as a vassal.
Usage of these commands requires the Resources society trust.
See Also
Vee
See help vampire blood
vehicle costs
Cars, horses, and bikes are all vehicles, and all have different costs. Vehicles are paid for every week, the default value is 0.5% of the vehicle’s value, but those with multiple vehicles garaged may pay less for their extra ones if they aren’t being loaned out, with the discount increasing based on the owner’s wealth stat. Cost is also affected by society positions if the character involved is in a society with spiritual or material inclinations; these are displayed in the helpfile for society positions but will be replicated here.
Vehicle cost depends on quality level and vehicle class, though the individual type of vehicle has no bearing: a tough vehicle and a luxury vehicle cost the same. Bear in mind that vehicles with two types (luxury sports cars, tough vans, and so on) cost twice as much for each quality level.
[Horse pricing brackets]:
Purebred: $25,000 +
Well-bred: $15,000 – $24,999
Healthy: $7,500 – $14,999
Weak-looking: $3000 – $7,499
Sick-looking: $2,500 – $2,999
[Bike pricing brackets]:
Excellent: $25,000 +
High Quality: $15,000 – $24,999
Standard Quality: $7,500 – $14,999
Economy: $3000 – $7,499
Junker: $1,500 – $2,999
[Car pricing brackets]:
Excellent: $50,000 +
High Quality: $30,000 – $49,999
Standard Quality: $15,000 – $29,999
Economy: $6,000 – $14,999
Junker: $2,500 – $5,999
[Spiritual society positions]:
Horse cost: -5, 15, 25%
Car cost: +5, 15, 25%
[Material society positions]:
Car cost: -5, 15, 25%
Horse cost: +5, 15, 25%
[Last edited June 24, 2021]
Vehicle cost depends on quality level and vehicle class, though the individual type of vehicle has no bearing: a tough vehicle and a luxury vehicle cost the same. Bear in mind that vehicles with two types (luxury sports cars, tough vans, and so on) cost twice as much for each quality level.
[Horse pricing brackets]:
Purebred: $25,000 +
Well-bred: $15,000 – $24,999
Healthy: $7,500 – $14,999
Weak-looking: $3000 – $7,499
Sick-looking: $2,500 – $2,999
[Bike pricing brackets]:
Excellent: $25,000 +
High Quality: $15,000 – $24,999
Standard Quality: $7,500 – $14,999
Economy: $3000 – $7,499
Junker: $1,500 – $2,999
[Car pricing brackets]:
Excellent: $50,000 +
High Quality: $30,000 – $49,999
Standard Quality: $15,000 – $29,999
Economy: $6,000 – $14,999
Junker: $2,500 – $5,999
[Spiritual society positions]:
Horse cost: -5, 15, 25%
Car cost: +5, 15, 25%
[Material society positions]:
Car cost: -5, 15, 25%
Horse cost: +5, 15, 25%
[Last edited June 24, 2021]
See Also
Vehicular combat
The first two commands only work when driving a car.
Syntax: Runinto (pedestrian)
-This command attempts to run down someone standing/walking on the road. It
is only usable after you’ve reached 100 hours. You can target anybody
visible up to four rooms ahead of your vehicle. Motorcycles cannot do this.
Damage is increased the faster your car is, supernaturals, abominations and
the undead are less affected. The victim may be unaffected, or mildly to
critically wounded. If you severely or critically wound someone who is
protected you will be tainted. There’s a chance to temporarily knock out
individuals mildly or severely wounded. There’s a chance to have an
accident afterwards. If the streets are public, a news item will go up
announcing your hit and run.
Syntax: runinto (vehicle)
-This command attempts to ram your car into another car on the street, it
can be targeted at any vehicle visible up to four rooms ahead of your
vehicle. Motorcycles cannot do this and tend to fare poorly when targeted
by it. Each car is given a rating based on speed and toughness, going
faster and being tougher means you’re more likely to come out of the
accident on top. Both cars are at least damaged and characters thrown out
of them, they may also receive mild or severe wounds depending on who came
out on top in the accident, and the safety rating of the vehicle. Currently
this cannot cause understanding violations.
Syntax: attack (vehicle)
-This allows a person not in a car to attempt to force an accident by
attacking a vehicle. It can only be done when the area isn’t public,
generally meaning it must be wreathed in mist. If your character has some
type of firearm this is what will be used, the change the vehicle is stopped
is based on your disciplines with firearms versus the toughness of the car.
Excellent quality tough cars can never be driven off the road with firearms.
If you don’t have a firearm but have access to hellfire, shadow lightning or
a custom attack you will attempt to use this instead. The chance again
depends on the toughness of the vehicle but it is general more likely to
work than firearms. If you have brute force or a strength of greater than 8
you can also attempt to use that, but the vehicle must be in the room with
you. Attempting to attack a vehicle with close range powers, or long range
powers once it’s in the same room as you incurs a chance to get run over if
you’re unsuccessful.
If successful the car will be forced into an accident, and the passengers
may end up slightly injured.
Syntax: runinto wall
-Deliberately have an accident.
Syntax: Runinto (pedestrian)
-This command attempts to run down someone standing/walking on the road. It
is only usable after you’ve reached 100 hours. You can target anybody
visible up to four rooms ahead of your vehicle. Motorcycles cannot do this.
Damage is increased the faster your car is, supernaturals, abominations and
the undead are less affected. The victim may be unaffected, or mildly to
critically wounded. If you severely or critically wound someone who is
protected you will be tainted. There’s a chance to temporarily knock out
individuals mildly or severely wounded. There’s a chance to have an
accident afterwards. If the streets are public, a news item will go up
announcing your hit and run.
Syntax: runinto (vehicle)
-This command attempts to ram your car into another car on the street, it
can be targeted at any vehicle visible up to four rooms ahead of your
vehicle. Motorcycles cannot do this and tend to fare poorly when targeted
by it. Each car is given a rating based on speed and toughness, going
faster and being tougher means you’re more likely to come out of the
accident on top. Both cars are at least damaged and characters thrown out
of them, they may also receive mild or severe wounds depending on who came
out on top in the accident, and the safety rating of the vehicle. Currently
this cannot cause understanding violations.
Syntax: attack (vehicle)
-This allows a person not in a car to attempt to force an accident by
attacking a vehicle. It can only be done when the area isn’t public,
generally meaning it must be wreathed in mist. If your character has some
type of firearm this is what will be used, the change the vehicle is stopped
is based on your disciplines with firearms versus the toughness of the car.
Excellent quality tough cars can never be driven off the road with firearms.
If you don’t have a firearm but have access to hellfire, shadow lightning or
a custom attack you will attempt to use this instead. The chance again
depends on the toughness of the vehicle but it is general more likely to
work than firearms. If you have brute force or a strength of greater than 8
you can also attempt to use that, but the vehicle must be in the room with
you. Attempting to attack a vehicle with close range powers, or long range
powers once it’s in the same room as you incurs a chance to get run over if
you’re unsuccessful.
If successful the car will be forced into an accident, and the passengers
may end up slightly injured.
Syntax: runinto wall
-Deliberately have an accident.
See Also
Veteran Vampire
Tier Three Archetype
Supernatural
This archetype represents vampires with significantly more experience as a
member of the undead. See help vampires for more information in general.
Age: Between fifty and a hundred and fifty years undead.
Available Negative Modifiers: Turned Young, Cursed, Disfigured.
Available Positive Modifiers: Relic Holder, Demonic Pact Holder,
Exsanguinating.
Focuses: Has up to three points to spend on focuses at tier three.
Supernatural
This archetype represents vampires with significantly more experience as a
member of the undead. See help vampires for more information in general.
Age: Between fifty and a hundred and fifty years undead.
Available Negative Modifiers: Turned Young, Cursed, Disfigured.
Available Positive Modifiers: Relic Holder, Demonic Pact Holder,
Exsanguinating.
Focuses: Has up to three points to spend on focuses at tier three.
Veteran Werewolf
Tier Three Archetype
Supernatural
This archetype represents those werewolves who’ve been transformed for at
least ten years and working in the supernatural world for at least that long
as well. See help werewolves for more information.
Minimum Age: 28
Available Negative Modifiers: Cursed, Crippled.
Available Positive Modifiers: Demonic Pact Holder, Fleshformed, Lunacy
Embracer
Focuses: Has up to three points to spend on focuses at tier three.
Supernatural
This archetype represents those werewolves who’ve been transformed for at
least ten years and working in the supernatural world for at least that long
as well. See help werewolves for more information.
Minimum Age: 28
Available Negative Modifiers: Cursed, Crippled.
Available Positive Modifiers: Demonic Pact Holder, Fleshformed, Lunacy
Embracer
Focuses: Has up to three points to spend on focuses at tier three.
Vicious Strikes
Levels: 0, 3
Requirements: Primal Focus 4
Characters with this stat do more damage against lower health enemies
whenever they’re in shifted form.
Requirements: Primal Focus 4
Characters with this stat do more damage against lower health enemies
whenever they’re in shifted form.
victimdescribe
Syntax: victimdescribe (target) (them/body location)
Allows you to change the appearance of someone you’ve captured.
Allows you to change the appearance of someone you’ve captured.
See Also
Victimize
Syntax: Victimize (target) (option)
Syntax: Become Difficult Prisoner
When used without a target, victimize will list all the possible options.
The victimize command allows someone to transfer some life force from a
helpless target to themselves. Each of the options presents a different way
to torment the victim, which will occur the next time the user uses an
emote.
The victim will then get a list of options of how to respond, and inputs a
number to select which one they will use, which also occurs on their next
emote. Victimize always costs the victim the same amount of life force, but
how much is transferred depends on the response chosen, with earlier, lower
number responses transferring more.
The victim has two minutes to make a response, and then 15 minutes to pick
an emote. If they do not make a response, stoic unresponsive will be chosen
for them. If they do not write an emote it will be processed as if they
did. Stoic unresponsive will always fire immediately, not requiring an
emote.
If a victim chooses the stoic unresponsive option twice in a row, they will
immediately transfer as much life force as they could over a prolonged scene
at a limited rate and be flagged as a difficult prisoner. Typing become
difficult prisoner will also flag you this way, but has a slightly higher
cost. Difficult prisoners slowly drain the life force from anyone
roleplaying with them while they are helpless and this flag lasts for three
days.
Using the pass out option similarly transfers as much life force as could be
transferred over a prolonged scene, but does not flag the victim as being a
difficult prisoner.
Lower tier victims provide less life force and characters will also obtain
less when using the same victimize options repeatedly. When using victimize
options that are not themselves mean, they will instead add to the amount
transferred on the next mean action. Supernaturals of higher tier than
their victims transfer lifeforce twice as fast as mundane’s given their
ability to also feed on psychic distress.
Any victims in the institute will lose life force as if being fed upon by a
supernatural, but their persecutor will only gain it as if they were human.
They will also gain standing in the institute however. While no official
comment has been made by the Greystone Trust confirming this
practice, most figure their discreet promotion of the practice has something
to do with this missing life force.
Attempting to OOCly influence the choices victims or persecutors make, or
attempting to insult or shame players after the fact for the choices they
make, including difficult prisoner choices is a violation of the rules and
will be treated harshly.
Less lifeforce can be obtained through Victimize if the target is being
victimized in the dream scape.
Syntax: Become Difficult Prisoner
When used without a target, victimize will list all the possible options.
The victimize command allows someone to transfer some life force from a
helpless target to themselves. Each of the options presents a different way
to torment the victim, which will occur the next time the user uses an
emote.
The victim will then get a list of options of how to respond, and inputs a
number to select which one they will use, which also occurs on their next
emote. Victimize always costs the victim the same amount of life force, but
how much is transferred depends on the response chosen, with earlier, lower
number responses transferring more.
The victim has two minutes to make a response, and then 15 minutes to pick
an emote. If they do not make a response, stoic unresponsive will be chosen
for them. If they do not write an emote it will be processed as if they
did. Stoic unresponsive will always fire immediately, not requiring an
emote.
If a victim chooses the stoic unresponsive option twice in a row, they will
immediately transfer as much life force as they could over a prolonged scene
at a limited rate and be flagged as a difficult prisoner. Typing become
difficult prisoner will also flag you this way, but has a slightly higher
cost. Difficult prisoners slowly drain the life force from anyone
roleplaying with them while they are helpless and this flag lasts for three
days.
Using the pass out option similarly transfers as much life force as could be
transferred over a prolonged scene, but does not flag the victim as being a
difficult prisoner.
Lower tier victims provide less life force and characters will also obtain
less when using the same victimize options repeatedly. When using victimize
options that are not themselves mean, they will instead add to the amount
transferred on the next mean action. Supernaturals of higher tier than
their victims transfer lifeforce twice as fast as mundane’s given their
ability to also feed on psychic distress.
Any victims in the institute will lose life force as if being fed upon by a
supernatural, but their persecutor will only gain it as if they were human.
They will also gain standing in the institute however. While no official
comment has been made by the Greystone Trust confirming this
practice, most figure their discreet promotion of the practice has something
to do with this missing life force.
Attempting to OOCly influence the choices victims or persecutors make, or
attempting to insult or shame players after the fact for the choices they
make, including difficult prisoner choices is a violation of the rules and
will be treated harshly.
Less lifeforce can be obtained through Victimize if the target is being
victimized in the dream scape.
villainy
The Villainy system keeps track of how scary higher tier characters are.
A coded function keeps track of villainous activities people engage in
while villainy praises and disses allow PCs in the game to indicate
who they find particularly intimidating or scary or particularly
non intimidating/scary.
Every two weeks the highest rated character and lowest rated character
will have rumors based on their praises and disses with the highest
rated also having a chance to get a villainy buff for the next two weeks,
increasing their life force and life force regeneration as well as adding
a message to their look info.
Praises and disses are the most heavily weighted part of the system, with
penalties for repeatedly using them on the same individuals, the coded
system acts as a check to prevent people getting either buffed or debuffed
from praises/disses alone if they seem highly inconsistant with the coded
evaluation.
Characters who’ve done particularly well can get a +1 or -1 to the % of
karma they get back upon deleting/rerolling or lowering their tier, up
to a maximum of 15%. Staff can add or subtract a further 5%. Making
the total range possible 60-100%.
If a character is already at the minimum level and receive this penalty they
will take a life force debuff instead, if already at the maximum and get
this bonus they’ll recieve some karma instead.
All other T3s or higher with at least 100 hours will be reported in the news
every two weeks as particularly monsterous or corrupt individuals.
Use praise/diss (person) villainy (message) to do a villain praise or
diss, this costs no influence but can only be done once every two weeks
and this cooldown is account based. You should use this command ICly
to represent those your character finds particularly intimidating or
particularly not-intimidating for their archetype/tier.
So for instance you might praise someone because they did something mean
to you, you heard stories about them, or even because of the intimidating
way in which they carry themselves or act. You might diss someone for being
weak, nice, or silly.
A coded function keeps track of villainous activities people engage in
while villainy praises and disses allow PCs in the game to indicate
who they find particularly intimidating or scary or particularly
non intimidating/scary.
Every two weeks the highest rated character and lowest rated character
will have rumors based on their praises and disses with the highest
rated also having a chance to get a villainy buff for the next two weeks,
increasing their life force and life force regeneration as well as adding
a message to their look info.
Praises and disses are the most heavily weighted part of the system, with
penalties for repeatedly using them on the same individuals, the coded
system acts as a check to prevent people getting either buffed or debuffed
from praises/disses alone if they seem highly inconsistant with the coded
evaluation.
Characters who’ve done particularly well can get a +1 or -1 to the % of
karma they get back upon deleting/rerolling or lowering their tier, up
to a maximum of 15%. Staff can add or subtract a further 5%. Making
the total range possible 60-100%.
If a character is already at the minimum level and receive this penalty they
will take a life force debuff instead, if already at the maximum and get
this bonus they’ll recieve some karma instead.
All other T3s or higher with at least 100 hours will be reported in the news
every two weeks as particularly monsterous or corrupt individuals.
Use praise/diss (person) villainy (message) to do a villain praise or
diss, this costs no influence but can only be done once every two weeks
and this cooldown is account based. You should use this command ICly
to represent those your character finds particularly intimidating or
particularly not-intimidating for their archetype/tier.
So for instance you might praise someone because they did something mean
to you, you heard stories about them, or even because of the intimidating
way in which they carry themselves or act. You might diss someone for being
weak, nice, or silly.
Virgin
Levels: 0, 1, 2
Virgins are characters who have never had sex, they are particularly sought
after by vampires who can get more benefit from biting them.
For the purposes of mystical forces in the world of Haven, sex is defined as
any time one person penetrates another in any location with any part of
themselves or any object controlled or manipulated by them with sexual
intent. This act renders both parties non virginal.
Level 2 is supernatural virginity. This means it returns after about three
weeks to a month. Mystical virginity and physical virginity are both
tracked separately and are restored within the same timeframe.
Note: Kissing another person is an exception even though it may involve
penetrating their mouth with your tongue with sexual intent.
Virgins are characters who have never had sex, they are particularly sought
after by vampires who can get more benefit from biting them.
For the purposes of mystical forces in the world of Haven, sex is defined as
any time one person penetrates another in any location with any part of
themselves or any object controlled or manipulated by them with sexual
intent. This act renders both parties non virginal.
Level 2 is supernatural virginity. This means it returns after about three
weeks to a month. Mystical virginity and physical virginity are both
tracked separately and are restored within the same timeframe.
Note: Kissing another person is an exception even though it may involve
penetrating their mouth with your tongue with sexual intent.
visible
Visitor
Tier One Archetype
Human.
This archetype represents new human visitors to Haven. To those with
supernatural sight the magic of the town marks them with a faint green aura.
Although this eventually fades to blue and then disappears entirely if they
decide to stay in town.
Available positive modifiers: Chemical Augmentation, Demonic Pact,
Fleshformed.
Human.
This archetype represents new human visitors to Haven. To those with
supernatural sight the magic of the town marks them with a faint green aura.
Although this eventually fades to blue and then disappears entirely if they
decide to stay in town.
Available positive modifiers: Chemical Augmentation, Demonic Pact,
Fleshformed.
wake
Syntax: Wake (person)
Rouse someone who’s been knocked unconscious.
Rouse someone who’s been knocked unconscious.
Walk
Syntax: walk (destination)
This command is used to walk to any destination in Haven. It can
be used with any full address for a home, full shop name for a shop,
numbered intersection on walk list, or the following landmarks:
lodge, medical, bedandbreakfast, bank, library, newspaper, postoffice,
furniture, thrift, hunting, hsd, or cemetary.
Syntax: walk list
Displays all the intersections as well as any remembered destinations.
Syntax: walk remember (1/2/3) (name)
Remembers the current location by the designated name for use with walk.
Syntax: walk around
You can use this syntax to start or stop walking around town randomly.
You can view your currently set walk string with the display command.
This command is used to walk to any destination in Haven. It can
be used with any full address for a home, full shop name for a shop,
numbered intersection on walk list, or the following landmarks:
lodge, medical, bedandbreakfast, bank, library, newspaper, postoffice,
furniture, thrift, hunting, hsd, or cemetary.
Syntax: walk list
Displays all the intersections as well as any remembered destinations.
Syntax: walk remember (1/2/3) (name)
Remembers the current location by the designated name for use with walk.
Syntax: walk around
You can use this syntax to start or stop walking around town randomly.
You can view your currently set walk string with the display command.
See Also
Warfare Patrol Events
One)
This event requires the launching character to be moving around. A victim
will be chosen from somewhere on the grid based on if they are considered an
enemy of the launching character’s society. This is determined by if
they’re a member of a society in a different alliance. Many factors are
involved in determining the viability of the target, with enemies who
are also on warfare patrol the most likely to be selected. Once the
target is selected they fall asleep, their spirit appearing deep
in the nightmare with their weapons and arrmor.
The attacker and anyone with them will also fall asleep and appear
as spirits in the nightmare. Members of both opposing alliances with
the warfare habit will get an alert, allowing them to also join the
conflict with patrol engage.
The nightmare is intially particularly chaotic, and the fight
cannot begin for some time as the attackers search for the victim inside it.
Both sides are free to RP during this period, they cannot see each other but
will be able to hear each other. The attacker can also pause in the search
to prolong the RP period and the victim can force the fight to start at any
time.
Individuals wounded during the ensuing conflict will have some of their
lifeforce transfered to all other combatants and wake back up.
This event requires the launching character to be moving around. A victim
will be chosen from somewhere on the grid based on if they are considered an
enemy of the launching character’s society. This is determined by if
they’re a member of a society in a different alliance. Many factors are
involved in determining the viability of the target, with enemies who
are also on warfare patrol the most likely to be selected. Once the
target is selected they fall asleep, their spirit appearing deep
in the nightmare with their weapons and arrmor.
The attacker and anyone with them will also fall asleep and appear
as spirits in the nightmare. Members of both opposing alliances with
the warfare habit will get an alert, allowing them to also join the
conflict with patrol engage.
The nightmare is intially particularly chaotic, and the fight
cannot begin for some time as the attackers search for the victim inside it.
Both sides are free to RP during this period, they cannot see each other but
will be able to hear each other. The attacker can also pause in the search
to prolong the RP period and the victim can force the fight to start at any
time.
Individuals wounded during the ensuing conflict will have some of their
lifeforce transfered to all other combatants and wake back up.
See Also
warrior focus
Levels: 0, 1, 2, 3
Combat Focus
Requirements: None
This stat represents the natural path of learning how to use melee weapons, common amongst wildings and timeswept in particular. Each rank offers increased access to physical stats. Warriors can make use of martial arts, riot control, and commando ability lines to help overcome their enemies in combat. At max rank warriors gain access to riposte, allowing them to return some damage to their enemies when struck.
[Warrior One]:
Commando (full): A power tree focused on aggressive combat gadgets.
Martial Arts (full): A power tree focused on disabling foes in melee combat.
Riot Control (full): A power tree focused on disabling enemies with gas and explosives.
[Warrior Two]:
None.
[Warrior Three]:
Riposte: Reflects damage in melee combat.
[Last edited August 24, 2021]
Combat Focus
Requirements: None
This stat represents the natural path of learning how to use melee weapons, common amongst wildings and timeswept in particular. Each rank offers increased access to physical stats. Warriors can make use of martial arts, riot control, and commando ability lines to help overcome their enemies in combat. At max rank warriors gain access to riposte, allowing them to return some damage to their enemies when struck.
[Warrior One]:
Commando (full): A power tree focused on aggressive combat gadgets.
Martial Arts (full): A power tree focused on disabling foes in melee combat.
Riot Control (full): A power tree focused on disabling enemies with gas and explosives.
[Warrior Two]:
None.
[Warrior Three]:
Riposte: Reflects damage in melee combat.
[Last edited August 24, 2021]
See Also
Watchers
Overview: An association that investigates the supernatural, mostly made up of former or current academics.
Common Allies: The Hidden Council, Order Librarians.
Common Enemies: None.
Prefers: Occult Knowledge.
Typical Tasks: Research, digs, investigations, obtaining artifacts.
Common Allies: The Hidden Council, Order Librarians.
Common Enemies: None.
Prefers: Occult Knowledge.
Typical Tasks: Research, digs, investigations, obtaining artifacts.
See Also
waterproof
Syntax: waterproof (object)
Will flag an object so neither it, nor anything under it will get wet.
Will flag an object so neither it, nor anything under it will get wet.
See Also
Wave Relief Camp
The Wave
The night H5 opened, a tidal wave came in off the harbor and hit Haven. It flooded the streets, knocked out the power and wrecked the Franklin Bridge between the north and south sides of town. The homes out in the forest were washed away entirely. Most of the people who arrived in town that week have never met: they came in on the last buses, pulled out of the water, or were already here and have lost everything.
The relief camp
A relief camp has been set up in tents on the covered walkway outside the Webster Clinic, on the Greystone campus. Anyone new in town is brought there first. During the first night:
–Every hour or so, a volunteer at the camp asks for help: a cooler of insulin, generator fuel, water or blankets lost somewhere in the flood, or someone who never made it to the camp. The volunteer says roughly where to look. Go out together, find it, and bring it or them back to the camp.
–When you get close you may hear or see something that points the way.
–A missing person follows whoever finds them. Walk them back to the camp.
–Everyone who took part in a search and is at the camp when it comes back gets some RPXP.
–The heads of the founding families take turns stopping by the camp through the night.
The first night
–The power is out: the lights are off across town.
–The streets are under water and the basements are flooded.
–No cars will start, so everyone goes on foot.
–A group walking together moves as fast as its slowest member, with no extra slowdown for its size.
The next two days
–The power comes back and the streets drain at 10AM Eastern the morning after the wave. The basements stay flooded for two days.
–The Franklin Bridge stays closed for two days. No car can get between the north and south sides of town until it reopens. On foot it is a long way round, down the Overlook stairs and along Underlook Beach. (OOC: supernatural ways of getting around town are not stopped by the closure.)
See also: help founding family.
The night H5 opened, a tidal wave came in off the harbor and hit Haven. It flooded the streets, knocked out the power and wrecked the Franklin Bridge between the north and south sides of town. The homes out in the forest were washed away entirely. Most of the people who arrived in town that week have never met: they came in on the last buses, pulled out of the water, or were already here and have lost everything.
The relief camp
A relief camp has been set up in tents on the covered walkway outside the Webster Clinic, on the Greystone campus. Anyone new in town is brought there first. During the first night:
–Every hour or so, a volunteer at the camp asks for help: a cooler of insulin, generator fuel, water or blankets lost somewhere in the flood, or someone who never made it to the camp. The volunteer says roughly where to look. Go out together, find it, and bring it or them back to the camp.
–When you get close you may hear or see something that points the way.
–A missing person follows whoever finds them. Walk them back to the camp.
–Everyone who took part in a search and is at the camp when it comes back gets some RPXP.
–The heads of the founding families take turns stopping by the camp through the night.
The first night
–The power is out: the lights are off across town.
–The streets are under water and the basements are flooded.
–No cars will start, so everyone goes on foot.
–A group walking together moves as fast as its slowest member, with no extra slowdown for its size.
The next two days
–The power comes back and the streets drain at 10AM Eastern the morning after the wave. The basements stay flooded for two days.
–The Franklin Bridge stays closed for two days. No car can get between the north and south sides of town until it reopens. On foot it is a long way round, down the Overlook stairs and along Underlook Beach. (OOC: supernatural ways of getting around town are not stopped by the closure.)
See also: help founding family.
See Also
wdesire
Wdesire
wdesire (degree) (desire)
wdesire (person) (degree) (desire)
–Project a desire and make a wish for the same thing in one command. The degree is mild, moderate or strong.
–The desire part works exactly like desire: those in the room who are sensitive to desires feel an urge to help you, or with a person named, only that person does if they are sensitive (see help desire).
–The wish part works exactly like wish, and is made for the same thing: “wishes to (desire)”. The closest person who can hear wishes hears it, whether or not you named someone (see help wish).
–As with desire, start your desire with a verb, and leave off the full stop.
Example: wdesire strong get out of this town
wdesire (degree) (desire)
wdesire (person) (degree) (desire)
–Project a desire and make a wish for the same thing in one command. The degree is mild, moderate or strong.
–The desire part works exactly like desire: those in the room who are sensitive to desires feel an urge to help you, or with a person named, only that person does if they are sensitive (see help desire).
–The wish part works exactly like wish, and is made for the same thing: “wishes to (desire)”. The closest person who can hear wishes hears it, whether or not you named someone (see help wish).
–As with desire, start your desire with a verb, and leave off the full stop.
Example: wdesire strong get out of this town
See Also
Weakness
The weakness relationship allows a character to denote another as their
particular psychological weakness.
Characters with a weakness are more psychological resiliant in general, they
cost 3x as much to commit, are immune to nightmare pull or dream
invasion/snaring and are much less likely to be successfully abducted.
Being someone’s weakness is however more psychologically onerous, they cost
3x less to commit, half as much to nightmare pull or dream invade/snare and
are much more likely to be successfully abducted.
The character with the weakness will also share in the suffering of their
weakness, they take any life force losses the other char suffers multiplied
by 1. 5 times, and suffer pentalties to their lifeforce if their weakness
is wounded, helpless, committed, or dream snared.
You may make an employee PC your weakness, you can not otherwise make a PC
of your own your weakness.
Weakness status is lost if the weakness charcter is not being actively
played.
You will not be considered having a weakness if your weakness is inside the
institute and not a patient.
The Praestes Relationship is codely identical to the weakness relationship,
but ICly represents a connection brought about through conscious mystical
means instead of natural emotional dependence. Some sort of ritual is used
to create a connection that then protects one individual at the expense of
the other.
Characters with the sensitive stat are always considered to be a weakness.
Societies can claim enemies which may also consider their enemies weaknesses.
particular psychological weakness.
Characters with a weakness are more psychological resiliant in general, they
cost 3x as much to commit, are immune to nightmare pull or dream
invasion/snaring and are much less likely to be successfully abducted.
Being someone’s weakness is however more psychologically onerous, they cost
3x less to commit, half as much to nightmare pull or dream invade/snare and
are much more likely to be successfully abducted.
The character with the weakness will also share in the suffering of their
weakness, they take any life force losses the other char suffers multiplied
by 1. 5 times, and suffer pentalties to their lifeforce if their weakness
is wounded, helpless, committed, or dream snared.
You may make an employee PC your weakness, you can not otherwise make a PC
of your own your weakness.
Weakness status is lost if the weakness charcter is not being actively
played.
You will not be considered having a weakness if your weakness is inside the
institute and not a patient.
The Praestes Relationship is codely identical to the weakness relationship,
but ICly represents a connection brought about through conscious mystical
means instead of natural emotional dependence. Some sort of ritual is used
to create a connection that then protects one individual at the expense of
the other.
Characters with the sensitive stat are always considered to be a weakness.
Societies can claim enemies which may also consider their enemies weaknesses.
Wealth
Levels: -1, 0, 1, 2, 3, 4, 5
Requirements : Rank 2 requires Professional 1
Rank 3 requires Professional 2
Rank 4 requires Professional 3
Rank 5 requires Professional 4
Young Characters: Rank 1 requires the Prep role
This stat determines how much money your character makes. Money is disbursed weekly and represents what is left after expenses that are not modeled in the game. Exact offscreen expenses will differ from character to character and their IC situation.
Some examples of unmodeled expenses might be insurance, children, hospitalization, office visits, drugs, natural gas, water bills, gasoline, groceries, garbage pickup, landscaping, lawn care, tailoring, haircare, cosmetics, event tickets, door fees, parking fees, licensing, taxes, pets, tuition, movie rentals, or adult entertainment.
Interest is based on the amount of money a character has banked and is disbursed along with the weekly allotment.
,______________________________________________________________________________,
| Wealth Level Disposable Yearly Disposable Weekly Interest |
|——————————————————————————|
| -1 $0 $0 0 |
| 0 $10,400 $200 0 |
| 1 $15,600 $400 1% |
| 2 $26,000 $650 2% |
| 3 $39,000 $850 3% |
| 4 $62,400 $1,300 4% |
| 5 $130,000 $2,600 5% |
|______________________________________________________________________________|
A character must have a job after their first week in Haven to receive the full benefit of their wealth score.
Characters are normally paid every 7 days, but no two characters on the same account can be paid within 4 days of each other. Be aware that even Wealth -1 will trigger the payday cooldown.
[Last edited July 7, 2022]
Requirements : Rank 2 requires Professional 1
Rank 3 requires Professional 2
Rank 4 requires Professional 3
Rank 5 requires Professional 4
Young Characters: Rank 1 requires the Prep role
This stat determines how much money your character makes. Money is disbursed weekly and represents what is left after expenses that are not modeled in the game. Exact offscreen expenses will differ from character to character and their IC situation.
Some examples of unmodeled expenses might be insurance, children, hospitalization, office visits, drugs, natural gas, water bills, gasoline, groceries, garbage pickup, landscaping, lawn care, tailoring, haircare, cosmetics, event tickets, door fees, parking fees, licensing, taxes, pets, tuition, movie rentals, or adult entertainment.
Interest is based on the amount of money a character has banked and is disbursed along with the weekly allotment.
,______________________________________________________________________________,
| Wealth Level Disposable Yearly Disposable Weekly Interest |
|——————————————————————————|
| -1 $0 $0 0 |
| 0 $10,400 $200 0 |
| 1 $15,600 $400 1% |
| 2 $26,000 $650 2% |
| 3 $39,000 $850 3% |
| 4 $62,400 $1,300 4% |
| 5 $130,000 $2,600 5% |
|______________________________________________________________________________|
A character must have a job after their first week in Haven to receive the full benefit of their wealth score.
Characters are normally paid every 7 days, but no two characters on the same account can be paid within 4 days of each other. Be aware that even Wealth -1 will trigger the payday cooldown.
[Last edited July 7, 2022]
See Also
wear
Syntax: wear <item> (layer) (wear string)
Wear will take an object from your inventory and hold it or wear it on your
body. ‘Wear all’ will attempt to wear everything in your inventory. You
can optionally specify the layer and wear string to use after the item.
Setting layer to 0 will ignore the layer and just wear the item in the next
available location.
Wear will take an object from your inventory and hold it or wear it on your
body. ‘Wear all’ will attempt to wear everything in your inventory. You
can optionally specify the layer and wear string to use after the item.
Setting layer to 0 will ignore the layer and just wear the item in the next
available location.
See Also
Wearing clothing
Haven’s clothing system is versatile, but not necessarily immediately intuitive; it will always follow a certain set of rules, but to have your attire look the way you want it to, you need a firm grasp of how these rules interact with one another in order to present yourself as desired.
The first thing to understand is that there are four item ‘sections’. The first section has two ‘slots’, and is limited to two items; it represents what’s held in your hands. This is where any item that is NOT clothing, armour, jewelry, or (most) containers will go. The second section is where the vast majority of your worn items will go: clothing, armour, and worn containers like backpacks, over the shoulder purses, cargo pants, and so on. The third section is jewelry, and the last section is sort of more of a half-section in that you do not wear anything there, but it is where items sized large that you are carrying will be displayed. In its base form with no customised wear strings (more on this in a minute), it looks like this:
Tamara is using:
(E) an iPhone 14 Pro in a rose gold case
(E) a voluminous black silk hood
(D) a snug, black silk bodice
a narrow, black silk sash
(D) a floor-length skirt of black silk
(D) a pair of modest black heels
(D) a bone and crystal charm on a pendant
(S) a narrow silver band with a serpent
(C) a full-body black silk robe, carried
In this example, this gothy little witch Tamara is holding her iphone, wearing a lot of black silk, has on some silver jewelry, and is carrying a big robe in her arms because she must’ve just got out of her latest cult meeting. You’re probably wondering what all those letters mean:
(A) means an item is armour, and provides protection in combat.
(C) means an item is a container and can hold other items. These can be worn.
(D) means an item is described, which means you can, for example, ‘look tamara bodice‘ to see what’s written about it.
(E) means an item is expensive, which has a threshold that varies based on item type.
(K) means an item is a key to the goblin market.
(S) means an item is marked with a society’s symbol, marking the bearer as someone who is ‘aware’. This can be looked at to see which symbol it is.
Items can, of course, have none of these flags, like Tamara’s sash. But what if multiple things are true? In that case, one flag takes precedence over the others for display, though when actively looked at they will all be shown. In order of display priority (that is, from least important to most important) they are: expensive, container, described, armour, key, symbol.
Next you need to understand what determines what items show where when looking at someone. You might think this is related to the order of your body locations, but this is not actually the case; it is based entirely on the wear layer of your clothing. Layers can be any number between 0–5, though you should really only use 1–5; layer 0 is a catch-all layer. Clothing layers determine not just what items of clothing cover what (a layer 1 panty, for example, is covered by a layer 2 skirt), but also in what order items and clothing are *displayed* when looked at. Tamara here has a hood of layer 5, her bodice /and/ sash are layer 4, her skirt is layer 3, and her heels are layer 1. It’s reasonable to wonder why her sash is not layer 3 and her skirt layer 2, but you need to remember that there are also layers of clothing that are /not/ displayed: her panties are layer 2, and were she in something other than a bodice, her bra would be layer 3.
In the case of multiple items with the same layer, they are displayed in reverse order of how they’re worn. Imagine stacking rings on a peg: if Tamara puts her sash on first and then her bodice, it displays as you see in the example above. Were she to wear her bodice first and then the sash, it’d be the opposite. Items will ‘remember’ where on this imaginary peg they are even if the other items surrounding them are removed, and new items applied to that layer will go to the lowest spot available to them. For example, if Tamara takes her sash off and then puts it — or any other layer 4 item — back on, it will be ordered below her bodice. In order to change display orders for the same layer, all items on that layer should be removed and re-worn in the desired order. Think of these ‘sub-slots’, for a given layer as being, for example, 4.1, 4.2, 4.3, and so on up to 4.10 (the maximum number of items per layer being 10). Removing the items in 4.3 and 4.5 isn’t going to change the item in 4.4 — it will remain 4.4.
Additionally, items can have ‘wear strings’, which are modifiers to how they appear when you’re looked at. Tamara is not using any wear strings, which is fine; you don’t need to. They can, though, add a lot of versatility to your appearance and add some added flavour and style to your appearance. Using her items as an example, she could:
wear bodice 4 cinches her waist in tight
wear hood 5 , shrouding her face in shadow
to have people then see
(E) a voluminous black silk hood, shrouding her face in shadow
(D) a snug, black silk bodice cinches her waist in tight
Note how the comma automatically pairs to the item itself like it ought to. Should Tamara decide she likes this new look for her bodice, it can be made permanent by using the customize command at a tailor, either in-line as customize bodice wear cinches her waist in tight, or via the full customize interface. Items can also be prepended with a wear string in parentheses:
wear hood 5 (head)
wear bodice 4 (cinched in)
results in
(head) (E) a voluminous black silk hood
(cinched in) (D) a snug, black silk bodice
Note that in this example there’s some extra padding after the hood’s wear string; all prefixed wear strings function this way.
If this seems like a lot, don’t worry! It is, but that’s it; nothing more needs to be understood in order to control your appearance. There are, though, a few other things worth noting about worn items:
Clothing and armour cover body descriptions, but jewelry does not.
Worn items can help regulate your body temperature:
Every piece of clothing you wear keeps you a little warmer, and the more of you it covers, the warmer it keeps you.
Items whose short descriptions contain the words fur, heated, insulated, leather, merino, padded, quilted, suede, thermal, or wool make you warmer still, and help suppress messages about shivering in cold.
Items whose short descriptions contain the words silk, satin, or vented keep you cooler, giving only half the warmth of other clothing, and help suppress messages about sweating in the heat.
Visible clothing whose short description contains the word black or dark soaks up the sun outdoors in the daytime, and makes you warmer.
Worn items can help provide defensive camouflage in combat:
Items whose long descriptions contain the words black, dark, gray, or grey provide camouflage in caves.
Items whose long descriptions contain the words gray, grey, or white provide camouflage in mountains.
Items whose long descriptions contain the word white provide camouflage in tundra.
Items whose long descriptions contain the words camouflage or green provide camouflage in forest.
Items whose long descriptions contain the words yellow or sandy provide camouflage in desert.
For camouflage to function, it requires three items of visible clothing with the relevant keywords, and it only matters on an operation’s battlefield of that terrain.
[Last edited Sep 24, 2026]
The first thing to understand is that there are four item ‘sections’. The first section has two ‘slots’, and is limited to two items; it represents what’s held in your hands. This is where any item that is NOT clothing, armour, jewelry, or (most) containers will go. The second section is where the vast majority of your worn items will go: clothing, armour, and worn containers like backpacks, over the shoulder purses, cargo pants, and so on. The third section is jewelry, and the last section is sort of more of a half-section in that you do not wear anything there, but it is where items sized large that you are carrying will be displayed. In its base form with no customised wear strings (more on this in a minute), it looks like this:
Tamara is using:
(E) an iPhone 14 Pro in a rose gold case
(E) a voluminous black silk hood
(D) a snug, black silk bodice
a narrow, black silk sash
(D) a floor-length skirt of black silk
(D) a pair of modest black heels
(D) a bone and crystal charm on a pendant
(S) a narrow silver band with a serpent
(C) a full-body black silk robe, carried
In this example, this gothy little witch Tamara is holding her iphone, wearing a lot of black silk, has on some silver jewelry, and is carrying a big robe in her arms because she must’ve just got out of her latest cult meeting. You’re probably wondering what all those letters mean:
(A) means an item is armour, and provides protection in combat.
(C) means an item is a container and can hold other items. These can be worn.
(D) means an item is described, which means you can, for example, ‘look tamara bodice‘ to see what’s written about it.
(E) means an item is expensive, which has a threshold that varies based on item type.
(K) means an item is a key to the goblin market.
(S) means an item is marked with a society’s symbol, marking the bearer as someone who is ‘aware’. This can be looked at to see which symbol it is.
Items can, of course, have none of these flags, like Tamara’s sash. But what if multiple things are true? In that case, one flag takes precedence over the others for display, though when actively looked at they will all be shown. In order of display priority (that is, from least important to most important) they are: expensive, container, described, armour, key, symbol.
Next you need to understand what determines what items show where when looking at someone. You might think this is related to the order of your body locations, but this is not actually the case; it is based entirely on the wear layer of your clothing. Layers can be any number between 0–5, though you should really only use 1–5; layer 0 is a catch-all layer. Clothing layers determine not just what items of clothing cover what (a layer 1 panty, for example, is covered by a layer 2 skirt), but also in what order items and clothing are *displayed* when looked at. Tamara here has a hood of layer 5, her bodice /and/ sash are layer 4, her skirt is layer 3, and her heels are layer 1. It’s reasonable to wonder why her sash is not layer 3 and her skirt layer 2, but you need to remember that there are also layers of clothing that are /not/ displayed: her panties are layer 2, and were she in something other than a bodice, her bra would be layer 3.
In the case of multiple items with the same layer, they are displayed in reverse order of how they’re worn. Imagine stacking rings on a peg: if Tamara puts her sash on first and then her bodice, it displays as you see in the example above. Were she to wear her bodice first and then the sash, it’d be the opposite. Items will ‘remember’ where on this imaginary peg they are even if the other items surrounding them are removed, and new items applied to that layer will go to the lowest spot available to them. For example, if Tamara takes her sash off and then puts it — or any other layer 4 item — back on, it will be ordered below her bodice. In order to change display orders for the same layer, all items on that layer should be removed and re-worn in the desired order. Think of these ‘sub-slots’, for a given layer as being, for example, 4.1, 4.2, 4.3, and so on up to 4.10 (the maximum number of items per layer being 10). Removing the items in 4.3 and 4.5 isn’t going to change the item in 4.4 — it will remain 4.4.
Additionally, items can have ‘wear strings’, which are modifiers to how they appear when you’re looked at. Tamara is not using any wear strings, which is fine; you don’t need to. They can, though, add a lot of versatility to your appearance and add some added flavour and style to your appearance. Using her items as an example, she could:
wear bodice 4 cinches her waist in tight
wear hood 5 , shrouding her face in shadow
to have people then see
(E) a voluminous black silk hood, shrouding her face in shadow
(D) a snug, black silk bodice cinches her waist in tight
Note how the comma automatically pairs to the item itself like it ought to. Should Tamara decide she likes this new look for her bodice, it can be made permanent by using the customize command at a tailor, either in-line as customize bodice wear cinches her waist in tight, or via the full customize interface. Items can also be prepended with a wear string in parentheses:
wear hood 5 (head)
wear bodice 4 (cinched in)
results in
(head) (E) a voluminous black silk hood
(cinched in) (D) a snug, black silk bodice
Note that in this example there’s some extra padding after the hood’s wear string; all prefixed wear strings function this way.
If this seems like a lot, don’t worry! It is, but that’s it; nothing more needs to be understood in order to control your appearance. There are, though, a few other things worth noting about worn items:
Clothing and armour cover body descriptions, but jewelry does not.
Worn items can help regulate your body temperature:
Every piece of clothing you wear keeps you a little warmer, and the more of you it covers, the warmer it keeps you.
Items whose short descriptions contain the words fur, heated, insulated, leather, merino, padded, quilted, suede, thermal, or wool make you warmer still, and help suppress messages about shivering in cold.
Items whose short descriptions contain the words silk, satin, or vented keep you cooler, giving only half the warmth of other clothing, and help suppress messages about sweating in the heat.
Visible clothing whose short description contains the word black or dark soaks up the sun outdoors in the daytime, and makes you warmer.
Worn items can help provide defensive camouflage in combat:
Items whose long descriptions contain the words black, dark, gray, or grey provide camouflage in caves.
Items whose long descriptions contain the words gray, grey, or white provide camouflage in mountains.
Items whose long descriptions contain the word white provide camouflage in tundra.
Items whose long descriptions contain the words camouflage or green provide camouflage in forest.
Items whose long descriptions contain the words yellow or sandy provide camouflage in desert.
For camouflage to function, it requires three items of visible clothing with the relevant keywords, and it only matters on an operation’s battlefield of that terrain.
[Last edited Sep 24, 2026]
Weather
Weather
weather
–Show the time of day, the temperature in Fahrenheit and Celsius, the state of the sky, any rain, hail or snow, and any mist. From after dusk until before dawn it also shows the phase of the moon, if you can see the sky. Looking at a room shows the same line.
Real-world weather
The weather follows the real world. Every hour the game fetches the current real weather: temperature, cloud cover, and whether it is raining, hailing or snowing. Haven has its own weather, and regions of the wider world take the weather of a real place in that region. The temperature shown is the real “feels like” temperature, so wind chill and humidity are already counted.
Time of day in Haven follows real Eastern time. Regions elsewhere in the world keep their own local time.
Indoors
If you are indoors and cannot see outside, you get the indoor temperature instead, and, unless you are underground, whether it is raining or hailing outside. You cannot tell the time of day from inside unless you are attuned to the sun. If you are indoors but can see outside, you see the sky as normal, and rain, hail or snow is described as falling outside.
Some properties have their own weather or temperature settings, and weather magic can change the weather for a property. Either one takes the place of the real weather there.
What the weather affects
Some powers work better in hot or cold weather, and other things in the game check the temperature, or whether it is raining or snowing, where you are.
See also: help weather mancing, help mists.
weather
–Show the time of day, the temperature in Fahrenheit and Celsius, the state of the sky, any rain, hail or snow, and any mist. From after dusk until before dawn it also shows the phase of the moon, if you can see the sky. Looking at a room shows the same line.
Real-world weather
The weather follows the real world. Every hour the game fetches the current real weather: temperature, cloud cover, and whether it is raining, hailing or snowing. Haven has its own weather, and regions of the wider world take the weather of a real place in that region. The temperature shown is the real “feels like” temperature, so wind chill and humidity are already counted.
Time of day in Haven follows real Eastern time. Regions elsewhere in the world keep their own local time.
Indoors
If you are indoors and cannot see outside, you get the indoor temperature instead, and, unless you are underground, whether it is raining or hailing outside. You cannot tell the time of day from inside unless you are attuned to the sun. If you are indoors but can see outside, you see the sky as normal, and rain, hail or snow is described as falling outside.
Some properties have their own weather or temperature settings, and weather magic can change the weather for a property. Either one takes the place of the real weather there.
What the weather affects
Some powers work better in hot or cold weather, and other things in the game check the temperature, or whether it is raining or snowing, where you are.
See also: help weather mancing, help mists.
See Also
Weather Mancing
Levels: 0, 1, 2
Requirements : Rank 1 requires Natural Magic 1, or 3 with Nature Mancing
Rank 2 requires Natural Magic 2, or 4 with Nature Mancing
[Rank One]:
Gust : Unspecified range; Target cannot effectively use bows or thrown weapons for one round, is slightly slowed, and cannot super jump or fly.
Roleplay : You can direct a brief gust of wind at someone.
Consumes your attack for one round.
Thickenair : Unspecified range; Characters within 5 distance of the target take and deal 50% less ranged damage.
Roleplay : You can thicken the air around you, slowing objects and distorting sound.
Consumes your attack for one round.
Wind : Unspecified range; The effects of Gust on everyone, friend and foe, except for the user. Lasts one round.
Roleplay : You can summon brief, potent winds when outdoors.
Consumes your attack for one round.
[Rank Two]:
Suffocate : Unspecified range; Target can attack or move next round, but not both. Not effective against vampires or gas mask wearers.
Roleplay : You can pull most of the air from someone’s lungs temporarily.
Consumes your attack for one round.
Lightningstrike: Unspecified range; Random target within 15 range of the target will take 20% of their maximum defense as damage and be blinded.
Roleplay : You can summon a roughly aimed lightning strike from thunderclouds.
Only usable in rain, hail, snow, or very heavy cloud cover.
Consumes your attack for one round.
All abilities require a magical focus.
Requirements : Rank 1 requires Natural Magic 1, or 3 with Nature Mancing
Rank 2 requires Natural Magic 2, or 4 with Nature Mancing
[Rank One]:
Gust : Unspecified range; Target cannot effectively use bows or thrown weapons for one round, is slightly slowed, and cannot super jump or fly.
Roleplay : You can direct a brief gust of wind at someone.
Consumes your attack for one round.
Thickenair : Unspecified range; Characters within 5 distance of the target take and deal 50% less ranged damage.
Roleplay : You can thicken the air around you, slowing objects and distorting sound.
Consumes your attack for one round.
Wind : Unspecified range; The effects of Gust on everyone, friend and foe, except for the user. Lasts one round.
Roleplay : You can summon brief, potent winds when outdoors.
Consumes your attack for one round.
[Rank Two]:
Suffocate : Unspecified range; Target can attack or move next round, but not both. Not effective against vampires or gas mask wearers.
Roleplay : You can pull most of the air from someone’s lungs temporarily.
Consumes your attack for one round.
Lightningstrike: Unspecified range; Random target within 15 range of the target will take 20% of their maximum defense as damage and be blinded.
Roleplay : You can summon a roughly aimed lightning strike from thunderclouds.
Only usable in rain, hail, snow, or very heavy cloud cover.
Consumes your attack for one round.
All abilities require a magical focus.
See Also
Website
The website
Haven 5 has its own section on havenrpg.net. Character pages, finished logs and maps are put there automatically.
Your character page
Set these up while you are editing your MyHaven profile with myhaven setup:
webprofilepic (url)
–The web address of a roughly square picture of your character. Without one, you get no page.
webpictures
–Opens an editor. Enter the web address of each picture you want on your page, one per line.
webbackground (url)
–The web address of a background image for your page.
webyoutubes
–Opens an editor. Enter one YouTube link per line.
Type done to save your profile. Your page is refreshed when you leave the editor and again early every morning. It shows your name, handle, profile, photo, quote, joke, pictures and videos.
A character with a profile picture who has been active in the last 30 days gets a page under Haven 5 Characters. An existing page stays up if you stop qualifying. finger (name) shows a Page line linking to it. Storyrunners and higher powers get no link.
Logs
–Finished plot and encounter logs are posted to the Haven 5 plot log and encounter log sections on their own. Very short logs are not kept.
–log download gives you a web link to a copy of your current roleplay log.
–download saves your character, a property or your rooms as a text file with a web link. See help download.
Maps
–map, used out of combat, lists links to the town and forest maps.
–Scout reports that track a monster include a link to a map of where it was seen.
Haven 5 has its own section on havenrpg.net. Character pages, finished logs and maps are put there automatically.
Your character page
Set these up while you are editing your MyHaven profile with myhaven setup:
webprofilepic (url)
–The web address of a roughly square picture of your character. Without one, you get no page.
webpictures
–Opens an editor. Enter the web address of each picture you want on your page, one per line.
webbackground (url)
–The web address of a background image for your page.
webyoutubes
–Opens an editor. Enter one YouTube link per line.
Type done to save your profile. Your page is refreshed when you leave the editor and again early every morning. It shows your name, handle, profile, photo, quote, joke, pictures and videos.
A character with a profile picture who has been active in the last 30 days gets a page under Haven 5 Characters. An existing page stays up if you stop qualifying. finger (name) shows a Page line linking to it. Storyrunners and higher powers get no link.
Logs
–Finished plot and encounter logs are posted to the Haven 5 plot log and encounter log sections on their own. Very short logs are not kept.
–log download gives you a web link to a copy of your current roleplay log.
–download saves your character, a property or your rooms as a text file with a web link. See help download.
Maps
–map, used out of combat, lists links to the town and forest maps.
–Scout reports that track a monster include a link to a map of where it was seen.
See Also
Werewolf
Tier Two Archetype
Supernatural
This archetype represents the newly turned members of the lycanthropic
tribe, see help werewolves for more information about them in general.
Minimum Age: 18
Available Negative Modifiers: Mentally Ill, Injured, Ill.
Available Positive Modifiers: Demonic Pact Holder, Lunacy Embracer,
Fleshformed, Turned Young
Focuses: Has one point to spend on focus stats at tier two.
Supernatural
This archetype represents the newly turned members of the lycanthropic
tribe, see help werewolves for more information about them in general.
Minimum Age: 18
Available Negative Modifiers: Mentally Ill, Injured, Ill.
Available Positive Modifiers: Demonic Pact Holder, Lunacy Embracer,
Fleshformed, Turned Young
Focuses: Has one point to spend on focus stats at tier two.
See Also
werewolf mechanics
Syntax: shift
Syntax: howl
They may use the howl command once per day. It may only be used in wolf
form. Other werewolves will hear the direction the howl came from.
They may use the packmate relationship, letting them sense what others in
their pack are feeling, even at great distances. They’re slightly stronger
while fighting with their pack, but are much weaker fighting against them.
Werewolves when shifted are all but immune to the damage cap when striking
other PCs, they also can do bonus damage against vampires in some situations
when shifted.
Werewolves receive bonus stagger when hit with weapons augmented with
silver.
Werewolves are vulnerable to the lunacy ritual, although those who haven’t
shifted in the last 2-3 months less so and can’t be corrupted so far as to
end up killing someone while under it’s effects.
Werewolves out on the full moon may end up killing an NPC randomly,
especially if their lunacy habit is set to Chained, Careless, or Embracing.
Werewolves shift into a large wolf form when they transform. With 2 speed,
1 agility, 1 power, acute smell and hearing, and nocturnal. Progression up
the primal focus further augments their transformed shape with +1 toughness
at rank 2 and +1 power at rank 3. See help animal stats and help animal weights
for more information.
Base offensive discipline is equal to best unarmed discipline plus best
armed discipline plus half of best ranged discipline.
Base defensive discipline is equal to armor disciplines + toughness.
With diminishing returns for values above 60.
Syntax: howl
They may use the howl command once per day. It may only be used in wolf
form. Other werewolves will hear the direction the howl came from.
They may use the packmate relationship, letting them sense what others in
their pack are feeling, even at great distances. They’re slightly stronger
while fighting with their pack, but are much weaker fighting against them.
Werewolves when shifted are all but immune to the damage cap when striking
other PCs, they also can do bonus damage against vampires in some situations
when shifted.
Werewolves receive bonus stagger when hit with weapons augmented with
silver.
Werewolves are vulnerable to the lunacy ritual, although those who haven’t
shifted in the last 2-3 months less so and can’t be corrupted so far as to
end up killing someone while under it’s effects.
Werewolves out on the full moon may end up killing an NPC randomly,
especially if their lunacy habit is set to Chained, Careless, or Embracing.
Werewolves shift into a large wolf form when they transform. With 2 speed,
1 agility, 1 power, acute smell and hearing, and nocturnal. Progression up
the primal focus further augments their transformed shape with +1 toughness
at rank 2 and +1 power at rank 3. See help animal stats and help animal weights
for more information.
Base offensive discipline is equal to best unarmed discipline plus best
armed discipline plus half of best ranged discipline.
Base defensive discipline is equal to armor disciplines + toughness.
With diminishing returns for values above 60.
See Also
werewolf modifiers
Werewolves may select from the following modifiers:
(T2) Werewolf:
Negative Modifiers: Injured, Ill, Mentally Ill, Turned Youth
Positive Modifiers: Fleshformed, Demonic Pact Holder, Lunacy Embracer
(T3) Veteran Werewolf:
Negative Modifiers: Crippled, Cursed
Positive Modifiers: Fleshformed, Demonic Pact Holder, Lunacy Embracer
(T4) Ageless Werewolf:
Negative Modifiers: Crippled
Positive Modifiers: Fleshformed, Demonic Pact Holder, Lunacy Embracer
[Last edited May 18, 2022]
(T2) Werewolf:
Negative Modifiers: Injured, Ill, Mentally Ill, Turned Youth
Positive Modifiers: Fleshformed, Demonic Pact Holder, Lunacy Embracer
(T3) Veteran Werewolf:
Negative Modifiers: Crippled, Cursed
Positive Modifiers: Fleshformed, Demonic Pact Holder, Lunacy Embracer
(T4) Ageless Werewolf:
Negative Modifiers: Crippled
Positive Modifiers: Fleshformed, Demonic Pact Holder, Lunacy Embracer
[Last edited May 18, 2022]
See Also
Werewolf Powers
Powers are one of the things that set supernatural bloodlines apart from mere humans; they are manifestations of either supernatural power in general or of the inherent strengths of a given bloodline. In general, powers are not restricted solely by tier — what is accessible to a tier 3 demigod may be accessible to a tier 2 demonborn, or may perhaps only be available to certain subtypes of demigods. All the powers listed below have their own helpfile, but here is a short summary of each for quick reference. Powers that require specific non-werewolf foci that would still be available to werewolves are not listed.
[Werewolf Innates]:
None.
[Werewolf Tier One]:
Acute Hearing: Especially keen hearing. Can hear from more rooms away.
Acute Sight: Especially keen vision.
Acute Smell: Especially keen smell; can track others by scent.
Hypnotism: Level one hypnotism allows supernaturals to place people in a trance.
Know Werewolves: The ability to recognise fellow werewolves on sight.
Obfuscate: Hides your supernatural aura; you will always appear human.
Pathing: The ability to use travel pathing to access rooms on roomlist.
Regeneration: Level one regeneration allows faster recovery from basic and severe wounds.
[Werewolf Tier Two]:
Hypnotism: Level two hypnotism allows infliction of amnesia and simple instructions.
Psychic Persuasion: The ability to subtly persuade others to do your bidding via psychic pressures.
[Werewolf Tier Three]:
Ageless: You become immortal and stop aging.
Branding: A semi-permanent means of marking your property or thralls that grants powers over them.
Hypnotism: Level three and four hypnotism allows body, triggered, and locked instructions.
Night Vision: The ability to see in darkness.
[Werewolf Tier Four]:
Super Jumping: The ability to jump far, land without harm, and close gaps in combat.
[Werewolf Combat Abilities]:
None.
[Werewolf Legendaries]:
None.
[Last edited August 17, 2021]
[Werewolf Innates]:
None.
[Werewolf Tier One]:
Acute Hearing: Especially keen hearing. Can hear from more rooms away.
Acute Sight: Especially keen vision.
Acute Smell: Especially keen smell; can track others by scent.
Hypnotism: Level one hypnotism allows supernaturals to place people in a trance.
Know Werewolves: The ability to recognise fellow werewolves on sight.
Obfuscate: Hides your supernatural aura; you will always appear human.
Pathing: The ability to use travel pathing to access rooms on roomlist.
Regeneration: Level one regeneration allows faster recovery from basic and severe wounds.
[Werewolf Tier Two]:
Hypnotism: Level two hypnotism allows infliction of amnesia and simple instructions.
Psychic Persuasion: The ability to subtly persuade others to do your bidding via psychic pressures.
[Werewolf Tier Three]:
Ageless: You become immortal and stop aging.
Branding: A semi-permanent means of marking your property or thralls that grants powers over them.
Hypnotism: Level three and four hypnotism allows body, triggered, and locked instructions.
Night Vision: The ability to see in darkness.
[Werewolf Tier Four]:
Super Jumping: The ability to jump far, land without harm, and close gaps in combat.
[Werewolf Combat Abilities]:
None.
[Werewolf Legendaries]:
None.
[Last edited August 17, 2021]
See Also
Werewolves
Also Read: Help Werewolf Mechanics.
Werewolves have been around for as long as humans, they are made whenever a
werewolf bites a human while in non human form, the bite must pierce the
skin. Not all bites are infectious, usually the more severe the bite the
more likely it will infect if the victim survives. Werewolves who wish to make
another usually will bite the same place repeatedly. Cauterizing wounds soon after
being bitten usually prevents infection.
Werewolves can transform at will into very large wolf shapes, larger than a man
and twice the size of a natural wolf.
Werewolves are much stronger than humans, they also regenerate quickly from
wounds and have heightened senses of smell. They are at home in nature,
enjoying the smell and feel of the natural world, by contrast highly
artificial smells and environments make them uncomfortable, such as smog or
cigarette smoke.
Werewolves and the moon
Werewolves transformations aren’t entirely linked to the moon, they can
change at any time. However they are much weaker during the new moon. Also
during the full moon werewolves are subject to a condition known as Lunacy.
Lunacy is a kind of rage or insanity that sets upon werewolves during the
full moon, it makes them anger extremely quickly and be very prone to
violence, some even hallucinate during it. It’s very common for werewolves
to transform during this time and rampage, and a full nine tenths of new
werewolves are bitten on the full moon from werewolves under the influence
of Lunacy. Werewolves who can resist changing for 2-4 months are able
to partially resist lunacy and are much less likely to end up killing
people during it.
The change
The change takes about a month and begins gradually, the new wolf’s senses
first begin to develop, then strength and healing abilities. The ability to
transform tends to come quite late in the month, and many don’t realize they
can transform until their first full moon.
Werewolves and silver
Silver causes itchiness and rashes to werewolves that wear it for prolonged
periods, additionally silvered weapons are liable to cause temporary
in werewolves struck by them.
Werewolves and magic
Werewolves are close to nature and have an intrinsic sense of what is an is
not natural, as well as a dislike for unnatural things. While technically
werewolves could perform magic it causes a strong unpleasant feeling
whenever it’s performed, most believe that this feeling is nature crying out
against it and are strong proponents of it stopping being used.
Werewolves and vampires
Werewolves are the embodiment of natural world, vampires of the unnatural
and there has always existed a degree of antipathy between them. Vampires
and werewolves find each other’s presence unpleasant, this doesn’t preclude
some from becoming friends or getting along, it is akin to a person having
bad BO. Unpleasant to be around, but not debilitating. Again many
Werewolves believe this is nature telling them that the vampires should be
destroyed.
Werewolves and death
Upon dying a werewolf will turn back into their human form, this isn’t
instant however and normally takes about an hour.
Werewolf pregnancies
Werewolves can get pregnant just like normal humans, there is a chance the
child will be born a werewolf. Having a werewolf mother gives about a fifty
percent chance for the child to be a werewolf, a werewolf father about a ten
percent chance. Werewolves can transform and are subject to lunacy at any
age, even as infants, although changing is usually beyond their control
until around the age of ten. Because of this even werewolves who want wolf
children usually prefer to have a human child and turn them once they’re old
enough. Children born werewolves almost invariably have to be hidden from
the world until they reach an age where they can control themselves.
Werewolf Hide
The skin of a transformed werewolf is a prized possession, garments made from
werewolf furs or tanned werewolf leather are extremely tough, wind
resistant, yet light and supple. Most werewolves can smell when a piece of
clothing is made from their skin and it’s normal for those who wear it to be
targeted for vengeance by the pack. Because of the werewolf’s
transformation upon death, the hide must be harvested very quickly or even
in some cases, while they are still alive.
Werewolf Psychology
Werewolves are mostly mentally unchanged from the humans they were before,
except that they tend to have a tendency towards anger, violence and group
socializing. These tendencies aren’t so profound as to change their
underlying nature however.
Some werewolves go primal, embracing the Lunacy. Most try to control
themselves during that time, or lock themselves up. Werewolves psychology
tends to shift towards very naturalist world views, they tend to oppose
industrialization and many have been linked to eco terrorist groups.
Werewolf Combat
Werewolves are generally considered the most powerful soldiers amongst
the supernaturally gifted, a combination of that and how easily
they can create more if the need presents itself leads to them
being the most sought out mercenaries in the supernatural world.
Werewolves have been around for as long as humans, they are made whenever a
werewolf bites a human while in non human form, the bite must pierce the
skin. Not all bites are infectious, usually the more severe the bite the
more likely it will infect if the victim survives. Werewolves who wish to make
another usually will bite the same place repeatedly. Cauterizing wounds soon after
being bitten usually prevents infection.
Werewolves can transform at will into very large wolf shapes, larger than a man
and twice the size of a natural wolf.
Werewolves are much stronger than humans, they also regenerate quickly from
wounds and have heightened senses of smell. They are at home in nature,
enjoying the smell and feel of the natural world, by contrast highly
artificial smells and environments make them uncomfortable, such as smog or
cigarette smoke.
Werewolves and the moon
Werewolves transformations aren’t entirely linked to the moon, they can
change at any time. However they are much weaker during the new moon. Also
during the full moon werewolves are subject to a condition known as Lunacy.
Lunacy is a kind of rage or insanity that sets upon werewolves during the
full moon, it makes them anger extremely quickly and be very prone to
violence, some even hallucinate during it. It’s very common for werewolves
to transform during this time and rampage, and a full nine tenths of new
werewolves are bitten on the full moon from werewolves under the influence
of Lunacy. Werewolves who can resist changing for 2-4 months are able
to partially resist lunacy and are much less likely to end up killing
people during it.
The change
The change takes about a month and begins gradually, the new wolf’s senses
first begin to develop, then strength and healing abilities. The ability to
transform tends to come quite late in the month, and many don’t realize they
can transform until their first full moon.
Werewolves and silver
Silver causes itchiness and rashes to werewolves that wear it for prolonged
periods, additionally silvered weapons are liable to cause temporary
in werewolves struck by them.
Werewolves and magic
Werewolves are close to nature and have an intrinsic sense of what is an is
not natural, as well as a dislike for unnatural things. While technically
werewolves could perform magic it causes a strong unpleasant feeling
whenever it’s performed, most believe that this feeling is nature crying out
against it and are strong proponents of it stopping being used.
Werewolves and vampires
Werewolves are the embodiment of natural world, vampires of the unnatural
and there has always existed a degree of antipathy between them. Vampires
and werewolves find each other’s presence unpleasant, this doesn’t preclude
some from becoming friends or getting along, it is akin to a person having
bad BO. Unpleasant to be around, but not debilitating. Again many
Werewolves believe this is nature telling them that the vampires should be
destroyed.
Werewolves and death
Upon dying a werewolf will turn back into their human form, this isn’t
instant however and normally takes about an hour.
Werewolf pregnancies
Werewolves can get pregnant just like normal humans, there is a chance the
child will be born a werewolf. Having a werewolf mother gives about a fifty
percent chance for the child to be a werewolf, a werewolf father about a ten
percent chance. Werewolves can transform and are subject to lunacy at any
age, even as infants, although changing is usually beyond their control
until around the age of ten. Because of this even werewolves who want wolf
children usually prefer to have a human child and turn them once they’re old
enough. Children born werewolves almost invariably have to be hidden from
the world until they reach an age where they can control themselves.
Werewolf Hide
The skin of a transformed werewolf is a prized possession, garments made from
werewolf furs or tanned werewolf leather are extremely tough, wind
resistant, yet light and supple. Most werewolves can smell when a piece of
clothing is made from their skin and it’s normal for those who wear it to be
targeted for vengeance by the pack. Because of the werewolf’s
transformation upon death, the hide must be harvested very quickly or even
in some cases, while they are still alive.
Werewolf Psychology
Werewolves are mostly mentally unchanged from the humans they were before,
except that they tend to have a tendency towards anger, violence and group
socializing. These tendencies aren’t so profound as to change their
underlying nature however.
Some werewolves go primal, embracing the Lunacy. Most try to control
themselves during that time, or lock themselves up. Werewolves psychology
tends to shift towards very naturalist world views, they tend to oppose
industrialization and many have been linked to eco terrorist groups.
Werewolf Combat
Werewolves are generally considered the most powerful soldiers amongst
the supernaturally gifted, a combination of that and how easily
they can create more if the need presents itself leads to them
being the most sought out mercenaries in the supernatural world.
See Also
Where
Syntax: where
Where will display a list of currently occupied hotspots and the total
number of characters present in each. It will also subsequently list the
roomtitles of individual characters and the room they are in if those players
have toggled their where visibility.
Syntax: wherevis
Wherevis toggles the where visibility and where anonymity of an individual
when used in conjunction with a roomtitle. A character must also have a
roomtitle set in order to be visible on the where list. If used a second
time after it’s already enabled, it will toggle anonymity. A third time will
disable both.
Syntax: where ban list
A list of currently where banned characters will be displayed.
Syntax: where ban (character)
Syntax: where ban account (account)
Syntax: where ban (male / female)
The target’s account will be unable to see your character listed on where.
This behaves as a toggle. Where banning a target which is already on your
list will allow that account to see your character again.
Syntax: hotspot
This command will create a temporary hotspot at the character’s location.
Characters present in such a room will be totaled for and displayed with the
where command.
The where command is a fundamentally OOC tool that players can utilize to find
roleplaying partners more easily. The output has two components: hotspots and
roomtitles.
Hotspots are locations where players would normally expect to encounter other
characters such as at the Lodge or other resturant. These locations will not
display individual information about the characters present, but will total the
number of players present. Shop owners can toggle the hotspot status of any
room they control with decorate hotspot. Furthermore, any room that contains
eight or more players will automatically become a hotspot.
The roomtitles of characters can also be displayed with the where command, but
the players must opt in and have no more than two characters in the room to do
so. This allows for individuals or pairs looking for roleplay to advertise
their activity in a particular room. In order to toggle visibility, use the
wherevis command and have a roomtitle set. Where visibility is turned off when
a character moves. If an individual wishes to be visible on the where list, but
doesn’t wish to advertise their intro, they may type wherevis a second time and
it will change to either a man, a woman, or an animal as appropriate.
Where will display a list of currently occupied hotspots and the total
number of characters present in each. It will also subsequently list the
roomtitles of individual characters and the room they are in if those players
have toggled their where visibility.
Syntax: wherevis
Wherevis toggles the where visibility and where anonymity of an individual
when used in conjunction with a roomtitle. A character must also have a
roomtitle set in order to be visible on the where list. If used a second
time after it’s already enabled, it will toggle anonymity. A third time will
disable both.
Syntax: where ban list
A list of currently where banned characters will be displayed.
Syntax: where ban (character)
Syntax: where ban account (account)
Syntax: where ban (male / female)
The target’s account will be unable to see your character listed on where.
This behaves as a toggle. Where banning a target which is already on your
list will allow that account to see your character again.
Syntax: hotspot
This command will create a temporary hotspot at the character’s location.
Characters present in such a room will be totaled for and displayed with the
where command.
The where command is a fundamentally OOC tool that players can utilize to find
roleplaying partners more easily. The output has two components: hotspots and
roomtitles.
Hotspots are locations where players would normally expect to encounter other
characters such as at the Lodge or other resturant. These locations will not
display individual information about the characters present, but will total the
number of players present. Shop owners can toggle the hotspot status of any
room they control with decorate hotspot. Furthermore, any room that contains
eight or more players will automatically become a hotspot.
The roomtitles of characters can also be displayed with the where command, but
the players must opt in and have no more than two characters in the room to do
so. This allows for individuals or pairs looking for roleplay to advertise
their activity in a particular room. In order to toggle visibility, use the
wherevis command and have a roomtitle set. Where visibility is turned off when
a character moves. If an individual wishes to be visible on the where list, but
doesn’t wish to advertise their intro, they may type wherevis a second time and
it will change to either a man, a woman, or an animal as appropriate.
See Also
whisper
Syntax: whisper to <target> <string>
Whisper allows you to say a string to a single person in the room,
without everyone else hearing the entire conversation. The other people in
the room should hear bits of the conversation, however, which makes it more
realistic, especially for RP purposes.
Example: whisper to bob Bah, what a slacker!
You whisper to bob, ‘Bah, what a slacker!‘
When used without a target the whispered words will only be heard by people
in the same place as you.
Whisper allows you to say a string to a single person in the room,
without everyone else hearing the entire conversation. The other people in
the room should hear bits of the conversation, however, which makes it more
realistic, especially for RP purposes.
Example: whisper to bob Bah, what a slacker!
You whisper to bob, ‘Bah, what a slacker!‘
When used without a target the whispered words will only be heard by people
in the same place as you.
See Also
Whispering Hand
Overview: The Whisperers are the Hand’s public face, they are it’s
diplomats, PR agents, advertising executives, and politicians. Dedicated to
influencing the world at large to serve the agenda of the Hand as well as
handling relations with other groups. Those groups might be supernaturals
ones, or natural ones relating to the Hand through one of their many
corporate fronts, the largest and well known of which is Coretech
Industries.
Common Allies: Other Hand groups, FBI, Rushell Industries, Tyrell Corp
Common Enemies: Order/Temple/Keepers, the Aquarian Guard, the New World
Movement
Prefers: Higher Ranked Hand Memebers.
Typical Tasks: Influencing elections, influencing politicians, influencing
business, hosting parties, charity work, acquiring business, making a
profit, diplomacy.
diplomats, PR agents, advertising executives, and politicians. Dedicated to
influencing the world at large to serve the agenda of the Hand as well as
handling relations with other groups. Those groups might be supernaturals
ones, or natural ones relating to the Hand through one of their many
corporate fronts, the largest and well known of which is Coretech
Industries.
Common Allies: Other Hand groups, FBI, Rushell Industries, Tyrell Corp
Common Enemies: Order/Temple/Keepers, the Aquarian Guard, the New World
Movement
Prefers: Higher Ranked Hand Memebers.
Typical Tasks: Influencing elections, influencing politicians, influencing
business, hosting parties, charity work, acquiring business, making a
profit, diplomacy.
See Also
White Circle
Overview: A council of magical practitioners devoted to using their magic to better humanity. They follow a strict code of rules governing legal and illegal use of magic mostly derived from do no harm principles. They spend a lot of time in research, but also in carrying out aid missions.
Common Allies: The Order, The Watchers, The Red Circle
Common Enemies: The Hand, the Black Circle
Prefers: Magical practitioners, selfless individuals
Typical Tasks: Research, aid missions, obtaining artifacts and relics, protection, recruitment
Common Allies: The Order, The Watchers, The Red Circle
Common Enemies: The Hand, the Black Circle
Prefers: Magical practitioners, selfless individuals
Typical Tasks: Research, aid missions, obtaining artifacts and relics, protection, recruitment
See Also
who
whoinvis
Syntax: whoinvis
Will make your character not seen when people type who.
Characters who are not whoinvis will gain slightly more
influence from all sources.
Will make your character not seen when people type who.
Characters who are not whoinvis will gain slightly more
influence from all sources.
width
Syntax: width (number)
Used to set the number of characters wide that the game will display
before wrapping to a new line.
Used to set the number of characters wide that the game will display
before wrapping to a new line.
See Also
Wight
Wights are a type of undead created by attempts to bring spirits back
into the world of the corporeal. Wights are a type of undead, their heart
does not beat and they have no need of normal food or drink, but otherwise
they seem almost completely human. They can even eat and drink if they’d
like without the problems vampires tend to have.
However their bodies need to be sustained with living human flesh,
mechanically this means that wights need to use the bite command on helpless
PCs fairly regularly, inflicting one level of wound, none to mild, mild to
severe etc. Those with regenerative powers offer significantly less
sustenance.
If Wights don’t feed often enough they will start to grow more corpselike,
with some of extremities beginning to show signs of rotting and the rot
slowly working it’s way in before finally make it’s way up to the face.
Shortly afterwards if the wight continues to slip they will die, a wight
that dies cannot return as a ghost.
Surviving as a wight is quite difficult, but still is the only shot at a
second chance at life most people are going to get.
into the world of the corporeal. Wights are a type of undead, their heart
does not beat and they have no need of normal food or drink, but otherwise
they seem almost completely human. They can even eat and drink if they’d
like without the problems vampires tend to have.
However their bodies need to be sustained with living human flesh,
mechanically this means that wights need to use the bite command on helpless
PCs fairly regularly, inflicting one level of wound, none to mild, mild to
severe etc. Those with regenerative powers offer significantly less
sustenance.
If Wights don’t feed often enough they will start to grow more corpselike,
with some of extremities beginning to show signs of rotting and the rot
slowly working it’s way in before finally make it’s way up to the face.
Shortly afterwards if the wight continues to slip they will die, a wight
that dies cannot return as a ghost.
Surviving as a wight is quite difficult, but still is the only shot at a
second chance at life most people are going to get.
wiki
To edit the wiki use the password: haven
It is case sensitive. All information on the wiki is OOC.
It is case sensitive. All information on the wiki is OOC.
Wildling
Tier Two Archetype
Human.
This archetype represents visitors from the other worlds connected to Haven.
While the largest wildling populations come from the Wilds, there are
sizeable populations in the godrealms and the other as well who may end up
finding their way into our world. Wildling life is usually harsh and
primitive.
Minimum Age: 18
Available Negative Modifiers: Addicted, Injured, Ill, Young
Available Positive Modifiers: Relic Holder, Demonic Pact Holder, Temple
Augmented, Chemical Augmentation, Fleshformed
Focuses: Can spend one point in either combat or arcane focuses at tier two.
Human.
This archetype represents visitors from the other worlds connected to Haven.
While the largest wildling populations come from the Wilds, there are
sizeable populations in the godrealms and the other as well who may end up
finding their way into our world. Wildling life is usually harsh and
primitive.
Minimum Age: 18
Available Negative Modifiers: Addicted, Injured, Ill, Young
Available Positive Modifiers: Relic Holder, Demonic Pact Holder, Temple
Augmented, Chemical Augmentation, Fleshformed
Focuses: Can spend one point in either combat or arcane focuses at tier two.
Wildling Subfactions
In the Wilds, the Illarin Empire sprawls over a mass stretch of the lands, fighting off dinosaurs and the nomadic People, unaware of the struggles of the Kingdom of Nar, which sits near the Gate’s entry into their world.
Illarin Empire
Overview: One of the largest civilizations in the wilds. Led by an Emperor or Empress the people of the Illarin empire are relatively technologically advanced and extremely restrained and polite.
Common Allies: None.
Common Enemies: The People.
Prefers: Wildlings.
Typical Tasks: Dealing with threats in the wild, or performing tasks for the benefit of the empire.
The People
Overview: A large, nomadic tribe that lives in the wild, the people are quite primitive but extremely fierce and loyal to those who’ve earned it.
Common Allies: None.
Common Enemies: Illarin Empire
Prefers: Wildlings.
Typical Tasks: Dealing with threats in the wild, hunting, helping the tribe.
The Kingdom of Nar
Overview: A medieval age society.
Common Allies: None.
Common Enemies: None.
Prefers: Wildlings.
Typical Tasks: Dealing with threats in the wild, court intrigue, jousts and melee contests.
Illarin Empire
Overview: One of the largest civilizations in the wilds. Led by an Emperor or Empress the people of the Illarin empire are relatively technologically advanced and extremely restrained and polite.
Common Allies: None.
Common Enemies: The People.
Prefers: Wildlings.
Typical Tasks: Dealing with threats in the wild, or performing tasks for the benefit of the empire.
The People
Overview: A large, nomadic tribe that lives in the wild, the people are quite primitive but extremely fierce and loyal to those who’ve earned it.
Common Allies: None.
Common Enemies: Illarin Empire
Prefers: Wildlings.
Typical Tasks: Dealing with threats in the wild, hunting, helping the tribe.
The Kingdom of Nar
Overview: A medieval age society.
Common Allies: None.
Common Enemies: None.
Prefers: Wildlings.
Typical Tasks: Dealing with threats in the wild, court intrigue, jousts and melee contests.
Wings
Levels: 0, 2
Requirements: Freed Angel
This stat allows someone to fly through the air as long as their upper back
is exposed. It also makes them draw police attention if in public with their
upper back exposed.
Out of combat use fly to toggle if you will fly or not and then simply move
up into air rooms and move around normally.
In combat fly or up will consume your movement for one round and move you up
into an air room if it is above you, your movement speed is set to 100
whenever you are in air rooms in combat. You are able to attack anyone at 1
distance with melee disciplines but must be further for ranged disciplines.
Anyone with Super Jumping, Flight or Aspects of Night can attack you with
melee weapons at 1 distance, as well as with ranged weapons, they count as
whatever their elevation is for determining range.
Requirements: Freed Angel
This stat allows someone to fly through the air as long as their upper back
is exposed. It also makes them draw police attention if in public with their
upper back exposed.
Out of combat use fly to toggle if you will fly or not and then simply move
up into air rooms and move around normally.
In combat fly or up will consume your movement for one round and move you up
into an air room if it is above you, your movement speed is set to 100
whenever you are in air rooms in combat. You are able to attack anyone at 1
distance with melee disciplines but must be further for ranged disciplines.
Anyone with Super Jumping, Flight or Aspects of Night can attack you with
melee weapons at 1 distance, as well as with ranged weapons, they count as
whatever their elevation is for determining range.
See Also
wish
Wish
wish (text)
–Your character thinks that they want something to happen. This is similar to a prayer, although it does not have to be to any particular divinity or religious figure, or done by someone who is religious. Your text follows the word wishes, so wish for a quiet night reads as “wishes for a quiet night”.
Who hears it
–The closest person who can hear wishes, anywhere, hears the wish. If they are in the same room they hear that someone nearby made it. If not, they hear the direction it came from. Either way they are not told who made it. Characters on your own account never hear your wishes.
–Demigods can hear wishes. So can anyone wearing an item imbued with demigod blood (see help imbue).
–An AI-driven character in the room who can hear wishes hears it too, as well as the closest person above.
–Characters in the room with at least the second level of mind reading also hear the wish, and they do see who made it. A mind ward keeps your wishes from them.
Wish and desire together
wdesire (degree) (desire)
–Projects a desire and makes a wish for the same thing at once. See help wdesire.
wish (text)
–Your character thinks that they want something to happen. This is similar to a prayer, although it does not have to be to any particular divinity or religious figure, or done by someone who is religious. Your text follows the word wishes, so wish for a quiet night reads as “wishes for a quiet night”.
Who hears it
–The closest person who can hear wishes, anywhere, hears the wish. If they are in the same room they hear that someone nearby made it. If not, they hear the direction it came from. Either way they are not told who made it. Characters on your own account never hear your wishes.
–Demigods can hear wishes. So can anyone wearing an item imbued with demigod blood (see help imbue).
–An AI-driven character in the room who can hear wishes hears it too, as well as the closest person above.
–Characters in the room with at least the second level of mind reading also hear the wish, and they do see who made it. A mind ward keeps your wishes from them.
Wish and desire together
wdesire (degree) (desire)
–Projects a desire and makes a wish for the same thing at once. See help wdesire.
See Also
Witch Hunters
Overview: The Witch Hunters are a loose assemblage of people dedicated to the elimination of supernatural threats. Their central leadership and history are fairly religious but today anyone who wants to go after dangerous supernaturals and black magic can be endorsed as a member and given assistance with weapons and training to do so and most of their members are those who’ve previously suffered at the hands of supernatural forces. While they target all types of dangerous supernaturals they have a strong historical enmity to black magic in particular and have a fierce rivalry with the Coven owing to a long history of grievances from both sides.
Common Allies: The Temple, The Hunters
Common Enemies: The Coven, The Black Circle, The Hand
Prefers: Humans, Religious Individuals, those seeking vengeance
Typical Tasks: Identifying, tracking and eliminating supernaturals and magical practitioners
Common Allies: The Temple, The Hunters
Common Enemies: The Coven, The Black Circle, The Hand
Prefers: Humans, Religious Individuals, those seeking vengeance
Typical Tasks: Identifying, tracking and eliminating supernaturals and magical practitioners
See Also
witching hour
Witching hour is between 3am and 4am and during this time, rituals can
be done for a heavily discounted price.
be done for a heavily discounted price.
See Also
withdraw
Syntax: withdraw <amount>
Withdraw allows you to remove <amount> of money from your bank
account. You must be in a bank for this command to work.
Example: withdraw 50
Thank you. You just withdrew 50 dollars.
Withdraw allows you to remove <amount> of money from your bank
account. You must be in a bank for this command to work.
Example: withdraw 50
Thank you. You just withdrew 50 dollars.
wizinvis
Syntax: wiznvis (level)
Syntax: wiznvis (type) (level)
Wizinvis takes a level argument, and will make you invisible to all players of
a lower level than your invisibility level. It defaults to the maximum
(your level) if no argument is given.
Syntax: wiznvis (type) (level)
Wizinvis takes a level argument, and will make you invisible to all players of
a lower level than your invisibility level. It defaults to the maximum
(your level) if no argument is given.
Wood Shield
Type: Defensive
This discipline covers the use of magic to create a protective shield of
conjured or manipulated wood until the energy is all used up. Normally
invisible except when being struck.
This discipline covers the use of magic to create a protective shield of
conjured or manipulated wood until the energy is all used up. Normally
invisible except when being struck.
Wood Vulnerability
Levels: 0, 1
Requirements: Supernatural, not a vampire or werewolf.
This power reduces the stagger you’d normally take from weapons augmented
against your archetype by two thirds, but means you take stagger from
weapons augmented with wood instead. Characters who research you can
discover your vulnerabilities.
Requirements: Supernatural, not a vampire or werewolf.
This power reduces the stagger you’d normally take from weapons augmented
against your archetype by two thirds, but means you take stagger from
weapons augmented with wood instead. Characters who research you can
discover your vulnerabilities.
World
Characters roleplaying in other worlds or on adventures earn worlds experience.
If characters earn worlds experience more often in a particular way, such as
roleplaying in the Other, they’ll obtain discounts on using worlds experience
to buy things relating to the Other.
Syntax: World (Wilds/Other/Godrealm/Hell/General) Experience
Shows the amount of world experience you have for a specified world or
in general.
Syntax: World (Wilds/Other/Godrealm/Hell) Fame (string)
Sets the string by which you’re known in those worlds if you are famous.
Syntax: world <wilds/other/godrealm/hell> award <name> <fametype>
As an SR, grant fame of various levels to the specified character in that world
costs 5 000, 20 000, 50 000 world exp respectively.
Syntax: world <wilds/other/godrealms/hell> award <name> legendarypower <stat>
As an SR, grant a legendary power only usable in a particular world to the
target character, costs 100 000 world exp.
Viable legendaries are: Flight, Mind Reading, Memory cloak
sorcery, monsterous shifting, hybrid shifting, swam shifting.
Syntax: world (other/godrealms/hell) award (target) experience (amount)
As a Higher power, transfer some of your worlds experience to another character.
If characters earn worlds experience more often in a particular way, such as
roleplaying in the Other, they’ll obtain discounts on using worlds experience
to buy things relating to the Other.
Syntax: World (Wilds/Other/Godrealm/Hell/General) Experience
Shows the amount of world experience you have for a specified world or
in general.
Syntax: World (Wilds/Other/Godrealm/Hell) Fame (string)
Sets the string by which you’re known in those worlds if you are famous.
Syntax: world <wilds/other/godrealm/hell> award <name> <fametype>
As an SR, grant fame of various levels to the specified character in that world
costs 5 000, 20 000, 50 000 world exp respectively.
Syntax: world <wilds/other/godrealms/hell> award <name> legendarypower <stat>
As an SR, grant a legendary power only usable in a particular world to the
target character, costs 100 000 world exp.
Viable legendaries are: Flight, Mind Reading, Memory cloak
sorcery, monsterous shifting, hybrid shifting, swam shifting.
Syntax: world (other/godrealms/hell) award (target) experience (amount)
As a Higher power, transfer some of your worlds experience to another character.
Worlds
Haven is at the center of a soft spot between our world and others, the
known other worlds are listed below.
The Other
Also known as the realm of the Fae. This is the world from which magic
flows strongest and the one that is naturally closest to ours. It is a world
of strange forests and sweeping planes, filled with monsters, bands of
wildlings and the fabled Golden City. The Golden City is where the Fae
normally live, from a distance it is incomparably beautiful, shimmering
like a golden diamond day or night. But nobody who has ventured close to it has ever returned.
The Godrealm
This is the place where the gods reside; it is also supposedly filled with
monsters and wondrous things. No sane person would ever use gate magic to
access this place, as the Gods often do not take kindly to such things and
do not need bridges to travel to other planes themselves.
Hell
Hell used to be a world not unlike our own, but a long time ago a vicious
war broke out between two groups of powerful sorcerers, and they turned to
fleshforming to create living weapons to send to the battlefield. Creatures
with no purpose but to kill, destroy and cause suffering. As the war
progressed these creatures became more and more deadly until the sorcerers
created creatures capable of creating even better creatures. From this
point it wasn’t long before the entire world was overrun by these living
weapons, now usually called demons. Magic users from all other planes
sealed the doors between their worlds and hell, trapping them inside. But
they are always there, and always looking for a way to cross over and carry
out their only goal, to bring death, destruction and misery.
The Void
This is a place that even the forces of hell fear. The void is nothingness,
a huge black vacuum. Far from lifeless however it is home to a myriad of
mammoth Cthulian nightmares that float through the darkness and wait for
millions of years in the void, always hungry. The creatures of the void
have no known disciples on earth and nobody not entirely genocidal would
ever open a door there, the entire world could be sucked through like
opening a black hole or one of the creatures could come through and set
about devouring our universe as they did their own.
The Wilds
The Wilds is a world not unlike how ours must have been a few million years
ago, it is also the home of the wildlings, although they are often found in
the Other as well far more exist in the wilds. The Wildlings are humans
who live in the Wilds, depending on the location they vary in sophistication
from spear-wielding tribesmen to castle building kings. The Wilds is also
home to amazing earth-like creatures, both animals that exist today as well
as animals that did exist or present ones grown to a huge size. It is a
place with wolves the size of houses, mammoths and even dinosaurs.
The Elemental Planes
These are worlds that are made entirely of a particular element, this is a
water plane, a fire plane, a lightning plane and so on. Far from lifeless
however these planes are filled with creatures made entirely from those
elements, some primitive but some remarkably sophisticated and intelligent.
known other worlds are listed below.
The Other
Also known as the realm of the Fae. This is the world from which magic
flows strongest and the one that is naturally closest to ours. It is a world
of strange forests and sweeping planes, filled with monsters, bands of
wildlings and the fabled Golden City. The Golden City is where the Fae
normally live, from a distance it is incomparably beautiful, shimmering
like a golden diamond day or night. But nobody who has ventured close to it has ever returned.
The Godrealm
This is the place where the gods reside; it is also supposedly filled with
monsters and wondrous things. No sane person would ever use gate magic to
access this place, as the Gods often do not take kindly to such things and
do not need bridges to travel to other planes themselves.
Hell
Hell used to be a world not unlike our own, but a long time ago a vicious
war broke out between two groups of powerful sorcerers, and they turned to
fleshforming to create living weapons to send to the battlefield. Creatures
with no purpose but to kill, destroy and cause suffering. As the war
progressed these creatures became more and more deadly until the sorcerers
created creatures capable of creating even better creatures. From this
point it wasn’t long before the entire world was overrun by these living
weapons, now usually called demons. Magic users from all other planes
sealed the doors between their worlds and hell, trapping them inside. But
they are always there, and always looking for a way to cross over and carry
out their only goal, to bring death, destruction and misery.
The Void
This is a place that even the forces of hell fear. The void is nothingness,
a huge black vacuum. Far from lifeless however it is home to a myriad of
mammoth Cthulian nightmares that float through the darkness and wait for
millions of years in the void, always hungry. The creatures of the void
have no known disciples on earth and nobody not entirely genocidal would
ever open a door there, the entire world could be sucked through like
opening a black hole or one of the creatures could come through and set
about devouring our universe as they did their own.
The Wilds
The Wilds is a world not unlike how ours must have been a few million years
ago, it is also the home of the wildlings, although they are often found in
the Other as well far more exist in the wilds. The Wildlings are humans
who live in the Wilds, depending on the location they vary in sophistication
from spear-wielding tribesmen to castle building kings. The Wilds is also
home to amazing earth-like creatures, both animals that exist today as well
as animals that did exist or present ones grown to a huge size. It is a
place with wolves the size of houses, mammoths and even dinosaurs.
The Elemental Planes
These are worlds that are made entirely of a particular element, this is a
water plane, a fire plane, a lightning plane and so on. Far from lifeless
however these planes are filled with creatures made entirely from those
elements, some primitive but some remarkably sophisticated and intelligent.
See Also
wound
Syntax: Wound (target) (Mild/Severe/Critical) (Message)
Used on helpless or bound targets to hurt them, you can specify a message
for the injury that will appear until the wound has healed.
People protected by Sanctuary are prevented from being severely or
critically wounded.
Used on helpless or bound targets to hurt them, you can specify a message
for the injury that will appear until the wound has healed.
People protected by Sanctuary are prevented from being severely or
critically wounded.
Wounds
There are three types of wounds in Haven, mild, severe, and critical.
When you are struck by damage that exceeds your defenses you will incur a
mild wound, the next time you will incur a severe wound, then critical, if
hit again you will die. Wounds heal whether you are online or offline, but
some only if you are in a hospital.
NPCS only have one wound state, severe. The first time damage exceeds their
defense they become severely wounded, the second time they die.
Mild wounds will heal regardless of where you are, and will take about a day
to do so.
Severe wounds will only heal in a hospital or medical center unless you have
regenerative abilities while offline, but will heal outside when online.
They will take about three and a half days to heal.
Critical wounds will only heal in a hospital or medical center unless you
are a vampire and will take about 3 hours to do so. If you do not get to a
hospital in time, or leave a hospital for too long before your critical
wounds are treated, and you’re not a vampire, you will die. You have about
1 hour to get a critically wounded person to a hospital or medical center
before they die.
Each wound when it heals downgrades to the lower version, so if you are
critically wounded after a day in the hospital you’ll be severely wounded,
after another four days in the hospital you’ll be mildly wounded, after a
further day in or out of the hospital you’ll be completely healthy again.
Vampires can’t get critically wounded, critical wounds for them are the same
as severe for other people.
Regeneration 1 will make mild wounds heal in about 45 minutes, regeneration 3 about 15 minutes.
Regeneration has no effect on critical wounds
When you are struck by damage that exceeds your defenses you will incur a
mild wound, the next time you will incur a severe wound, then critical, if
hit again you will die. Wounds heal whether you are online or offline, but
some only if you are in a hospital.
NPCS only have one wound state, severe. The first time damage exceeds their
defense they become severely wounded, the second time they die.
Mild wounds will heal regardless of where you are, and will take about a day
to do so.
Severe wounds will only heal in a hospital or medical center unless you have
regenerative abilities while offline, but will heal outside when online.
They will take about three and a half days to heal.
Critical wounds will only heal in a hospital or medical center unless you
are a vampire and will take about 3 hours to do so. If you do not get to a
hospital in time, or leave a hospital for too long before your critical
wounds are treated, and you’re not a vampire, you will die. You have about
1 hour to get a critically wounded person to a hospital or medical center
before they die.
Each wound when it heals downgrades to the lower version, so if you are
critically wounded after a day in the hospital you’ll be severely wounded,
after another four days in the hospital you’ll be mildly wounded, after a
further day in or out of the hospital you’ll be completely healthy again.
Vampires can’t get critically wounded, critical wounds for them are the same
as severe for other people.
Regeneration 1 will make mild wounds heal in about 45 minutes, regeneration 3 about 15 minutes.
Regeneration has no effect on critical wounds
xterm color
Haven supports the full range of xterm 256 colour codes, which can be
accessed by using a backtick followed by the colour code in question, such
as `green` for green text.
Extended colour codes are three digits each, and are grouped in ‘blocks’
of 6 x 6. Be aware that not all terminals display extended colour codes
correctly, and that some of the ones that do not display them correctly
may display them more or less incorrectly than others as they attempt to
find the nearest approximation; if you wish to be exacting about how your
text is perceived, stick to basic colour codes.
001 002 003 004 005 006 007 008 009 010 011 012 013 014 015
016 017 018 019 020 021 052 053 054 055 056 057 088 089 090 091 092 093
022 023 024 025 026 027 058 059 060 061 062 063 094 095 096 097 098 099
028 029 030 031 032 033 064 065 066 067 068 069 100 101 102 103 104 105
034 035 036 037 038 039 070 071 072 073 074 075 106 107 108 109 110 111
040 041 042 043 044 045 076 077 078 079 080 081 112 113 114 115 116 117
046 047 048 049 050 051 082 083 084 085 086 087 118 119 120 121 122 123
124 125 126 127 128 129 160 161 162 163 164 165 196 197 198 199 200 201
130 131 132 133 134 135 166 167 168 169 170 171 202 203 204 205 206 207
136 137 138 139 140 141 172 173 174 175 176 177 208 209 210 211 212 213
142 143 144 145 146 147 178 179 180 181 182 183 214 215 216 217 218 219
148 149 150 151 152 153 184 185 186 187 188 189 220 221 222 223 224 225
154 155 156 157 158 159 190 191 192 193 194 195 226 227 228 229 230 231
232 233 234 235 236 237
238 239 240 241 242 243
244 245 246 247 248 249
250 251 252 253 254 255
[Last edited May 31, 2021]
accessed by using a backtick followed by the colour code in question, such
as `green` for green text.
Extended colour codes are three digits each, and are grouped in ‘blocks’
of 6 x 6. Be aware that not all terminals display extended colour codes
correctly, and that some of the ones that do not display them correctly
may display them more or less incorrectly than others as they attempt to
find the nearest approximation; if you wish to be exacting about how your
text is perceived, stick to basic colour codes.
001 002 003 004 005 006 007 008 009 010 011 012 013 014 015
016 017 018 019 020 021 052 053 054 055 056 057 088 089 090 091 092 093
022 023 024 025 026 027 058 059 060 061 062 063 094 095 096 097 098 099
028 029 030 031 032 033 064 065 066 067 068 069 100 101 102 103 104 105
034 035 036 037 038 039 070 071 072 073 074 075 106 107 108 109 110 111
040 041 042 043 044 045 076 077 078 079 080 081 112 113 114 115 116 117
046 047 048 049 050 051 082 083 084 085 086 087 118 119 120 121 122 123
124 125 126 127 128 129 160 161 162 163 164 165 196 197 198 199 200 201
130 131 132 133 134 135 166 167 168 169 170 171 202 203 204 205 206 207
136 137 138 139 140 141 172 173 174 175 176 177 208 209 210 211 212 213
142 143 144 145 146 147 178 179 180 181 182 183 214 215 216 217 218 219
148 149 150 151 152 153 184 185 186 187 188 189 220 221 222 223 224 225
154 155 156 157 158 159 190 191 192 193 194 195 226 227 228 229 230 231
232 233 234 235 236 237
238 239 240 241 242 243
244 245 246 247 248 249
250 251 252 253 254 255
[Last edited May 31, 2021]
See Also
zip
Syntax: zip (object)
Used to change an object’s cover locations based on
its zip locations. For instance pants with the zip
location of groin would either have the groin exposed
or covered up by using zip.
Used to change an object’s cover locations based on
its zip locations. For instance pants with the zip
location of groin would either have the groin exposed
or covered up by using zip.
See Also
- 911
- Abduct
- Aberration Subfactions
- Abilities
- Abusive Roleplay
- Acrobatics
- Acute Hearing
- Acute Sight
- Acute Smell
- adddesc
- Addhidden
- Addicted
- adesc
- Adventures
- afk
- Aged Vampire
- Ageless
- Ageless Angelborn
- Ageless Demigod
- Ageless Demonborn
- Ageless Faeborn
- Ageless Werewolf
- aid
- Alchemy
- Alts
- Ammochange
- Ancient Vampire
- Ancient Werewolf
- Angelborn
- Angelborn Champion Focus
- Angelborn Lore
- Angelborn Mechanics
- angelborn modifiers
- Angelborn Powers
- Angelborn Stat
- Angelborn Veteran
- Angelic Combat
- Animal Genus
- Animal Stats
- Animal Weights
- Animals
- announce
- Antag Rituals
- Antagonist Subfactions
- Aquarian Guard
- Arcane Focus
- Arcane Patrol Events
- Arcane Power
- Arcane Society
- Archetype
- Archives
- Armored
- arrange
- Arrange Hit
- Artifacts
- Artistic Ability
- Aspects of Day
- Aspects of Night
- Assist
- Associate
- at
- atemote
- Attack
- attempt
- Attractiveness
- Attractiveness Lore
- attractiveness score
- Augment
- Aura
- Aura Shifting
- autofire
- automaintain
- autoskip
- Availability
- award
- balance
- Ballistic Armor
- Ballistic Shields
- banish
- Banished
- Banktransfer
- battle
- Beastmasters
- Beauty Rituals
- Becoming Supernatural
- behead
- bind
- Biokinesis
- Birth Control
- Birthday
- Bite
- Black Circle
- Blackout
- Blade Defense
- Blade Disciple Focus
- Blessing of Battle
- Blessings
- blindfold
- Bloodbath
- Bloodtest
- Blunt Weapons
- Blurring Speed
- Bone Vulnerability
- Book
- Border Territories
- Bows
- Brainwash
- Branding
- Breakin
- breaksanctuary
- brief
- Broadcast
- Brown Student
- Bug
- bugsweep
- burn
- Business Person Focus
- bust
- butcher
- buy
- Calendar
- call
- Call of Nature
- Call of the Grave
- Calltry
- Camps
- capturing
- Car
- Carbines
- cardinal
- Cardinal Guests
- Carefor
- carry
- Cars
- Catatonic
- cauterize
- Celebrity
- change
- channel
- Channelnegative
- Channelpositive
- chatroom
- Checkout
- Chemically Augmented
- Chinese Intelligence
- Chosen
- chug
- CIA
- Circus
- Clairaudience
- Clairvoyance
- clean
- Climb
- clinic
- CLINIC ARREST
- CLINIC COMMIT
- CLINIC PATIENTS
- cliques
- clone
- close
- Clothing
- Cloud Summoning
- Clues
- cognitive dissonance
- Cold Specialization
- college
- College Groups
- collegiate societies
- color
- Combat
- Combat explained
- Combat Focus
- Combat Mechanics
- combine
- Commander Focus
- Commando
- commands
- communication
- Community Credit
- Community Credit Rewards
- compact
- compass
- Compel
- compete
- Conditions
- Conflicting Loyalties
- Contact Jobs
- contacts
- Content Warnings
- contribute
- Control
- Corporate Subfactions
- Coven
- Cover
- Creating
- Crime Subfactions
- Crippled
- Crisis
- Cryomancy
- Cryptographic Mind
- Csay
- Cults
- Cursed
- curseobject
- curtains
- custom
- custom attacks
- Custom Defense Stat
- Custom Melee Stat
- customize
- Dark Fighting
- Dark Magic Focus
- Dark Shield
- Dark Sorcery
- ddesc
- Death
- Deathday
- Decorate
- Decree
- delete
- delusional
- DemiDemon
- Demigod
- Demigod Lore
- Demigod Mechanics
- demigod modifiers
- Demigod Powers
- Demigod Stat
- Demigod Subfactions
- Demigod Veteran
- Demigod Warrior Focus
- Demolitions
- Demon Warrior Focus
- Demonborn
- Demonborn Lore
- Demonborn Mechanics
- demonborn modifiers
- Demonborn Powers
- Demonborn Stat
- Demonborn Veteran
- Demonic Cry
- Demonic Metabolism
- Demonic Pact Holder
- Demonic Seduction
- Demons
- deposit
- DescLock
- describe
- description
- Descriptions
- Desire
- Desmond King
- Destiny
- Detail
- Develop
- devour
- Dexterity
- Dice Rolling Policy
- Diminish
- Diplomatic Patrol Events
- Directory
- disciplines
- Disfigured
- display
- Disposable Muscle
- Diss
- Districts
- do_spar
- Domain
- donate
- Doom
- dorm
- dorms
- download
- drag
- Drain
- Dread
- Dream Identity
- Dream Invading
- Dreamchild
- Dreamscape
- Dreamworld
- Dreamworld Commands
- Dreamworld Creation
- Dreamworld Requirements
- drink
- drive
- drop
- Drugs
- Dual Aspects
- Dual Elements
- Dynasty
- eat
- Ebay
- Editing
- Editing explained
- Editing Rooms
- Education
- Eidolon Commands
- Eidolon Lore
- Electricity Resistance
- Electropathic
- Elemental Magic Focus
- Elemental Spirits
- Elseborn
- Embezzlement
- emit
- emote
- Emote Combat
- Emote Standards
- Emoting
- Employee
- Encounter
- Encroachment
- Endowment
- Enemy
- Energy Fighting
- Energy Magic
- Energy Shield
- Engineer Focus
- Engineering
- Enhancements Rituals
- Enrapture
- Enthrall
- Epic Strength
- equipment
- examine
- execute
- exits
- Experience
- expose
- Exsanguinating
- exterminate
- Extra Keywords
- Eyecolor
- Face Stealing
- Factions
- Fae
- Fae Child
- Fae Knight focus
- Fae Subfactions
- Faeborn
- Faeborn Lore
- Faeborn Mechanics
- faeborn modifiers
- Faeborn Powers
- Faeborn Stat
- Faeborn Veteran
- Faelings
- Falling
- Fame
- Family
- Fantasy
- Fashion Knowledge
- Fast Combat
- Fast Reflexes
- Fate
- Fate’s Protection
- Fatigue
- FBI
- fears
- feed
- feedback
- feel
- Feet
- Fifth Language
- fight
- File
- fill
- Financial Ruin
- Find Secrets
- finger
- fingerset
- Fire Fighting
- Fire Magic
- Fire Resistance
- Fire Shield
- Fire Sorcery
- fish
- Fist Fighting
- Fixation
- Fleet of Foot
- fleshformed
- Fleshforming
- Flight
- Floral Blessing
- Fluid Shifting
- fly
- Focus
- follow
- Follower Combat Behavior
- Following
- for
- force
- Force Protection
- Force Shield
- Forensics
- forest abductions
- form
- Forsaken
- forumregister
- Founding Family Applications
- Founding Family Heads
- Fourth Language
- Fraternities
- Free
- Freed Angel
- Friend
- Frost Resistance
- fsay
- Gadgets
- gag
- Gallery
- Gamemasters
- games
- garage
- Gender
- Gender Presentation
- get
- Ghost Rituals
- Ghost Walking
- Ghosts
- Giant Slayer
- gift
- Gifted
- give
- giveblood
- Glance
- Glide
- goals
- Goblin Market
- God Child
- Gods
- Gold Vulnerability
- Government Contacts
- Government Subfactions
- Grappling
- Graves
- greeting
- Greystone
- griefing
- groinkick
- Group
- Grouptext
- gtg
- Guarded Mind
- Guardian Angel
- guardmind
- guards
- Guest
- Gun Disciple Focus
- habit
- Hacking
- Haemomancy
- Haircolor
- Hairdye
- Hand Contacts
- hand subfactions
- hangup
- Hanshin Group
- Harvest
- Haven Sheriff’s Department
- Haven Underground
- headbutt
- Helpless
- Henchman
- hide
- Higher Powers
- Hire
- histories
- history
- hold
- Holdings
- home
- Homeless Contacts
- Hostile
- Hot Specialization
- house
- House of Jade
- House of Jupiter
- House of Odin
- House of Ra
- House of Vishnu
- House of Zeus
- Household security
- Household Toughness
- Houses
- hp
- Hunter Focus
- Hunters
- Hunting Patrol Events
- Hybrid Shifting
- Hypernatural Reflexes
- Hypernatural Regen
- Hypnotism
- Hypnotism Mechanics
- Ice Fighting
- Ice Magic
- Ice Shield
- Ice Sorcery
- Ignore
- Ill
- Illarin Empire
- Illusions
- Illusory Affinity
- Illusory Magic Focus
- Illusory Mancing
- Imbue
- Immortality
- Implantdream
- Important Local
- imprint
- Imprint Types
- Imprinted Roleplay
- Incantation
- inches
- Industries
- infernohelp
- Inflict
- Influence
- Influencers
- Information
- injure
- Injured
- Innate Powers
- Institute Staff
- Instruct
- Intel
- internal
- interpol
- intro
- introduction
- introstory
- inventory
- IPRecheck
- item_container
- jetlag
- jobs
- Join
- Jump
- Kappa Delta Mu
- Karma
- kidnapping
- Kingdom of Nar
- Knock
- knockoutpunch
- Know Supernaturals
- Know Vampires
- Know Werewolves
- landmarks
- Larceny
- Lastname
- Law Subfactions
- Legendary powers
- length
- Life Force
- lift
- Lightning Fighting
- Lightning Magic
- Lightning Shield
- Lightning Sorcery
- lights
- lightswitch
- Lightup
- list
- Living Nightmare
- Local
- Local Celebrity
- locate
- Lock
- Lodge
- log
- Long Blades
- look
- lookfor
- lookup
- Lore
- Lore Primer
- lorestick
- Lost
- Lover’s Blessing
- Lsay
- Luck Changing
- Lunacy Embracer
- Lunar Blessing
- lure
- Magic
- Magical Focus
- Magical Overload
- Magnokinesis
- Maim
- makedoor
- makeobject
- Makepotion
- makeroom
- makeup
- Making Destinies
- Making Objects
- map
- map key
- mark
- Martial Arts
- Mask
- Mastermind
- Media Contacts
- Medicine
- Medieval Armor
- Medieval Shields
- Melee Attack
- Melee Defense
- Memory Cloak
- Menstrual Cycle
- Mental Discipline
- Mental Rituals
- Mental Shield
- Mentally Ill
- mentor
- Mershifter
- Messages
- Meta Shifting
- MI6
- Military Contacts
- Military Training
- Mimic
- Mind Reading
- mindhack
- Minions
- mirror
- Missive
- Mists
- Mob
- Modifier
- Monster Guests
- Monsters
- Monstrosity
- Monstrous Shifting
- Morality
- motd
- motorcycle
- Move
- movein
- mtalk
- myattacks
- MyHaven
- myrooms
- Mythological Shifting
- Name
- Narrative
- Natural
- Natural Affinity
- Natural Armor
- Natural Magic Focus
- natural modifiers
- Natural toughness
- Naturalize
- Nature Mancing
- Necromancy
- negative modifier chart
- negtrain
- Network 666
- Neutralize
- New Player Credit
- New World Order
- newbie
- Newbie Roleplaying tips
- news
- NHostile
- Night Vision
- Nightmare
- Noctilith
- Noctilith Lore
- Noctilith Mechanics
- Noctilith Sieges
- noemote
- note
- notell
- noyell
- nweapon
- Obfuscate
- Object Types
- Objects
- Occult Contacts
- Occult Knowledge
- Occult Subfactions
- oldold
- Omega Chi Iota
- One with the Waves
- OOC Rules
- open
- Operation
- Operation Fields
- Operation Goals
- Operation Storyrunning
- Operation Types
- operative
- oppression
- Order
- Order Contacts
- Order Librarians
- Order Shieldbearers
- Order Subfactions
- Order Swordbearers
- outfit
- outfitproof
- Paralytic Toxin
- paranormal
- park
- passthrough
- password
- Pastcharacter
- Pathing
- Patrol
- Patrol habits
- Peacekeeping Hand
- pecho
- People
- Perception
- petition
- Phone
- photo
- Physical Conditioning
- Pi Sigma Tau
- Picklock
- Pillar of the Community
- pin
- Pistols
- places
- plantcamera
- Player Conflict
- pload
- Plot
- Plot Awards
- plot size
- Plot Types
- point
- Poisonous Toxin
- Police Contacts
- Politics
- poofout
- positive modifier chart
- possession
- pour
- Power Scale
- Powered Armor
- Praise
- pray
- Predatory Patrol Events
- Pregnancy
- Primal Combat
- Primal Focus
- Primal Subfactions
- Prismatic Sorcery
- private
- PrivateSecurity
- Probation
- probe
- Procedure
- Proctor
- Professional Focus
- Progression
- Progression Explained
- Prometheans
- Property Costs
- Property Rituals
- Protection Detail
- Protection Rituals
- Psychic
- Psychic Battles
- Psychic Persuasion
- Psychic Pressures
- public
- Punch
- put
- Pyromancy
- Quick Reload
- quiet
- quit
- Radiation
- Rage Fueled
- Ranged Attack
- Ranged Defense
- Rank
- Rape
- Recall
- recollect
- Red Circle
- Redwood Pack
- Regeneration
- Reinforced Bones
- Relationship
- Relic Holder
- remember
- remove
- rent
- Repair
- reply
- report
- reroll
- research
- rest
- resupply
- resurrect
- Resurrection
- ride
- Rifles
- Riot Control
- Riposte
- Ritual
- Ritualism
- Rockfield Bounties
- Roleplay Rewards
- Roleplaying
- Roleplaying Angelborn
- Roleplaying Explained
- Roleplaying Guide
- Roleplaying Society Positions
- Roll
- Rollchallenge
- Roomlist
- roomtitle
- Roster
- RP Experience
- RP Prompts
- Rules
- rumor
- Running
- Running Dreamworlds
- Rushell Industries
- Russian Mafia
- Sanctuary
- Sanctuary Violations
- Satiate
- save
- Say
- saycolor
- Scan
- Scar
- Scheme Commands
- scheme types
- Schemes
- Scientifically Augmented
- Scientist Focus
- score
- scroll
- Search
- Second Artistic Ability
- Second Language
- Secrecy
- secrets
- Sects
- security
- Seek Prey
- Senddream
- Sense Weakness
- Sensitive
- Sentinels
- Setting
- Sex
- Sex Definition
- shadow
- Shadow Hand
- Shadow Lightning
- shadowwalk
- Shapeshifting
- Shapeshifting Size Chart
- share
- shift
- Shifterstash
- shop
- Short Blades
- Shotguns
- show
- showability
- showmissive
- showstat
- showto
- Silver Vulnerability
- sin
- sit
- Skin
- Sniper Training
- social
- Social Combat
- Social Rank
- Socialite Focus
- Societies
- Society Alliances
- Society Assets
- Society Awards
- Society Commands
- society creation
- Society Positions
- Society Ranks
- Society Resources
- Society Restrictions
- society stasis
- Society Trusts
- Solar Blessing
- soldier
- Soldier Focus
- Soldiering
- solidity
- Song of the Sirens
- Sonic
- Soothing Aura
- Sororities
- spar
- speak
- Spearguns
- Spears
- Special Deputy
- Special Forces
- Special List
- Special Objects
- Specials
- Speed
- speeddial
- Spending Resources
- Split Mind
- spy
- sradddesc
- SRaddhidden
- ssay
- stab
- Staff
- Stagger
- Stake
- stalk
- stall
- Stamina
- stand
- stash
- Stasis
- stats
- Stealth
- stell
- Stone Magic
- Stone Shield
- stopfight
- Storm Calling
- story
- Story Death
- Story Runner Code of Conduct
- Story Runner Commands
- Story Runner Guide
- Story Runners
- Story Runners Explained
- storyidea
- Storyidea Approval guide
- Storyidea Commands
- Storyidea Editor
- Storyline
- storyrunner commands
- Storyrunning Operations
- Strength
- Striking
- Student
- subdue
- Subfaction Contacts
- Subfactions
- subtle
- Suffer
- suicide
- Summary
- summon
- Sunlight Resistance
- Super Jumping
- Supernatural Cold War
- Supernatural History
- supernatural modifiers
- Superpowers
- swalk
- Swarm Shifting
- swat
- Syndicate
- tackle
- talk
- Telekinesis
- Telempathy
- telepath
- Telepathy
- tell
- Temple Contacts
- Temple Demolishers
- Temple Intelligence
- Temple Strike Force
- Temple Subfactions
- Temporal Rituals
- territory
- text
- The Arkwrights
- The Families
- The Inigos
- The Moores
- The Reeves
- The Saltes
- The Swanns
- The Treaty of Venice
- The Wilsons
- Theta Nu Rho
- Thief Focus
- think
- Third Artistic Ability
- Third Language
- Thrown weapons
- tier
- time
- Timeline
- Timeswept
- Timeswept Stat
- title
- Tooth and Claw
- trace
- train
- Training
- Training Methods
- trash
- Travel
- Traveling
- Traveling Explained
- Traveling Offworld
- treat
- trolley
- trollreport
- trust
- trust levels
- Try
- tscore
- Turn
- tyrants
- Tyrell Corp
- Undead Toughness
- Undergods
- Underworld Contacts
- Underworld Mogul Focus
- Underworld Touch
- unhide
- Unliving
- Unstable Power
- untie
- use
- User Interface
- Vampire
- Vampire Blood
- Vampire Court of New York
- Vampire Empire
- vampire mechanics
- vampire modifiers
- Vampire Powers
- Vampires
- vassals
- Vee
- vehicle costs
- Vehicular combat
- Veteran Vampire
- Veteran Werewolf
- Vicious Strikes
- victimdescribe
- Victimize
- villainy
- Virgin
- visible
- Visitor
- wake
- Walk
- Warfare Patrol Events
- warrior focus
- Watchers
- waterproof
- Wave Relief Camp
- wdesire
- Weakness
- Wealth
- wear
- Wearing clothing
- Weather
- Weather Mancing
- Website
- Werewolf
- werewolf mechanics
- werewolf modifiers
- Werewolf Powers
- Werewolves
- Where
- whisper
- Whispering Hand
- White Circle
- who
- whoinvis
- width
- Wight
- wiki
- Wildling
- Wildling Subfactions
- Wings
- wish
- Witch Hunters
- witching hour
- withdraw
- wizinvis
- Wood Shield
- Wood Vulnerability
- World
- Worlds
- wound
- Wounds
- xterm color
- zip

