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
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
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
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
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.
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
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.
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
balance
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
bind
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.
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.
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
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
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
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.
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
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
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
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
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.
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.
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
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
chug
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.
close
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.
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.
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
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.
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.
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
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.
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.
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.
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
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
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
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
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
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
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
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.
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.
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.
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.
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.
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
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.
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
emote
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]
equipment
Syntax: equipment
Will show all your characters currently worn or held items.
Will show all your characters currently worn or held items.
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
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.
feel
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.
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
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.
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
fsay
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.
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.
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
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.
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
guards
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
hangup
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
hide
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
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
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.
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
hp
Syntax: hp
Shows your prompt
Shows your prompt
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
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
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.
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
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
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
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
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.
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.
————————————————————
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
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
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.
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.
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.
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.
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.
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.
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
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
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)
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.
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
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.
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
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
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.
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
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
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
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
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
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
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
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.
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.
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
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
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.
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
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
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.
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
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.
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
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
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
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
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.
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.
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.
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
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.
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.
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
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.
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
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.
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
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.
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
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
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
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.
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.
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.
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
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.
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
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
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
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
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.
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.
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
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
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
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
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
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.
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
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.
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
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
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]
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.
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
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
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.
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
think
time
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
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
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
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.
unhide
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.
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.
visible
wake
Syntax: Wake (person)
Rouse someone who’s been knocked unconscious.
Rouse someone who’s been knocked unconscious.
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
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
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
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
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
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.
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.
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.
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
- adddesc
- Addhidden
- adesc
- afk
- arrange
- Assist
- attempt
- autoskip
- Availability
- balance
- Banktransfer
- battle
- bind
- blindfold
- Bloodtest
- Brainwash
- Breakin
- brief
- bugsweep
- burn
- butcher
- buy
- Calendar
- call
- Calltry
- Car
- cardinal
- carry
- cauterize
- change
- chatroom
- chug
- Climb
- clinic
- close
- college
- color
- combine
- commands
- compact
- compete
- Crisis
- Csay
- curseobject
- curtains
- customize
- ddesc
- Decorate
- delete
- deposit
- DescLock
- describe
- description
- Desire
- Detail
- Develop
- devour
- Diminish
- display
- Diss
- Domain
- download
- drag
- Dread
- drink
- drive
- drop
- eat
- Ebay
- emote
- Encounter
- equipment
- execute
- expose
- feel
- fight
- finger
- fingerset
- follow
- force
- fsay
- get
- gift
- give
- Glance
- Group
- Grouptext
- gtg
- guards
- habit
- hangup
- Helpless
- hide
- Hire
- history
- hold
- Holdings
- home
- Hostile
- house
- hp
- Ignore
- Imbue
- Implantdream
- Inflict
- Influence
- injure
- Instruct
- intro
- inventory
- IPRecheck
- jetlag
- Join
- Karma
- length
- lift
- lightswitch
- list
- Lock
- log
- look
- lookup
- lure
- Maim
- Makepotion
- map
- mark
- mentor
- Mimic
- motd
- motorcycle
- movein
- mtalk
- myattacks
- MyHaven
- Naturalize
- negtrain
- Neutralize
- newbie
- news
- NHostile
- Nightmare
- Noctilith
- note
- notell
- nweapon
- open
- Operation
- operative
- Order
- outfit
- outfitproof
- password
- Patrol
- Phone
- photo
- Picklock
- pin
- plantcamera
- Plot
- pour
- Praise
- pray
- private
- PrivateSecurity
- probe
- Procedure
- Punch
- put
- quiet
- quit
- Rank
- recollect
- Relationship
- remember
- remove
- reply
- report
- reroll
- rest
- ride
- Rollchallenge
- roomtitle
- Rules
- rumor
- save
- Say
- saycolor
- Scan
- score
- secrets
- Senddream
- shadow
- shift
- Shifterstash
- shop
- show
- showability
- showstat
- showto
- sit
- spar
- speeddial
- spy
- sradddesc
- SRaddhidden
- ssay
- Stake
- stalk
- stand
- stash
- Stasis
- stats
- stell
- stopfight
- storyidea
- subdue
- subtle
- Suffer
- summon
- swalk
- swat
- tackle
- talk
- telepath
- tell
- text
- think
- time
- title
- train
- trust
- Try
- tscore
- unhide
- untie
- use
- victimdescribe
- Victimize
- visible
- wake
- wear
- Weather
- Where
- whisper
- who
- whoinvis
- width
- wish
- withdraw
- World
- wound
- zip

