911
Syntax: 911 <message>
The 911 command sends an emergency message to the police band channel, which
is visible to characters with at least 1 level in hacking and a police scanner
and members of any of the factions.
Requirements: You must have a working cell phone with a signal. You cannot
use this command while helpless, mute, gagged, dead, or as a ghost. The
command won’t work during city blackouts
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.
Abilities
Syntax: Ability (abilityname) (target or arguments)
Syntax: showability (abilityname)
Abilities are special types of stats. They can be used in combat with ability
(abilityname) (target or argument) or in most cases just (abilityname)
(target or argument)
When used in combat abilities are stronger the longer it has been
since you used them. Magic abilities usually reduces the effectiveness
of your attacks.
Abilities can also be used in RP, in general each discreet ability
power can be used once per RP scene, unless otherwise indicated by
the SR.
Showstat can be used to show the room that you have a certain
ability.
See Also
Acedia
Acedia, also known as hollow, is a kind of malaise that affects more
powerful individuals,
specifically those who are at least tier three.
Acedia is generally defined as a state of listlessness or torpor, of not
caring even about the fact that one does not care.
In game higher tier characters will gain Acedia as they engage in most forms
or roleplay or productive activities, the higher the tier of the character
the faster they will gain Acedia.
Acedia does not go up during activities like being on plots or being in a
fight.
Acedia goes down when a character inflicts invitation on others, or engages in
other more hostile or predatory actions.
As Acedia builds up it will increase the minimum amount of time between a
character being able to move rooms, and eventually the minimum amount of time
between emotes and other RP actions as they become more and more overcome with
lethargy and listlessness.
This represents the fact that as individuals become more powerful they become
more jaded and bored with the world, and it requires more extreme, taboo and immoral
things to interest them.
See Also
Acrobatics
Requirements: Rank 2-3 requires Tier 2-3
This stat determines how capable your character is at performing acrobatic
maneuvers such as rolls and tumbles.
Acrobatics -1
Less acrobatic than most people; unable to do even simple rolls.
Acrobatics 0
As acrobatic as the average person; simple rolls and other equivalent
maneuvers.
Acrobatics 1
Capable of simple acrobatic maneuvers; roll, back roll, shoulder rolls or
dives into rolls and maybe a running flip.
Acrobatics 2
Can roll, flip and tumble like a professional acrobat; forward and backward
flips from standing or running, double and triple turns from assisted jumps.
Acrobatics 3
Supernaturally acrobatic; flip multiples times and perform other impossibly
advanced maneuvers.
See Also
Acute Hearing
This stat represents unusually acute hearing.
Acute Hearing 0 means you have normal hearing.
Acute Hearing 1 means you have particularly acute hearing
Myrooms extra with the name acutehearing will add something to a room only
visible to those with acute hearing.
Acute Sight
This stat represents unusually acute sight.
Acute Sight 0 means you have normal vision.
Acute Sight 1 means you have particularly acute vision.
Myrooms extra with the name acutesight will add something to a room only
visible to those with acute sight.
Acute Smell
This stat represents an unusually acute sense of smell.
Acute Smell 0 means you have a normal sense of smell. Acute Smell 1 means
you have a particularly acute sense of smell.
Myrooms extra with the name acutesmell will add something to a room only
visible to those with an acute sense of smell.
Describe smell can be used to add something to your character description
only visible to those with an acute sense of smell.
Syntax: Smell
This command toggles tracking by scent, allowing you to detect the scents
people leave as they move around.
adddesc
Syntax: adddesc
This command is used to add or modify a temporary description in a room.
Addhidden
Syntax: Addhidden
A command to add or modify a hidden description in a room that will appear
if a character searches it.
Addicted
Negative Tier Modifier
Removable: Yes.
This modifier represents someone whose abilities are impaired by some sort
of chemical addiction. In order to qualify the addiction must always be
impairing them. That is to say the character is always either impaired by
being drunk/high or so on, or they are impaired because they are in
withdrawals/hung over etc.
adesc
Syntax: adesc create [target character] [keyword] [location] <hours to lock>
adesc delete [keyword]
adesc activate [keyword]
adesc deactivate [keyword]
adesc list
adesc search [keyword]
The adesc command manages additional appearance descriptions for characters.
CREATE: Adds a description to another character, tied to a specific body
location. The system opens a string editor for you to write the description.
If the target is helpless, you can optionally lock the description for a
period of time, preventing them from removing it. The maximum lock duration
depends on your relationship level with the target.
Locations can be body parts or special categories like: – lightmakeup,
mediummakeup, heavymakeup, scent, hairstyle
DELETE: Removes a description with the specified keyword from your character.
You cannot delete descriptions that are still time-locked.
ACTIVATE: Makes a description with the specified keyword visible on your
character. If the location isn’t covered by clothing, a message announcing
the change is shown to the room.
DEACTIVATE: Hides a description with the specified keyword. If the location
isn’t covered by clothing, a message announcing the change is shown to the
room. You cannot deactivate descriptions that are still time-locked.
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).
Aged Vampire
Tier Four Archetype
Supernatural
This archetype represents those vampires with centuries of experience. See
help vampires for more information in general.
Age: Been undead between two hundred and eight hundred years.
Available Negative Modifiers: Turned Young, Disfigured, Catatonic.
Available Positive Modifiers: Demonic Pact Holder, Unliving.
Focuses: Has up to three points to spend on focus stats at tier four.
Ageless
Requirements: Tier 3, or T3 archetype with negative modifier, several
archetypes obtain this stat for free.
This stat represents a character attaining immortality and stopping aging.
Vampires do not need to gain this stat to not age.
Ageless 0 means your character ages like normal.
Ageless 4 means your character has stopped aging.
Syntax: Ageless (age)
After obtaining the skill, use the ageless command to set the age when your
character stopped aging.
See Also
Ageless Angelborn
Tier Four Archetype
Supernatural
This archetype represents a human with angel blood who’s moved beyond aging
and has many decades of experience as an active member of the supernatural
world. See help angelborn lore for more information in general.
Age: At least 100 years old, apparent age at least 23.
Available Negative Modifiers: Crippled.
Available Positive Modifiers: Demonic Pact Holder, Fleshformed.
Focuses: Has up to three points to spend on focus stats at tier four.
Ageless Demigod
Tier Four Archetype
Supernatural
This archetype represents a human with god blood who’s moved beyond aging
and has many decades of experience as an active member of the supernatural
world. They also sometimes have the blood of one of the high gods running
through their veins, such as Zeus or Odin. See help demigod lore for more
information in general.
Age: At least 100 years old, apparent age at least 23.
Available Negative Modifiers: Crippled.
Available Positive Modifiers: Demonic Pact Holder, Fleshformed.
Physical Characteristics: Silver Irises
Focuses: Has up to three points to spend on focus stats at tier four.
Ageless Demonborn
Tier Four Archetype
Supernatural
This archetype represents a human with demon blood who’s moved beyond aging
and has many decades of experience as an active member of the supernatural
world. See help demonborn lore for more information in general.
Age: At least 100 years old, apparent at at least 23.
Available Negative Modifiers: Crippled.
Available Positive Modifiers: Demonic Pact Holder, Fleshformed.
Physical Characteristics: Red irises.
Focuses: Has up to three points to spend on focus stats at tier four.
Ageless Faeborn
Tier Four Archetype
Supernatural
This archetype represents a human with fae blood who’s moved beyond aging
and has many decades of experience as an active member of the supernatural
world. See help faeborn lore for more information.
Age: At least 100 years old, apparent age at least 23.
Physical Characteristics: Blue or Green hair.
Available Negative Modifiers: Crippled.
Available Positive Modifiers: Demonic Pact Holder, Fleshformed.
Focuses: Has up to three points to spend on focus stats at tier four.
Ageless Werewolf
Tier Four Archetype
Supernatural
This archetype represents a werewolf who’s moved beyond aging and has many
decades of experience in the supernatural world. See help werewolves for
more information in general.
Age: At least 100 years old, apparent age at least 23.
Available Negative Modifiers: Crippled.
Available Positive Modifiers: Demonic Pact Holder, Lunacy Embracer,
Fleshformed.
Focuses: Has up to three points to spend on focus stats at tier four.
aid
Syntax: aid (person) (message)
Sends someone an OOC message, used to give OOC aid to new players.
Alchemy
Requirements: Ranks 2-5 require arcane focus 1-4.
This stat represents your skill with alchemy. It increases the returns from
harvesting character’s lifeforce and from drawing infused blood. It also
decreases the cost of making memory potions.
Alts
The rules on alt interactions boil down to simply this. You may not use
one alt to benefit another.
This includes using one alt to talk up another, to make them seem smarter or
cooler or better in any way. To use them to provide support for, to do
services for, to provide resources or aid to your other characters. To make
them more
sympathetic, to provide them with an enemy and so on.
You may use an alt to represent your character’s employees if they have any,
but their relationship must be purely professional. They must not believe
their boss is an unusually good boss or their employee an unusually good
employee or anything similar.
Ammochange
Syntax: Ammochange (weapon) [clip object]
This command allows you to swap out the ammunition of a ranged weapon,
allowing you to suspend the use of silver rounds or augmented rounds until
you use the command again. It can only be done on ranged weapons and
consumes an attack if used in combat unless your highest ranged discipline
is bows or thrown weapons.
If used with a firearm, requires an ammoclip object to switch between
ammunition types.
Ancient Vampire
Tier Five Archetype
Supernatural
This archetype represents vampires who’ve been a member of the undead for at
least a thousand years. See help vampires for more information.
Age: been a vampire for at least 1000 years.
Focuses: Has up to four points to spend on focuses at tier five.
Ancient Werewolf
Tier Five Archetype
Supernatural
This archetype represents a werewolf from one of the earliest, primal packs
of werewolves. See help werewolves for more information.
Age: Apparent age at least 30, been a werewolf for at least 3000 years.
Physical Characteristics: White Hair, Much larger when in transformed wolf
shape.
Focuses: Up to four points to spend on focus stats at tier five.
Angelborn
Tier Two Archetype
Supernatural
This archetype represents humans with some Angel blood in them. But those
who are fairly new and inexperienced with their powers. See help Angelborn
Lore for more information.
Minimum Age: 18
Available Negative Modifiers: Mentally Ill, Injured, Ill, Addicted.
Available Positive Modifiers: Relic Holder, Demonic Pact Holder,
Fleshformed.
Focuses: Has one point to spend on focus stats at tier two.
Angelborn Champion Focus
Combat Focus
Requirements: Angelborn
This stat represents the ability of angelborn to use their supernatural gifts
in combat. Each rank offers increased access to physical stats. Angelborn
Champions can learn to use angelic combat in battle to wield fire and
manipulate gravity. At max rank Angelborn Champions can learn glide, granting
them a short period of flight in combat.
[Angelborn Champion One]:
Angelic Combat 1: A power tree focused on fire and gravity; all fire at this
rank.
Super Jumping: A power that helps you close distance in combat.
Blurring Speed: A legendary power that doubles your running speed, including
to over 5.
[Angelborn Champion Two]:
Angelic Combat 2: A power tree focused on fire and gravity.
Running 4: Increase move distance per round in combat.
[Angelborn Champion Three]:
Strength 4: Determines inventory limit and influences both social and active
combat.
[Angelborn Champion Four]:
Glide: Allow temporary flight in combat.
Running 5: Maximum proficiency; increases move distance per round in combat.
Angelborn Lore
Also Read: Help Angelborn Mechanics
A long time ago, the Gods created the ultimate servants for
themselves. They designed them to be beautiful, to have wings and the power
of flight for speedy transportation, and most importantly to be incredibly,
supernaturally empathic. These beings would feel the wants, needs, pains and
dislikes of those around them even more keenly than their own. If you wanted a
message delivered, they wanted to deliver it; if you wanted your feet rubbed
they wanted to rub your feet. They were the perfect servants, however
the secret to creating them was eventually lost, and over time they have all
but died out.
Their descendants however, remain. It’s unclear if they were named Angels
because of their similarity to the biblical beings, or if indeed the
biblical beings were named Angels because of their similarity to them.
Their descendants today are referred to as angelborn, exceedingly few today
still have
wings or any remnants of them, but many have an innate appreciation for
heights and dream of flying.
They are also more attractive than most people and tend to live a little
longer. Most importantly, they still have some degree of the original Angelic
empathy. While not nearly as strong, they still naturally want the same
things as those around them. It works like a sort of unspoken peer
pressure, and draws them naturally to jobs and lifestyles that are more
selfless or service oriented. It’s common to find them working in charities
or as aid workers, or even as masseuses or prostitutes.
The tears of the Angelborn can be used to make a sort of love potion. If
someone swallows a shot glass or so worth of Angelborn tears they will be
infected by a powerful version of angelic empathy, focused on the first
person they become aware of. For the next 5-6 days that person’s wants and
desires will become their wants and desires and they’d do whatever they can
to fulfill them.
Today angelborn genes are erratic like other supernatural genes. Usually
activating only once every three of four generations. The chances of any of
your direct family also being active angelborn is astronomically small, but
it is possible for a grandparent or great grandparent to be. There’s also a
decent chance that twins, either fraternal or identical, will share the trait
if one has it.
Angelborn much like faeborn and demonborn can be either latent, passive or
active.
Latents are effectively entirely human, but there is a chance that at some
point in their adult lift the latent genes will activate and they will
become either active or passive.
Passive angelborns are mostly human, but they have the appearance of
angelborn and their supernatural empathy.
Active angelborns are passives until around the end of puberty, usually
seventeen to nineteen, when they activate. They also sometimes activate
later in life, although this is very rare in people not living near New Haven.
As well as the effects of passive angelborns, actives may also gain other
amazing supernatural powers.
Note: Angelborns are physically entirely human in appearance.
When they were first created angels were given a vulnerability to obsidian
in case their empathy ever failed at keeping them in line. While this has
never truly been needed, the vulnerability is still present to this day.
Angels and their angelborn descendants become weakened whenever struck by
obsidian weapons and cannot break out of obsidian bonds or cages no matter
their preternatural strength.
Angelborn Mechanics
Angelborn pick up on the desires of those around them and feel an urge to
fulfill them. See Help Desire.
Angelborn are more susceptible to supernatural influence.
Angelborn receive additional stagger when struck with weapons augmented with
obsidian.
angelborn modifiers
Angelborn may select from the following modifiers:
(T2) Angelborn:
Negative Modifiers: Addicted, Injured, Ill, Mentally Ill
Positive Modifiers: Relic Holder, Fleshformed, Demonic Pact Holder
(T3) Angelborn Veteran:
Negative Modifiers: Crippled, Cursed
Positive Modifiers: Relic Holder, Fleshformed, Demonic Pact Holder
(T4) Ageless Angelborn:
Negative Modifiers: Crippled
Positive Modifiers: Fleshformed, Demonic Pact Holder
Angelborn Stat
Requirements: Non-Supernatural
This stat makes your character considered an angelborn, even if they do not
have an angelborn archetype; it represents latent or passive blood. Your
character will become desire sensitive.
Angelborn Veteran
Tier Three Archetype
Supernatural
This archetype represents a human with angel blood who’s been supernatural
and active in the supernatural community for at least ten years. See help
angelborn lore for more information in general.
Minimum Age: 28
Available Negative Modifiers: Cursed, Crippled.
Available Positive Modifiers: Relic Holder, Demonic Pact Holder,
Fleshformed.
Focuses: Has up to two points to spend on focuses at tier three.
Angelic Combat
Requirements : Rank 1 requires Angelborn Champion 1
Rank 2 requires Angelborn Champion 2
[Rank One]:
Fieryweapon : Self-target; enhances your weapons with fire, making them do 30%
more damage for one round.
Roleplay : You can cause fire with a touch.
Incandescence : Self-target; glow with intense light, taking 20% less melee
damage but 20% more ranged damage for
one round.
Roleplay : You can glow with an intense light.
[Rank Two]:
Heataura : Self-target; start radiating heat, debuffing anyone close to you by
making them uncomfortably hot.
More effective in hot weather.
Roleplay : You can radiate heat.
Lightfeet : Self-target; make your body weigh less temporarily, increases
speed by 150% for one round.
Roleplay : You can temporarily make yourself weigh less.
Burden : Unspecified range; increases gravity on the target, making them
slower and causing them to do 20%
less damage for one round.
Roleplay : You can temporarily make someone or something else weigh more.
Animal Genus
Genus is the genetic family of an animal form.
Insect
Max size: Tiny
Specials: Poisonous, Flying, no eye color.
Rodent
Max Size: Small
Specials: Flying, Amphibious, No eye color.
Bird
Max Size: Small-Medium
Specials: Flying.
Aquatic
Max size: Very Large
Specials: Underwater movement and breathing, faster movement in water, 30%
tooth and claw bonus in water.
Reptile
Max Size: Very Large
Specials: Amphibious, poisonous, No eye color.
Penalties: Weaker in cold outdoor rooms.
Mammal
Max Size: Very Large
Mythological
Max Size: Very Large
Specials: Poisonous, Armored, Amphibious, Flying
Restrictions: Requires Mythological Shifting
Animal Stats
After the first decreases your pool size by 20%, stacking
multiplicatively. Your first form gets a bonus 5 points.
Stats:
Power: Costs 5 points. First rank gives +20 tooth and claw and -10
natural toughness, each successive rank gives 2 less tooth and claw and takes
1 less
toughness.
Toughness: Costs 5 points. First rank gives +20 natural toughness and -10
tooth and
claw, each successive rank gives 2 less natural toughness and takes 1 less
tooth and
claw.
Camouflage: Costs 1 for Small/Tiny, 2 for Medium/Medium-small, 3 for
Mansized, 4 for Large, 5 for Very Large. Each point gives +1 stealth in
natural or dark areas.
Makes all movement in natural areas invisible to those with too low
perception.
Speed: Costs 4 for Tiny, 3 for Small, 2 for Small-Medium, 1 for Medium, 2
for Mansized, 3 for Large, 4 for Very Large. Each point gives +1 running,
can exceed human running limits.
Agility: Costs 2 for Small/Tiny, 1 for Medium/Small-Medium, 2 for Mansized,
4 for Large, 5 for Very large. Gives +1 ranged defense, +1 dexterity.
Every two points gives +1 fast reflexes. At four points gives super jumping
if Small-Medium or larger.
Senses: Cost 1. Each point gives +1 perception in natural areas, every 2
points gives +1 perception in other areas.
Powers:
Flying: Costs 5 points. Grants the ability to fly.
Nocturnal: Costs 2 points. Gives night vision and +1 perception at night.
Poisonous: Costs 5 points. If small ups offense to 100% of base. If tiny
ups offense to 50% of base.
Amphibious: Costs 4 points. Gives ability to breath underwater and fight in
water without penalty.
Armored: Costs 5 points. Grants +30 natural armor.
Smelling: Gives acute smelling and +1 senses.
Seeing: Gives acute sight and +1 senses.
Hearing: Gives acute hearing and +1 senses.
Animal Weights
Base offensive discipline is equal to best unarmed discipline plus best
armed discipline plus half of best ranged discipline.
Base defensive discipline is equal to armor disciplines + toughness.
With diminishing returns for values above 60.
Tiny Animals
Size: 0.2 Pounds and under, 0.1 kilograms and under.
Combat: 10% of base offense, 1% of base defense. +2 ranged defense.
Other: Movement in all rooms invisible to those with low perception, flies
half as fast.
Requirements: Fae Knight or Primal Focus 4, Natural/Illusory Magic 4, Dark
Magic 3.
Small Animals
Size: 0.2 – 11 pounds, 0.1 – 5 kilograms.
Combat: 40% of base offense, 25% of base toughness. +1 ranged defense.
Other: Movement in all rooms invisible to those with too low perception.
Requirements: Fae Knight/Primal 3, Natural Magic 2, Illusory 3, Dark 4.
Small-Medium Animals
Size: 11-88 pounds, 5-40 kilograms.
Combat: 75% of base offense, 50% of base defense.
Requirements: Fae Knight/Primal 3, Natural Magic 3, Illusory 4, Dark Magic 4.
Medium Animals
Size: 88-154 pounds, 40-70 kilograms.
Combat: 90% of base offense, 80% of base defense.
Requirements: Fae Knight or Primal Focus 2.
Mansized Animals
Size: 154-220 pounds, 70-100 kilograms.
Combat: 100% of base offense, 100% of base defense.
Requirements: Fae Knight or Primal Focus 1.
Large Animals
Size: 220-441 pounds, 100-200 kilograms.
Combat: 110% of base offense, 110% of base defense.
Requirements: Fae Knight or Primal Focus 2.
Very Large Animals
Size: 441-2004 pounds, 200-1000 kilograms.
Combat: 120% of base offense, 120% of base defense.
Requirements: Fae Knight or Primal Focus 4.
Note: Mansized animals and larger will be picked up if they linger too long in
public areas. A smaller animal can be picked up if the point social is used
on it.
Animals
Requirements: Animals 4-5 requires Natural magic/Primal 2-3.
This stat represents how well a character interacts with animals. This skill
is purely for roleplay purposes.
Animals 0
No skill
Animals 1
Pretty well
Animals 2
Really well
Animals 3
Natural bond
Animals 4
Empathic understanding
Animals 5
Supernatural bond
announce
Syntax: announce (string)
When a room becomes crowded, the announce command can be used to ensure your
emote goes to everyone there. You will need to join a place to make use of
this command, and it works in a similar way to emote.
Antag Rituals
Life Force Costs per level of Ritualism: 1: 21%, 2: 12%, 3: 9%, 4: 6%, 5: 4%
Syntax: Ritual mute (target) Cost: 100%
Render the target unable to speak for some time.
Syntax:: Ritual deafen (target) Cost: 100%
Render the target unable to hear for some time.
Syntax: Ritual techhex (target) Cost: 25%
Applies a magical affect to the target which makes all their technology fail
to operate properly for the duration.
Syntax: Ritual lunacy (target) Cost: 100%
Trigger lunacy in a werewolf even if it isn’t a full moon, filling them with
rage and anger.
Syntax: Ritual corrupt (target) Cost: 100%
Temporarily disables the target’s empathy, turning them into a sociopath
for the duration.
Syntax: Ritual lure (target) Cost: 100%
Will cause the target to unconsciously move towards the room the spell was
cast from whenever they use automatic moving systems such as driving or
walking.
Syntax: Ritual mist Cost: 100%
Cause the supernatural mist in New Haven to rise, rendering all outside areas
unpublic and allowing the monsters of the forest to venture deeper in.
Syntax: Ritual sleepwalk (target) Cost: 100%
Forces a reasonably idle character to sleepwalk out to where you are without
realizing it.
Syntax: Ritual illness (target) Cost: 100%
Inflicts the target with an illness which lowers their effective life force
for some time.
Syntax: Ritual madness (target) Cost: 200%
Inflict the target with temporary insanity, causing them to see things that
aren’t there and suffering from hostile delusions. Costs twice as much life
force as most rituals.
Syntax: Ritual persecution (target) Cost: 200%
Inflict the target with a curse that causes everyone around them to grow
more hostile towards them. Costs twice as much life force as most rituals.
Syntax: Ritual arthritis (target) Cost: 75%
Inflicts the target with a curse that simulates arthritis, making their
joints ache particularly when they try to run. They have their move speed
halved in combat and delay on moving out of combat is four times longer.
Syntax: Ritual enfeeble (target) Cost: 100%
Inflicts the target with a curse that reduces their fighting skill.
Reduces all disciplines by 25%.
Syntax: Ritual sexchange (target) Cost:150%
Ritual sexchange switches the target’s sex for the duration.
Syntax: Ritual summoning (target) Cost:100%
Must be done in a room with a place called ‘binding circle’ will summon
a higher power to that location and make them unable to leave or use their
powers in significant ways for the duration on anyone not in the same place.
break circle can be used to destroy a binding circle, freeing the higher
power.
Syntax: Ritual predate (target) Cost:25%
For the duration whenever the target of the ritual is able to have patrol prey
(target) used on them, the caster of the ritual will be notified.
Antimagic
Syntax: antimagic (target)
This ability can only be used by mancers and inflicts the target with
a magic dampening effect. If the target tries to use magic it will be less
powerful.
Additionally any magic effects applied to them positive or negative will also
be less impactful.
See Also
Anupharis
Anupharis unfolds under a relentless sun, a vast tapestry of ochre and gold
woven from endless dunes and shimmering heat haze. This southern jewel of the
Godrealm is a testament to both divine might and mortal tenacity. Ages ago,
drawn by the earth’s hidden wealth, gods shaped the very sands, raising
cyclopean monuments and cities whose geometries defy mortal understanding. The
grandest, Aethelgard, the City of Brass and Sunstone, stands not upon the
sands but seems to grow from their depths.
The city is constructed around a colossal sundial that serves not only to mark
the passage of time but also as an intricate calendar predicting celestial
events. The High Priests of the Sun Temple control access to the city’s
central oasis, the largest in all Anupharis, using this power to maintain
their authority.
Scattered throughout the dunes are the Life Wells, oases that serve as vital
waypoints for desert caravans. Each is jealously guarded by nomadic clans who
have developed intricate water-sharing rituals and laws older than many
kingdoms. The most sacred of these, the Oasis of First Dawn, is said to have
waters that grant visions of the future.
Beneath the sands slither the Dunebreakers, colossal sand serpents whose
passage creates temporary valleys and whose shed scales are prized for armor
that turns aside both blade and spell. The desert also harbors the dreaded
Grit Storms, localized tempests of sand that can strip flesh from bone in
moments. Some claim these storms are sentient, hunting those who disturb
ancient burial sites.
To the west, the Godspine Mountains rise like the vertebrae of some primordial
titan. Their caves and deep valleys serve as sanctuaries for the undergods,
lesser divinities who find the politics of the greater houses too treacherous.
Deep in the mountains is the Sunken Quarter, a region where ancient cataclysm
caused miles of desert to collapse, revealing a lost city of black glass and
tarnished silver.
In the deep desert, where even the nomads fear to tread, stand the Titan
Bones, massive skeletal remains of beings that predate even the gods. Some
ribs arch hundreds of feet into the air, creating natural shelters where
strange cults perform rituals to entities best left unnamed. The marrow within
these ancient bones is known to be a valuable ingedient for many arcanists.
Arcane Focus
There are three main focus paths: the arcane tree (minions, rituals, mancing);
the combat tree (melee and ranged combat); and the professional tree (wealth,
contacts, and social/job skills). Each focus tree has its own set of foci
within it. Every point spent in one of these trees, regardless of whether or
not it’s on the same focus, unlocks greater potential for development in terms
of stats and occasionally powers. When points are spent on the same focus, you
develop additional abilities related to that focus line. The following are the
unlocked abilities for the arcane tree:
[Arcane One]:
Alchemy 2: Reduces cost of makepotion and increases returns from selling life
force.
Clairaudience: A power that enables hearing and speaking to ghosts.
Clairvoyance: A power that enables seeing ghosts.
Incantation 1: Reduces time to cast rituals by half per rank.
Minions 1: Each rank enables more points to be spent on a combat pet’s stats.
Limited by tier.
Occult Knowledge 3: Greater knowledge of the occult underground.
Ritualism 2: Reduces cost of rituals; unlocks ritual maintain.
[Arcane Two]:
Alchemy 3: Reduces cost of makepotion and increases returns from selling life
force.
Incantation 2: Reduces time to cast rituals by half per rank.
Minions 2: Each rank enables more points to be spent on a combat pet’s stats.
Limited by tier.
Occult Knowledge 4: Greater knowledge of the occult underground.
Ritualism 3: Reduces cost of rituals.
[Arcane Three]:
Alchemy 4: Reduces cost of makepotion and increases returns from selling life
force.
Incantation 3: Reduces time to cast rituals by half per rank.
Know Vampires: The ability to recognise vampires on sight.
Know Werewolves: The ability to recognise werewolves on sight.
Minions 3: Each rank enables more points to be spent on a combat pet’s stats.
Limited by tier.
Occult Knowledge 5: Greater knowledge of the occult underground.
Ritualism 4: Reduces cost of rituals.
[Arcane Four]:
Alchemy 5: Maximum proficiency; reduces cost of makepotion and increases
returns from selling life force.
Incantation 4: Maximum proficiency; reduces time to cast rituals by half per
rank.
Minions 4: Each rank enables more points to be spent on a combat pet’s stats.
Limited by tier.
Ritualism 5: Maximum proficiency; reduces cost of rituals.
[Arcane Five]:
Know Supernaturals: Enables you to see the nightmare manifestations of others
at all times.
Minions 5: Each rank enables more points to be spent on a combat pet’s stats.
Arcane Society
While practitioners of magic are a very varied group, when they come
together there are some customs they all tend to follow.
Due to the greater ease of stealing youth while somewhat physically old,
most arcanists tend to appear to be in their forties or fifties.
Arcanist or Practitioner are the most accepted terms for anybody who uses
magic, with Practitioner being preferred in non-supernaturally aware
society.
Those who can use battle magic but not yet throw around pure force are
usually called Mancers, and battle magic of this type is generally referred
to as Mancing.
Those who can throw around pure bolts of fire or lightning or similar forces
are called Sorcerers, and that type of magic sorcery.
Most arcanists first spend time as an apprentice, working for their master
in exchange for tutelage. In some organizations apprentices might be
apprenticed to a group instead of an individual. In formal introductions
it’s customary to give the name of your master, and often even their master
even if the arcanist is no longer an apprentice. Such as: “I am Jane Smith,
student of John Smith, student of John Doe.” , While an apprentice would
introduce themselves as “I am Jane Smith, apprentice of John Smith, student
of John Doe.”
Apprenticeships vary significantly in length, few are shorter than one year
or longer than ten. Abuse of apprentices if a very common practice in many
magical circles, but rarely discussed. It is not uncommon for them to be
taken advantage of sexually by their masters, to be beaten physically for
poor performance, to be sacrificed in rituals if they do not perform, to
have their life force fed upon, or their possessions and finances claimed by
their master.
A rogue is someone who belongs to no arcane group.
A hedge mage/witch is someone who has been self taught and are generally
looked down upon.
A magical duel is a fight in which neither participant may assault the other
except through magical means, and continues until either the participant is
no longer able to stand, or no longer able to keep fighting such as if they
have no sorcery and their minion has been dispelled. Among mancers this
becomes in essence a test of minion against minion, with their mancing being
used to try and effect the outcome, among sorcerers however it usually
becomes much more a battle of energy vs energy. It is almost impossible
under the rules of a standard magical duel for a mancer to defeat a
sorcerer.
Archetype
Archetype represents the basic concept of your character and is the most
important factor in determining who they are and what sorts of powers and
abilities they have. It also determines if your character is considered
human, or supernatural. When combined with your modifier it determines your
overall power tier, higher tier characters cost more karma to create and are
also more monstrous. The possible archetypes are:
Tier One: Local, Visitor, Fantasy
Tier Two: Soldier, Timeswept, Wildling, Important Local,
Vampire, Werewolf, Faeborn, Angelborn, Demonborn, Demigod,
Gifted, Dreamchild, Elseborn
Tier Three: Special Forces, Local Celebrity, Pillar of the Community,
Veteran Vampire, Veteran Werewolf, Faeborn Veteran, Angelborn Veteran,
Demonborn Veteran, Demigod Veteran
Tier Four: Aged Vampire, Ageless Werewolf, Ageless Faeborn, Ageless
Angelborn, Ageless Demonborn, Ageless Demigod
Tier Five: Ancient Vampire, Ancient Werewolf, DemiDemon, Freed Angel, God
Child, Fae Child
You can type help (modifier name) for more information on any of the
archetypes.
Tier Two costs 25, 000 Karma.
Tier Three costs 50, 000 Karma.
Tier Four costs 100, 000 Karma.
Tier Five costs 150, 000 Karma.
See Also
Armored
Requirements: Demonborn
This stat gives you +20 natural armor discipline and reduces all ranged damage
you take by 15 points, down to a minimum of 1.
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 keywords in it, as these
are not automatically added.
Arrange Hit
Requirements: Underworld Mogul 1
Syntax: arrangehit
This stat represents those with enough influence in the criminal community
that they can arrange accidents against NPCs outside of Haven such as the
friends and relatives of other PCs. These accidents can be either fatal or
non fatal. When used the command will put you into a special editor to
create a news item for the event, it has a 3 week cooldown.
Artifacts
Artifacts are magical items possessed by many members of the supernatural
world and used to augment them in various ways. There are three types,
Charms, Amulets and weapons each comes in two levels of quality. Anyone can
use an artifact but carrying too many of them causes interference which
stops them from functioning. Most people can only carry one charm and one
amulet or weapon
at once, bur arcanists can carry 1 more for each point in an arcane
focus.
Activate (item)
-Activates an artifact, costs 2% of your life force to do so.
Artificeweapon (item) (minor/major/legendary) (discipline)
-Create an artifact weapon, when activated will give +5 or +10 to the
specified offensive discipline.
Artificeamulet (item) (minor/major) (discipline)
-Creates an amulet out of a piece of jewelry, when activated will give +5 or
+10 to the specified defensive discipline.
Aritificecharm (item) (minor/major/bloodline/legendary) (stat)
-Creates a charm out of a piece of jewelry, when activated will give +1 or
+2 to the specified stat. Not all stats can be magically enhanced.
Artistic Ability
Requirements : Rank 4 requires Professional 1
This stat determines what artistic abilities a character has and covers things
such as musical performance, writing, visual art, dancing, or acting. Each
artistic ability, up to three, is a counted as a separate stat; this
specialisation shows up when you use the showstat command.
Syntax: art (slot) (artistic area)
Sets the specific artistic ability the stat is meant to represent. This
command will echo to the room.
Example: art 1 playing the sitar
[Artistic Ability 0]:
No special ability.
[Artistic Ability 1]:
Hobbyist level; school plays, garage band, or sketching for fun.
[Artistic Ability 2]:
Professional level; good enough to earn a living utilizing the artistic skill.
[Artistic Ability 4]:
Among the best in the world; top selling writers, symphony orchestra members,
or world class painters.
See Also
Aspects of Day
Requirements : Rank 1 requires Demigod Warrior 1, and Dual Aspects with
Aspects of Night
Rank 2 requires Demigod Warrior 2, and Dual Aspects with Aspects of Night
[Rank One]:
MessengerAspect : Self-target; move 150% faster for two rounds.
Roleplay : You can make yourself unusually swift for a dozen seconds or
so.
SunAspect : Self-target; take 20% less melee damage but 20% more ranged
damage for two rounds.
Roleplay : You can make your body give off a radiant solar light for a
dozen seconds or so.
[Rank Two]:
WarriorAspect : Self-target; inflict 25% more melee damage but 25% less
ranged damage.
Roleplay : You can gain the knowledge of a veteran warrior for a dozen or
so seconds, sacrificing some of your knowledge of ranged combat in the
process.
SmithAspect : Self-target; limits the amount of damage you can take per
round to 80, with any remaining being converted to stagger.
Roleplay : You can make your skin as hard as wood for a dozen or so
seconds.
HealerAspect : Self-target; do more damage to enemies whose defense is
above 50%, but up to 50% less to those below it.
Roleplay : You can gain an expert understanding of the biology of healthy
creatures, allowing you to much more accurately predict their actions and
injure them for a dozen or so seconds, but sacrifice some of your
understanding of injured ones to do so.
Demigods can choose one ability to double its effectiveness by using change
divinefocus (aspect) to select their focus.
Note that the selection of a divine focus is permanent.
Aspects of Night
Requirements : Rank 1 requires Demigod Warrior 1, and Dual Aspects with
Aspects of Day
Rank 2 requires Demigod Warrior 2, and Dual Aspects with Aspects of Day
[Rank One]:
UnderworldAspect : Self-target; do more damage to enemies with less than 50%
defense and less to those with more than 50% defense.
Roleplay : You can gain an expert understanding of wounds, disease and
weakness for a dozen or so seconds, making you better able to fight impaired
and wounded enemies, but sacrifice some of your understanding of healthy
creatures to do so.
Will always does increased damage against undead.
MoonAspect : Self-target; take 20% less ranged damage but 20% more melee
damage for two rounds.
Roleplay : You can lengthen and enhance the shadows around you, making
you harder to see at a distance.
[Rank Two]:
ThunderAspect : Self-target; cause all melee attacks to inflict an
additional 20 stagger on their targets.
Roleplay : You can deliver an electric shock with a touch, and charge an
object with electricity.
WindAspect : Self-target; enables use of Super Jumping for two rounds,
or enhances your jump distance if you already have the power.
Roleplay : You can leap preternaturally through the air, supported by a
supernatural wind.
HunterAspect : Self-target; inflict 25% more ranged damage but 25% less
melee damage.
Roleplay : You can gain the knowledge of a veteran sniper or ranger for
a dozen or so seconds, sacrificing some of your knowledge of melee combat in
the process.
Demigods can choose one ability to double its effectiveness by using change
divinefocus (aspect) to select their focus.
Note that the selection of a divine focus is permanent.
assist
Syntax: assist [character] [assistance description]
The assist command allows you to help another character with a try roll
When used, it announces your assistance to the room and describes how you’re
helping.
The command requires both a target character (who must be in the same room)
and a description of how you’re assisting them. Your assistance description
is limited to 120 characters.
If an action-locking clock is running the room you will only be able to use
this
command once per tick.
Associations
Associations, also known as sponsors, are groups that operate throughout the
supernatural world. Characters will often be working for one of these groups
when doing plots and can build their reputation with them, leading to more
powerful contacts.
The different associations are:
The Numinous Accord
The Prometheans
The Concordat
Trinity
The Boardroom
The Untamed
The Syndicate
The Free
The Grey
The Twilight Bureau
The Invisible College
Vanguard
See Also
at
Syntax: at <location> <command>
At executes the given command (which may have arguments) at the given
location. The location may be specified as a vnum, as the name of
a mobile, or as the name of an object.
At works by temporarily moving you to that location, executing the
command, and then moving you back (if the command didn’t change your
location).
atemote
Syntax: Atemote (person) (emote)
Used by SRs on people who have trusted them to at least moderate levels,
this command delivers a remote echo to the room at the target’s location.
Atlantis
At the foundation of New Haven’s layered history rests Atlantis, the first and
greatest of the between cities, partially submerged in black water that defies
analysis. This liquid, neither fully water nor entirely something else,
maintains a constant level throughout the ruins regardless of displacement or
evaporation attempts. Objects submerged in it emerge dry but permanently
altered. Many parts of the city are entirely inaccessible except by going
underwater, and navigating in the depths is notoriously difficult, leading
many divers to be unable to find a way back up once they have gone under.
The architecture of Atlantis bears no resemblance to any known human
civilization, constructed around geometric principles that induce cognitive
dissonance in observers. Corridors twist in directions that conventional
geometry insists are impossible, creating paths that return travelers to their
starting point despite continuous forward movement. Rooms expand and contract
subtly as though breathing, their dimensions shifting by fractions of an inch
in patterns that match no known mathematical sequence. The most intact
structures feature walls of a metal-ceramic composite with properties similar
to both superconductors and biological membranes, suggesting a civilization
that saw no distinction between technology and living tissue.
Throughout Atlantis, doorways present puzzle-like challenges to those seeking
passage. These are not simple mechanical locks but integrated systems that
respond to combinations of light, sound, and electromagnetic stimulation. The
most complex require coordinated actions from multiple individuals positioned
at specific points throughout the ruins, suggesting the Atlanteans valued
collective effort over individual achievement. Several expedition teams have
dedicated years to deciphering these mechanisms, though success often reveals
chambers containing only more elaborate puzzles rather than conventional
treasures.
The black water harbors life forms unlike any in Earth’s evolutionary history.
Translucent creatures resembling geometric constructs, perfect spheres
trailing tendrils in Fibonacci spirals, cubic entities that unfold into two-
dimensional planes when hunting, and colonies of microscopic organisms that
arrange themselves into patterns mimicking written language all move beneath
the
surface with apparent purpose. These beings generally ignore human presence
unless disturbed, at which point they exhibit defensive capabilities ranging
from bioelectric discharges to localized manipulation of gravitational forces.
Throughout the ruins, the black water ripples with movements that originate
from depths no exploration team has successfully reached. Sonar mapping
reveals structures extending miles below the accessible portions of Atlantis,
their scale and complexity increasing with depth. The few probes sent into
these abyssal regions have either ceased functioning or returned with data so
corrupted it suggests fundamental incompatibility between whatever exists
below and the principles upon which our technology is based. .
Attack
When used outside of combat the attack command will start a fight, in
fast combat all people will then be able to start moving or attacking as
they wish, in an emote fight it will generate a turn order and start to work
through them.
Typing attack skip will skip your turn in emote combat, in fast combat it
won’t have any real effect except that if all participants in a fight type
attack skip the fight will end.
Possible syntaxes for attack are:
Attack (person)
When the command is used like this on a target in melee range it will pick
your highest melee discipline to use, when used on a target at range it will
pick the highest ranged discipline to use. Note the highest ranged
discipline might not always be the most effective discipline to use
depending on the range of the target.
Attack (person) (discipline)
This syntax allows you to pick the discipline you’d like to use for the
attack.
Attack (person) (customname)
This syntax allows you to use a custom attack, in fast combat your attack
will use the message you’ve written for this attack instead of the default
message. In both fast combat and emote combat it will attach any special
affect you’ve set up on that custom to the attack.
(Customname) (person) is an alternate syntax for using custom attacks. See
also Help Myattacks.
Attack (person) knockout
Used in melee range on someone who has run out of defense to knock them out
to be captured.
Attack defend
Skip your chance to attack to instead take 66% damage until your next turn
to attack.
You can also use tackle (target) to move your character instantly up to two
rooms towards the target and immediately start a fight.
attempt
Syntax: attempt [character name] [emote text]
The attempt command lets you propose an emote involving another character,
requiring their consent before the action is performed.
When you use this command:
1. The specified character will receive a
notification with your proposed emote
2. They can respond with ‘yes’ to
approve or ‘no’ to decline
3. If approved, your emote will be displayed to
the room with a note showing it was approved
4. If declined, no emote appears
(you can then RP either a failed attempt or something else)
See Also
Attractiveness
This stat represents a baseline attractiveness that isn’t brought about by any
special skills, deals, powers or behaviors.
-1: Someone who is less attractive than average
0: Someone of average attractiveness
1: Someone who is more attractive than average
attractiveness score
Whenever you look at any unmasked character you will see a number out of
ten representing how attractive they are to your own character.
The attractiveness stat puts a floor on how low someone’s appearance can go.
There are three other aspects that go into attractiveness:
Body: Determined primarily by the physical conditioning stat.
Provides enhanced benefit if you are wearing less clothing than you
typically do.
Presentation: Determined primarily by the fashion knowledge stat.
Provides enhanced benefit if you are wearing an outfit that is more
expensive than you typically do.
Face/Skin: Determined primarily by the beauty rituals stat.
Provides enhanced benefit if it has been less time since your most
recent shower than typical and/or you are wearing more makeup than
is typical.
You can use the ‘checkout’ command to look at the breakdown of a
character’s appearance.
Being higher tier will also add an additional boost for each tier
above 1. And small boosts can also be obtained from perfume, shapewear,
ambient light levels, and character effectslike orientation, vehicle
buffs, praise etc.
Attractiveness works exactly the same for men and women.
The bloodbath command can be used to partially reset your characters
history for body/presentation/face/skin. See Help Bloodbath.
Augment
Syntax: Augment (weapon/armor) (Type)
When used in an engineering bay this command enhances a weapon or set
of armor for cash.
The Engineering skill reduces the cost and increases the duration of
augments, the hunter focus reduces the cost of augments except for
advanced, and the commander focus increases the duration of augments. Augments
on melee weapons have an indefinite duration.
The possible types are:
Advanced
Costs $1, 000. Causes weapons do do 20% more damage or armor wearers to
take 20% less damage for the duration.
Silver
Costs $250. Causes weapons to apply
additional stagger to werewolves struck with them.
Wood
Costs $250. Causes weapons to apply
additional stagger to vampires.
Incendiary
Costs $250. Ranged weapons only. Makes them unaffected by a vampires
damage per round cap.
Iron
Costs $250. Causes weapons to apply
additional stagger to faeborn.
Quartz
Costs $250. Causes weapons to apply
additional stagger to demonborn.
Obsidian
Costs $250. Causes weapons to apply
additional stagger to angelborn.
Radioactive
Costs $250. Causes weapons to apply
additional stagger to demigods.
Flechette
Costs $250. Causes weapons to do more damage based on the max
and current defense value of the target with a bonus to those without
clothing.
Armorpiercing
Costs $500. Attacks do less damage overall but do sixty
percent of that damage to targets in cover.
Stagger is only applied if an attack does at least 5 damage. Augmented weapons
cannot be poisoned.
Aura Shifting
Requirements: Fae Knight 3, Natural Magic 2, Illusory Magic 3, Dark Magic 3
This stat allows people shifting into animal forms smaller than mansized to
bring their clothes and belongings with them.
autofire
Syntax: Autofire
When toggled on, a character will automatically attack when their attack
becomes available.
It will always reuse the last attack used when auto attacking.
autoskip
Syntax: Autoskip
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.
award
Syntax: Award (player) (reason)
Award is an SR command that gives the target a bonus to their ability to
earn karma up to a certain point. SRs earn awards to give out as they
engage in SR activities and this is tracked over their account.
A reason has to be given and that shows to any other SRs online as well as
to any staff and is logged. Award is in place to reward people for
particularly good RP, using it to try and simply help out yourself or your
friends may get your ability to SR removed.
See Also
Babylon
In the claustrophobic depths before one reaches Atlantis lies humanity’s first
great city, Babylon, its massive ziggurats and broad processional ways
preserved in a perpetual state of decay that never quite reaches dissolution.
The air here burns the lungs with sulfurous heat, carrying the scent of
ancient fires and something older – the breath of creation itself, some
delvers claim; preserved from when the world was young and gods walked openly among
their creations.
The ziggurat of Etemenanki dominates the cityscape, its seven tiers
representing the known planets of the ancient world. Though partially
collapsed on its eastern face, the structure remains largely intact, its mud-
brick core having transmuted over millennia into something resembling basalt
but with properties that allow it to repair minor damage over time. The temple
at its summit, once dedicated to Marduk, now houses something else, a presence
better felt than seen, which causes electromagnetic equipment to fail and
organic materials to age rapidly when brought too close.
The walls of Babylon bear the earliest forms of writing, cuneiform texts that
cover nearly every vertical surface in the ruins. These inscriptions defy
conventional understanding, as they appear to rearrange themselves when not
directly observed, forming new sentences and concepts that respond to the
questions in delvers’ minds. Linguists who have studied photographs of the
same wall sections taken minutes apart have identified subtle changes that
cannot be explained by lighting or perspective, confirming this phenomenon is
not mere hallucination.
The hanging gardens remain, though what they now nurture would have horrified
their original creators. Plants that feed on sound grow in dense thickets,
their leaves vibrating to absorb the energy of footsteps or whispered
conversations. Flowers bloom with approximations of human faces, their
expressions changing to mimic those who observe them. Most disturbing are the
arbor-forms, tree-like structures that have grown into humanoid shapes, rooted
in place but capable of limited movement, their branches reaching toward
passersby with apparent purpose.
Throughout the ruins, delvers encounter evidence of advanced knowledge that
should have been beyond ancient Babylonian capability; astronomical
calculations accurate to six decimal places, mathematical proofs that wouldn’t
be rediscovered until the 20th century, and architectural principles that
achieve perfect acoustic properties through seemingly simple design. This
knowledge appears alongside ritualistic instructions for communicating with
entities described as “those who dwell between stars” and warnings about “the
price of wisdom freely given.”
The most dangerous aspect of Babylon is what lurks in its shadows, forms which
move only when not directly observed, composed of darkness deeper than the
absence of light. These entities leave no footprints and register on no
sensors, their existence confirmed only through the consistent testimony of
survivors who describe feeling watched from angles that shouldn’t exist within
three-dimensional space. Expedition members who become separated from their
groups are often found in states of catatonia, their eyes fixed on empty
corners and their mouths forming words in languages they never learned.
balance
Syntax: balance
Displays your character’s complete financial information, including:
Current cash on hand
Bank account balance
Special credit accounts (shopping, housing, commercial, and faction credits if
applicable)
Date of your next payday
Financial projections including:
Estimated upcoming pay
Estimated lifestyle expenses (living costs)
Estimated vehicle maintenance costs
Ballistic Armor
Type: Defensive
This discipline covers the use of modern armor, often made from Kevlar and
fashioned most often specifically to absorb gunfire. Starting with a simple
and fairly low cost vest ballistic armor can range up to full suits made
from cutting edge materials.
Takes 80% damage from all firearms.
Takes 90% damage from bows, thrown weapons and spearguns.
Takes 90% damage from striking attacks.
See Also
Ballistic Shields
Type: Defensive
This discipline covers the use of modern shields that are designed
specifically to counteract gunfire. Due to the large size of shields
anyone attempting to use them who didn’t have them out at the start of the
fight will suffer debuffs.
Note: With shields, your ‘shield’ armor must be exposed.
Takes 80% damage from Shotguns.
Takes 90% damage from Rifles, Carbines and Pistols.
Takes 90% damage From Melee weapons, Bows, Thrown Weapons and Spearguns
Takes 90% damage from grappling attacks.
Takes 80% damage from sorcery.
banish
Syntax Banish (person) / Unbanish (person)
This command can only be used by society leaders, when used it will remove
someone from New Haven and send them to Boston, they will also be unable to
return to the city unless a society leader lifts the banishment with the
unbanish command. The person lifting the banishment does not have to be the
same person who gave it. When someone is unbanished they become immune to
banishment for a day or two.
This command is primarily designed to be an anti-troll mechanism, it allows
players to quickly and easily get rid of people playing ridiculous
characters with no respect for the society’s authority. Obviously as long
as just one society leader thinks you’re ok they can easily reverse it and
prevent it from being used on you, so it’s only real purpose is against
people who’re pissing off everybody at once.
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.
bargain
Syntax: bargain <untie|flight|fight|knowledge|strength|life>
This command allows you to make bargains with demons for various benefits,
but at a cost of increasing your invitation level and also possibly your
acedia.
Each bargain type provides different assistance:
Untie: Will continue to untie yourself when using the ‘escape’ command even if
being
actively RPed with.
Flight: Helps with escaping situations, allows you to instantly flee once you
have
broken out of your bindings.
Fight: Provides a powerful combat boost for five minutes after breaking out of
your
bindings.
Knowledge: Provides 10k RPXP that can be used only on this character.
Strength: Provides 20K Combat XP that can be used only on this character.
Life: A powerful bargain that resurrects you if you’re dead, transforming you
into
a Wight. This bargain requires you to be at least tier 2 and cannot be used if
you’re already a Wight. Wights cannot be resurrected by any other means
either.
Characters who are already invite level 10 cannot use this command, the three
escape powers remain active for twenty four hours after use.
See Also
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.
Beauty Rituals
Requirements: Neither physical conditioning or fashion knowledge already at
that rank.
This stat represents a characters use of beauty products, hygiene and even
mystical arts
to appear more attractive to others. Will provide a larger benefit when a
character has
showered more recently than is typical and/or is wearing more makeup.
Becoming Supernatural
Supernatural development usually begins right as puberty starts to end.
The most typical age for this in males is 18, 16 for females. Development
takes on average three years.
Supernatural development generally begins quite subtly, with mild increases
in health and physical performance, those around the developing supernatural
might notice that they generally seem to have more energy than normal, and
begin to perform better in sports.
The development takes its toll however, only a few months in most would be
supernaturals start to exhibit mental symptoms. Mild to severe psychiatric
disorders, as well as irresponsibility, poor judgment, recklessness are all
common side effects. While mental disease is no more common in adult
supernatural than adult naturals, a full 75% of them will have a past
history of mental disease or crime. Short prison stints or periods in
asylums are relatively common.
About midway through the process actual supernatural abilities and talents
will begin to develop, usually starting off very uncontrollable and of
extremely mild power but slowly increasing in strength. It’s also common at
this time for characters to begin to have dreams related to their ancestry.
As the process comes to a close, the mental effects fade away, the dreams
become much less common and the individual’s abilities both grow stronger
and come more completely under their control. As far as the world is
concerned the individual has successfully managed to ‘turn their life
around.’
There are two ways for supernatural development to be blocked. The first is
insanity, characters who’re highly mentally unstable will be stuck in a stage
where their powers are weak and uncontrollable, they also are often stuck
with the ancestry dreams as well, which can make them useful research
subjects for trying to glean more information about the past of
supernaturals. This also means that despite their likely troubled past,
serious mental disorders of the mundane type are all but unheard of amongst
active supernaturals.
The second is complete closed-mindedness to the possibility of the
supernatural. This has to go far beyond normal scientific skepticism. It
can occur when treatment for their mental illness is particularly severe and
effective, or when someone has been raised into a strong belief that
contradicts the existence of the supernatural. Occasionally people with
particularly distressing powers or who’ve used them in particularly
distressing ways will create a subconscious block themselves preventing
their belief. Societies also occasionally brainwash people into this belief
in order to lock their abilities away.
Mature development also occurs but is much rarer in the world at large.
Only 5% of supernaturals will develop late, but there’s no particular time
when it will occur if they do. It’s much more common than this in New Haven
however because of the proximity to the gate. It also occurs if someone has
a block that occurred before or during supernatural development that then
breaks in later life. Mature development is much faster, usually taking
place over only a few weeks. However it is also more dangerous, if the
individual develops psychological or behavioral problems they’re likely to
be much more severe, causing people to become raging psychotics or malicious
psychopaths for short periods of time before the effects fade.
Many people attempt to become supernatural, fortunately a good portion of
the world’s population has some fragment of a supernatural gene within them,
and thus have a chance of manifesting it if they try. When successful these
attempts produce something very similar to mature development, although the
psychological and behavioral side effects are usually less common, only
affecting about 25% of deliberately manifested people.
Methods:
Alchemy) Experimentation with potions comprised of mixtures of mundane and
supernatural ingredients can be effective at triggering a manifestation.
Although the exact same potion will never work on two different people.
Gene Therapy) Modern science also has a solution, genetic therapies based on
the genes of manifested supernaturals can be effective at triggering
manifestation, although again each treatment is unique to the patient.
Meditation) Some people are able to trigger manifestation after prolonged
periods of mastering monk-like meditation practices.
Ritualism) Experimentations with mystical rituals directed at the target can
be effective at inducing manifestation, although again the exact ritual will
be unique to the individual, it also tends to go through a lot of blood
before the right one is found.
Trauma) Sometimes manifestation is brought on by serious physical or mental
trauma, in some cases this may be used to attempt to induce manifestation.
Sometimes in very primitive ways such as torture, other times in more
clinical ways such as anesthetized electroshock therapy.
bedwindow
Syntax: bedwindow [character name]
This command allows you to break into another player’s bedroom by climbing
through their window. You must be within 10 distance of their bedroom
location to succeed. If you’re too far away, the game will tell you which
direction to travel. This command requires that you have an invite level of
at least 5 with the target player.
See Also
behead
Syntax: behead (target)
Used on a helpless target to cut off their head and instantly kill them.
Produces the severed head as an item.
bind
Biokinesis
Requirements: Rank 1 requires Demon Warrior or Fae Knight 1.
Rank 2 requires Demon Warrior or Fae Knight 2.
Level One
Adrenaline: No target, do 20% more damage with your next melee range attack.
Roleplay : You can cause a surge of adrenaline in your own body.
Heal: No target, recover half your taken damage and turns it into stagger.
Up to a maximum of 20 times your tier.
Roleplay : You can increase your healing rate, and close wounds.
Level Two
ResistPain: No target, gain 100 extra defense for one round.
Roleplay : You can temporarily shut off your body’s pain receptors.
Recover: No target, reduce stagger by half.
Roleplay : You can rapidly recover your balance and sense of equilibrium.
Oxygenate: No target, move at 150% speed next round.
Roleplay : You can oxygenate your muscles for a brief peak in performance.
As biokinesis affects the biological processes of a living body, the undead
cannot make use of it. Characters with the Fae Knight focus can only use
Biokinesis abilities while
shifted.
Biringan
The most recently fallen of the cities-between presents a unique challenge to
delvers, as much of the physical structure seems to flicker between corporeal
and incorporeal states. Streets that appeared solid moments before may
suddenly become translucent, allowing glimpses of chambers below, while
buildings waver like heat mirages despite the perpetual dampness of the air.
Streets paved with opalescent stone shift and rearrange themselves when
travelers look away, creating a network of roads that defy mapping.
Cartographers
who have attempted to document Biringan have produced wildly different charts,
each valid only for the moment it was created. The central plaza, constructed
around
a crystalline clock tower whose hands move counter-clockwise, serves as the
only reliable landmark. Even then, the tower sometimes appears as a solid
structure of translucent crystal and other times as little more than a
suggestion of architecture, its outline barely distinguishable from the mist
that perpetually shrouds the city.
Sometimes this shifting reality gives opportunities to access locked chambers
full of strange treasures, but just as often it causes the ground to fall away
beneath the feet of an explorer. These phase shifts also cause electronics to
behave strangely.
The deeper chambers of Biringan harbor creatures that adapted to the magical
environment; translucent crabs with crystalline shells that can phase through
solid matter, schools of fish that swim through air as easily as water, and
more troubling entities that some delvers describe as “human silhouettes
filled with starlight.” These beings observe explorers from a distance but
vanish when approached, leaving behind only the faint sound of wind chimes.
Birthday
This field represents when your character was born and is of the format
(year) (month) (day). All archetypes have different limits on what their
ages can be.
Bite
Syntax: Bite (target) (neck/thigh/wrist)
Vampires and blood drinkers need to regularly bite PCs to keep their life
force
up. This command always works on helpless targets otherwise there’s a chance
for it to succeed based on environmental factors. Nobody else can be around
to serve as a witness. Characters need hypnotism 1 to bite non-helpless
targets.
Wights also need to use the bite command to feed, they can only bite helpless
targets and do so with simply bite (target).
Effects of Blood on Vampires:
Vampires can feed on supernaturals, but this blood is inevitably unusable for
rituals due to an inherent taint. Supernatural blood, or human blood with a
supernatural origin, has special effects on a vampire who drinks it.
Blood Type: Effect:
Angelborn Feel more sensitive and humane.
Demigod Similar to cocaine. Feel fearless. Become prone to recklessness.
Demonborn Feel disassociated from human emotions or sensitivities.
Faeborn Similar to ecstasy. Become more prone to amorous activities.
Werewolf Feel more primal. Become likely to give in to baser impulses for
sex and violence.
Black Sun
Black Sun is the name of a private military organization who works
for an unspecified collection of billionaires, corporations and
countries. They specifically offer services to be a bulwark against
the strange or supernatural that many of these powerful individuals
find unsettling or worrying.
One of their primary functions is to gather intelligence on the supernatural
world and to investigate ways to leverage the supernatural into
marketable technology.
To that end, on a semi-regular basis the Black Sun will occupy New
Haven, black-bagging many characters, especially supernaturals,
and imprisoning them in the Palladium Clinic in order to interrogate
them or experiment on them.
Characters can use clinic tipoff (amount) (character name) to spend
favor in order to increase the chances that the target character
will be among those black-bagged into the clinic.
See Also
Blade Defense
Requirements: Blade Disciple 4.
This stat conveys a mastery of melee defense. You take no stagger when hit
with melee weapons and take 10% reduced damage from them as well. This
bonus increases to 20% if the weapon you are being struck with is your
strongest.
Blade Disciple Focus
Combat Focus
Requirements: Supernatural
This stat represents those who’re dedicated to a supernatural path of learning
melee combat skills. Each rank offers increased access to physical stats.
Blade Disciples can learn to use telekinesis to enhance themselves in combat
and manipulate the battleground. At max rank Blade Disciples can learn blade
defense, making them particularly proficient at fighting multiple armed
opponents at once. They do not need to use bladed weapons; any melee weapon
will suffice.
[Blade Disciple One]:
Dexterity 2: Influences social combat.
Telekinesis 1: A power tree that controls the movement of others in combat.
Hypernatural Reflexes: A legendary power that doubles your fast reflexes and
helps reduce damage taken.
[Blade Disciple Two]:
Fast Reflexes 2: Determines turn order in combat.
Super Jumping: A power that helps you close distance in combat.
Telekinesis 2: A power tree that controls the movement of others in combat.
[Blade Disciple Three]:
Dexterity 3: Influences social combat.
[Blade Disciple Four]:
Blade Defense: A power that removes incoming stagger from melee weapons and
helps reduce damage taken.
Fast Reflexes 3: Maximum proficiency; determines turn order in combat.
Blessing of Battle
Requirements: Demigod
Characters with this power may use bless (target) to bestow a buff that
increases all combat disciplines by a small amount. May be self targeted.
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.
Blinking
Requirements: Tier 4 for level 3, Tier 5 for level 5.
Syntax: move (target) blink
This allows you to instantly teleport to a location up to 85 distance away.
Can only be used when at 100% defense and 0 stagger.
At rank 3 it applies 20 stagger on use and consumes your move. At rank 5 it
doesn’t apply any stagger and in fast fights only causes a movement delay of
1/5th normal.
Blood Drinker
Requirements : None
Blood drinkers are non vampires who nonetheless feed on blood. They can use
the ‘bite’ command like a vampire but the max life force buffs and penalties
for them are half as high.
Blood drinkers can be anything from people who have somehow been partially
affected by vampirism to those whose need to drink blood comes from a completely
different source.
See Also
Bloodbath
Syntax: bloodbath
Used in a bathroom this command can reset your attractiveness history to make
it easier to get the active boost from attractiveness. Requires a significant
amount of blood however obtained from using the victimize command. Must be
done in a bathroom.
Bloodtest
Syntax: bloodtest (item)
When used on blood items acquired through victimization, will provide details
about that blood such as supernatural lineage. Costs $10.
Blunt Weapons
Type: Melee
Max Range: 1
Cap: Tier 1:20, 2:30, 3: 40, 4:80, 5:120
This discipline covers the ability to fight with large, blunt weapons
such as staves, maces or hammers. Requires a large weapon
object to use.
Blurring Speed
Requirement: Running 3+
and : Angelborn Champion 1
This stat doubles your running speed, allowing it to go above 5.
Bone Vulnerability
Requirements: Supernatural, not a vampire or werewolf.
This power reduces the stagger you’d normally take from weapons augmented
against your archetype by two thirds, but means you take stagger from
weapons augmented with bone instead. Characters who research you can
discover your vulnerabilities.
boroughs
Syntax: borough [borough_name]
The borough command displays detailed information about a specific borough.
The city is broken up into eleven boroughs. All the boroughs other than
downtown have regular city elections.
There are two elections every two weeks so all boroughs will cycle about
once every 10 weeks.
Winning an election means the governing group’s members will earn favor
every week which will be distributed based on the strength of the borough
and the contributions of the individual.
Schemes, Monsters and Raids can reduce the strength of a borough temporarily.
The more boroughs a group controls the harder it will be to control further
boroughs, and the longer a group has held a particular borough the harder
it will be to hold onto it.
See Also
Bows
Type: Ranged
Optimum Range: 70
Cap: Tier 1:50, 2:60, 3:70, 4:80, 5:100
This discipline covers the ability to use older types of projectile weapons
such as longbows, shortbows and crossbows. Covering both the strength of
the pull as well as accuracy when using the weapons. Bows have the advantage
of functioning offworld and are compatible with toxins. Bows do no damage to
cover.
See Also
brainwash
Syntax: brainwash
implant/neutralizer/extraction/loyalty/pacifist/reidentity/fatecraft/cleanse/reversal
[target] [arguments]
The brainwash command allows characters to perform various mind-altering
procedures on helpless targets in a brainwashing facility.
Each brainwashing type has specific requirements:
1. IMPLANT: Installs a remote-controlled device in the target’s head,
requiring Medicine 2 skill, 50 favor, and causing severe injury. This creates
a controller item that can be used with the “control” command. Invite level 3
or willingness.
2. NEUTRALIZER: Installs a device that nullifies supernatural abilities,
requiring Medicine 2 skill, 50 favor, and causing severe injury. Invite level
3 or willingness.
3. EXTRACTION: Attempts to remove a neutralizer implant. Requires 100 favor,
can only be performed on healthy targets, causes severe injury, and has a low
success chance improved by Medicine and Engineering skills.
4. LOYALTY: Brainwashes the target to be loyal to a specified person or
faction, requiring 100 favor. The target will receive regular imprints about
maintaining loyalty. Invite level 9 or willingness.
5. PACIFIST: Prevents the target from attacking others, requiring 100 favor.
Invite level 9 or willingness.
6. REIDENTITY: Makes the target believe they are someone else, requiring 100
favor and a specified new identity. Invite level 9 or willingness.
7. FATECRAFT: Alters the target’s psychological past, requiring 100 favor and
a new fate argument. Invite level 6 or willingness.
8. CLEANSE: Removes all bad and dark memories from the target, requiring only
10 favor. Invite level 4 or willingness.
9. REVERSAL: Reverses all non-implant brainwashing procedures, requiring 200
favor. This restores a character to their original mindset but doesn’t remove
implants. Invite level 9 or willingness.
All brainwashing procedures: – Require the target to be helpless – Must be
performed in a brainwashing facility (except some types in detention areas) –
Have a consent mechanism requiring targets to type ‘yes’ within 10 minutes –
Cannot be performed on targets who have been mind-altered recently (cooling
period) – Share a monthly cooldown
See Also
Branding
Requirements: Tier 3
Syntax: Brand (person) (location) (message)
Example: Brand John neck a flaming skull
Appearance: He has a symbol of a flaming skull on his neck.
Branding is the go to method of choice for more powerful supernaturals to
keep control over less powerful beings and devoted humans. The power
conveys an ability to press their hand against someone’s exposed skin and
leave a permanent mark of their symbol there which will appear as ‘He/She
has a symbol of (message) on his/her (location)’
It costs the user some amount of life force, generally around 20% for
branding someone of equal power level to yourself.
There is a cooldown of several weeks between branding people.
When a victim is branded any compulsions, body compulsions, triggered
instructions or triggered body instructions will become sealed in and will
never fade until the brand is removed. Triggered instructions that are
sealed will fade when satiated, but will simply return again once the
trigger occurs once more.
Syntax: Brand phantom (target) (sensation)
This command uses the brand link to send one of a selection of unpleasant
sensations to a body part of your victim. Useful as an easy access tool for
disciplining your property.
Syntax: Brand incapacitate (target)
This command sends a surge of pain along the brand link to render your
target temporarily insensible in order to easily recapture property that’s
trying to flee.
Syntax: Brand listen/brand listen stop
For about 0. 1% of your life force this command allows you to enter a
state in which you can hear everything any one of your branded can hear.
Useful for checking on your property to ensure loyalty.
Syntax: Brand watch/brand watch stop
For the truly paranoid human owner, for 2.5% of your life force you can
enter an even deeper state of observation where you also see what they are
doing.
Syntax: Brand remove(target)
Performed in a magical workshop this command allows someone to be
released from a mystical branding. It costs $15, 000 in resources if done
immediately, but the longer the person has had the brand the further the
cost reduces, down to a minimum of $500 at a rate of $10 per
hour, logged in or out.
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.
breakout
Syntax: breakout
This command allows you to break free from bindings or escape from a room,
but only when specific conditions are met.
When bound (either completely or just your feet): – If you’ve initiated the
break binding process and it has completed, you’ll break free
from your bindings – You will recover all health – If you have an active
flee bargain, you’ll automatically escape to another room.
Otherwise, you’ll receive a broken chair leg as a weapon. If you have an
active fight bargain, you’ll receive a temporary boost for 5 minutes
When not bound: – If you’ve initiated the room escape process and it has
completed (timer = 1), you’ll escape the room you are in back to your home
room.
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
Broadcast
Syntax: Broadcast (message)
Broadcast (message) with (stat/disciplines) (and) (stat/disc) (and)
(stat/disc)
Used by SRs to sent a global message to the game, can also have stats or
disciplines included to only go to people with those particular stats or
disciplines.
Brute
Requirements : Combat Focus 1 and Strength 2.
Brutes are individuals who are built rather brutishly.
They are limited to having at most a 5.0 attractiveness score but do 15% bonus
damage to other PCs in melee combat and double damage to minions and allies in
melee combat.
See Also
Bug
See help petition.
bugsweep
Syntax: Bugsweep
Perform a bugsweep in the current room for $50, you will be notified if any
spy cameras were previously set up in that room and those cameras will be
rendered inactive.
burn
Syntax: burn (body)
Uses gasoline to set a body alight. This destroys forensic evidence, but is
quite obvious, leaving the remains horribly burned.
Business Person Focus
Professional Focus
Requirements: None
This stat represents those who have dedicated themselves to the art of the
deal. In addition to the standard professional focus bonuses, each rank also
allows the business person to ignore $1,000 of shop rent each month. Later,
they can use financial ruin to utterly devastate their enemies.
[Business Person One]:
Financial Ruin: A legendary power that completely zeroes someone’s bank
account.
[Business Person Two]:
None.
[Business Person Three]:
None.
[Business Person Four]:
None.
butcher
Syntax: Butcher (corpse)
Used on the corpses of creatures encountered in the mist, this process
will harvest some part of the monster which can be contributed in faction
drop boxes.
More powerful creatures are worth more when butchered, in an exponential
fashion. So a creature which is twice as powerful is worth more than twice
as much in resources.
Higher occult knowledge reduces the time it takes to finish butchering.
buy
Syntax: buy (number)
Used to buy an item from a store.
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) (Type)
-Sets event type (Social, Meeting, Plot, College)
Calendar subtype (number) (subtype)
-Sets the event subtype if it’s a social 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 Eidolon to extend protection over an event for a thousand
resources
from their cult.
Calendar stoplog (number)
-Used to end the log of a calendar event.
call
Call of Nature
Requirements: Natural Magic 1
This power means an arcanist will summon two minions at once, but they will be
weaker if not summoned in a natural area.
Call of the Grave
Requirements: Dark Magic 1
This power allows slain minions to come back to life as a weaker version of
themselves when destroyed.
calltry
Syntax: calltry (player) (optional message)
Used by SRs to ask a player to make a roll.
See Also
Camelot
The legendary seat of Arthur’s court now resides in perpetual twilight, its
once-proud towers and walls reduced to crumbling stone embraced by the earth.
The caverns housing Camelot’s remains are perpetually filled with mist that
swirls and eddies as though stirred by phantom breezes, occasionally forming
shapes that resemble armored knights or ladies in flowing gowns before
dissolving back into formlessness.
The Round Table Chamber remains partially intact, though the famous table
itself has collapsed into the center where the floor gave way centuries ago.
What remains is a circular room with stone seating for fifty knights, each
position marked with a barely-legible Norman French inscription naming its
occupant. The ceiling above has partially fallen in, creating a shaft through
which pale light filters down, illuminating motes of dust that dance like
falling stars. Delvers report that on certain days, particularly those
associated with Arthurian legend, the dust arranges itself into maps
of battles or scenes from the king’s life.
Camelot’s courtyard, once the site of tournaments and celebrations, now hosts
a grove of gnarled oak trees whose bark bears patterns resembling faces in
torment. These trees have somehow adapted to grow without sunlight, their
leaves a pale silver that reflects even the faintest illumination. The roots
of these trees have penetrated deep into the foundations of surrounding
structures, simultaneously supporting and disrupting the ancient stonework.
Botanists examining samples from these trees have discovered cellular
structures unlike any known plant species, suggesting they may not be trees at
all, but rather something merely adopting their form.
Throughout the ruins, the sound of metal striking metal echoes at irregular
intervals, the phantom clash of swords from duels and melees long concluded.
These
sounds intensify near what appears to have been an armory, now collapsed into
a heap of rusted weapons and armor fragments. Occasionally, pieces of this
ancient arsenal levitate briefly before clattering back to the ground, as
though being inspected by invisible hands. The few intact weapons recovered
from this site exhibit metallurgical properties that defy modern analysis,
with compositions that include elements not found on the periodic table.
Beneath the main structure of Camelot lies a network of tunnels that appears
to have been constructed as an escape route but was never completed. These
passages terminate abruptly in smooth stone walls carved with prophecies in a
mixture of Latin, Old English, and symbols that linguists have tentatively
identified as Proto-Celtic. These texts speak of Arthur’s promised return and
contain descriptions of events throughout history with disturbing accuracy,
including some that have not yet occurred.
The wisps that float through Camelot’s mists avoid direct contact with
intruders but seem to observe them with intelligence. These ethereal lights
occasionally form complex patterns that correspond to constellations not
visible from Earth’s surface, suggesting either astronomical knowledge beyond
medieval capability or communication with entities beyond our world. Delvers
who have spent more than three consecutive days in the ruins report dreaming
of these wisps speaking to them in voices they recognize from their waking
lives, though they cannot recall the content of these conversations upon
waking.
Valuable treasures remain scattered throughout Camelot’s ruins: ceremonial
daggers with blades that never dull, chalices whose water never stagnates, and
tapestries whose colors remain vibrant despite centuries of darkness and damp.
However, removing these items often triggers collapse of nearby structures, as
if the ruins themselves resist being plundered.
capturing
Syntax: attack (target) knockout
bind (target)
untie (target)
execute (target)
behead (target)
force (target) (actions)
drag (target)
carry (target)
wound (target) (Mild/Severe/Critical) (Wound String)
mark (target) (message)
wake (target)
blindfold (target)
gag (target)
maim (target) (message)
brand (target) (location) (message)
victimdescribe (target)
abduct (person)
It is possible in Haven to take enemies prisoner instead of simply killing
them, when a PC has run out of defense a melee range attack can be used with
attack (person) knockout or simply knockout (person). This attack has a 1
in three chance of success and will knock the target out for half an hour.
While knocked out the target can be tied up with the bind command which will
permanently lock them into a helpless state until someone else unties them.
When someone is helpless, either through being bound or unconscious they can
be moved around regardless of their permission by using drag or carry
commands, or in the case of traveling or cars by including their name after
the destination.
They also cannot move around on their own, or communicate with their phone.
Several other commands also become usable on them.
Execute will kill a captive at the price of significant political capital.
Attempting to execute someone without the required capital will not work.
Wound will let you inflict a certain level of wound on your target, you can
also add a message that will appear when people look at them until that
wound has healed.
Mark will let you put a temporary message that will appear when people
look at them for a while afterwards.
Force will allow you to do other things such as change their clothes or
appearance, rob them or turn them into a vampire/werewolf.
Abduct can be used in a room where a player has logged off and if successful
will bring their unconscious body back into the game where it can be
interacted with. See help abduct.
See Also
Car
Cars and motorcycles help you get around New 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 in the mist when driving
slowly.
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 set as the active vehicle.
Excellent Bonus: Gives an attractiveness boost when set as 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)
Carbines
Type: Ranged
Optimum Range: 85
This discipline covers the ability to use large, carbine rifles such as
M-16s. Those with higher levels in the discipline can fire more accurately
and faster.
Firearms do not function on realms other than Earth.
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.
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 super jumping skills.
Cars
See help car.
Catatonic
Negative Tier Modifier
Removable: Yes.
This modifier represents vampires who have spent long periods of their
unlife under the earth. As a result they tend to be very disconnected from
reality, they move slowly and lethargically and are very disconnected from
events going on around them. Often seem permanently slightly dazed. These
effects can fade however if the vampire spends a long enough period out of
the earth, or is in some other way jolted into more full awareness of the
world.
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.
cdrives
Syntax: cdrives [list|add <#>|remove <#>|plot <fear/ambition> <#>
<message>|character <fear/ambition> <#> <name> <message>|rate <char> <0-10>]
The cdrives command allows players to manage their character’s personal
motivations through “drives” – divided into ambitions (things you want) and
fears (things you dread).
When used without arguments, cdrives displays your active drives. The ‘list’
option shows all available drives in the system, with your active ones
marked.
Players can have up to 3 active ambitions and 5 active fears at once. Use
‘add’ to activate a drive by its number, and ‘remove’ to deactivate one.
Character drives can be used for roleplay opportunities:
Using ‘plot’ submits a request to a Storyrunner in your room for a score
based on one of your drives. This indicates an instance where one of your
drives
caused your character to make a mistake.
Using ‘character’ sends a request to another player in your room to score you
based on one of your drives. This indicates an instance where one of your
drives
caused interpersonal failings or conflict.
Using ‘rate’ allows you to rate another player’s drive request on a scale of
0-10 (0 dismisses the request)
See Also
Celebrity
Requirements: socialite Focus 1
This stat represents those who’ve gained enough supernatural influence and
power to arrange to get themselves genuine celebrity status. Their fame
flag is visible to everyone and is set with fame (string).
Celestriana
Celestriana rises from the western reaches of the Other, a jagged monument
to nature’s most sublime and terrible aspects. Towering mountains of obsidian
and quartz catch the light of twin moons, creating a landscape that seems to
shimmer and shift when viewed from different angles.
The terrain is dominated by the Spire Mountains, whose peaks are said to
pierce the very fabric of reality, allowing glimpses into other worlds through
the aurora-like phenomena that dance between them. Within these mountains lie
countless caves and ravines, many leading to vast underground networks that
the few human inhabitants have learned to navigate by necessity rather than
choice.
Most notorious among these cavern systems is the Labyrinth of Echoes, where
sounds repeat and distort until they transform into voices that whisper
secrets or madness, depending on the listener. Fae lords occasionally use this
natural wonder as a venue for their more elaborate games, releasing captives
into the maze and wagering on how long they survive before the darkness claims
them.
The largest human settlement, Solace, exists in a deep valley protected by
natural formations that disrupt the hunting patterns of nocturnal predators.
Built primarily underground with only minimal structures visible on the
surface, the community has survived for seven generations by maintaining
strict protocols: no fires after sunset, no metal objects that might gleam in
moonlight, and no children allowed outside the central chambers until they can
recite the complete Litany of Silence, the formal rules of quiet and not
drawing attention.
By day, Celestriana offers resources worth the considerable risk, rare
crystals with inherent magical properties, herbs that grow nowhere else in the
Other, and the precious, luminous fungi that serve as both food sources and
trading commodities for the human enclaves. Gathering expeditions are
carefully timed and coordinated, with sentries posted to watch for the first
signs of dusk.
Abandoned Fae structures dot the landscape, elegant ruins of impossible
architecture left behind when their creators grew bored or moved on to new
diversions. The wisest travelers use these locations sparingly and never twice
in succession.
census
Syntax: Census
Display the counts of various type of characters who have logged on in the last week.
change
Syntax: change (hair/skin/eyes) (newstring)
Syntax: change breasts (larger/smaller)
Syntax: change age (value)
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 be used instead.
Changing a character’s age can only be done in newbie school and will choose
a random birthday for the desired age.
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 contacts/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 or contacts you’re wearing for use in
other parts of the game. The non hair dye options are irrevocable.
[Last edited May 30, 2025]
channel
See: Help csay.
charm
Syntax: charm <list|purchase|equip|stash|trash> [charm name]
The charm command allows you to manage your collection of magical charms.
Charms are usually small objects like coins or charm bracelets that convey
some minor supernatural power when in your possession. You can only have
three active charms at a time.
Available options:
List: Displays all charms you currently own, their status
(Equipped/Stashed), cost, and description.
Purchase [charm name]: Buys a new charm with favor and adds it to your stash.
Equip [charm name]: Activates a charm from your stash. You can have a maximum
of three charms
equipped at once. Must be used in a bedroom.
Stash [charm name]: Deactivates an equipped charm and returns it to your
stash.
Trash [charm name]: Permanently removes a charm from your collection. Must be
used in a bedroom.
charon
Syntax: charon resurrect <name1,name2,…>
charon cost <name1,name2,…>
The charon command allows players to resurrect dead characters by paying a
fee in Charon coins. Each Charon coin costs 100 favor to purchase.
With “charon cost”, you can check how many coins would be required to
resurrect one or more characters without actually performing the
resurrection.
With “charon resurrect”, you can bring characters back to life if you have
enough Charon coins to pay the fee.
When resurrecting multiple characters at once, a discount is applied – each
additional character costs 80% of what they would normally cost. Characters
are listed in a comma-separated format.
Some characters may not be available for resurrection or may be permanently
lost.
See Also
chat
Syntax: chat [message]
Sends a message to your current active chatroom. Your message will be visible
to all players who are in the same chatroom and have a phone (or
electropathic ability). Messages are formatted with the chatroom name and
your profile handle, and are stored in the chatroom’s history. You must have
a profile, be holding a phone (or have electropathic ability), have cell
signal, and be in a chatroom to use this command. Cannot be used while
fighting, dead, helpless, or in hostile rooms.
chatroom
Chatrooms allow characters to keep in touch with others online, in order to
use the chatroom you need to have a myHaven profile and your handle from that
profile is what individuals will see you as.
Syntax: Chatroom list
-Show all the available chatrooms.
Syntax: Chatroom listen (name)
-Start listening to a given chatroom
Syntax: Chatroom join (name)
-Join a chatroom and send to it via the chat command.
Syntax: Chat (message)
-Send a message to a chatroom you have joined.
Syntax: Chatroom tuneout (name)
-Stop listening to a chatroom.
Syntax: Chatroom history (name)
-View the last 100 messages sent in a chatroom.
Syntax: Chatroom create (name) (description)
-Create a new chatroom.
Checkout
Syntax: Checkout (target)
This command can be used to see a more detailed breakdown of a person’s
appearance. It is visible to other people that you are checking someone out
unless you are targeting yourself.
Chemically Augmented
Positive Tier Modifier
Replaceable: Yes.
This modifier represents a character who’s using either scientific, or
alchemical substances to try to improve their abilities and perform above
their normal level of competence. These chemicals usually have many side
effects however, mood instability and increased vulnerability to
supernatural pressures are among the most common.
chug
Syntax: Used to drink all of a drink at once.
Clairaudience
Requirements: Demigod or arcane focus 1 or scientist 3
This ability allows a character to hear ghosts, though the exact mechanism is
at the player’s discretion to flesh out. Clairaudience is used
automatically for determining if player ghosts are heard when speaking, but
must be roleplayed out when dealing with NPCs.
Clairvoyance
Requirements: Demigod or arcane focus 1, or scientist 3
This ability allows a character to see ghosts though the exact mechanism is at
the player’s discretion to flesh out. Clairvoyance is used automatically for
determining if player ghosts are seen, but must be roleplayed out when dealing
with NPCs.
Clairvoyance 1: Characters can see when a ghost moves into the room they’re
occupying, but not ghosts in adjacent rooms or the ghost itself
even should that ghost be in the same room.
Clairvoyance 2: Characters are able to see ghosts all the time.
Characters have a chance of detecting ghosts who enter a room they occupy
based
on their perception even if they don’t possess Clairvoyance. Such characters
will not see the identity of the ghost even should they detect the presence of
one.
clean
Syntax: clean (object)
Will clean the blood and anything else off an object for a small fee.
See Also
Climb
Syntax: climb (direction)
Climbing allows characters to scale walls in certain areas that have been
specifically selected to be scaled by grid builders.
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 tipoff (amount) (person)
–Contribute the specified amount of favor to get Black Sun to abduct the target.
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 remove (target)
–Have a non-institute individual escorted off the premesis.
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 report (person)
–Have the target patient taken off and put into a cell for up to two hours.
See Also
clock
Syntax: Clock
Start/Stop/Pause/Pushback/Speedup/Slowdown/List/Info/Delete/Forcetick
The ‘clock’ command allows SRs to create, manage, and display
timed progress trackers. These clocks can represent anything
from the duration of a ritual, the approach of reinforcements, the progress of
a complex task, or rounds in the scenario.
Clocks tick automatically at specified intervals (in real-world minutes). They
can optionally be divided into segments to track progress towards a goal.
If turn limited is enabled players will only be be able to use try and
attempt once per tick of that clock.
Only the SR who creates a clock can manage it using these commands. Players in
the room will see messages when clocks start, tick, pause, stop, or complete,
based on the clock’s description.
Creating Clocks:
Use the ‘make clock’ command to initiate the clock creation process. You will
be prompted for the following information:
Name: A unique name to identify this clock for commands (e.g.,
“RitualTimer”, “GuardPatrol”).
Desc: A description shown to players in the room when the clock
starts, ticks, etc. (e.g., “The arcane ritual pulses”, “Distant
footsteps grow louder”).
Minutes: The number of real-world minutes between each tick of the clock.
Segments: (Optional) The total number of segments (ticks) the clock needs
to complete. Enter 0 or leave blank if the clock should tick
indefinitely until stopped or deleted. Progress is shown as
“current/total” (e.g., 3/6).
TurnLimiting: Enter ‘Yes’ or ‘No’. If ‘Yes’, each tick of this clock will
reset the ability to use try and assist for players.
Type ‘done’ when finished editing the clock details.
Commands:
clock list
Lists all clocks you have created, showing their name, status, minutes per
turn, and segment progress (if applicable).
clock info <clock_name>
Displays detailed information about the specified clock, including its
name, description, status, minutes per turn, segment progress, turn
limiting status, next scheduled tick time, and last used time.
clock start <clock_name>
Starts a stopped or paused clock.
clock stop <clock_name>
Stops a running or paused clock.
clock pause <clock_name>
Pauses a currently running clock. It retains its current progress and
remaining time until the next tick but stops counting down. Use ‘clock
start’ to resume.
clock pushback <clock_name> [number]
For a running, segmented clock, reduces the current segment count by the
specified number (default is 1). The segment count cannot go below 1.
If a clock represented some impending doom, this could be used to
represent players delaying that.
clock speedup <clock_name> [minutes]
Decreases the time better ticks by the specified
amount (default is 1 minute). The interval cannot be reduced below 1
minute per turn.
clock slowdown <clock_name> [minutes]
Increases the time between ticks by the specified
amount (default is 1 minute).
clock forcetick <clock_name>
Immediately triggers a tick for a running clock, bypassing the normal timer.
clock delete <clock_name>
Permanently deletes the specified clock from the database. This action
cannot be undone.
See Also
clone
Syntax: clone (object being overwritten) (object you wish to duplicate)
This command will clone the various aspects of one object, including
descriptions, and cost, onto another. Be aware that cloning does charge you
the difference in cost between the two objects, in addition, this command can
duplicate and overwrite items in your stash.
close
Syntax: close <object/dir>
Close closes an opened object or door.
clothemote
Syntax: clothemote [item] [emote]
This command allows you to perform a customized emote with a special
“faecloth” item. The command works by finding a faecloth item either in your
inventory or in another player’s inventory (if they’re in the same room) that
matches the specified name and belongs to you.
The emote will then appear as if the clothing item is doing it.
See Also
Clothing
Clothing and jewelry are item types that can be customized and worn. Some
bag items can also be worn. The outfit system can be used to create
and change into full outfits easily.
Clothing, jewelry and all customized items should be set as close to their
real life counterparts as possible. Clothing that is too cheap is likely
to be treated as such in game by other characters, particularly high-end
brands, which will likely be treated as knockoffs.
Layering:
Clothing, jewelry, bag and armor items can all be set to a specific layer.
Layers range from 0-10. 10 represents the outermost layer, 1 represents the
innermost layer, and 0 will put the object on whatever layer it can fit on
when worn.
Clothing and armor will cover whatever body parts they are set to cover,
as well as hiding any clothing in an inner layer that covers the same spots.
Inner layers can be exposed or hidden with the zip command if any spots
are set for the outer layer.
Jewelry will never cover body parts or inner layers. However, it can be
hidden by outer layers of clothing, provided it has a cover spot set. For
example, a common piece of jewelry is a ring, which is usually worn on the
hands. If set to cover hands, a clothing item such as a pair of gloves will
hide the ring when the gloves are worn, provided it is set on an outer layer.
A maximum of 5 items can be worn per layer.
Cleaning:
Syntax: clean (item)
Cost: $10
Clothing and jewelry that has gotten dirty can be cleaned with the clean
command for $10 per item, or will clean themselves in a stash while your
character is online, though this method is slower.
Outfitproof:
Syntax: outfitproof (item)
Cost: $0
An outfitproof item will never be automatically stashed with the outfit
commands. However, if not saved in an existing outfit, the item will be
removed and put in the inventory when your character changes. This is useful
for things like wedding rings.
Waterproof:
Syntax: waterproof (item)
Cost: $20
Certain items will become see-through when wet, namely items which have the
keywords sheer, white, ivory, etc. Waterproofing these items will prevent this
from happening in the future.
clothprivate
Syntax: clothprivate <person> <item> <emote>
This command allows you to perform a private emote using a faecloth item. The
emote is only seen by you and the target player.
The faecloth item must be an item you bought and in you inventory or the
inventory of the person being targeted.
The target will then see the item acting in a private emote.
See Also
clothrecall
Syntax: clothrecall [character]
This command allows you to magically recall your fae cloth from another
character’s possession. When used, it searches the target character’s
inventory for a fae cloth item that belongs to you and returns it directly
to your inventory.
See Also
Cloud Summoning
Syntax: Cloud summon/dismiss
Requirements: Natural Magic focus 2
This power allows people to exert some control over the weather, while they
cannot force storms to appear or disappear they can manipulate clouds to
make them more likely and block or reveal the moon at night.
At level one this power only gives you the ability to summon clouds, at
level two you can either summon or dismiss.
This power has a rather high cooldown.
cognitive dissonance
See help lorestick.
Cold Specialization
Requirements: Not Undead
Characters with this stat are particularly comfortable in cold climates,
they get a 10 percent life force buff in any operation in a tundra terrain,
or when it’s snowing. They also may get up to +10 percent life force buff
whenever it is below 50 degrees F.
They also get a 10 percent life force debuff when in areas above 85 degrees
F or in operations in desert terrains.
This stat cannot be negtrained.
college
College Enroll (freshman/sophomore/junior/senior) (None/Goth/Jock/Nerd/Prep/Delinquent/Theater)
–Used to join the college, you need to be under Tier 3.
College Quit
–Leave the college.
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 Groups
There are six different groups you can be part of as a college student:
Goths: Ritualism and Incantation stat counted as 1 higher when target is on
campus.
Jocks: Guaranteed ability to pin any other non-Jock student.
Nerds: Increased GPA earning.
Preps: Subsidized Rent.
Delinquent: Increased alcohol tolerance.
Theatre: All Artistic abilities at 1, and at 3 while on campus.
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.
Combat
Combat explained
-An overview of the combat system, recommended for new players.
Fast Combat
-An overview of fast combat.
Emote Combat
-An overview of emote combat.
Attack
-An explanation of the attack command.
Move
-An explanation of the move command.
Specials
-An explanation of specials.
Special List
-A list of all the specials.
Custom attacks
-Information on setting up custom attacks.
Fatigue
-An explanation of fatigue.
Wounds
-An explanation of wounds.
Death
-An explanation of death.
Capturing
-An explanation of capturing people.
Player Conflict
-The ins and outs of fighting other players.
Social Combat
-Information on social combat.
Combat Mechanics
-An explanation of the numbers behind combat.
Map
-A command to show a map of the room you’re in.
Scan
-A command to list people in the room by proximity.
Diminish
-A command to reduce your combat power for RP reasons.
Spar
-A command to engage in less lethal combat.
RPFight
-An explanation on type of conflict which is more heavily based on roleplay
and
narrative than rules-based combat mechanics.
Combat explained
There are two types of combat in Haven; fast combat and emote combat.
Fast combat is what is normally used during on-grid combat between players or
when NPCs are involved in the fight,
such as when leveling up in the outer boroughs. During fast combat you
can attack and/or move every 12 seconds, each one being on a separate timer.
Attacks are normally made with either a default message, or with a custom
pre-written message. Also see Help Speed.
Emote combat is normally used when PCs are sparringeach other. During
emote combat characters take it in turns to pick where they want to move and
how they want to attack, they then write an emote, when the emote is
finished and sent the relevant attacks and moves are performed. Emote
combat is started by a player typing ‘attack’ in a sparring room.
Both combat types use the exact same values and calculations. Disciplines
are used primarily for combat and are improved with experience gained by
using them. There are three types of discipline, ranged, melee and
defensive. Ranged disciplines all have different ranges, and will do
maximum damage at half that range, dropping off to 0 at above max range and
0 at melee range. Melee disciplines always do max damage if at melee range,
but otherwise can’t hit.
Each Discipline does its value in damage ordinarily, unless affected by
range or other effects. Defensive disciplines provide 5 times their value
in defense.
Once all your defense is gone, attacks will cause you to suffer wounds,
wounds can take a long time to heal and if severe enough might cause you to
die without hospital care.
Characters can move a base of 10 per turn in any direction, they can also
charge directly at someone, doubling how far they can move.
The most basic way to attack is simply attack (target), picking a default
discipline, or attack (target) (discipline) to choose your own discipline,
lastly attack (target) (customname) to use a custom attack.
To move you simply type move (person) away/charge/(distance as a number to
move towards them). You can also use move (xcoord) (ycoord), move flee or
the cardinal direction commands.
Custom attacks can be set up with the ‘make attack’ command, and have a
name, discipline, a string for how they look like as well as an optional
special flag. Special flags allow you to attach effects to attacks.
You can also type map to see a visual representation of the battlefield.
Combat Focus
There are three main focus paths: the arcane tree (minions, rituals, mancing);
the combat tree (melee and ranged combat); and the professional tree (wealth,
contacts, and social/job skills). Each focus tree has its own set of foci
within it. Every point spent in one of these trees, regardless of whether or
not it’s on the same focus, unlocks greater potential for development in terms
of stats and occasionally powers. When points are spent on the same focus, you
develop additional abilities related to that focus line. The following are the
unlocked abilities for the combat tree:
[Combat One]:
Melee Attack 2: Increases melee damage.
Melee Defense 2: Decreases melee damage taken.
Ranged Attack 2: Increases ranged damage.
Ranged Defense 2: Decreases ranged damage taken.
Stamina 3: Increases stagger recovery rate in combat.
Strength 2, 3: Determines inventory limit and influences both social and
active combat.
[Combat Two]:
Giant Slayer: Halves penalty for fighting characters with more combat focus
investment.
[Combat Three]:
Melee Attack 3: Increases melee damage.
Melee Defense 3: Decreases melee damage taken.
Ranged Attack 3: Increases ranged damage.
Ranged Defense 3: Decreases ranged damage taken.
[Combat Four]:
Melee Attack 4: Increases melee damage.
Melee Defense 4: Decreases melee damage taken.
Ranged Attack 4: Increases ranged damage.
Ranged Defense 4: Decreases ranged damage taken.
Stamina 4: Increases stagger recovery rate in combat.
Combat Mechanics
Ranged weapons do 100% damage if within 15 units of their optimal range.
Ranged weapons do 66% damage between 16-40 units away from optimal range.
Ranged weapons do 66% damage and have a 50% chance to miss if further than 40
units away from optimal range.
Ranged weapons do 150% damage if hitting at exactly optimal range.
Anything beyond 120 distance is always counted as not within the 100% damage
zone.
Ranged attacks do 40% less damage in a round after being hit by melee.
+ or – affects from specials.
Armored and undead PCs generally cannot take more than 25% max HP + 20 defense
per round. Damage in excess of that will be turned into stagger instead at a
rate of 3 to 1.
Shifters do not benefit from these defenses, but bypass them when attacking
others.
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
Commander Focus
Professional Focus
Requirements: None
This stat represents those who have dedicated themselves to learning how to
lead soldiers. In addition to the standard professional focus bonuses, each
rank also offers discounts on weapon augmentations and higher ranks unlock
abilities to enhance the NPC soldiers of the commander even further.
[Commander One]:
Military Training: This power allows 20% more experience to be spent on
allies.
[Commander Two]:
Protection Detail: This power makes allies appear twice as fast in combat.
Powered Armor: Boosts augmented armour to grant +`1 to all physical stats and
super jumping.
[Commander Three]:
None.
[Commander Four]:
None.
Commando
Requirements : Hunter 1, Soldier 1, or Warrior 1
[Rank Two]:
Caltrops : No target; leaves a field of caltrops behind on your next
move. Anyone moving within 10 distance of the centre of the field will be
slowed for two rounds.
Roleplay : You can skillfully spread caltrops.
Requires and consumes a caltrops object.
Consumes your attack for one round.
Combat Sprinting : Passive; you take less speed penalties from weapons and
armor while sprinting.
Roleplay : You are skilled in combat sprinting.
[Rank Three]:
Landmine : No target; leaves a landmine behind on your next move.
Anyone moving within 5 distance of the landmine will take 50% of their maximum
defence as damage.
Roleplay : You can arm and deploy landmines.
Consumes your attack for one round.
Bola : Range 30; renders the target unable to move for one round.
Roleplay : You know how to throw a bola.
Requires and consumes a bola object.
Deadswitch : No target; turns on or off a dead switch. When on, if you
are knocked out or killed, everyone within 10 distance of you will take 20% of
their maximum defence in damage, including you. Has shortened cooldown.
Roleplay : You can create and arm deadswitch explosives.
commands
Syntax: Commands
Typing commands will show you a list of all the commands in
the game.
communication
Apart from the IC methods listed in help roleplaying there are several
forms of communication in game.
Notes is one such method and allows leaving of messages, either ICly or
OOCly to one or more people, see help note.
There is also the newbie channel. Newbie is used for helping new
characters. Used by newbie (message) or (channel) social (social) or
(channel) emote (emote)
Aid can be used to send an OOC message similar to a tell to new players to
help them out.
The STalk channel can be used by SRs to talk amongst themselves, and also by
players to contact the SRs. Players will not be able to see STalk, so respond
to them directly with tells.
Typing the channel name by itself will also turn the channels on or off.
Immortals may send players private tells, and Story Runners may send them
private STells. In both cases reply can be used to respond.
Players may contact the staff by creating a petition, see help petition for
more information.
Community Credit
Community credits are earned by supporting the game such as by donating money
to
help with server costs, recruiting players, or finding bugs. A list below
covers
the most common methods along with a range typifying the reward granted;
When applying for credits, it’s imperative to clearly list the reason why
you’re
applying for them. Bundling several small items in one request will help
facilitate the processing of credit requests and cut down on the amount of
spam
the admins need to deal with.
cAward Task Frequency
——————————————————————————–
10 per dollar donated Cumulative
1-200 for advertising the game in some way Cumulative
This may be any form of advertisement or publicity so long as it’s not
in poor taste such as spamming another game’s OOC channels. Doing so
will not earn any community credits.
5-250 per serious bug reported Cumulative
Credits rewarded will vary depending on how advantageous reporting the
bug is versus exploiting it.
50 for mentoring another player Cumulative
When a character reaches 100 hours on their first character and
applies for the associated credits, they may supply the name of the
player who mentored them.
100 for reaching 100 forum posts Once
100 for reaching 100 hours on your first character Once
This will only be honored if requested between 100 and 150 hours.
Otherwise players may reapply for it when their next character reaches
100 hours.
200 for recruiting another player Cumulative
When a character reaches 100 hours on their first character and
applies for the associated credits, they may supply the name of the
player who recruited them.
1-100 for anything else that helps the game Cumulative
Community Credit Rewards
Syntax: Credits
Displays a character’s current credits and unlocked rewards.
Credit Rewards Frequency
——————————————————————————–
1 100 RPXP and 100 XP Reoccurring reward up to 1000 credits
1 $2.00 Reoccuring
250 One recolor Reoccurring reward every 250 credits
Used by entering color instead of done while customizing an item
This will allow the long and short strings that have been set to
retain their color codes.
500 One shadow attack Reoccurring reward every 500 credits
Syntax: myattacks shadow (name) (discipline)
myattacks unshadow (name)
This sets one of a character’s custom attacks to appear to be another
discipline. The attack will use the same stats and special of the
original however. This allows a character to utilize a single attack
of a type he might not otherwise possess for the purposes of roleplay.
750 One magic bandaid Reoccurring reward every 750 credits
Syntax: credit bandaid
These can restore one wound state on your character so long as the
character isn’t critically wounded. Bandaids can only be applied from
the admissions area of the clinic.
1000 Global OOC channel Unlocked per character
Syntax: ooc (message)
1000 Trollreport
Syntax: trollreport (target)
1000 Account rename Reoccurring reward every 1000
Syntax: credit rename (account name)
1250 Custom walk Unlocked per character
Syntax: credit walk (new string)
This will display a string other than ‘walks’ when a character moves
from room to room.
1500 Playable ghosts Unlocked per character
Syntax: change ghost
This command can be used after a character has died so long as they
have not rerolled. For more information, see help ghosts.
1750 Custom Discipline Unlocked per character
Syntax: credit discname (new string)
This allows you to buy the custom skill to set up a
ranged discipline with a customized name.
2000 Custom rank Unlocked per character
Syntax: credit rank (new string)
This allows a custom string to replace the rank listed next to the
character on the who list. This ability may not be used to mimic
ranks that already exist.
3000 Legends channel Unlocked per character
Syntax: legends (message)
This grants access to a more exclusive OOC channel.
compact
Syntax: compact
Compact helps set your display options for the game. Typing
compact removes the extra blank line before your prompt. Typing compact again
undoes this change.
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, use ‘compete against
(person)
with strength’.
This would test your strength against theirs, or for a game of darts you might
enter ‘compete against (person) with games and dexterity’.
On completion of the command it will send an echo to the room of who won.
Normally the winner will always be the person with the highest stat total,
if the stat totals are equal it will be a fifty/fifty chance. However
this may change based on the inclusion of certain stats.
Currently games is the only stat which deviates from this, when adding
games as one of the stats tested it will always introduce an element of
randomness to the calculation while still significantly favoring the
person with higher stats.
For each 1 point below the other person you are in a game calculation, your
chance of winning will lower by a multiplicative 20%. So if stat levels
are the same you’ll have 50% chance, if you’re one lower 40%, if 2 lower
32% etc.
As optional syntax you can also drop the ‘against’ and simply type compete
(person) with (stats)
See Also
Conditions
Conditions are things which SRs can place on players for
the duration of a scene, a limited period of time and/or
until cured.
Current conditions are:
-Weaken
This condition will lower a player’s disciplines by 30%, useful
in situations where a PC may have been cursed or fallen sick
etc.
-Noheal
This condition will stop a player’s defense from regenerating,
useful in situations such as during survival oriented scenes.
-Nomove
This condition will stop a player from being able to use the
travel command, useful when your PCs should be stuck in a small
area.
-Localmove
This condition will stop a player from being able to travel to
non-adjacent rooms, useful for when your PCs should be stuck
in a smallish area.
See Also
Contact Jobs
Muscle
-Every contact assigned to this job will provide you with an ally to use in
combat. Use make ally to configure your ally, then use an attack with the
asummon special to make them arrive in combat. Allies usually take 4 rounds
to show up. You can use command allies attack/follow/atwill (target) to
command them in fights. Allies do less damage if the person who summoned
them has used their attack that round. The power of allies is determined by
the average score of all contacts assigned to the muscle job. Each ally has
60k experience, times the number of skillpoints invested into the muscle
contact in experience to spend. So 60k at rank 1, 180k at rank 2 and 900,
000 at rank 5. When an ally is defeated in combat they become injured and
the contact is unable to be used again for about three days.
It takes 20 minutes after a fight for your allies to refresh.
You can use ‘Ally info to see information on your allies.
Politics
-A contact assigned to this job will give you more societal standing every
time you log on, only one character can benefit from this.
Planning
-A contact assigned to this job will give you more scheme influence every
time you log on, only one character can benefit from this.
Shopping
-A contact assigned to this job will provide shopping credit.
Housing
-A contact assigned to this job will provide housing credit.
Commercial
-A contact assigned to this job will provide commercial credit.
Resupply
-A contact assigned to this job will provide faction credit.
Recover
-Set a contact to recover from their present job so they might soon take a new
one.
contacts
Contacts are gained through the contact stats, you have one assignable
contact for each contact stat you have, with their power being determined by
the levels of those stats.
Syntax: Contact
-See a list of all your contacts.
Syntax: Contact name (contact) (new name)
-Set the name for your contact, such as contact name military John Doe
Syntax: Contact description (contact)
-Enter an editor to provide a description of your contact. This should
describe their relationship with you, not just their physical appearance.
Syntax: Contact association (contact stat) (association)
-Set the association for the contact, making them stronger the higher
your reputation is with that association.
Syntax: Contact job (contact) (job)
-Set what task you what your contact to be undertaking, possible jobs are:
Idle, Muscle, Politics, Planning, SHopping, Housing, Commercial, Resupply
Jobs must be set to recover for approximately 4 days before they can be
assigned to a new job. See help Contact Jobs for more information.
Contacts without names or descriptions will not function.
Content Policy
Haven is fundamentally a non-consent game, other players do not need your permission or your interest to do things in game which have an effect on your character, that could include doing violence to your character, imprisoning them or even killing them. You have no right to control what others do just because it impacts your character and attempts to influence others to alter their character’s behavior is likely to be a violation of the rules.
However there are certain categories of content that are considered especially sensitive or abusable, this content are locked out of the regular game and you will only be able to introduce them into the story if all people in the current scene have opted into them being included via the ‘make warning’ system. All players also have the ability to revoke their consent for this content at any time and that must be respected. Some grace is given if someone suddenly opts-out of something to allow you to smoothly transition out of it.
Content being restricted means it is restricted in all ways and in all venues, it means your character cannot do that thing, but also cannot discuss it or show pictures of it etc.
If your character has been in some RP that involved restricted content and is now in a scene without those warnings active when someone questions them about it it’s up to you to be sufficiently vague to avoid introducing the restricted content.
If you play the game without turning on any warnings at all it is designed to function as the sort of show that could be seen on network television, think Supernatural, or The Vampire Diaries. If in doubt you should consider if what you’re doing likely would show up in the plotline of a story like thaat.
To reiterate:
You have no right at all to prevent any roleplaying or IC actions that are not restricted and it is likely against the rules for you to try.
You have the absolute right to not encounter any material that is restricted that you do not want to no matter the circumstances.
`3Gray Areas:
Often the line between when something trips over into being restricted could be unclear, or somewhat subjective, also sometimes people make mistakes because they get carried away writing etc. How staff judge these cases is based mostly on what it seems like the intent of the person involved in. If the intent seems bad, that is that someone seems to be trying to grief or trigger or upset someone and are just trying to walk as close to the line as possible then we’ll interpret that case in the strictest possible way. If on the other hand it seems like someone was just trying to write and enable others fun and accidentally slipped then we will interpret that in the most generous possible way.
`3The Restricted content types are:
Sex/Nudity: Exposed genital and/or common, consensual sex acts. Does not include incidental/accidental nudity.
Immoral Sex: Engaging in sex acts that are lower-level criminal offences, e.g. nonconsensual touching. Or things people might find morally objectionable such as large age gaps, sex where consent is questionably obtained, sex with an employer etc.
Illegal Sex: Severe sexual violations and forcible sexual assault, including acts that would constitute serious criminal offences.
Sexualized Insults: Verbal attacks on someone’s sexual behaviour, worth or gender validity. E.g. slut, creep, sissy.
Addiction/Self-Harm: Use of drugs or other addictive substances which is clearly detrimental to the user’s health and other forms of self-harm and/or suicide.
Harming Animals: Killing pets, torturing animals, exposing people to content of animals in pain or distress.
Harming Children: Crimes or other poor treatment of children.
Nauseating: Things people are likely to find gross or nauseating such as bodily fluids, throwing up, spoilt food, bad odors etc.
Body Horror: Mutilations, medical procedures and other physical transformations or modifications that people may find disturbing.
Degradation: Attempts to attack someone’s pride/dignity or others’ respect for them by subjecting them to seriously demeaning or degrading treatment.
Intolerance: Asserting that some IRL groups are worse than others or have some essentialized inferiority/corruption. Use of slurs, i.e. words to describe an IRL group which have no purpose beyond being an insulting alternative to other more normal or technical terms.
See Also
Content Warnings
Syntax: Make Warning (optional character name)
This places you into an editor to toggle content warnings on or off
for the given target character. Type ‘Done’ when finished. Content
warnings can specify either a regular character or a dreamworld
persona and be set to last until changed or until logout.
Setting a content warning to ‘on’ means you are okay with that content. Leaving a content warning ‘disabled’ means you
are not consenting to that content.
See Also
Control
Syntax: control surrender (target)
When used on a target that has been brainwashed loyal to you or your society
it will make them tie themselves up.
Syntax: control incapacitate (target)
When used without a target it will cause any character with an implant that
matches your controller to be shocked unconscious. When used with a target
it will cause that target to be shocked unconscious as long as they are a
slave class of your society.
Syntax: control trace(target)
When used without a target it will generate a map of the location of any
character with an implant that matched your controller. When used with a
target it will generate a map of the location of the target as long as they
are a slave class of your society.
–The First Vigil–
Syntax: Control forcefollow (target)
Force the victim to be electronically leashed to you, unable to not follow
you without suffering terrible pain.
Syntax: Control efence (target)
Locks the victim into an electronic fence around the current property, they
cannot leave it without being incapacitated.
See Also
Courier Patrols
Courier patrols are events wherein one person carrying valuable items
for their faction or group is attacked by another to steal those items.
To be the target of a courier patrol you need an opportunity and incitement.
To find a target for a courier patrol you need to use the lookfor command.
Courier patrols are combat that occur using the rpfight system.
The winner on the conflict will gain an item they can contribute for
political capital.
Cover
Cover is generally only found in operations, but can also be summoned by
natural magic mancers.
When in the same location as cover you will only take 10% damage from ranged
attacks, and will take half damage from AOE splash.
You will also be unable to protect other people in the same cover location
however.
Armorpiercing rounds do 60% damage to those in cover.
If you have not taken damage for some time and are in cover your defenses
will regenerate.
Cover generally has 550 defense.
Creating
Archetype – Overview of the character archetypes and the tier system.
Territory – An overview of the territory system.
Habit – An overview of the habit system, recommended for new players.
Sin – An overview of the sin system, recommended for players open to
staff intervention on their roleplay.
Goals – How to set your character’s goals, for staff and SRs to see.
Fears – How to set your character’s fears, for staff and SRs to see.
Secrets – How to set your character’s secrets, for yourself to see.
Relationship – An overview of the in game relationship system.
Train – How much stats and disciplines generally cost per level.
Stats – -Information on what stats represent and what they cost.
Negtrain – Information on what the negtrain command does for you.
Detail – Information on how to fine tune your character’s appearance.
Talk – Information on how to set your character’s voice string.
Customize – How to customize nearly every object in the game.
Outfit – An overview on how to manage your character’s clothing.
The Academy – Information on how to make an Academy character.
Credit
Credit allows you to pay for things without using your cash, there are four
types of credit.
Shopping Credit: Allows you to buy general items.
Housing Credit: Allows you to pay for your housing.
Commercial Credit: Allows you to pay for shops and commercial properties.
Faction Credit: Allows you to pay for items in faction shops.
You can get more credit by exchanging favor or through particular
contact jobs.
Crippled
Negative Tier Modifier
Removable: Yes.
This modifier represents someone who has been injured in a way that a normal
human could never recover from. As a supernatural they may or may not
recover depending on the injury. Injuries such as missing limbs can not be
recovered from without fleshforming, but others such as paralysis or
shattered bones can be healed by supernaturals given enough time and help.
Crisis
Crises are coded events that Story Runners can use to affect the entire
citytemporarily. Because of their citywide 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 the city.
Crisis brainwash off
-Stop the brainwash.
Crisis flood on
-Floods the city, making the streets and parks like water rooms
and the caves and tunnels like underwater rooms.
Crisis flood off
–
Cryomancy
Requirements : Rank 1 requires Elemental Magic 1
Rank 2 requires Elemental Magic 2
[Rank One]:
Chill : Unspecified range; the target is weakened for one round. More
effective in cold weather.
Roleplay : You can cause objects to rapidly cool by up to 15C (27F).
If target is under the effects of Pyromancy’s Sweat, removes Sweat and doesn’t
apply
weaken.
Consumes your attack for one round.
Reinforce : Unspecified range; the target’s armor is reinforced with ice
drawn from the air. Slows movement, but grants 30% damage resistance if
armor’s worn.
Roleplay : You can reinforce objects with ice drawn from the air.
If target is under the effects of Burnarmor, removes them.
Consumes your attack for one round.
Colddiscipline : Unspecified range; the target does increased damage with
ranged weapons but is slowed.
Roleplay : You can still your autonomic system temporarily.
Consumes your attack for one round.
[Rank Two]:
Stickweapons : Unspecified range; the target is unable to effectively use
long blades, pistols, thrown weapons or short blades for two rounds if they
did not use them the
previous round.
Roleplay : You can temporarily freeze weapons into their holsters and
sheaths.
Consumes your attack for one round.
Coldsnap : Unspecified range; the target cannot attack or move for one
round.
Roleplay : You can turn small amounts of water to ice instantly.
Only usable outdoors in the rain.
Consumes your attack for one round.
All abilities require a magical focus.
Cryptographic Mind
Requirements: Tier 3.
Individuals with this stat have trained themselves to think in unusual ways
that
can fool most mind readers.
csay
Syntax: csay [message]
The csay command allows you to communicate with all members of your cult.
Your message will be sent to every online player who belongs to the same cult
as you. This command will not work if you are not a member of a cult or if
you are in a battleground area.
cult
Syntax: cult [arguments]
The cult command allows you to interact with cult factions in the game. It
functions identically to the faction command but specifically designates that
you are interacting with cult-type factions.
cult creation
Creating a cult is a multi-step process; first, you should come up with a
theme for your cult and think about what change it is they’re looking to enact
upon the world, even if it is just locally. Once you have a theme in mind, you
can then use the following commands to work your way through the creation
process:
[Mandatory Commands]:
Syntax: Cult create (name)
Create a new cult by the name specified. Costs 50,000 scheme influence.
Syntax: Cult (field)
Enter the editor to edit the description in Cult/Sect info (society). Valid
fields are summary, history, roles, npcs.
Syntax: Cult symbol (string)
Sets your society’s symbol to the string; see the symbol section in ‘help
customize’.
Syntax: Cult positions (position) (stance)
Sets the society’s political and philosophical positions; see help society
positions.
Syntax: Cult restriction (restriction/soft)
Sets the society’s restrictions; see help society restrictions.
Syntax: Cultx soldiername (string)
Assign your society’s NPC soldiers a short description.
Syntax: Cult soldierdescribe
Enter the editor to describe your soldiers in greater detail.
Syntax: Cult makeeidolon (Demon/Fae/Divine/Ghost/Cthulian/Primal) (Name)
Set the name and type of the Eidolon for your Cult or Sect.
[Optional Commands]:
Syntax: Cult closed
Toggle whether your society is joinable from creation.
Syntax: Cult canalt
Toggle whether your society will accept alts.
Syntax: Cult stasis
Puts a society into stasis, where it will begin to recover secrecy; full
secrecy should be restored within 3 months.
Syntax: Cult unstasis (society name)
Takes a society out of stasis.
Syntax: Cult eidolonplayers
Enter an editor where you can list player names, those players can become your
Eidolon even if not part of the cult/sect with cult/sect becomeeidolon (group
name)
Syntax: Cult changeeidolon (Demon/Fae/Divine/Ghost/Cthulian/Primal) (Name)
Change the name and type of the Eidolon for your Cult or Sect. Costs some
resources.
Cults
Cults are societies dedicated to the advancement of a particular Eidolon.
See Help Eidolon Lore for more information on Eidolons.
You can use the csay command to talk to people in your cult or in an alliance
with your cult.
See Help society creation or help society commands for more information.
cure
Syntax: cure [character] [condition] [reason]
Removes a negative condition from a player character. This is a storyrunner-
only command that allows GMs to cure various debilitating effects.
Available conditions:
weaken: Removes weakness effect, restoring the character’s strength.
noheal: Restores the character’s ability to recover/heal normally.
nomove: Restores the character’s ability to move around.
localmove: Restores the character’s ability to move around.
See Also
Cursed
Negative Tier Modifier
Removable: Yes.
This modifier represents some sort of permanent or semi-permanent curse that
weakens your character and renders them less effective. While each have
their own quirks the most common effects are similar to that of chronic
fatigue syndrome. Those suffering under such curses are additionally more
vulnerable to negative magic of all other times, and all magical debuffs and
offensive rituals against them are more powerful.
curseobject
Syntax: Curseobject (object) (body/mind) (imprint)
This command can only be performed in an arcane workshop and costs up
to three hundred dollars. Arcane focus and dark magic focus reduces
the cost.
A body cursed object will create the imprint ‘Your body (message)’ when
worn, a mind one the imprint ‘You need to (message)’
These last until the object is removed.
Those with occult knowledge of at least 4 can identify if an object is
cursed, but only if they have it in their possession.
Cursed objects will only apply their effects if worn willingly, and not
forced onto someone. If a cursed object is force removed from someone it will
cause the effect to linger for an extremely long time afterwards regardless.
curtains
Syntax: curtains (direction)
Close or open curtains over a window. Can only be done when indoors.
custom attacks
Syntax: make attack or myattacks create
Used to create a new custom attack for your character with the following
fields:
Name: The name given to the custom attack will be the command used. For
example. If the name is stab, the syntax in combat will be: stab (target).
Discipline: The discipline specifies which discipline the custom attack uses.
Special: Special refers to any special effects added. See Also: Special List.
Myself: The message displayed to you when the attack is used.
Target: The message displayed to the target when the attack is used.
Bystanders: The message displayed to everyone else when the attack is used.
Delayed messages are those seen when a delayed attack hits.
Syntax: myattacks list
Will list the name, disc and special effects for saved custom attacks.
Syntax: myattacks info (custom name)
Will show information about the created custom attack.
Syntax: myattacks delete (custom name)
Will delete an already made custom attack.
In addition, you can change parts of an already created attack individually
with the following syntaxes:
myattacks rename (name) (newname)
myattacks discipline (name) (discipline)
myattacks special (name) (special)
myattacks myself (name) (message)
myattacks target (name) (message)
myattacks bystanders (name) (message)
myattacks myselfdelayed (name) (message)
myattacks targetdelayed (name) (message)
myattacks bystandersdelayed (name) (message)
When you want to refer to other people in the strings, you can use the
following keys.
$N – target’s name $n – your name.
$M – target’s him/her $m – your him/her.
$S – target’s his/hers $s – your his/her.
$E – target’s he/she $e – your he/she
In fast combat, your attacks will always have their effect added to the
end, such as ‘mildly wounds him’ or ‘deflects off her armor’. So it is good
to leave the end open-ended when writing the way it looks for the sections
of myself, target, bystanders, etc, by using words like this, that, which,
‘the attack’, etc.
Custom Defense Stat
Requirements: At least 1750 community credits, no other custom disciplines, supernatural.
Syntax: credit defdisc (new defensive string)
This stat gives you a new discipline with a custom name to use in combat.
It needs to be trained like any other defensive discipline and takes 90%
damage from all sources.
Custom Melee Stat
Requirements: At least 1750 community credits, no other custom disciplines.
Syntax: credit meleediscname (new string)
This stat gives you a new discipline with a custom name to use in combat.
It is equal to your highest large weapon melee discipline and inherits all its
characteristics except for damage types. It can be used to represent with
exotic or unusual weaponry. Requires a large melee weapon to make use of.
Custom Ranged Stat
Requirements: At least 1750 community credits, no other custom disciplines.
Syntax: credit rangeddiscname (new string)
This stat gives you a new discipline with a custom name to use in combat.
It is equal to your highest ranged discipline and inherits all its
characteristics except for damage types. It can be used to
represent with exotic or unusual weaponry such as flamethrowers. Requires a
ranged weapon to make use of.
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, aura, skilllist.
Symbol, badge, large, focus, angeliccollar, relic, and
playlist take no values.
An explanation of fields follows:
Cover: Toggles cover location. A cover location is any area which the object
should normally cover when worn.
Zips: Toggles a zip’s location. A zip’s 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 object’s cost. An object’s 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.
Skilllist: Adds a list of skills/abilities etc for performing better with game
items.
Aura: Sets a custom aura for a gemstone effect.
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.
Dark Fighting
Type: Melee
Max Range: 1
This discipline covers the ability of creatures to fight with
dark energy in close proximity, by conjuring and deploying it either
directly to a close quarters opponent or channeling it through a weapon or
body part upon striking. Restricted to monster guests.
See Also
Dark Magic Focus
Arcane Focus
Requirements: Gifted or Supernatural, does not have Natural Magic focus
This stat represents those who’ve studied the dark occult arts. In addition to
the standard arcane focus bonuses, it grants the user haemomancy and
necromancy, allowing them to harm and manipulate the living and unliving alike
in combat. At higher ranks it grants limited access to shapeshifting and at
max rank allows the learning of magical overload, allowing for an additional
use of mancing abilities in combat.
[Dark Magic One]:
Haemomancy 1: Exclusive with Necromancy; A power tree focused on debilitating
and killing the living.
Know Vampires: The ability to recognise vampires on sight.
Necromancy 1: Exclusive with Haemomancy; A power tree focused on debilitating
the undead.
Call of the Grave: A legendary power that allows minions to resurrect when
they die.
Dark Sorcery: A legendary power that grants the dark sorcery combat
discipline.
Swarm Shifting: A legendary power that allows you to shapeshift into a large
swarm of creatures.
[Dark Magic Two]:
Haemomancy 2: Exclusive with Necromancy; A power tree focused on debilitating
and killing the living.
Necromancy 2: Exclusive with Haemomancy; A power tree focused on debilitating
the undead.
[Dark Magic Three]:
Aura Shifting: A power that brings your things with you when you shift into a
smaller form.
Ghost Walking: A power that enables leaving your body to become a roaming
spirit.
Haemomancy 1: In addition to Necromancy; A power tree focused on debilitating
and killing the living.
Necromancy 1: In addition to Haemomancy; A power tree focused on debilitating
the undead.
Shapeshifting 1, 2: A power that grants points that can be allocated to
enhance shapeshifted forms.
[Dark Magic Four]:
Haemomancy 2: In addition to Necromancy; A power tree focused on debilitating
and killing the living.
Magical Overload: A power that enables the emergency use of powers even on
cooldown.
Necromancy 2: In addition to Haemomancy; A power tree focused on debilitating
the undead.
Dark Shield
Type: Defensive
This discipline covers the use of dark magic to form a protective shield
that will block incoming attacks until the energy is all used up. Normally
invisible except when being struck.
This is not currently available for characters to take. Restricted to monster
guests.
See Also
Dark Sorcery
Requirements: Dark Magic 1.
This power grants the dark sorcery discipline.
You can use this discipline once every five rounds.
All characters hit by this discipline become weakened, doing less damage.
Optimum Range: 75
Daydreaming
Requirements: None
Syntax: daydream (dream world)/Wake
This allows you to enter and interact with dream worlds while your character
is still awake. When daydreaming preface any command with ‘d’ to send it into
the dreamworld instead of the main grid.
ddesc
Syntax: ddesc create (keyword) (location)
ddesc delete (keyword)
ddesc edit (keyword)
ddesc activate (keyword)
ddesc deactivate (keyword)
ddesc list
ddesc search (keyword)
The ddesc command allows you to create and manage dynamic descriptive
elements for your character’s appearance.
You can create up to 100 different descriptions, each associated with a
specific keyword and body location. These descriptions can be activated or
deactivated to change your character’s visible appearance.
As well as body locations you can also target: lightmakeup, mediummakeup,
heavymakeup,
scent, and hairstyle.
When you activate or deactivate a description, others in the room will see a
message about your appearance changing (if that location isn’t covered by
clothing).
See Also
Death
When your character is attacked while critically wounded, or succumbs
to critical wounds they will die. Death in Haven is semi-permanent, your
character will leave a corpse(Unless they’re a vampire) and be moved
to an OOC grave room where you can still do all the OOC things on the
game and contemplate your next character.
A dead character may be resurrected by the living through the use of Charon
coins. Alternatively, the dead may bargain for an undead existence as a wight.
See Help Charon and Help Bargain.
Deathday
This field represents when your character was turned into a vampire, and
is of the format (year) (month) (day).
Decorate
The decorate command can be used to customize a house or shop property that
you own. It is extremely versatile and has many options, but at a bare minimum
rooms should feature a name and description.
Syntax: decorate (argument) [additional modifier]
The arguments for decorate are as follows:
[Description Commands]:
Decorate name (string)
Changes the name of the room you’re in. All rooms begin with ‘In’ if inside,
or ‘At’ if outside.
Example: “decorate name a carpeted hallway” will yield, “In a carpeted
hallway”.
Decorate description
Enters an editor to write the description of the room you’re currently in.
Decorate 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 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 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 $2500. 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 the citymay 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.
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. Invested 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.
You will need to confirm
this action. The last character on your account cannot be deleted.
Characters in stasis can be deleted from the character selection
screen using: delete (char name)
delusional
See help lorestick.
DemiDemon
Tier Five Archetype
Supernatural
This archetype represents those humans who are half human, half demon.
Normally these occur when parents make deals with demons regarding their
children, or a single woman allows herself to be inseminated with a half
demon child as part of a deal. See help demonborn lore for more general
information.
Age: Apparent age at least 20, actual age at least 100.
Physical Characteristics: Red Irises, Inhuman and monstrous appearance,
cannot go out into public uncovered without causing alarm. At least their
eyes, hands, feet, legs and torso must be covered. The exact nature of a
Demidemon’s physical monstrousness varies between individuals.
Focuses: Has up to four points to spend on focus stats at tier five.
Demigod
Tier Two Archetype
Supernatural
This archetype represents humans with some God blood in them, but those who
are fairly new and inexperienced with their powers. See help demigod lore
for more information.
Minimum Age: 18
Available Negative Modifiers: Mentally Ill, Injured, Ill, Addicted.
Available Positive Modifiers: Relic Holder, Demonic Pact Holder,
Fleshformed.
Focuses: Has one point to spend on focus stats at tier two.
Demigod Lore
A demigod refers to anybody with divine ancestry. Demigods usually
inherit some small degree of the perfection of their parents, they tend to
be more attractive, more physically capable, more resistant to disease and
injury, to heal faster and age more slowly. They often also tend to have a
psychological predisposition towards their godly ancestor’s aspects, the
descendant of
a thunder god for instance may enjoy being out in storms.
Demigods also may be favored by their divine ancestor, who might take it upon
themselves to aid in their life or set them to tasks they wish to see
accomplished. Most, however, possess no real supernatural ability beyond
their innate remarkableness.
In ancient times, to be taken as a god’s lover was a great privilege and the
gods bestowed a gift upon those they slept with, imbuing them with health
and longevity. Some degree of this persists in their children. After
having sex with a demigod a person will heal more rapidly for about two
days, as well as not aging or becoming sick in that period. While this can
be a great gift from a demigod lover to their lover or spouse and even has
led to some demigod couples being effectively immortal, rumors persist of
those who pay highly for captured demigods to use them forcibly in order to
stay young forever.
Today demigod genes are erratic like other supernatural genes. Usually
activating only once every three of four generations. The chances of any of
your direct family also being an active demigod is astronomically small, but
it is possible for a grandparent or great grandparent to be. There’s also a
decent chance that twins, whether fraternal or identical, will share the trait
if one has it.
Demigods much like Faeborn, Angelborn, and Demonborn can be either latent,
passive or active.
Latents are effectively entirely human, but there is a chance that at some
point in their adult lift the latent genes will activate and they will
become either active or passive. Passives are mostly human but they have
some degree of the resistance to disease and aging and tend to be more
attractive and capable. They also have the effects of prolonging the life
of their sexual partners.
Actives are passives until around the end of puberty, usually seventeen to
nineteen, when they activate. They also sometimes activate later in life,
although this is very rare in people not living near New Haven. As well as
the effects of passive demigods, actives may also gain other amazing
supernatural
powers.
See Also
Demigod Mechanics
Sex with a demigod temporarily halts aging.
Demigods receive additional stagger when struck with radioactively augmented
weapons.
Demigods can hear prayer-like thoughts, see help wish
demigod modifiers
Demigods may select from the following modifiers:
(T2) Demigod:
Negative Modifiers: Addicted, Injured, Ill, Mentally Ill
Positive Modifiers: Relic Holder, Fleshformed, Demonic Pact Holder
(T3) Demigod Veteran:
Negative Modifiers: Crippled, Cursed
Positive Modifiers: Relic Holder, Fleshformed, Demonic Pact Holder
(T4) Ageless Demigod:
Negative Modifiers: Crippled
Positive Modifiers: Relic Holder, Fleshformed, Demonic Pact Holder
Demigod Stat
Requirements: Non-Supernatural
This stat makes your character considered a demigod, even if they do not have
a demigod archetype; it represents latent or passive blood. Your character
will be able to hear wishes.
Demigod Veteran
Tier Three Archetype
Supernatural
This archetype represents a human with god blood who’s been supernatural and
active in the supernatural community for at least ten years. See help
demigod lore for more information in general.
Minimum Age: 28
Available Negative Modifiers: Cursed, Crippled.
Available Positive Modifiers: Relic Holder, Demonic Pact Holder,
Fleshformed.
Focuses: Has up to two points to spend on focuses at tier three.
Demigod Warrior Focus
Combat Focus
Requirements: Demigod
This stat represents the ability of demigods to use their supernatural gifts
in combat. Each rank offers increased access to physical stats. Demigod
Warriors can learn to use day aspects or night aspects to enhance themselves
in combat and can choose one of these powers in particular to be enhanced. At
max rank Demigod Warriors can learn dual aspects, allowing them to make use of
both aspects of day and aspects of night.
[Demigod Warrior One]:
Aspects of Day 1: Exclusive with Aspects of Night; A power tree focused on
enhancing melee combat.
Aspects of Night 1: Exclusive with Aspects of Day; A power tree focused on
enhancing ranged combat.
Strength 4: Determines inventory limit and influences both social and active
combat.
Epic Strength: A legendary power that adds additional stagger and doubles your
strength, including to over 5.
Immortality: A legendary power that grants you a per-round damage cap and
restricts how you can be killed.
[Demigod Warrior Two]:
Aspects of Day 2: Exclusive with Aspects of Night; A power tree focused on
enhancing melee combat.
Aspects of Night 2: Exclusive with Aspects of Day; A power tree focused on
enhancing ranged combat.
Stamina 4: Increases stagger recovery rate in combat.
[Demigod Warrior Three]:
Strength 5: Determines inventory limit and influences both social and active
combat.
[Demigod Warrior Four]:
Dual Aspects: Allow the purchase and use of both Aspects of Day and Aspects of
Night.
Regeneration 3: Maximum proficiency; greatly enhances wound recovery time.
Stamina 5: Maximum proficiency; increases stagger recovery rate in combat.
Demolitions
Requirements: Rank 2 requires soldier, engineer, commander or underworld mogul
focus.
Rank 3 requires soldier or engineer focus 3.
This stat represents a character’s ability to acquire and use explosives.
Syntax: breakin (direction)
This command will utilize the demolitions skill of the character to break
through walls and doors. See help breakin.
Demolitions 0
No explosives knowledge.
Demolitions 1
Pipe bombs and similar explosives.
Demolitions 2
Improvised and military type explosives.
Demolitions 3
Can shape explosions and use any type or grade of demolitions equipment.
Demon Warrior Focus
Combat Focus
Requirements: Demonborn
This stat represents the ability of demonborn to use their inhuman nature in
combat. Each rank offers increased access to physical stats. Demon Warriors can
learn to use biokinesis to augment themselves in combat. At max rank Demon
Warriors can learn demonic metabolism, granting them in-combat regeneration.
[Demon Warrior One]:
Biokinesis 1: A power tree focused on melee combat, especially hardiness.
Strength 4: Determines inventory limit and influences both social and active
combat.
Epic Strength: A legendary power that adds additional stagger and doubles
your strength, including to over 5.
Hypernatural Regen: A legendary power that grants phenomenal out of combat
regeneration, including from death and dismemberment.
[Demon Warrior Two]:
Biokinesis 2: A power tree focused on melee combat, especially hardiness.
[Demon Warrior Three]:
Regeneration 3: Maximum proficiency; greatly enhances wound recovery time.
Stamina 4: Determines inventory limit and influences both social and active
combat.
[Demon Warrior Four]:
Demonic Metabolism: Grants a small per-round regeneration of defenses.
Strength 5: Maximum proficiency; Determines inventory limit and influences
both social and active combat.
Demonborn
Tier Two Archetype
Supernatural
This archetype represents humans with some demon blood in them, but those
who are fairly new and inexperienced with their powers. See help demonborn
lore for more information.
Minimum Age: 18
Available Negative Modifiers: Mentally Ill, Injured, Ill, Addicted.
Available Positive Modifiers: Relic Holder, Demonic Pact Holder,
Fleshformed.
Focuses: Has one point to spend on focus stats at tier two.
Demonborn Lore
Also Read: Help Demonborn Mechanics
The demonborn are a disparate group, while some are indeed the descendants
of human and demon couplings, these are very rare. Far more common are humans
who were affected by demonic forces while still in the womb. The result is
basically the same however, a human who is in some small part demon. The
demonborn tend to be physically stronger and hardier than most humans, also
with a much higher tolerance for heat. Many find themselves drawn to and
interested in fire as well. The demonborn are also infected with the innate
demonic sadism. They derive pleasure from the pain, discomfort or
unhappiness of others. While this isn’t enough to make all of them behave like
psychopaths, many do, while others tend to settle into some
lifestyle or profession that allows them to get their fix. They are
commonly found as dominatrixes or in pain-oriented kinky relationships, or
in professions such as the military, law enforcement, violent crime, or combat
sports.
The blood of the demonborn is a potent, mystical chemical accelerant. It
will augment any natural chemical reaction such as those of explosives. A
drop of blood into the gunpowder of a bullet can double its penetrative
power, while a glass of it can make any bomb much more deadly.
Today demonborn genes are erratic like other supernatural genes, usually
activating only once every three of four generations. The chances of any of
your direct family also being active demonborn is astronomically small, but
it is possible for a grandparent or great grandparent to be. There’s also a
decent chance that twins, whether fraternal or identical, will share the trait
if one has it.
Demonborn much like faeborn and angelborn can be either latent, passive or
active.
Latents are effectively entirely human, but there is a chance that at some
point in their adult lift the latent genes will activate and they will
become either active or passive.
Passive demonborn are mostly human, but tend to be a bit stronger and
hardier than most, have more tolerance for hot temperatures as well as
possessing innate demonic sadism and the properties of their blood.
Active demonborn are passives until around the end of puberty, usually
seventeen to nineteen, when they activate. They also sometimes activate
later in life, although this is very rare in people not living near New Haven.
As well as the effects of passive demonborn, actives may also gain other
supernatural powers.
Note: Demonborns are physically entirely human in appearance.
Demonborn Mechanics
Demonborn get a mood lift whenever someone in the room with them is
suffering. See Help suffer.
Demonborn receive additional stagger when struck with weapons augmented with
quartz.
Demonborn are naturally drawn towards things that will cause suffering. See
Help Dread
demonborn modifiers
Demonborn may select from the following modifiers:
(T2) Demonborn:
Negative Modifiers: Addicted, Injured, Ill, Mentally Ill
Positive Modifiers: Relic Holder, Fleshformed, Demonic Pact Holder
(T3) Demonborn Veteran:
Negative Modifiers: Crippled, Cursed
Positive Modifiers: Relic Holder, Fleshformed, Demonic Pact Holder
(T4) Ageless Demonborn:
Negative Modifiers: Crippled
Positive Modifiers: Fleshformed, Demonic Pact Holder
Demonborn Stat
Requirements: Non-Supernatural
This stat makes your character considered a demonborn, even if they do not
have a demonborn archetype; it represents latent or passive blood. Your
character will become dread sensitive.
Demonborn Veteran
Tier Three Archetype
Supernatural
This archetype represents a human with demon blood who’s been supernatural
and active in the supernatural community for at least ten years. See help
demonborn lore for more information in general.
Minimum Age: 28
Available Negative Modifiers: Cursed, Crippled.
Available Positive Modifiers: Relic Holder, Demonic Pact Holder,
Fleshformed
Focuses: Has up to two points to spend on focuses at tier three.
Demonic Cry
Requirements: Demonborn
Characters with this power can use the command wail to let out an ear
piercing scream that renders everyone nearby deaf for some time afterwards.
Demonic Metabolism
Requirements: Demon warrior 4
This stat grants a character a small amount of regeneration of their
defenses every combat round.
Demonic Pact Holder
Positive Tier Modifier
Replaceable: No.
This modifier represents a character who’s made a deal with a demon in
return for increased power and abilities. It cannot be taken by those with
story off and any SRs you trust to advanced will be able to see you have a
demonic pact. You can use describe pact to write a description of your
demonic deal visible to any advanced trusted SRs who look you up to enable
them to emit your demonic patron. Furthermore demonic pact holds who don’t
engage in a basic level of antagonistic RP(RPing with people who have been
captured and bound) will face debuffs to their lifeforce as their patron
punishes them. Demonic pacts once made can never be broken or escaped from.
Characters with pacts are considered to be demonborn for stat restrictions
and requirements.
Demonic Seduction
Requirements: Demonborn
Characters with this power receive bonuses to any attempts to hypnotize or
psychically influence someone if lust is one of the pressures chosen by
their victim.
Demons
Demons are biological weapons, fashioned a long time ago by wizards in an
attempt to win a war in another realm. They now run that world, which is
called Hell. There
are billions of demons in hell and more are regularly being made. Hell is
run by a central administration headed by a group of archdemons, believed to
number twelve. These are
unbelievably powerful sorcerer demons and are responsible for running hell
as well as creating most of the other types of demons.
Several of the upper echelons of demons, including archdemons, can influence
Earth, they have the ability to reach their magic across to affect things.
They use this power to make things worse where they can and often to improve
the life of those who agree to do their bidding on earth.
Demons of varying strengths are known to offer smaller bargains to benefit
people at the price of making them more vulnerable to dark influences, raising
their invitation level.
When they were first created demons were given a vulnerability to quartz in
order to make controlling them easier. While this ultimately failed, they
and their descendants still have this weakness today. Even powerful demons
may be incapacitated by a quartz stake through the chest and demonborn all
become weakened when struck by quartz weapons.
deposit
Syntax: deposit <amount>
Here at Haven a fully functional banking system is in use to save players
from carrying around all of their hard earned cash. The deposit command
lets you deposit money at the Sovereign Bank or at an ATM, from which it can
later be withdrawn.
————————————————————
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 its 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”.
description
See help descriptions
Descriptions
How your character looks is entirely up to you.
The intro command sets the string people see you as before they have you
remembered, for example ‘a tall man with black hair and blue eyes’. When
writing an intro it is a good idea to be a little distinctive with it, also
to avoid judgments or personality characteristics.
When used in another form such as wolf or wolfman it sets the intro for that
form.
The describe command is used to set what people see when they look at your
character with the look command.
Syntax: describe <location> Valid locations: self, hands, lowerarms,
upperarms, feet, lowerlegs, thighs, groin, arse, lowerback, upperback,
lowerchest, breasts, upperchest, neck, lowerface, forehead, hair, eyes,
smell, taste, wolf, wolfman, animal.
Syntax: describe order <location> number
This syntax allows you to set the order in which your described
elements appear.
Descs are displayed together without spaces or new lines unless you enter
them, individual parts of the desc will disappear when that part of your
body is concealed. You should not use .f when making a description, nor
insert line breaks unless you’re sure you want them. Descriptions will wrap
automatically.
You can also use the detail command to add more information to your
character only seen when you look at or are shown certain bodyparts.
See help detail for more information.
You can use the change command with eyecolor, haircolor or hairdye
to set your character’s genetic eye and hair color, as well as the
color of dye they’re using.
You can use describe file to make notes on your character other members of
your society can look up, and describe classified to make notes on your
character leaders of your society can look up.
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. See Help
Wish.
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.
devour
Syntax: devour (food object)
Devour is used to eat the entirety of a food object at once.
Dexterity
Requirements: Rank 2 requires Blade Disciple, Gun Disciple or Tier 3.
Rank 3 requires Blade Disciple 3 or Gun Disciple 3
This stat determines how physically dexterous your character is. This impacts
things such as hand-eye coordination and agility. It is used to determine if
you can pin someone and is the primary stat checked defensively in fist fights
as well as social attacks.
Dexterity -1
Clumsier than the average person.
Dexterity 0
As dexterous as the average person.
Dexterity 1
More dexterous than most people.
Dexterity 2
Amongst the most dexterous of people; martial artists and fighter pilots.
Dexterity 3
Supernaturally dexterous; catching thrown knives by the handle.
See Also
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 diminish 75, for instance, will make you do three
quarters 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. Diminish does not affect the amount of stagger you
deal to your opponents.
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.
disciplines
Syntax: disciplines
This command will show you a list of your current trained disciplines,
their actual trained value and their adjusted effective value in brackets.
Syntax: disciplines all
This command will show you all available disciplines that can be trained.
Check the corresponding help files for more information on each one.
Syntax: disciplines cost / disciplines cost (number)
This command will show you the current cost to train any disciplines a
single additional level from where you are currently trained. If you add
a number at the end, it will tell you how much total experience is
required to raise a discipline to a particular level.
Disciplines are the stats used to determine your combat performance, and are
broken down into three categories: Melee, Ranged, and Defensive.
The combined total of all your defensive disciplines is added and multiplied
by 5 to give your overall defense value, which works similar to hit points.
Melee Disciplines can only be used when next to a target, with a distance
value of 1, and do their value in damage.
Ranged Disciplines each have a unique max range and an optimum range which
is half that. Each of the help files for the ranged disciplines lists these
but this decreases towards 0 at max range or when the target is adjacent.
values. They do the same damage as a melee discipline at optimum range,
Certain disciplines require specific weapon objects in order for them to
count as being effective. For instance, the Rifle discipline will require
a large gun object. See Also: Help Object Types
The melee disciplines of Striking and Grappling will add to your total melee
effective value. These do not stack. For instance, if you have 10 Striking
and 20 Short Blades, your effective Short Blades if you have the weapon will
be 30 Short Blades.
See Also
Disfigured
Negative Tier Modifier
Removable: Yes.
This modifier represents injuries which no living creature could survive.
Only the undead can be injured this badly and continue to function. Many
types of disfigurement the undead can eventually recover from, but the
process is usually a very slow and painful one.
display
Syntax: display (form)
This command will display a number of fields including name, intro, who title,
and room title. It can be made to display the information for any form, but
will default to the character’s current form if no argument is used.
Disposable Muscle
Requirements: Underworld Mogul 1
This stat reduces the amount of time that it takes for your hired thugs to
recover. When allies are defeated in combat, they are only out of
commission for one day instead of three.
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’s popularity.
Diss (name) appearance (amount) (reason)
This will give the target a hit to their apparent attractiveness based on
the influence spent.
Diss (name) faction (amount) (reason)
This will lose the target some respect within their faction/cult based on the
influence spent.
Diss (name) society (amount) (reason)
This will lose the target some respect within their society based on the
society influence spent.
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.
The max influence that can be spent at a time is 10000, you should not spam
the command to bypass this cap.
See Also
District 82
Far removed from the central bureaucracy of Hell’s administrative core and the
perpetual carnage of the Eternal War Fronts lies District 82, a mostly
forgotten
corner of the infernal realm where neglect has created an unexpected haven for
those who exist on the margins of demonic society. This expansive territory
centers around the vast expanse of the Black Forest, whose twisted trees grow
to impossible heights, their branches intertwining to create a canopy so dense
that in some areas, no light penetrates to the forest floor.
The district’s primary settlement, Refuge, sprawls along the forest’s eastern
edge, a haphazard collection of structures built from scavenged materials,
bone, chitin, and the hardened secretions of various hell-beasts. Originally
established as a temporary camp for deserters from the Third Legion during the
Obsidian Rebellion, the settlement has grown over centuries into a permanent
community with its own peculiar social order. Governance falls to the Council
of Necessity, comprised of representatives from the settlement’s major
factions: deserter demons and a few desperate escapees.
Deep within the Black Forest stands the Grove of Whispers, where trees with
bark like polished onyx grow in perfect circles around pools of luminescent
liquid that neither evaporates nor can be removed from its depression. These
pools serve as neutral ground for clandestine meetings and illicit trades, as
they dampen all magical surveillance and prevent violence within their
immediate vicinity, a property that many believe indicates they predate the
realm corrupting into hell.
The northwestern quadrant of District 82 hosts the Reclamation Fields, where
failed experiments in fleshforming are discarded by the other legions.
This grotesque landscape of partially formed bodies and autonomous limbs is
carefully harvested by the district’s flesh-crafters, who have developed
techniques to stabilize and repurpose these castoffs.
Beneath the surface of District 82 runs an extensive network of tunnels,
originally excavated as emergency evacuation routes during Hell’s early civil
wars but long since abandoned by official forces. These passages, known
collectively as the Undertrade, serve as both transportation system and
marketplace for goods that would be confiscated or destroyed in more regulated
areas of Hell. Access to the Undertrade is jealously guarded by the Tunnel
Wardens, a loose confederation of demons who have evolved to thrive in
perpetual darkness.
The greatest danger facing District 82 comes not from within but from periodic
“cleansing operations” launched by Hell’s central administration, typically
when a new commander rises to power and seeks to demonstrate authority by
enforcing compliance in outlying regions. These campaigns rarely penetrate
deep into the Black Forest, as the trees themselves seem to respond to
intrusion, shifting positions to confuse invaders and occasionally exhibiting
more direct defensive capabilities against larger forces.
For those seeking to escape notice in the infernal realms, District 82 offers
a harsh but viable alternative to the rigid hierarchies and constant warfare
that characterize much of Hell.
do_spar
Syntax: Spar
With this command you can enter a less than lethal mode of fighting, ideal
for practicing and training. All damage is reduced by half and any wounds
you inflict will heal very rapidly. You can toggle it off at any time.
Fights starting in sparring rooms always set participants to spar by
default. Sparring uses slow combat.
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.
donate
See help community credit and help community credit rewards.
download
Syntax: Download (Character/Property/MyRooms)
Copies data from your character, the property they’re in if they have
permission to edit it, or all their created myrooms into a text file with a
link to download it.
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.
Drain
Syntax: drain (person) (mild/severe/critical/fatal)
This command is used to forcibly remove the target’s
blood.
Dread
Syntax: Dread (degree) (thing) Or Dread (person) (degree) (thing)
This command allows a player to project things their character is dreading at
the current point in time. It will appear in the form of:
You feel (degree)ly negatively preoccupied with the prospect of (thing).
And any demonborn will see.
You (degree) want to manifest (person)’s dread of (thing).
This command represents the ability of those with demonic empathic abilities
to intuitively sense the things that will best illicit 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 they 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.
Dream Identity
While inside the dreamscape characters do not realise that they are
dreaming, or that the world they’re in is not real. Drives, desires and
situations from the real world frequently do manifest into their dreams, but
not as something external.
For instance if you go into the dreamscape wishing to be a bird, you will
probably dream about being a bird and flying around, but you won’t be aware
that you’re not a real bird and this isn’t a real world, at least not until
you wake up. Or if you fall asleep in the bathtub, you may well end up in a
swamp or other damp locale in your dream.
Similarly, if you go into the dreamscape with the intention of delivering a
message about yourself or someone else being held captive you might dream
about being a soldier sent to deliver their commanding officer intelligence
about someone being held captive by the Nazis, or yourself be a recently
released POW.
People can sometimes use this to piece together events in real life, if
someone has a single theme of captivity running through all their dreams
when others encounter them frequently they might guess in the waking world
that that person is a captive, they might also be able to guess who they are
by other recurring themes in their dream identities. They wouldn’t of
course realise this in the dream however, since they also wouldn’t know it
was a dream until they awoke.
Characters have much sharper memories of the dreams they have in the
dreamscape after they awake, compared to normal dreams.
The creation of dreamworlds is a conscious, psychic exercise generally done
while awake or in a semi-sleeping state. Characters are aware they’ve built
a psychic realm and have consciously chosen each of its features. Characters
can while awake plan who they will be in a certain world when they fall
asleep, and focus on that desire in order to make it manifest. It
doesn’t always work; sometimes their subconscious works against their wishes
to choose a different identity for them.
The details around how someone came to be in that place in the dream world
or whatever other parts of their backstory that are difficult to explain
will be fuzzy and hard for the dreamer to recall. If a dreamer does somehow
realise they are dreaming, they will immediately wake back up.
Dreamchild
Tier Two Archetype
Human unless takes occult focuses.
Dreamchildren are humans formed from the world of dreams. No one knows
entirely how they come into being, one day they simply exist in our
world instead of the dreams from which they originated. Dreamchilden
can come from the personal dreams of an individual, but more often
come from a shared dreamworld.
Dreamchildren are entirely physically human, they typically resemble
whomever they were in dreams but do not retain any inhuman
characteristics and sometimes have other minor differences.
Syntax: Dreamworld associate (number)
Extra: Dreamchild can set a custom nightmare manifestation
even if they do not have the required amount of community credits.
Minimum Age: 18
Available Negative Modifiers: Addicted, Injured, Ill, Mentally Ill.
Available Positive Modifiers: Relic Holder, Demonic Pact holder,
Chemical Augmentation, Fleshformed.
Focuses: Gives one point to spend on focuses at tier two.
Dreamscape
The dreamscape is a psychic realm that all sentient beings can access in
their sleep. Normal people only access it very rarely, maybe once or twice
a year but those in New Haven are much closer to the dreaming and access
it frequently.
Syntax: Dream (dreamworld name)
-Fall asleep and enter a world within the dreamscape.
Syntax: Wake
-Leave the dreamscape and start the process of waking yourself backup.
Syntax: Dream sell experience (amount)
-Turns dream experience into rp experience, with 5 dream exp becoming 1 rp
exp.
Syntax: Dream buy experience (amount)
-Turns rpxp into dream exp, with 1 rpxp becoming 2 dream xp.
Dreamvictimize
Syntax: dreamvictimize <victim> <action> [arguments]
This command allows you to manipulate a character who is under your power in
the dreamworld. The target must either be your prisoner or have been recently
defeated by you (within 10 minutes).
Available actions:
Takeprisoner: Convert a recently defeated character into your prisoner for
5-10
days.
Blindfold <hours>: Blindfold the victim for 1-48 hours
Unblindfold: Remove the victim’s blindfold
Trap <hours>: Trap the victim for 1-48 hours
Untrap: Release the victim from their trap
Vgearlist: View the victim’s gear inventory.
Steal <item>: Steal a specific piece of gear from the victim.
Release: Free the victim from being your prisoner.
Makefollow: Force the victim to follow you.
Stopfollow: Make the victim stop following you.
Vdesclist: List all descriptions associated with the victim.
Vactivate <desc_name>: Activate a specific description for the victim.
Vdeactivate <desc_name>: Deactivate a specific description.
Vadddesc <gear/nongear> <name> <days> <description>: Add a new description to
the victim, locked for the specified number of days (1-15)
See Also
Dreamworld
Dreamworlds are small pockets within the dream scape which have their own
continuity and environment.
Calendar events with a dreamworld in the location will have the author set
as Anonymous under calendar info and calendar list.
Syntax: Dreamworld list
-List all the active dreamworlds as well as your own.
Syntax: Dreamworld summary (number)
-See basic information on a particular dreamworld.
See Help Dreamworld Commands for a list of commands for using dreamworlds.
See Help Dreamworld Creation for commands to create a dreamworld.
See Help Dreamscape for information on the psychic plane.
Dreamworld Commands
Generally the ‘dreamworld’ prefix does not have to be used when in a
dreamworld.
Dreamworld List
-List all the dreamworlds.
Dreamworld Info (dreamworld number)
-Shows info about the specified dreamworld.
Dreamworld associate (dreamworld number)
-Lets dreamchildren associate with a particular dream world.
Dreamworld roster (dreamworld number)
-Show a list of characters in that dreamworld.
Dreamworld makecharacter (dreamworld number) (character name)
-Enter an editor to setup your dream character.
Dreamworld editcharacter (dreamworld number) (character name)
Dream (world name)
-Fall asleep and enter the specified world.
Dreamworld raisestat (stat)
-Increase a stat.
Dreamworld buytitle (title)
-Acquire a title in the dreamworld.
Dreamworld buytrait (trait)
-Acquire a trait in the dreamworld.
Dreamworld buygear (gear name)
-Acquire some gear in the dreamworld.
Dreamworld buyunique (unique name)
-Acquire a unique item in the dreamworld.
Dreamworld score (optional dreamworld number)
-Show your dream character’s scoresheet for that world.
Dreamworld activatepersona (dreamworld number) (persona name)
-Set a particular persona in a dreamworld as your currently active one.
Dreamworld follow (character)
-Start following another dream character around the dreamworld.
Dreamworld listlore (optional dreamworld number)
-Show all the lore for a particular dream world.
Dreamworld viewlore (optional dreamworld number) (lore name)
-Show the content of a particular lore item.
Dreamworld statinfo (dreamworld number) (stat name)
-Show info on a given stat.
Dreamworld gearinfo (dreamworld number) (gear name)
-Show info on given gear.
Dreamworld traitinfo (dreamworld number) (trait name)
-Show info on a given trait.
Dreamworld uniqueinfo (dreamworld number) (unique name)
-Show info on a given unique.
Dreamworld titleinfo (dreamworld number) (title name)
-Show info on a given title.
Dreamworld addchardesc (optional dreamworld number) (desc name) (location)
(text)
-Adds a new dynamic description to the current dream persona.
Dreamworld addgeardesc (optional dreamworld number) (desc name) (location)
(text)
-Adds a new dynamic gear description to the current dream persona.
Dreamworld remchardesc (name)
-Delete a dynamic dream description.
Dreamworld remgeardesc (name)
-Delete a dynamic dream description.
Dreamworld listdescs
-List all the current dream personas active descs.
Dreamworld activatedesc (name)
-Enable a dynamic description so it appears on your character.
Dreamworld deactivatedesc (name)
-Disable a dynamic description.
Dreamworld transferpersonas (non dream character name)
-Transfer all current character’s personas to a new character.
Dreamworld downloadrp (optional dreamworld number) (dream persona name)
-Download a .txt file of all the RP done by that character.
Scenario (description of the start of the scenario)
-Start an AI-driven dreamworld SR.
Try (action) with (list of comma separate stats, gear, traits, environment
etc)
-Make an attempt to roll some stats to achieve something in the dreamworld.
Rpfight (person ) (fight type)
-Start a conflict in the dreamworld.
Other commands: look, emote, say, showstat, (movement commands)
Dreamworld Creation
Syntax: Dreamworld Create (name)
-Make a new dreamworld.
Syntax: Dreamworld transfer (name)
-Will transfer ownership of a dreamworld to another character.
Syntax: Dreamworld delete (number)
-Delete a dreamworld you have created.
Syntax: Dreamworld rename (number) (new name)
-Rename your dreamworld.
Syntax: Dreamworld description (number)
-Enter an editor to write a description of your dreamworld.
Syntax: Dreamworld activate/deactive (number)
-Make a dreamworld active or not.
Syntax: Dreamworld doors (number)
-Enters an editor to write a description which can be seen by those in
the nightmare when doors to the world open.
Stats
Syntax: Dreamworld statadd (number) (statname)
-Add a new statistic to your dreamworld.
Syntax: Dreamworld statremove (number) (statname)
-Delete a stat.
Syntax: Dreamworld statdescribe (number) (statname)
-Enter a description of a stat which shows up when someone uses
showstat.
Syntax: Dreamworld gearadd (number) (gear name)
-Add new gear to your dreamworld.
Syntax: Dreamworld geardescribe (number) (gear name)
-Enter a description editor for the gear.
Syntax: Dreamworld gearremove (gear name)
-Delete the gear from your dreamworld.
Syntax: Dreamworld gearstat (gear name) (stat name)
-Select the stat buffed by a particular piece of gear.
Syntax: Dreamworld gearlevel (gear name) (1-5)
-Choose how much the selected gear buffs the selected stat by.
Syntax: Dreamworld traitadd (number) (trait name)
-Add a new trait to your dreamworld.
Syntax: Dreamworld traitdescribe (number) (trait name)
-Enter an editor to update the trait description.
Syntax: Dreamworld traitremove (number) (trait name)
-Remove a trait from your dreamworld.
Syntax: Dreamworld uniqueadd (number) (unique name)
-Add a new unique item to your dreamworld.
Syntax: Dreamworld uniquedescribe (number) (unique name)
-Enter an editor to describe the unique item.
Syntax: Dreamworld uniqueremove (number) (unique name)
-Remove the unique.
Syntax: Dreamworld uniquestat (number) (stat name)
-Set a stat to be buffed by the unique.
Syntax: Dreamworld uniquelevel (number) (unique name) (level)
-Set the amount the unique will buff a stat by.
Syntax: Dreamworld titleadd (number) (title name)
-Adds a new title to the dreamworld.
Syntax: Dreamworld titledescribe (number)
-Enter an editor to describe the title.
Syntax: Dreamworld titleremove (number) (title name)
-Remove a title from the dreamworld.
Lore
Syntax: Dreamworld addlore (number) (lore name) (content)
-Adds new lore to the dream world.
Syntax: Dreamworld deletelore (number) (lore name)
-Deletes some lore from the dreamworld.
Rooms
Syntax: Make Room
-Create a new custom room, setting the locationt to dream allows it
to be added to your dreamworld.
Syntax: Myrooms dreamroom (myroom number) (dreamworld number)
-Add or remove a created room to a dreamworld.
Syntax: Myrooms dreamentrance (myroom number) (dreamworld number)
-Set a room as the entrance into your world.
Syntax: Roomlist
-Will show all the rooms you can travel to inside the dreamworld. Rooms
that have exits won’t show up except to the owner of the world and will
have to be navigated to through using the exits.
Syntax: Dreamworld addexit (room number to link to) (exit shortcut) (exit
name)
-Build a one way exit between two rooms in your dreamworld.
Syntax: Dreamworld deleteexit (exit name or shortcut)
-Delete an exit.
Fights
Syntax: Dreamworld makefighttype (dreamworld number) (fight type name)
-Create a new type of fight in the dreamworld.
Syntax: Dreamworld deletefighttype (dreamworld number) (fight type name)
-Delete a fight type.
Syntax: Dreamworld addfightstat (dreamworld number) (fight type name) (stat
name)
-Add a stat to a type of fight.
Syntax: Dreamworld addfightroom (dreamworld number) (fight type name)
-Adds the specified fight type as a valid type to the room you are currently
dreaming in.
drink
Syntax: drink <object>
When you are thirsty you drink something from an object or container
that holds a liquid suitable for drinking.
————————————————————
drive
This command allows a character to drive a car within New Haven’s limits. See
help car for more information on obtaining and making use of a car.
For motorcycles, 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, or entries in Property List.
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 the city randomly.
Syntax: drive slow
You drive slow and avoid crashing in the mist.
drop
Syntax: drop (object)
Used to put an object down.
Drugs
There are three hardcoded drug types, these are Rohypnol, Vampire Blood,
and Poison. There are also many recreational drugs, both prescription and
street. Recreational drugs send a message when taken and have the power to
inflict a temporary level one imprint.
The hardcoded drugs can be either taken by drinking them, or put into a
drink or food object. To dose a drink or meal with a drug, use pour (drug)
(drink/food)
Poison when taken will have no immediate noticeable effect. It will take
between 20-30 minutes to affect a normal person, about double that for a
supernatural. Vampires are immune to poison. When the effect kicks in the
victim will be wounded and weakened, regeneration will not help them heal
this wound. If someone logs off before the poison has kicked in, it will
kick in when they next log on.
Rohypnol when taken will have no noticeable or immediate effect. It will
take 20-30 minutes to effect a normal person, about double that for a
supernatural or three times for a vampire. When the effect kicks in the
victim will pass out, rendering them helpless and able to be tied up,
dragged around etc. If someone logs off before the drug kicks in they will
pass out then, disconnected but with their character remaining in the game
in the same way as if they’d been abducted. You can use the tuckin command
to send a character in this state off the game.
Please check help vampire mechanics for information on Vampire Blood.
Dual Aspects
Requirements: Demigod Warrior 4
This stat allows a demigod to learn both the day and night aspect ability
lines.
Dual Elements
Requirement: Elemental Magic Focus 4
Characters with this stat can learn both pyromancy and cryomancy
simultaneously.
eat
Syntax: eat <food object>
Eat some of a food object. See also Help Devour.
Ebay
Syntax: ebay (item)
Ebay can be used to sell an item that is worth $100
or more for 10% of its value.
Editing
Editing explained
-An overview of customization, recommended for newbies.
Descriptions
-Setting up how your character looks.
History
-Setting up your character’s past.
Fears
-Setting up character fears for trusted SRs.
Goals
-Setting up your character’s goals for trusted SRs.
Secrets
-Setting up personal character secrets.
Custom attacks
-Setting up how your attacks look and work.
Editing Objects
-Customizing objects and clothing
Editing rooms
-Customizing rooms
Clothing
-Setting up your clothes.
Stash
-Storing your items.
Makeup
-A command to have your character put on or take off makeup.
Editing explained
Haven is a game where almost anything can be made to look how you
want it to look, from the clothing and items your character uses
to the rooms they go to, and the way they fight.
The describe command is used to write about how your character looks,
you can describe each individual part of your character separately and
they will show up when exposed by your clothing.
The history command puts you into an editor where you can write your
character’s back-story.
The charnotes command puts you into an editor where you can add notes
for SRs to your character.
Your attacks can be customized with the custom command, this allows you
to set up the message as seen by you, your target, and everyone else in
the room as well as setting the discipline the attack uses and any attached
special effects.
The customize command is used to edit created objects, it can be used to
change how an item looks as well as where it covers or is worn for clothing
and how it tastes for food or drink.
The myroom command is used to list rooms you’ve created and to edit their
descriptions as well as who has access.
The title command is used to set your OOC title as seen on the wholist.
The roomtitle command is used to set a string that appears after your name
when people see you in the room.
The intro command is used to set the short string you appear by before people
remember you. When used in another form it edits the intros for those forms.
The outfit command is used to set up your characters different sets of
clothes.
Editing Rooms
After you’ve made a room you can further edit it with the myrooms command.
A simple myrooms list will list all the rooms you can edit and then:
Myrooms description <roomnumber> Places you into an editor where you can
write the description of the room.
Myrooms name <room number> <name> Sets the name of the room.
Myrooms delete <room number> Deletes a room.
Myrooms extra <room number> <keyword> Places you into an editor where you
write a description that’s seen whenever anybody looks at the keyword.
Myrooms extradelete <room number> <keyword> Will delete an extra desc.
Myrooms place <room number> <keyword> Places you into an editor where you
write a description for an area, similar to extra except people can join
these areas with the join command.
Myrooms placedelete <room number> <keyword> Will delete a place.
Myrooms keys <room number> Places you into an editor where you can set the
access list for private rooms, it should be the names of people you want
to have access, separated by spaces.
Education
Requirements: Rank 2-4 At least 21.
Rank 3-4 Professional Focus 1-2
This stat determines the level of education a character has achieved so far.
Education -1
Never graduated high school.
Education 0
Graduated high school.
Education 1
Completed a bachelor’s degree or equivalent.
Education 2
Completed more than one degree or a master’s degree.
Education 3
Completed a PhD or MD.
Education 4
A professor, lecturer, or other academically established individual.
See Also
Eidolon Commands
Cult becomeeidolon
-Play the Eidolon, will not work if someone else is already doing so.
Implantdream (target)
-Implants a dream in the target.
Possess (target)
-Possess a target anywhere in the world, must be helpless and in your domain
or a member of your cult or sect.
SpiritWhisper (target) (message)
-Whisper to a target anywhere in the world as long as the room is dark, room
does not have to be as dark
if the target has trusted the Eidolon to at least basic. Eidolons will hear
any untargeted whisper said
by characters in the dark.
Eidolon Lore
Eidolon is the term for a variety of different spiritual entities which draw
their power from belief, sacrifice, and the arcane and work in and through the
world.
Origins:
Eidolons have multiple possible origins, some are created by Fae, Gods or even
powerful magical users to serve them or their interests. Sometimes Eidolons
are created by accident when a large magical working is undertaken. Some are
born from local belief and dreams and some used to be people who have
transformed themselves into an Eidolon, usually as part of a quest to
eventually ascend into godhood or a similar level of power.
Powers:
Eidolons have limited direct power but have significant ability to work
through other agents. They can generally control animals, weather and
machinery but their main strength is working through human agents. Eidolons
have significant powers to influence and manipulate people as well as the
ability to grant them great powers and boons to enhance them. They can also
often possess people, even frequently against their will and this is their
only real way of experiencing the physical world. It is common for Eidolons to
possess people and then encourage or manipulate them into doing exciting or
interesting things for the Eidolon to experience. This often includes
extremely dangerous activities and even often fatal ones so the Eidilon can
enjoy the sensation of death before moving on.
Eidolons can create and/or control more minor spirits and ghosts and often use
them as their agents to spread their goals and progress their interests.
Eidolons do not have their own source of power, they need to draw on
supernatural power from other sources. Sacrifices, either of life or blood
help them gain power, so does power channeled through belief, worship and
other sacrifice but the most reliable source of power is arcane objects. The
valuable resources that supernatural societies hold in their vaults often
serve as some of the best sources of power for Eidolons.
Types:
There are no specific rules on what an Eidolon can be, but there are several
broad types into which they tend to fall.
Fae:
Common origins for Fae Eidolons is that they begin as some sort of spirit of
mischief that achieves a higher level of sentience and power or that they are
created by a true Fae to serve their interests or goals and grow from there.
Divine:
Divine Eidolons are usually created by a God to be some sort of servant or
further their interests. They usually are aspected in a way very similar to
the God that created them, such that Eidolons created by a war god are often
heavily focused on war and warlike activities. Some gods support their
Eidolons ascending and even want them to become a lower ranked god in their
divine court but often the Eidolon resents their divine master and are trying
to ascend behind their back and/or as a way to break away from their court and
control. These can often be particularly complex entities since they both
resent a particular god while still being made in their image.
Demonic:
Demonic Eidolons are almost always created by demons as a way to influence
Earth in a way they generally cannot do while being locked in hell. Its also
common for demonic Eidolons to be humans who have been transformed as part of
some deal or pact, either done to them or something they have sought out
themselves in a quest for power and immortality. Demonic Eidolons almost
always have the same innate desire for suffering as other demons do.
The behaviour of demonic Eidolons is usually typified by the demonic interest
in suffering, they tend to use their followers to try and create and promote
suffering and rarely can help themselves from also forcing suffering upon
their followers. This is often their greatest weakness as they try and walk
the line between maximizing the suffering and not driving people away.
Ghost:
Ghostly Eidolons are ghosts who have been able to obtain enough followers or
power after their death to ascend into something more powerful. They are as
varied as the humans who died to become them but often are fixated on the
circumstances of their death and any injustices they suffered or other grudges
they had while alive.
They often try to use their followers to carry on any missions or grudges they
had in life, wanting them to attack the descendants of their enemies or embody
the lifestyle or culture they used to have.
Cthulian:
Cthulian Eidolons come from the void and almost nothing is known about their
origin. It is suspected that at least some of them used to be human however.
Cthulian Eidolons often ascend into either powerful monstrous forms or
ethereal entities but either way they always seem to disappear from the world
shortly afterwards, presumably returning to the void for unknown reasons.
Cthulian Eidolons goals are quite alien and difficult for people to
understand, they are often unspeakably cruel but do not seem to enjoy it in
the same way as demons and often have their followers do things which make no
sense at all to the members of the cult. Hunger is the only common theme among
Cthulian Eidolons and they often will possess a human while they are feasting
or become fixating on people consuming unusual things such as drinking blood
or engaging in cannibalism.
Primal:
Primal Eidolons are usually formed from the worship of Nature or when a
particularly remarkable and unusual animal dies but some are also human
shamans or nature worshippers who are using it as a way to ascend.
Their interests vary depending on the origin of the spirit, those which are
evolved natural spirits are often deeply focused on preserving and growing the
natural world, fighting against industrialization and civilization. Those who
come from animal origins have goals which are heavily influenced by the type
of animal they are, predators encourage their followers to engage in more
predation and may enjoy possessing people while hunting. Pack animals have
cults which are more communal while other animals might be more contemplative
or playful.
El Dorado
Descending into El Dorado requires moving through tunnels carved with warnings
in colonial Spanish and other, older and forgotten languages. El Dorado’s
famous golden structures, though tarnished by centuries of neglect, still
catch and amplify what little light reaches them, creating pockets of amber
radiance amid the gloom.
The central temple, a stepped pyramid whose dimensions precisely match those
of certain constellations, dominates the cityscape. Its golden surfaces have
developed a strange patina that shifts colors depending on the viewer’s angle
of approach, sometimes appearing greenish-black, other times taking on a deep
crimson hue. The temple’s interior chambers remain largely intact, though the
weight of the earth above has caused several lower levels to collapse into one
another, creating a treacherous labyrinth of broken walls and collapsed
flooring.
Surrounding the temple complex stretches the Garden of Offerings, where
hundreds of stone altars stand in concentric circles. Each altar bears unique
carvings depicting transformation rituals, human figures morphing into
jaguars, eagles, or stranger creatures not found in any zoological text. The
ground between these altars is littered with fragments of ceremonial masks,
their expressions frozen in states of ecstasy or agony. Delvers report that
these mask fragments occasionally assemble themselves into temporary wholes
when no one is directly observing them.
The artificial lakes once used for ceremonial purposes have long since
stagnated, becoming thick with an oily substance that exhibits unusual
properties. Objects submerged in these waters emerge coated in a metallic film
that gradually hardens into something resembling gold. More disturbingly,
living tissue exposed to the liquid experiences accelerated but unpredictable
growth, a discovery made at great cost by early exploration teams.
The streets of the buried city are still somehow stalked by dangerous jungle
predators, and living in pockets throughout the city are twisted beast-men who
dine on human flesh and seem to have lost all language and higher thinking
long ago.
While the ghosts of those who were sacrificed mingle with remnant spirits once
conjured to drive the Spanish from their country.
Electricity Resistance
This ability confers near immunity to electricity and lightning. Currents
will simply pass over their skin. It conveys immunity to some abilities but
is primarily a RP stat. This does not help against shadow lightning.
Electropathic
Requirements: Gun Disciple 3, Scientifically Augmented, or Tier 4 Demonborn.
This ability allows you to communicate with electronic devices psychically,
it requires you to be able to see.
Syntax: Teletext (number) (message)/telesay (message)/telessay
(message)/telecsay (message)/telefsay (mesage)
Elemental Magic Focus
Arcane Focus
Requirements: Gifted or Supernatural
This stat represents those who’ve studied elemental magics. In addition to the
standard arcane focus bonuses, it grants either cryomancy or pyromancy,
allowing the arcanist to wield the elements against their enemies in battle.
At higher ranks it also grants access to resistances that allow the
practitioner to shrug off elemental forces and attacks that would cow lesser
individuals. At max rank it allows the learning of Dual Aspects, allowing the
arcanist to master both fire and ice.
[Elemental Magic One]:
Cryomancy 1: A power tree focused on ice.
Pyromancy 1: A power tree focused on fire.
Fire Sorcery: A legendary power that grants the fire sorcery combat
discipline.
Ice Sorcery: A legendary power that grants the ice sorcery combat discipline.
[Elemental Magic Two]:
Cryomancy 1: A power tree focused on ice.
Elemental Spirits: A power that allows minions to attack at range with
sorcery.
Fire Resistance: A power tree that grants near immunity to heat and fire.
Frost Resistance: A power tree that grants near immunity to the cold.
Pyromancy 1: A power tree focused on fire.
[Elemental Magic Three]:
None.
[Elemental Magic Four]:
Dual Elements: A power that enables training both cryomancy and pyromancy.
Elemental Spirits
Requirements: Elemental Magic Focus 2, supernatural or gifted.
This power allows arcanists to summon elementally-attuned spirits to inhabit
their minions, allowing them to make minions with fire, ice or lightning
sorcery disciplines.
Elseborn
Tier Two Archetype
Human unless takes occult focuses.
Elseborn are humans who are people from other worlds and dimensions
who one day find themselves in our world in a human body with no
real idea of how they got here.
Elseborn are entirely physically human, they typically resemble
whomever they were in the other world but do not retain any inhuman
characteristics.
(Do not use elseborn to play someone else’s character unless you have
their permission.)
Minimum Age: 18
Available Negative Modifiers: Addicted, Injured, Ill, Mentally Ill.
Available Positive Modifiers: Relic Holder, Demonic Pact holder,
Chemical Augmentation, Fleshformed.
Focuses: Gives one point to spend on focuses at tier two.
emit
Syntax: Emit (text)
A type of emote that will not include your name, usable while SRing.
emote
Syntax: emote (string)
This is the basic emoting syntax. Unless otherwise specified, the emote
will start with your short desc or whatever others have you remembered by.
See help emoting for more information.
Emote Combat
Emote combat usually occurs when two or more PCs begin a spar.
The turn in which participants will be allowed to act initially favours the
target of the attack, but is also
affected by the Fast Reflexes skill, those with higher fast reflexes being
more
likely to get to act earlier in the rotation.
When it is your turn you will have two minutes to input your attacks and moves
or you forfeit your turn, this is done just like in fast combat with the
attack
and move commands. You can still use myattacks to
attach
special effects to your attacks, but you won’t use the message associated with
that attack. See also Help Myattacks.
Once you have input your commands you have five minutes to write an emote to
describe what your character is doing in that turn, how they are moving and
attacking. This is done with the emote command just like in regular RP. Once
the
emote is finished and sent the code will be processed and it will move to the
next person’s turn.
Emoting
Syntax: emote (string)
This is the basic emoting syntax. Unless otherwise specified, the emote
will start with your short desc or whatever others have you remembered by.
There is a character limit, but it is fairly long. If you are used to emoting
in very long paragraphs, split them up with separate emotes.
Syntax: subtle (string)
A subtle emote is the same as a regular emote, except that it can only be
seen by someone who has joined the same place as you. If you have not
joined a place, a subtle emote will show to anyone who similarly has not.
Places will be marked as such in a room description.
Syntax: private (person) (string)
A private emote is a regular emote that can only be seen by the person you
send it to. You cannot use dialogue in a private emote. A private emote that
has not been properly targeted will show as a subtle emote.
Syntax: announce (message)
This is a form of emote that goes to everyone in the room
even when the room is crowded. Regular emotes do not go to
the whole room in crowded rooms but only to those at the
same place as you.
Syntax: internal (message)
This form of emote can only be seen by you and any SRs and allows
you to emote internal thoughts, feelings, memories etc.
Syntax: emit (message)
This form of emote can only be used when SRing and won’t include
your name at all.
Syntax:
Targeting:
@me: @me in an emote will force the emote not to start with your sdesc,
instead putting it wherever you place it in the paragraph. E.g.,
emote “Hello,” @me says, giving a wave.
will read as:
“Hello,” Bob says, giving a wave.
as opposed to:
emote waves and says, “Hello.”
Bob waves and says, “Hello.”
@my: In order to have your sdesc appear possessive and force the emote
to not start with it, you must use @my. E.g.,
emote Stalking down the street, @my eyes peer owlishly around.
will read as:
Stalking down the street, Bob’s eyes peer owlishly around.
@name: In order to target someone else in an emote, simply @theirname
or @introkeyword. E.g.,
emote glances curiously at @name.
will read as:
Bob glances curiously at Alice.
@name’s: In order to target someone with a possessive, do the above but add
a ‘s as @theirname’s. E.g.,
emote grabs at @name’s bag.
will read as:
Bob grabs at Alice’s bag.
Note: Emoting is not automatically capitalized or punctuated for you.
Encounter
Encounters are random IC events run by storyrunners that occur in an
instanced version of New Haven.
The encounter will be launched through the lookfor system with the SR
being given a choice of two writing prompts.
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.
Be advised that encounters are not private affairs; they show up on
faction/cult/society report events for society members and are logged on
Haven’s website as well.
See Also
Energy Fighting
Type: Melee
Max Range: 1
This discipline covers the ability of creatures to fight with
pure energy in close proximity, by conjuring and deploying the magic
directly to a close quarters opponent or channeling through a weapon or body
part upon striking. Restricted to monster guests.
See Also
Energy Magic
Type: Ranged
Optimum Range: 75
This discipline covers the ability of certain creatures to
conjure and deploy pure energy. A type of ‘sorcery’ that is typically used
to fire projectiles formed of an unknown nebulous energy that can either
strike hard or detonate on impact. Exclusive to monster guests.
See Also
Energy Shield
Type: Defensive
This discipline covers the use of energy manipulation to form a protective
shield that will block incoming attacks until the energy is all used up.
Normally invisible except when being struck. Restricted to monster guests.
See Also
Engineer Focus
Professional Focus
Requirements: None
This stat represents those who’ve dedicated themselves to the world of
computers and mechanical engineering. In addition to the standard professional
focus bonuses, each rank also decreases the cost and increases the
effectiveness of augmentations.
[Engineer One]:
Demolitions 2: Greater proficiency with explosives; makes it easier to breakin
to buildings.
Engineering 3: Greater proficiency with building electronics; can signalboost
phones on White Oak campus.
Hacking 3: Greater proficiency with computers; allows jamming communications.
Powered Armor: Boosts augmented armour to grant +1 to all physical stats and
super jumping.
[Engineer Two]:
Engineering 4: Greater proficiency with building electronics.
Hacking 4: Greater proficiency with computers.
[Engineer Three]:
Demolitions 3: Maximum proficiency with explosives; makes it easier to breakin
to buildings.
Engineering 5: Maximum proficiency with building electronics; can create
moderately futuristic devices.
Hacking 5: Maximum proficiency with computers; allows occasional intercepting
of direct text
messages.
[Engineer Four]:
None.
Engineering
Requirements: Rank 3-5 requires engineer focus 1-3
This stat represents a character’s ability to build electronic devices.
Engineering 0
No skill
Engineering 1
Design or build simple devices
Engineering 2
Design or build commercial quality devices
Engineering 3
Design or build cutting edge quality devices
Modify phones to temporarily work in the White Oak Institute
Engineering 4
Design and build military quality devices
Engineering 5
Design and build more advanced devices than anything that exists today. This
is limited to devices that might credibly exist in 5-10 years.
Each rank in this skill reduces the cost of augmenting weaponry by 15% and
increases the duration of weapon augments by 5.
Enhancements Rituals
Life Force Costs per level of Ritualism: 1: 21%, 2: 12%, 3: 9%, 4: 6%, 5: 4%
Syntax: Ritual sacrifice Cost: 100%
Sacrifices some of the character’s apparent age to turn it into pure life
force energy. Is self targeted.
Syntax: Ritual shadowcloak (target) Cost: 25%
Applies a shadowcloak to the target, making all lights in their proximity
fail until they remove it with the shadowcloak command.
Syntax: Ritual agetheft (target) Cost: 150%
Steals some of the physical age from another and gives it to the caster.
More effective the larger an age difference there is, also much more
effective if done with the target bound helpless in the same room as the
caster. Costs twice as much life force as most rituals.
Syntax: Ritual shadowwalk (target) Cost: 25%
Sets the current room as the caster as their shadowed room, at any later
when not helpless, or restrained or otherwise preoccupied they can use the
shadowwalk (victim) command to return to that room, bringing with
them anyone they are dragging or carrying.
Syntax: Ritual dreadwatcher (target) Cost: 50%
Sets the target to temporarily have demonic empathy, receiving suffers and
dreads.
Enrapture
Requirements: Socialite Focus 1
Syntax: Enrapture (target) Enrapture break
Enrapture is a mystical power that makes a person fall in love with the
user. The victim must be helpless for the command to work. It is one of the
most powerful forms of enslavement there is.
The victim will believe themselves head over heels in love with the user and
willing to do almost anything to make them happy. It can only be used on
one person at a time. When the effect wears off the victim will realize
they were manipulated, but will believe their actions were less out of
character than they truly were.
Enthrall
Syntax: Enthrall (target)
Enthrall break
Enthralling is a power that can only be used on helpless
targets. When used it places the target entirely in your thrall, they will
have to obey any order given to them. It can be broken with enthrall break,
and breaks automatically if the master dies.
Somewhat uniquely for mind control, an enthralled target is aware they’re
enthralled and may not wish to follow their orders, but is compelled to
anyway. A great exertion of will is only able to delay following an order by a
second.
Enthralled targets are compelled to obey what they believe their master
meant, not the literal words of an order, and so can’t try to loophole
things semantically.
An enthralled target will see ‘Your master’ in the look info of their master
generally and will see memory cloaked masters as ‘Your master’ instead of
their normal nondescript intro. A character can only have one person
enthralled at a time.
If a character dies while enthralled, their master also dies.
This effect lasts for a few hours to a day or two past when
the bond ends, or much longer if the enthralled person is badly injured.
Epic Strength
Requirement: Strength 3+
and : Demigod Warrior 1 or Demon Warrior 1
This power doubles your effective strength, allowing it to go beyond 5. It
also imposes additional stagger on anyone you strike in melee combat.
equipment
Syntax: equipment
Will show all your characters currently worn or held items.
Escape
Syntax: Escape
The escape command can be used in various ways to get out of current
situations.
If you are pinned you can use escape to try and break free.
If you are tied up you can use escape to start the process of getting free of
your bindings.
If you are not tied up you can use escape to start the process of
escaping the current room or area you are in.
If you are in a raid and are the carrier you can use escape to advance the
raid to the next spawn wave.
If you are fabled character who has been kidnapped by a monster you can use
‘escape’ by itself after enough time has passed to escape back to New Haven.
If you are a monster you can use ‘escape kidnap (target)’ or ‘escape nokidnap
(target)’ to leave the city either kidnapping a fabled character to take with
you at the same time or not doing so.
If you have been captured by the Wild Hunt you can use ‘escape ethically’ or
‘escape unethically’ to escape the fae and get back to New Haven. If you escape
ethically you will not be able to tier up again for 2.5 months. If you escape
unethically you will not be able to tier up again for about a month, but your
minimum moral tier will also be increased.
If you are in the fae for at least 2.5 months before escaping you will return
to newbie school with the option to significantly change your character
as a result of fatecrafting.
examine
Syntax: examine <container>
Syntax: examine <corpse>
Examine is short for ‘Look container’ followed by ‘Look
in container’ which will show the name of the container and
what is in it. The same holds true for examine corpse, since
a corpse is basically a container.
When used without an argument examine will show you details of the current
room, such as decor, toughness and security levels.
execute
Syntax: execute (target)
Kills a helpless target.
As soon as the command is entered, if the victim is helpless, they will be
killed. Costs political capital against most targets.
See Also
exits
[direction] – Locked Door
(direction) – Unlocked Door
<direction> – Down or Up direction
[direction] – Large Window, curtains open
{direction} – Large Window – curtains closed
!direction! – Requires jumping or results in a fall
!direction! – Requires flight or results in a fall
{direction} – Broken, requires repairs
/direction\ – Automatic doors
direction – Light on
direction – Dark
direction – Forest
direction – Road
direction – Indoors
direction – Sky
Experience
Experience is gained every time you engage in combat, and is determined
per blow based on how much damage you do to the enemy and how strong that
enemy is. The most reliable way to get more combat experience is to go out
into the outer streets and find monsters to battle, but this can also be very
dangerous. Sparring with other players offers a safer way to earn combat
experience, but there’s a daily cap on how much can be gained this way. You
can also convert influence into combat experience if you have excess,
although the rate isn’t that high. Lastly you can go on adventures and
convert your adventure experience into combat experience.
Experience is used to increase your disciplines, and you can spend up to
maximum of a million combat experience on any given character, karma can be
used to increase this cap.
expose
Syntax: expose <body location> or expose <item>
unexpose <body location> or unexpose <item>
This command allows you to expose certain items or body locations that
wouldn’t otherwise be visible, it’s useful when RPing lifting a shirt or
rolling up a sleeve etc.
Exsanguinating
Positive Tier Modifier
Replaceable: Yes.
Some vampires, particularly newer ones can increase their power by glutting
themselves on human blood. Specifically by finding humans to drain
completely until dead in a process called exsanguination. This modifier
represents those vampires who make use of this to increase their strength or
power. They must use the exsanguinate command, to find and kill an NPC. Those
with this
modifier who haven’t exsanguinated anyone in two months will face serious
life force penalties.
exterminate
Syntax: exterminate (target)
This requires rank one in medicine, and must be used in a medical lab.
This will kill any parasites that might be in the target.
Extra Keywords
decorate extra or myrooms extra can be used to write an extra detail people in
the room can view when looking at any word in its name. In addition, it can be
used to add special descriptions shown beneath the usual room description to
people with matching powers.
The special keywords for decorate extra are as follows:
dark will show to characters with the Night Vision power.
Example: “decorate extra dark” will put you in an editor to write a
description for those with night vision.
acutehearing will show to characters with the Acute Hearing power.
Example: “decorate extra acutehearing” will put you in an editor to write a
description for those with acute hearing.
acutesmell will show to characters with the Acute Smell power.
Example: “decorate extra acutesmell” will put you in an editor to write a
description for those with acute smell.
acutesight will show to characters with the Acute Sight power.
Example: “decorate extra acutesight” will put you in an editor to write a
description for those with acute sight.
Known Issue: In some cases, a room’s extras may be filled with junk extras
while editing them. In most cases this should automatically be cleaned after a
few days by the game, if this does not happen, writing a petition from within
that room can help to get them removed by staff.
Eyecolor
This represents the natural genetic eye color of your character.
Possible options are, amber, blue, brown, gray, green and hazel. Some
archetypes can additionally select red, golden or silver.
Fabled
Requirements : None
Fabled characters are those chosen by the higher powers in the world, such as
gods and fae to have an ‘interesting’ life the better to entertain those
powers who watch mortals for their entertainment.
This stat cannot be negtrained once it has been taken. You can not play
another fabled character for six months after creating one.
Someone being fabled is visible in their aura to others.
Part of being fabled is the character can never realize this about themselves
and will always rationalize away the unusual aspects of their life.
Fabled characters are always monogamous, it’s unclear if only monogamous
people are chosen or if the magical effect changes them to be so.
They have a mild lifeforce debuff when single, and any time they have sex
outside of a monogamous relationship they are karmically punished.
Someone dating a fabled character receives a mild life force buff when the
fabled character is online unless they have recently slept with someone other
than the fabled character.
All relationships with a fabled character end tragically after 2-4 months,
generally through some sort of curse that makes it impossible for the characters
to be together any more.
Roleplaying with a fabled character slightly reduces the time until you can
make a monster guest.
If a fabled character roleplays with a guest monster for a while, the guest
monster will be able to peacefully leave the city, with the option to either leave
alone or kidnap the fabled character offgrid with them where they’ll be stuck for a
week.
If a fabled character is brought bound to a guest monster they can also choose
to kidnap them and leave the city.
At the start of conflict fabled characters get a random + 25% to -25% boost to
their combat effectiveness.
Fabled characters will randomly generate mini-quests with other characters
they interact with.
A demonborn may get a particularly strong desire to make the fabled character
suffer and will get a bonus if they do so.
A vampire may get a particularly strong urge to bite a fabled character and
get a bonus if they do so.
Another character may come into possession of a random item which can only be
contributed by the fabled character, requiring them to find the person and obtain
it from them.
Or alternatively the fabled character may come into possession of an object
that can only be contributed by some other character, and that other character will
know the direction of the fabled character until they obtain the item.
All these quests increase the invitation level of the fabled character for
the other
PC.
See Also
Face Stealing
Requirements: Illusory Magic 2
Syntax: facesteal (target)
This is a psychic trick that allows someone to seem like another person.
Mechanically, people will see you as whatever they have the target remembered
as, but you will still seem like yourself if directly looked at.
It should be targeted on someone in the same room as you, or in a nearby room
you’re facing; use look (direction) to set where you’re facing.
Factions
Factions are societies which are one of the three large pre-established
organizations that operate in the supernatural world.
These groups are The Hand, The Order and The Temple.
You can use fsay command to talk to people in your faction.
See help society commands for more information.
Fae
You need Occult Knowledge of at least two to know this information.
Similarly to the gods, the lords of the Fae were once humans who became
extremely accomplished in fleshforming. Unlike the gods however, they
had no interest in power, leadership or responsibility. Rather, they were
hedonists who used their power only for their own pleasure, rendering
themselves immortal but not entirely unkillable. They created
their own realm very early on. The Other is a world that is forever caught up
in a never-ending party. Over the centuries however, increasing boredom has
led to
entertainment becoming more and more extreme and the lords of the Fae have
long since lost any sort of human empathy. Entertainments vary from simple
stories and dance to brutal life or death contests and recreational torture.
The Fae sometimes journey into the human world, taking on any form they
choose when they do so, male, female, or animal. Sometimes they do this in
order to capture people to bring back with them to serve in the Fae world
forever. Those chosen in this way may end up simple entertainers, or
fighting for their life against brutal and monstrous creations. Almost no
one ever escapes from the Otherafter they’ve been captured, and those that
do are rarely the same.
Sometimes they journey out in order to play pranks on the humans, as a sort
of vacation. These pranks also are very variable, some are incredibly mild,
and may even end up helping their target, such as arranging things so that a
homeless bum becomes a millionaire overnight. Others can be incredibly
cruel. The Fae are masters of manipulating fate, having given themselves a
natural ability to do so, an elusive magic that can intelligently manipulate
a thousand small variables to bring about a desired result, seemingly simply
as a result of luck.
Every now and then, a Fae will sleep with a human. This is rarely done for
simple pleasure however, and never for anything as trite as love. It is
almost always part of some prank, such as sleeping with a man in the form of
his
wife while she is stuck in traffic and watching the ensuing argument, or
impregnating a young religious girl and wiping from her mind the sexual
encounters so she has no explanation for her pregnancy for her parents. The
chance of impregnation is low, about one tenth the chance of a human
impregnating another but can happen. These offspring are called fae children
and their descendants
are called faeborn.
Fae are unnaturally sensitive to magnetic fields and can even be kept weak
and near incapacitated by those that are powerful enough. Even their
descendants show some signs of this vulnerability, being made slightly dizzy
by strong fields and when struck with ferromagnetic weapons.
See Also
Fae Child
Tier Five Archetype
Supernatural
This archetype represents humans who have one fae parent, being half human
and half fae. See help faeborn lore for more general information.
Age: At least 300, apparent age at least 18.
Physical Characteristics: Green, Blue, Pink or Purple hair.
Focuses: Has up to four points to spend on focus stats at tier five.
Fae Knight focus
Combat focus
Requirements: Faeborn
This stat represents the ability of fae to use shapeshifting in combat. Each
rank increases the level at which someone can take the shapeshifting stat as
well as the number of viable sizes. Fae Knights can learn to use biokinesis when
shifted to augment themselves in combat. At max rank Fae Knights can learn fluid
shifting, making them particularly difficult to hit in combat when shapeshifting.
[Fae Knight One]:
Biokinesis 1: A power tree focused on melee combat, especially
hardiness.
Shapeshifting 1, 2: A power that grants points that can be
allocated to enhance shapeshifted forms.
Monstrous Shifting: A legendary power that allows you to shapeshift into
truly enormous creatures.
Mythological Shifting: A legendary power that allows you to shapeshift
into extinct or fictional creatures.
[Fae Knight Two]:
Biokinesis 2: A power tree focused on melee combat, especially
hardiness.
Shapeshifting 3: A power that grants points that can be allocated to
enhance shapeshifted forms.
[Fae Knight Three]:
Aura Shifting: A power that brings your things with you when you shift
into a smaller form.
Shapeshifting 4: A power that grants points that can be allocated to
enhance shapeshifted forms.
[Fae Knight Four]:
Fluid Shifting: A power that reduces damage taken after shifting and
removes shifting cooldown time.
Meta Shifting: A power that enhances your human form with traits of your
primary shapeshifted form.
Shapeshifting 5: Maximum proficiency; a power that grants points that
can be allocated to enhance shapeshifted forms.
Faeborn
Tier Two Archetype
Supernatural
This archetype represents humans with some Fae blood in them. But those who
are fairly new and inexperienced with their powers. See help Faeborn Lore
for more information.
Minimum Age: 18
Available Negative Modifiers: Mentally Ill, Injured, Ill, Addicted.
Available Positive Modifiers: Relic Holder, Demonic Pact Holder,
Fleshformed
Focuses: Has one point to spend on focus stats at tier two.
Faeborn Lore
Also Read: Help Faeborn Mechanics
The faeborn are those with Fae in their family line. These fae genes activate
erratically, usually for one child in every three or four generations. The
chances of any of your direct family being active faeborn is astronomically
small, but it is possible for a grandparent or great grandparent to be.
There’s also a decent chance that twins, either fraternal or identical will
share the trait if one has it.
Faeborn tend to be smaller in stature than most humans, and have more
delicate, elfin features. They also tend to have a greater
predisposition towards mischief and often a bit less empathy for others
compared to most people. The faeborn tend to attract extremes in luck,
being far more likely to for instance win the lottery, but also more likely
to be wrongfully imprisoned. The faeborn’s natural uncontrolled influence
on fate can sometimes be harnessed. If a faeborn is captured and held
prisoner by any person in any way, that person will benefit from greatly
improved luck for the duration of the captivity. The faeborn also won’t
attract the same extremes in luck they normally would while held captive.
There are three basic types of faeborn: latent, active and passive.
Latent Faeborn are effectively entirely human, but there is a chance that at
some point in their adult life the latent genes will activate and they will
become either active or passive faeborn.
Passive Faeborn are almost entirely human, but they have the appearance of
faeborn attract the same extremes in luck and have a special type of blood
that’s used in certain rituals.
Active Faeborn are passives usually until around the end of puberty, usually
seventeen to nineteen, when they activate. They also sometimes activate
later in life, although this is very, very rare in people not living near New
Haven. As well as the effects of passive faeborn, the Actives often manifest
amazing and varied powers, such as gaining supernatural
strength, magical abilities or shape shifting skills.
Note: Faeborn are physically entirely human in appearance.
See Also
Faeborn Mechanics
Faeborn take bonus stagger when struck with weapons augmented with
ferromagnetic iron, and are fate sensitive. See Help Fate.
faeborn modifiers
Faeborn may select from the following modifiers:
(T2) Faeborn:
Negative Modifiers: Addicted, Injured, Ill, Mentally Ill
Positive Modifiers: Relic Holder, Fleshformed, Demonic Pact Holder
(T3) Faeborn Veteran:
Negative Modifiers: Crippled, Cursed
Positive Modifiers: Relic Holder, Fleshformed, Demonic Pact Holder
(T4) Ageless Faeborn:
Negative Modifiers: Crippled
Positive Modifiers: Fleshformed, Demonic Pact Holder
Faeborn Stat
Requirements: Non-Supernatural
This stat makes your character considered a faeborn, even if they do not have
a faeborn archetype; it represents latent or passive blood. Your character
will become fate sensitive.
Faeborn Veteran
Tier Three Archetype
Supernatural
This archetype represents a human with Fae blood who’s been supernatural and
active in the supernatural community for at least ten years. See help
faeborn lore for more information in general.
Minimum Age: 28
Available Negative Modifiers: Cursed, Crippled
Available Positive Modifiers: Relic Holder, Demonic Pact Holder,
Fleshformed
Focuses: Has up to two points to spend on focuses at tier three.
Faecloth
Syntax: Favor buy faecloth
This command allows you to use favor to buy a bolt of faecloth which can
be customized into other clothing items. In lore, faecloth can have any
type of magical effect, it could have animated patterns, be made from
mist or be animated etc.
Faecloth doesn’t cost a dye to color but does cost a little favor every
time it is edited.
In addition, the person who purchased the faecloth item can use the
commands ‘clothemote’ or ‘clothprivate’ to control their faecloth item and
have it do things, or ‘clothrecall’ to bring an item they purchased back
to themselves.
See Also
Fame
Some characters are famous in certain circles, you can use the fame
command to set what you are famous for.
Syntax: Fame (reason)
Fame is for locals to show what they’re known for in the city, also
for those with the celebrity legendary power to show what they are known for
generally.
See Also
Famed Families
Famed Families are families which are particularly well known in the supernatural world.
You can join one of these families by setting your surname to the appropriate family surname.
Families: The Ransom Family, The Fairchild Family, The Rothwell Family, The Washington Family, The
Chandler-Wei Family, The Vasquez Family, The Pierce Family, The Mercer Family, The Montrose Family,
The Harrington Family
See Also
Family
Syntax: Family Knowledge/Roster/Lookup
This command helps you keep track of your family.
Family Knowledge
-Used primarily by famous family characters to enter an editor in which you
can write up what is known about you by other famous family members.
Family Roster
-Used to show all active characters who share your surname or if you are a
famous family character, list all other active famous family characters.
Family Lookup (name)
-Used by famous family characters to view the family knowledge for another FF
character.
Fantasy
Tier One Archetype
Human.
Fantasies are characters from the world of dreams, they have no
physical existence outside of the dreamworld. Fantasies can later change
into dreamchildren, but not into any other archetype.
Syntax: Dreamworld associate (number)
Syntax: Wake – Leave a dreamworld.
Minimum Age: 18
Available Negative Modifiers: None
Available Positive Modifiers: None
Focuses: None.
Fashion Knowledge
Requirements: Neither physical conditioning or beauty rituals already at
that rank.
This stat represents a character’s ability to know what will look good on them
and how to
wear it. It will provide a larger benefit when a character’s outfit is more
expensive than
those they typically wear.
Fast Combat
Fast combat occurs any time there are NPCs involved in the fight except when
the NPCs are controlled by a SR.
In fast combat each time you use the attack command it creates a 12 second
delay before you can use it again, attempting to do so will put the command
into a buffer, where it will then automatically be used when the timer
expires.
Move is on its own 12 second timer which works in the same way with its own
buffer.
You can type autofire, to set a toggle which will make you
automatically repeat your last attack when available as long as it
was successful.
Fast Reflexes
Requirements: Rank 2 requires Gun or Blade Disciple 2 or Tier 3.
Rank 3 requires Gun or Blade Disciple 4.
This stat represents how quickly your character reacts to things. It plays a
large role in determining combat order when a fight breaks out amongst PCs.
Fast Reflexes 0
Normal reflexes
Fast Reflexes 1
Faster reflexes than most people
Fast Reflexes 2
Incredibly quick reflexes
Fast Reflexes 3
Supernaturally quick reflexes
See Also
Fate
Syntax: coinflip (text) or (text)
Syntax: luck (text) or (text)
Those with fae blood have the ability to manipulate the vagaries of fate, if a
room is tagged with [Fate] you can use either the coinflip or luck command to
represent this.
Coinflip is used when a character is torn between two choices and random
chance can determine which option they choose, only the faeborn and the
character using the command will see the result of the command which will
appear in the form of (Coinflip) (person) will (text).
Luck is used to represent random chance and how it affects a given character.
The chosen option will be shown to everyone in the room in the form of
((name)’s luck) (text).
Normally with luck one of the options will be the character having good luck
and one of them having bad luck but this doesn’t have to always be true. You
are allowed to involve more of the world in the use of the luck command than
in normal emotes, puppeting NPCs or other world elements in more significant
ways as long as luck is the driving force. e.g. Someone’s bad luck could have
them run into a mean parking cop, but not have a parking cop decide to
specifically target them.
A faeborn’s control over their manipulation of fate is not always conscious,
some have honed this ability and can deliberately control it but others may
influence luck based on their subconscious impulses or based on their concept.
For instance, some faeborn may always be bad luck when they are around or good
luck in the morning and bad luck in the evening etc.
Fate Crafting
Syntax: Brainwash fatecraft (target) (new fate)
Will appear to the target as “Your past has been altered: (new fate)”.
Brainwash fatecraft takes 100 favor and requires either invite level 6 or
the victim to allow it.
Fatecrafting is a type of magic which allows the altering of the past, but
only for a specific individual. It could be used to change someone’s past so
they were an orphan, or were born in a different country, or never got married
etc. After this that person exists as if they were snatched from an alternate
reality where that was true. They may have memories and the like that never
occurred for anyone else.
Fae, Gods and other similar powers can Fatecraft someone’s whole body.
They could cause someone to be born as a different archetype or have been
assaulted and left with a scar in their past and the person will now be
that archetype or have that scar.
Others can only do psychological fatecrafting, changing someone’s mind and
memories but not their body. It can also be removed with brainwash reversal.
See Also
Fate’s Protection
Type: Defensive
This discipline represents those who are able to manipulate luck in order to
protect themselves, while it does nothing to protect them from an attack if
it lands it’s usually enough to make most attacks go just slightly wrong
enough to miss or fail to do much of consequence.
Take 80% damage from rifles, carbines and pistols.
Take 90% damage from spears and blunt weapons.
Take 80% damage from bows, thrown weapons and spear guns.
Take 80% damage from striking attacks.
Fatigue
Fatigue builds up over time as you fight, going up a little when you
attack or move. When it reaches one hundred you will get penalties to your
disciplines and experience gains.
Fatigue can be lowered by eating, drinking and roleplaying, and will also go
down over time.
favor
Syntax: favor buy <option> [amount/specific-item] [location]
Favor is gained by being in a group with controls one of the boroughs
of the city, the amount of favor you will earn is based on your total
political contributions for that group. Each borough produces up to
1000 favor per week.
The favor command allows players to spend their accumulated account favor on
various benefits and items.
Options include:
Karma: Converts favor to karma at a 1:1 ratio
Shopping: Converts favor to shopping credit at a 1:5 ratio.
Commercial: Converts favor to commercial credit at a 1:20 ratio.
Faction: Converts favor to faction credit at a 1:10 ratio.
Housing: Converts favor to housing credit at a 1:2 ratio.
Charon: Purchases a charon coin for 100 favor. These coins can be used to
resurrect people.
Faecloth: Purchases a bolt of faecloth for 2500 favor.
Gemstone <type> – Purchases a gemstone for 1000 favor.
Tattoo <type> <location> – Gets a tattoo for 500 favor. Types: metallic,
glowing, animated.
Relic <name> – Purchases a specific relic.
See Also
Fear Feeding
Requirements : Supernatural
This power represents the ability of a character to feed on fear, they drain
the lifeforce from those around them when those others are afraid.
See Also
feedback
You can leave feedback on another character either ICly or OOCly by using
the praise and diss command.
Every now and then you may be selected to fill out a feedback form for
someone you have roleplayed with. You will be guided through a series of
prompts and asked to rate the various aspects of their RP on a scale of -10
to 10. You will also be given the opportunity to expand on this in more
detail and doing so will give you a little bit of karma.
feel
Syntax: Feel (message)
Will send a message to SRs about how your character is feeling, is an aid to
story.
Feel should only include information about the feeling and emotion itself,
rather than what might be causing it. Werewolves can sense the feelings of
their packmates over a distance.
Feet
This field represents how tall your character is in feet, combining with
inches to represent total height.
Fifth Language
See Help Second Language.
File
A file is information on your character that other members of your society can
easily look up by doing an order file on you. You can set your file with
describe file. You can also used classified to add a part to your file only
leaders will be able to see. Done with describe classified. Faction/Society/Cult
leaders can use Faction/Society/Cult filenote (person) to add notes to someone’s
file.
Ordering a file on your society mates is free and nearly instant.
They can also add files on people who aren’t in their faction/society/cult with
faction/society/cult filenote (person)
This will be readable by any member of the same faction/society/cult who orders
a file on that person. When ordering a file on someone who is not part of your
faction/society/cult this is all you will see. To make a filenote on someone who
isn’t, they must online and either in the room with you or not whoinvis.
Order file is free and very quick.
fill
Syntax: fill <object> <water source>
Fill fills a drink container with water.
Fimagine
Syntax: fimagine (target) (imagining)
Can be used on characters with at least invitation 2 to cause their mind to wander and
them to imagine the given argument.
Financial Ruin
,
Requirements: Business Focus 1
Syntax: Financialruin (character)
This stat represents those with preternatural influence in the financial
sector. It sets the target’s bank account to 0 and is on a 2 week cooldown.
Find Secrets
Requirements: Socialite Focus 1, Underworld Mogul Focus 1, or Hacking 4
Syntax: findsecrets (target)
This stat represents those with an unnatural ability to get blackmail on
people. When used it will reveal everything about the character that a trusted
storyrunner could see with lookup, as well as who they’ve been praising,
dissing, and sleeping with. It is on a two week cooldown.
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.
fingerset
Syntax: fingerset time <best contact time>
Syntax: fingerset place <where you live>
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.
Fire Fighting
Type: Melee
Max Range: 1
This discipline covers the ability to fight with fire in close proximity, by
conjuring and deploying it either directly to a close quarters opponent or
channeling it through a weapon or body part upon striking. Restricted to
monster guests.
See Also
Fire Resistance
Requirements: Elemental Magic 2
This ability confers near-immunity to heat and fire. The character can survive
almost any hot temperature environment, and walk unharmed through fire; they
are still affected by smoke, however. While it does convey immunity to some
abilities, particularly pyromancy, it is primarily a roleplay-based stat. Note
that the character must be alive for this to work; their corpse can be burned
just as easily as anyone
else’s.
This does not help against hellfire.
Fire Shield
Type: Defensive
This discipline covers the use of fire magic to form a protective shield
that will block incoming attacks until the energy is all used up. Normally
invisible except when being struck. Restricted to monster guests.
See Also
Fire Sorcery
Requirements: Elemental Magic 1.
This power grants the Fire Sorcery discipline.
You can use this discipline once every five rounds.
All characters hit by this discipline are affected by burnt armor, causing
them to take more damage if they are using armor.
Optimum Range: 75
fish
Syntax: Fish
When used near water can catch fish.
Fist Fighting
A fist fight can be started by the victim of a social attack, to do so
they simply type punch (target).
Once it’s begun punch (target) high/low will set where you attack next,
attacks occur every 10 seconds. Guard High/Low sets where you’re guarding,
taking reduced damage in that area.
Retreat lets you pull out of the fist fight, after you’ve successfully
retreated you should move out of the room if someone hasn’t stopped punching
you.
Fist fighting uses a special pool called endurance, when you’re down to half
endurance you will start getting messages about the blows staggering you.
When you hit 0 you will take a mild wound and your endurance will reset.
The second time it’s depleted, or first time if you’re already mildly
wounded you will be knocked out if hit in the head, or severely wounded if
hit in the body.
Disciplines and stats augment your fist fighting prowess.
Fixation
Fixation occurs during predatory patrol events when the pursuer elects
to continue after the pursued even though they are making it more difficult
to do so.
Fixation builds over time but will only take effect if the target is captured.
As a target you can avoid fixation by either by abandoning the chase or
Letting them go when they try to dash past you.
If instead the target is captured, the pursuer will be affected by fixation
for some time afterwards, for a duration based on the level of fixation.
While affected by fixation in this way, they will have lower life force when
Not in the same room as the person they are fixated by and will have a
Harder time paying attention to other things going on. Meanwhile the
Victim’s invitation to them will be elevated. They can terminate
this effect early if they murder the target of their fixation, but this will
also cause a life force debuff for several weeks afterwards. They will earn
Some karma for roleplaying with the target of their fixation.
Fixation increases the Invitation level of the target to the predator.
See Also
Fleet of Foot
Requirements: Angelborn
Characters with this power get bonuses to how quickly they move around both
in and out of combat.
fleshformed
Positive Tier Modifier
Replaceable: No.
This modifier represents a character having been physically altered by
transformative powers
after their birth. Either by a higher power such as a Fae or God or by a
human practitioner of fleshforming magic. They often have been improved by
the process, made more attractive of more physically adept but also may have
been given inhuman characteristics. Fleshformed are typically considered
freaks and outcasts, and targeting them with hostile actions does not cost
political capital. After taking this modifier
characters can self target the fleshform command for 24 hours.
Fleshforming
Requirements: Science Focus 1
Syntax: Fleshform (target)
(skin/hair/eyes/height/breasts/gender/appearance/younger/older)
This legendary power represents attaining a basic mastery over fleshforming,
although
still far shy of that of gods, fae, or demons. It can only be used on a
helpless target.
For applicable syntax, each use of the command will move the target up or
down one increment. For height this is inches, and for age, this is one year
per use.
When using the ‘appearance’ syntax, it causes all people who have the target
remembered to be reset.
Each use of the command costs approximately 1% LF. Targeting ‘Self’ costs
nothing
for most forms of fleshforming, fleshform self younger costs approximately 30%
LF.
This power only allows for milder human-like changes on most people. Those
with the Fleshformed modifier may be subject to more fantastic, inhuman
changes. See Help Fleshformed.
Flight
Requirements: Natural Magic 1 or vampirism.
This stat allows someone to fly through the air.
Out of combat use fly to toggle if you will fly or not and then simply move
up into air rooms and move around normally.
In combat ‘fly’ or ‘up’ will consume your movement for one round and move you
up
into an air room if it is above you, your movement speed is set to 100
whenever you are in air rooms in combat. You are able to attack anyone at 1
distance with melee disciplines but must be further for ranged disciplines.
Anyone with Super Jumping, Flight or Aspects of Night can attack you with
melee weapons at 1 distance, as well as with ranged weapons, they count as
whatever their elevation is for determining range.
Flight lets you use Super Jumping in combat.
Floral Blessing
Requirements: Faeborn
Characters with this power may use the command bless to make bouquets appear
spontaneously wherever they are.
Fluid Shifting
Requirements: Fae Knight 4.
Those with this stat take 40% less damage in the round immediately after
shifting, and also have no restrictions out of combat on how long they have
to wait between shifting. They only receive this bonus in combat if they
aren’t shifting back into the form they were most recently in.
fly
Syntax: fly
If you have the ability to fly, either through the legendary power flight or
with a shapeshifting form capable of it, in combat fly or up will consume
your movement for one round and move you up into an air room if it is above
you, your movement speed is set to 100 whenever you are in air rooms in
combat. You are able to attack anyone at 1 distance with melee disciplines
but must be further for ranged disciplines.
Focus
Focus refers to a particular type of stat that represents what fields
your character has spent their life learning or mastering. They come in
three families, combat, arcane and professional. You can train focus stats
like any other stat but can not negtrain them once you are out of newbie
school, you are also limited in how many you can train by your effective
tier.
Each effective tier grants access to a specific number of focus points.
Your effective tier is shown when you type score.
Tiers: # Focus Points
Tier One: 0 Focus Points
Tier Two: 1 Focus Points
Tier Three: 2 Focus Points
Tier Four: 3 Focus Points
Tier Five: 4 Focus Points
For every 1 point of combat focus your character has against another
character, you deal 10% more damage to that character and take 10% less
damage from them.
follow
Syntax: follow (person)/follow self
Used to start following someone, wherever they go you will
also go. You can stop following someone with ‘follow self’.
Following
To follow someone simply type follow (person) to stop type follow self or just
follow by itself. You will automatically
follow someone whenever you can, if they use public transport you will go into
the room with them for that, if they drive
or fly they may specify you to come along as a passenger, otherwise if they
drive and you have a car you will tail them.
This means you’ll take your own car but arrive at the same time, if they fly
and you can fly you will follow them.
If they fly and you can’t fly, you won’t be able to follow them, and if they
speed and your car is slower you will arrive
significantly after them, meaning they will be able to lose you quite easily.
for
/* Super-AT command:
FOR ALL action
FOR MORTALS action
FOR GODS action
Executes action several times, either on ALL players (not including yourself),
MORTALS (including trusted characters), GODS (characters with level higher
than
L_HERO), MOBS (Not recommended) or every room (not recommended either!)
If you insert a # in the action, it will be replaced by the name of the
target.
If # is a part of the action, the action will be executed for every target
in game.
there is no #, the action will be executed for every room containing
at least one target, but only once per room. # cannot be used with FOR EVERY-
WHERE. # can be anywhere in the action.
Example:
FOR ALL SMILE -> you will only smile once in a room with 2 players.
FOR ALL TWIDDLE # -> In a room with A and B, you will twiddle A then B.
Destroying the characters this command acts upon MAY cause it to fail. Try to
avoid something like FOR MOBS PURGE (although it actually works at my MUD).
FOR MOBS TRANS 3054 (transfer ALL the mobs to Midgaard temple) does NOT work
though 🙂
The command works by transporting the character to each of the rooms with
target in them. Private rooms are not violated.
*/
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, 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.
Force Protection
Type: Defensive
This discipline represents those who are able to protect themselves with
force projection abilities. As each attack approaches, their aura applies a
pressure to deflect it away from them.
Take 90% damage from rifles, carbines and pistols.
Take 90% damage from long blades and spears.
Take 80% damage from knives, bows, thrown weapons and spearguns
Take 80% damage from striking attacks.
Force Shield
Type: Defensive
This discipline represents those who are able to bring supernatural force to
bear to protect them directly, creating an invisible suit of force armor
around their body to deflect or absorb attacks.
Take 80% damage from rifles, carbines and pistols.
Take 90% damage from shotguns and long blades.
Take 80% damage from knives, bows, thrown weapons and spearguns.
Take 80% damage from striking and grappling.
Forensics
Requirements: 20 years old.
This skill covers a workable knowledge of forensics gained either through
study
or practical experience. People with this stat will be able to identify the
cause of death and other important details from cadavers.
form
Characters with the appropriate paths or stats can shift into animal
shapes. This command allows you to customize your alternate forms.
Form Create (name)
Creates a new animal shape with the specified name, you need a base animal
form pool of at least 8 to do this.
Form View (name)
Views information on the specified form, or if used without an argument, all
forms.
Form Genus (name) (genus)
Sets the Genus of the animal, valid options are: Insect, Rodent, Bird,
Aquatic, Reptile, Mammal, Mythological. See help animal genus for more
information.
Form Species (name) (species)
Sets the species of the animal, the species can be anything you wish within
it’s genus.
Form Weight (name) (weight in pounds)
Sets the weight of the animal between 0.1 and 2205 pounds. See help
animal weights for more information.
Form Intro (name) (introduction)
Sets the string the animal will appear by when not remembered.
Form Describe (name)
Places you in an editor to write the description of your animal.
Form Rename (name) (newname)
Renames an animal form.
Form Delete (name)
Deletes an animal form.
Form Train (name) (animal stat)
Trains an animal stat, see help animal stats for more information
Form Untrain (name) (animal stat)
Lowers an animal stat.
Form Changeto (name)
Places you in an editor to write the message for changing into this form.
Form changefrom (name)
Places you into an editor to write the message from changing out of this form.
Fourth Language
See Help Second Language.
Freed Angel
Tier Five Archetype
Supernatural
This archetype represents a pure blooded angel who’s been released from
their service or somehow freed. See help angelborn lore for more general
information.
Age: Apparent age at least 18, actual age at least 100.
Physical Characteristics: More attractive to people even if outside of their
ideal age range or not their preferred gender.
Collar: Freed Angels can make empathy limiting collars for themselves with
customize (item) collar. When wearing such they aren’t affected by people’s
desires at all, but when not wearing the collar are extremely powerfully
affected by them.
Focuses: Has up to four points to spend on focuses at tier five.
Friend
Your friends list is a list of your OOC contacts who also play the game.
You can set it so people on it are notified whenever you log on.
Additionally you can send tells to people on your friends list even when
you haven’t interacted with their current character that much.
Syntax: Friend list
-List everyone on your friend’s list.
Syntax: Friend add character/account (name)
-Add the specified character or account to your list.
Syntax: Friend remove (name)
-Remove someone from your list.
Syntax: Friend notify
-Toggle if people on your friend’s list are notified when you log on.
Frost Resistance
Requirements: Elemental Magic 2
This ability confers near immunity to the cold. The character can survive
almost any low temperature environment. While it does convey immunity to some
abilities, particularly cryomancy, it is primarily a roleplay-based stat.
fsay
Syntax: fsay (message)
Syntax: fsay to phone (message)
Used to communicate with others in your faction.
Gadgets
Requirements : None
[Rank One]:
Pepperspray : Range 10; blinds opponent.
Roleplay : You know how to skillfully use pepper spray.
Requires a pepper spray object.
Consumes your attack for one round.
Triage : Melee range; restores 10% of target’s maximum defense, twice as
effective when used on someone else. Not as effective on undead.
Roleplay : You know how to skillfully use bandages for triage.
Requires a bandage, which is consumed.
Consumes your attack for one round.
[Rank Two]:
Taser : Melee range; renders the target slowed and unable to attack.
Roleplay : You know how to skillfully use a taser.
Requires a taser object.
Consumes your attack for one round.
[Rank Three]:
Tasergun : Range 20; renders target slowed and unable to attack.
Roleplay : You know how to skillfully use a taser gun.
Requires a taser object and a taser dart. The dart is consumed.
Consumes your attack for one round.
Tranq : Range 50; renders target slowed and weakened.
Roleplay : You know how to skillfully use a tranq gun, firing darts that
will temporarily induce weakness and lethargy in humans.
Requires tranquiliser gun and a tranquiliser dart. The dart is consumed.
gag
Syntax: gag (target)
Places a gag on a helpless target. The victim can still attempt to speak
but it will come out low volume and muffled.
games
Requirements: Rank 3 requires faeborn.
This stat determines how good a character is at various types of games whether
they be card games, video games, board games, or sports.
Games 0
Average
Games 1
Above average
Games 2
Very Good
Games 3
Among the best
garage
The process to lease a car for the first time involves first using
garage lease (value) (typeone) (typetwo) and then garage drive (number)
and lastly, go to an intersection on drive list and drive from there.
Garage lease (value) (typeone) (typetwo)
-Leases a new vehicle and adds it to your garage, vehicles may be of one or
two types; valid types are
safe/sport/luxury/tough/van/sportsbike/cruiser/horse.
For example: garage lease 5000 sport
Garage view
-Shows the contents of your garage.
Garage drive (number)
-Sets which vehicle is your current vehicle.
Garage loan (number)
-Produce a set of keys that can be given to someone else to allow them to
drive your vehicle.
Garage locate (number)
For $5 you can get a GPS location on your vehicle.
Garage reclaim (number)
-Reclaim a loaned vehicle with the keys.
Garage recover (number)
Reclaim a vehicle when you do not have the keys, costs $200 and takes two
days.
Garage name (number) (newname)
-Gives a vehicle a new name.
Garage describe (number)
-Enters an editor where you can write your vehicle’s description.
Garage unlease (number)
End your lease on, and ownership of, a vehicle.
Other car commands: drive/ride/park/runinto/attack (vehicle)/force (victim)
givekeys
gear
Syntax: gear <list|purchase|equip|stash|trash> [item name]
Gear are items you can use in stat rolls with the try command, this
allows characters to bring along specialized gear that might help
on an adventure like rope, or a fire extinguisher. The following commands,
besides ‘list’ must be done from a bedroom.
– list: Displays all items you own with their status (Stashed, Equipped, or
Temporary), cost, and description.
– purchase <name> <cost> <description>: Buys a new piece of gear. The name
and description must be at least 2 characters long. Cost must be between
10-100 dollars. Items are automatically stashed upon purchase.
– equip <item name>: Moves an item from your stash to your equipped gear. You
can only have 3 non-temporary items equipped at once.
– stash <item name>: Stores an equipped item in your stash. Temporary items
cannot be stashed.
– trash <item name>: Permanently removes an item from your inventory.
Gender
This is your character’s biological gender. Valid options are Male and
Female.
get
Syntax: get <object>
Syntax: get <object> <container>
Getgets an object, either lying on the ground, or from a container, or even
from a corpse. Takeis a synonym for get.
Gharrek
Gharrek stretches beneath an endless sky, a continent of extremes where howling tundra winds give way to scorching scrubland heat, and where the clash between ancient ways and imperial ambition plays out across vast, unforgiving distances. Here, the horizon seems infinite, broken only by weathered stone formations that rise like ancient sentinels from seas of waving grass.
The southern reaches, where the Kingdom of Nar maintains its tenuous hold, center around the fortress-city of Last Stand. Built atop a massive granite mesa, the city earned its name during the War of Three Winters when Nar forces held against overwhelming odds. Today, it serves as both military garrison and trading post, where hardy merchants exchange furs, preserved meats, and rare tundra herbs for grain and manufactured goods from the warmer lands.
North of Nar’s borders, the Illarin Dynasty has imposed its rigid order upon the steppes through a network of garrison towns and patrol roads. The regional capital of Triumph’s Gate showcases Imperial engineering at its most ambitious, a planned city of concentric walls and aqueducts that channel meltwater from distant mountains. Yet for all its grandeur, the city feels like an island of stone in an ocean of grass, forever alien to the land it claims to rule.
The native tribes of Gharrek, collectively known as the Windwalker Clans, have seen their traditional migration routes disrupted by Imperial expansion. Many now cluster in designated settlement zones, their proud horseback culture slowly eroding under policies that favor sedentary agriculture. Others have retreated to the Bleached Wastes in the far north, where even Imperial patrols fear to venture, maintaining their ancestral ways among the wandering herds of woolly rhinoceros and the massive, shaggy aurochs.
The eastern scrublands harbor their own mysteries. Here, the Singing Stones, towering natural monoliths that emit haunting tones when the wind passes through their weathered hollows-mark sacred sites older than memory. Imperial scholars dismiss the local beliefs that these stones mark places where the world grows thin, yet patrol reports consistently note unusual wildlife behavior and unexplained phenomena in their vicinity.
Beneath Gharrek’s sparse soil lies unexpected wealth: veins of a meteoric metal prized for its ability to hold enchantments, and deposits of crystallized mammoth ivory from the great beasts that until recently dominated these plains. Control of these resources drives much of the current tension, as Nar prospectors, Imperial mining consortiums, and displaced tribal groups all stake competing claims.
The fauna of Gharrek has adapted to its harsh extremes. Dire wolves hunt in coordinated packs across the tundra, while the southern scrublands host prides of saber-toothed cats larger than any found elsewhere in the Wilds. Most fearsome of all are the storm bears of the northern reachesmassive ursines whose thick, white fur crackles with static electricity, allowing them to stun prey with a single swipe of their enormous paws.
Ghost Rituals
Life Force Costs per level of Ritualism: 1: 21%, 2: 12%, 3: 9%, 4: 6%, 5: 4%
Syntax: Ritual binding (target) Cost: 100%
When complete, any ghosts in the room with the target, including the target
themselves, will be stuck in the room they’re currently in, unable to move
from it or in the case of ghost walkers unable to return to their own body.
This ritual completes instantly.
Syntax: Ritual unbinding (target) Cost: 100%
When complete, any ghosts in the room with the target, including the target
themselves, will be freed from any binding curse previously holding them to
that location.
Syntax: Ritual banish (target) Cost: 200%
When complete any ghosts in the room with the target, including the target
be bound to the graveyard for a month. If the target is a ghost walker they
be sent back to their body and critically wounded.
This ritual completes instantly.
Syntax: Ritual corpsescry (target) Cost: 10%
Look through the eyes of a corpse.
Syntax: Ritual corpsesummon (target) Cost: 200%
Summon a corpse to you.
Ghost Walking
Requirements: Dark Magic 3
Syntax: ghostwalk
This stat allows a player to leave their body and become a spirit, able
to travel around as a ghost. It also however leaves them highly vulnerable.
They will leave a comatose form behind when traveling, this form can be
interacted with through the bind, blindfold, untie, wound, drag and execute
commands. The ghost will feel things being done to their body, but not
the details. Additionally ghosttouch (person) (message) Will send a message
to the ghost of You feel (message) and is appropriate if people are messing
with the ghostwalkers body.
Additionally ghost walkers can be snared by binding rituals, and will be
stuck until such time as someone unbinds them. If someone uses a banishing
ritual on a ghost walker they will be sent back to their body, which undergoes
an extremely unpleasant experience culminating in a critical wound after
about a minute.
Ghosts
Ghosts are the imperfect copies created when a character whether NPC or PC
dies.
Not all deaths create ghosts and the exact mechanism for doing so is unknown,
however many ghosts become obsessed with particular aspects of their previous
life. Whether this is due to regret, being unable to let go, or simply
because of the brain damage-like condition in which all ghosts exist isn’t
clear.
Each ghost is as unique as the person who spawned it. They’re unable to
change, but retain much of the special abilities they possessed in life.
Though ghosts have no concrete form and can move through otherwise solid
objects, any ghost who could not fly when they were alive, for example,
is similarly bound in death, if only by the belief that flying isn’t
possible. Ghosts who die while shifted will be shifted ghosts and unable to
shift back into human form. Ghosts who were not shifted when they died
will not be able to shift into their alternative form any more.
Ghosts may not enter the Lodge or any home which has been ritually warded.
Furthermore, they are generally bound to Haven and can’t leave the city. They
can only be seen by characters with clairvoyance and only heard by characters
with clairaudience. Characters without either of these supernatural stats can
detect when a ghost enters or leaves a room with perception however and the higher
that character’s perception, the more likely they will notice the ghost’s movement.
Movement in peripheral rooms can not be detected in the same way.
Ghosts do not precisely occupy the same space as the living and interacting
with them and their world is strenuous. Though they may interact with other
characters who possess either clairaudience or clairvoyance with less restrictions,
player ghosts receive a pool of actions each day to represent their endurance. This
pool is referred to as willpower and will be visible with the score command as
a ghost. Willpower will not be depleted for actions taken which do not attempt
to breach the veil between the spirit and living spaces. Ghost walkers receive
half as much willpower to expend each day to represent their investment in the
corporeal world.
Some examples of actions that require manifestation are moving an object,
touching another character, being able to been seen or heard plainly, or
utilizing one of their supernatural powers. Verbal actions in particular are
especially difficult for ghosts and even the most powerful ghosts can only
muster concrete language in a low voice or whisper. Despite being able to
interact with their environment in limited ways, ghosts may not engage or be
engaged in combat.
Syntax: visible
For ghosts, this command toggles whether or not the ghost is attempting to be
visible in their next action. Toggling it doesn’t eat away at any specific
uses per day however while it is active, the ghost will be considered to be
manifesting as well. This will replace “something unseen” with emote and
in actions with the ghost’s name or intro depending on whether or not the
ghost is known to the viewer. A special prefix “the ghost of” is attached
before the ghost’s intro or name in the event that the viewer has at least
clairvoyance 1 and can recognize the nature of the ghost immediately.
Syntax: manifest
This toggle allows ghosts to determine whether or not the ghost will attempt
to perform an action which can be detected without supernatural aid. This is
both a safety mechanism to prevent ghosts from depleting their daily pools
unwittingly and to differentiate between the limited and unlimited version of
some commands such as say, emote, and private.
Willpower Costs:
Private 10
Emote 15
Manifestations 20
Speech 25
Note: If an action qualifies for multiple categories, it will use the greater
cost.
Some rituals such as binding, unbinding, and banishment can effect ghosts.
Giant Slayer
Requirements: Combat Focus 2
This stat halves the penalty for fighting characters with more combat focus
investment than you have.
Gifted
Tier Two Archetype
Human
This archetype represents humans who’ve attained some mastery of magic
through study. While human they can train arcane focuses and use rituals
and mancing. Gifted cannot make use of supernatural abilities like
shapeshifting that may come with arcane focuses.
Minimum Age: 25
Available Negative Modifiers: Mentally Ill, Injured, Ill, Addicted.
Available Positive Modifiers: Relic Holder, Demonic Pact Holder,
Fleshformed, Scientifically Augmented.
Note that while you can take the Young modifier as a Gifted, you will not be
able to remove it until your character is age 25.
Focuses: Has one point to spend on arcane focus stats at tier two.
give
Syntax: give <object> <character>
Syntax: give <amount> dollars <character>
Give gives an object, or some money, to another character.
giveblood
Syntax: GiveBlood
Used by vampires to produce small glasses of vampire blood. Vampire
blood can be added to other food or drink with the ‘pour’ command. See Help
Vampire Blood.
glance
Syntax: glance [character]
The glance command provides a condensed view of your surroundings or a
specific character.
When used without arguments, glance shows a brief description of the current
room, similar to the look command but with less detail.
When used with a character name it will show just the things about that
character that have changed since the last time you targeted them with ‘look’
Glide
Requirements: Angelic Champion 4, Super Jumping
Syntax: Glide
When used in combat this power grants the ability to
fly for three rounds.
God Child
Tier Five Archetype
Supernatural
This archetype represents humans who have a divine parent, being half human
and half god. See help demigod lore for more general information.
Age: At least 300, apparent age at least 25.
Physical Characteristics: Golden irises.
Focus: Has up to four points to spend on focus stats at tier five.
Gods
You need Occult Knowledge of at least two to know this information.
The gods were all once men a long, long time ago. Men and women who became
so accomplished at the recently rediscovered art of fleshforming that they
were able to
create for themselves new, perfect bodies. Bodies that could not be
damaged, would never age or die, truly immortal. As time passed and these
individuals continued to not age and grow stronger their influence became
all the greater. Some humans began to worship on their own, others assumed
the identity of pre-created pagan deities.
As their power and influence grew, different groups came more and more into
conflict and the world was half torn apart by the fighting between these
powerful beings. Finally they met and settled on an accord of peace and
non-interference. Creating for themselves their own pocket dimension in
which to retreat peacefully into, a realm called Asgard, Olympus or any one
of a number of other names. From there they continued to have some limited
interaction with the human world, often venturing into it in disguise or
taking it upon themselves to help certain favored individuals but mostly
remained aloof and apart from it. Masters of fleshforming, they have filled
their world with various amazing and dreadful creatures, as well as
semi-human servants and vassals.
Sometimes a god will sleep with a human while visiting the human world, at
times they do this while in the visage of another, such as the human’s
lover, at other times they do not. The reasons can be as varied as falling
in love with a human to a simple lark. The chance of a god impregnating or
being impregnated by a human is low, about one tenth of the chance of a
human with a human but can happen. These offspring are known as god children
and their descendants are
called demigods.
See Also
Gold Vulnerability
Requirements: Supernatural, not a vampire or werewolf.
This power reduces the stagger you’d normally take from weapons augmented
against your archetype by two thirds, but means you take stagger from
weapons augmented with gold instead. Characters who research you can
discover your vulnerabilities.
Grappling
Type: Melee
Max Range: 1
Cap: Lower of 10 + Combat Focus times 5 or 10 + Tier times 5
This discipline covers the ability to apply pins, and joint locks to
your opponent, as well as perform throws and other unarmed grappling
techniques, covering fighting forms such as wrestling or Jiu Jitsu.
Graves
Syntax: Make Grave
With this command you can add a gravesite to commemorate the passing of
another player. It requires you to be in a cemetery.
There are three types of grave; a plaque is a simple commemorative plaque
suitable for those who’ve been cremated or whose bodies are somehow missing,
it costs $50.
An occupied grave is a standard grave with headstone and costs $100. It
requires you to have a corpse object old enough to be disposed of to use.
An unoccupied grave is a standard grave with nobody buried in it and costs
$1000.
When visiting the cemetery you’ll see if graves or plaques are in that room
and can use look graves or look plaques to see a list. You can then look at
or join these.
greeting
. , – – – ,
. , ‘ : : : : : ‘ ,
, : : : : : : : : : ,
. , : : : : : : : : : : ,
, : : : : : : : : : : : ,
. , : : : : : : : : : : : : ,
. , : : : : : : : : : : : : ,
, : : : : : : : : : : : : ,
, : : : : : : : : : : : : ,
* , : : : : : : : : : : : : ,
.| * , : : : : : : : : : : : ,
| | , : : : : : : : : : : ,
|’| ._____ , : : : : : : : : : ,
___ | | * |. |’ .—“| ,’ : : : : : ‘ ,
* .-‘ ‘-. | | .–‘| || | *| `3nn | ‘ – – – ‘
.-‘| *.| | || ‘-*_ | | | || |
|’ | |. | | || | | | | || | _ _
| ‘-‘ ‘ “” `3nn `3nn ‘-‘ ‘-.’ ‘“ | | \ | | _____ __
| __ | | | || | | | | || | | \| |/ _ \ \ /\ / /
| | | || * | | _ | | || | | |\ | __/\ V V /
| | | | || | | | | || | |_| \_|\___| \_/\_/
| | | || | | | | || . | | | | | __ ___ _____ _ __
| | | | || . | | | | || | | |_| |/ _“ \ \ / / _ \ ‘_ \
| | | || | | | | || | | _ | (_| |\ V / __/ | | |
| | | | || | | | | || | |_| |_|\__,_| \_/ \___|_| |_|
| | | | || | | | | || |
| | | || | | | | || |
| | | | || | | | | || | `2-_= -_= _-=- -_= _=- = -_= -_
|____|_____|____||_______|_|___|__|____||______|`2 -_= -_= _-=- -_= _= -_= -_= _
|_______________`3//____________`3/__`3/_____________|`2-_ =-=_-= _-= _ =-_ =-=_-= _-=
https://havenrpg.net
In the shadow of antiquity stands New Haven, a city that exists between worlds,
founded in colonial times yet somehow birthed anew in 2025, where locals smile
knowingly at visitors who mention the strange harbor lights or the moon-bound
howling. This immersive text-based roleplaying experience invites you to become
an agent of influence in a metropolis where reality bends, factions vie for
control, and every gift of power comes with invisible chains. Here, heroic
horror meets modern gothic sensibility: victories against darkness prove
fleeting, monsters can be beaten back but never their creators, and the
supernatural bleeds into everyday life as both metaphor and reality. You’ve
already glimpsed too much to turn away, the veil has parted, revealing
a world where the most powerful have all fallen to corruption or dance on
another’s strings. Welcome to New Haven, where your words shape worlds and
your choices echo across realities; the City Between awaits.
What is your account name?
groinkick
Groinkick (target) – This command makes you kick at your target’s groin,
the message output depends on the relative stats and disciplines of the two
parties.
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.
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.
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.
Guarded
Requirements: 1 point professional focus.
Those who have this skill are always well guarded, if any PC or NPC allied to them is near them
when they are attacked, that other character will take the blow for them.
Guarded Mind
This stat makes you immune to imprints and other forms of mind control such
as rituals and schemes. It does not offer protection against vampire blood
or brainwashing.
This skill is no longer available.
Guardian Angel
Requirements: Angelborn
Characters with this power take less damage in combat when protecting
people.
guardmind
Syntax: guardmind
Used when your character is particularly on guard against attempts to
hypnotise them, indicating a higher engagement of fight/flight response.
The protection lasts for five minutes and there is no notification when it
expires. Successive uses of the command cause exponentially increasing life
force costs owing to the stress of maintaining such a mindset without
action. You cannot use this command if your lifeforce is below
approximately 85%.
guards
Syntax: Guards attack (person)
Syntax: Guards dismiss
This command allows someone to dismiss or command their allies and minions
to attack a specific target. One at a time will be dismissed.
Guest
Syntax: Guest (type) (name)
This command is used to create a temporary character, your existing character
isn’t altered by using this command. Upon successful use you are logged off
and sent into creation to set up the guest. Some stats can’t be obtained by
guests, and they cannot make use of your normal experience pools, instead
having their own pool determined by their tier. The possible types are:
Monster: A player or staff made guest, creating this type of guest will freeze
your PC until they are deleted. See help Monster Guests for more information.
Gun Disciple Focus
Combat Focus
Requirements: Supernatural
This stat represents those who’re dedicated to a supernatural path of learning
firearm skills. Each rank offers increased access to physical stats. Gun
Disciples can learn
to use magnokinesis to enhance themselves in combat and manipulate the
battleground. At max rank, Gun Disciples can learn quick reload, making them
able to seamlessly change ammunition types in the middle of combat. Every
rank in gun disciple reduces the penalty for shooting someone behind cover.
[Gun Disciple One]:
Dexterity 2: Influences social combat.
Magnokinesis 1: A power tree that affects combat equipment, primarily
defensively.
Hypernatural Reflexes: A legendary power that doubles your fast reflexes and
helps reduce damage taken.
[Gun Disciple Two]:
Fast Reflexes 2: Determines turn order in combat.
Magnokinesis 2: A power tree that affects combat equipment, primarily
defensively.
[Gun Disciple Three]:
Dexterity 3: Influences social combat.
Electropathic: You can use electronics, such as your phone, psychically.
[Gun Disciple Four]:
Fast Reflexes 3: Maximum proficiency; determines turn order in combat.
Quick Reload: A power that removes the loss of an attack for using ammochange.
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/werewolves to do a scene on the first time they accidentally kill
someone, as that’s a character defining moment.
Hacking
Requirements: Rank 3 requires Thief, Hunter, Scientist or Engineer focus.
Rank 4 to 5 requires engineer focus 2-3
This stat determines the ability of a character to hack computer systems.
Hacking 0
No ability to hack.
Hacking 1
Able to determine the presence of unencrypted information sent over a
network.
Hacking 2
Able to read unencrypted material sent over a network, such as emails.
Hacking 3
Able to hack into poorly protected computers.
Hacking 4
Able to hack into most computers and read almost any legally encrypted
material sent over a network.
Hacking 5
Able to hack into most professionally encrypted sites and can often
crack even military-grade encryption.
Hacking the Police Band:
Characters with Hacking 2 and over can hack the local police band to
listen to ongoing dispatch messages. To do this, one must purchase a
police scanner and simply hold it in one’s inventory.
Each rank of hacking reduces the cost of doing a phone trace by 15%.
At Rank 3 it allows the jamming of a traced individual’s communications.
At Rank 5 it allows the interception of some of the traced individual’s
communications.
When combined with engineering to a total of at least 5, they can detect
bugs in any room they enter.
Haemomancy
Requirements : Rank 1 requires Dark Magic 1, or 3 with Necromancy
Rank 2 requires Dark Magic 2, or 4 with Necromancy
[Rank One]:
Burstvessel : Unspecified range; Target is blinded for one round, left with
lingering bloodshot eyes.
Roleplay : You can burst minor surface blood vessels, blinding someone for
several seconds if it targets the eyes.
Consumes your attack for one round.
Declot : Unspecified range; Target will take 15% more damage from all non
blunt attacks next round.
Roleplay : You can temporarily stop wounds from clotting like they should.
Consumes your attack for one round.
SlowHeart : Unspecified range; Target can move or attack next round, but not
both.
Roleplay : You can slow down someone’s heart, causing them to feel faint and
lightheaded.
Consumes your attack for one round.
[Rank Two]:
Bleed : Unspecified range; Target takes 10% of their missing defense in
damage.
Roleplay : You can cause someone to bleed far more intensely for a few
seconds.
Consumes your attack for one round.
Heartattack : Unspecified range; If the target has defense lower than your
power, they are instantly dropped to 0 defense and wounded.
Roleplay : You can speed up someone’s heart, potentially leading to a panic
attack or death in an already badly injured person.
Consumes your attack for one round.
All abilities require a magical focus.
Haircolor
This field represents the basic natural hair color of your character.
Possible options are: black, brown, blonde, auburn, chestnut, red, gray,
white. Some archetypes can also take the options: blue, pink, purple or
green.
Hairdye
This field can be left blank, otherwise it represents what type of hair
dye your character uses. It can be any text string and will appear as
He/She has (string) hair.
hangup
haunting
Syntax: hauntings list
hauntings info <number>
hauntings delete [confirm]
hauntings investigations
hauntings addclue <clue text>
Make Haunting
Hauntings are instances where a particular character is ‘haunting’ a
particular
borough, that is they are preying upon the people of that borough in some way.
They could be a vampire out drinking, a monster out preying on victims, a
criminal
out mugging people or any other similar venture.
Haunting a borough allows you to gain favor in that borough as you use your
haunting
to manipulate the population, making those who dislike you and your groups
more
afraid to live there, for example.
Hauntings can be investigated by other PCs and eventually ended if those
investigators
succeed in unmasking all the details.
‘hauntings list’ displays all active hauntings updated in the last month,
showing their location and whether you own them.
‘hauntings info <number>’ provides detailed information about a specific
haunting
from the list.
‘hauntings delete confirm’ ends your active haunting.
‘hauntings investigations’ shows who is currently investigating
your haunting and their progress.
‘hauntings addclue <clue text>’ adds a new clue to your haunting. Clues must
be
at least 120 characters long, and you can only add one clue per week. Adding
clues increases your favor in the borough and keeps your haunting active.
Use make haunting to create a haunting for a specific borough.
See Also
headbutt
Headbutt (target) – This command headbutts the target, the message output
depends on the relative stats and disciplines of the two parties.
healthtimer
Syntax: healthtimer
Toggles health break reminders on or off.
When enabled, you will receive periodic reminders to take
screen breaks.
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.
helpsearch
Syntax: helpsearch [search term]
Searches all help files for entries matching your search term. The command
looks for your search term in both help keywords and the actual text content
of all help files. Results are displayed as a comma-separated list of help
topics that match your search criteria. Only help entries appropriate for
your character level will be included in the search results.
hide
Syntax: hide
Used to conceal yourself using the stealth skill, people who are
in the room when you hide will still be able to see you, and many
actions will reveal your location.
You can type ‘visible’ or ‘unhide’ to stop hiding.
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.
histories
Syntax: history
The history command puts you into an editor where you can
write your character’s history.
At a certain point you will need a character history to progress, character
histories must be at least
500 characters.
SRs who you have trusted to at least level 2 will be able to view your history
with the lookup command.
Information in the game such as help roleplaying guide can aid you in writing
a good character history.
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.
hold
Syntax: hold (object)
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.
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, ssay, move, pin, execute, bind, untie, wound or
wake a
fight will start instead, additionally knockout punch will never actually
knock anybody out. You can use the command again to lower yourself out of
your hostile stance.
Hot Specialization
Requirements: Not Undead
Characters with this stat are particularly comfortable in hot climates, they
get a 10 percent life force buff when in an operation in a desert terrain
and up to +10 percent life force buff when in areas above 85 degrees F.
They get a 10 percent life force debuff when in areas below 50 degrees F or
in an operation in tundra terrain.
This stat cannot be negtrained.
hotspot
Syntax: hotspot
Marks or unmarks your current location as a “hot spot” for the where command.
This command functions as a toggle – using it once will mark your current
location, and using it again will remove the mark.
house
There are a wide variety of housing types that individuals in New Haven
can purchase with the house commands and then customize with the
decorate command.
Additional information about static housing can be found in help houses.
Syntax: house/apartment/brownstone/loft/dormroom/hotelroom list [borough]
Lists all houses and their status. Filters by borough if provided with an
argument.
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 newaddress (Number)
Resets the address of the house in case the road name has changed.
Household security
This stat determines how advanced the security on a character’s house is. It
defeats larceny attempts equal to its value.
Household security 0
Normal locks.
Household security 1
Advanced locks.
Household security 2
Advanced locks and a basic burglar alarm.
Household security 3
Advanced electronic locks and a standard burglar alarm.
Household security 4
Advanced electronic locks and a sophisticated alarm system.
Household Toughness
This stat determines how much it takes to break into a character’s house by
force. Below are descriptions of each level and the requirements to overcome
them.
Household toughness 0
Normal doors and windows; anyone can break in.
Household toughness 1
Reinforced doors; demolitions 1 or strength 1.
Household toughness 2
Reinforced doors and barred windows; strength 3, or demolitions 1.
Household toughness 3
Steel reinforced doors and barred windows; strength 5 or demolitions 2.
Household toughness 4
Steel reinforced doors, reinforced walls, and bulletproof windows;
strength 8 or demolitions 3.
hp
Syntax: hp
Shows your prompt
Hunter Focus
Combat Focus
Requirements: None
This stat represents those who have focused on how to kill things, but not
necessarily in a very glorious way, such as hitmen, assassins and hunters.
Each rank offers discounts to weapon ammunition alterations and stealth
focused stats. Hunters can make use of the commando and martial arts ability
line in combat to help them escape and evade direct conflict. At max rank
they gain access to the poisonous toxin ability, allowing them to lace some of
their weapons with a single-use poison.
[Hunter One]:
Commando (full): A power tree focused on aggressive combat gadgets.
Hacking 3: Greater proficiency with computers; allows jamming communications.
Martial Arts (full): A power tree focused on disabling foes in melee combat.
Paralytic Toxin: A single-use poison that causes stagger on enemies.
Stealth 3: Greater proficiency with stealth; can avoid forest monsters.
[Hunter Two]:
Stealth 4: Greater proficiency with stealth.
[Hunter Three]:
Poisonous Toxin: A single-use poison that causes percentage damage to defense.
Stealth 5: Maximum proficiency with stealth.
Hybrid Shifting
Requirements: Primal 1
This stat unlocks the hybrid genus type for shifters, or turns werewolves’
wolf form automatically into a hybrid form. In hybrid form, shifters will
retain their items, human disciplines, and full capacity for speech. Hybrid
forms can only be mansized.
This also gives +5 to animal shapeshifting pools to a minimum of 15.
Hypernatural Reflexes
Requirements: Gun or Blade Disciple 1
This stat gives someone preternaturally good reflexes, it double the effect
of your fast reflexes on combat turn and reduces all damage you take by 20
minus your current stagger. So at 0 stagger you reduce attacks by 20, at 10
stagger by 10, and at 20 or higher stagger you do not reduce them at all.
Hypernatural Regen
Requirements: Demon Warrior 1
This stat gives massively enhanced regeneration when out of combat, causing
even serious wounds to disappear in a few minutes and even allowing someone
to regrow limbs. If a character with this power dies they will return to
life a few hours later if their body isn’t burned.
Hypnotism
Requirements: Rank 1 requires Supernatural
Rank 2 requires Vampire or Tier 2
Rank 3 and 4 require Tier 3
[Rank One]:
Trance
Syntax: trance (target)
Displays as: Does not display to target.
Places the target into a trance; this requires you to make eye contact, which
eye coverings will hamper. While in a trance, the target is rendered helpless
for several minutes, though most actions attempted will jerk them out of the
trance and fail. Characters can, however, use the other hypnotism abilities on
tranced targets, and vampires may bite them up to a mild wound. Trances
usually last about five minutes. You do not manually need to place someone
into a trance before using more hypnosis; it is engaged automatically. Note
that this cannot be used on individuals significantly more powerful than you
are.
[Rank Two]:
Amnesia
Syntax: hypnotize (target) amnesia (thing to forget)
Displays as: You forget (thing to forget), recollecting it as if it happened
in a dream instead of reality.
This command makes someone remember the event described as having happened in
a dream instead of in reality. While they might eventually figure out this
isn’t true if confronted with others who experienced it, it is the go to tool
for supernaturals wanting to cover up paranormal events.
Instruction
Syntax: hypnotize (target) instruction (pressure one) (pressure two) (pressure
three) (instruction)
Displays as: You need to (instruction).
This command attempts to send someone an instruction, usually a task or
condition to fulfil. Once completed, the imprint can be completed with satiate
(instruction) and will fade away immediately.
[Rank Three]:
Compulsion
Syntax: hypnotize (target) compulsion (pressure one) (pressure two) (pressure
three) (instruction)
Displays as: You need to (instruction).
This command attempts to send someone’s mind a compulsion that will stick with
them until their next sleep, provided they have satiated it at least once with
satiate (instruction).
Body Instruction
Syntax: hypnotize (target) body instruction (pressure one) (pressure two)
(pressure three) (instruction)
Displays as: Your body (instruction).
This command sends an instruction that bypasses someone’s higher brain
altogether to instead be carried out by their body without them intending to
do so at all. It is single use and will fade after the character carries it
out and uses satiate (instruction).
Body Compulsion
Syntax: hypnotize (target) body compulsion (pressure one) (pressure two)
(pressure three) (instruction)
Displays as: Your body (instruction).
This command sends a compulsion that bypasses someone’s higher brain
altogether; this works the same as the body instruction above, but lasts until
their next sleep provided they have satiated it at least once with satiate
(instruction).
Triggered Instruction
Syntax: hypnotize (target) triggered instruction (pressure one) (pressure two)
(pressure three) (trigger) (instruction)
Displays as: You need to (instruction).
This command seeds a regular instruction in the target, but the instruction
does not take effect until they hear, speak, or read the trigger message. You
must enclose the trigger in rounded brackets () to separate it from the
instruction itself.
Triggered Body Instruction
Syntax: hypnotize (target) triggered body instruction (pressure one) (pressure
two) (pressure three) (trigger) (instruction)
Displays as: Your body (instruction).
This command seeds a regular body instruction in the target, but the body
instruction does not take effect until they hear, speak, or read the trigger
message. You must enclose the trigger in rounded brackets () to separate it
from the instruction itself.
[Rank Four]:
Triggered Compulsion
Syntax: hypnotize (target) triggered compulsion (pressure one) (pressure two)
(pressure three) (trigger) (instruction)
Displays as: You need to (instruction).
This command seeds a compulsion in the target, but the compulsion does not
take effect until they hear, speak, or read the trigger message. You must
enclose the trigger in rounded brackets () to separate it from the instruction
itself.
Triggered Body Compulsion
Syntax: hypnotize (target) triggered body instruction (pressure one) (pressure
two) (pressure three) (trigger) (instruction)
Displays as: Your body (instruction).
This command seeds a body compulsion in the target, but the body compulsion
does not take effect until they hear, speak, or read the trigger message. You
must enclose the trigger in rounded brackets () to separate it from the
instruction itself.
Lock Compulsion
Syntax: hypnotize (target) lock (pressure one) (pressure two) (pressure three)
(instruction)
Displays as: Does not display to target.
This command locks an already-present compulsion, making it so that it will
never fade until it is unlocked.
Unlock Compulsion
Syntax: hypnotize (target) unlock (pressure one) (pressure two) (pressure
three)
Displays as: Does not display to target.
This command attempts to unlock a previously locked instruction in someone’s
mind. If the pressures are correctly selected, the compulsion will fade. If
not, it will backlash and hurt the person attempting the unlocking.
The wording of the compulsion is not required in order to unlock it. The
correct order of pressures, however, IS required.
Hypnotism Mechanics
Whenever someone attempts to use either hypnosis or psychic influence on
a target they will have to input a list of three pressures as well as the
message to be followed.
The target will then see a message about the imprint, including the message
to be followed, they have about five minutes to either resist or accept
before they accept automatically.
If they resist they need to enter the three pressures most likely to make
their character succumb to that imprint. These two lists are then compared,
in the case of hypnosis compulsions if the hypnotizer has perfectly
predicted the resistance imprints the imprint will automatically succeed and
will become locked, permanently sealing in place until someone unlocks it.
Otherwise the target will be given a cost in life force to resist the
imprint, this cost is higher the better the hypnotizer was able to predict
their vulnerabilities. They can then either accept the imprint, or resist
it and pay the cost in life force. If they do this the compulsion
backlashes and hurts the person attempting to influence them, charging them
about half the lifeforce it cost the target in return.
Other factors can also influence this cost, such as vampire blood, siren
songs, being angelborn, or being drunk. Generally psychic influence is much
more affected by these secondary factors than hypnosis is.
For these reasons characters who are particularly successful at influencing
minds need to be adept at understanding and or manipulating the psychology
of their targets, and skilled at picking compulsions that won’t be resisted
at any cost by the target’s player.
hypnotize
Syntax: hypnotize [person] [subcommand] [parameters]
Subcommands:
– amnesia [thing to forget]
– lock [pressure1] [pressure2] [pressure3] [instruction to lock]
– unlock [pressure1] [pressure2] [pressure3]
– instruction [pressure1] [pressure2] [pressure3] [instruction]
– compulsion [pressure1] [pressure2] [pressure3] [instruction]
– body instruction [pressure1] [pressure2] [pressure3] [instruction]
– body compulsion [pressure1] [pressure2] [pressure3] [instruction]
– triggered instruction [pressure1] [pressure2] [pressure3] ([trigger])
[instruction]
– triggered compulsion [pressure1] [pressure2] [pressure3] ([trigger])
[instruction]
– triggered body instruction [pressure1] [pressure2] [pressure3] ([trigger])
[instruction]
– triggered body compulsion [pressure1] [pressure2] [pressure3] ([trigger])
[instruction]
The hypnotize command allows characters with the Hypnotism skill to implant
suggestions, compulsions, and manipulate memories in other characters’ minds.
See Also
Ice Fighting
Type: Melee
Max Range: 1
This discipline covers the ability to fight with water in close proximity,
by conjuring and deploying the magic either directly to a close quarters
opponent or channeling it through a weapon or body part upon striking.
Restricted to monster guests.
See Also
Ice Shield
Type: Defensive
This discipline covers the use of water magic to form a protective shield
that will block incoming attacks until the energy is all used up. Normally
invisible except when being struck. Restricted to monster guests.
See Also
Ice Sorcery
Requirements: Elemental Magic 1.
This power grants the Ice Sorcery discipline.
You can use this discipline once every five rounds.
All characters hit by this discipline are slowed.
Optimum Range: 75
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.
Ill
Negative Tier Modifier
Removable: Yes.
This modifier represents someone suffering from an illness which causes an
overall impairment of their functioning. This can be used to represent both
curable and incurable conditions, although obviously should not be removed
in the case of incurable ones. It does not extend to mental health
conditions.
Illusions
Requirements: Illusory Magic 2
This ability allows someone to influence another’s mind to see something that
isn’t really there. Illusions are entirely visual.
Syntax: Illusion (person) (What they’ll see)
Illusory Affinity
Requirements: Illusory Magic Focus 4
Characters with this stat can use illusory magic and telepathy while
shifted.
Illusory Magic Focus
Arcane Focus
Requirements: Gifted, Faeborn or a Blood Drinker
This stat represents those who’ve studied the art of illusory magics. In
addition to the standard arcane focus bonuses, it grants the user illusory
mancing, allowing them to use their magic to manipulate the battlefield and
trick their enemies. At higher ranks it grants limited access to shapeshifting
and at max ranks allows the learning of illusory affinity, allowing an
arcanist to use their mancing powers as well as telepathy even while
shapeshifted.
[Illusory Magic One]:
Illusory Mancing 1: A power tree focused on trickery and debilitating others.
Lightup: A power that enables lighting a room with your presence.
Memory Cloak: A legendary power that renders you unnoticeable unless you act
drastically.
Prismatic Sorcery: A legendary power that grants the prismatic sorcery combat
discipline.
[Illusory Magic Two]:
Face Stealing: A power that enables you to look like someone else at a glance.
Illusions: A power that allows you to make others see things you wish them to
see.
Illusory Mancing 2: A power tree focused on trickery and debilitating others.
Stealth 3: Greater proficiency with stealth; can avoid forest monsters.
[Illusory Magic Three]:
Aura Shifting: A power that brings your things with you when you shift into a
smaller form.
Mimic: A power that allows you to appear as any other archetype.
Shapeshifting 1, 2: A power that grants points that can be allocated to
enhance shapeshifted forms.
Stealth 4: Greater proficiency with stealth.
[Illusory Magic Four]:
Illusory Affinity: A power that enables usage of illusory mancing and
telepathy while shifted.
Stealth 5: Maximum proficiency with stealth.
Illusory Mancing
Requirements : Rank 1 requires Illusory Magic 1
Rank 2 requires Illusory Magic 2
[Rank One]:
Distract : Unspecified range; Target does 50% less damage for one round.
Roleplay : You can cause a momentary distraction in the corner of someone’s
vision.
Consumes your attack for one round.
Double : Unspecified range; Pick two targets, for one round if anyone
attacks one they’ll instead target the other and vice-versa.
Roleplay : You can cause someone to temporarily confuse you with another
person.
Consumes your attack for one round.
Trick : Unspecified range; Your target’s next attack will appear to come
from someone else.
Roleplay : You can make it look as if someone else performed an action instead
of yourself.
Consumes your attack for one round.
[Rank Two]:
Aura : Unspecified range; All ranged damage against the target is
increased by 15% for one round.
Roleplay : You can make someone glow briefly.
Consumes your attack for one round.
Cloak : Unspecified range; Pick two targets, for one round the first is
untargetable by the second.
Roleplay : You can cause someone to be unable to see you for up to 8 seconds.
Consumes your attack for one round.
All abilities require a magical focus.
Imbue
Syntax: imbue (item) or force (target) imbue (item)
When used by an angelborn, demonborn or faeborn of at least tier two, this
command
will infuse an item with some of their blood, granting them the effects of
being desire sensitive, suffering sensitive or fate sensitive respectively. It
can only be done once per week, and cannot be done to an item with a society
symbol on it. You can also force a helpless target to use the command but the
item must be in their inventory at the time.
When used by a demigod this gives the item the ability to convey the ability
to hear wishes.
Immortality
Requirements: Demigod Warrior 1
This power reduces the amount of damage a character will take per-round. It
also makes the character unable to be taken below 1 defense by any attack
not made by a long blade weapon. Characters with this power also cannot be
executed in normal ways, but must instead be beheaded.
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.
Important Local
Tier Two Archetype
Human
This archetype represents those locals living in Haven who’ve established
themselves socially. They might have important jobs or be part of
influential families. They can make use of the fame command to set a string
that other locals established individuals in the city will see when they
look at them, appearing like, He/She is well known locally for (string)
Minimum Age: 24
Available Negative Modifiers: Addicted, Ill
Available Positive Modifiers: Chemical Augmentation, Fleshformed, Demonic
Pact Holder
Focuses: One point to spend in the professional focus family at tier two.
imprint
Syntax: Imprint
-Shows a list of all your current mental influences. See help imprint
types
Syntax: Imprint accept
-Accept an attempt to alter your character’s mind.
Syntax: Imprint resist (pressure one) (pressure two) (pressure three)
-Resist an attempt to alter your character’s mind, the pressures listed
should be those most effective at influencing your character to do
something, starting with the one most likely to do so.
Syntax: Imprint resist
-Pay life force to resist an attempt to alter your character’s mind, causes
some backlash to the imprinter and prevents your character from being put into
a trance
again for a long time.
Imprint Types
You feel (message).
-Caused by drug object types to convey their chemical effects.
You want to (message).
-Caused by some types of magic or schemes, which conveys a desire to do a
certain thing onto their targets. Targets are unaware they’ve been affected
or that the desire to follow the message is at all unnatural. Whether they
follow it or not however depends on how it conflicts with their other
desires but most people will follow most instructions. It is a fairly
strong desire.
Your body (message).
-Caused by body hypnosis, this type of control bypasses someone’s higher
brain entirely, they body essentially follow the commands entirely of it’s
own accord. It can be used for other alterations beyond simple puppeteering
as well, changing how someone’s body reacts or moves in different
situations, or even temporarily rewiring sensations or reflexive behaviors.
A character under this sort of imprint is aware that they aren’t in control
of their body or whatever they are doing.
You need to (message).
-Caused by psychic influence, as well as hypnotic instructions, compulsions
and cursed objects. A character under this sort of influence is completely
unaware that whatever they are doing is out of character for them and will
rationalize it both while under the imprint and afterwards. Characters can
use satiate (instruction) to note when they’ve fulfilled such an imprint.
You have a vivid recollection of (message).
-Caused by alchemical memory potions, this memory seems natural to the
target, although they may realize once they’re told it’s fake that it is.
You cannot remember (message).
-Caused by alchemical memory potions, the hole in the person’s memory won’t
generally be noticed unless someone specifically draws attention to it.
Incantation
Requirements: Arcane Focus 1-4
This stat represents your ability to do rituals much more quickly than
others.
Ritual Time
Rank Zero: 120 Minutes
Rank One: 60 Minutes
Rank Two: 30 Minutes
Rank Three: 15 Minutes
Rank Four: 7 Minutes
inches
This field represents how tall your character is in inches.
Incitement
Syntax:
incitement list
incitement delete <number>
incitement activate <number>
incitement deactivate <number>
Make Incitement
Incitements provide a plausible IC reason for why the character using lookfor
would engage with your character. For example them being enemies in a
conflict.
Each incitement has a description and eligibility:
Possible criteria: ‘Anyone’, ‘Tier(number)’, ‘(faction name)’, ‘(character name)’.
Multiple criteria can be separated by commas.
See Also
infernohelp
Information Combat Roleplaying
Progression Creating Editing
Traveling Societies Lore
User Interface Story Runners Communication
Type help followed by one of the above headings.
Alternately newbie (message) gives access to a help channel
and pray (message) sends a message to the immortals.
You can use helpsearch (word) to search for helpfiles.
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.
Influence
Syntax: Influence
This command will show the amount of social, scheme and society influence
you currently have.
Influence is a metric which measures your general sway in the world.
Social Influence is gained by being more generally visible in the game
and the world, so being out in public more, visible on the wholist etc. It
can be gained, in particular, by hanging out and RPing in the shop currently
listed as the Peak Hours shop and by buying items from stores currently
listed as the Peak Hours store.
Social Influence can be used to praise or diss other character which
can boost or penalize their popularity, appearance, or standing in a
faction or cult.
Scheme influence is earned by setting one of your contacts to the
‘planning’ job and it is used to launch schemes as well as for creating
cults.
Society influence is earned differently depending on the society you
are in and only used for the society type of praise/diss to effect
the standing of others within that group.
In The Illusium Court it is primarily earned by earning political capital for
the society.
In The Hollow Conclave it is primarily earned by victimizing helpless
characters.
In The Iron Moon Lodge it is primarily earned by winning fights, contributing
items from slain NPCs and using ‘roughup’ on enemies.
In The Sons of Olympia it is primarily earned by using ‘roughup’ on enemies,
running schemes, and planning/attending city raids.
In The Last Vigil it is primarily earned by tormenting helpless supernatural
allies and enemies.
See Also
Information
Score
-Displays information about your character such as name and birth date.
Balance
-Display the money in your bank account and on hand.
Who
-Shows who’s currently online.
Whoinvis
-Hides from the who list.
Commands
-Brings up a list of all commands.
Socials
-Brings up social information such as how much influence you have.
Stats
-Brings up a list of your stats.
Disciplines
-Brings up a list of your disciplines
Rules
-Brings up a list of the rules.
Rank
-Displays your ranks.
Staff
-Brings up information on the staff.
Credits
-Brings up your community credit rewards.
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.
See Also
Injured
Negative Tier Modifier
Removable: Yes.
This modifier represents someone who’s suffering from a serious, but not
permanent injury. Such as serious fractures. This has the effect of
permanently impairing their abilities until they heal.
Innate Powers
Innate abilities are abilities that help further define your character’s
specific archetype, particularly in a racial sense. While there are no tier
restrictions on innate abilities, any given character may only possess a
single one; training one removes the option to train the others. All these
abilities have their own helpfile, but here is a short summary of each
archetype’s innates for quick reference.
[Any Archetype]:
Timeswept: This allows you to use the timeswept command to set your origin
period even if you do not possess the timeswept archetype.
Blooddrinker: This allows you to drink blood.
Fabled: This means a character is marked by fate, does not stop other innates
from being taken.
[Non-Supernaturals]:
You will remain non-supernatural even after selecting one of these innates.
Taking an innate will make you vulnerable to the material weakness of your
chosen bloodline (obsidian, radioactive material, quartz, or iron).
Angelborn: A passive angelborn; you will become sensitive to desires and
allows higher perception and running stats.
Demigod: A passive demigod; you will gain access to higher stamina and
perception stats, and be capable of hearing wishes.
Demonborn: A passive demonborn; you will become sensitive to suffering.
Faeborn: A passive faeborn; you will gain access to higher games and stealth
stats, and gain fate sensitivity.
Sensitive: A human; you will become sensitive to ghosts and the nightmare; see
help sensitive.
[Angelborn]:
Fleet of Foot: You move faster in and out of combat.
Guardian Angel: You take less combat damage protecting others.
Soothing Aura: You help others around you heal faster.
[Demigod]:
Blessing of Battle: You may bless someone to enhance their combat disciplines.
Lover’s Blessing: You may bless someone to increase their attractiveness and
fertility.
Lunar Blessing: You may bless someone to enhance their life force during the
night.
One with the Waves: You may bless someone to let them breathe underwater and
enhance them when near it.
Solar Blessing: You may bless someone to enhance their life force during the
day.
Storm Calling: You can sometimes summon a storm.
Underworld Touch: You may use deathtouch on someone to slow their injury
healing time.
[Demonborn]:
Demonic Cry: You can wail to deafen others around you.
Demonic Seduction: Attempts to resist any psychic pressures from you using
lust are penalized.
Enrage: Attempts to resist any psychic pressures from you using anger are
penalized.
Rage Fueled: You can enrage to sacrifice your defensive disciplines to gain
greater offensive disciplines in combat.
[Faeborn]:
Floral Blessing: You may bless the area around you to spontaneously conjure
floral bouquets.
Luck Changing: You may bless or curse someone to bestow good or bad luck upon
them.
Mershifter: When you enter deep water, you automatically become a merperson.
Sense Weakness: When you look at someone, you can see if they are wounded or
suffering from certain debuffs.
Song of the Sirens: You may sing to lower the defence of others around you to
psychic persuasion.
internal
Syntax: internal (message)
This form of emote can only be seen by you and any SRs and allows
you to emote internal thoughts, feelings, memories etc.
See help emoting for additional forms of emoting.
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)
See Also
introduction
Introductions allow you to learn the name of a person. Until you know
someone’s name, you will only see their intro description, which many refer
to as short descriptions, or sdescs. To set your own short description,
simply type intro followed by the description you want.
To remember someone else’s name after they have introduced themselves to
you, type remember followed by a keyword from their short description
followed by their name. For example, if you saw ‘a hairy middle-aged man’
in the room, and he introduces himself as Huor, you could type remember
hairy huor or remember middle huor. Remember that people can lie about
their names.
You can see your current intro by typing display.
Syntax: Introduction (short description of the form you’re currently in)
Changes your short description to whatever you want.
introstory
The bus lurches through another pothole, halogen streetlights strobing through grimy windows. In the back, a bachelor party sprawls across three rows, one of them still clutching a bottle of Fireball in his unconscious fist, another wearing a tiara that reads “BRIDE’S BITCH.” Two rows up, a couple hisses at each other in the careful way of people trying not to make a scene, she’s got mascara tracks on her cheeks, he keeps checking his phone like it holds absolution. The woman across the aisle hasn’t moved in forty minutes, not even when the bus hit that last pothole hard enough to wake the dead. Her hands rest on her knees, fingers spread like a pianist about to play.
“Long ride to New Haven,” comes a voice from beside you, `2when did she sit down? The acrid smell of gas station coffee stings your nostrils as she peels off the lid. “You got people there? In New Haven?” She doesn’t wait for an answer. “Or are you just looking for a fresh start, wanting to remake yourself?” She emphasizes ‘remake’ strangely, like it’s some private joke. The arguing couple has gone quiet now, the woman staring out the window while the man texts furiously, his thumb jabbing the screen like he’s trying to stab someone through it. “Funny thing about that place,” your seatmate continues, voice casual as discussing weather. “Everyone I’ve met who’s been there tells different stories. My ex said the best year of his life was there. Course, he also lost three fingers and can’t remember how.“
She shifts, and there’s something wrong in the reflection of her face in the window. Too many angles, or maybe not enough. “But you seem smart.” She’s talking again, breaking you from your reverie. “Probably already know the city’s got a reputation. Party town. What happens in New Haven stays in New Haven, all that.” Her laugh is soft, almost fond. “They’re not wrong. It’s just…” She pauses, watching the still woman two rows up who hasn’t blinked once in the last five minutes. “Just remember that every party has a host, and every host expects payment. The smart ones figure out what they’re willing to pay before they walk through the door.“
Outside, something massive moves between the trees lining the highway. Too big to be a deer, wrong shape for a truck. By the time your eyes track back, the seat beside you is empty. Just a coffee cup that’s still steaming, lipstick marks on the rim. The woman who hasn’t moved is watching you now, head turned at an uncomfortable angle. She smiles, a smile with far too many teeth, then smoothly turns back to face the front in her former perfect stillness. The bus sign flickers: NEXT STOP – NEW HAVEN, 10 MILES. In the back, one of the bachelor party starts laughing in his sleep, shrill and hysterical, until his friend shakes him awake.
inventory
Syntax: inventory
Inventory lists all the items you have but are not wearing. See also Help
Equipment.
investigate
Syntax: investigate open <moniker>
investigate rundown <clue text>
investigate moveboard <moniker>
look board
This command allows you to investigate a particular haunting.
The ‘investigate open <moniker>’ subcommand begins a new investigation of a
haunting with the specified moniker. It creates an investigation board in
your current room, which must be a room you can decorate. You can only have
one active investigation at a time.
The ‘investigate rundown <clue text>’ subcommand allows you to investigate a
specific clue related to your active haunting. This advances your
investigation if the clue is legitimate, but you can only run down one clue
per week for each investigation. False clues will be identified and won’t
increase your progress.
The ‘investigate moveboard <moniker>’ subcommand moves your investigation
board for the specified haunting to your current room. You must be able to
decorate the new room.
‘look board’ can be used in the room with your investigation to get more
details.
While investigating someone you will have +2 to your invitation level for them
and have an active opportunity and incitement against them in the borough you
are investigating.
See Also
Invitation
Invitation is the term for the degree to which a character has invited evil
into their life.
Like in much of folklore, evil gains more power over people the more they act
in ways that invite it in, even though those ways are often unfair or unknown to
the potential victim.
Invitation goes up as characters interact with those of a higher moral tier.
The more personal or focused the attention is the faster it increases, for example,
roleplaying one on one in a private setting. Invitation doesn’t go up if the characters
are engaged in some activity like they’re on a plot or in a fight. Invitation can
also be increased by making bargains with demons.
Invitation can then be boosted by various bonuses specific to the other
character, such as being the target of someone’s fixation or having a fabled
interaction, or investigating that individual.
Roleplaying with characters of an equal or lower moral tier reduces your
invitation.
You can see someone’s invitation level in their aura with ‘look (person) aura’
if you have an aura charm.
Invitation Beckoner(1)
Free Supernatural Lure for higher tiers.
Adesc lock for up to 6 hours.
Marked(2)
Can be the target of spiritwhisper.
Can be the target of the fimagine command, forcing the target to imagine
something.
Adesc lock for up to 18 hours.
Darkened(3)
Can see their inventory at any time with examine.
Can also view their stash with stashview.
Face no penalty for stealing less expensive items.
Can install an implant or neutralizing implant against the target’s will.
Adesc lock for up to 54 hours.
Marred(4)
Can hack their MyHaven.
Can brainwash cleanse against their will.
Can apply temporary brands with tbrand against their will.
Adesc lock for up to 100 hours.
Tarnished(5)
Can use the bedwindow command to infiltrate their bedroom.
Can be the target of the locate command to see the room they are in and
the direction of it.
Isn’t required to be helpless for people to steal from them.
Adesc lock for up to 200 hours.
Tainted(6)
Can be bitten without needing to be helpless or tranced.
Cannot defeat higher tiers in combat, and always can be pinned by them.
When a higher tier pays attention to them, they sometimes experience bliss.
Cannot resist brainwash fatecraft.
Adesc lock for up to 300 hours.
Stained(7)
Can have their stash stolen from with the stashsteal command.
Cannot resist being fleshformed.
Knockoutpunch always succeeds when done by a higher tier.
Adesc lock for up to 400 hours.
Twisted(8)
Cannot resist being branded.
No penalty for other characters for stealing any item.
Cannot resist having imprints locked.
Adesc lock for up to 500 hours.
Damned(9)
Cannot resist being turned.
Cannot resist any brainwash command.
No penalty for being maimed.
Adesc lock for up to 600 hours.
Lost(10)
No penalty for being killed.
If at this invite level without modifiers, cannot be resurrected and invite
level will never go back down.
Adesc lock for up to 1000 hours.
See Also
InviteCode
Syntax: InviteCode or Invitecode (text)
When used without an argument by someone with at least 1000 community credits
this will display an invite code as a series of text.
A player who has a suspicious IP address can access the game by using
Invitecode (text), this only has to be done once per account. A record is kept
of whose invitecode is used to give access to a given account.
IPRecheck
Syntax: IPRecheck
Check if you are using a proxy or suspicious IP address. You only have to
clear this check once per account. If you cannot clear it you can either use
an invite code or contact the administration for more help.
item_container
Container Flags:
closeable
pickproof
closed
locked
puton – objects will be put on container, instead of in
lockable
jetlag
============================================================
Keyword: Jetlag
============================================================
Syntax: jetlag <number>
Used to adjust the MUD time to your own time where number
is the hours to add to the MUD time. Negative numbers will work for timezones
behind that of New Haven.
————————————————————
jobs
After your character’s first week in New Haven, he will need to get a job in
order to receive the full benefits of his wealth stat. Characters who
do not work will receive a greatly reduced paycheck. To fulfil this
requirement, your character needs to visit the location he took his job.
Syntax: job take (job type) (job title)
Take a new job. Job types are explained below. You may take up to two
jobs, but only the best-paying job will affect your paycheck.
Syntax: job quit (exact job title)
Quit a current job. You must type the job title by its exact name in
order to successfully renounce it. It will disappear from job info.
Syntax: job info
Returns information about your character’s current jobs.
Local Job Types:
Local job types can be taken inside the bounds of Haven. When taking a
local job, you must go to the location you wish to work and enter the
job take syntax. In order to be paid for a local job, you must go to
that exact room every 2-3 days.
Syntax: job take parttime (job title)
Work part time at a local business. Part time work awards 65% of a full
paycheck if taken at a shop property, or 55% if taken at a home business.
Syntax: job take fulltime (job title)
Work full time at a local business. Full time work awards 100% of a full
paycheck if taken at a shop property, or 80% if taken at a home business.
Commuter Job Types:
Commuter jobs do not require checking in at a local property, but instead
represent a character working anywhere outside the bounds of New Haven.
Syntax: job take parttimecommute (job title)
Take a part time commuting job at 65% of your regular pay.
Syntax: job take fulltimecommute (job title)
Take a full time commuting job for 100% of your regular pay.
Student Job Types:
This type of job represents your character currently attending school.
Syntax: job take parttimestudent (job title)
Study part time, awarding 45% of your regular pay.
Syntax: job take fulltimestudent (job title)
Study full time, awarding 45% of your regular pay.
Syntax: job take college (job title)
Take a job at the college, awarding 100% of regular pay.
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.
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 is gained just by regular roleplaying, but only 25, 000
personal karma can be used on any individual character.
Otherwise karma can be gained by SRing plots, encounters and scheme thwarts
and to a lesser degree by playing monster guests, and doing predatory patrols.
Syntax: change archetype (archetype) (modifier/none)
change modifier (modifier)
karma buy (xpcap/rpxpcap/experience/rpexperience/influence/respect/cash/Dreamexp/Focus/orign)
(karma to spend)
Karma returns to your new characters after deleting or rerolling slowly
over time.
Using karma buy focus Will give your character an additional focus point.
This costs 12 000 karma for the first point, and then 1.5x the previous
cost for every subsequent point.
Using karma buy origin (stat name) Will give your character an additional
origin stat power. This costs 10 000 karma.
Faction Leaders 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.
Cdrives can also increase the rate at which you earn karma.
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.
Respect: 5 per 1 karma spent.
Cash: $0.5 per 1 karma spent.
Dreamexp: 5 per 1 karma spent.
See Also
Knock
Syntax: Knock (direction)
Knock on a door to send a message to everyone inside the house or everyone
on the other side of the door.
knockoutpunch
Syntax: Knockoutpunch (target)
This command makes you throw a punch at the target, against innocents or
much weaker enemies it will instantly knock them out cold.
Know Supernaturals
Requirements: Arcane Focus of 5.
Those with this stat will be able to see the nightmare manifestation of other
supernaturals even when they are not in the nightmare.
Know Vampires
Requirements: Vampire, Arcane focus of 3 or Dark magic focus of 1.
This stat represents an ability to identify vampires on sight.
See Also
Know Werewolves
Requirements: Werewolf, Arcane Focus of 3, or Natural magic focus of 1
This stat represents an ability to identify werewolves on sight.
See Also
Larceny
Requirements: Rank 3 requires underworld mogul or thief.
Ranks 4 and 5 require thief focus 2.
Rank 3-5 Requires tier 2-4.
This stat represents the ability to bypass security systems and locks.
and is counteracted by the property security level.
Syntax: picklock (direction)
This command utilizes the larceny skill to bypass locked doors.
Larceny 0
No skill
Larceny 1
Simple locks
Larceny 2
Advanced physical locks
Larceny 3
Advanced physical locks and basic alarms
Larceny 4
Advanced electronic locks and standard alarms
Larceny 5
Almost any lock and sophisticated alarms
Lastname
This is your character’s surname, it can be multiple words and does not
have to be unique.
Lauriea
Lauriea is a land of impossible beauty and calculated danger where the veil
between wonder and terror is gossamer-thin. This central continent serves as
the crown jewel of Fae territories, its landscape meticulously cultivated over
millennia to reflect the aesthetic sensibilities of its immortal masters.
Dominating the exact center of Lauriea stands the Golden City, a metropolis of
such architectural splendor that mortal minds struggle to comprehend its full
scope. Towers of liquid metal solidified mid-flow reach toward skies that
shift color with the emotional tenor of the city’s rulers. The streets follow
patterns based on mathematical principles unknown to human scholars, creating
a labyrinth that seems to rearrange itself when not directly observed. At the
city’s heart rises the Palace of Changing Seasons, where the High Court of the
Fae, comprising representatives from all major and minor courts, convenes to
settle disputes and coordinate the grand machinations that occupy immortal
attention.
Radiating outward from the Golden City, perfectly straight roads of polished
stone cut through the landscape like sunbeams, each exactly one hundred feet
wide and enchanted to remain clear of obstruction regardless of the wilderness
that presses against their edges. These arterial highways extend in every
direction until they reach the coast, facilitating the movement of Fae
processions and the transportation of tribute from outlying territories.
The forests of Lauriea represent the pinnacle of Fae manipulation, ancient
trees with bark of deep purple or midnight blue, their canopies forming
perfect geometric patterns when viewed from above. These woods are carefully
tended by the Sylvan Fae, who shape living matter as a sculptor shapes clay.
The most renowned of these forest-shapers, Lord Thornheart, spent three
centuries creating the Labyrinth of Whispers, where trees grow in tight
corridors that capture and transmute the sounds of visitors, sometimes
preserving conversations for decades until another traveler passes to hear
them.
Human presence in Lauriea is strictly controlled, with most mortals existing
as direct servants or possessions of Fae nobles. The Palace of Changing
Seasons alone houses over a thousand human attendants, their lives extended
through Fae magic to provide centuries of service. These servants are marked
by elaborate tattoos that denote their owner and function, with the most
valued bearing marks that glow with inner light.
The coastal regions of Lauriea host the Ports of Exchange, where vessels
constructed from materials that should not float, glass, stone, or
occasionally the bones of extinct creatures, dock to unload treasures and
curiosities from distant realms.
Beneath the surface splendor of Lauriea runs a current of ancient tensions and
rivalries. The seeming harmony of the Golden City masks countless intrigues
among the Fae courts, each maneuvering for position and influence in games of
power that have continued uninterrupted for thousands of years. Mortal
visitors who fail to recognize these underlying dynamics often become
unwitting pieces in plots spanning generations, their entire lives
representing nothing more than a single move in a game whose rules they cannot
hope to comprehend.
Leadership
Requirements : Professional Focus 1
This stat governs someone ability to effectively lead and support others
in combat or other fraught situations.
Syntax: Brace (emote message)
Reduces damage taken from your allies by enemies who have recently moved
if they have not recently moved.
Syntax: Advance (emote message)
Reduces damage taken by your allies when they are moving.
Syntax: Shieldwall (emote message)
Reduces damage taken by your allies when they are protecting someone
else.
Syntax: Surroundtarget (target) (emote message)
Specified target does less damage to your allies.
Syntax: Disabletarget (target) (emote message)
Whenever your allies hit the target they apply additional stagger.
Syntax: Encourage (emote message)
All you allies do additional damage and take less damage.
Syntax: Laststand (emote message)
Your allies won’t get taken below 0 hit points this round(6 round cooldown)
Syntax: Refresh (emote message)
All your allies will be less negatively affected by stagger for the round.
All these commands consume your attack when used and require a message
like the emote command to roleplay how you are doing these various
actions.
These abilities are more powerful the more professional focus points you
have, they are also more powerful for righteous factions when used by T2
and below and are stronger for faction and society leaders.
See Also
Legendary powers
Legendary Powers generally represent the most powerful abilities in the
game. A character can only obtain a legendary power once they’ve attained
tier four. Characters at tier 5 can have two.
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.
Life Force
Life force represents your character’s overall health and vitality.
Almost everything is affected by life force, it makes you do more damage in
combat and take less, it improves the powers of your spells, it makes you
look more attractive, it improves your influence pools and it makes you earn
more money. It is represented as a value out of 100% and will every day
move closer towards 100%.
Characters can lose lifeforce by being wounded, harvested or fed upon by
vampires or psychic predators. They can also expend it to power magical
objects or spells or some other supernatural abilities.
Characters physically older than 60 have reduced lifeforce, as do
vampires in the daytime.
Characters with a demonic pact who have not engaged in much antagonism will
have lower life force, as will those with a relic who’ve lost their relic,
exsanguinating vampires who haven’t exsanguinated anyone in some time and
lunacy embracing werewolves who haven’t roamed free under the full moon in
some time.
Werewolves in general have higher life force during the full moon unless they
drug themselves, and lower life force during the new moon.
Life force can go above 100% through supernatural means.
If a character is taken below 75% life force they may pass out for a time, or
if taken below 60% may even die.
lift
Syntax: lift (object)
Used to pick up objects that are too large to pick up with the get command
such as furniture.
Lightning Fighting
Type: Melee
Max Range: 1
This discipline covers the ability of creatures to fight with
electricity in close proximity, by conjuring and deploying it either directly
to a close quarters opponent or channeling it through a weapon or body part
upon striking. Restricted to monster guests.
See Also
Lightning Shield
Type: Defensive
This discipline covers the use of lightning magic to form a protective
shield that will block incoming attacks until the energy is all used up.
Normally invisible except when being struck. Restricted to monster guests.
See Also
Lightning Sorcery
Requirements: Natural Magic 1.
This power grants the Lightning Sorcery discipline.
You can use this discipline once every five rounds.
All characters hit by this discipline gain extra stagger.
Optimum Range: 75
lights
Syntax: lights
Used to turn the lights in the current room on or off.
lightswitch
Syntax: lights
Used to turn the lights in the current room on or off.
Lightup
Requirements: Angelborn or Illusory Magic Focus 1.
Syntax: Lightup
This ability allows someone to illuminate a darkened room, in whatever
manner most suits their RP.
list
Syntax: list
Used to see all the objects for sale in a store.
Local
Tier One Archetype
Human.
This archetype represents those who have lived in Haven for some time. They
can use the fame command to set a local fame string that will be seen by any
other local who looks at them, appearing as ‘He/she is known locally for
(string)’ this is usually used to represent their job, family associations
or anything else that the character is typically known for and often
includes their name.
Available positive modifiers: Chemical Augmentation, Demonic Pact,
Fleshformed.
Local Celebrity
Tier Three Archetype
Human
This archetype represents those citylocals who’ve become famous inside the
New Haven community, although that fame doesn’t extend further. For example
the
spouse of the mayor, a winner of a local pageant, or someone who appeared in
a television commercial.
Minimum Age: 18
Available Negative Modifiers: Addict
Focuses: Can spend up to two points in the focus stat ‘Socialite’ at tier
three.
locate
Syntax: Locate (character name)
This command shows the direction of a character who has at least invite level
5 to you.
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
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 New Haven as a scout report
with notes of whatever you include in the message describing how and why the
scouts recorded it.
Syntax: Log download
This command points you to a URL where you can download your character’s RP
history.
Long Blades
Type: Melee
Max Range: 1
Cap: Tier 1:20, 2:30, 3: 40, 4:80, 5:120
This discipline covers the ability to fight with large, close quarters
bladed weapons such as swords, or axes. Requires a large weapon
object to use.
look
Syntax: look
look (person)
look (object)
look (room feature)
look (person) (object)
look memory (character name)
Used to look at the room you are in or at things within it.
Lookfor
Purpose:
The lookfor command allows you to signal your interest in various types of
activities and locations within the game. By setting your preferences, you
make yourself available for automated matching with other players who share
similar interests.
Syntax: lookfor <option> [target_name]
Activities:
Tell the system what kind of gameplay you are interested in.
lookfor chat / lookfor chatting
Signals interest in finding someone for casual IC or OOC chat (often matched
via MyHaven).
lookfor date / lookfor meetup
Signals interest in finding a partner for an IC date or social meetup (often
matched via MyHaven).
lookfor patrol / lookfor patrolling
Signals interest in joining or initiating group patrols (often involving
supernatural investigations or threats). Requires finding other players
interested in patrolling the same area.
lookfor social / lookfor socialize
Signals interest in finding general social RP encounters. May present
opportunities via the Opportunity system.
lookfor courier / lookfor ambush
Signals interest in finding opportunities to intercept/ambush couriers.
Requires finding a suitable target via the Opportunity system.
lookfor predatory
Signals interest in finding predatory RP opportunities. Requires finding a
suitable target via the Opportunity system.
lookfor encounter / lookfor doencounter
Signals interest in running a pre-defined scene or encounter for another
player.
lookfor biggame / lookfor hunt
Signals interest in joining or initiating a group hunt for powerful creatures.
Requires finding other players interested in hunting in the same area.
lookfor whatever
A catch-all flag indicating you’re generally open to various activities not
specifically listed.
Boroughs:
Specify where you are interested in activities taking place. You can select
multiple boroughs.
lookfor <borough_name> or lookfor <borough_nickname>
Examples: lookfor Downtown, lookfor crosshaven, lookfor the quarter, lookfor
Bayview, lookfor redstone, lookfor the heights, lookfor Greencliff, lookfor
highgate, lookfor the vale, lookfor the park, lookfor the valley.
Toggles your interest for activities specifically in that borough.
lookfor Wherever
Toggles your interest for activities in any borough. This is broader than
selecting specific ones.
Flags:
Control how the system uses your preferences.
lookfor active
Toggles whether you are actively searching for matches right now. If ON, the
system will periodically try to find partners/activities for you based on your
selected interests.
This flag will automatically turn OFF if the system successfully matches you
into an activity.
lookfor support
Toggles whether you are explicitly willing to support others. If ON, you are
much more likely to be chosen by someone else who is lookfor active.
This flag will automatically turn OFF if the system successfully matches you
into an activity.
Targeting:
Focus your search on a specific individual.
lookfor target <player_name>
Sets a specific player as your desired target for relevant activities (Social,
Courier, Predatory, Chat, Date). This greatly increases the chance of matching
with them if they are also available and seeking interaction.
Costs 2% Lifeforce to set a target.
Example: lookfor target Bob
lookfor target (with no name)
Clears your currently set target.
See Also
lookup
Syntax: lookup (person)
At trust level one will show you the character notes of that char.
Higher trusts will also show you the character’s full history.
Can also be used by players on themselves.
Syntax: lookup stats
View a list of statistics about your character and their behaviors.
See Also
Lore
Vampires
-Information about vampires.
Werewolves
-Information about werewolves.
Faeborn Lore
-Information about the faeborn.
Angelborn Lore
-Information about the angelborn.
Demonborn Lore
-Information about the demonborn.
Magic
-Information about magic in the game.
Gods
-Information about the gods.
Fae
-Information about the fae
Worlds
-Information about the other worlds.
Supernatural History
-An overview of the history of the supernatural world.
Territory
-Information about supernatural territories.
Superpowers
-Information on Demons, Fae and Gods.
Becoming Supernatural
-Information on the process of humans turning into supernaturals.
The Treaty of Venice
-Information about the supernatural treaty.
lorestick
The lorestick is a tool that can be applied by staff when they feel that the
actions of your character are contrary to the established lore. The lorestick
will give you a message about what actions are in question, and will apply a
life force penalty for the duration.
The staff setting the lorestick determines the length of time it will last and
how much lifeforce is penalised.
Lover’s Blessing
Requirements: Demigod
Characters with this power may use bless (target) to bestow a buff that
increases attractiveness slightly and significantly enhances someone’s
fertility. May be self targeted.
Lsay
See Help Second Language.
Luck Changing
Requirements: Faeborn
Characters with this power may use bless (target) or curse (target) to
bestow good or bad luck upon someone, giving them occasional random bonuses
or penalties to stats as they use them. May be self targeted.
Lunacy Embracer
Positive Tier Modifier
Replaceable: Yes.
This modifier represents those werewolves who revel in the power of lunacy
and use the energy of being being able to run free during the full moon to
empower them the rest of the time. They suffer serious lifeforce penalties
if it’s been more than two months since they were transformed and out in the
open under the full moon.
Lunar Blessing
Requirements: Demigod
Characters with this power may use bless (target) to bestow a buff upon
someone that enhances them whenever it is night time, may be self targeted.
lure
Syntax: Lure (character) (OOCly/Supernaturally/Destiny) (reason)
This command sends a message to the target character inviting them to head
to where you are for RP, it appears like.
You might want to head to (room name), possibly because (reason)
You want to head to (room name), possibly because (reason)
You really want to head to (room name), possibly because (reason)
The first version appears if you use the OOC version of the command and can
be used on anyone, however the syntax will show the same to you even if the
person is offline.
The supernatural version can only be used on characters who have high
availability or are visible on where, the second string appearing when you
Have sufficient supernatural power over the target. Characters need to be
either in a society or a supernatural with some level or arcane ability or
hypnotism to use supernatural lures at all. Supernatural lures also cost 1%
life force to use if successful.
If your character is dreaming when they use this message, your dream location
will be used instead.
Destiny is similar to the OOC version but appears as:
Fate conspires to make you want to head to (room name), possibly because
(reason)
Magic
There are many types of magic in the world, only a few are very well
documented.
Sorcery
Basically sorcery consists of drawing on a source of energy and directing
and shaping it. What this source of energy is exactly is unclear, it’s
pretty well known that it is extra dimensional however. It’s often called
simply ‘The source’ or ‘The Ocean’ some believe it’s an ocean of energy on
some other world, others believe it’s some kind of deity.
Opening a way to this energy allows it to flood through, opening the way
further, it can then be transformed into other forms of energy and directed
as the wielder wishes.
Humans are not usually capable of this type of magic.
Rituals
Rituals are a type of magic that can be performed by almost anyone. All
they require is access to the proper instructions which every society
library should have. They also require specific ingredients however, in
particular they require human blood.
It’s believed that rituals function by draining a form of energy from this
blood, which is then fed through the ritual to spirits who carry out the
request. Exactly what these spirits are or where they come from is unclear.
Magical Focus
Syntax: Customize (object) focus
This makes an object a magical focus, arcanists need these to use many of
their arcane abilities. Focuses cost $250 to create and can be any item of
jewelry or any item that’s held. They must be exposed in order to work.
Magical Overload
Requirements: Dark Magic Focus 4
Characters with this stat can use an ability while their abilities are still
on cooldown, although this pushes the cooldown back by one further round.
Magiccharge
Magnokinesis
Requirements : Rank 1 requires Gun Disciple 1
Rank 2 requires Gun Disciple 2
[Rank One]:
Jam : Unspecified range; the target cannot effectively use firearms
for one round.
Roleplay : You can apply random force to small metal objects, jamming
mechanical devices.
Overload : Unspecified range; the target cannot use any electronic
equipment for three rounds.
Roleplay : You can overload electronic devices, causing them to shut down
and wiping magnetic storage.
[Rank Two]:
Curvebullets : Self-target; you inflict 20% more damage with firearms for one
round.
Roleplay : You can slightly curve the flight of bullets.
Reflect : Unspecified range; if the target shoots you next round, the
bullets fly back to strike them instead.
Roleplay : You can create magnetic slingshots with a few seconds preparation
and enough space, redirecting metal projectiles.
Consumes your attack for one round.
Repel : Unspecified range; the target cannot effectively use any metal
weapons for one round.
Roleplay : You can powerfully repel metal objects, up to the weight of a
small car.
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 or more it will appear as He/She (message one) and
(message two).
See Also
makeobject
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 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).
makeroom
Syntax: make room/makeroom
This will put you in a buffer for creating rooms outside New Haven.
Location:
Location sets the area your new room will be in. This determines how far
a character will have to travel in order to reach the room in question.
Valid locations
Earth: America, Boston, BrownUniversity, USA, Canada, Mexico, SouthAmerica,
Europe, Africa, Asia and Australia.
Dreamworld: Dreamscape
Delves: Biringan, Eldorado, Camelot, Shangri-la, Babylon, Atlantis
Other worlds: Lauriea, Nissenia, Celestriana, Westrend, Navorost, Gharrek,
Navvere, Northgard, ANupharis, Rhagost, District 82
You can also use the area ‘Mists’ this is a generic area for plots which can
be used if nothing else is appropriate.
Type:
The type of room determines what kind of room you are building. Room types
have some coded effects, including how dirty characters standing in it get.
Valid types are:
air, alley, bank, basement, beach, cafe, cave, club, commercial, forest,
hospital, house, park, restaurant, rooftop, shop, street, swamp, tunnels,
underwater, warehouse, water.
Status:
The first room must be set public if you want to build a new map. Private
rooms will be built off whichever room you are standing in. Private rooms
will not trip public alarm for blood, armor or weapons.
Quadrant:
This determines which quadrant of the area you have chosen the room will
be built in. This is mostly relevant to travel times. You can only set
quadrants in public rooms.
Valid quadrants are:
N, NE, E, SE, S, SW, W, NW, C
Adjacent is a special type of quadrant used to represent an area too far
away to drive to, but only a few minutes away by car or bus.
Exit:
Used for private rooms, this will determine where the room connects to the
room you are building off of.
Description:
This sets the room’s description.
Once a room is made, you can use the myrooms or some of the decorate
commands to edit it.
makeup
Syntax: makeup remove/light/medium/heavy (masculine/feminine/androgynous)
Sets your level of makeup, can provide some attractiveness benefits
particularly
for those with good beauty ritual stats. If medium or heavy makeup is applied
an additional optional field can allow someone to alter their perceived
gender.
Making Objects
Syntax: buy (list number)
Syntax: customize (object keyword)
Objects cannot be created from scratch in Haven. Instead, they must be bought
from a shop. There are both player-run shops and NPC-run shops located in
the city.
In order to customize an object, you must be in a room with a vendor who sells
the same type of item, with the exception of thing, food or drink type
objects.
Objects must have a value of $.01 or greater when initially created, or, in
the
case of starting gear, customized. Although it is technically possible to
create a valuable object and price it extremely cheaply, many roleplayers will
treat an object which does not have a correct value assigned as a cheap, fake
item. As New Haven is set in a world very similar to our own, going by real
life
prices is a good idea.
There are several types of objects that cannot be customized and must be
bought
from faction bases. These are ability-centric items such as bandages,
bolas, caltrops, etc.
map
Syntax: map
Typing map out of combat will bring up links to New Haven’s grid map.
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.
Using ‘map level’ in a property will show an ASCII map of the level of the
property you are on.
map key
Accessible rooms
Dark Indoors /
Public Indoors /
Other Indoors /
Underwater }
Surface Water }
Shallow water }
Dark Natural area +
Dark Street =
Park/Forest +
Beach +
Dirt roat =
Street =
Alley =
sidewalk =
Can access room underneath
Dark v
Public v
Other v
Room above
Dark ^
Accessible ^
Other ^
Otherwise
#
Martial Arts
Requirements : Hunter 1 or Warrior 1
[Rank Two]:
Grapple : Melee range; renders the target unable to move.
Roleplay : You know how to grapple with someone to stop them leaving.
Consumes your movement for one round.
Trip : Melee range; renders the target unable to move.
Roleplay : You are adept at trips and leg sweeps.
[Rank Three]:
Disarm : Melee range; renders your target unable to successfully use any
weapon-based attacks for one round.
Roleplay : You can disarm most weapons up close.
Bodyshield : Melee range; renders the target unable to move for one round.
Attacks that would hit you instead hit the target until either character moves
again.
Roleplay : You can use others as a bodyshield.
Consumes your movement for one round.
Throw : No target; the next person to charge or jump at you will be
flung over your head to some distance away.
Roleplay : You can use others’ momentum against them to throw them when they
run at you.
Mask
Syntax: Mask wear One/Two, Mask remove, mask intro one/two.
This command allows your character to obscure their appearance in someway,
most often used when wearing some sort of mask. You can have up to two
alternate appearances with this command.
Medicine
Requires: Rank 3-5 requires scientist focus 1-3
Requires: Rank 4-5 requires a character to be at least 26.
This stat represents your character’s medical skills.
Medicine 0 means you have no medical training.
Medicine 1 means you know basic first aid.
Medicine 2 means you know advanced first aid.
Medicine 3 means you have some level of professional medical training, such
as a paramedic or nurse. While not in combat or restrained your character
conveys the same bonuses as being in a hospital for injury recovery to
others in the room.
Medicine 4 means you have the equivalent medical training of a doctor.
While not in combat or restrained your character conveys the same bonuses as
being in a hospital for injury recovery to others in the room.
Medicine 5 means you are as capable medically as the best doctors. While
not in combat or restrained your character conveys the same bonuses as being
in a hospital for injury recovery to others in the room.
Each rank in medicine increases the effectiveness of using the treat
command, each rank reduces the cost of using the carefor command.
Rank 1 allows the use of the exterminate command.
Rank 4 allows the brainwash implant and brainwash neutralizer commands to
function.
See Also
Medieval Armor
Type: Defensive
This discipline covers the use of older styles of armor, usually featuring
metal plates or woven chainmail worn over thick or padded clothing. Today
most often deployed using high tech materials and crafting methods the armor
is often more effective at general purpose protection than modern
equivalents but is usually significantly heavier and more restrictive.
Takes 80% damage from spears, longblades, knives and animal attacks.
Takes 90% damage from blunt weapons, bows, spearguns, thrown weapons and
striking attacks.
See Also
Medieval Shields
Type: Defensive
This discipline covers the use of more primitive shields designed
specifically to ward off blows from melee weapons. Due to the large size of
shields anyone attempting to use them who didn’t have them out at the start
of the fight will suffer debuffs.
Note: With shields, your ‘shield’ armor must be exposed.
Takes 80% damage from Spears, longblades, blunt weapons and animal attacks.
Takes 90% damage from Knives, Bows, Thrown Weapons, and Spearguns.
Takes 90% damage from grappling attacks.
Takes 80% damage from sorcery.
Melee Attack
Requirements: Supernatural or combat focus 1 for tier 2. Combat focus or
tier 3-5 for 3-5
Every point in this stat increases the damage you do in melee range by 3.
Melee Defense
Requirements: Rank 2 requires combat focus 1 or supernatural.
Ranks 3-5 require tier 3-5 or combat focus 3-5
Every point in this stat reduces the damage you take from melee range
attacks by 3. Or by 1 against monsters in the forest.
Memory Cloak
Requirements: Illusory Magic 1
Memory cloak is a power that allows the user to force others to forget their
appearance as soon as they see them; people will always recall them as utterly
nondescript and ordinary, and be unable to describe their appearance to others
afterwards. They also project a little static with his power, which causes
them to show up as blurs on cameras when using it.
Mechanically, when using a memory cloak characters won’t be seen to move or in
room lists in public rooms. They will be targetable if they draw attention to
themselves, but will appear as nondescript men or women. People who try to
look for them too often however will lose the ability to spot them.
Supernaturally aware characters will be able to recognize a memory cloak after
they’ve drawn attention to themselves.
Looking at someone under a memory cloak gives you about a fifty percent chance
to recall one detail about them the next time you sleep, but there’s also a
high chance you could end up remembering a detail wrong.
Memory cloak won’t work if the character stands out in some dramatic way, such
as being masked, naked, or in a non-human shape.
Mental Rituals
Life Force Costs per level of Ritualism: 1: 21%, 2: 12%, 3: 9%, 4: 6%, 5: 4%
Syntax: Ritual scry (target) Cost: 25%
See through the target’s eyes for a brief second.
Syntax: Ritual imprint (target) (message) Cost: 100%
Places a desire on the target, making them see You want to (message). For
some time afterwards depending on the strength of the ritual.
Syntax: Ritual haunt (target) Cost: 80%
After casting the practitioner can use the haunt command to send the target
visual and auditory hallucinations no matter where they are. They can
also see any RP they do while under the effects.
Syntax: Ritual dreambelief (target) (dreamworld #) Cost: 100%
This ritual will make the target believe that are their identity from that
particular dreamworld, they will also hallucinate all other PCs as their
identities from that same world if they are part of it. It has no effect on
people who are not part of that world.
Syntax: Ritual dreamidentity (target) (dreamworld #) (text) Cost: 150%
will make the target believe they are the specified identity from that
dreamworld, which can be any text and does not require the target to have
joined that world. It will also cause them to hallucinate all other PCs as
their identities from that world.
Syntax: Ritual trace (target) Cost: 50%
This ritual will identify the last person to cast a ritual on the target.
Syntax: Ritual bodyimprint (target) (message) Cost: 100%
This ritual with place a body compulsion on the target.
Mental Shield
Type: Defensive
This discipline covers the use of telekinetic energy to form a protective
shield that will block incoming attacks until the energy is all used up.
Normally invisible except when being struck. Restricted to monster guests.
See Also
Mentally Ill
Negative Tier Modifier
Removable: Yes.
This modifier represents a mental illness that impairs your character and
their abilities. Very often it is actually the drugs used to treat the
condition that result in the impairment, but in other instances it may be
the condition itself. The condition or it’s treatment must be something
that would realistically impair a character however. Mental illness is
particularly common amongst new supernaturals.
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.
See Also
Mershifter
Requirements: Faeborn
Characters with this power will automatically turn into a mermaid or merman
upon entering deep water, they can swim faster than most people and breathe
underwater.
Syntax: Describe Tail/Intro (text) while transformed.
Messages
Syntax: messages view
messages clear
message (person) (message)
The message command can be used to send IC messages to other players
regardless of if they are online or offline. How you use it is up to you,
if you have their email address you may RP it as sending an email, a phone
number might lead to a text message. Otherwise it could be an actual
messenger or even physical mail.
See Also
Meta Shifting
Requirements: Fae Knight Focus 4 or Primal Focus 2
This stat conveys the ability for people to have access to some of the
powers and strengths of their animal form while in human shape.
Metashifters are also often mildly physically influenced and moderately
psychologically influenced by their primary animal form. While this won’t
extend to developing non human physical characteristics it may mean their
hair color matches the fur color of their animal form, or that it grows
faster or hardier. It’s also likely to affect the way they move or carry
themselves. Psychologically they’re likely to adapt similar patterns to
their animal form when it comes to base instincts like aggression, diet or
sex. Carnivorous metashifters may develop a taste for heavily meat based
diets and rawer meats, they also become prone to violence and stalking.
Metashifters whose animal forms have mating cycles will find themselves
influenced by those same cycles and so on. It’s very common for predatory
metashifters to have a history of violent crime.
This skill grants up to: Your animal’s acrobatics skill, their acute senses,
their
nightvision, half their running, half their strength/power, half their
dexterity, half their ranged defense, half their perception, half their
stealth, half their power as melee specialization.
You will generally get whichever is higher, your base stats or your
metashifted
stats.
Note: Meta shifting’s benefits will only draw from your primary form. This
will be your wolf form if you are a werewolf, or your main form if you are
another type of shapeshifter.
Metagaming Policy
Metagaming refers to playing the game outside of the game and covers
anything you do outside of the game which changes things which happen
inside the game. This often could mean asking, telling or pressuring
people OOCly to have their character do certain things, or could mean
telling other players things OOCly which will likely change their
choices for their character. Such as giving them info their character
wouldn’t know, or telling them that some other character is played
by some particular person to influence how they view that character.
Some level of metagaming is unavoidable and normal, but the more of
it there is the worse the story and roleplay become as the IC world
becomes less sensible, believable and immersive.
In general when judging if metagaming is going so far as to warrant
discipline or removal from the game the staff look at a few factors.
Unavoidability: The fewer characters who might have their behaviour altered
by an instance of metagaming the less of a concern it is. So for example
if you have a friend you regularly chat to about game stuff and neither of
you chat to anyone else, telling them something has very low unavoidability.
It’s only going to impact their specific character and presumably they’ve
opted-in to being your friend. But if you started saying the same thing
to several people who all talk to several other people it becomes very
unavoidable, even someone who deliberately is choosing not to talk to you
because they don’t want things spoiled is likely to be effected as the
statement spreads.
Things done on the game or on the game’s official channels also are usually
taken more seriously for this reason, nobody playing the game can really
avoid the information.
IC Effect Size: How big of an impact is this likely to have on the behaviour
of characters? If it’s some mild piece of trivia or a small suggestion on
someone’s play style it’s not likely to be that large a concern, if it’s
something which may significantly change how someone RPs then it’s a bigger
problem. Similarly if it only has an OOC effect it isn’t a major concern,
like telling someone they should not talk to the account “Charles” OOCly
cause they’re dodgy would be fine if Charles’ characters weren’t known, but
telling someone they should avoid the character ‘Charles’ would be a
significant problem.
Negativity/Anticompetetiveness: To what extent would the effect cause someone
else on the game to have a worse time or be put at some sort of disadvantage?
Some people enjoy some level of being told OOCly what to do, and as long as
they’re the only one getting the message then even if the IC effect is
significant on them it’s unlikely to be a big deal. But if someone doesn’t
want things spoiled for them and you’re spoiling it that’s a big problem, or
if you’re outing the alt of someone who doesn’t want to be outed, or causing
IC problems for a particular other player etc. that’s a much larger issue.
We understand that some games embrace OOC coordination and that’s great for
them, we’re not that game. Haven aims for a high level of immersion and IC
actions leading to credible and immersive IC consequences.
See Also
Military Training
Requirements: Commander Focus 1
Characters with this stat can spend 25% more experience on their allies.
Mimic
Requirements: Illusory Magic 3.
Syntax: Mimic (archetype)
This stat allows you to psychically mimic other archetypes to appear as they
do to all detections. If you mimic a human archetype you will appear as non
supernatural so long as you have no other supernatural attributes besides
mimic.
Mind Control Policy
Many PCs and NPCs in Haven have some kind of mind control abilities.
These abilities as well as things like drugs cause characters to have
various ‘imprints’ telling them that they want to or need to do certain
things.
With the exception of body-imprints characters are never aware of their
behaviour has been affected by a mind control ability and must rationalize
their behaviour.
The more serious types of imprints, those that state a character needs
to do a certain thing can almost always be resisted by paying some life
force.
In general how an imprint effects a character is the sole business of
the player controlling them. There is no policing of this and part of
the risk you take when you use those abilities is that you can’t control
how they will be followed/interpreted. That makes it particularly unideal
to try to use them in a way adversarial to the interests of the target
character’s player.
The only exception to this is where someone is serially and conspicuously
ignoring imprints, or when they have an option to resist an imprint are not
doing so but are then clearly ignoring it. In which case they might lose
their ability to imprint anyone else or eventually even be removed if it
continues.
[Rationalization and Self-Awareness]
A person who has been imprinted is never aware that the desires or feelings he
has been given are not his own. He will always rationalize why he wants or
feels this way and, after the imprint has run its course, why he no longer
does.
A person who has been imprinted does not act in a way that is robotic or
otherwise out of character and it should be extremely difficult for another
character to know he has been imprinted even if those characters know one
another intimately. The new desires and feelings are integrated into a
person’s personality so completely that he can rationalize any attempt by
others to suggest that he’s been manipulated in some way, even against massive
evidence. He feels entirely certain that he is still himself and all his
desires and feelings are his own.
[Conflicting Imprints]
If a character has two or more imprints that conflict with one another, the
resulting RP should make this clear to some extent. If bringing it across in
RP isn’t feasible or the number of conflicting imprints becomes too great, it
is permissible to RP each as being weakened by the resulting confusion along
with some general emotional turmoil or something similar such as a serious
headache.
[Discovering Imprints]
When and after being under the influence of hypnosis or psychic persuasion, a
person has no awareness that they are being influenced or that they’ve been in
a trance. If an imprint is accepted the imprinted person has no awareness that
they are under another’s influence with the exception of ‘body’ imprints, in
which case the character is aware that their own body is moving or behaving in
abnormal ways that are outside of their control but not necessarily how or why
or who might be responsible.
If an imprint is rejected, the character has no knowledge that any influence
was attempted, and certainly no knowledge of what the rejected imprint
pressured them to do. External observers may recognize attempts at hypnosis,
but not psychic persuasion. While it is acceptable to believe that an
acquaintance behaving strangely may be under the influence of mind control,
your character should almost never be certain of it and should probably be
wrong more often than they are right.
Tips and Notes:
* If you’re on the fence about whether you should follow an imprint or not,
follow it.
* If you think an inhibition or competing desire would stop you following an
imprint, ask yourself if that inhibition or competing desire has come out
clearly in your roleplay previously. If it hasn’t, you’re on pretty sketchy
ground.
* If you decide not to follow an imprint, it’s usually a good idea to at least
show through your roleplay that you’re thinking about following it or tempted
to follow it.
* Being “strong willed” or anything similar is a completely invalid reason for
not following an imprint.
* Having been imprinted several times before or being able to do mind control
yourself is not a valid reason to be aware of mind control or be more
resistant to it.
Angelborn
Angelborn are sensitive to the desires of others, and thus are essentially
always mind controlled.
There are a few things it’s important to keep in mind when playing
angelborn. angelborn are to some extent natural victims, the fact that they
can be more powerfully hypnotized and in general more easy to coerce often
leads to them being an ideal choice if someone’s looking for a victim or
sidekick etc. You shouldn’t play a character like this if you’re too
worried about bad things happening to them. Also though, and probably more
importantly, angelborn are particularly resistant to angst. Even if one is
captured and tortured while the torture is going on they want it a little
bit, not enough to be ok with it, but it is not as bad as for others, and
afterwards they’re surrounded by people who want them to get over it.
Either because they’re their friends and want them to feel better, or
because they find it irritating. Which through their empathy causes them to
rebound fairly quickly. This is important because it means angelborn are an
extremely poor choice of character if you’re seeking to RP the aftermath or
seek sympathy.
See Also
Mind Reading
Requirements: 50,000 Dream Experience
Supernatural or Touched.
This stat allows you to see thinks from people in the same room as you are. It
also allows you to often overhear telepathic communications. Additionally, you
will be able to converse with others in any language they understand.
mindhack
Syntax: Mindhack (person)
Mindhacking has to be done in a brainwashing facility on a
helpless target. It represents using magic or technological means to help
you infiltrate someone’s mind.
Once completed you can use hypnotism at any level on the subject, and can do
so even if they are not in a trance and without cooldown. You can also use
illusions, and telempathy even if you do not have those skills.
Furthermore any time the subject uses think, recall or feel the contents of
these will be displayed to the room.
Minions
Requirements: Rank 1 requires Arcane Focus 1
Rank 2 requires Arcane Focus 2
Rank 3 requires Arcane Focus 3
Rank 4 requires Arcane Focus 4
Rank 5 requires Arcane Focus 5
Supernatural or Gifted.
This stat grants arcanists the ability to summon minions to aid them in
combat. A minion is brought about by the arcanist summoning a bound spirit and
placing it into the body of either a pet animal, or an inanimate but
mechanically-flexible toy or other object. It costs 1.0% life force to summon
a minion.
Commands:
make minion
Enters an editor that allows you to set up or change your minion
order minion (attack/follow/atwill)
Used to command your minion whilst engaged in combat
Minion info
See information about your minion.
To summon a minion, make a custom attack with the msummon special and use it
in
combat, minions generally take around 2 rounds in combat to arrive. You can
only summon one minion per fight, unless you possess either the Call of the
Grave or the Call of Nature legendary power.
Each rank of the minions stat allows you to spend 150,000 combat experience on
your minion. Additionally, every point invested into the Arcane Focus stat
allows you to invest an additional 10 points into the minion’s defenses. Note
that without the Elemental Spirits power, your minion will only have the
capability to make melee attacks.
When a minion’s defenses fail, the spirit flees and the minion goes back to
being a regular animal or the object it was before. A minion whose master has
died, however, will remain in combat.
Missive
Missives are shareable messages from NPCs or groups of NPCs for example
Faction Headquarters, Venetian Council, White Oak Provost, Famed Family
Matriarchs and Patriarchs, heads of associations etc.
You can request a missive by making a petition of type ‘missive’
Staff will write the missive at which point you can use ‘showmissive’ to show
the message and who it is from to everyone in the room. Only the last missive
you received is shareable so if you request a new one it will overwrite the
last one.
mist abductions
When fighting the creatures in the mists, if you are injured, you
may be kidnapped and taken to a lair. You will be bound,
may have armor and/or weapons and other valuables removed. Though these
can usually be found in your stash once you return.
The societies in New Haven will be notified with the description of the
people that are taken and where they were taken.
After between 45 minutes and three hours your character will be badly injured.
After 12 to 36 hours they will be killed.
Modifier
Character archetypes may be additionally customised with the use of one
modifier, which will either reduce their tier by 1 step or increase their tier
by one step. A character may only have one modifier at a time, but through the
course of play may buy off a negative modifier for 25,000 karma and then
purchase a positive modifier for an additional 25,000 karma. Not all modifiers
are available to all archetypes, however; if you would like to confirm that
the modifier you are interested is available for your chosen archetype, please
see the individual helpfiles referenced below. The possible modifiers are:
Negative Modifiers: Addicted, Injured, Ill, Crippled, Disfigured, Cursed,
Mentally Ill, Catatonic,
Positive Modifiers: Relic Holder, Fleshformed, Demonic Pact Holder, Chemically Augmented,
Scientifically Augmented, Unliving, Lunacy Embracer, Exsanguinating
Each modifier has its own helpfile, such as help demonic pact holder.
Changing your modifier laterally, without adjusting tier, for example going
from Addicted to Mentally Ill, will cost 1,000 karma.
Syntax: change modifier (desired modifier)
change modifier none
modify
Syntax: modify [weapon] [modification]
Allows you to enhance a firearm with various modifications. Each
modification costs at least 250 dollars, with costs doubling for
each category of modification already present on the weapon.
You must be in an engineering bay to use this command.
Clip Modifications:
Quick release clip: If using ammoswitch would consume your attack instead it
debuffs damage by 30%.
Extended Clip: 50% chance to not consume special ammo when firing.
Tracer Clip: Increase target’s taken ranged damage from everyone else by 10%
Sight Modifications:
Laser Sight: Reduces the inner ranges at which the weapon becomes less
effective by 10.
Telescopic: Increases the weapon’s max range by 5.
Scope: Increases the outer ranges before the weapon becomes less effective by
10.
Reflex Sight: Increases the weapon’s sweet spot by 1 either side.
Structure Modifications:
Ported: Increased damage when not moving by 5.
Threaded: Increase range by 5, and expands ranges before the weapon becomes
less
effective by 5.
Lightweight: Doesn’t reduce move speed as much when carried.
Mechanism Modifications:
Heavy: Shots do increased damage, +5.
High Velocity: Shots apply increased stagger, +10.
Rapid Feeding: Shots do 15% less damage but apply 25% slow.
You can only have one modification from each category at a time. Adding a new
modification from the same category will replace the existing one for a cost.
Monster Guests
After a character has been playing for a while they will have the chance
to create a monster guest. These are powerful creatures who have wandered
into the city from other realms.
They do not have normal PC limits on what stats, or disciplines they can buy
and are less impacted by stagger, and cannot be affected by most stuns. They
can also create other types of custom attack, and do more damage with
aoe attacks.
Those 10 feet tall or larger have further reduced stagger effects and double
the defense pool of others but move much slower and cannot enter indoor
areas. Monsters earn karma for injuring and killing PCs, although there are
some limits to this to prevent abuse. If a monster is in a borough they will
continually degrade the quality of that borough and earn karma over time,
while also growing weaker.
Monsters cannot start fights, if they attempt to do so the target will flee
away from them.
Whenever a monster is on grid all societies with scouts will receive regular
updates about their location. Monsters can be either sea monsters or land
monsters. Sea monsters do half damage while on land but can breathe
underwater and fight in aquatic areas without penalty.
Defeating a monster grants some bonus experience, and also usually an
increase to your combat experience cap, distributed evenly amongst all those
who helped defeat it with a maximum increase of 500000 being awarded.
If a monster is never defeated they can choose to delete to have the monster
leave the city once they no longer are doing passive damage to boroughs.
Monsters can also leave early and get most of the karma they would have
earned if players bring them a helpless fabled character, in which case they
can do escape kidnap (target character) and escape with the fabled character
off grid back to some lair.
If the fabled character has roleplayed a bunch with the monster they can
also leave early by doing escape kidnap/nokidnap (fabled character)
This doesn’t require the fabled character to be helpless. If they leave
without kidnapping them they won’t get as much karma however.
Monsters
Monsters are NPCs created by Storyrunners for use in their plots. The power
level of monsters that can be summoned is somewhat dependent on the number
of characters in the room at the time.
Make Monster
-Places you in an editor to set the monsters descriptive fields and
disciplines.
Monster List
-Lists your monsters, you can have up to 5 at a time.
Monster Info (number)
-View detail on a monster on the list.
Monster Delete (number)
-Delete a monster from the list to free up the slot for others.
Monster Summon (boss/bossminions/gang) (one or more numbers)
-Summon monsters balanced to the combat powers of the players. Either a single
creature, a single strong creature with weaker minions, or a group of
monsters.
Monster Unsummon (NPC name)
-Makes the target NPC monster disappear.
Monster ability (NPC Name) (ability name)
-Make the monster use the specified ability on its next attack.
Monster Startfight (slow/1-10)
-Starts a fight between PCs and the monster in the room, the fight can either
be slow(turn based) or you can specify the speed.
Monster Target (NPC Name) (target name)
-Makes a particular monster of yours target a particular character in a fight.
This will also cause a NPC who isn’t currently in a fight to join it.
Monster Fightspeed (NPC name) (1-100)
-Sets the speed of the fight the targeted NPC is in, the NPC is in a slow
fight this will convert it to fast.
Monster Pausefight
-Pauses a fast combat fight in the same room as the Storyrunner, use the
command again to unpause.
When creating a monster you can set an ability that it will sometimes use in
combat, e.g. fraggrenade, burden
You can also potentially set a special for it’s attacks from a list of
knockback, entrap, grapple, steallife, damage, weaken, slow, or aoe.
Monstrous Shifting
Requirements: Fae Knight 1, or Primal 1.
This stat unlocks the monstrous size for shifters. Representing animals vastly
larger than their normal natural equivalents. Monstrous size animals have the
same costs as large animals, but gain 150% of base defence and offence
instead. They cannot enter indoor buildings however and can be seen from a
long way away.
Also gives +5 to animal shapeshifting pools to a minimum of 15.
Moral Tier
A character’s moral tier represents a moral floor that they have due to their
archetype or other factors in the world. In general a character’s moral tier will
be the same as their power tier derived from their archetype and modifier but in
some cases it could be altered. Angelborn can have their moral tier shifted by 0.5
either positively or negatively based on those around them via the tiershift command.
Additionally characters who unethically escape from the wild hunt will have a
higher moral tier than they otherwise would.
A low moral tier doesn’t mean your character is necessarily any more morally
good, it just means that supernatural corruption isn’t forcing them to be more corrupt
but they could still be corrupt for any other, mundane reason.
A character’s moral tier can be perceived when doing ‘look (character) aura’
by those who are wearing an aura charm.
Civilians (Moral Tier One)
A Civilian, any ordinary person in the world of New Haven who hasn’t yet
attracted meaningful attention from the dark forces in the world.
The Tempted (Moral Tier Two)
The Tempted are those who have grown powerful or remarkable enough that dark
forces now try and tempt them to greater power and acts of evil. Some of the
Tempted may resist these efforts entirely, some may struggle against them and
sometimes succumb, but all are tempted. This is the moral tier of many heroes and
valiant characters in this world.
The Fallen (Moral Tier Three)
The Fallen are those who have fallen to the temptation of the dark. While in
other ways they may retain their humanity there is a darkness to them and their
actions which over shadows their lift and this darkness is always greater than any
light they bring. A member of the Fallen may still have moral causes they care about
and fight for, genuinely trying to make the world better in some way, but that will
always be overshadowed by the ill-deeds they commit, such that the world would always
be on net a better place were they not in it. This is the Moral Tier of many anti-heroes
or villains who are still highly conflicted about what they are.
The Irredeemable (Moral Tier Four)
The Irredeemable are those who have moved beyond whatever conflicts and
internal moral struggles that might plague one of the Fallen. They only care about
causes that further their own power, ambition and control. While these could be moral
causes on the surface and they might advocate for them as such, their enthusiasm will
only ever extend as far as the cause ultimately serves them. They are not entirely lost
to darkness, However, and members of the Irredeemable can still genuinely and selflessly
care for other individuals.
While it is rare for their relationships to not ultimately become abusive and
another extension of their ambition and domination, it is still possible, whether
those relationships are romantic, familial or even in some rare cases, friendships.
The Inhuman (Moral Tier Five)
Any glimmer of humanity visible in the possibility of one of the Irredeemable
to care for other individuals has been entirely smothered at this point. To be one of
the Inhuman is to be incapable of caring about any person or cause beyond your own power,
domination and ambition. The Inhuman struggle to even pretend that a cause they crusade
for is just, the lie of it so obvious that most of their claims to be acting in the
interest of others become just another form of dominance, a show of power to force someone
else to agree that they or their causes are just despite the obvious lie of it.
See Also
motd
Welcome to Haven, we have a forum and a wiki. You can visit both at:
www.havenrpg.net
Read your announcements.
See Also
motorcycle
Move
The move command is used to move around on the battlefield, your normal
move range is 10 plus twice your skill at running. This is doubled when
doing a charge to 20 plus four times your skill at running. The super jumping
skill allows you to move towards a target at three times your normal
speed.
To move towards someone you can use the syntaxes:
Move (person) (distance)/charge/jump
To move away from someone you can use the syntaxes:
Move (person) away/retreat
To move towards a set of coordinates you can use the syntax:
Move (x coordinate) (y coordinate)
You can also use a cardinal direction command, such as east or north to move
in that direction.
You can protect someone with move (person) protect. This will move you
towards them and if you get next to them all attacks directed against them
will hit you instead. You cannot protect someone behind cover, or if you are
too staggered.
Move Up/Down will move you into the room above or below the room you are
currently in, if you are able to do so.
Move Sprint/Flee Will move you in the direction you’re already facing, if
you haven’t yet used an attack that round it will consume the attack and
move you at triple speed. When used with flee will also attempt to end
the fight like attack skip. Wounded characters flee much slower.
You can also use the commands in the form of Charge (person) or Retreat
(person) Or Flee
The bonus from all fast movement types is reduced by carrying armor, shield
and large weapons. This particularly strongly affects sprinting/fleeing.
Retreat and protect movement keeps you facing in the same direction, otherwise
you will turn to face the direction you are moving.
movein
Syntax: movein
This command costs $100 and moves all stashed items 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.
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.
MyHaven
MyHaven is the social media network that is predominantly used by New Haven
residents. Individuals can access this via the ‘myhaven’ command. Once
individuals are matched they can use the other characters handle instead of
phone number in text and photo commands.
Myhaven setup
-Enter an editor to setup the details of your myhaven profile, including your
handle which will be how others communicate with you. Profiles include a
picture but Eidolons instead get the option to enter free text into this
field.
MyHaven viewprofile (handle)
-View a particular individual’s profile.
MyHaven browse
-View a random profile you have not yet matched with. You can use browse new
to only see recent profiles.
MyHaven match (handle) friends date professional
-Match with another profile with any of up to three options, e.g. myhaven
match @handle friends or myhaven match @handle friends professional or myhaven
match @handle date friends professional. If both characters match they will be
informed and told which of the three types they both matched on.
MyHaven list
-List all your matches as well as if you are set to potentially chat with or
meet with them today.
MyHaven plus
-Signup for MyHaven plus for 12 dollars out of your paycheque each week. Plus
members can view the wealth and education level of others profiles as well as
their societies if they had those society symbols worn when they took their
profile picture.
Myhaven unmatch (handle)
-Undo a match with the specified handle. This will prevent you from being able
to re-match with this person later on.
MyHaven rematch (handle) friends/dating/professional
-Reset the types of matches you have with someone.
MyHaven suspend
-Prevent yourself from getting matches until you use the command again.
MyHaven feedback
-See some feedback on one of your conversations.
The below commands require at least invitation level 4:
MyHaven camhack (handle)
-Hacks the camera of someone you’ve been chatting with, allowing you to see
them and their emotes. This will break if the individual turns their phone off
and back on again.
MyHaven telekinesis (handle) (message)
-Project telekinetic force through the phone of someone you have been chatting
with, allowing you to do an emit that can move around objects and people.
MyHaven hypnotise (handle) (hypnosis string)
-Used in the same way as the hypnotise command, this allows someone to
hypnotise someone they have been chatting with but costs $10 per level of
hypnotism that would be required for their chosen type.
e.g. Myhaven hypnotise @person instruction generosity logic guilt go meet the
nice fellow you are chatting with in a dark alley.
myrooms
Syntax: myrooms list
myrooms description (number)
myrooms name (number)
myrooms delete (number)
myrooms extra (number) (keyword)
myrooms extradelete (number) (keyword)
myrooms place (number) (keyword)
myrooms placedelete (number) (keyword)
myrooms public (number)
myrooms private (number)
myrooms outdoors (number)
myrooms indoors (number)
myrooms climate (number) (territory to copy)
myrooms timezone (number) (UTC offset)
myrooms temperature (number) (temperature F)
myrooms cloudcover (number) (0-100)
myrooms clouddensity (number) (0-100)
myrooms mist (number) (0-3)
myrooms raining/hailing/snowing (number)
Mystic Gemstones
Syntax: Favor buy gemstone (gemstone type)
Syntax: customize (object) aura
This allows players to use favor to but a mystic gemstone which can be
turned into jewelry that will have a mystical effect when worn. These
effects are only visible in New Haven or on other worlds, they are
not visible anywhere else on earth.
Each type of gemstone has a particular type of aura but this can be
customized as long as the new aura contains similar words.
Veilfire
Default Aura: $E is surrounded by an aura of perpetual illusory flame.
Custom Aura Rules: Must contain the keyword aura AND at least one of the
keywords: fire, flame, firey, fiery, burning.
Luminar
Default Aura: Glowing footprints of light trail behind $m as $e walks.
Custom Aura Rules: Must contain at least one of the keywords: footprint, step,
trail AND at least one of the keywords: glow, light, bright.
Etherglow
Default Aura: $S eyes emit an otherworldly glow.
Custom Aura Rules: Must contain the keyword eye AND at least one of the
keywords: glow, shine, radiat (matches radiate, radiating etc.), emit.
Duskshimmer
Default Aura: Motes of colorful light dance around $m.
Custom Aura Rules: Must contain at least one of the keywords: mote, light,
sparkle, shimmer, dance.
Spirithorn
Default Aura: Illusory horns manifest above $s brow.
Custom Aura Rules: Must contain at least one of the keywords: horn, antler AND
at least one of the keywords: illus (matches illusion, illusory etc.),
manifest, appear.
Plumeveil
Default Aura: Translucent, illusory wings unfurl from $s back.
Custom Aura Rules: Must contain the keyword wing AND at least one of the
keywords: illus, manifest, appear, translucent, ethereal.
Crownthorn
Default Aura: An ethereal crown hovers above $s head.
Custom Aura Rules: Must contain at least one of the keywords: crown, halo AND
at least one of the keywords: illus, manifest, appear, ethereal.
Emberstone
Default Aura: Each step $e takes leaves burning embers in $s wake.
Custom Aura Rules: Must contain at least one of the keywords: ember, fire,
burn AND at least one of the keywords: step, foot, drip.
Mistpearl
Default Aura: A thin, swirling mist surrounds $m.
Custom Aura Rules: Must contain at least one of the keywords: mist, fog, vapor
AND at least one of the keywords: surround, shroud, envelop, thin.
Stormheart
Default Aura: Tiny arcs of lightning dance across $s body.
Custom Aura Rules: Must contain at least one of the keywords: lightning,
electric, spark, arc, storm AND at least one of the keywords: body, across,
dance, skin.
Terracore
Default Aura: Small plants sprout briefly wherever $e steps.
Custom Aura Rules: Must contain at least one of the keywords: plant, flower,
sprout, growth AND at least one of the keywords: step, walk, foot.
Aquaveil
Default Aura: Water droplets glisten on $s skin, though $e never seems wet.
Custom Aura Rules: Must contain at least one of the keywords: water, drop,
wet, liquid, glisten.
Heartbloom
Default Aura: A shifting aura around $m changes colors to match $s emotions.
Custom Aura Rules: Must contain at least one of the keywords: emotion,
feeling, mood AND at least one of the keywords: change, shift, reflect, color,
colour, aura.
Griefstone
Default Aura: Illusory tears stream down $s face, crystallizing as they fall.
Custom Aura Rules: Must contain at least one of the keywords: tear, cry, weep
AND at least one of the keywords: crystal, gem, solid, harden.
Shiftglass
Default Aura: Parts of $s form appear to be made of reflective glass.
Custom Aura Rules: Must contain at least one of the keywords: glass, metal,
reflect, mirror, crystal AND at least one of the keywords: part, portion,
form, body, appear.
Umbrasoul
Default Aura: $S shadow moves differently from $s own form.
Custom Aura Rules: Must contain the keyword shadow AND at least one of the
keywords: different, unlike, move, other, separate, independent.
Songcrystal
Default Aura: Musical notes shimmer in the air around $m when sounds are
heard.
Custom Aura Rules: Must contain at least one of the keywords: music, song,
note, sound, melody AND at least one of the keywords: shimmer, respond, react,
aura, hear.
Smolderstone
Default Aura: Wisps of smoke continuously drift from $s eyes.
Custom Aura Rules: Must contain at least one of the keywords: smoke, smolder,
smoulder, wisp AND the keyword eye.
Autumnshard
Default Aura: A mantle of perpetually falling leaves cascades from $s
shoulders.
Custom Aura Rules: Must contain at least one of the keywords: leaf, leaves,
flower, petal AND at least one of the keywords: fall, drift, shoulder, mantle,
cascade.
Frostveil
Default Aura: Delicate ice crystals fall endlessly around $m, melting before
touching the ground.
Custom Aura Rules: Must contain at least one of the keywords: ice, frost,
snow, crystal AND at least one of the keywords: fall, drift, melt, float.
See Also
Mystic Tattoos
Syntax: Favor buy tattoo (metallic/glowing/animted) (body location)
This allows players to use favor to obtain supernatural pigments which
allow for tattoos which do things normal tattoos cannot. Each tattoo costs 500
favor.
Metallic tattoos look like metal.
Glowing tattoos can glow.
Animated tattoos can be animated.
These effects are only visible in New Haven and in other worlds, on
the rest of the Earth these tattoos appear entirely mundane.
See Also
Mythological Shifting
Requirements: Fae Knight 1.
This power allows shapeshifters to take on mythological forms, which allows
them to turn into creatures either extinct or fictional.
This also grants +5 to animal shapeshifting pools to a minimum of 15.
Name
This is your character’s first name. No other character can have the
same first name as you, it is used in most coded functions by the game to
determine who is whom.
Natural
See help supernatural
Natural Affinity
Requirements: Natural Magic Focus 4
Characters with this stat can use natural magic and telepathy while shifted.
Natural Armor
Type: Defensive
This discipline covers those who have some form of natural body armor.
Take 90% damage from rifles, pistols and carbines.
Take 80% damage from Shotguns, Longblades, Knives, thrown weapons and bows.
Take 90% damage from Blunt weapons
Take 80% damage from animal attacks, striking and grappling.
See Also
Natural Magic Focus
Arcane Focus
Requirements: Gifted or Supernatural, not a Vampire, and does not have Dark
Magic focus
This stat represents those who’ve studied the art of natural magics. In
addition to the standard arcane focus bonuses, it grants the user weather
mancing and nature mancing, allowing them to use their magic to manipulate the
battlefield, particularly in natural areas. At higher ranks it grants limited
access to shapeshifting and at max rank allows the learning of natural
affinity, allowing an arcanist to use their mancing powers as well as
telepathy even while shapeshifted.
[Natural Magic One]:
Know Werewolves: The ability to recognise werewolves on sight.
Nature Mancing 1: Exclusive with Weather Mancing; A power tree focused on
battlefield manipulation.
Weather Mancing 1: Exclusive with Nature Mancing; A power tree mostly focused
on manipulating air.
Call of Nature: A legendary power that allows summoning of multiple minions.
Flight: A legendary power that grants on-demand flight in and out of combat.
Lightning Sorcery: A legendary power that grants the lightning sorcery combat
discipline.
Swarm Shifting: A legendary power that allows you to shapeshift into a large
swarm of creatures.
[Natural Magic Two]:
Animals 4: A stat that enhances your kinship with animals.
Aura Shifting: A power that brings your things with you when you shift into a
smaller form.
Cloud Summoning: A power tree that allows cloud manipulation to hide or show
the moon.
Nature Mancing 2: Exclusive with Weather Mancing; A power tree focused on
battlefield manipulation.
Shapeshifting 1, 2: A power that grants points that can be allocated to
enhance shapeshifted forms.
Weather Mancing 2: Exclusive with Nature Mancing; A power tree mostly focused
on manipulating air.
[Natural Magic Three]:
Animals 5: Maximum proficiency; a stat that enhances your kinship with
animals.
Nature Mancing 1: In addition to Weather Mancing; A power tree focused on
battlefield manipulation.
Weather Mancing 1: In addition to Nature Mancing; A power tree mostly focused
on manipulating air.
[Natural Magic Four]:
Natural Affinity: A power that enables usage of natural mancing and telepathy
while shifted.
Nature Mancing 2: In addition to Weather Mancing; A power tree focused on
battlefield manipulation.
Weather Mancing 2: In addition to Nature Mancing; A power tree mostly focused
on manipulating air.
natural modifiers
The following modifiers are available for natural, non-supernatural
characters:
[Tier 1]:
White Oak Staff:
Negative Modifiers:
None
Positive Modifiers:
None
Fantasy:
Negative Modifiers:
None
Positive Modifiers:
None
Local:
Negative Modifiers:
None
Positive Modifiers:
Fleshformed, Demonic Pact Holder, Chemically Augmented
Student:
Negative Modifiers:
None
Positive Modifiers:
Fleshformed, Demonic Pact Holder, Chemically Augmented
Visitor:
Negative Modifiers:
None
Positive Modifiers:
Fleshformed, Demonic Pact Holder, Chemically Augmented
[Tier 2]:
Brown Student:
Negative Modifiers:
None
Positive Modifiers:
Fleshformed, Demonic Pact Holder
Dreamchild:
Negative Modifiers:
Addicted, Injured, Ill, Mentally Ill
Positive Modifiers:
Relic Holder, Fleshformed, Demonic Pact Holder, Chemically Augmented
Gifted:
Negative Modifiers:
Addicted, Injured, Ill, Mentally Ill
Positive Modifiers:
Relic Holder, Fleshformed, Demonic Pact Holder, Science Augmented
Important Local:
Negative Modifiers:
Addicted, Ill
Positive Modifiers:
Fleshformed, Demonic Pact Holder, Chemically Augmented
Soldier:
Negative Modifiers:
Addicted, Injured, Ill
Positive Modifiers:
Relic Holder, Fleshformed, Demonic Pact Holder, Science Augmented
Special Deputy:
Negative Modifiers:
None
Positive Modifiers:
Fleshformed, Demonic Pact Holder, Chemically Augmented
Timeswept:
Negative Modifiers:
Addicted, Injured, Ill
Positive Modifiers:
Relic Holder, Fleshformed, Demonic Pact Holder, Chemically Augmented, Science
Augmented
Wildling:
Negative Modifiers:
Addicted, Injured, Ill
Positive Modifiers:
Relic Holder, Fleshformed, Demonic Pact Holder, Chemically Augmented, Science
Augmented
[Tier 3]:
Community Pillar:
Negative Modifiers:
Addicted, Ill
Positive Modifiers:
None
Local Celebrity:
Negative Modifiers:
Addicted
Positive Modifiers:
None
Special Forces:
Negative Modifiers:
Addicted, Injured, Ill
Positive Modifiers:
Science Augmented
Natural toughness
Type: Defensive
This discipline represents someone’s ability to shrug off damage that would
cause problematic wounds for normal humans.
Take 90% damage from rifles, carbines and pistols.
Take 90% damage from spears, blunt weapons, bows and animal attacks.
Take 80% damage from Knives, Thrown weapons, spearguns.
Take 80% damage from striking or grappling attacks.
Naturalize
Syntax: Naturalize target
This command fires a naturalizer at the specified target. It requires a
naturalizer, which looks like a black polymer electronic handgun.
In combat it can only be used by those with 3 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.
Nature Mancing
Requirements : Rank 1 requires Natural Magic 1
Rank 2 requires Natural Magic 2
[Rank One]:
Quicksand : Unspecified range; turns soil for 10 distance in diameter around
target into quicksand, slowing anyone standing in it or running into it.
Roleplay : You can turn topsoil to quicksand.
Only usable in natural areas.
Consumes your attack for one round.
RapidGrowth : Unspecified range; makes some low-durability cover grow where
the target currently is.
Roleplay : You can cause plants to grow rapidly with a touch.
Only usable in natural areas.
Consumes your attack for one round.
Root : Unspecified range; the target cannot move for one round.
Roleplay : You can summon small roots from natural soil.
Only usable in natural areas.
Consumes your attack for one round.
[Rank Two]:
CommandBeast: Unspecified range; the target animal or hybrid is stunned.
Roleplay : You can stun an animal with a word.
Consumes your attack for one round.
Tremor : No target; everyone in the area moves slower for one round.
Roleplay : You can cause mild tremors in the earth.
Only usable in natural areas.
Consumes your attack for one round.
All abilities require a magical focus.
Navorost
Navorost unfolds beneath a canopy of vibrant skies; a land where fertile
coastal plains give way to rolling hills and dense interior jungles. Three
great rivers, the Serpentine, the Goldflow, and the Mistral, flow from distant
shores to intersect in the central highlands, their waters sustaining
countless settlements along their meandering courses.
The Kingdom of Nar claims dominion over the western half of the continent, its
borders defined by a series of stone keeps. The ancient city of Kingfisher
Landing on the coast serves as their capital of the region, although it has
fallen heavily into decline and squalor.
The port city of New Illaris represents the Empire’s most substantial
foothold, a planned community of precise grid streets and uniform white-stone
buildings that stands in stark contrast to the organic growth of native
settlements.
The eastern reaches of Navorost remain largely untamed, home to dozens of
nomadic tribes collectively known as the People. On the plains is the sacred
city of Nara’Khet which sprawls across seven hills at the confluence of
the Serpentine and Goldflow rivers; a mixture of a few ancient, worn stone
buildings and thousands of colorful tents which come and go with the seasons.
The rivers themselves are lifelines but also sources of danger, home to giant
crocodilians and predatory aquatic beasts. In recent years, unsettling rumors
have drifted downriver and along the coasts whisper of Illarin Empire
surveyors sighted along the northern borders and warships mapping the eastern
shores. While Nar officials publicly dismiss these reports, fortifications are
quietly being strengthened, and a palpable tension underlies the surface
prosperity, hinting at a looming conflict for control of Navorost’s rich
lands. Deep within the jungle interior, crumbling ziggurats and vine-strangled
statues speak of even older civilizations, perhaps connected to the rumoured
eastern continent, their secrets guarded by the encroaching wilderness and its
formidable megafauna.
Navvere
Shrouded in perpetual mist and surrounded by treacherous reefs, Navvere rises
from the eastern seas like a fevered dream, a verdant, volcanic isle where law
is merely a suggestion and freedom must be paid for with vigilance. This
island-nation defies both Illarin Imperial cartography and conventional
governance,
existing as a patchwork of territories controlled by rival pirate captains,
smuggler kings, and mercenary companies.
The port city of Blackwater dominates the eastern coast, its sprawling docks
and warehouses built from the weathered timber of captured vessels. The city
operates under the loose governance of the Captain’s Council, thirteen pirate
lords who meet in the upper chambers of the Drowned Court, a grand hall
constructed from the salvaged hulk of an Imperial flagship. Here, disputes are
settled with words when possible, steel when necessary, and never with
Imperial law.
Inland, the jungle-covered slopes of Mount Karthex conceal the ruins of an
ancient civilization predating even the oldest Imperial records. Expeditions
into these ruins seldom return whole, if at all, yet the promise of forgotten
artifacts and esoteric knowledge continues to lure the ambitious and the
desperate alike.
Off the southern coast is the Smuggler’s Archipelago, a labyrinthine network
of
coves, hidden beaches, and submerged caves where contraband from across the
realms changes hands. The most notorious of these, Siren’s Cove, is said to be
protected by ancient pacts with creatures from The Fae, ensuring that
Imperial vessels approaching its waters inexplicably lose their way or find
themselves dashed against suddenly appearing reefs.
Necromancy
Requirements : Rank 1 requires Dark Magic 1, or 3 with Haemomancy
Rank 2 requires Dark Magic 2, or 4 with Haemomancy
[Rank One]:
Lethargy : Unspecified range; the target undead is weakened and slowed.
Roleplay : You can substantially slow all of an undead’s movements.
Consumes your attack for one round.
Regenerate : Unspecified range; the target undead recovers some of their
maximum defense.
Roleplay : You can regenerate the flesh of the undead.
Consumes your attack for one round.
RigorMortis : Unspecified range; the target undead is unable to move for one
round.
Roleplay : You can temporarily paralyze some of an undead’s limbs.
Consumes your attack for one round.
[Rank Two]:
CommandUndead : Unspecified range; the target undead will attempt to attack
the second target at their next available opportunity.
Roleplay : You can temporarily puppet some of an undead’s limbs.
Requires two targets.
Consumes your attack for one round.
Halt : Unspecified range; the target undead is stunned for one round.
Roleplay : You can completely paralyze an undead with a spoken word.
Consumes your attack for one round.
All abilities require a magical focus.
negtrain
Syntax: Negtrain (stat/discipline)
Negtrain can now be used on both stats and disciplines. When used in
newbie school, 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.
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 carrying a neutralizer grenade, 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, and maximum damage from
melee and shapeshifter attacks is reduced. But things like supernatural
durability or toughness are not.
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.
newbie
Syntax: newbie (message)
Used to communicate OOCly with the rest of the mud, for getting and giving
help with the game.
news
In-game news displays on login, showing New 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 creates 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.
Night Vision
Requirements: Supernatural
This ability allows you to see better in the dark.
Myrooms extra can be used with the keyword ‘dark’ to add a description to a
room that only characters with this ability can see.
Nissenia
Nissenia stretches across the eastern expanse of the Other, with deep
emerald forests that give way to sun-dappled meadows, while distant mountain
ranges cradle valleys of perpetual spring. Unlike much of the Other,
Nissenia hosts a substantial human population, souls who have either escaped
direct Fae servitude or whose ancestors made complex pacts that allow for a
measure of independence seldom seen elsewhere.
The continent is divided into loosely defined territories, their boundaries
shifting with the whims of the Fae courts that claim dominion over them.
Between the major seasonal courts exist countless lesser courts and
independent Fae, each with their own territories and peculiar demands upon the
mortals within their reach. Some desire nothing more than entertainment or
companionship, while others collect specific emotions or memories, leaving
their victims altered in subtle but profound ways.
The forests of Nissenia teem with creatures born of Fae experimentation or
imagination, later abandoned to roam freely. The Chimeric Woods in the central
region are particularly infamous, home to beasts combining aspects of multiple
animals in ways that often defy natural law. Hunters brave enough to enter
these woods can obtain materials of incredible rarity and power, but many
never return, or perhaps worse, return fundamentally changed.
Ancient roads of smooth, opalescent stone crisscross the continent, remnants
of an era when the Fae took greater interest in structured governance. These
paths still maintain some of their original enchantments; travelers report
accelerated journeys, protection from minor threats, and occasionally,
conversations with the roads themselves, which seem to retain fragmentary
awareness of all who have ever walked upon them.
noemote
Syntax: noemote <character>
Noemote is used to muffle another character, by preventing them from emoting.
nofollow
Syntax: nofollow
This command removes all followers who are currently following you. Upon
using this command, any characters that were following you will stop doing so
immediately. There is a 5-second delay before you can issue another command
after using nofollow. This command can only be used by player characters, not
NPCs, and cannot be used if you have an active ethereal connection (etether >
0).
Northgard
In the frozen expanse of the northern reaches lies Northgard, a realm of
perpetual winter and breathtaking beauty. Vast glaciers stretch to the
horizon, their blue-white surfaces reflecting the aurora that dances across
the night sky for months at a time. This harsh land demands respect and offers
little mercy to the unprepared, yet it holds wonders unmatched in all the
Godrealm.
The Crown of Winter dominates the center of Northgard, a city carved almost
entirely from ice which often glows at night as counterpoint to the aurora
borealis overhead.
Scattered across the tundra are the Hearth Settlements, where the hardiest of
mortals carve out an existence. These communities are built around massive
fire pits that have burned continuously for generations, fed by the rendered
fat of great beasts and magical fuels. The largest of these, Ember’s Cradle,
hosts the annual Hunt Festival where warriors compete to bring down the
largest game, earning not only honor but also the right to petition the gods
directly.
To the west lies the Whispering Waste, a seemingly endless plain of snow where
visibility can drop to nothing in mere seconds when the wind rises. Travelers
report hearing voices in the howling gales; some claim these are merely the
tricks of a mind strained by cold and isolation, while others insist they are
the spirits of those who perished in the waste. The plains are also full of
predators, such as the Pale Walker, a massive bear-like creature with
translucent fur that makes it nearly invisible against the snow until it is
too late to flee.
Beneath the ice sheets of northern Northgard lies the Undercroft, a network of
caverns and tunnels warmed by hot springs and geothermal vents. This hidden
ecosystem supports bizarre flora and fauna found nowhere else in the
Godrealm.
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.
notell
Syntax: notell <character>
Notell is used to muffle another character, by preventing them from using
or receiving tells.
noyell
Syntax: noyell <character>
Noyell is used to muffle another character, by preventing them from
yelling.
Obfuscate
This stat represents an ability to conceal your supernatural nature from
others. You’ll always appear as a normal human to any detection method.
Having this stat will also prevent you from joining pro-supernatural
societies and if you are in one when it is purchased, you will be
removed.
This stat will conceal any supernatural-based habits and prevent them from
showing up when researched.
Demidemons cannot learn this skill due to their inhuman appearance.
See Also
Object Types
Object types cannot be customized outside of initially placing an item in
stock
by a shop owner. Various item types can be found around grid. See help shops
and
help customize for more information.
Brainwash:
Certain objects used for various coded purposes, including ability objects,
can
be found in help special objects.
Clothing:
The clothing type item can be worn, covering body parts. See help clothing.
Clothing must be customized at a tailor, which is any shop that sells clothes.
Jewelry:
The jewelry type can be worn and never covers body parts. See help clothing.
Jewelry must be customized at a jeweler, which is any shop that sells jewelry.
Bag:
Bags are the only type of container item in game. Bags cannot be put inside
one another. Small bags have less overall capacity than large bags. Bags must
be customized at a tailor.
Weapon:
The weapon type is used for the melee disciplines requiring a weapon. Blunt
Weapons and Long Blades require large weapons. Short Blades require
a small weapon. Weapons must be customized at a workshop, which is any shop
that sells guns or weapons.
Visible weapons will cause public alarm.
Gun:
The gun type is used for ranged disciplines requiring a weapon. Bows,
Carbines,
Rifles, and shotguns all use large gun types. Pistols use small guns. Guns
must be must be customized at a workshop, which is any shop that sells guns or
weapons.
Visible guns will cause public alarm.
Armor:
Armor is used for armored disciplines, adding to your character’s effective HP
when worn. Ballistic Armor and Medieval Armor both require an armor item.
Armor can be customized at a tailor or at a workshop.
Visible armor will cause public alarm.
Phone:
A phone can be used to call and text, and can also be traced or jammed. See
help phones for more information. Phones must be customized at a jeweler.
Food:
Food can aid in fatigue recovery. It can be consumed one bite at a time with
the eat command, or entirely with the devour command. Food can be customized
anywhere. Certain drugs can be added to food with the pour command.
Drink:
Drinks can aid in fatigue recovery. It can be consumed one sip at a time with
the drink command, or entirely with the chug command. Drinks can be customized
anywhere. Certain drugs can be added to drinks with the pour command.
Drugs:
The specialized drugs listed in help drugs cannot be replicated in a player-
run shop. The drug type can be used to mimic other medical and street drugs.
Drug items have an imprint field which works like a typical imprint. Drugs
can be customized anywhere.
Furniture:
Furniture is a special type of item that cannot be easily moved from a place
once dropped, requiring the lift command and set permissions to a property in
order to remove. Furniture can be used with the sit and rest commands. It can
be customized at a tailor.
Flashlight:
Flashlights allow characters who otherwise cannot see in the dark to do so.
They must be out of the inventory with the hold or wear commands, and can
be activated with the use command. Flashlights must be replaced with a new
item when they run out of batteries.
Umbrella:
Umbrellas will protect your character and his clothes from getting wet. They
must be out of the inventory with the hold or wear command, and can be
activated with the use command. Umbrellas can be customized anywhere.
Perfume:
Perfume adds a scent line to your character’s description and can give a boost
to his attractiveness score. Perfume is sprayed on with the use command. It
can be customized anywhere.
Game:
Games will produce a random echo when activated with the use command. To
edit the possible echos use customize (object) playlist with each new
line being a different option. You can also use customize (object) skilllist
to specify skills to help with that game. Each skill on a new line. Having
higher skills will make earlier playlist entries more likely.
Playback:
Playback items produce an echo in sequence whenever activated with the use
command. To edit the echoes use customize (object) playlist with each
new line being played in sequence. Objects will loop once they reach the end.
Objects
Stash
-Information on storing items in your stash.
Outfit
-Information on setting up and using outfits.
Artifacts
-Information on making and using artifacts.
Object Types
-The different object types and what they do.
Customize
-The command to customize some types of objects at a tailor.
Drugs
-Information about objects which can be used to dope other players.
Arrange
-Information on the arrange command.
Movein
-A command used to move living places.
Occult Knowledge
Requirements: Rank 3-5 requires Arcane focus 1-3
This stat represents your knowledge of the supernatural world. Used mostly to
determine preference in Story Events as well as in RP.
Occult Knowledge 0
No real knowledge of the supernatural
Occult Knowledge 1
Basic supernatural knowledge
Occult Knowledge 2
Decent supernatural knowledge
Occult Knowledge 3
Professional research level knowledge
Occult Knowledge 4
Renowned expert on the supernatural
Occult Knowledge 5
One of the premier experts on the supernatural in the world
Characters at level 1 can use customize symbol to create goblin keys which
grant
access to the goblin market like a faction symbol or sheriff’s badge would. It
also lets them identify items which have been turned into goblin keys. At
level
2, characters can identify arcane focuses. At level 4, they can identify if
an
object is cursed, but only if it is in their possession.
Higher occult knowledge reduces the time it takes to butcher monsters for
alchemical ingredients.
oldold
Syntax: EDIT AREA [create/reset] [vnum] – Area Creation and Repoping.
Syntax: EDIT ROOM ( [create] [vnum] ) – Room Creation and Editing.
Syntax: EDIT OBJ [create] <vnum> – Object Creation and Editing.
Syntax: EDIT MOB [create] <vnum> – Mobile Creation and Editing.
Syntax: EDIT MP [create] <vnum> – MobProg Creation/Editing.
Syntax: ASAVE <world/area/changed/list> – Save Editing to Disk.
Syntax: ALIST – Listing of Areas.
Syntax: RESET See Help Resets. – Set Game Resets.
Definition: [optional] <required> (combined arguments)
The above commands are used to expand the game world. The original
code is based on was written by Surreality and installed in The Isles by
Locke.
It was then converted to work with Envy by Jason Dinkel, and ported to ROM
2.3 by Hans Birkeland (Hugin). Port to Rom 2.4 by Ivan Toledo (ver 1.7).
Inside an editor, typing COMMANDS lists working commands and ? gives
help. AEDIT and REDIT default to the current area or room. EDIT ROOM RESET
resets the current room. Most commands with no arguments display syntax.
See also help: AEDIT REDIT MEDIT OEDIT
Hedit new
new (keyword)
One with the Waves
Requirements: Demigod
Characters with this power may use bless (target) to bestow a buff upon
someone that lets them breathe underwater and enhances them whenever they
are in or near water, may be self targeted.
OOC Policy
All OOC aspects of the game: tells, channels, forums, notes etc are granted
on a probationary basis. Any time when someone’s use of those channels seems
detrimental to the enjoyment of others playing the game in any way they
will be removed from the player who is causing that detrimental effect.
This decision will be made entirely at the discretion of staff.
In general staff will look at our unpleasant, targeted and unavoidable
communications are when making this decision. If you want to write a post
about roleplay in general then the obligation is on you to make it
sufficiently broad that it doesn’t come across as a targeted sub-tweet
like post.
Content which isn’t aggressive but is non the less detrimental may also
cause removal of those channels. For example if someone complains constantly
or is very spammy or otherwise just annoying.
Removal of channels will not generally be announced to anyone else.
See Also
open
Syntax: open <object>
Open opens an object.
opportunity
Syntax:
opportunity list
opportunity delete <number>
opportunity activate <number>
opportunity deactivate <number>
Make Opportunity
Opportunities are possible scenarios for your character to be interacted with.
You specify details like what your character is doing and where they are and
it allows people using the lookfor command to potentially create a RP
encounter
with you.
There are three types of opportunity:
Social(where two characters meet socially)
Predatory(where one character is chasing another)
Courier(where the character is attacked for valuable supplies they are carrying.)
Make Opportunity puts you in an editor to create a new opportunity.
See Also
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.
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 for $1000 each.
outfit
Syntax: outfit naked
outfit list [search]
outfit create <name>
outfit wear <name>
outfit changeto <name>
outfit show <name>
outfit showall [search]
outfit delete <name>
outfit add <object> <name>
outfit remove <object> <name>
outfit rename <old name> <new name>
The outfit command allows you to manage collections of wearable items for
easy changing of your character’s appearance.
Outfit naked: Removes all your clothing and puts it into your stash.
Outfit list [search]: Lists all your saved outfits by number and name.
Optional search term filters the results.
Outfit create <name>: Creates a new outfit containing everything you’re
currently wearing with the specified name.
Outfit wear <name>: Wears the specified outfit without removing
current items.
Outfit changeto <name>: Strips you naked and then wears the specified outfit.
Outfit show <name>: Shows the contents of the specified outfit.
Outfit showall [search]: Shows all outfits with their contents.
Optional search term filters the results.
Outfit delete <name>: Deletes the specified outfit.
Outfit add <object> <name>: Adds a specified object (worn or in inventory) to
the outfit.
Outfit remove <object> <name>: Removes an object from the outfit.
Outfit rename <old name> <new name>: Changes the name of an existing outfit.
outfitproof
Syntax: outfitproof (object)
Used to make an object immune to the outfit commands,
useful for items your character may never take off etc.
Paralytic Toxin
Requirements: Hunter Focus 1
Syntax: toxin (weapon) paralytic
-For $100 apply a single use paralytic to a bow, knife or spear. Once a
target is struck with that weapon they will suffer steadily increasing
stagger for the next ten rounds of the fight.
Toxins cannot be used on augmented weapons.
park
Syntax: park
This command is used when driving a vehicle, and will immediately halt
travel, parking the car or motorbike wherever the command is used.
passthrough
Syntax: passthrough (direction)
This command allows you to open door and pass through with one command.
password
Syntax: password <old-password> <new-password>
Password changes your character’s password. The first argument
must be your old password. The second argument is your new
password.
The password command is protected against being snooped or
logged.
Pastcharacter
Syntax: Note pastcharacter (name)
This is an alternative version of note post which can only be done in the IC
note area. If the name is the name of a previous character of yours that
hasn’t died and had at least 100 hours before being retired the note will
appear to come from them instead, with your account name appended to it so
someone can send you a reply.
patrol
Syntax: patrol [subcommand] [target/amount/message]
Subcommands:
– patrol stalk [message] – Hunt down targeted prey
– patrol observe – Look at your stalking target
– patrol banish/exorcise/start – Begin various supernatural events
– patrol approach – Approach a hunt location
This command allows you to engage with patrol events, predatory patrols
and big game hunts.
Patrol Events
Outside of Encounters and MyHaven matches there are three types of
events which can be initiated with lookfor.
Predatory: These are instanced events that involve one character
stalking another character. They can be any type of chase from a
street chase through back alleys, to a car chase, to a nightclub
where evasion is more about staying in public than getting away.
Predatory events end with the victim either getting away or the
predator catching them and becoming fixated.
BigGame: These events involve some larger version of a mist
creature being located in part of the city. Those who wish to
deal with it must get together to fight it. These creatures
tend to do AOE attacks which also knock back and weaken those
they hit, but cover will also appear that people can use, on
top of which the creatures are weaker from behind and less likely
to attack those behind it.
Story: These events are one of a selection of random problems that
are occurring in the city that need dealing with. For example
a ghost may be haunting a particular area and will need dealing
with. These are more freeform RP events where regular emits
will be written by an LLM to add flavour to the encounter.
See Also
pecho
Syntax: pecho <character> <message>
Pecho sends a message to the player specified.
Any higher-level imm will see a prompt in front of your message, informing
them that it is an echo.
Perception
Requirements: Rank 3 requires Tier 3 or demigod or angelborn.
Rank 4-5 requires Tier 4-5.
This stat represents your ability to notice things that others might not. It
allows you to see any person attempting a stealth maneuver as long as your
perception is higher than their stealth.
Characters possessing perception above level 1 will also have an automatic
chance to detect if a ghost moves from the room that character currently
occupies. Such an ability is intuitive and does not indicate to where the
ghost
has moved nor that it necessarily be a ghost leaving the room at all. The
character will, however, feel the loss of the presence.
Perception 0
Average perception.
Perception 1
Higher than average perception. 20% chance to notice ghosts leaving.
Perception 2
Very perceptive. 40% chance to notice ghosts leaving.
Perception 3
Extremely perceptive. 60% chance to notice ghosts leaving.
Perception 4
Supernaturally perceptive. 80% chance to notice ghosts leaving.
Perception 5
Supernaturally talented perception. 90% chance to notice ghosts
leaving.
See Also
petition
Syntax: Make Petition
Petitions allow players to communicate issues to staff, they are the only way to
do so that is guaranteed to be seen.
To create a petition simply type make petition and then fill in the fields,
possible types are bug, suggestion, request, renovate and missive.
Description puts you in an editor to write your petition and when you’re done
typing, done will complete and send it. Petitions will last forever until a
staffer sets them as resolved or dismissed, and then will last for a further 5
or so days after that.
Note: Staff often gets a hundred or more petitions a week, of these most will
end up dismissed. For instance 90% of bug reports are not actually bugs, but
just someone misunderstanding/misusing code or plain not liking something.
Because of the very high noise-to-signal ratio it’s inevitable that some
legitimate petitions will be overlooked, and we apologize in advance for these
situations.
Note on Bugs: Most bug reports, even for real bugs are generally written in a
fairly bad way. If you’d like your issue to have a high chance of being
investigated and fixed, you need to be clear and concise, give all character
names where relevant and report the bug in a way that’s reproducible. It’s very
common for someone to report a bug as simply X doesn’t work, then a staffer
tries it and it works fine and the issue is dismissed. Even though there may
well be a bug, but it’s that it only occurs in certain circumstances which they
weren’t informed of. With enough time staff can fix essentially any bug as long
as it’s reliably reproducible.
Renovate petition types are applications to be given ownership of a property and
a special flag allowing for free decoration up until the first rental payment,
which will also be free. These are granted when someone makes a solid argument
for wanting to change an existing property into something more in theme or
appropriate to the setting and should include the problems with the existing
property as well as the proposed changes.
Missive petitions allow you to request specific NPCs or leaders of in-world
organizations to send you some official communication.
Phone
Phones are a form of in-game communication requiring a phone-type object.
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 society 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 hang up the call you are currently in.
Syntax: phone signalboost
Toggles whether a phone will temporarily function in the Palladium Institute.
Requires Engineering 3+.
Syntax: phone gps
Gives you your current location on the map.
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.
photoattract
Syntax: photoattract [1.0-10.0]
This command allows a player to set their character’s attractiveness
in photos on a scale from 1.0 to 10.0.
Physical Conditioning
Requirements: Neither beauty rituals or fashion knowledge already at that
rank.
This stat represents a character who’s toned their body physically in order
to be more attractive. Will provide a larger benefit when a character is less
covered up than they typically are.
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.
Pillar of the Community
Tier Three Archetype
Human
This archetype represents the most important members of the local community
such as city council members or owners of important businesses. They can
use the fame command to set a locally famous string visible to any other
locals who look at them.
Minimum Age: 28
Available Negative Modifiers: Addict, Ill.
Focuses: Has up to two points to spend in professional focus stats at tier
three.
pin
Syntax: Pin (target)
Syntax: Release
Used to hold someone down so that they cannot leave the room. Type release
to let them go again.
Pistols
Type: Ranged
Optimum Range: 60
Pistols covers the ability to use small, concealable firearms. Those with
higher levels in this discipline can fire more accurately and faster.
Firearms do not function on realms other than Earth.
places
Places are areas placed inside rooms as separate areas to for characters to
congregate. This is useful for dividing a large area and offering some in-
character privacy, as well as for putting in places to wash.
Syntax: look (place keyword)
This will give you the description of the place, if any, as well as a list of
all characters currently at that place.
Syntax: join (place keyword)
This will join your character to the place in question. Joining a place will
automatically append the place to your character’s roomtitle, unless manually
set.
Dynamic places can be created by using the join command with the name
of the place you wish to join. For example, join by the car. In order
to join a dynamic place which is already created, you must join with
the full name of the dynamic place.
Syntax: join
Typing join without an argument will have you leave the place you are in.
This is not necessary when switching to a new place.
Syntax: decorate place (string)
This adds a new place to houses and shops on the New Haven grid, if your
character
has permission to edit it.
Syntax: myrooms place (number) (string)
This adds a new place to off-grid rooms, which can be created by anyone.
Places that are keyed to bath, jacuzzi, pool, shower, and tub will make your
character and his clothes wet, washing away dirt and blood.
Syntax: subtle/private (emote)
This delivers an emote to the place your character is currently in that is
only visible to those in the same place. Private only does this if untargeted.
Unplaced subtle emotes will show only to unplaced characters.
Syntax:: whisper (speech)
This delivers speech to the place your character is in which is only visible
to those in the same place.
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.
pload
Syntax = “Pload <Character>”
Syntax = “Punload <Character>”
These commands will let you load a character and to return them. (Character
cannot already be on-line)
plot
Syntax: plot list
plot info [plot number]
plot title [plot number] [title string]
plot times [plot number] [string]
plot visibility [plot number] [All/Storyrunners/None]
plot challenge [plot number]
plot delete [plot number]
plot events [plot number]
plot members [plot number]
plot start [plot number]
plot stop [plot number]
plot finish [plot number]
plot advertise [plot number] [message]
plot addclue [plot number] [clue text]
plot addclue [plot number] [clue text]
The plot command is a comprehensive system for Story Runners (SRs) to create
and manage storylines within the game.
As a player: – You can view available plots with ‘plot list’ – See details
about a specific plot with ‘plot info [number]’
As a Story Runner: – Create and manage storylines that players can
participate in – Set a plot’s visibility to control who can see it – Start
and stop plot sessions when running them – Add challenges, time information,
and event details – Mark plots as finished to distribute karma and rewards –
Advertise your plot with a global message – Add clues that will be assigned
to characters – Delete plots you no longer need
When you add a clue that clue will be sent to a random PC.
Plot Types
There are five types of plots you can run as an SR, when creating a storyidea
you have to choose one of these five.
Delve: A plot that involves going into the ruins of one of the cities-between
that exist below New Haven. Frequently thematically similar to Indiana Jones or
Tomb Raider like stories.
Quest: A plot to go somewhere in another one of the worlds adjoining the city
like the Wilds or the Other. Because of the lack of technology in those worlds
often thematically similar to a classic fantasy adventure of any subtype.
Investigation: A plot to deal with some issue happening in the city in one of
the boroughs. Frequently thematically similar to Noir or detective stories.
Heist: A plot to steal an item from somewhere on Earth, could be a valuable
item in a museum, or vault or corporate secrets from a data center. Frequently
thematically similar to espionage or heist movies but with a supernatural twist.
Suppression: A plot involving dealing with and/or covering up some
supernatural issues in the world. Frequently thematically similar to Men in Black or
X-Files like stories.
See Also
point
Syntax: point (target)
Mansized animals and larger will be picked up if they linger too long in
public areas. A smaller animal can be picked up if the point social is used
on it.
Poisonous Toxin
Requirements: Hunter Focus 3
Syntax: toxin (weapon) (poison)
For $100 apply a single use poison to a bow, knife or spear. Once a target
is struck with that weapon they will take 5% of their defenses in damage
every round for the next 10 rounds.
Toxins cannot be used on augmented weapons.
Policies
See Help Content Policy for the policy governing sensitive content in
roleplay.
See Help OOC Policy for the policy governing OOC behaviour.
See Help Storyrunning Policy for the policy governing Storyrunning.
See Help Roleplaying Policy for the policy governing general RP.
See Help Mind Control Policy for the policy governing mind control RP.
See Help Metagaming Policy for the policy governing Metagaming.
See Also
Political Capital
Most activities in the game generate political capital for the groups your PC
is part of in a particular borough. If you are in multiple groups you may have a
choice of which group to give the capital to, or in some cases it will be distributed
amongst them.
Generating political capital in a borough is how groups take them over to earn
favor.
Methods for gaining political capital are:
Contributing items taken from/butchered from hostile NPCs found in the mists
or in big game hunts. The value of these items increases exponentially with the
power of the creature, so a creature which is twice as powerful will be worth
four times as much.
Completing a patrol event: These events can be triggered through lookfor and
will be based around some problem occurring in the game, you will earn political
capital for the borough where you solve the problem.
Hosting an event: You will earn capital based on your best rated hosted event
each week.
Attending an event: You will earn capital for up to one event you attend per
week.
Fashion: Wearing an expensive/well designed outfit to an event can earn you
capital up to once per week.
Completing an encounter: These events can be triggered through lookfor, if
your PC completes an encounter you will earn political capital for the borough
where the encounter occurred.
Contributing an item from a city raid: Winning a city raid will provide you
with an item that can be contributed, gaining favor in the borough it’s
contributed into.
Contributing an item from a world raid: Winning a raid offworld will provide
you with an item that can be contributed, gaining favor in the borough it’s
contributed into.
Defending during a city raid: Showing up to fight against a group initiating a
city raid will earn you capital in the borough that’s being fought over.
Sublimation: Using victimize sublimate on a helpless target will earn you
capital in any borough they RP in for some time afterwards.
Courier contribution: Contributing the item taken during a courier patrol
event started with lookfor will give you capital in the borough the item is
contributed in.
Defending a courier attack: Being attacked in a courier event will give you
capital in the borough the attack occurred.
Investigation Plots: Completing an investigation plot type will give you
capital in the borough the plot took place.
Plot Rewards: Completing a non-investigation plot will reward you with an item
which can be contributed for capital in the borough you contribute it in.
Vault Theft: Stealing from another group’s vault will provide you an item you
can contribute for capital in the borough you contribute it in.
Running Schemes: Running a scheme will provide you with an item you can
contribute for capital.
Thwarting Schemes: Thwarting a scheme will provide you with capital in the
borough the scheme was happening in.
Predatory Patrols: Starting a predatory patrol will give you a small amount
of capital in any boroughs the victim RPs in afterwards.
Roughup: Roughing someone up will give you a small amount of capital in any
boroughs the victim RPs in afterwards.
Fabled items: Contributing items gained during fabled events will earn you
capital in the borough you contribute it in.
Haunting: Adding a clue to a haunting or doing a predator patrol in the
borough you are haunting will earn you capital in the borough you are haunting.
Stopping a haunting: Successfully stopping a haunting will earn you capital in
the borough you are haunting.
See Also
Political Thuggery
Political Thuggery refers to acts which are generally interpreted as
bullying by the general New Haven populace. There are political costs
for this behaviour as people interpret it as depriving them of political
choices by trying to intimidate or drive away your potential rivals.
There are three coded actions which are considered political thuggery.
Killing a PC, unless they are at at least invite level 10 or fleshformed
this costs between 2 and 50% of your current political capital.
Killing a PC costs less if they are not in a faction/society or if they
are in a relationship with you, or they haven’t been in the city very long.
Maiming a PC, unless they are at least invite level 9 this costs
20% of your current political capital.
Stealing from a PC, at invite level 3 you can steal cheap items
worth $1000 or less and relics from someone without cost, otherwise
it costs up to 10% of your current political capital.
At less than invite level 8 stealing expensive items from someone
costs up to 40% of your current political capital.
All these commands require you to have reasonably high levels of political
capital to start with and cannot be used again for approximately a week.
Please note that trying to achieve the same or similar effects to political
thuggery but bypassing the costs is against rule 4 against bug abuse. If
someone
hypnotizes you to maim yourself or give them an item you should ignore it.
If someone RPs blowing up a rival’s car or other similar act which should
reasonably be considered political thuggery but isn’t coded, that’d be against
the rules.
See Also
Politics
Requirements : Rank 2 requires Professional 1
Rank 3 requires Professional 2
Rank 4 requires Professional 3
Rank 5 requires Professional 4
This stat determines how politically savvy a character is. Ranks in politics
make it easier to gain society standing, as well as increase the power of your
loyalty praises and disses.
[Politics 0]:
As much political know-how as the average person.
[Politics 1]:
A bit more politically knowledgeable than average.
[Politics 2]:
Significantly more politically savvy than average.
[Politics 3]:
Much more politically savvy than average.
[Politics 4]:
Incredibly good at politics.
[Politics 5]:
A master of politics.
See Also
poofout
Syntax: poofout <message>
The standard message for leaving with goto is ‘leaves in a swirling mist’. You
can replace this message with a message of your own choosing using the poofout
command. This message must include your name somewhere in the string.
Poofin and poofout only show to characters who can see you.
Popularity
Popularity is the measure of how popular your character is with
the general populace. Character praises, living in a nicer house,
having a nicer car, or being a recent victim can all boost popularity.
Being dissed or recently having performed political thuggery will
reduce popularity.
Popularity impacts the effectiveness of political capital you earn
for your groups.
If you look at another character and their popularity is at least
five percent higher or lower than yours that will be visible.
See Also
possession
Syntax: possess (person)
Syntax: force (target) (action)
Syntax: private (target) (message)
Possession is a special function of ghosts which allows them to inhabit the
body
of other characters. When possessing another character, a ghost will be
undetectable unless a character with clairvoyance or perception looks at the
possessed. Characters with clairvoyance 2 will always detect the presence of
a
ghost, but those with clairvoyance 1 or perception will only have a chance to
notice. Characters who are possessed will feel slightly colder to the touch.
A ghost will be carried around to wherever the possessed character ventures
and
in this way enter some areas that they could not otherwise enter. They also
gain the ability to use the force command as a manifestation power to
overpower
their vessel momentarily and can send private emotes to their vessel without
cost. Neither the ghost’s name or the privately tag will appear in these
messages facilitating a more haunting experience.
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.
Powered Armor
Requirements: Engineer Focus 1 or Commander Focus 2
This legendary power allows engineers and commanders to create even more
advanced armor augmentations.
Whenever someone wears an armor object they’ve augmented they will gain +1
to all physical stats and super jumping for the duration of the augmentation.
Praise
The praise command uses influence in order to augment another player.
Other players won’t see the echo of it being used.
Praise (name) character (amount) (reason)
This will improve the target’s popularity.
Praise (name) appearance (amount) (reason)
This will give the target a boost to their apparent attractiveness based on
the influence spent.
Praise (name) faction (amount) (reason)
This will give the target some respect within their faction/cult based on the
influence spent.
Praise (name) society (amount) (reason)
This will give the target some respect within their society based on the
society 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.
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.
See Also
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.
Pregnancy
Characters may become pregnant if they have sex. Many factors are
involved, but primarily whether or not sex occurs during the fertility window
surrounding ovulation, when precisely it occurs, and the potency of the male’s
contribution. Contraceptives work against the chance that a character may
become pregnant and are generally effective.
Menstruation is the outward sign of female fertility, but both sexes have
components which render them more or less fertile. For females, this is
mostly the timing at which they have unprotected sex and when they ovulate.
Men, however, have to worry about how many times they have sex, protected or
otherwise, within a certain span of time. A man who has sex every day still
has
the potential to impregnate a woman, however, the chance of it occurring is
substantially lower as are their opportunities to do so.
Neither female nor male vampires are considered fertile according to the code
at this time.
Should a character become pregnant, she will be subject to an extra string of
look information describing her state. This may be obscured during early
phases by wearing concealing clothing, but will always be visible during later
stages.
Prior to showing, a character can test whether they have become pregnant by
using a pregnancy test via the use command. Any object containing the
keywords pregnancy and test can be used in this way and doing so will cause the
character to urinate on the object. This also sets the item’s value to 0. These tests
are generally ineffective before the character misses their next period.
Note: If a shifter becomes pregnant while in their animal form, they will
be unable to revert to human form until they give birth or the pregnancy is
terminated. Shifters in animal form may only be impregnated by other animals
or shifters in animal form.
Characters may be subject to additional effects throughout the duration of the
pregnancy to ensure that players behave and are reminded of the reality of
their situation.
In the event that a character suffers a severe wound or greater, there will be
the possibility of a miscarriage.
Should a character wish to willingly terminate a pregnancy for any reason, she
may use the procedure pregnancy command. This command may also be used in the
event that the character wishes to become pregnant via an NPC donor. The cost
of beginning a pregnancy is substantially higher than the costs of terminating
one though both are prohibitive. The cost of terminating a pregnancy depends
on how long the pregnancy has been allowed to continue prior to the use of the
command. Pregnancies beyond twenty four weeks can’t be terminated as per
Massachusetts law, unless the mother is at risk. Since that isn’t an issue
presented by the code, pregnancies can not be terminated beyond twenty four weeks.
Syntax: change pregnancy
Toggles the character’s pregnancy state. This command requires a medical
facility and has a cost associated with it depending on whether or not the
character is already pregnant. Using this command while pregnant will inflict
a minor wound on the character.
Primal Combat
Requirements : Rank 1 requires Primal 1
Rank 2 requires Primal 2
[Rank One]:
Rush : Enhances movement speed by 150% when charging for one round.
Takedown : Tackle your target to the ground, making them unable to move
for one round.
[Rank Two]:
Ferocity : Increases the damage of your next attack by 20%.
Pounce : Move towards someone within your movement range without
consuming your movement for the round.
Prowl : Lower your body towards the ground, taking 30% less damage from
ranged attacks for one round, but moving slower.
Primal Combat can only be used while shifted.
Primal Focus
Combat Focus
Requirements: Non-vampire Supernatural
This stat represents those who’ve dedicated themselves more natural forms of
shapeshifting combat than the Fae Knights. Each rank offers increased access
to shapeshifting and shifted sizes as well as bonuses to the shifted forms of
werewolves. Primals can make use of primal combat in fights in order to better
use their alternate forms. At max rank Primals gain access to vicious strikes
that increase their damage even further against low defense opponents.
Werewolves who take this focus will receive a +1 Toughness at Rank 1 and +1
Power at Rank 2 to their wolf form.
[Primal One]:
Primal Combat 1: A power tree focused on shapeshifted melee damage and
movement.
Shapeshifting 1, 2: A power that grants points that can be allocated to
enhance shapeshifted forms.
Hybrid Shifting: A legendary power that unlocks shapeshifted forms with
speech, equipment, and disciplines.
Monstrous Shifting: A legendary power that allows you to shapeshift into truly
enormous creatures.
[Primal Two]:
Animals 4: A stat that enhances your kinship with animals.
Primal Combat 2: A power tree focused on shapeshifted melee damage and
movement.
Meta Shifting: A power that enhances your human form with traits of your
primary shapeshifted form.
Shapeshifting 3: A power that grants points that can be allocated to enhance
shapeshifted forms.
[Primal Three]:
Animals 5: Maximum proficiency; a stat that enhances your kinship with
animals.
Shapeshifting 4: A power that grants points that can be allocated to enhance
shapeshifted forms.
[Primal Four]:
Shapeshifting 5: Maximum proficiency; a power that grants points that can be
allocated to enhance shapeshifted forms.
Vicious Strikes: A power that increases damage done to lower-health enemies
while shifted.
Prismatic Sorcery
Requirements: Illusory Magic 1.
This power grants the Prismatic Sorcery discipline.
You can use this discipline once every five rounds.
All characters hit by this discipline become confused, liable to hit other
random characters when they attack.
Optimum Range: 75
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 one else will be able to see the roleplay,
including staff. It is used for flagging yourself before engaging in explicit,
adult-oriented RP to ensure nobody else accidentally views that RP and that
the people doing it have privacy. Roleplay done in private mode is not
assessed for the purposes of roleplay experience gaining.
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.
probe
Syntax: probe (person) (list of stats, disciplines, abilities)
When used by a Story Runner this command gives them information about the
stats or disciplines of someone they’re RPing with. At trust 1 it gives
information but also echoes to the player that you’ve obtained it, at trust
2 it does not inform the player.
When used by a PC this command gives an anonymous request to the player to
demonstrate a discipline or stat. 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, failure to do so
might be considered poor RP practice.
SRs can also use probe (person) experience to see that person’s adventure
and wilds experience levels.
procedure
Syntax: procedure [type] [parameters]
Types:
– procedure restore [target]
– procedure breast (larger/smaller)
– procedure sex (male/female)
– procedure abortion
– procedure fertilize/fertilization/insemination [donor]
– procedure fertility/sterilization
– procedure appearance
– procedure height (taller/shorter)
The procedure command allows characters to undergo various medical and
cosmetic procedures that modify their physical attributes. Each procedure has
specific requirements:
1. RESTORE – Restores maimed body parts for a character. Requires 350 favor
and being in a medical facility. Can target self or another character.
2. BREAST MODIFICATION – Increases or decreases breast size. Costs $500,
requires being in a cosmetic surgery clinic, and causes minor wounds.
3. SEX CHANGE – Changes character’s apparent sex to male or female. Costs
$10,000, requires being in a cosmetic surgery clinic, causes moderate wounds,
and renders the character infertile.
4. ABORTION – Terminates pregnancy. Costs between $810-$1,975 depending on
pregnancy duration. Requires being in a medical facility and causes minor
wounds.
5. FERTILIZATION – Performs in vitro fertilization. Costs $21,720 and
requires being in a medical facility. Can specify a male donor if present.
6. FERTILITY/STERILIZATION – Toggles fertility status. For sterilization:
costs $675 for males or $3,750 for females. For fertility restoration: costs
$5,000 for males or $6,600 for females. Requires being in a medical facility
and causes wounds.
7. APPEARANCE – Significantly alters appearance so other characters no longer
recognize you. Costs $5,000 and requires being in a cosmetic surgery clinic.
8. HEIGHT – Increases or decreases height. Costs $500, requires being in a
cosmetic surgery clinic, and causes severe wounds.
All procedures will wound the character, with severity depending on the
procedure. Most procedures require being in an appropriate facility (medical
facility or cosmetic surgery clinic) and have associated costs.
Professional Focus
There are three main focus paths: the arcane tree (minions, rituals, mancing);
the combat tree (melee and ranged combat); and the professional tree (wealth,
contacts, and social/job skills). Each focus tree has its own set of foci
within it. Every point spent in one of these trees, regardless of whether or
not it’s on the same focus, unlocks greater potential for development in terms
of stats and occasionally powers. When points are spent on the same focus, you
develop additional abilities related to that focus line. The following are the
unlocked abilities for the professional tree:
[Professional One]:
Contacts (all) 2: Allows higher contact stats, which increases payout on all
contact jobs. Limited by tier.
Education 3: Represents greater academic knowledge.
Politics 2: Improves society standing, loyalty praise/diss, and payout on
diplomacy patrol events.
Wealth 2: Increases weekly paycheck and bank account interest rate. Limited by
tier.
[Professional Two]:
Contacts (all) 3: Allows higher contact stats, which increases payout on all
contact jobs. Limited by tier.
Education 4: Represents greater academic knowledge.
Politics 3: Improves society standing, loyalty praise/diss, and payout on
diplomacy patrol events.
Wealth 3: Increases weekly paycheck and bank account interest rate. Limited by
tier.
[Professional Three]:
Artistic Ability 5: Maximum proficiency; represents artistic skill.
Contacts (all) 4: Allows higher contact stats, which increases payout on all
contact jobs. Limited by tier.
Education 5: Maximum proficiency; represents greater academic knowledge.
Politics 4: Improves society standing, loyalty praise/diss, and payout on
diplomacy patrol events.
Wealth 4: Increases weekly paycheck and bank account interest rate. Limited by
tier.
[Professional Four]:
Contacts (all) 5: Maximum proficiency; allows higher contact stats, which
increases payout on all contact jobs. Limited by tier.
Politics 5: Maximum proficiency; improves society standing, loyalty
praise/diss, and payout on diplomacy patrol events.
Wealth 5: Maximum proficiency; increases weekly paycheck and bank account
interest rate. Limited by tier.
Progression
Index
Progression explained
-A brief overview of the progression system, recommended for newbies.
Experience
-An overview of regular experience.
RP Experience
-An overview of roleplay experience.
Training
-How to use experience to improve disciplines and skills.
Karma
-An Explanation of Karma.
Reroll
-A Command for retiring your character and making a new one.
Favor
-An overview of the favor system.
Progression Explained
There are many ways your character can develop in Haven. The three main
ones are combat experience, roleplay experience and karma.
Regular combat experience is earned every time you engage in combat, this
experience is used to increase your disciplines, which govern your
characters attack damages and defenses.
Roleplay experience is gained by roleplaying with other players. It’s used
to buy stats and powers which cover almost everything else about your
character.
Karma is gained by doing things that add to the game’s story such as running
adventures, it’s used to unlock access to higher tier characters as well as
to increase the caps on your roleplay and combat experience pools.
Property Rituals
Life Force Costs per level of Ritualism: 1: 21%, 2: 12%, 3: 9%, 4: 6%, 5: 4%
Syntax: Ritual silence (target) Cost: 25%
Sends a spell of silence towards the target, when it strikes whatever property
they are in will be enclosed in a mystical bubble which no communications, nor
electricity can flow.
Syntax: Ritual decay (target) Cost: 100%
Sends a spell of decay towards the target, when it strikes whatever property
they are in will have all it’s toughness and security values lowered, making
breaking in a good deal easier.
Syntax: Ritual shieldbreak (target) Cost: 75%
Sends a spell which will remove a nightmare shield or reduce its strength if
the caster is weaker than the one who placed it.
Syntax: Ritual raiseward (target) Cost: 100%
Raise a mystical ward on the property the target is in when the spell
strikes. Any attempts to break in through larceny or force against a warded
property will fail. Lasts until the next sunrise.
Syntax: Ritual lowerward (target) Cost: 100%
Remove a ward someone else has placed on a property, or diminish it if they
were more powerful or multiple wards have been placed.
Protection Detail
Requirements: Commander 2 or Underworld Mogul 2
Characters with this stat have their allies (as in, contacts with the muscle
job) appear twice as fast in combat.
Protection Rituals
Life Force Costs per level of Ritualism: 1: 21%, 2: 12%, 3: 9%, 4: 6%, 5: 4%
Syntax: Ritual cleanse Cost: 100%
When the ritual finishes any cursed objects in the caster’s possession will
have their curse lifted.
Syntax: Ritual mindward (target) Cost: 100%
When complete the target will be rendered temporarily immune to mind control.
Syntax: Ritual protect (target) Cost: 150%
Will grant the target extra defenses for some time, costs 150% as much as
most rituals. It lasts approximately a day.
Syntax: Ritual purify (target) Cost:200%
Ritual purify cleans someone’s mystical links to previous sexual partners,
allowing them to join societies with sex restrictions.
Psychic
Requirements: Supernatural or Sensitive, 150, 000 Dream Experience
[Rank One]:
Bewilder : Unspecified range; target becomes unable to accurately assess
distance.
Roleplay : You know how to confuse someone’s depth perception.
Confuse : Unspecified range; target’s next attack will hit a random enemy
that isn’t themselves.
Roleplay : You know how to cause someone to grow more confused.
Consumes your attack for one round.
Doubt : Unspecified range; target’s next attack does half damage.
Roleplay : You can cause someone to doubt themselves.
[Rank Two]:
Fear : Unspecified range; target will use their next movement to move
away from you.
Roleplay : You can supernaturally induce fear.
Consumes your attack and move for one round.
Stasis : Unspecified range; target cannot move, attack, or see for one
round.
Roleplay : You can place someone into a trance for up to 12 seconds through
concentration.
Consumes your attack and move for one round.
Psychic Persuasion
Requirements: Supernatural Tier 2
This stat represents a character’s ability to bring psychic forces to bear on convincing people to do as they wish, it is generally much more subtle than hypnotism, can be done more often and doesn’t require someone to be put into a trance.
Each use of it however costs 0.15% of your life force and the costs to resist are usually much lower and much more affected by environmental factors.
After using the command nothing will initially happen, but when you follow it up with an emote or say that contains the message the persuade will be triggered and will send a message to the target about the attempt which they can then resist or accept.
This allows psychic persuasion to be used very subtly as nobody besides the target will even see anything untoward going on. Targets are also ICly unaware when they’re being psychically influenced.
Syntax: persuade (target) (pressure one) (pressure two) (pressure three) (message)
Example: Samantha types, “persuade orlando generosity peerpressure lust go ahead and buy this round of drinks“
Example: Samantha types, “emote laughs at @orlando and casually tosses her shoulders in a shrug, “Oh, well,” she decides, “why don’t you go ahead and buy this round of drinks, since you’re sticking around?”“
Result: “You need to go ahead and buy this round of drinks.”
Example: Marcus types, “persuade vivienne fear gratitude logic remember that it was nice ol’ Marcus who let you go, next time he comes calling for a favour“
Example: Marcus types, “say to vivienne Well, I guess we don’t /need/ to bleed you dry, but you just make sure you remember that it was nice ol’ Marcus who let you go, next time he comes calling for a favour, how about that?“
Result: “You need to remember that it was nice ol’ Marcus who let you go, next time he comes calling for a favour.”
Example: Derica types, “persuade sveta peerpressure curiosity lust come around to my dorm room after class and see what happens“
Example: Derica types, “emote smiles flirtatiously at @sveta and bats her lashes, “Why don’t you come around to my dorm room after class and see what happens, then?”“
Result: “You need to come around to my dorm room after class and see what happens.”
Example: Moander types, “persuade tyche curiosity anger peerpressure You can try it, just to see what it’s like.“
Example: Moander types, “say to tyche curiosity anger peerpressure What do they know? They’re just trying to keep you under their thumb! You can try it, just to see what it’s like.“
Result: “You need to You can try it, just to see what it’s like..”
Note that a period is automatically appended for you; adding one yourself will result in a double period. Due to the way imprints work, you will want to ensure that your message never begins with a capital letter, and that if it references your character, it does so in the third person.
Psychic Pressures
Lust
-An appeal to someone’s desires, generally more powerful when used by more
attractive people.
Generosity
-An appeal to someone’s generosity such as impelling someone to do something
in order to be a good friend or be a nice person.
Logic
-An appeal to someone’s unemotional self, such as impelling someone to do
something because it’s coldly rational to do so, even though it may feel
wrong or disloyal.
Guilt
-An appeal to someone’s guilt, such as a guilt trip or making them feel
ashamed of their greater fortune compared to the target.
Anger
-An appeal to someone’s anger, such as impelling to do something for revenge
or to satiate their frustrations.
PeerPressure
-An appeal to someone’s sense of social appropriateness, such as impelling
someone to do something because everyone else is doing it or the cooler
people are doing it, generally more effective when used by those of high
social rank.
Fear
-An appeal to someone’s sense of fear, such as impelling someone to do
something because of bad things that might happen to them if they refuse.
Generally more effective when used by those who’re more powerful.
Gratitude
-An appeal to someone’s sense of gratitude, such as an appeal based on past
favors done or other past or present kindnesses or generosity.
Curiousity
-An appeal to someone’s sense of curiosity, such as compelling someone to do
something just to see what will happen.
Jealousy
-An appeal to someone’s jealousy, such as compelling someone to do something
to show that other person, or to get over some jealous feelings, or to
become as special as someone else.
Pity
-An appeal to someone’s sense of pity, such as compelling someone to do
something because of how poor, destitute or weak someone is, or how much
they are suffering.
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.
put
Syntax: put <object> <container>
Put places <object> into <container> so you can carry more objects.
Pyromancy
Requirements : Rank 1 requires Elemental Magic 1
Rank 2 requires Elemental Magic 2
[Rank One]:
Burnarmor : Unspecified range; if target uses armor, they take 20% more
damage from all sources for one round.
Roleplay : You can make objects blacken and smoulder.
Also removes Reinforce.
Consumes your attack for one round.
Heatmetal : Unspecified range; the target’s attacks with sharp weapons do
more damage.
Roleplay : You can cause metal you touch to turn red hot.
Consumes your attack for one round.
Sweat : Unspecified range; the target is weakened for one round. More
effective in hot weather.
Roleplay : You can cause objects to rapidly heat up by up to 15C (27F).
If the target is under the effects of Chill, remove chill and doesn’t apply
weaken. Also removes the effects of Cryomancy’s Colddiscipline.
Consumes your attack for one round.
[Rank Two]:
Burnweapon : Unspecified range; the target cannot effectively use bows or
blunt weapons for two rounds.
Roleplay : You can cause small fires on wooden objects.
Consumes your attack for one round.
Startfire : Unspecified range; the target takes damage, reduced by cover,
based on your arcane power.
Roleplay : You can start fires on most combustible objects, such as cotton
clothing.
Only works when it’s not raining, and doesn’t work on naked targets.
Consumes your attack for one round.
All abilities require a magical focus.
qlook
Syntax: qlook [character]
Displays a few bullet points about a particular character’s appearance.
Quick Reload
Requirements: Gun Disciple 4.
Characters with this skill don’t consume an attack when they use ammochange.
quickgear
Syntax: quickgear [number]
The quickgear command allows you to rapidly change into a previously saved
outfit configuration. You must be either driving a car, in a raid, or
within 5 units of your parked vehicle (or 1 unit if indoors) to use this
command.
When executed, the command removes all your current equipment and replaces it
with the gear from your saved outfit.
If used during combat, this command costs your movement. Outside of
combat, it causes an 8-second delay before you can act again.
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.
quit
Syntax: quit
Quit leaves the game.
Quit automatically does a save, so you can safely leave the game
with just one command.
Radiation
Type: Ranged
Optimum Range: 75
This discipline covers the ability of creatures to attack
others with powerful bursts of radiation. Restricted to monster guests.
See Also
Rage Fueled
Requirements: Demonborn
Characters with this power may use the enrage command to enter a
berserker-like state in which they trade off some of their defensive
disciplines in exchange for enhanced offensive disciplines.
Raid Fields
AdversaryName:
This is the string that the adversaries in the raid will appear by,
such as X shoots you. X charges to coordinates.
AreaName:
The name of the room the raid will take place in.
ItemName:
In raids that are targeted at a specific item this is what that item
will appear as, such as person has X, person gives X to other person. e.g.
‘the ancient tablets’
Terrain:
Sets the type of terrain you will be fighting over.
Competition:
Set to Open/Closed. Open is the default type of operation.
Closed operations cannot be seen by or attended by anyone outside of the
creating
society but also reward no resources. They can be set with 0 in the day field
however.
They are well suited to practice or within society group activities.
Hour:
The hour of the day in Haven time you want the operation to occur.
Day:
The number of days from now the operation will occur. This counts down
every time the designated hour passes. So if the current time is 10 and you
set hour to 11 and day to 1 it will occur tomorrow at 11. But if you set
hour to 9 and day to 1 it will occur the day after tomorrow at 9.
Raid Storyrunning
Syntax: emit (message)
Send an emit to everyone in the raid.
Syntax: Raid atmosphere (message)
This will set a message everyone will see when looking or moving in the raid,
similar to a crisis atmosphere.
Syntax: Raid changeadversary (message)
This will rename the NPC adversaries to whatever you specify.
Syntax: Raid spawnelite (message)
If at least 4 NPCs would spawn on the next wave, half the NPCs won’t spawn and
instead will be replaced by an elite mob with the specified string that is
about as strong as they would have been. After using this command the next
wave will go back to normal unless you use it again.
Raids
Syntax: Make Raid
Raid list/info/cancel
Raids are combat missions planned and executed by societies. Anyone in
a society can create a raid. 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.
Winning a raid allows that group to leave with a valuable item to contribute.
Help Raid Fields outlines all the fields you can fill in when making an
operation and what they mean.
To get to a raid when it’s happening just use ‘drive raid’ How long it
takes depends on how far away you were when it started.
Ranged Attack
Requirements: Tier 2-5 for Ranks 2-5.
Every point in this stat increases the damage you do at range by 3.
Ranged Defense
Levels:
Requirements: Rank 2 requires combat focus 1 or supernatural.
Ranks 3-5 require tier 3-5 or combat focus 3-5
Every point in this stat reduces the damage you take from ranged attacks by
3. Or by 1 against monsters in the forest.
Rank
Syntax: rank
The rank command will show you all of your current ranks. The four types
are social, stats, disciplines, and society.
Syntax: rank (social/stats/disciplines/society/institute)
You can pick which of your current ranks will be listed next to your name
on the wholist.
Discipline Ranks:
Capable, Combatant, Contender, Mighty, Strong, Warrior, Powerful
Stat Ranks:
Proficient, Skilled, Accomplished, Talented, Gifted, Brilliant, Virtuoso
Social Ranks:
Newcomer, Common, Social, Well-Liked, Influential, Prominent, Renowned
Society Ranks:
Initiate, Novice, Soldier, Knight, Lieutenant, Lt. Captain, Captain,
Lord General, LH General, LS General
Syntax: credit rank (newrankname)
If you have 2000 community credits, you can use a custom string to replace
the rank listed next to your character on the wholist. This ability may
not be used to mimic ranks that already exist.
Recall
Syntax: Recall (message)
Will send a message to SRs about some memory your character is recollecting,
is an aid to story.
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.
Regeneration
Requirements: Rank 1 requires Supernatural
Rank 3 requires Demon Warrior 3 or Demigod Warrior 4
Regeneration is a stat that allows you to recover more quickly from injuries.
See Also
Reinforced Bones
Type: Defensive
This discipline represents those whose bones are particularly strong, while
they still receive superficial wounds most attacks will simply deflect off
their skeleton, leaving them mostly unaffected.
Take 90% damage from spears and animal attacks.
Take 80% damage from Long blades and Blunt weapons.
Take 80% damage from grappling attacks.
Relationship
Syntax: relationship
Syntax: relationship offer (person) (type)
Syntax: relationship accept (person)
Syntax: relationship break (person)
The relationship command allows your character 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. e.g. 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.
Fiance:
A romantic partner you are engaged to.
Sibling:
Siblings sometimes inherit in the case of a character dying. 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.
Child:
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. The packmate
bond exists between individuals, rather than to a specific group.
Sire:
This relationship is only available to vampires and should only be used if
your character has turned another vampire. If a Sire pushes an imprint on
their childer, it will cost the childe more life force to resist it than
normal., Additionally, sires can use 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.
Teacher:
Represents characters who are tutoring others.
Being in a relationship with someone reduces the political penalty for
political thuggery against them.
Pact:
Can only be offered by an Eidolon, 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 Eidolon.
relic
Syntax: relic choose [name]
This command allows characters who are relic holders to select their specific
relic from a list of available options. A character must have the relic
holder modifier to use this command. Once a relic is chosen, it cannot be
changed or replaced.
Relic holders can buy this relic for 25% less than it would otherwise cost,
but any time they are without it they suffer life force penalties.
Relic Holder
Positive Tier Modifier
Replacable: Yes.
This modifier represents someone who has a particularly strong connection
with a given relic. They can use relic choose (relic name) to select a
particular
relic and then will be able to buy it for a 25% discount. However whenever
they do not have it on them, they will be at a significant lifeforce debuff.
ICly Relic holders all have deals with some sort of dark power. They may
have acquired the relic through that pact or have obtained it in some other
way and just made the pact to keep it safe. Those who don’t make a deal
will inevitably end up having their relic stolen by another more powerful
entity. These deals are usually much less extreme than those of demonic
pact holders however, with a severity that varies significantly from one
person to the next depending on circumstances.
remember
See help introduction
remove
Syntax: remove <object>
Remove will take any object from your equipment and put it back
into your inventory.
Example: remove pants
You remove a pair of demon skin pants and slip it into a pocket.
reply
Syntax: reply (message)
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 of help emote standards.
reputation
Syntax: reputation [association]
The reputation command displays your standing with various associations in
the game world.
You can gain reputation by going on plots that are sponsored by specific
associations or by hosting/attending events that are of the preferred type
of one of the currently active association representatives.
Without arguments, it shows a list of all associations where you have earned
reputation points, displaying your total points and rank (out of 10) for
each.
When specifying an association name, the command will show your standing with
that specific association, even if you have zero reputation with them.
Additionally, the command displays a list of all active association
representatives currently in the game, showing their name, organization, and
their three preferred activity types.
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 the 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.
rest
Syntax: rest/stand
Used to sprawl out in your current surroundings, similar to sit.
Rhagost
Rhagost is characterized by rolling emerald plains, ancient forests, and
towering snow-capped mountain ranges. Here, human settlements have managed to
flourish in the shadows of their divine masters, creating a patchwork of city-
states, baronies, and free towns.
The great city of Luminaris stands at the continent’s heart, its alabaster
towers and golden domes visible for leagues across the Verdant Plains. With a
large crystal spire at its center, the city serves as neutral ground where
divine emissaries and mortal diplomats alike may treat with one another
without fear of celestial retribution.
To the east lie the Whispering Woods, where the trees grow tall enough to
scrape the underside of the heavens. The woods are full of bandits and
mythological monsters, making them a dangerous locale to visit, but also a
good hiding place from the agents of the divine houses, those who oppose
divine rule often live in these places.
The western shores are dominated by the Seven Harbor Cities, a loose
confederation of trading ports where merchant princes worship gold as
fervently as any god. Their ships, venture to the farthest corners of the
Godrealm and occasionally beyond, returning with exotic treasures and
stranger tales.
Atop the peak of Mount Theogon is the Academy of Service, a towering temple of
stone where angels and those of angel blood train the next generation of
servants to the gods and maintain libraries and host debates on the nature of
service.
The Blood Fields of southern Rhagost serve as grim reminder of the last time
two of the godly houses went to war, the field carpeted in blood-red
flowers that grow with almost preternatural speed even now, five centuries
later.
ride
Syntax: Ride (list)/Ride (number)/Ride (address)
The command to travel around the city on your motorcycle. To bring a passenger
along, make sure they are following you or that they are helpless and you are
carrying them, then ride (destination) (name), using the name of the
passenger.
Rifles
Type: Ranged
Optimum Range: 120
This discipline covers the ability to use large, long range firearms. Those
with high levels in the discipline can fire more accurately and faster.
Firearms do not function on realms other than Earth.
Righteous Faction
Righteous factions are groups which are dedicated to moral or righteous causes
unlike other groups which are more amoral and with other purposes.
In a righteous group nobody with a moral tier above 2 can be a leader and
nobody above moral tier 3 can have any meaningful authority in the group.
Characters who are moral tier 2 or below in a righteous faction can use the
‘stubborn’ command to resist going down in a fight. This command can be used once
per week for humans and once per two weeks for supernaturals.
Additionally moral tier 2 or below characters in a righteous faction get
bonuses when using commands in the leadership ability line, although those
bonuses also only apply to other moral tier 2 or below characters in a righteous
faction.
See Also
Riot Control
Requirements : Soldier 1 or Warrior 1
[Rank Two]:
Gasmask : Passive; you do not receive the normal -20% ranged damage
debuff when wearing a gas mask. Gas mask wearers are immune to gas and air-
based attacks.
Roleplay : You know how to properly use a gasmask.
Requires a gas mask object.
Putting on a gas mask consumes your attack for one round.
Smokegrenade : No target; throws a smoke grenade at your feet. Anybody
within 10 distance of the smoke grenade cannot target anyone outside of it,
and vice-versa.
Roleplay : You know how to arm and properly use a smoke grenade.
Requires and consumes a smoke grenade object.
[Rank Three]:
Teargas : Range 40; throws a tear gas grenade at the target, creating
a field of tear gas. Any non-undead who are not wearing gas masks in the
field are blinded and weakened. Lasts an additional two rounds for those who
remain inside the gas cloud.
Roleplay : You know how to arm and properly use a tear gas grenade.
Requires and consumes a tear gas grenade object.
Grenadelauncher : Passive; range on tear gas, frag, and neutralizer grenades
is increased to 80 when using a large gun object.
Roleplay : You know how to properly attach and use an underbarrel grenade
launcher.
Fraggrenade : Range 40; throws a frag grenade at the target. After one
round it explodes, dealing 20% of their maximum defence in damage to anyone
within 10 distance of it.
Roleplay : You know how to arm and properly use a fragmentation grenade.
Requires and consumes a frag grenade object.
Neutralize : Range 40; throws a neutralizer grenade at the target. All
enemies within 15 distance are supernaturally neutralized.
Roleplay : You can use a neutralizer.
Requires and consumes a neutralizer grenade.
Flashbang : Range 40; throws a flashbang at the target. All characters
within 15 distance are deafened and cannot see beyond 35 distance. Those with
nightvision are blinded instead of having their vision range reduced, those
with night vision and acute hearing are stunned.
Roleplay : You can use a flashbang.
Requires and consumes a flashbang.
Riposte
Requirements: Warrior Focus 3
This stat allows the character to return 10% of damage dealt to them with
melee weapons, they return 20% of the damage if struck with their best melee
weapon.
Ritual
A ritual is a type of magic that doesn’t require you to be able to see your
target, but does take a fair bit of time and energy. Characters need at least
ritualism 1 to be able to perform rituals. They are also quite time
consuming,
taking generally two hours to complete, although those with the incantation
stat can reduce this significantly. If a character is attacked, struck or
pinned while attempting a ritual it will fail and they will have to start
again.
Life Force Costs per level of Ritualism: 1: 21%, 2: 12%, 3: 9%, 4: 6%, 5: 4%
Some rituals are more or less expensive however. If a character performing
a ritual is taken below 75% life force they may pass out for a time, or if
taken below 60% may even die. The power of the ritual when it strikes is
determined by the arcane focus of the practitioner and the tier of the target.
Rituals that finish during the witching hour, 3AM to 4AM, cost less life
force.
Mental Manipulation Rituals: See: HELP MENTAL RITUALS
Enhancements Rituals: See: HELP ENHANCEMENTS RITUALS
Protection / Curing Rituals: See: HELP PROTECTION RITUALS
Property Rituals: See: HELP PROPERTY RITUALS
Ghost Rituals: See: HELP GHOST RITUALS
Temporal Rituals: See: HELP TEMPORAL RITUALS
Antagonising Rituals: See: HELP ANTAG RITUALS
All curses and hexes can now be cast with: ritual (type) (target) maintain
This form costs half as much upfront and will continue the effect until the
caster terminates it with ritual terminate. While maintaining the spell the
caster is at -10% life force. Being the target of severe pain victimize has
a chance to terminate these rituals early.
Using maintain requires ritualism level 2 or arcane focus level 1.
Ritualism
Requirements: Rank 2-5 Requires Arcane Focus 1-4, Supernatural or Gifted.
This stat represents your mastery over ritual magic. See
help ritual for more information.
Ritualism 0
No special knowledge of rituals
Ritualism 1
Basic ritual knowledge
Ritualism 2
Decent ritual knowledge
Ritualism 3
Professional level of ritual knowledge
Ritualism 4
Expert on rituals
Ritualism 5
One of the most skilled ritualists in the world
Level 2 unlocks the ability to use the maintain argument with the
ritual command if a character does not already have access to it
through arcane focus level 1.
Roleplaying
Roleplaying Explained
-An overview of commands and roleplaying information
Emoting
-Information on using the emote command.
Say
-Information on using the say command.
Whisper
-Information on using the whisper command.
Roomtitle
-Information on using the roomtitle command.
Socials
-Information on socials.
Calendar
-Information on the game calendar.
Influence
-Information on gaining and using influence.
Schemes
-Information on creating and interacting with schemes.
Phones
-Information on phones.
Chatroom
-Information on the IC chatroom.
Attempt
-Information on the attempt command.
Compete
-Information on the compete command.
Change
-Information on using the change command.
Imprint
-Information on imprinting other players.
Descriptions
-Setting up how your character looks.
Histories
-Setting up your character
Roleplaying Guide
-Information on how to roleplay your character.
Habit
-Information on setting up your character’s habits.
Csay
-Information on private comms.
Storyidea
-Information on submitting story ideas for SRs.
Spy
-Information on the visibility of your RP.
Story Death
-A guide on what characters have short life expectancies.
Relationships
-Information on setting up your IC relationships.
Jobs
-Information on taking and holding an IC job.
Dreamscape
-Information on roleplaying in your dreams.
Roleplaying Angelborn
There’s a few things it’s important to keep in mind when playing
Angelborn. Angelborn are to some extent natural victims, the fact that they
can be more powerfully hypnotized and in general more easy to coerced often
leads to them being an ideal choice if someone’s looking for a victim or
sidekick etc. You shouldn’t play a character like this if you’re too
worried about bad things happening to them. Also though, and probably more
importantly, angelborn are particularly resistant to angst. Even if one is
captured and tortured while the torture is going on they want it a little
bit, not enough to be ok with it, but it is not as bad as for others, and
afterwards they’re surrounded by people who want them to get over it.
Either because they’re their friends and want them to feel better, or
because they find it irritating. Which through their empathy causes them to
rebound fairly quickly. This is important because it means Angelborn are an
extremely poor choice of character if you’re seeking to RP the aftermath or
seek sympathy.
Roleplaying Explained
Roleplaying is the art of being someone else, of creating and embodying
a fictional character. Roleplaying is mandatory on Haven, your character
must act like they are a real person at all times and not someone’s game
avatar. The exception to this is a few OOC channels.
Emote allows your character to do describe what your character is doing
at any given time. Used like emote does a dance. Would show up as (your
character name) does a dance. To everyone else in the room. Additional
functionality for the emote command can be found under help emoting.
Say is used for when your character just wants to talk, although you can
mix your conversation into an emote, this saves a lot of time and allows
conversations to flow quicker and easier.
Whisper can be used to convey a private message to someone, used like
whisper to <person> <message>
Socials are pre-written emotes for doing very common things, they cover
things such as nodding or smiling and are a little quicker and easier to
use than emotes.
Roleplaying Guide
Good roleplaying is an art, it can take years to master and some people
never seem to be able to get a good grip on it. Mostly it’s similar to
writing fiction, the big differences are that you’re writing in real time
with no chance to edit, and that you’re writing for the other authors.
It’s impossible to learn how to RP very well from just one guide, it is an
endless pursuit, and you can be sure that the best RPers get to be that way
because they are constantly working on and refining their art. Those that
feel their RP is already ‘good enough’ are doomed to never improve beyond
the mediocre.
Good roleplaying breaks down to two areas, good characterization and good RP
writing.
RP writing is the art of using says, emotes, descriptions etc to convey what
your character is doing. This is almost exactly the same as the qualities
of what makes a good fiction writer with one exception. In a story it’s
perfectly ok even considered normal to describe your characters emotions and
thoughts, in RP it often isn’t. Although there’s some debate on the issue
the difference comes about because when writing a novel you want people to
identify with your character, when RPing you want to identify with your
character, other people identify with theirs.
The other reason for this is that few people are perfect at keeping IC and
OOC knowledge separate, it’s very common for someone to react differently if
you emote that you fancy them, even though their character shouldn’t know
that and therefore shouldn’t act any differently.
Generally it’s better to follow the same rule that teachers of fiction
writing beat their students over the head with ‘show, don’t tell.’ Don’t
tell people what your character is thinking or feeling, show them. Use your
emotes and the way they speak to convey that they fancy that person or
dislike this person.
The other keys to good RP writing are:
Write something that’s easy to read and flows nicely, paying attention to
spelling and grammar etc as much as possible. Include all relevant details,
the devil is in the details as they say and a few words to describe the way
in which someone does something can add a lot to the RP.
Brevity, good writing isn’t longer than it has to be, the shorter your
emotes and says the less work you’re requiring your reader to do. Any
reader would prefer a 200 page book, to a 500 page book with all the same
stuff in it but 300 more pages of furniture descriptions.
Speed, people don’t like waiting around longer than they have to, the
quicker you can RP the more RP they’re getting for their time.
Language,just like in fiction writing the use of certain words or phrases are
much
more likely to strike a chord in people and get your meaning across than
others. Try to use words and phrases that create vivid imagery and convey
things strongly without being overly flowery or convoluted.
Some of these do work a little at cross purposes, trying to include detail
and spell check your RP while also trying to be quick and brief is a
challenge, each person needs to strike their own balance of what works for
them.
The only way to really improve your RP writing is with practice, get out
there and RP and learn from others as well as seek out positive and negative
criticisms. If most people think your emotes are too long and needlessly
wordy maybe think about working on making them shorter. Ultimately it is up
to you, but the other players are your readers, if they don’t want to read
your work, what is the point?
Good characterization is the other half to good RP. It refers to being able
to create a character who’s interesting and realistic.
Creating an interesting character is really about creating a character
that’s good for the story, you might be able to make an extremely realistic
tax clerk character but nobody is going to care about him. An interesting
character is measured by their ability to create RP and their ability to
join to and add to the RP of others.
It’s important to note that RP is a collaborative effort, your character can
never be the star, they are one member of an ensemble cast. Sometimes the
storyline might thrust you center stage but other times it might thrust
someone else. People get very sick very quickly of playing with someone who
tries to make all RP be about them.
A good and very common example of this is characters with traumatic
pasts/lives. When a character goes through something traumatic in game,
this naturally pushes them more center stage, with a lot of the RP revolving
around the sympathy they get, possibly plans for revenge or ways to help
them deal with it. Every other character around who has a more traumatic
past steals from this attention, nobody else can ever get sympathy because
what they went through is so much worse.
This doesn’t mean you can’t have traumatic incidents in your character’s
past, but it’s very important for you to think about other people when you
make your character, how your character can add to RP that isn’t about them,
and if they’re likely to detract from that RP maybe you need to re-evaluate
them.
Being a good side character is about both adding constructive and
destructively to RP. A character who’s always nice all the time is boring,
a character who’s always a jerk similarly. Interesting character conflicts
and situations arise from those characters who sometimes are supportive and
sometimes cause conflict. If your character can do both of these, and avoid
any spotlight stealing, then you probably have a really good side character.
Being a good main character is mostly about not being selfish. If the
bounty hunters are after you, yes that might be your problem but if your
character is really set on dealing with it all on their own it gives nobody
else anything to do. When you find yourself in the spotlight is when it’s
more important to be gracious, involve other people in the story in
important ways. In return they’re more likely to do the same to you when
it’s their turn.
Sometimes RP isn’t really about you or someone else mostly, but communal.
This often happens in social RP for instance. What makes a good communal
character is mostly the same things that make a good side or main character.
Don’t spotlight steal, get other people involved, add to the RP in
interesting and not always predictable ways. Adding to the RP is important,
you might think it’s cool to be gruff and silent, but nobody is going to
want to play with you much.
The other thing that makes a really great interesting character is the
ability to make RP happen in the first place! A character with reasons to
RP with a lot of people, get them involved in things, make various other
types of RP happen is crucial to a fun game. Examples might be characters
who throw parties, a journalist who seeks out lots of other PCs to interview
etc.
If you have a character who has the qualities of both a good main character,
a good side character, a good communal character, and creates RP then you
have a really good and interesting character!
The other half of the battle is realism.
Realism is very important and often overlooked, it doesn’t matter if your
character is a vampire or sorcerer. Stories must have internal validity,
they must be believable within that world, even if they’re fantasy stories,
some would say especially if they are. The second your character starts
feeling fake and not like a real person people will stop caring about them,
and it’s very hard to get them to care again. Very good, realistic characters
can
make people in real life cry when they’re hurt, cheer when they’re
triumphant and swoon when they kiss, and that’s what you should be aiming
for.
Making a realistic character can be very hard, there’s a lot of different
opinions on the ways to go about it. A lot of people like to model
characters on themselves or people they know very well, and this is
generally a solid and reliable way to make your character quite realistic.
The old writer’s adage of ‘write what you know’. Unfortunately it’s often
the case that you want to play something quite different from yourself or
anybody you know. In these situations information is your friend, spend a
little time on the internet researching the areas you want to look at and
the people you’re trying to emulate.
The more you learn the better your character is likely to be, but for most
characters a few pages of Wikipedia is probably sufficient. This does refer
to all areas of your character, lots of people are good at doing a bit of
research if they want their character to be say a doctor. But it’s a lot
rarer to see people do research before involving a character in a same sex
relationship or making a model or musician.
So that’s characterization, it’s also largely about practice, taking criticism
and learning from others, but it’s also very much about putting the work in
before you make the character and about really being able to take a step
back and thinking about the other players, who are your audience, and how
you can deliver a realistic and interesting character for them.
Once you have mastered both RP writing and characterization, the RP world
will be your proverbial oyster.
Roleplaying Policy
It’s generally expected that the content of anything IC you do, emotes or
other IC commands follows reasonable standards with regards to staying IC
and not being used to accomplish other things, in particular:
*) You should not include any OOC information or communication inside an
emote. SRs are exempt from this standard if they find they need OOC emotes
to set up/run their scenes. If this is the case wrap the OOC emote in brackets
or the like to make it distinct.
*) You should not post fixed or corrected emotes, if you need to fix an
error and cannot do so ICly you should do it with a small follow up
clarifying statement. Do not repeat the whole emote again. This spams people
unnecessarily and causes more information to scroll off their screen.
*) You should not use color to an extent that is irritating or obnoxious.
You should not color all your emotes. You should not overwrite people’s
color say preferences with colored speech in your emotes.
*) You should not include any ‘meta commentary’ in your emotes remarking on
events as if you were a narrator talking about the scene. This is
especially true of passive aggressive commentary such as. “Bob ignores
@person and their stupid shoes.”
*) You should not write the result of an action which may be contested
unless the result has been determined by some coded feature of the game such
as a compete or combat.
*) You should not use emotes to control NPCs in any way that aids your
character or their agenda unless they are professional NPCs simply doing
their job, such as bodyguards or shopkeepers. Or are NPCs reasonably
under your authority behaving sensibly, such as a secretary fetching
coffee or a child obeying their parents.
*) You may not deliberately damage the immersion or reality of ongoing
roleplay with your emotes. Such as by deliberately focusing attention on
any coded aspect of the game unequal to the task of representing a reality
or on interpretations of coded events that are notably less sensible than
other interpretations.
If you want to do an emote that another character might be able to stop, such
as one interacting with them, use the attempt command instead to give
them the option to look over it.
Also ensure you are following help content policy and the rules for not
roleplaying having abilities you do not codedly have and for only writing
explicit material while under the ‘private’ flag.
You can use report (person) if you feel they are violating these standards,
which will send them a message referring them to this help file.
See Also
Roleplaying Society Positions
Society positions define the political and philosophical positions of
societies.
Societies without any real goals, or with goals that would be pursued by
people even if the group did not exist, have a hard time attracting backing
from the wider supernatural community, similar to how a political party
might not get many donations if they had no manifesto or their manifesto was
for people to shower regularly.
Pro-Supernatural:
These societies want to make things better for supernatural people compared
to mundanes. It might be that they believe supernaturals currently have
things worse and their efforts are to try and balance things out, but
especially at higher levels of belief, is more often about wanting to make
mundanes more of a second class citizen. They may encourage shadow
supernatural governments that manipulate the mundane government, or endorse
supernatural laws that make using powers against mundanes legal.
Anti-Supernatural:
The inverse of the pro-supernatural groups these want to make things better
for mundanes compared to supernaturals. Sometimes because they think
they’re worse off, other times because they just want humans to be better
off. They typically try to endorse supernatural laws that strictly prohibit
the use of supernatural abilities on normal people, and may even want to
keep watch lists of supernaturals and treat them as criminals.
Spiritual:
These groups typically want to see technology play a smaller role in
people’s lives compared to more traditional or spiritual activities. They
are generally opposed to dense urban centers and want significant
restrictions or oversight on new technological development. They are also
often opposed to free market capitalism and industrial development.
Material:
These groups usually want more technological and industrial development.
They are usually for free market capitalism and want less hurdles in the way
of scientific and financial progress. While they are not necessarily
anti-environment they usually promote more planned, scientific approaches to
environmental problems.
Combative:
These groups want to see combat or direct conflict resolve differences.
This usually means less complicated laws with people having more
responsibility to protect themselves as well as not prohibiting violence as
a means of conflict resolution in the supernatural world. Combatively
powerful individuals are usually given more important positions within the
shadow governments they form. Their shadow governments are also usually
very martial in design.
Manipulative:
These groups want to see combat used less for conflict resolution and
instead have legal procedures, diplomacy or social manipulation used. They
tend to have harsher rules against open violence, but more evolved
procedures for dealing with problems or attacking enemies with legal, social
or diplomatic measures. Clever and cunning individuals are usually given
more important positions within the shadow governments they form.
Autocratic:
These groups support inequality in government, generally supporting
dictatorships, oligarchies, aristocracies and similar systems of
determination in which a few decide for the many.
Democratic:
These groups support equality in decision making, generally supporting
various types of democracy both in their own organizations and in the
territories they control.
Anarchistic:
These groups tend to support very little law, both in the supernatural world
and the territories they control. Usually very anti-regulation and
supporting of smaller governments with more individual freedom and
determination.
Lawful:
These groups tend to support very robust legal systems and regulations both
in the supernatural world and in territories they control. This might still
mean that in a corrupt society mundanes and weaker individuals have no
rights or legal protections, but it will mean those that do have legal
protections will have very stringent and robust forms.
Neutral:
When a society is neutral on a particular position that means they wish
things to stay as they are. They will generally fight against efforts to
change things by either other side and will work to establish infrastructure
that makes that change more difficult.
roll
To roll your stats, powers or disciplines in the game you need to use the
‘try’
command.
The flow of commands is:
Player: try <action> with <stats>
GM: Sees notification.
Other Players (Optional): assist <Player> <how>
GM: rollchallenge <Player> <diff> <help> [assists] [random]
Player: Sees target number.
Player: roll [bounces]
System: Calculates dice based on assists, rolls, determines outcome, displays
results.
If you use try in a dreamworld an LLM will set the challenge for you but the
process
is otherwise the same. Players who are attempting the roll can limit how many
people
at most can assist them. Each person assisting allows the player to roll one
more die
and take the better result, but if any of the dice is a 1 the roll fails.
See Also
rollchallenge
Syntax: rollchallenge <person> <difficulty 0-5> <helpfulness 0-3> [assistants
0-5] [randomness 0-3]
The rollchallenge command allows Story Runners(SRs) to set up dice roll
challenges for players.
Difficulty (0-5): The base difficulty of what the character is trying to do,
with 0 being a trivial task and
5 being nearly impossible
Helpfulness (0-3): A rating of the character’s stats, abilities, gear, and
other provided attributions in relation to the task, with 0 meaning the stats
and other traits they listed would not really help much if at all with this
task, and 3 meaning they would be extremely helpful to this task at the level
described. For example in a strength based tasked if the character has a low
strength score it would be 0, for a maximum score it would be 3.
Assistants (0-5): Maximum number of other players who can help with the roll
(defaults to 3)
Randomness (0-3): Adds additional randomness to the roll, using higher sided
die.
The command calculates a target number the player needs to meet or beat when
they use the ‘roll’ command.
See Also
Roomlist
Syntax: room list/roomlist
This lists all rooms travel-accessible to your character, largely public rooms
and rooms created by you. The travel time is listed next to the room name in
parentheses, unless traveling there requires a plane. If that is the case, the
ticket cost is listed instead.
The first number, listed ahead of the room name in brackets, is used to
specify
which room to travel to.
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 be helpless. See Help Helpless.
Roster
The roster is a place for people to place characters they’ve already
built, and in some cases already played, to be then playable by others.
Almost any type of character can be placed onto the roster, and the amount
of effort and development gone into them is only restricted by the player
who created them. Several restrictions apply to playing characters from the
roster. For a long period after you claim them you cannot make very large
changes to them, you cannot get any of their invested resources from them,
and the original author can reclaim them from you. However after you pass a
certain number of hours, these restrictions all lift and the character
becomes entirely a regular character.
Once you’ve played a rostered character for a few hours, or done anything to
alter them you will be unable to take another character off the roster for
one month. This does not apply if you are the original creator of the
rostered character.
Syntax: Roster list
– Displays a list of all rostered characters by name, and a short blurb
about who they are.
Syntax: Roster info (number)
– Look at more detailed information on a particular rostered character.
Syntax: Roster claim (number)
– Claim a character from the roster for yourself, can only be used from new
character generation. We suggest using lookup self after claiming a
character to further inspect their history and details.
Syntax: Roster deliver
– Send your currently played character to the roster. Either used when you
took a character off and decided you didn’t like them, or when someone wants
to place an original character onto the roster.
Syntax: Roster description/introduction
-Used before sending an original character to the roster to set what their
intro on the roster list and their description in roster info will be.
Syntax: Roster reclaim (name)
-Used by the creator to take a claimed roster character back if the person
using it isn’t doing so in the way you envisioned.
When a roster character gets to 200 hours it becomes the property of the
current player and can no longer be reclaimed. At this point the creator
also earns up to 5000 karma, with more being earned for roster characters
claimed by new players.
roughup
Syntax: roughup [character]
The roughup command allows you to steal money from a defeated, helpless
player character. You can only rough up characters that you personally
defeated
in combat. When successful, you gain some of their money and the victim is
then teleported to a safe location and automatically unbound if they were tied
up. Members of the Iron Moon Lodge or Sons of Olympia societies gain
additional
society influence based on the victim’s power when roughing up non-allies.
RP Experience
RP Experience is used to buy all stats in the game that aren’t
disciplines, most of them are non combative.
RP experience is gained by roleplaying, and handed out once-per-week.
RP Prompts
RP Prompts will appear on occasion based on your character’s habits,
tier, stats and other factors. They will always appear in the form of a
question. It’s usually a good idea to take a few minutes and think about
the answer to this question, then see if you can work it into your RP to
ensure that part of your character is represented in your RP.
They can be turned off using the command: prompt
rpfight
Syntax: rpfight <target> [fight type]
offense <list of offensive stats, abilities, gear, environmental features etc)
defense <list of defensive stats, abilities, gear, environmental features etc)
vulnerability [type1] [type2] …
ruthless <level>
target <vulnerability name>
emote <your emote text>
consequences <type> <details>
winfight <capture | flee>
losefight <capture | flee | either>
The RPFight system is a type of conflict which is more heavily based on
roleplay and narrative than rules-based combat mechanics. In a RP fight
characters can choose from a wide list of abilities, stats, disciplines and
the like to use in the conflict and RP the fight as they wish with the goal
to successfully exploit an opponents, physical, strategic, psychological or
emotional vulnerabilities.
During a RPFight one character has momentum and the other is on the defense.
It’s expected during a RP fight for the person with momentum to write both
characters in order to facilitate dynamic conflict stories with the player of
the character without momentum just focusing on writing the parts the other
player reasonably couldn’t, like how their character reacts or what they say
in response to the conflict. But the character with momentum should never use
their emote to force consequences on the target or make character choices for
them. For example if a defender was using agility as a defensive stat it would
be reasonable to write about them flipping around and dodging until they are
caught and thrown into a wall. But wouldn’t be reasonable to write that they
were caught and had their arm broken, as that is a consequence.
STARTING A RPFIGHT:
To initiate an RP fight, use the ‘rpfight <target> [fight type]’ command.
Outside the Dreamworld:
* You must target another player character in the same room.
* The target must type ‘yes’ to accept the fight.
* You can optionally specify a fight type’ (see below). If omitted, it
defaults to a standard fight.
Inside the Dreamworld:
* You must target another player character participating in the same dream
instance (same dream_room’).
* You *must* specify a valid fight type’ for that dream location.
* The fight begins immediately upon initiation; no consent is needed.
FIGHT TYPES:
The ‘fight type’ determines which underlying character statistics contribute
to the base “power” level used in momentum calculations. In dream worlds the
fight types are custom to that world.
Non-Dream fight types: Standard, Arcane, Psychic, Martial Arts, Brawl,
Wrestle, Duel, Debate, Argument, Game.
SETUP PHASE:
Once a fight starts (or is accepted), both participants enter the setup phase.
You MUST complete these steps before the fight can proceed:
1. Set Offense: Use offense <list>. List what your character is using to
attack their opponent at the start of the fight, you can change this later as
the fight progresses. This can include *anything*: stats, abilities,
disciplines, gear, charms, relics, environmental factors, or room damage.
2. Set Defense: Use defense <list>. This works exactly like Set Offense, but
represents your Defenses.
3. Set Vulnerability: Use vulnerability <type>’. You *must* declare at least
one vulnerability. See a list of vulnerabilities by typing ‘vulnerability’ by
itself.
* You can add multiple vulnerabilities by listing their names (vulnerability
clumsy distracted proud’).
4. Set Ruthlessness (Optional): Use ruthless <level>’. This sets your
character’s approach, affecting their calculated power. Levels range from very
honorable’ (-3) to utterly ruthless’ (+4). Default is neutral’ (0). Typing
ruthless’ alone shows options and your current level.
Once *both* players have set offense, defense, and at least one vulnerability,
the fight moves to the first combat round.
COMBAT ROUNDS:
RPFights proceed in rounds, driven by Momentum. Only one character has
momentum at a time.
1. Momentum & Targeting:
* The character with momentum begins the round.
* They must choose a vulnerability to target on their opponent using target
<vulnerability name>’. Typing target’ alone lists valid vulnerability types.
* The system will tell you if your guess was successful (i.e., if the
opponent currently has that vulnerability).
* Your and your opponent’s defined Offense/Defense stats will be displayed
for context.
2. Aggressor Emote:
* After targeting, the character with momentum writes their attack emote
using mote <your emote text>. Describe your action, informed by the relevant
offense and defensive stats at play. You should write for both characters, but
do not write other people’s characters as doing more than using the defensive
stats they’ve listed to defend themselves.
* If the targeting was successful, the opponent’s vulnerability is
“exploited”: it’s removed from their list, and your exploit_count’ increases.
You’ll see a message confirming this.
3. Consequences & Reaction:
* Now it’s the defender’s (the one without momentum) turn to react.
* Add Consequences (Optional but Recommended): Use consequences <type>
<details>’ to describe the negative effects of the attack on you or the
environment. Multiple consequences can be added. These are *pending* and
applied *after* your reaction emote. Valid types:
* physinjury <desc>’: Adds a physical injury description.
* mysticinjury <desc>’: Adds a mystical/magical injury description.
* psychinjury <desc>’: Adds a psychic/psychological injury description.
* roomdamage <desc>’: Adds damage description to the room.
* loseitem <item name>’: Marks an item you carry/wear as lost (returns to
stage)
* damageitem <item name>’: Marks an item you carry/wear as damaged.
* giveitem <item name>’: Gives an item you carry/wear to the opponent.
* movefight <direction>’: Attempts to move the fight to an adjacent room,
potentially breaking doors/walls.
* (Dreamworld Only) reveal <desc name>’: Activates an inactive description.
* (Dreamworld Only) loseitem <gear/desc name>’: Deactivates dream gear or a
description.
* Add *Additional* Vulnerabilities (Optional): Use vulnerability <type>’ to
add *more* vulnerabilities to yourself. Taking on 2 or 3 *significantly*
increases your chance of gaining momentum next round.
* Reaction Emote: Use mote <your emote text>’ to describe your character’s
reaction to the attack and consequences.
4. Momentum Shift:
* After the defender’s emote, pending consequences are applied.
* The defender will also be assigned a new vulnerability.
* The system then determines if momentum shifts. Factors include:
* Relative power levels (based on fight type and ruthlessness).
* How many rounds the current attacker has held momentum.
* Critically: Whether the defender chose to take 2 or 3 *additional*
vulnerabilities during their turn. Taking 3 guarantees a shift; taking 2 gives
a high chance.
* Players are notified if momentum shifts or stays. The fight returns to
Step 1 (Targeting) with whoever now has momentum.
ENDING THE FIGHT:
Fights can end in several ways:
* Winning: After 5 rounds, if you have momentum AND you have exploited more
vulnerabilities than your opponent (or have higher power if tied), you can
attempt to end the fight.
* Use infight capture’ or infight flee’.
* You then emote your finishing move (mote <text>’).
* Losing / Responding to Win Attempt:
* If your opponent uses infight’, you *must* respond with losefight <capture
| flee | either>’.
* capture’: You accept being captured.
* flee’: You accept being forced to flee.
* either’: You accept whichever outcome (capture’ or flee’) the winner
initiated with infight’.
* After choosing, you emote your final reaction (mote <text>’).
* Voluntary Loss: At any time, you can concede using ‘losefight capture’ or
osefight flee’. The fight ends immediately.
* Error/Disconnect: If a player disconnects or an error occurs, the fight
ends automatically.
Outcomes:
* Capture: The winner captures the loser. Outside the dream, the loser is
typically stunned. In the dream, specific capture mechanics apply.
* Flee: The winner forces the loser to flee. Outside the dream, the loser is
moved home. In the dream, the loser may be moved or forced to wake up.
COURIER FIGHTS:
This is a specific RP fight type used in courier patrols. The target is
carrying a valuable item. The winner (attacker or defender) will obtain an
item which can be contributed for political capital.
DREAMWORLD DIFFERENCES SUMMARY:
* Initiation: Immediate, requires a valid type for the location.
* Fight Types & Power: Use dream-specific types and stats from dream
identities.
* Consequences: Use dream-specific consequences in dreamvictimize.
Rules
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.
9: You may only have one account.
10: You must make every effort to write emotes, description and other content
which is coherent and sensible. Not spam or copy/pasted nonsense etc.
11: Never use roleplay to represent having powers, abilities or other
attributes you do not codedly possess, or otherwise attempt to roleplay around
the code and/or lore.
12: Only write x-rated material while under the private flag.
13: Never roleplay any material covered by one of the game’s content warnings
where it is likely to be seen/read by someone who has not accepted that
content warning at that time.
Please ensure you have also read our policies, help policies
rumor
Syntax: Rumor (message)
This costs 1000 influence and will create a piece of city gossip that
appears in the news feed, at least one other person must be in the room with
you when it’s used.
Running
Requirements: Rank 3 requires Angelborn or Tier 3.
Rank 4 requires Angelborn Champion 2 or Combat focus of 4.
Rank 5 requires Angelborn Champion 4
This stat determines how quickly your character can run. This is your
character’s maximum speed, they likely could not maintain it for more than 20
seconds or so.
Running 0
As fast as an average, fairly fit person; 15 mph (24 km/h); move 10 in combat.
Running 1
As fast as a professional athlete; 18mph (29 km/h); move 12 in combat.
Running 2
As fast as the fastest sprinters in the world; 21mph (34 km/h); move 14 in
combat.
Running 3
Supernaturally fast; 24 mph (39 km/h); move 16 in combat.
Running 4
Obviously supernaturally fast; 30mph (48 km/h); move 18 in combat.
Running 5
Blurringly fast; 50 mph (81 km/h); move 20 in combat.
See Also
Satiate
This command is used to acknowledge that you’ve fulfilled an imprint, and
should be done without the leading text of ‘You need to,’ ‘your body,’ and so
on.
Syntax: satiate (imprint)
Example Imprint: You want to buy the nice lady at the bar a drink.
Syntax: Alice types, “satiate buy the nice lady at the bar a drink”
Note that not all imprints may be satiated; you can check which ones you
possess are satiatable by typing imprint by itself.
save
Saves your char to file, is automatically done quite often so
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.
saycolor
Syntax: saycolor [000-255]
This command allows you to set a custom color for your verbal communications
(such as the say command). You must specify a color code between 0 and 255.
Once set, you will see text in emotes in the color of your choice.
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.
scenario
Syntax: scenario [description]
This command allows you to set or clear a scenario while in a dreamworld.
When used with a description it will create or update the current scenario
and initialize an automatic LLM-powered Game Master to start running a
scenario with the description being the initial element.
Using the command without any description clears your active scenario
and will stop the scene unless someone else in the room also has a scenario
active.
See Also
scheme
Syntax: scheme [list | info <number> | create | thwart <number>/<finish
success/failure>]
The scheme command allows players to interact with faction-based plots or
events in the game world.
List: Displays all currently active schemes with their faction, type, and
location.
Info <number>: Provides detailed information about a specific scheme,
including its status, description, and target (if you’re the author or have
researched it). – create: Initiates the process of creating a new scheme.
Requires being in New Haven and has a 21-day cooldown
Thwart <number>: Allows you to attempt to counter another faction’s scheme.
You need to have researched the scheme or obtained a clue about it from a
member of the faction running it to attempt this.
See Also
Scheme Commands
Scheme list
Lists all current schemes.
Scheme info (number)
Obtain more information on the scheme such as the introduction and, if
researched, description.
Scheme aid (person) (amount)
Send the target the specified amount of influence which can only be used for
schemes.
Scheme create
Start to create a scheme.
Scheme thwart (number)
-Attempt to end a scheme.
Order research (number)
-Spend favor getting intel on a scheme.
scheme types
[Mental Schemes]:
Mindcontrol:
Cost : 10,000 Average Duration: 3 days.
Valid Targets: One individual
It takes the form of : You want to (message).
This scheme makes the targeted individual suffer from the specified mental
compulsion.
Cost : 30,000 Average Duration: 5 days.
Valid Targets: One individual
It takes the form of : You want to (message).
A scheme which places the specified mental compulsion on everyone in the city
except the target.
Steal:
Cost : 10,000 Average Duration: 3 days.
Valid Targets: One individual
This scheme regularly steals money from the target.
Flood:
Cost : 20,000 Average Duration: 3 days.
Valid Targets: Automatic; New Haven city limits
A scheme which causes New Haven’s streets to become flooded with rising water
levels.
Hurricane:
Cost : 40,000 Average Duration: 3 days.
Valid Targets: Automatic; New Haven City limits
A scheme which causes hurricane force winds to batter New Haven, making
movement
outside difficult.
Storm:
Cost : 10,000 Average Duration: 3 days.
Valid Targets: Automatic;New Haven City limits
A scheme which causes a perpetual rainstorm in New Haven.
Blackout:
Cost : 20,000 Average Duration: 3 days.
Valid Targets: Automatic; New Haven City limits
A scheme which causes New Haven to experience a power failure for the
duration.
Disruption:
Cost : 40,000 Average Duration: 3 days.
Valid Targets: Automatic; New Haven City limits
A scheme which causes widespread disruption of electronic communications for
the duration.
Aegis:
Cost : 100,000 Average Duration: 1 week.
Valid Targets: Automatic; worldwide
Prevents all violence between supernaturals and naturals worldwide and
increases the influence of The Order and their allies.
Cleanse:
Cost : 100,000 Average Duration: 1 week.
Valid Targets: Automatic; Superhumans worldwide
Turns all supers human and prevents the use of any supernatural abilities
worldwide and increases the influence of the Temple and their allies.
Dominance:
Cost : 100,000 Average Duration: 7 days.
Valid Targets: Automatic; Naturals worldwide
A scheme which makes all naturals influenced by the desires of supernaturals
much like angelborn and increases the power of all mind control on natural
humans worldwide. It also increases the influence of the Hand and their
allies.
Dreambelief:
Cost : 30,000 Average Duration: Indeterminate
Valid Targets: Automatic; everyone
This scheme requires you to specify a world with target (dreamworld number)
and will inflict the dreambelief ritual on everyone in the game. Those who are
not part of the specified world will instead suffer a -15% Life Force penalty.
See also: Mental Rituals
Haunt:
Cost : 20,000 Average Duration: 5 days.
Valid Targets: Society Name, Alliance Name, Archetype group (e.g. Vampires),
Naturals, Supernaturals, Character Name, Everyone.
A scheme which will randomly send the targets a message from a specified list
and also lag them for a few seconds. Haunt messages do not need a period at
the end.
Malady:
Cost : 40,000 Average Duration: 3 days.
Valid Targets: Archetype group (e.g. Vampires), Naturals, Supernaturals,
Everyone.
A scheme which makes the author of the scheme a disease carrier. When they
roleplay with any eligible target they have a chance to infect that target
with a disease; people affected can then also transmit the disease themselves.
Mute:
Cost : 30,000 Average Duration: 5 days.
Valid Targets: Society Name, Alliance Name, Archetype group (e.g. Vampires),
Naturals, Supernaturals, Character Name, Everyone.
A scheme which causes targets to be unable to speak for the duration.
Uninvite:
Cost : 30,000 Average Duration: Indeterminate
Valid Targets: Automatic; New Haven City limits
This scheme makes anybody residing inside properties wander outside.
Sabotage:
Cost : 30,000 Average Duration: 2 days.
Valid Targets: Society Name, Alliance Name, Archetype group (e.g. Vampires),
Naturals, Supernaturals, Character Name, Everyone.
This scheme sabotages cars and motorcycles of the targets, making them much
more likely to crash.
Ambush:
Cost : 30,000 Average Duration: 2 days.
Valid Targets: Society Name, Alliance Name, Archetype group (e.g. Vampires),
Naturals, Supernaturals, Character Name, Everyone.
This scheme creates a chance the targets will take minor wounds when outside.
Schemes
Schemes are a way for characters to use their influence to pursue goals
or schemes behind the scenes of the regular RP environment.
Help Scheme Commands – Will give more information on each of the scheme
commands.
Help Scheme Types – Will give more information on each of the types of
schemes.
Only one of each scheme type can run at a time.
Scientifically Augmented
Positive Tier Modifier
Replaceable: Yes.
This modifier represents the part supernatural, part technological process
of augmenting human soldiers to be more capable of dealing with supernatural
enemies. It allows the training of some supernatural defensive disciplines
up to 10, increases the physical stat limit cap and allows those with it to
become capable of electropathy. However it also increase vulnerability to
attacks and debuffs that interfere with electronics, such as blackout schemes
and tech hexes.
Scientist Focus
Professional Focus
Requirements: None
This stat represents those who’ve dedicated themselves to the world of
science, particularly biological sciences.
[Scientist One]:
Hacking 3: Greater proficiency with computers; allows jamming communications.
Medicine 3: Greater proficiency with medicine; you provide the same recovery
bonuses as a hospital to others.
Fleshforming: A legendary power that enables the ability to fleshform helpless
friends or
foes.
[Scientist Two]:
Medicine 4: Even greater proficiency with medicine, enhancing your ability to
treat others.
[Scientist Three]:
Medicine 5: Maximum proficiency with medicine.
.
[Scientist Four]:
None.
score
Syntax: Score.
Shows information about your character such as their name and birth date.
scroll
Syntax: scroll <number>
Sets how many lines you’ll see before being prompted for a
HIT RETURN TO CONTINUE
Search
Syntax: Search
Start searching the room, when this is complete you will reveal any hidden
descriptions as well as any hidden characters.
This takes approximately 30 minutes.
Second Artistic Ability
Requirements : Rank 4 requires Professional 1
This stat determines what artistic abilities a character has and covers things
such as musical performance, writing, visual art, dancing, or acting. Each
artistic ability, up to three, is a counted as a separate stat; this
specialisation shows up when you use the showstat command.
Syntax: art (slot) (artistic area)
Sets the specific artistic ability the stat is meant to represent. This
command will echo to the room.
Example: art 2 professional mixology
[Artistic Ability 0]:
No special ability.
[Artistic Ability 1]:
Hobbyist level; school plays, garage band, or sketching for fun.
[Artistic Ability 2]:
Professional level; good enough to earn a living utilizing the artistic skill.
[Artistic Ability 4]:
Among the best in the world; top selling writers, symphony orchestra members,
or world class painters.
See Also
Second Language
This stat allows you to communicate in a language other than English. Each
language stat up to five is counted as a separate stat. Languages can not be
Unlearned or changed.
Syntax: language
Lists spoken languages.
Syntax: language learn (slot) (language)
Sets the specific language the stat is meant to represent.
The slot for second language is 1, third language is 2 and so on.
Syntax: lsay (language) (message)
Speak in the specified language.
Second Language 0
No second language.
Second Language 1
Basic level.
Second Language 2
Moderate level.
Second Language 3
Fluent.
Syntax: speak (language)
This command lets you communicate in an emote with a second or third
language. To return to speaking English, simply use speak english.
secrets
Syntax: secrets
Opens a text editor that allows you to write or edit your character’s
secrets. This information is only visible to staff and people with the know
secrets legendary power.
security
The following is a concrete list of all security values
used on areas.
Security 1:
Open to all mortals.
Open to all resident admins or greater.
Security 2:
Open to all player council members.
Open to all resident admins or greater.
Security 3:
Open to all immortals.
Security 4:
Open to builder of the area.
Open to resident builders or greater.
Security 5:
Open to builder of the area.
Open to all attending builders or greater.
Security 6:
Open to builder of the area.
Open to implementers.
Security 7:
Implementer or Attending level builder access.
Security 8:
Open to implementers only. Not visible on alist.
Security 9:
Implementer only.
Senddream
Syntax: senddream (message)
This command can be used by characters with a plot or Eidolons to send a dream
Message which will be seen by some sensitive characters.
Sense Weakness
Requirements: Faeborn
Characters with this power can see if someone is wounded or suffering from
certain types of debuffs whenever they look at them.
Sensitive
Requirements: Non-Supernatural
This stat represents those who’re unusually sensitive to the supernatural
world. They may occasionally catch glimpses of ghosts or supernatural auras
and sometimes have dreams about people in distress. They can also often see
into the nightmare even while outside it and can learn to master some basic
psychic abilities in time.
This all disappears if they end up becoming supernatural in some way. Those in
the mundane world who develop this gift are often considered delusional and
are often taken advantage of.
Setting
Haven is a modern, paranormal horror game set in the city of New Haven, a city
that exists in the liminial space between worlds with an unclear origin.
Haven is a horror setting in which the foundational principle is that power
equals corruption. It is not just a saying that power corrupts in this world it
is an unbreakable metaphysical law. All the most powerful individuals are
corrupt and so are most of the more powerful organizations.
The two primary themes of the game are `1Heroic Horror and `1Gothic Horror.
Heroic Horror is a term that refers to horror settings in which heroism is
still possible and, at least somewhat, effective. Unlike in some horror genres
where characters can only hope to survive their antagonists in heroic horror
it is possible to defeat them and improve the state of the world. It differs
from standard heroic fantasy in that the victories characters achieve are
small scale and the overall state of the world is never meaningfully moved to
a just or orderly standard. In heroic fantasy characters generally protect
a basically just and moral world from being corrupted, in heroic horror they
are just trying to stop an immoral and corrupt world from getting worse. The
aesthetic of heroes in heroic horror is much closer to resistance fighters than
soldiers or police.
Gothic Horror is a term that refers to a genre of horror in which supernatural
elements function as metaphors for real world psychological or social conflicts.
It also has a heavy emphasis on conveying a general feeling of unease or haunting.
In Haven all the Demons, Gods, Fae etc used to be human, and many supernatural
elements function as exaggerations of real human traits or what-ifs that can
function as the basis for psychological exploration.
It’s important to keep these themes in mind while playing, as all the mechanics
and lore are written with this in mind and you will find your play experience
frustrating if you are constantly trying to fight against the design of the
game.
shadow
Syntax: shadow person
Uses your stealth skill to follow someone without them noticing.
See Also
Shadow Lightning
Shadow lighting can be used once every five rounds.
It applies an effect which limits people’s vision range when struck.
Optimum Range: 75
Shangrila
The central valley of Shangri-La presents a landscape that defies the
underground setting, an expansive garden where crystalline trees rise toward a
ceiling too distant to see clearly. These arboreal formations catch and
refract whatever light sources explorers bring, creating kaleidoscopic
patterns across the landscape. The “fruits” hanging from these trees are
in fact gemstones, primarily amethysts and citrines, and touching them often
triggers cascades of harmonic tones that can be disorienting or, in some
cases, induce trance-like states.
Stone flowers bloom from the garden floor, their petals carved with such
delicacy that they appear to move slightly, as if stirred by a breeze that
doesn’t exist. These flora exhibit properties that challenge understanding:
some change color in response to human emotions, while others produce audible
sighs when approached too closely. Particularly dangerous are the carnivorous
varieties which resemble lotus blossoms, but can snap shut with enough force
to shatter bone.
The monastery structures dominate the periphery of the valley, their jade
walls seamlessly transitioning into natural rock formations in a way that
makes it impossible to determine where architecture ends and geology begins.
Many of these buildings feature impossible geometry, interior spaces larger
than their exteriors would suggest, staircases that appear to ascend but
somehow lead downward, and meditation chambers where sound behaves according
to unfamiliar acoustic principles.
Movement between structures requires crossing the remains of elaborate bridges
that span chasms of indeterminate depth. Many have partially collapsed,
leaving gaps that must be carefully navigated. The intact sections exhibit
unsettling properties, steps that elongate as one walks, handrails that feel
warm like living flesh, and decorative carvings that seem to follow explorers
with their eyes.
The guardian statues positioned throughout Shangri-La represent beings from
Buddhist, Hindu, and other unidentifiable mythologies. These massive figures,
some standing thirty feet tall, are carved from single pieces of jade with
such detail that individual eyelashes can be discerned. Their eyes, inlaid
with some luminescent material, appear to track movement throughout the ruins.
More disturbingly, explorers who damage the ruins or attempt to remove
artifacts often report the statues have changed position when next
encountered, though no one has ever witnessed them moving.
The eastern quarter of Shangri-La contains what appears to have been a
library, though its contents have largely deteriorated into dust. The few
surviving texts contain information that alternates between profound wisdom
and apparent nonsense, often mid-sentence. More troubling are the scrolls
that contain accurate descriptions of events that occurred centuries after
Shangri-La’s disappearance, suggesting either prophetic abilities among its
inhabitants or a relationship with time more complex than simple linear
progression.
Animal cries echo through the ruins at irregular intervals, their sources
never glimpsed directly. Audio analysis of recordings reveals these sounds
combine vocalizations from known species with elements that match no
terrestrial creature. Some delvers report that after prolonged exposure, they
have begun to discern patterns in these calls suggestive of language rather
than animal communication, though linguistic experts are skeptical of these
claims.
Shapeshifting
Requirements: Levels 1, 2: Primal Focus 1, Fae Knight Focus 1, Natural Magic
Focus 2, Illusory Magic Focus 3, or Dark magic focus 3.
Requirements: Levels 3-5, Primal or Fae Knight Focus 2-4.
Each level of this stat grants +5 points to your animal shapeshifting pool.
Rank two is the minimum for being able to shapeshift.
These points cannot be used to augment the wolf form of werewolves.
Shapeshifting Size Chart
The following chart shows what size forms are available for each level of
investment in Fae Knight, Primal, Natural Magic, Illusory Magic, and Dark
Magic foci. Shapeshifting must still be purchased as a power. The sizes are
tiny, small, small/medium, medium, man-sized, large, and very large.
|Tin|Sma|S/M|Med|Man|Lar|VeL|
Fae 1 | | | | | O | | |
———————————–
Fae 2 | | | | O | O | O | |
———————————–
Fae 3 | | O | O | O | O | O | |
———————————–
Fae 4 | O | O | O | O | O | O | O |
———————————–
Pri 1 | | | | | O | | |
———————————–
Pri 2 | | | | O | O | O | |
———————————–
Pri 3 | | O | O | O | O | O | |
———————————–
Pri 4 | O | O | O | O | O | O | O |
———————————–
Nat 1 | | | | | | | |
———————————–
Nat 2 | | O | | | | | |
———————————–
Nat 3 | | O | O | | | | |
———————————–
Nat 4 | O | O | O | | | | |
———————————–
Ill 1 | | | | | | | |
———————————–
Ill 2 | | | | | | | |
———————————–
Ill 3 | | O | | | | | |
———————————–
Ill 4 | O | O | O | | | | |
———————————–
Dar 1 | | | | | | | |
———————————–
Dar 2 | | | | | | | |
———————————–
Dar 3 | O | | | | | | |
———————————–
Dar 4 | O | O | O | | | | |
———————————–
share
Syntax: share (person) (details)
This command is used to share your OOC contact details with another player
who you wish to get to know better OOCly. It does not work on people within
their first month of playing and has a one week cooldown.
shift
Syntax: Shift (form name)
This command is used 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.
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.
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.
Shops are social commercial ventures, stores are those oriented towards
selling items and offices are cheaper commercial properties which cannot
sell anything.
Syntax: shop/store/office 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 peakhour (number)
Sets the peak hour of the shop or store, at this time the property has a
chance to be a hotspot for earning influence.
Syntax: shop storeconvert (number)
Turn a shop into a store.
Syntax: shop shopconvert (number)
Turn a store into a shop.
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: shop advertisement (number)
Enter an editor to write an advertisement for your shop, visible in shop info.
Short Blades
Type: Melee
Max Range: 1
Cap: Tier 1:20, 2:30, 3: 40, 4:80, 5:120
This discipline covers the ability to fight with small, bladed weapons
such as knives and daggers.
Requires a small weapon object to use, knife fighters do 15% less damage
to those wielding large melee weapons.
Shotguns
Type: Ranged
Optimum Range: 20
Cap: Tier 1:50, 2:60, 3:70, 4:80, 5:100
This discipline covers the ability to use shotguns or other weapons firing
traditional shotgun
shells.
Firearms do not function correctly off-world.
See Also
SHOW
Syntax: show (object) (person)
Used to show the description of an object to a person in the room.
showmissive
Syntax: showmissive
This command shows the latest missive you’ve received to anyone in the room
with you, see help missive for more information.
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.
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 acute
smell
Would send ‘The faint scent of blood permeates the room’
to everyone with acute smell at above 0.
See Also
Silver Vulnerability
Requirements: Supernatural, not a vampire or werewolf.
This power reduces the stagger you’d normally take from weapons augmented
against your archetype by two thirds, but means you take stagger from
weapons augmented with silver instead. Characters who research you can
discover your vulnerabilities.
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.
Skin
This field represents what your character’s skin looks like, it can be
any string and will appear like. He/She has (string).
smoke
Syntax: use <item> [target]
The USE command allows you to interact with various special items in the
game. When used with drugs (which may be what the SMOKE command aliases to),
your character will consume the drug, displaying a “takes” message to the
room. If the drug has custom taste descriptions (marked with +taste), you’ll
experience those sensations. Drugs may also have an imprinting effect on your
character (marked with +imprint). The drug is consumed (removed from
inventory) after use.
The command also works with other items:
– Umbrellas: Opens or closes them
–
Flashlights: Turns them on or off
– Stakes: Requires a target
– Pregnancy tests: Shows positive/negative results based on character status
– Perfumes:
Applies a scent to your character
– Games: Activates game items
Sniper Training
Requirements: Soldier Focus 3
This stat conveys +12 max range when using rifles and +8 when using carbines.
social
Syntax: social
This command allows you to see your influence and scheme influence.
It also shows if your character has recently been praised or dissed.
Social Combat
There are several commands in the game that allow players to conflict
with each other without getting involved in actual fights. In general these
commands cannot be used at all in protected areas such as the Lodge, and
cannot be used against civilians in public areas without drawing police
attention.
Pin (target)
This command will try to pin someone in place so they cannot leave the room.
You can then type Release to let them go.
Punch (target)
This command throws a punch at your target. The message output depends on
the relative stats and disciplines of the two parties.
Headbutt (target)
This command headbutts the target. The message output depends on the
relative stats and disciplines of the two parties.
Groinkick (target)
This command makes you kick at your target’s groin. The message output
depends on the relative stats and disciplines of the two parties.
Knockoutpunch (target)
This command makes you throw a punch at the target. If you significantly
overpower the target, you may knock them out cold.
Also see: Help fist fighting
Socialite Focus
Professional Focus
Requirements: None
This stat represents those who’ve dedicated themselves to learning the art of
winning friends and influencing people. In addition to the standard
professional focus bonuses, each rank grants significant bonuses to their
social rank.
[Socialite One]:
Enrapture: A legendary power that forces someone to fall in love with you.
Celebrity: A legendary power that gives you a global fame string visible to
everyone.
Find Secrets: A legendary power that gives you the ability to dig up someone’s
personal details as well as their recent praises, disses and sexual partners.
[Socialite Two]:
None.
[Socialite Three]:
None.
[Socialite Four]:
None.
Societies
A society is one of several different types of groups that contest each other
in the supernatural underworld.
Societies run on resources, a combination of laundered cash, valuable
supernatural items, and human assets.
The types of society are:
Factions: These are large and fairly stable global organizations which are
always on the lookout for new soldiers.
Cults: These are small, secretive groups that serve or worship an Eidolon.
Societies: These are smaller, more local groups but still larger and more
public than cults.
You can be in one of each type of group at the same time. For more information
see Help Eidolon Lore, Help society creation, Help society commands. You can
view a list of all groups by typing faction list.
Society Awards
Syntax: Society award (person) (reason)
This command can be used by society leaders to award their members for
particularly good service to their society. It will give the member a boost
to their rate of earning karma up to a certain amount and make a message in
the society news. The leader gains half of this benefit themselves whenever
they use it. The three Factions bestow additional benefits when awarding a
character.
Society Commands
Use Faction, Sect, Or Cult instead of Society to use these commands for each
of the relevant groups you are part of.
General society commands:
Syntax: Faction/Cult/Society list
View a list of all the societies in New Haven.
Syntax: Faction/Cult/Society info [(society name)]
With no argument, Faction/Cult/Society info returns information about your
character’s current
society, including things like society operational resources, alliances,
standing and
loyalty progress.
With an argument, Faction/Cult/Society info prints supernaturally public
information about that
particular society. Society names should be specified as printed on the list,
including spaces.
Syntax: Faction/Cult/Society join (society name)
Usable only in newbie school or directly after an identity change, this
command adds
your character to the designated society’s roster. The society must be open
for
newbie school recruitment and your character must fit the alt restrictions.
See also: help change.
General society member commands:
Syntax: Faction/Cult/Society report
Display stats for actions taken by everyone in your society from the last
week.
Syntax: Faction/Cult/Society report battle/events
View recent raidsor events in New Haven.
Syntax: Faction/Cult/Society news
View messages left for the faction. Only visible to members.
Syntax: Faction/Cult/Society roster
Show a list of active members of your current society. Only visible to
members.
Syntax: Faction/Cult/Society leave (society name)
Leave a society.
Syntax: fsay/csay/ssay [(string)] (string)
Speak on your society’s alliance comms channel. A string enclosed in
parentheses () will
translate as a talk string if included. Requires the communications trust.
See also: help talk.
Syntax: Faction/Cult/Society comms
Toggle your society comms on or off.
Syntax: Faction/Cult/Society noleader
Toggle your character’s ability to take on society leadership.
Syntax: describe file [classified]
Create a file on your character accessible to anyone with society standing 2
or above in your own faction. With the classified argument, that information
is locked to the leader of the society only.
Ranking society member commands:
See also: help order.
Syntax: Faction/Cult/Society remark (name)
Add a remark after a name visible with society roster.
Syntax: Faction/Cult/Society announce (message)
Leave a message for the society visible with news or faction news.
Requires the news trust.
Syntax: Faction/Cult/Society recruit (name)
Recruit a member to your society. Requires the recruitment trust.
Syntax: Faction/Cult/Society promote (name) (rankname)
Promote a character to a new rank. Requires the promotions trust.
Syntax: Faction/Cult/Society banish (name)
Kick a person from your society. Requires the banishing trust.
Syntax: Faction/Cult/Society suspend (name)
Suspend a member of a society, removing all trusts and faction pay. Requires
the suspensions trust.
Syntax: Faction/Cult/Society logs
View logs of recent activity undertaken by your society.
Syntax: Faction/Cult/Society rank 1-10 (name)
Give a corresponding rank a name.
Syntax: Faction/Cult/Society ranktrust (rank name) (trust)
Grant a rank a new trust. See also: help society trusts.
Syntax: Faction/Cult/Society paybonus (name) (1-100)
Adjust a society member’s pay rate. The default pay rate is 50.
Syntax: banish (name)
Banish a character from New Haven, making them unable to enter the city.
Leader
only.
Syntax: unbanish (name)
Lift a banishment on a character. Leader only.
Syntax: Faction/Cult/Society award (name)
Increases the rate a player gains regular karma when undertaking those
activities.
Leader only. Takes the form: <leader> awards <name> for <message>.
Syntax: Faction/Cult/Society positions (position) (stance)
Sets the society’ political/philosophical positions.
Syntax: Faction/Cult/Society restriction (restriction/soft)
Sets the society’s restrictions.
Syntax: Faction/Cult/Society stasis
Puts a society into stasis, leader only.
Syntax: Faction/Cult/Society unstasis (Society name)
Takes a society out of stasis.
Syntax: Cult/Society becomeeidolon
Log off your PC and play the cult or sect Eidolon.
Syntax: Faction targeteidolon (name)
Make the target Eidolon the enemy of your faction.
Syntax:Cult evadetargeting
Stop factions targeting your eidolon for 20k resources.
Society resource commands:
See also: help butcher, help contribute, help harvest
help raids
See also: help augment
Society manpower commands:
Syntax: Faction/Cult/Society soldiername (string)
Assign your society’s NPC soldiers a short description.
Syntax: Faction/Cult/Society soldierdescribe
Enter a buffer to describe your soldiers in greater detail.
Society creation and development commands:
See: help society creation
Society Positions
Societies can be defined by their philosophical and political positions. The more unique a society’s positions compared to other societies, the more of a bonus to their secrecy they afford; positions are also used to determine alliances.
Syntax: society position (position) (stance)
Valid stances are: neutral, mild, moderate, or strong.
[Anti-Supernatural/Pro-Supernatural]:
Anti-Supernatural:
+1, 3, 4% life force if natural.
–1, 3, 4% life force if supernatural.
At strong stance, all supernaturals in the society are slaves, with no ability to access higher levels of trust or standing and the ability to be incapacitated or tracked by any natural society member with the control command.
Pro-Supernatural:
+1, 3, 4% life force if supernatural.
–1, 3, 4% life force if natural.
At strong stance, all naturals in the society are slaves, with no ability to access higher levels of trust or standing and the ability to be incapacitated or tracked by any supernatural society member with the control command. Raises minimum joining age to 21.
[Material/Spiritual]:
Material:
–5, 15, 25% from the cost of cars.
+5, 15, 25% to the cost of horses.
+1, 3, 5% income.
+1, 2, 3% firearms damage.
–1, 2, 3% melee weapons damage.
–1, 3, 5% arcane power.
–1, 4, 5% tooth and claw discipline.
Spiritual:
–5, 15, 25% from the cost of horses.
+5, 15, 25% to the cost of cars.
–1, 3, 5% income.
+1, 2, 3% melee weapon damage.
–1, 2, 3% firearms damage.
+1, 3, 5% arcane power.
+1, 3, 5% tooth and claw discipline.
[Combative/Manipulative]:
Combative:
+1, 3, 5% damage.
Manipulative:
–1, 3, 5% damage.
[Autocratic/Democratic]:
Autocratic:
Leader loyalty praises worth 250, 500, 1000% of member praises.
Democratic:
Leader loyalty praises worth 150, 100, 50% of member praises. At at least mildly democratic, the leader is automatically replaced by any individual with higher standing.
Society Ranks
Society members have a standing and a rank. Standing is automatic and is
generated by praises/disses as well as some automated activity like RPing
while wearing a society symbol. Standing determines roster order and who’ll
take over the society if the leader dies, steps down, or quits.
Rank is set by the leaders, and conveys the trusts the member has when not
suspended. Each rank has a custom name and trusts. But is separate from
paygrade.
Rank trusts are set with the society ranktrust (rankname) (trust) command.
The different trusts are:
Comms – gives access to ssay alliance comms.
News – gives access to society news and announce.
Resource – Allow this rank to use society resources.
Brainwash – Allow this rank to use society resources for brainwashing.
Suspensions – Allow this rank to hand out suspensions.
Promotions – Allow this rank to promote people.
Recruitment – Allow this rank to recruit people.
Banishing – Allow this rank to kick people out.
Commanding – Allow this rank to order NPC soldiers.
Society Restrictions
Restrictions allow societies to limit what types of individuals can join them.
Using society restriction soft allows a society to toggle their restrictions
to soft restrictions. Soft restrictions allow a restricted character to
join a society but they are limited to standing 1-2, and cannot be given
any important trusts or become a leader. Essentially functioning as a
slave/servant/intern class.
Men: Restrict male characters.
Women: Restict female characters.
Primary Arcanists: Restrict characters with more arcane focuses than any
other type.
Arcanists: Restrict characters with any arcane focuses.
Primary Combatants: Restrict characters with more combat focuses than any
other type.
Combatants: Restrict characters with any combat focuses.
Primary Professionals: Restrict characters with more professional focuses
than other type.
Professionals: Restrict characters with any professional focuses.
Vampires: Restrict vampire characters.
Werewolves: Restrict werewolf characters.
Faeborn: Restrict Faeborn characters.
Angelborn: Restrict Angelborn characters.
Demonborn: Restrict Demonborn characters.
Demigod: Restrict Demigod characters.
Supernaturals: Restrict supernatural characters.
Naturals: Restrict natural characters.
Nonvirgins: Restrict characters who’ve had sex since chargen.
Fratenization: Restrict characters whose most recent sexual partner is
also a member of the society.
Unmarried Sex: Restrict characters who aren’t married to their most
recent sexual partner.
Murderers: Restrict vampires who are not animal feeders and werewolves who
have shifted.
Inhibited: Restrict vampires who are not reckless feeders, werewolves who do
not embrace lunacy and demonborn with low sadism habits.
See Also
society stasis
Syntax: society stasis
This command puts a society into stasis, rendering it inactive. It can be seen
on the society list and brought back out of stasis with society unstasis
(society)
by former members or any character on the same account as whoever put it into
stasis.
Society Trusts
Comms – Adds access to alliance comms.
News – Adds access to society announcements.
Base – Gives access to the base.
Research – Adds access to goblin market library research.
Resource – Allows member to use society resources.
Brainwashing – Allows member to use institute brainwashing facilities.
Suspensions – Allows member to suspend other lower ranked members.
Promotions – Allows member to promote other characters.
Banishing – Allows member to kick people out of the society.
Commanding – Allows member to use society NPC soldiers.
Recruitment – Allows member to recruit new members.
Eidolon – Allows a member to play the cult or sect’s Eidolon.
Solar Blessing
Requirements: Demigod
Characters with this power may use bless (target) to bestow a buff upon
someone that enhances them whenever it is day time, may be self targeted.
soldier
Tier Two Archetype
Human.
This archetype represents those with a military or serious law enforcement
background.
Minimum Age: 18
Available negative modifiers: Addicted, Injured, Ill, Young
Available positive modifiers: Relic Holder, Scientifically Augmented,
Fleshformed,
Demonic Pact Holder
Focuses: Grants one point to spend in a combat or professional focus at tier
two.
Soldier Focus
Combat Focus
Requirements: None
This stat represents the natural path of learning how to use firearms common
amongst modern day soldiers, police officers, and criminals. Each rank offers
increased access to the demolitions stat. Soldiers can make use of soldiering,
commando and riot control abilities lines to help them in combat. At max rank
soldiers can access to sniper training, increasing
their range with firearms beyond what anyone else can achieve.
[Soldier One]:
Commando (full): A power tree focused on aggressive combat gadgets.
Demolitions 2: Greater proficiency with explosives; makes it easier to breakin
to buildings.
Riot Control (full): A power tree focused on disabling enemies with gas and
explosives.
Soldiering (full): A power tree focused on firearm enhancement at moderate to
long range.
[Soldier Two]:
None.
[Soldier Three]:
Demolitions 3: Maximum proficiency with explosives; makes it easier to breakin
to buildings.
Sniper Training: Passive enhancement to rifle and carbine range in combat.
Soldiering
Requirements : Soldier 1
[Rank Two]:
Suppressor : No target; attaches or removes a suppressor from your
firearm. When attached, your attacks do 10% less damage, but when attacking
from distances >50, third parties won’t see your attacks and your target won’t
see who they came from. Additionally, targets struck with a suppressed weapon
from outside their cone of vision take 20 extra stagger. Has shortened
cooldown.
Roleplay : You can skillfully attach and use firearm suppressors.
Consumes your movement for one round.
Bipod : No target; sets your weapon up on a bipod or removes the
bipod. While deployed, all firearm damage is increased by 20%, but movement is
impossible. Has shortened cooldown.
Roleplay : You can skillfully deploy and use firearm stabilizing bipods.
Consumes attack and move for one round to deploy, Consumes your attack for one
round to pack up.
[Rank Three]:
Laserdesignate : Range 150; the target takes 50% increased damage from all
firearm attacks for one round.
Roleplay : You can tag people with a laser target.
Consumes your attack for one round.
Bayonet : Passive; Can use the knife discipline when using large gun
objects without knife penalties.
Roleplay : You can skillfully attach and use a bayonett.
Suppressingfire : Range 100, targets cover; anyone leaving that cover in the
next round takes 10% of their maximum defense in damage.
Roleplay : You know how to lay down suppressing fire on some cover.
Consumes your attack for one round.
Naturalize : Range 50; target shapeshifter is turned back into a human
shape.
Roleplay : You can use a naturalizer.
Requires naturalizer object.
Consumes your attack for one round.
Song of the Sirens
Requirements: Faeborn
Characters with this power may use the command sing to sing an enchanting
song that makes everyone who hears it more vulnerable to hypnotism and
psychic influence.
Sonic
Type: Ranged
Optimum Range: 30
This discipline covers the ability of creatures to attack
others with powerful sonic distortions and extremely loud sounds. Restricted
to monster guests.
See Also
Soothing Aura
Requirements: Angelborn
Characters with this power make any injured person in the same room with
them heal 150% as quickly.
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.
speak
Syntax: speak (language)
This command lets you communicate in an emote with a second or third
language. To return to speaking English, simply use speak english.
Spearguns
Type: Ranged
Optimum Range: 50
Cap: Tier 1:50, 2:60, 3:70, 4:80, 5:100
This discipline covers the ability to use spearguns and similar weapons in
combat. While generally less effective in open air battles, spearguns excel
in underwater environments.
Spears
Type: Melee
Max Range: 1
Cap: Tier 1:20, 2:30, 3: 40, 4:80, 5:120
This discipline covers the ability to use spears and similar weapons in
combat. Spears excel in underwater environments but due to their large size
are unwieldy when ambushed. Anyone attempting to use a spear in a combat in
which they didn’t have it out when the fight started will suffer debuffs.
Special Forces
Tier Three Archetype
Human
This archetype represents those humans who’ve received elite levels of
training in modern combat.
Minimum Age: 30
Available Negative Modifiers: Addict, Injured, Ill.
Available Positive Modifiers: Scientifically Augmented(Can take but doesn’t
increase
tier.)
Focuses: Up to two points to spend on combat focuses at tier three.
Special List
Overpower
Attack deals 140% damage, but your next attack deals 50%.
Underpower
Attack deals 50% damage, but your next attack deals 140%.
Delay
Delays the attack by one round, uses the delay descriptions from setting
up the myattacks for the second round when the attack strikes.
Longdelay
Delays the attack by two rounds, but it deals 110% damage, uses the
delay descriptions from setting up the myattacks for the third round when
the attack strikes.
AOE
Attack does 40% damage to the target and all other targets within 10
distance of them, excluding the attacking character.
Wounding
Attack does 50% damage, but if it wounds the target they will be wounded
twice as severely, instantly killing NPCs or inflicting one stage greater
wounds on PCs.
Lifesteal
Attack does 75% damage, but you recover defenses equal to half the damage
dealt. Restricted to monster guests.
Damage
Attack does 110% damage. Restricted to monster guests.
Weaken
Attack deals 75% damage, but saps the target, causing them to deal reduced
damage with their next attack. Restricted to monster guests.
Stun
Attack deals 50% damage, but causes the target to lose their next attack and
movement. Restricted to monster guests.
Knockback
Causes the attack to knock the target back ten feet. Restricted to monster
guests.
Entrap
Attack causes the target to fall to the ground if flying, and prevents
movement for a round. Restricted to monster guests.
Grapple
Attack deals 80% damage and pulls the target to the ground if flying, and
prevents movement for a round. Restricted to monster guests.
Special Objects
Certain types of objects can only be bought from NPC-run stores on grid or
obtained from player characters.
Sold in NPC Shops:
Headlamp:
Headlamps are a special type of flashlight that can be worn. They are sold
faction stores.
Scuba Gear:
Scuba gear protects those diving in deep water from injury. It can only be
bought from faction stores, but can be customized at any tailor.
Gasoline:
Used to destroy forensic evidence on a corpse. Used in tandem with the burn
command. Gasoline can be bought in faction stores.
Ability Items:
Tranquilizer darts and pistols, various grenades, bolas, landmines, caltrops,
bandages, tasers and pepper spray can only be bought in faction stores.
These items are used for certain skills under the abilities tree.
Rohypnol:
Used to knock a PC out. Sold by a wandering NPC, the rough, shifty looking
man.
See help drugs for more information.
Poison:
Used to debuff a PC. Sold by a wandering NPC, the rough, shifty looking man.
See help drugs for more information.
Obtained from Player Characters:
Blood Bag:
Blood bags can only be obtained from natural characters potent enough to give
blood. Naturals can use the giveblood command at the hospital blood bank or
have it be forcibly removed from them with the drain command. See help blood
and help blood potency for more information.
Vampire Blood:
Vampire blood is used to permanently imprint a character. It can only be
obtained from vampires with the giveblood command. See help vampire blood for
more information.
Specials
Specials are effects applied to your attacks, they can only be used
through setting up and using a custom attack.
Overpower
Attack deals 140% damage, but your next attack deals 50%.
Underpower
Attack deals 50% damage, but your next attack deals 140%.
Delay
Delays the attack by one round, uses the delay descriptions from setting
up the myattacks for the second round when the attack strikes.
Longdelay
Delays the attack by two rounds, but it deals 110% damage, uses the
delay descriptions from setting up the myattacks for the third round when
the attack strikes.
AOE
Attack does 40% damage to the target and all other targets within 10
distance of them, excluding the attacking character.
Wounding
Attack does 50% damage, but if it wounds the target they will be wounded
twice as severely, instantly killing NPCs or inflicting one stage greater
wounds on PCs.
Lifesteal
Attack does 75% damage, but you recover defenses equal to half the damage
dealt. Restricted to monster guests.
Damage
Attack does 110% damage. Restricted to monster guests.
Weaken
Attack deals 75% damage, but saps the target, causing them to deal reduced
damage with their next attack. Restricted to monster guests.
Stun
Attack deals 50% damage, but causes the target to lose their next attack and
movement. Restricted to monster guests.
Knockback
Causes the attack to knock the target back ten feet. Restricted to monster
guests.
Entrap
Attack causes the target to fall to the ground if flying, and prevents
movement for a round. Restricted to monster guests.
Grapple
Attack deals 80% damage and pulls the target to the ground if flying, and
prevents movement for a round. Restricted to monster guests.
Pain
Makes NPCs gain extra aggro towards you, making them more likely to attack you.
Speed
Syntax: Speed 1-5
This sets your default combat speed which is used when fighting NPCs out in
the forest. Speed 1 is the fastest and means one move and attack every 15
seconds. At speed 2 it is every 30 seconds, speed 3 45 seconds, and so on. You
start off with the default speed of 3, most people will eventually lower this
to
1 in order to earn exp faster but it’s a good idea to start off slower until
you are sure you know what you’re doing.
speeddial
Syntax: speeddial
Show your phone’s remembered contacts.
Syntax: speeddial (1-50) (name) (number)
Add a phone number into your phone book. This will allow you to call and text
a person by name.
Syntax: speeddial (1-50)
Clear the contact from your phone book.
spiritwhisper
Syntax: Spiritwhisper (Player name) (message)
Used by Eidolons to send a whisper to a character in the dark, they will be
able to keep whispering and hear anything said by the target until they log
off or step
into sunlight.
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.
SRaddhidden
Syntax: Sraddhidden
A Command to add or modify a hidden description in a room that will appear
if a character searches it.
Can only be done by SRs who are currently running a mystery.
ssay
Syntax: ssay (message)
Syntax: ssay to phone (message)
Used to communicate with the rest of your society.
stab
Syntax: stab (name) syringe
This will inject your victim with the contents of an alchemical syringe made
by the makepotion command.
Stagger
Stagger is a debuff that appears next to your defense in your prompt. It
represents a general lack of balance or short term fatigue in combat. All
attacks add some stagger when they strike you, but the amount depends on the
conditions of the attack. Most supernaturals will take bonus stagger from
certain types of weapons to which they have a weakness.
Stagger decreases your damage and movement speed, and is particularly
effective at diminishing the effect of in combat magical abilities. It goes
down every round and goes down more the less you’ve moved that round as well
as the higher your stamina is.
An attack needs to do at least 10 damage to inflict stagger. Forest monsters
inflict 5 stagger every attack regardless of damage.
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.
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.
See Also
stall
Syntax: stall
This command is used when driving a vehicle, and will immediately pause
travel. Typing the command again will resume it.
Stamina
Requirements: Rank 3 requires Demigod, Tier 3 or 1 point in combat focuses.
Rank 4 requires Demigod Warrior 2, Demonborn Warrior 3 or combat focus 4.
Rank 5 requires Demigod warrior 4.
This stat represents your character’s endurance and cardiovascular fitness.
Stamina also increases the amount your stagger goes down each round.
Stamina -1
Tire just climbing stairs
Stamina 0
Average person
Stamina 1
More than an average person
Stamina 2
An athlete
Stamina 3
An endurance athlete
Stamina 4
One of the best endurance athletes in the world
Stamina 5
Supernatural stamina
stand
Syntax: stand
Stand returns you to a standing position from any position of rest.
You will need to stand again to move after sitting 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 in any store.
Stashes cannot be accessed by other characters aside from through the use
of invitation-level specific commands.
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.
stashsteal
Syntax: stashsteal [item] [character]
Allows you to steal an item from another player’s stash that is located in
your current room. The command requires an invite level of 7 or higher from
the target character to succeed.
Stealing valuable items will result in political consequences.
See Also
stashview
Syntax: stashview [character name]
This command allows you to view items that another player has stashed in your
current room as long as you have an invitation level of at least 3.
The command works on both online and offline players.
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.
Societies can only be brought out of stasis by ex-members 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.
Stasis characters retain their dream xp, and influence.
New societies cannot be created or old ones brought out of stasis before the
20th of each month.
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.
steal
Syntax: steal [item/amount] [victim]
This command allows you to steal money or objects from another character who
is helpless.
To steal money, use a numeric amount as the first argument. To steal an
item, specify the item name as the first argument.
When stealing high value items you may suffer political consequences unless
the victim has an invite level of 8.
See Also
Stealth
Requirements: Rank 3 requires faeborn, or illusory magic 2 or thief/hunter
focus 1.
Rank 4-5 requires Illusory magic focus 3-4 or Thief/Hunter 2-3
Rank 3-5 requires tier 2-4.
This stat governs a character’s ability to remain undetected.
Syntax: shadow (person/self)
Shadow allows a character to follow someone without any echoes revealing so.
The character will be hidden in any transport rooms, but visible upon reaching
the destination. Those with higher perception than the character’s stealth
will be able to detect attempts to shadow them or others.
Syntax: hide
Syntax: unhide/visible
Used to conceal a character using the stealth skill. Others who are in the
same room when a character hides will still see him. Should any action be
taken, the character is at risk of being unhidden. Others with a higher
perception than the character’s stealth won’t be fooled.
Stealth 0
Not stealthy.
Stealth 1
Able to blend in, making it more difficult to spot the character.
Stealth 2
Able to blend in and move quietly.
Stealth 3
Able to avoid sightlines.
Stealth 4
Able to move soundlessly.
Stealth 5
Able to move soundlessly while blending into the background.
Hidden characters may be passed over by forest monsters, at stealth 3 this is
guaranteed.
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.
See Also
Stone Magic
Type: Ranged
Optimum Range: 50
This discipline covers the ability of creatures to conjure and
manipulate stone. A type of ‘sorcery’ that is usually used to conjure a
sharp or heavy stone projectile which is then launched at an adversary but
can also be used to manipulate existing stone. Restricted to monster guests.
See Also
Stone Shield
Type: Defensive
This discipline covers the use of stone magic to form a protective shield
that will block incoming attacks until the energy is all used up. Normally
invisible except when being struck. Restricted to monster guests.
See Also
stopfight
Syntax: Stopfight
An SR command to end a fight in the room they’re in.
Storm Calling
Requirements: Demigod
Characters with this power can use the command storm to summon up a storm,
may not work if the skies are too clear.
storyidea
Storyideas are potential plots you can run as a Story Runner. These ideas
have to be approved by staff before they can be turned into plots.
To create a storyidea simply use storyidea create.
Storyidea Commands
Title: Storyidea Commands
Syntax: storyidea list
– Lists all storyideas and their status (Incomplete, Pending, Approved, etc.)
Syntax: storyidea info (number)
– Shows the details of a particular storyidea from the list.
Syntax: storyidea create
– Puts you into an editor for a new storyidea.
Syntax: type (type)
– Sets the type of the storyidea.
Valid types are Delve/Quest/Investigation/Heist/Suppression
Syntax: sponsor (association)
– Allows you to set a subfaction associated with the storyidea. Leaving the
subfaction blank will list all available options. See help subfactions.
Syntax: description
– Puts you into an editor to enter a description of the storyidea.
Syntax: lore
– Puts you into an editor to detail any lore involved in your story, such as
magic, technology, history, creatures etc, if there are none, just type none.
Syntax: secrets
– Puts you into an editor to detail any secrets in your plot, these will only
be seen by the SR who takes on the story.
Syntax: storyidea submit (number)
– Submits a completed storyidea for approval.
Syntax: storyidea claim (number)
– Claims an approved storyidea.
Syntax: storyidea unclaim (number)
– Unclaims a storyidea and puts it back into the storyidea list.
Syntax: storyidea makeplot (number)
– Allows you to turn a claimed storyidea into a plot.
Syntax: storyidea approve (number)
– Only available to staff.
Syntax: storyidea lock (number)
– Only available to staff.
Syntax: storyidea sponsor (number)
– Only available to staff.
Syntax: storyidea deny (number)
– Only available to staff.
Storyrunner Commands
Emit (message)
– Used like emote but without your name at the front.
Private (target) (message)
– Private emotes when SRing will not include
your name by default.
Showto (message) with (list of stats, disciplines, abilities, charms etc)
-Used to show a message only to people with particular stats.
calltry (player) (optional message)
-Ask a player to make a roll with the try command.
rollchallenge (player) (difficulty 0-5) (stat helpfulness 0-3) (optional max
assists 0-5) (optional additional randomness (0-3)
-Set the challenge for the try roll a particular player is making.
Swalk (location number) (list of players)
-Travel to a roomlist location and bring the players specified with you.
Summon (player name)
-Summon a specific player to your location.
Monster summon/startfight/pausefight/ability/fightspeed
-Summon NPCs for the PCs to battle.
Clock start/stop/pause/pushback/forcetick
-Manage clocks for the plot.
Make Storyidea
-Create a new storyidea.
Storyidea/plot/Monster
-Commands for editing your plots or NPCs
Make Room
-Command for creating rooms for plots.
See Also
Storyrunning Policy
Storyrunning in Haven is a privilege, not a right, and your ability to SR
can be suspended at any time for any length of time if your use of SR tools
is deemed detrimental to the game as a whole.
Generally this will be the case if you:
Seem to use your SR to grief players, giving certain characters a harder
time in your plots in a way that seems related to your OOC attitude about
their player or your IC rivalry with their character.
Use your SRing powers to aggrandize your own character or that of your OOC
friends. Trying to make them seem more important or being overtly favorable
to them with difficulties etc.
Do not follow encounter prompts when running encounters.
Run plots different to the idea you proposed.
Try to find ways to make your plots or stories more important than those
run by other players.
Are making so little effort to make interesting stories that they lack
coherence.
Try to OOCly influence people to go on your plots, or use your plots as
a way to incentivise people to engage in other behaviour they otherwise
wouldn’t.
See Also
Strength
Requirements: Rank 2-3 requires supernatural or combat focus.
Rank 4 requires Demigod Warrior, Demonborn Warrior, Angelborn Champion 3 or
tier 4.
Rank 5 requires Demigod Warrior 3 or Demonborn Warrior 4.
This stat determines how physically strong your character is.
It is used to determine if you can break out of pins, and
is the primary stat checked offensively in fist fights and
social attacks.
Strength -1 means you are weaker than most people.
Bench 70 pounds (32 kg), Lift 80 pounds (36 kg)
Strength 0 means you have average adult strength.
Bench 95 pounds (43 kg), Lift 160 pounds (73 kg)
Strength 1 means you are a fair bit stronger than the average person.
Bench 165 pounds (75 kg), Lift 280 pounds (127 kg)
Strength 2 means you are as strong as the strongest people in the
world, such as weightlifters and professional athletes.
Bench 285 pounds (129 kg), Lift 480 pounds (218 kg)
Strength 3 means you are stronger than any human could be.
Bench 450 pounds (205 kg), Lift 800 pounds (363 kg)
Strength 4 means you are significantly stronger than any human could be.
Bench 710 pounds (322 kg), Lift 1200 pounds (544 kg)
Strength 5 means you are massively stronger than any human.
Bench 1000 pounds (454 kg), Lift 1500 pounds (680 kg)
Bench refers to the maximum weight your character can bench press.
Lift refers to the maximum weight your character could lift from
the ground to chest height. They could also carry this a short
distance and toss it a few feet.
Televisions weigh up to 150 pounds.
Full Beer Kegs weigh about 160 pounds.
Fridges/freezers weigh up to 600 pounds.
Telegraph poles weigh up to 500 pounds.
Motorcycles weigh from 250 to 700 pounds.
Pool tables weigh around 800 pounds.
Cars weigh 5000 pounds on average.
See Also
Striking
Type: Melee
Max Range: 1
Cap: Lower of 10 + Combat Focus times 5 or 10 + Tier times 5
This discipline covers the ability to deliver unarmed blows to
opponents in close quarters such as punches, kicks and elbows.
Covering fighting forms such as boxing or karate.
stubborn
Syntax: stubborn
Sets a flag to mark you as stubborn. The next time your character is reduced
to 0 defense, they go
back up to full, but likely still taking the wound. Can only be used
by characters below T3 who are in righteous factions.
Humans can use this command once per week, supernaturals once every two
weeks.
Student
Tier One Archetype
Human.
This archetype represents those who are engaged in full time study at one of
the nearby schools or community colleges.
Minimum Age: 18
Available positive modifiers: Chemical Augmentation, Demonic Pact,
Fleshformed.
subdue
Syntax: subdue
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.
See Also
Suffer
Syntax: suffer mild/moderate/strong
This command is used to represent when your character suffers in some way,
either mentally or physically. Suffering sensitive people in the room will
start to feel an increase in their mood when you suffer.
Being demonborn is the only current way to be suffering sensitive.
Appearance:
suffer mild
You feel mild suffering.
You feel your mood improve slightly.
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.
See Also
Sunlight Resistance
Requirements: Tier 3.
This stat affords vampires a significant amount of resistance to the effects
of daylight, they’ll be less tired than other vampires during the day, and
find sunlight a bit less blinding and painful. Normally this means that the
vampire has spent several decades forcing themselves to endure sunlight
exposure, but some lucky vampires can develop resistance much quicker. It
does not entirely remove their penalties however, they’re notably still weak
when exposed under a noonday sun.
Super Jumping
Requirements: Angelborn Champion 1, Blade Disciple 1, T3 angelborn or vampire,
or Tier 4.
Syntax: Move (person) jump
Characters with this ability can jump about twice as far as normal humans of
similar strength and speed. They can also land on their feet with no ill
effect after falling from heights up to around six storeys. In combat it
allows someone to rapidly close a gap, moving up to three times their normal
movement to a target. They can only use this command every few rounds and
the distance someone can jump is significantly impacted by the amount of large
weapons, armor and shields they are carrying.
See Also
Supernatural History
Supernatural forces have existed for as long as mankind, but they used to be
fairly primitive. There were no monsters or gods, just tribal shamans and
priests whose powers were rather limited except when they made human
sacrifices. The other worlds were closer to earth however, and people often
accidentally stumbled from one to another.
This first began to change in Mesopotamia around 8500BCE, Sorcerers began to
develop in earnest, and the knowledge of magical forces increased. These
sorcerers broke into several dynastic lines, teaching their children their
knowledge following an oral tradition. Experiments in fleshforming started
around 2000 years later, and in 6000BCE the first reports of vampires and
werewolves occurred. Several sorcerous dynasties combined with the rise of
the Sumarians to form what’s now known as the Council of Babylon, despite at
the time it existing in Kish, some distance from where Babylon would be
erected. The council existed on other worlds as well, having determined ways
to walk between them and was the ruling power in most other earth-like planes.
They were also spreading to the developing Egypt. The Council were immortal
and in 2400 BCE the first God was created.
The council continued to grow in influence, and spread with civilization, many
of the oldest and most powerful members were now Gods whilst others were
simply immortal. In 1800 BCE in one of the other realms, known as Sirinia at
the time, two of the more powerful members fell into a feud over a woman. The
feud grew in fervor and the rest of the council in that plane eventually
joined sides. As the war raged, no longer really about a woman, each side
turned to more and more dangerous fleshforming until they lost control over
their fleshformed creatures. The council members in other planes worked
quickly to seal Sirinia away from themselves, so that what had been created
could not break free, that world is now known colloquially as Hell.
Shortly afterwards on the east coast of the Mediterranean sea rose the first
group of anti-supernatural warriors, who were set on destroying any
supernatural creation and severing the ties to other worlds under their leader
Abraham, himself some kind of immortal although he was not a vampire or
sorcerer. The group made good progress for a hundred years until they came
into brutal conflict with the council and were sorely defeated, the people
broken and scattered, although their descendants would eventually come
together again in Canaan around 1400 BCE as the first of the Israelites.
This kingdom began to grow again, quietly, keeping largely to itself although
anti-supernatural sentiment still ran strong, just when it had started to
reach real power the council of Babylon, remembering the war with the
Israelites ancestors used the Kingdom of Babylon to smash the Kingdom of
Judah, destroying the First Temple and sending most of their people once more
into exile, this time mostly in Babylon and Egypt. With their common enemy
crushed the council began to drift apart and few new members were accepted,
they each began to work on separate projects and it was during this time that
great empires began to develop in Greece, Persia, India, China, South America
and eventually Rome.
Alexander the great was the son of one of the most powerful councilmembers and
constituted the last serious involvement in the affairs of men by the council.
He was eventually slain by another who was able to subvert his protections and
the council fell to bickering amongst themselves, until they settled upon an
accord of non interference with the world. An accord which they would
frequently break, but generally only in small or deniable ways. They accepted
no new members, and vigilantly protected the secrets of fleshforming.
The withdrawal of the Council created something of a power vacuum and it was
filled by several new groups by around 300 BCE. They were mostly made up of
the descendants of those who’d served the council of Babylon in some way,
priests, companions or servants. Those who’d seen the use of magic and had
some idea on how to go about it, or where to look for clues to go about it.
Relatively weak councils formed in South America, Western Europe, and
Scandinavia now typically called the Incan Council, the Druidic Council, and
the Viking Council. A significantly more powerful one formed in China, known
as the Eastern Council, and by far the most powerful formed in Italy, known as
the Council of Rome. The Roman council had many advantages over the others,
being close to the seat of Alexanders power, and the closest to Babylon and
all the artifacts and knowledge of that area. Despite their relative power
they had no access to the higher mystical arts or to fleshforming, and many
turned to vampirism as a way to extend their lives and authority. Rome became
the vampire capital of the world even as it grew much more powerful under the
guiding hand of the Roman Council.
Meanwhile the Israelites slowly began to pick themselves back up leading
eventually to the formation of the Hasmonean Dynasty in 165 BCE. Remembering
the history of the Israelites as powerful anti-supernatural warriors the
Council of Rome pushed Rome into invading and conquering Judaea in 63 BCE. By
50 BCE the Incan council had fallen apart, and the Viking council had
fragmented into several warring sects, meanwhile the Eastern Council grew in
strength and formed into the group called The Dynasty.
In 33 AD the new religion of Christianity was formed out of that of Judaism,
and although nobody noticed much at first it’s influence started to rapidly
spread, almost as if it was being supernaturally aided. In 64 AD The council
of Rome had noticed this disturbing upswing in the influence of the
descendants of Israel and Emperor Nero blamed Christians for the great Fire of
Rome that year, creating a massive wave of persecution against Christians
throughout the Empire. In spite of this however, the new religion continue to
flourish and many of it’s supplicants in secret began working against the
supernatural. More and more ties to the other realms became broken and the
Gods finally decided to leave Earth to make their primary residence in another
plane, many of the lesser councilmembers who hadn’t attained full godhood
broke away into their own faction and founded a Golden city in yet another
realm in this period leading up to around 300 AD, a few remaining on earth and
instead heading north away from civilization. These lesser members are now
known as the Fae.
When Christianity was finally adopted by the Roman Empire officially it was
considered a great victory against the council of Rome and ever since the
supernatural have been pushed into hiding. It was around this time when the
Council of Rome started to be known as Manus, or The Hand. While the anti-
supernatural faction within Christianity and Judaism was called The Temple.
In 150 AD what was left of the Viking council fell to a growing faction of
werewolves in Scandinavia.
The Druidic council, long forgotten to the northwest grew strong under the
influence of the Fae who traveled there instead of to the Golden City, far
removed from the area in which the struggles between the supernatural and
natural occurred, from Babylon and the old gates to hell much greater trust
existed between the Druids and their people, and they practiced magic openly.
While the Hand and Temple fought for control of Rome, the long forgotten and
newly powerful druidic council, or as it came to be known, the Order, and it’s
barbarian tribes began to push south, culminating in the collapse of the
Western Roman Empire. At the same time, the Dynasty were being heavily
punished by the Mongols and their shamans.
During most of the Medieval period control of Europe was divided between the
Hand, the Order and the Temple. The Temple had control of Spain, and Russia,
as well as influence in the middle east, whereas the Hand still controlled
Italy and England, with the Order retaining control of most of the rest of
Europe. The Temple’s influence through Christianity however exerted a heavy
hand and they were the most powerful faction for most of this time, all
supernaturals needing to exist in secret. The Viking lands to the north
remained largely uncontrolled by the factions, instead being the home to
several powerful packs of werewolves.
The factions and their agent empires continued to wage war throughout Europe,
until the Industrial revolution. The rise of science diminished the powers of
the supernaturals comparatively, while the declining power of religion damaged
the Temple. The factions continued to compete however through attempts to out
expand each other, with The Hand locking down territory in Australia and North
America, the Order also found some purchase in north America while the Temple
claimed much of central and South America.
At around 1900 the power structure was as follows: The Order controlled most
of Canada, and southeastern US. They also controlled most of Central Europe,
and Ireland. The Hand controlled the economic centers of the US, Italy,
Egypt, England and Australasia, The Temple controlled Mexico, Peru and
Brazil, Russia and some parts of the US, particularly the central and southern
US.
They also controlled Russia, and had a fair hand in the middle east. Another
group calling themselves the Dynasty held most of Asia, while central South
America, and Africa were controlled by regional shamans with little progress
being made by the factions into those areas. Scandinavia continued to be
werewolf territory. The Hand managed to take control of France from The
Order, and this kicked off world war one, beginning with a coup in Italy
organized by the Order and then their backing of the powers of Germany to try
to reclaim France and then England, pushing The Hand entirely out of Europe.
The Temple originally stayed out of the conflict, but then eventually joined
on the side of The Hand when it seemed like the Order might be too successful.
The Order was eventually defeated and went into a period of remission, with
the Hand reclaiming Italy.
The supernatural group responsible for world war two is unclear, but the
effect upon the supernatural world was massive. All three of the great
supernatural factions at the time were broken, most of their members dead or
fled they splintered into hundreds of different groups.
The cold war between Russia and the United States exacerbated affairs with
numerous secretive groups forming and dissolving every few years as
supernaturals fought for influence in the shadows.
supernatural modifiers
The following modifiers are available for supernatural characters:
[Tier 2]:
Angelborn:
Negative Modifiers:
Addicted, Injured, Ill, Mentally Ill
Positive Modifiers:
Relic Holder, Fleshformed, Demonic Pact Holder
Demigod:
Negative Modifiers:
Addicted, Injured, Ill, Mentally Ill
Positive Modifiers:
Relic Holder, Fleshformed, Demonic Pact Holder
Demonborn:
Negative Modifiers:
Addicted, Injured, Ill, Mentally Ill
Positive Modifiers:
Relic Holder, Fleshformed, Demonic Pact Holder
Faeborn:
Negative Modifiers:
Addicted, Injured, Ill, Mentally Ill
Positive Modifiers:
Relic Holder, Fleshformed, Demonic Pact Holder
Vampire:
Negative Modifiers:
Mentally Ill, Turned Youth
Positive Modifiers:
Relic Holder, Demonic Pact Holder, Exsanguinating
Werewolf:
Negative Modifiers:
Injured, Ill, Mentally Ill, Turned Youth
Positive Modifiers:
Fleshformed, Demonic Pact Holder, Lunacy Embracing
[Tier 3]:
Angelborn Veteran:
Negative Modifiers:
Crippled, Cursed
Positive Modifiers:
Relic Holder, Fleshformed, Demonic Pact Holder
Demigod Veteran:
Negative Modifiers:
Crippled, Cursed
Positive Modifiers:
Relic Holder, Fleshformed, Demonic Pact Holder
Demonborn Veteran:
Negative Modifiers:
Crippled, Cursed
Positive Modifiers:
Relic Holder, Fleshformed, Demonic Pact Holder
Faeborn Veteran:
Negative Modifiers:
Crippled, Cursed
Positive Modifiers:
Relic Holder, Fleshformed, Demonic Pact Holder
Veteran Vampire:
Negative Modifiers:
Disfigured, Cursed, Turned Youth
Positive Modifiers:
Relic Holder, Demonic Pact Holder, Exsanguinating
Veteran Werewolf:
Negative Modifiers:
Crippled, Cursed
Positive Modifiers:
Fleshformed, Demonic Pact Holder, Lunacy Embracer
[Tier 4]:
Ageless Angelborn:
Negative Modifiers:
Crippled
Positive Modifiers:
Fleshformed, Demonic Pact Holder
Ageless Demigod:
Negative Modifiers:
Crippled
Positive Modifiers:
Relic Holder, Fleshformed, Demonic Pact Holder
Ageless Demonborn:
Negative Modifiers:
Crippled
Positive Modifiers:
Fleshformed, Demonic Pact Holder
Ageless Faeborn:
Negative Modifiers:
Crippled
Positive Modifiers:
Fleshformed, Demonic Pact Holder
Aged Vampire:
Negative Modifiers:
Disfigured, Catatonic, Turned Youth
Positive Modifiers:
Demonic Pact Holder, Unliving
Ageless Werewolf:
Negative Modifiers:
Crippled
Positive Modifiers:
Fleshformed, Demonic Pact Holder, Lunacy Embracer
[Tier 5]:
None
Superpowers
Fae, Demons and Gods are considered the superpowers of the supernatural
world, generally beyond the ken of most normal society members to deal with.
Supernatural Deals
Demons:
You will never come out of a deal with a demon with the world being a better
place, you may end up ahead personally however. Demons are all about
maximizing suffering, and will generally stick to deals as long as that
happens, they will break their word the second they are robbed of that
opportunity however and have no tolerance for word games. They also tend to
hate people who aren’t afraid of them.
Fae:
Fae love to play word games, and usually are looking to trick people trying
to make deals with them to suffer some awful fate. They love rules
lawyering, but are very good sports when beaten, since they care less about
winning or losing than they do the game.
Gods:
Gods generally care more about the spirit of the deal than the letter of it,
and consider it binding. Attempts to cheat them are usually met with
horrible wrath although they won’t go back on their word, it’ll just be of
less use to you once you’re dead.
Combat
Fae will almost never join a fight personally, and will simply run away once
their soldiers and monsters have been defeated. Demons sometimes run away
and sometimes fight, and can even fight to the death sometimes although
players would rarely if ever be in a position to actually fight a demon
given they’re all sealed away in hell. Gods will usually fight for a while,
but after they get hit enough will decide they don’t like it much anymore
and fuck the hell off.
Lieutenants
Demons typically operate through vassals, humans or supernaturals who’ve
gained power through a Faustian deal and are now beholden to the demon.
Supernatural lieutenants working for demons can often be even stronger than
typical supernaturals , and would require large groups to eliminate in a
direct fight. Vassals want what their master wants, usually to an unhealthy
degree, the level of suffering inflicted upon them if they fail is pretty
insane, they will lie, cheat and steal if necessary to obtain it, it’s not
uncommon to see a Vassal put themselves through incredible suffering just
to make sure they succeed.
Fae usually work through humans or monsters of their own creation, these are
often very strong but are more designed to evade direct conflicts in most
situations. They are not particularly loyal to their masters as much as
they are expressing their natures. The Fae made them to cause mischief and
so they will, but not necessarily in the way the Fae intended. Humans
lieutenants are usually more straightforward and are simply doing it for
money or power, or fun or sex, the consequences of their failure are usually
less dire than that of demons, although depending on the Fae can still be
pretty fucked up.
Gods work through angels, angels are 100% loyal and are really simply an
expression of the god’s will although they may be quite intelligent and
powerful of their own accord, wingless ones are usually preferred for work
on earth. Angels think nothing of sacrificing themselves for their cause.
Lieutenants rarely operate alone and with their group they’re typically more
than a match for a small group or even society, taking them out requires a
coordinated attack by several societies, which is fairly well and
strategically implemented. These plans will usually go horribly wrong if
someone tips the bad guys off about them.
Agents
Demonic agents are people who they’ve made deals with demons but not granted
particularly remarkable power, or those demons have fleshformed or had their
lieutenants manipulate. They love to work with corrupt police officers in
particular, and often will jack them up physically slightly although the
officers are unaware of it. They also enjoy corrupting people and using
their influence to force their employees to do work for them. They consider
agents utterly disposable and generally employ them for singular tasks or to
support a lieutenant.
Fae agents are people or creatures they’ve manipulated or fleshformed
somehow, or very often a luck manipulated figure. They might turn a person
into some sort of monster, just to watch what happens, or give them the
craving for the flesh of a particular person they dislike, but rarely stoop
to giving them actual instructions. Otherwise they’ll use their ability to
Influence luck direct someone down a certain path, over the course of a year
or two they can quite comfortably take a man from a wealthy and influential
position to a homeless wreck obsessed with revenge. They don’t care about
the lives of their agents exactly, but do care that they go out in an
interesting way and last to get there.
Godly agents are usually people who the gods have visited in some sort of
vision, while they often appear as their pantheonic identities, other times
they’ll take on the guise of an angel or Jesus or whatever suits that
person’s particular religious beliefs. They then typically charge their
agent with some quest, some gods are very protective of their agents, while
others don’t remotely care. Depending on the strength of an agent they can
usually be defeated by an individual, or small group of three or so.
Demons, Fae and Gods almost never come do stuff personally, almost entirely
working through agents and lieutenants. Not all Fae are antagonistic, about
a third of them can be considered generally friendly towards humans, while
about two thirds of gods are friendly.
surrender
Syntax: surrender
The surrender command allows you to yield during combat situations. When
used:
In a roleplay fight: You will immediately surrender to your opponent,
ending the fight with your capture.
In a regular fight: You will attempt to
surrender, but this will fail if there are NPC enemies within 250 units of
either combatant. If successful, you’ll exit combat.
Outside of combat: You’ll perform a surrender gesture visible to others in the
room.
In all cases, a successful surrender sets a 10-tick cooldown period during
which you’re considered vulnerable. This command cannot be used while in a
raid.
swalk
Syntax: swalk list/swalk (number)/swalk (character)
Used by SRs to instantly and silently travel to locations in and out of
the city. 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.
Swarm Shifting
Requirements: Dark Magic 1 or Natural Magic 1
This stat unlocks the swarm genus type for shapeshifters. This allows shifters
to turn into a group of animals, with larger groups necessitating a smaller
size of individual creature. Swarm shifters can never take more damage in one
hit than a proportion equivalent to their remaining number. So if you have
five animals in your swarm, you cannot take more than 1/5th of your life in a
single hit.
As a trade-off, however, your damage is also reduced by the proportion of your
remaining defence. For example, if you have 25/100 DF, you will deal 25% of
your normal damage, whereas if you have 10/200 DF, you will deal 5% of your
normal damage.
This also gives +5 to animal shapeshifting pools, to a minimum of 15.
Tiny creatures are a swarm of 16 individuals.
Small creatures are a swarm of 8 individuals.
Small-Medium creatures are a swarm of 4 individuals.
Medium creatures are a swarm of 2 individuals.
Man-sized or larger creatures are a single individual.
swat
Syntax: swat (animal)
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.
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.
tbrand
Syntax: tbrand <person> <location> <brand string>
The tbrand command allows you to temporarily brand another player character
with a custom design or marking that lasts for 7 days. The brand will appear
on the specified body location.
It costs favor to apply the brand and the victim can reject it unless their
invite level is at least 4.
The cost is 100 favor for temporarily branding someone of the same tier.
Valid body locations include: hands, lowerarms, upperarms, feet, lowerlegs,
thighs, groin, arse, lowerback, upperback, lowerchest, breasts, upperchest,
neck, lowerface, forehead.
See Also
Telekinesis
Requirements : Rank 1 requires Blade Disciple 1
Rank 2 requires Blade Disciple 2
[Rank One]:
Push : Unspecified range; sends the target 15 distance away from you.
Roleplay : You can telekinetically push objects away from you up to the weight
of a large man.
If target is facing you and in cover, they instead remain stationary but are
staggered as they collide with the cover.
Pull : Unspecified range; brings the target 15 distance closer to you.
Roleplay : You can telekinetically pull objects towards you up to the weight
of a large man.
If target is facing you and in cover, they instead remain stationary but are
staggered as they collide with the cover.
[Rank Two]:
TkLift : Unspecified range; the target is unable to move for one round.
Roleplay : You can telekinetically lift objects, up to the weight of a large
man.
TkThrow : Unspecified range; throws a nearby object at the target,
inflicting 20 stagger.
Roleplay : You can telekinetically hurl objects up to the weight of a brick
around.
TkJump : Self-target; enables use of Super Jumping for one round, or
enhances your jump distance if you already have the power.
Roleplay : You can hurl yourself through the air with telekinesis.
telempath
Syntax: telempath [character] [emotion]
The telempath command allows you to project emotions telepathically to
another character, making them feel a specific emotional state. When used,
you will see a message confirming that you made the target feel the emotion,
and they will receive a message indicating they feel emotionally as you
described.
This command requires the Telempathy skill unless targeting a mindhacked
character. It has a 10-second cooldown between uses.
It appears to the target as ‘You feel emotionally (argument)’
Telempathy
Requirements: Sensitive OR Supernatural, and 50,000 Dream Experience
Syntax: telempath (person) (emotion)
Example: Jacinda types, “telempath david fear”
Result: David sees, “You emotionally feel fear.”
Note that a period is automatically appended for you; adding one yourself will
result in a double period.
telepath
Syntax: telepath (person) (message)
Used by those with telepathic abilities to speak into the minds of
others.
See Also
Telepathy
Requirements: Sensitive OR Supernatural, and 100,000 Dream Experience
Telepathy allows a character to send a message directly into the mind of
another, so long as that character has vision and is not in a room which is
signalproofed.
Syntax: telepath (person) (message)
Example: Paul types, “telepath jortney Be quiet, it’s right around the corner!
Result: Jortney sees, “A voice in your head says ‘Be quiet, it’s right around
the corner!’”
Voice strings are not automatically attached nor is punctuation.
Telepathy is mentally strenuous, so using this skill imposes a cooldown on
that character’s next telepathic message. This cooldown is roughly twelve
minutes.
Using emotes, private or otherwise, to simulate telepathic messages is
considered to be inappropriate by staff.
tell
Used to send an OOC message to another player, all OOC communication is
governed by our OOC rules. See help OOC rules. You cannot send a player a tell
until you have roleplayed with them for a while, or have them on your friends
list. See Help Friends.
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.
Temporal Rituals
Life Force Costs per level of Ritualism: 1: 21%, 2: 12%, 3: 9%, 4: 6%, 5: 4%
These rituals only work on properties in the outer forest or those built
in other worlds. They have a permanent effect until they are naturalized,
overriden by another ritual, or the property becomes fully reclaimed.
Syntax: Ritual freezetime (target) (hour) Cost: 100%
Sets the time of the property the target is currently in to always be at
a certain hour (1-23).
Syntax: Ritual timeshift (target) (hour) Cost: 100%
Sets the property the target is currently on to be time shifted by the
selected number of hours, from -23 to 23.
Syntax: Ritual freezetemperature (target) (temp) Cost: 100%
Sets the property the target is currently in to freeze at the chosen
temperature by a certain level of degrees Fahrenheit.
Syntax: Ritual temperatureshift (target) (temp) Cost: 100%
Sets the property the target is currently in to be temperature shifted
by the selected number of temperature degrees.
Syntax: Ritual localizedweather (target) (type) Cost: 100%
Sets the property the target is currently in to be always set to the
specified weather. (clear/cloudy/hail/rain/snow)
Syntax: Ritual naturalizetime (target) Cost: 100%
Will undo any time magic on the property the target is currently in,
setting it back to normal.
Syntax: Ritual naturalizeweather (target) Cost: 100%
Will undo any weather magic on the property the target is currently in,
setting it back to normal.
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.
See Also
The Boardroom
Overview: An association of powerful corporations who frequently exploit
the supernatural for profit. This global network of businesses, research
facilities, and private security forces operates globally and even sometimes
funds expeditions to other realms to acquire resources, technologies, and
beings they can study and monetize. Their vast wealth makes them powerful
players despite their limited understanding of supernatural politics. While in
theory the corporations in the boardroom are aligned, in practice they
frequently engage in deniable corporate espionage and sabotage against each
other, often using supernatural assets to do so.
Typical Missions:
– Capturing supernatural specimens for research
– Acquiring artifacts with commercial applications
– Industrial espionage against other organizations
– Testing experimental technologies
– Securing exclusive access to resources in other realms
– Recruiting talented individuals with useful abilities
– Recapturing escaped experiments
See Also
The Chandler-Wei Family
The Chandler-Wei dynasty stands as a monument to the power of knowledge, their
influence extending through the most prestigious academic institutions across
New England and beyond. Their supernatural lineage traces dual paths: the
Chandlers claim descent from Athena through a scholar who caught the goddess’s
attention during the Renaissance, while the Wei line connects to Guan Yu,
whom they had sheltered during the Three Kingdoms period, before his death and
later apotheosis.
The families first intersected in 1892 when Professor William Chandler, then
chair of Harvard’s Classics Department, encountered Dr. Wei Jingyi at an
international academic conference in London. Both recognized the divine spark
in each other immediately. Their subsequent marriage scandalized Boston
society but united two powerful demigod bloodlines, creating a dynasty whose
members would inherit not only divine strength and longevity but also
preternatural intelligence and strategic brilliance.
The family’s true power lies not in monetary wealth, though they possess that
in abundance, but in their control of knowledge. Since the early 20th century,
they have systematically established positions of influence across New
England’s elite universities. The Chandler-Wei Library System, ostensibly a
philanthropic endeavor supporting academic institutions, serves as cover for
their network of hidden archives containing texts deemed too dangerous for
general knowledge, grimoires, forgotten technologies, and historical accounts
expunged from conventional record.
The Chandler-Weis have long maintained a tradition of identifying and
mentoring newly-awakened supernaturals, particularly those with academic
potential. Many prominent supernatural figures across New England began their
journey under Chandler-Wei guidance, creating a vast network of former
proteges who maintain loyalty to their mentors. This arrangement benefits both
parties, the young supernaturals gain protection and education, while the
Chandler-Weis gather information and extend their influence.
Notable family members include:
Dr. Elizabeth Chandler-Wei – In her nineties but appearing decades younger,
Elizabeth serves as the family matriarch and President Emerita of Radcliffe
University. Her demigod heritage manifests in her unaging nature and
tactical genius. She personally oversees the family’s most sensitive research
and maintains their ancient connections to divine relatives. Her photographic
memory contains centuries of supernatural lore, making her one of the most
knowledgeable individuals in the supernatural world.
Professor Timothy Chandler-Wei – In his sixties, Tim is a professor of
Anthropology at Harvard.
Dr. Sofia Chandler-Wei – In her forties, Sofia works as a physicist at MIT
while overseeing the family’s technological research. She maintains the
family’s digital archives and security systems, which incorporate both
technological and magical protections.
Lian Chandler-Wei – In his late forties, Lian works as a curator in the
Venetian supernatural library.
See Also
The Concordat
Overview: A baffling complex political entity comprising numerous Fae
courts, including commonly known seasonal courts, as well as various more
unusual ones of abstract concepts and particular geographies. Notorious for
their elaborate games, enchanting entertainments, and treacherous deals. The
Courts maintain an uneasy peace through ancient treaties and constant
political maneuvering. From an outside perspective, it is almost impossible to
understand the complex weave of contracts and social obligations that
interweave between the various courts and their members.
Typical Missions:
– Capturing specific mortals with “interesting” qualities for games
– Retrieving rare components for magical rituals
– Entertainment production (with often dark consequences)
– Enforcing or circumventing treaties with other realms
– Hunting banished fae who’ve violated court rules
– Political intrigues against rival courts
See Also
The Fairchild Family
The Fairchild family’s presence in American finance is so entrenched that Wall
Street veterans often joke that luck itself seems to bend toward their will, a
statement far closer to truth than fiction. Tracing their lineage to Cornish
and Irish immigrants who arrived in Massachusetts in the late 1700s, the
Fairchilds brought with them not just ambition but a potent faeborn
bloodline that would become their greatest asset.
The family’s supernatural nature first truly proved its advantage during the
Panic of 1819 when Elias Fairchild, seemingly guided by inexplicable foresight,
liquidated assets days before the market collapsed. This pattern repeated
throughout American financial history, Fairchilds mysteriously absent from
market crashes while perfectly positioned during booms. Their uncanny
financial intuition isn’t merely good business sense, but the manifestation of
their faeborn ability to manipulate probability fields and perceive fortune’s
flow.
The Fairchild Sovereign Fund, established in 1923, has become legendary in
financial circles for its consistent outperformance of market indexes.
Investigations by the SEC have repeatedly failed to find evidence of insider
trading or market manipulation, though supernatural observers recognize the
subtle luck manipulation that gives their investments an invisible edge.
Competitors who challenge Fairchild interests often find themselves plagued by
improbable mishaps, key documents misplaced, communications disrupted by
technical failures, or crucial meetings missed due to bizarre transportation
delays.
Further distinguishing the Fairchilds from merely wealthy families is their
elaborate patronage of culture across the East Coast. Since the mid-19th
century, they have maintained the Fairchild Foundation for Artistic Excellence,
supporting musicians, painters, writers, and performers across Massachusetts and
beyond.
Notable family members include:
Twins James and Jonathan Fairchild – In their fifties, these identical twins
jointly manage the family’s financial empire through a unique arrangement:
James handles public operations while Jonathan directs their supernatural
dealings. Their faeborn luck manipulation is amplified when they work in
tandem, allowing for complex probability alterations impossible for a single
family member.
Olivia Fairchild-Mercer – In her late forties, Olivia is the Director of the
Fairchild Foundation who has expanded their artistic patronage into digital
and emerging media.
See Also
The Free
Overview: A support network and advocacy group for “aberrations”, beings
who don’t fit neatly into supernatural categories or who have been altered
against their will. This includes angelborn, reformed demonborn, fleshformed
victims, and other magical experiments. They manage many shelters across the
world. While primarily focused on mutual aid, they’ve become increasingly
political and militant as threats to their members have grown.
Typical Missions:
– Rescuing abused supernatural beings
– Providing rehabilitation and training
– Uncovering and exposing unethical experiments
– Negotiating rights for aberrations with other factions
– Securing resources for member communities
– Fighting against prejudice and exploitation
See Also
The Grey
Overview: An organization which works as middle men for other groups, they
pride themselves on their professionalism and secrecy. They maintain many
markets and neutral spaces through the realms where representatives from all
realms and factions can conduct business, exchange information, and negotiate
deals. While technically independent, it’s governed by a council of merchant
princes who enforce strict rules of conduct within their havens. To the
members of The Grey, everything has a price, from mundane goods to souls and
secrets.
Typical Missions:
– Acquiring specific items or intel for clients
– Delivering sensitive goods or information
– Arbitrating disputes
– Protecting havens from outside threats
– Investigating rule violations
– Recruiting new vendors with unique wares
See Also
The Harrington Family
The Harrington family embodies the intersection of supernatural influence and
American governance, their bloodline tracing back to the earliest days of
colonial politics. Their ancestral progenitor, William Harrington, arrived in
Massachusetts in 1634, ostensibly as a Puritan seeking religious freedom but
secretly carrying the blood of multiple pantheons. Historical records note his
uncanny ability to resolve conflicts between colonists and indigenous peoples,
what they couldn’t record was his demigod heritage that allowed him to hear
the whispered prayers of both sides and find unexpected common ground.
The family’s supernatural lineage is uniquely diverse even among demigod
bloodlines. Through strategic marriages over centuries, the Harringtons have
incorporated divine heritage from Greek, Norse, Egyptian, and indigenous
American pantheons. This diverse ancestry has created a family uniquely
equipped to understand and mediate between different supernatural factions,
much as they navigate human political divides.
The Harringtons have held public office continuously since the Massachusetts
Bay Colony’s first legislative assembly. Family records meticulously document
their presence in every significant moment of American governance, from the
Constitutional Convention to modern congressional committees overseeing
matters that might impact supernatural communities.
Their political influence extends across party lines and ideological divides.
Harringtons can be found in both major parties, in liberal and conservative
camps, and at every level of government from school boards to the Senate. This
diversification isn’t merely political strategy but reflects their fundamental
mission: maintaining balance between human governance and supernatural law
regardless of which party holds power.
Notable elder family members include:
Governor William “Will” Harrington – In his early seventies, Will has achieved
the family’s highest political position in generations as previously being the
governor of Massachusetts. His Zeus-descended charisma made his rise seem
effortless, but he privately struggles with the divine impulses toward
dominance that threaten his carefully cultivated image. He leads a fractious
family council where representatives from different divine bloodlines advocate
for their interests. His greatest challenge is maintaining the appearance of
normal politics while secretly balancing supernatural factions during
increasingly unstable times.
Judge William “Bill” Harrington – In his sixties, Bill sits on the
Massachusetts Supreme Judicial Court. His Thoth-descended heritage gives him
perfect recall of legal precedents and the ability to perceive truth beyond
spoken testimony. He has subtly shaped legal interpretations to protect
supernatural entities from human legal overreach.
Mayor Robert “Rob” Harrington – In his fifties, Rob governs a small but
strategically important coastal town. His Mimir-descended abilities allow him
to foresee potential consequences of policy decisions, particularly those that
might expose supernatural communities.
Dr. Cassandra Harrington – In her forties, Cassandra serves on Massachusetts’
state board of education while secretly overseeing the family’s vast archive of
political and supernatural history. Of indigenous divine heritage, she practices
natural magic, using scrying rituals to watch for disturbances across Massachusetts
and the homeland of her bloodline.
See Also
The Invisible College
Overview: A scholarly organization dedicated to observing, documenting,
and analyzing supernatural phenomena without intervention. Comprised of
academics, researchers, and chroniclers from all realms, they maintain strict
neutrality to preserve their access to all factions. Their archive, “The
Observatory,” contains centuries of meticulously documented supernatural
events and entities. While they officially avoid direct action, individual
members sometimes secretly aid other factions when they believe the balance
between realms is threatened.
Typical Missions:
– Observing significant supernatural events
– Cataloging unknown entities or phenomena
– Interviewing witnesses to supernatural incidents
– Preserving endangered knowledge
– Verifying historical accounts
– Maintaining the integrity of the archives
See Also
The Mercer Family
The Mercers have been whispering to the Atlantic for centuries, their lineage
as deeply entrenched in New England’s maritime history as barnacles on a
ship’s hull. Unlike landlocked supernatural families who measure power through
wealth or knowledge, the Mercers’ dominion extends across the churning waters
of the North Atlantic, where they reign as intermediaries between the surface
world and what dwells beneath.
Some family members carry oceanic demigod blood from ancient unions with
children of Poseidon, Njord, and Manannan Mac Lir, while others possess the
faeborn ability to shift between human and mer-forms. This diverse
supernatural lineage has created a family uniquely adapted to both terrestrial
and aquatic realms, with members able to navigate the complex politics of both
worlds.
The family’s recorded history begins in the 1650s when three siblings,
Abigail, Ezekiel, and Thomas Mercer, established a small fishing operation in
Gloucester. Contemporary accounts noted their uncanny ability to return with
full nets regardless of weather or season. What witnesses couldn’t perceive
was the siblings’ supernatural communion with the sea itself; they could sense
fish movements, manipulate the weather through arcane means to calm
threatening waves, and negotiate safe passage with deeper
entities that other sailors only glimpsed in nightmares. Mercer ships helped
facilitate the growth of colonial New England by delivering supplies and
workers from the Old World to the New World, eventually settling themselves in
the area in the late 18th century.
By the mid-1800s, Mercer Shipping had become one of New England’s premier
maritime companies, their vessels mysteriously immune to the worst Atlantic
storms. The family’s influence expanded from fishing into international
shipping, shipbuilding, and eventually maritime insurance. Today, Mercer
Maritime Holdings controls significant portions of New England’s shipping
infrastructure, including key docks, warehouses, and shipping lanes.
While the family claims to have evolved beyond the blood offerings to
creatures of the deep of earlier centuries, they still honor these agreements
through modern equivalents. Environmental conservation efforts serve dual
purposes; protecting marine ecosystems while appeasing ancient powers,
proposed shipping routes are mysteriously altered to avoid disturbing sacred
underwater sites, and periodically, valuable artifacts disappear from Mercer
cargo manifests, delivered unto the watery depths as tribute.
Notable family members include:
Eleanor Mercer – In her eighties, Eleanor serves as the family matriarch and
Chair of Mercer Maritime Holdings. Her oceanic demigod heritage manifests in
her ability to sense approaching storms days before meteorologists and calm
turbulent waters with her presence alone. She maintains the family’s oldest
pacts with deep-sea entities.
Jacob Mercer – In his sixties, Jacob personally captains the family’s
largest vessel and oversees their shipping operations. His mer-shifting
abilities allow him to personally inspect underwater facilities and serve as
the family’s primary diplomat to the deeper ocean realms.
Dr. Coraline Mercer – In her forties, Coraline leads the Mercer Marine
Research Institute, which combines legitimate oceanographic research with
supernatural marine biology. She seems to have a preternatural ability to
communicate with certain sea creatures.
See Also
The Montrose Family
The family’s rise to prominence began in the early days of motion pictures
when Augustus Montrose, a faeborn with extraordinary luck manipulation
abilities, established Montrose Pictures in 1915. What separated his studio
from countless others was Augustus’ supernatural talent for identifying
stories that would resonate with audiences and his ability to subtly influence
probability during production, ensuring his films avoided the technical
disasters and budget overruns that plagued competitors.
By the 1930s, the family had expanded their supernatural composition through
strategic marriages and, in some cases, vampiric embraces. Eliza Montrose,
Augustus’ daughter, married into a line of Dionysian demigods, introducing an
almost hypnotic charisma into the bloodline. Meanwhile, his son Frederick was
embraced by an ancient vampire with connections to European theatrical
traditions, bringing immortal perspective and heightened sensory perception
perfect for evolving media technologies.
This supernatural diversification proved prescient as entertainment evolved.
When radio emerged, Montrose Broadcasting capitalized on their vampiric
members’ sleepless natures to master the new technology well ahead of their
competitors. As television developed, their demigod-descended producers listened
in on their audience’s wishes for what they wanted to see, quickly cornering
markets other broadcasters didn’t realize there was any demand for. The digital
revolution found them equally prepared, with younger family members naturally
attuned to emerging platforms.
Today, Montrose Entertainment Group encompasses film studios, television
networks, streaming platforms, music labels, and digital media companies.
Their productions are known for their inexplicable ability to capture the
zeitgeist, a phenomenon supernatural observers recognize as the family’s
faeborn luck manipulation subtly guiding cultural trends. More concerning to
those aware of their nature is their capacity to embed subliminal messaging
within their content, influencing human society in ways that advance their own
agendas.
Notable elder family members include:
Victoria Montrose – In her physical seventies but chronologically over two
centuries old, Victoria is the vampiric head of the family’s film division.
Her supernatural senses allow her to perceive minute details in performances
that human directors miss, while her centuries of observing human nature give
her an unparalleled understanding of storytelling. She maintains the family’s
oldest supernatural connections.
Steven Montrose – In his fifties, Steven oversees the television and streaming
divisions. His demigod lineage manifests in an almost supernatural charisma
and familiar understanding of human desires. Network executives often find
themselves inexplicably agreeing to his seemingly risky creative decisions.
Lydia Montrose-Chen – In her mid-forties, Lydia leads the family’s digital
media operations. Her faeborn abilities allow her to navigate the chaotic
landscape of viral content with extraordinary luck, consistently identifying
trends before they emerge. Many significant social media algorithms are
derived from her work.
Alexander Montrose – In his late thirties, Alexander appears to be the
family’s black sheep, eschewing mainstream entertainment for experimental art
films. In reality, his projects serve as testing grounds for new methods of
supernatural influence through media, pioneering techniques later subtly
incorporated into the family’s mainstream productions.
See Also
The Numinous Accord
Overview: A reluctant alliance of the most powerful god houses (primarily
Zeus, Odin, Ra, Vishnu, Jupiter, and Jade Emperor). While still maintaining
their individual courts and rivalries, they’ve established a diplomatic
council which rotates through the various houses and where representatives
negotiate shared interests and threats. Behind closed doors, each house still
plots against the others, while presenting a unified front to the public.
Typical Missions:
– Retrieving stolen divine artifacts from mortal collectors
– Negotiating territorial disputes with Fae courts
– Capturing escaped demonic entities
– Recruiting especially talented mortal servants
– Hunting down renegade Promethean cells
– Diplomatic missions to other divine houses
See Also
The Pierce Family
The Pierce family’s reputation in Massachusetts carries a peculiar duality,
celebrated as medical pioneers while whispered about in supernatural circles
for their unsettling research methods and the high concentration of demonborn
in their bloodline. Their story begins with Dr. Elijah Pierce, a Civil War
field surgeon whose battlefield innovations saved countless soldiers despite
his unorthodox approaches to pain management and experimental procedures.
What historical accounts fail to mention is that Elijah’s demonborn nature
gave him not just a tolerance for others’ suffering but a heightened
understanding of pain itself. Where others saw only agony to be alleviated, he
perceived pain’s mechanisms with supernatural clarity. This insight, coupled
with his natural demonborn sadism, created a paradoxical healer, one who could
inflict precise suffering to ultimately reduce it.
The family established Pierce Memorial Hospital in 1879, ostensibly as a
charitable institution but secretly designed with hidden facilities for
studying supernatural physiology. Over generations, the Pierces expanded their
medical empire to include research centers, pharmaceutical companies, and
specialized clinics, all while maintaining their clandestine studies of non-
human biology.
The demonborn trait has manifested consistently throughout the Pierce lineage,
creating generations of physicians with the same contradictory nature:
deriving satisfaction from pain while channeling that disturbing affinity
toward medical advancement. Family members without the demonborn trait
typically gravitate toward administration or research roles where their
normal, empathetic responses prove advantageous in managing public perception.
Pierce Pharmaceuticals, established in 1923, has become their most profitable
venture, producing medications derived partially from their supernatural
research. Their pain management drugs are particularly effective because they
target mechanisms understood only through the family’s unique perspective on
suffering. Several breakthrough treatments for previously untreatable
conditions have emerged from Pierce laboratories, creating a moral ambiguity
about their methods as to whether the ends justify the questionable means.
The family maintains a careful public image of philanthropy and medical
dedication while concealing their supernatural nature and more controversial
research. Their annual charity gala raises millions for public health
initiatives while secretly providing access to their supernatural medical
services for the non-human community.
Notable elder family members include:
Dr. Lawrence Pierce – In his early sixties, Lawrence combines his hereditary
demonborn sadism with genuine medical innovation. After a controversial military
career developing enhanced interrogation techniques, he redirected his
understanding of pain toward groundbreaking treatments for chronic conditions.
His leadership style is clinical and results-oriented, measuring success through
medical breakthroughs rather than profit. He maintains an uneasy alliance with
his more socially acceptable brother Nathan, who handles the family’s
corporate image while Lawrence pursues research others find disturbing.
Dr. Nathan Pierce – In his fifties, Nathan is the current CEO of Pierce
Pharmaceuticals. Though not demonborn himself, he has leveraged his “normal”
empathy to become the family’s public face while facilitating his relatives’
more questionable research.
Dr. Samantha Pierce – In her forties, Samantha is the family’s leading
researcher in supernatural physiology and Director of Special Projects at
Pierce Memorial Hospital. Her demonborn abilities assist her in understanding
how different supernatural species experience pain, making her
research particularly valuable for developing specialized treatments.
Dr. Marcus Pierce – In his late thirties, Marcus oversees the family’s network
of specialized clinics that secretly provide medical care to supernatural
entities. His demonborn nature makes him particularly effective at diagnosing
the severity of supernatural ailments by measuring the suffering of his
patients.
See Also
The Prometheans
Overview: Originally human servants who rebelled against divine slavery,
this faction has evolved into a sophisticated resistance movement fighting for
human autonomy against supernatural control. They operate cells across all
realms, liberating captives from gods, fae, and demons alike.
Typical Missions:
– Extracting humans from supernatural service
– Sabotaging divine infrastructure
– Stealing magical knowledge to level the playing field
– Establishing safe houses across realms
– Information gathering operations
– Recruiting sympathetic supernatural allies
See Also
The Ransom Family
The Ransom family stands as one of the oldest and most respected supernatural
lineages in New England, their roots extending deep into the pre-colonial
history of Massachusetts. As members of the Nipmuc people, they were already
ancient when European settlers first arrived on Ransom shores. Unlike many
supernatural families who amassed quick fortunes, the Ransoms built their
influence gradually through centuries of careful stewardship of both the land
and its secrets.
During colonial expansion, while many indigenous peoples faced devastation,
the Ransoms strategically positioned themselves as invaluable guides and
scouts. Settlers marveled at their seemingly preternatural ability to navigate
impossible terrain and predict weather patterns. What appeared as wilderness
intuition was often the family’s supernatural abilities at work.
By the 20th century, the family had established the Ransom Land Trust,
ostensibly a conservation initiative but secretly a means to protect ancient
power sites from development. These nexus points of supernatural energy, some
predating human habitation, remain under Ransom guardianship to this day.
Their modern environmental conservation organizations and sustainable
development companies serve dual purposes: preserving natural resources while
maintaining stewardship over places of power.
Though the Ransoms lack the ostentatious wealth of families like the Rothwells
or Fairchilds, they possess something far more valuable: territorial
advantage. The family’s unbroken connection to their ancestral lands grants
them an almost unbeatable home-field advantage. Supernatural conflicts that
unfold on wild Ransom territory inevitably end in their favor, regardless of
the opponent’s apparent strength. The very land itself seems to side with the
Ransoms, leading to a saying among supernatural circles for a hopeless cause:
“Fighting on Ransom turf.”
Notable family members include:
Elder Miriam Ransom – A shaman in her nineties whose communion with the land
spans over seven decades. Though physically frail, her spiritual authority is
unquestioned. She has memorized the locations and purposes of every site of
druidic power in Massachusetts and serves as the family’s living archive.
Joseph Ransom – In his sixties, Joseph is the CEO of Ransom Sustainable
Development and the family’s primary interface with human business and
politics. A werewolf who learned to channel his aggressive instincts into
environmental activism and corporate negotiation. His company’s construction
projects mysteriously never encounter permit delays.
Dr. Leah Ransom – In her forties, Leah is a biologist whose groundbreaking
research on forest ecosystems has won international acclaim. Her werewolf
senses allow her to detect environmental changes imperceptible to scientific
instruments. She leads the family’s scientific branch while maintaining their
traditional knowledge systems.
Twins Daniel and Diana Ransom – The family’s security specialists who
coordinate protection of sacred sites. Both werewolves, they’ve developed a
fighting style that combines modern tactical training with traditional Nipmuc
warrior traditions. Supernatural trespassers who encounter them rarely make
the same mistake twice.
See Also
The Rothwell Family
The Rothwells of Massachusetts trace their lineage to the early 17th century,
when Josiah Rothwell, a stern demonborn merchant, arrived on American shores
with his angelborn wife, Elizabeth. Their union, unusual for the time,
established a dual supernatural lineage that would define the family for
generations to come.
The family’s fortune began in shipbuilding and maritime trade, with their
vessels known for always returning with profitable cargo regardless of storms
or pirates, a success attributed to the demonborn captains’ ruthlessness and
uncanny ability to inspire fear. By the early 19th century, they had
diversified into manufacturing and banking. Their supernatural heritage gave
them advantages in both human and supernatural circles; Rothwell demonborn
used their innate ability to sense others’ dread to pressure vulnerabilities in
negotiations, while angelborn family members could harness their empathy to find
agreeable compromises with even the most inscrutable supernatural entities.
The Rothwells formalized their approach to their supernatural heritage during
the Victorian era under the iron rule of Bartholomew Rothwell (1818-1892). He
established what became known as “The Rothwell Covenant”; demonborn males were
groomed for leadership in both human businesses and supernatural councils,
their natural ruthlessness celebrated as necessary strength. Angelborn females
were prized as perfect diplomatic envoys to volatile supernatural factions,
their ability to adopt others’ desires making them exceptional mediators.
Meanwhile, angelborn sons were hidden away in the family’s private institution
or forced into supportive roles, while demonborn daughters were similarly
sequestered.
The Rothwell Institute, ostensibly a school for “sensitive constitutions,”
housed generations of the family’s “inappropriate” offspring until it was
finally closed in 1975 after journalist and distant family member Victoria
Rothwell (demonborn) exposed its conditions in a series of articles.
The conservative Western Branch of the family still subtly encourages
angelborn sons to remain closeted, often directing them to serve as archivists
or lore-keepers where their traits can be disguised as scholarly dedication.
Meanwhile, the more progressive Eastern Branch has seemingly embraced all
manifestations of their supernatural heritage since the 1980s.
Rothwell Holdings now spans technology, pharmaceuticals, and finance, with the
family maintaining significant influence in both human and supernatural
affairs. Their regular Galas draw supernatural dignitaries from across
the continent, serving as neutral ground where ancient rivals can negotiate
under the watchful eyes of Rothwell mediators.
Notable Figures:
Helen Rothwell – In her early nineties Eleanor presides over the family with a
velvet-gloved iron fist. Though she publicly embraces modern
sensibilities, she privately maintains the old ways. Her reputation as a
peacemaker among supernatural factions belies her manipulative nature; she has
subtly influenced supernatural politics for decades.
Harrison Rothwell – In his late seventies Harrison is the former CEO of
Rothwell Holdings and Eleanor’s brother-in-law.
His legendary business acumen earned him the nickname “Bloodless Harry” for
his ability to sense and exploit weaknesses in competitors. Now semi-retired,
he serves as the family’s representative on several shadowy supernatural
councils and conservative political action groups. Despite his age, younger
family members still fear his sharp tongue and sharper mind.
Josephine “Jo” Rothwell-Wu ” In her sixties Jo is known as the family rebel
who fought against her consignment to the Rothwell Institute in the 1970s. She
later became a prominent civil rights attorney before moving into private
practice to serve as head of legal for Rothwell Holdings.
Thomas Rothwell – In his late fifties now, Eleanor’s youngest son spent his
early years in the Institute, he now maintains the family’s library and
collection of antiquities and is rarely to be seen in public.
Margaret Rothwell – In her late forties, Margaret is the current CEO of
Rothwell Pharmaceuticals and the family’s most public face. While ostensibly
the face of the more progressive turn of the family, there are many who
believe her commitment to most causes comes a distant second to her personal
ambition.
See Also
The Syndicate
Overview: An alliance of criminal organizations throughout Earth and even
frequently offworld. They specialize in trafficking people, artifacts,
substances, and information flow through their networks between all realms.
While primarily motivated by profit, The Syndicate also trades in favors and
secrets, making them dangerous enemies and unreliable allies as the politics
between the various criminal organizations can be among the most dangerous and
complex. The Syndicate are particularly infamous for the ruthlessness with
which they pursue those who have betrayed their secrets.
Typical Missions:
– Acquiring rare specimens or artifacts for clients
– Smuggling contraband between realms
– Eliminating competition or threats
– Gathering compromising information
– Establishing new trafficking routes
– Debt collections
– Thefts and robberies
See Also
The Treaty of Venice
The Treaty of Venice is a set of accords that most groups in the
supernatural world are signatories too. It lays out a set of common rules
and understandings that allows members of different groups to get along when
they need to. The treaty was signed in Venice in 1584, replacing the older
Byzantium accords.
The largest difference between the Treaty of Venice and the Byzantium
accords is the strict rules about the revelation of the supernatural world
to unaware humans and it’s no coincidence that this change was made during
the height of the witch trials.
Under the treaty of Venice any member of the signatory organizations may be
executed if revealing the existence of the supernatural to a human causes
significant harm to any other signatory member. In modern times this
accusation is difficult to make stick, and generally requires fairly clear
cut examples of someone revealing the supernatural to a human only to have
that human turn to a path of vengeance, supernatural hunting or spreading
the word indiscriminately. It also doesn’t apply if the human goes on to
join a signatory group before doing said harm, allowing organizations like
the Temple to continue recruiting.
The other main principles of the Treaty are:
Oaths: A member of the supernatural world is considered bound by any oath
they make invoking the Treaty of Venice. Anyone who violates this oath owes
reparations to the injured party, if they do not pay, their organization
will be compelled to on their behalf. While formally this involves stating,
I swear by the Treaty of Venice, it is almost always accepted to also simply
say, I give you my Venetian word, or I make a Venetian promise.
Treaties: Members of different organizations may at times need to work
together, in order to facilitate that the Treaty covers temporary alliances
between different members known as Venetian truces. Again the general
requirement is to mention the word Venice of Venetian in your proposal of a
truce, as well as to stipulate until when it will last either by a date or
time or by a particular event. Such as “I offer you a Venetian Truce until
sundown.” Or “Venetian Truce until we catch this guy?” While under a truce
any hostile actions are considered violations. A failure to help your new
ally however is not considered a violation.
Hospitality: In order to successfully host meetings and settle disputes,
members of different organizations may often need to work together. To
extend someone Venetian hospitality covers that individual until they leave
the residence or place of business in question. Any harm that befalls them
there that you did not do your best to prevent is considered a violation.
Whenever a violation occurs, reparations are determined. The general
principle is that the aggrieved is paid back for the offense threefold. If
they lost a hundred dollars, they must be paid back three hundred. If they
lost a finger, the guilty will lose three fingers. If they were killed, the
guilty and two members of his or her family will be put to death.
Such matters are generally resolved by a council involving a representative
from each of the two involved organizations and a representative of one
other signatory organization, determined by random draw. In most clear cut
cases however, the matter does not proceed this far and an organization
simple forces their member to par the threefold reparations.
The Twilight Bureau
Overview: A loose affiliation of supernatural-aware agents from various
law enforcement agencies (FBI, Interpol, local police) along with private
investigators and bounty hunters who work to maintain some semblance of legal
order in the face of supernatural crime. Many countries have dedicated secret
sub-departments for this work, while in others it is up to individual officers
to take on the responsibility themselves.
Typical Missions:
– Investigating supernatural crimes
– Apprehending dangerous criminals
– Protecting witnesses with supernatural connections
– Gathering evidence that will stand up in court
– Navigating jurisdictional issues between realms
– Training law enforcement in supernatural threats
See Also
The Untamed
Overview: A coalition of primal forces from The Wilds and Earth, including
werewolf packs, nature spirits, wildlings, and environmental activists. United
by their connection to the natural world, they stand in opposition to the
exploitation of
natural resources. Though diverse in methods and temperament, all members
share a commitment to protecting the wild places of all realms.
Typical Missions:
– Stopping corporate exploitation of resources
– Protecting endangered species (mundane and magical)
– Sabotaging anti-environmental operations
– Escorting visitors safely through The Wilds
– Containing threats from mutated wildlife
– Recruiting powerful allies for environmental causes
See Also
The Vasquez Family
Unlike the old-money dynasties that have shaped supernatural New England for
centuries, the Vasquez family represents a newer, more dynamic form of power.
Their rise began in the 1970s when Magdalena Vasquez, a charismatic vampire
embraced during the Spanish Civil War, arrived in Massachusetts with little
more than ambition and decades of accumulated wisdom.
Recognizing that traditional supernatural families relied on bloodlines,
Magdalena pioneered a different approach, using strategic vampiric embraces to
create a chosen family bound by blood and loyalty rather than genetics. She
first established a small nightclub in Boston’s North End that catered to both
human patrons and supernatural entities seeking neutral ground. The success of
“Sangre Nocturna” provided the foundation for what would become the Vasquez
empire.
Magdalena’s brilliance lay in her selective embracing, she identified
individuals with specific talents and connections, particularly from immigrant
communities overlooked by established supernatural powers. Each new vampire
brought unique skills and networks into the family fold, allowing the Vasquez
influence to expand exponentially. This approach was revolutionary in
supernatural circles, where “made” families were historically viewed as
inferior to those with inherent supernatural bloodlines.
By the 1980s, the Vasquez portfolio had expanded to include nightclubs across
New England, and by the 1990s, they had diversified into boutique hotels,
restaurants, and entertainment venues. Their flagship property, the Obsidian
Hotel in downtown Boston, serves as both a luxury destination for wealthy
humans and a supernatural sanctuary with specialized accommodations for
various non-human needs.
Today, the Vasquez family’s greatest strength lies in their nearly peerless
information network. Through their hospitality venues and deep connections
with immigrant communities, they have eyes and ears throughout the region.
Waitstaff, hotel employees, and nightclub bouncers report valuable
intelligence to the family leadership. This information economy has become the
Vasquez’ most valuable currency in supernatural politics, allowing them to
trade secrets rather than relying solely on traditional forms of power.
Notable elder family members include:
Magdalena Vasquez – In her physical early forties but chronologically over a
century old, Magdalena remains the undisputed head of the family. Her vampiric
abilities have been honed through decades of practice, granting her
exceptional mental influence over mortals. She personally approves every
embrace into the family, maintaining strict quality control over their
supernatural lineage.
Carlos Vasquez – Embraced in 1979, Carlos was a brilliant financial analyst in
life and now manages the family’s legitimate business holdings. Selected by
Magdalena for his keen intellect and almost perfect recall, he is being
groomed into an immortal trove of knowledge to rival Elizabeth Chandler-Wei.
He appears to be in his mid-thirties.
Mary Vasquez – Embraced in 1985, Mary was formerly an immigration lawyer who
now serves as the family’s primary liaison with human authorities, and manages
their extensive network of informants. She maintains her aging practice as
cover for the family’s activities. She appears to be in her mid-forties,
giving her the semblance of being older than Magdalena herself.
Lucas Vasquez – Embraced in 1992, Lucas oversees security for all Vasquez
properties and serves as Magdalena’s enforcer when diplomatic approaches fail.
Before his embrace, he was a decorated Marine lauded for his efforts in the
Gulf War. He appears to be in his mid-thirties.
See Also
The Washington Family
The Washington family’s legacy of truth-seeking traces back to William
Washington who, after his emancipation, leveraged his demigod ability to hear
whispered truths and unspoken desires to found The North Star Observer in
Virginia during reconstruction.
The family and their network of small to medium sized newspapers slowly spread
up the East Coast, propelled by the family’s natural talent for finding
secrets and uncovering corruption.
By the 1920s the Washingtons had expanded their holdings to include multiple
newspapers across Massachusetts but
suffered significantly during the Great Depression and had to slowly build
their fortunes back up over time under the skilled guide of Elizabeth
Washington who took advantage of the Harlem Renaissance to help further
diversify their business interests.
The family experienced various ups and downs over the next few decades and
throughout the civil rights movement before one of their publications landed a
vital, groundbreaking expose in the eighties and since then their trajectory
have been ever-upwards, diversifying into different branches of media but
maintaining the focus on exposes and uncovering secrets that the family had
proven to be so adept at.
Today, Washington Media Holdings encompasses traditional print publications,
television networks, digital platforms, and data analytics companies. Their
flagship newspaper, “The Boston Chronicle,” remains one of the region’s most
respected news sources, known for investigative journalism that consistently
uncovers stories others miss. Their broadcast division, Meridian Networks,
operates news and entertainment channels with a reputation for programming
that seems perfectly calibrated to audience interests before trends fully
materialize.
The Washingtons maintain significant influence in both human and supernatural
communities, their ability to discover and control information making them
valuable allies and dangerous adversaries.
Notable Family members include:
Dr. Thomas Washington – In his seventies, Thomas serves as the family
patriarch and Chairman of Washington Media Group. He compliments the ability
to hear the wishes of others with incredible insight, making him a formidable
interviewer and negotiator. His landmark interviews with political figures have
often revealed truths subjects never intended to disclose.
Maya Washington – In her late forties, Maya serves as Editor-in-Chief of The
Boston Chronicle and has expanded its investigative unit into one of the most
respected in journalism. Her preternatural ability to sense when someone is
hiding information has led to several major exposes of corporate and
governmental misconduct.
Mason Washington – In his early forties, Mason oversees the family’s digital
media operations and community investment initiatives. His demigod strength
and enhanced senses make him particularly effective at protecting journalists
investigating dangerous subjects, though publicly he’s known simply as an
innovative media executive with a commitment to community development.
Antoinette Washington – In her early fifties, Antoinette is a grizzled
investigative journalist who operates mostly out of DC and is famed for her
no-nonsense attitude.
See Also
The Wild Hunt
The Wild Hunt is a group of Fae who venture out of the Other at regular
intervals to hunt and capture people to feed them into the system of games/human
artistry that their culture so enjoys. They particularly like to target more powerful,
influential or otherwise difficult and remarkable quarry.
In New Haven the Wild Hunt rides on the Winter Solstice as well as on the
Spring and Autumn Equinoxes, visiting the city and capturing PCs to be dragged off into
the Other.
After a character is created there’s a set amount of time before their capture
becomes due, this time is shorter for higher tier characters.
When captured your PC will lose a tier if they are T2 or higher and some of
their karma.
T5s lose 40k, T4s 30k, T3 20K, T2 10K, T1 5K.
If a character rerolls or deletes after being captured they will get all their
karma banked instead of 80%.
A character can use the ‘escape’ command to escape from the Other back to New
Haven a day or two after being kidnapped.
If they use escape ethically: They will escape in a way that doesn’t involve
betraying or screwing over other victims. This is more difficult however and the victim
will suffer more in their attempt to escape. As such, they won’t be able to raise
the tier of their character for at least 2.5 months from the value it was lowered to by
the kidnapping.
If they use escape unethically: They will escape however they can even if it
involves betraying or screwing over other victims. They will be able to raise
their tier back up after a month, but their moral tier will never be able to go below
that of what it was before they were kidnapped. e.g. a T3 who is kidnapped would go
down to T2, but if they escape unethically they won’t be able to go below moral tier
3. If this is the second time someone has been kidnapped and escapes unethically,
then unless they are now a higher tier they won’t be able to tier up again for two
months.
If a character stays in the Other realm for at least 10 weeks then when they
escape they will return to the newbie school instead of onto the grid, this allows
people to make fairly significant changes to their character, including changing
things like their archetype.
In lore this is explained by the Fae’s ability to use Fate Crafting magic to
change the history of people.
See Also
Thief Focus
Professional Focus
Requirements: None
This stat represents those who’ve dedicated themselves to the art of stealing
things. In addition to the standard professional focus bonuses, later thieves
can reach a higher level of larceny than anyone else.
Please bear in mind that larceny is capped by your tier as well as your
investment in the Thief focus.
[Thief One]:
Hacking 3: Greater proficiency with computers; allows jamming communications.
Larceny 3, 4: Greater proficiency with security systems and locks; makes it
easier to picklock.
Stealth 3: Greater proficiency with stealth; can avoid forest monsters.
[Thief Two]:
Larceny 5: Maximum proficiency with security systems and locks; makes it
easier to picklock.
Stealth 4: Greater proficiency with stealth.
[Thief Three]:
Stealth 5: Maximum proficiency with stealth.
[Thief Four]:
None.
think
Syntax: Think (message)
Will send a message to SRs about what your character thinks, is an aid to
story. Thinks do not broadcast to mind readers or SRs in color.
Third Artistic Ability
Requirements : Rank 4 requires Professional 1
This stat determines what artistic abilities a character has and covers things
such as musical performance, writing, visual art, dancing, or acting. Each
artistic ability, up to three, is a counted as a separate stat; this
specialisation shows up when you use the showstat command.
Syntax: art (slot) (artistic area)
Sets the specific artistic ability the stat is meant to represent. This
command will echo to the room.
Example: art 3 shuffling
[Artistic Ability 0]:
No special ability.
[Artistic Ability 1]:
Hobbyist level; school plays, garage band, or sketching for fun.
[Artistic Ability 2]:
Professional level; good enough to earn a living utilizing the artistic skill.
[Artistic Ability 4]:
Among the best in the world; top selling writers, symphony orchestra members,
or world class painters.
See Also
Third Language
See Help Second Language.
Thrown weapons
Type: Ranged
Optimum Range: 40
Cap: Tier 1:50, 2:60, 3:70, 4:80, 5:100
This discipline covers the ability to physically throw objects at your
target, covering both things designed for this task such as throwing knives
or shurikens as well as improvisational weapons. The discipline covers both
the accuracy and force with which an object can be thrown. Thrown weapons
do no damage to cover.
You will need a small weapon in order for this skill to be effective.
See Also
tier
See help archetype.
tiershift
Syntax: tiershift <character> <higher/lower>
The tiershift command allows you to influence an angelborn character’s
moral tier. Using the command with the higher option makes it likely their
moral tier will increase, using it with the lower one makes them decrease.
Angelborn can be at moral tiers halfway between two major tiers via this
functionality.
See Also
time
Timeline
Syntax: Timeline (character name) or (Eidolon name)
View a list of public logs that the given character has been in, with
summaries for each and a link to the log location on the website. When used on
Eidolons, this provides a list of logs for events involving that Eidolon.
Timeswept
Tier Two Archetype
Human
This archetype represents people who have fallen out of their time in the
past and into ours. They can be out somewhere, walking along peacefully
when they stumble into a hole in time. To the rest of the world they simply
have vanished, fallen off the face of the earth. But time shifts and at
some point in the future, maybe twenty years later, maybe two thousand years
later they will step right back into time again, without any knowledge that
any time has passed at all. When making a timeswept character, make them
the age you want them to be normally. If you’d like them to be 30, set the
birth year to 30 years ago, then use the timeswept command to input how many
years you wish for your character to have been out of time. This will
automatically push your birth year back that many years, while making you
look and age the same.
Minimum Age: 18
Syntax: timeswept (number of years)
Available Negative Modifiers: Addicted, Injured, Ill, Young
Available Positive Modifiers: Relic Holder, Scientifically Augmented, Demonic
Pact Holder, Chemical Augmentation, Fleshformed
Focuses: Gives one point to spend on combat or arcane focuses at tier two.
Timeswept Stat
This stat makes your character timeswept, even if they are not the timeswept
archetype. They can then use timeswept (number of years) to set how long
they were out of time for.
title
Syntax: title <string>
Title sets the players listed title on the wholist (what you see
when you type ‘who’) The game supplies a title when your
character is created and you can use title to set your whotitle to
something else. Please be reasonable in creating a title for the
wholist.
Example: title the maker of helpfiles.
Bob the maker of helpfiles.
You can view your currently set title string with the display command.
Tooth and Claw
Type: Melee
Max Range: 1
This discipline covers the ability to fight with natural weaponry such as
fangs or claws and typically combining conventional unarmed combat maneuvers
with attacks that take advantage of natural weaponry.
See Also
trace
Syntax: Trace (number)
For up to $200 in resources, lock onto a cell phone signal somewhere in
Haven. You need to be society trusted with ‘resources’ in order to do
this. Requires a place with the name ‘computer’ in it, signal will
be lost if the tracer moves after it has begun. It will also work when
holding a laptop computer(item of at least $500 value and have computer
in the names field).
Once a number is locked in, the person has access to the following
commands.
Syntax: Trace scan
Obtain the room name of the phone you’re currently tracing.
Syntax: Trace cameras
Access a feed from cameras in the area, see the room the phone you’re
tracing is in. This will only work if they are in a public room.
Syntax: Trace GPS
Obtain a GPSmap of the phone’s location.
Syntax: Trace jam
Those with hacking skill of 3 can jam all the electronic communications
of the person possessing the traced phone for some time afterwards.
The jam lasts for approximately an hour, but can be reapplied.
Characters with Hacking 5 will automatically intercept some calls and messages
sent from the traced phone while they are place with a computer or holding a
laptop.
train
Syntax: train (stat/discipline)
This command raises a stat using roleplay experience or a discipline using
combat experience. Stats cost 10k per stat level, so to raise a stat from
0 to 1 costs 10k rpxp, and to raise a stat from 1 to 2 costs 20k rpxp.
Disciplines cost 200xp multiplied by the level you are raising it to. So
to raise a discipline from 0 to 1 costs 200xp. To raise it from 1 to 2 costs
400xp.
Stats and disciplines can be negtrained while in the tutorial for a 100%
return but outside of the tutorial only 50% of the amount spent is returned.
save
Syntax: disc cost (level)
This command will show you how much it will cost in xp to raise a discipline
from 0 to the specified amount.
Training
Syntax: Train (stat or discipline)
Negtrain (stat or discipline)
Training can be done anywhere in the game and spends your experience or
RP experience to raise the stat or discipline you want to raise.
Stats and powers vary between -1 and 5, the cost to raise each level
increases. It costs 10, 000 RPXP to raise a stat from 0 to 1, 20, 000 to
raise from 1 to 2. 30, 000 to raise from 2 to 3 etc. If a stat or power begins
at a higher level, you will need to pay the same sum of experience that would
ordinarily be required to reach that level. E.g. a power that begins at level
3 will cost 60,000 RPXP.
Disciplines range from 0 to 100, it costs 200 experience * the level it’s
being raised to to increase. So 200 to raise to 1, 400 to raise from 1 to 2
etc.
You begin the game with 150, 000 of both types of experience.
Negtrain refunds a stat or discipline for 50% of its cost.
If you use train on a discipline without enough experience, you’ll
set yourself as learning that discipline and will automatically
acquire it once you have enough experience. You earn less experience if
you’re not trying to currently learn anything. If you change what stat or
discipline you’re learning, you will lose a small amount of experience or rp
experience.
You can use stats/powers/disciplines cost to see the cost of raising any
attribute you are eligible to raise.
Training Methods
When training stats you’ll be given a selection of options for the method
of how you acquired that stat or ability, different methods have different
costs and other consequences. Training stats in newbie school is also
cheaper, applying up to a 20% discount, although this discount cannot
take the overall cost below 70%.
When you do ‘showstat’, how you learned the stat will be displayed to you
as well as to any SR or staff in the room, how a stat was learned is
also visible when an SR probes that stat.
Only the last way you trained a particular stat will be visible or
impact if you can presently use it.
Natural: Cost 100%
Low level physical stats, low level skills, anything without
other methods.
-Indicates something acquired through natural means, like practice,
training, or working-out.
Self-Mastered: Cost 100%
Legendary Powers, Supernatural powers and Abilities, Physical Stats,
Mundane Abilities, Knowledge stats.
-Indicates a character has self-taught or mastered the ability or
stat.
Taught: Cost 90%
Supernatural Powers and Abilities, low level skills, mundane abilities,
Artistic skills and languages, Knowledge stats.
-Indicates a character has a teacher, said teacher must have the stat higher
than the pupil and it costs them 5% LF to teach.
Item: Cost 70%
Supernatural Powers and Abilities, high level physical stats.
-Indicates the use of an item to help unlock or use that particular
power or ability. A short string must be entered for the item when
training the stat and if you are not wearing an item that contains
that phrase in it’s short string, you won’t be able to make use
of the stat. You cannot use the same item string twice.
Tattoo: Cost 80%
Supernatural powers and abilities, high level physical stats.
-Indicates a mystical tattoo is used to help unlock a particular
power or ability. You should enter a string when training the stat
and when someone looks at that location on your body if exposed
they will see He/She has a tattoo of (string). It is up to the player
to describe their tattoos in regular focuses/descriptions. You
cannot have two mystical tattoos in the same location.
Tool: Cost 70%
High level skills.
-Requires a particular tool to make use of the stat, such as lockpicks
or a medkit. A short string must be entered for the tool when training
the stat, if an item with that string in its short desc is not in
your inventory you will be unable to use the stat. You cannot use the
same item string twice.
Book: Cost 70%
Knowledge stats
-Requires a particular book to make use of the stat. A short string
must be entered for the book when training the stat, if an item with
that string in its short desc is not in your inventory you will be
unable to use the stat.
Implant: Cost 80%
High level physical abilities.
-Indicates stats that rely on augmentation. If you are tech-hexed
or in New Haven during a mystically induced blackout you will be unable
to use the stat.
Demonic Pact: Cost 75%
Artistic skills and languages, Knowledge stats, Education.
-Indicates a character making a pact with a demon in exchange
for their knowledge or position.
Fae Bargain: Cost 75%
Artistic skills and languages, knowledge stats.
-Indicates a character making a bargain with a Fae in exchange
for their knowledge.
Friendship: Cost 100%
Contacts.
-Indicates a contact forged through friendship.
Blackmail: Cost 75%
Contacts
-Indicates a contact obtained through blackmail.
Mind Control: Cost 80%
Contacts
-Indicates a contact obtained through mind control.
Legitimate Job: Cost 100%
Wealth.
-Indicates money coming from a job acquired on merit.
Blackmail Acquired Job: Cost 80%
Wealth.
-Indicates money coming from a job acquired by blackmail.
Mind Control Acquired Job: Cost 80%
Wealth.
-Indicates money coming from a job acquired by mind control.
Theft: Cost 90%
Wealth.
-Indicates money coming from a previous theft.
Inheritance: Cost 100%
Wealth.
-Indicates money coming from a previous inheritance.
Legitimately: Cost 100%
Education.
-Degree obtained through study.
Fraud: Cost 80%
Education.
-Degree obtained through fraud.
Bribe: Cost 80%
Education.
-Degree obtained through bribery.
trash
Syntax: trash (object)
Used to permanently throw away any unwanted objects. Requires your character
to have played on grid for a while.
Travel
The travel command is used to visit areas outside New Haven. Anyone following
your
character will automatically follow if using public transport.
Syntax: roomlist
Shows all premade rooms accessible outside New Haven.
Syntax: travel (location number)
Travel to a location outside of New Haven by the default mode of travel, which
is by bus.
Syntax: travel car/motorcycle (location number) (passengers)
Travel to a location outside New Haven in your own vehicle. This will bring
your
vehicle stash with you. You are limited by the amount of passengers your
vehicle
can manage.
Syntax: travel plane (location number) (passengers)
Travel to a location outside New Haven by plane. This comes with sometimes
very
significant plane ticket costs taken directly out of your bank account. If
you bring passengers with you, they will pay for their own ticket. Planes
are required to travel overseas.
Syntax: travel mirrorgate (location number) (passengers)
Travel to a location outside New Haven by mirrorgate. You have to be inside
the mirrorgate room in a faction base to use this and can only return to that
same room. Lorewise mirrorgates open a connection to another large mirror
anywhere in the world as long as it has recently been exposed to moonlight.
Syntax: travel fly (location number) (passengers)
Travel to a location outside New Haven with the flight power, with a maximum
of
one passenger.
Traveling
Traveling Explained
-A brief overview of how to get around.
Cars
-An explanation of how cars work.
Makeroom
-An explanation of how to make rooms outside of the city.
Join
-How to use the join command.
Houses
-Information on player owned housing.
Passthrough
-A command that will open a door and move through it in one action.
Walk
-A command to get around the city.
Cardinal
-A command to toggle cardinal directions.
Traveling Explained
Normal getting around is down through cardinal directions, typing north,
east, south, west, up, down, northeast, southeast, southwest, northwest. Or
n, e, s, w, u, d, ne, se, sw, nw.
Some rooms you may not be able to get into, such as air rooms if you can’t
super jump or fly, while others such as underwater rooms you’ll only be able
to stay in for a short time if you can’t breathe underwater.
To get around the city faster you can drive a car or
motorcycle, or use the city subway.
Cars and motorcycles are used similarly but with the
commands drive (location) and ride (location). You can put the names of
passengers you wish to bring after the location such as drive 1 Bob Sue Jane
and as long as they are following you, they’ll come also. You must have your
passengers remembered to be able to target them with this syntax. Helpless
targets may be brought along if you are carrying them, even if they are not
voluntarily following you.
If you want to move out of the city you will need to use the travel command,
this can be used at the intersection nearest the bus depot in the
southeastern part of downtown. To see a list of rooms you can go to, type
roomlist, and then travel (number) to go there. You can also use travel
car/motorcycle/plane (number) to use alternate methods to the bus, and bring
people with you by including their names afterwards in a list.
To make rooms outside the city for people to travel to you’ll use the
makeroom command.
Traveling by plane is necessary for leaving the continent and much faster
than other methods, but costs a fair bit.
You can type stall when using any sort of travel to pause where you are so
you can RP in your vehicle etc.
You can use follow (person) to follow someone around, follow self will stop
following.
Trinity
Overview: Trinity is the premiere magical association in the world, in
history it was formed of the combining of three distinct schools of magic,
White, Black and Red. More recently, the Coven has also joined the
organization, belying its name and causing significant internal consternation.
This unified magical organization maintains the balance of arcane knowledge
and power. While internal philosophical conflicts remain between the paths of
benevolence, knowledge, and power, they present a united front to outsiders.
Typical Missions:
– Retrieving lost magical artifacts
– Researching unusual magical phenomena
– Containing arcane disasters
– Training promising magical talents
– Negotiating with extra-dimensional entities
– Maintaining important wards and spells on earth.
– Dealing with escaped magical spells and constructs.
See Also
trollreport
Syntax: trollreport (person)
The trollreport command can only be used by players with at least 1000
community credit and will silently nochannel the target. It can be
targeted at PCs or accounts. All uses are logged and people using it
inappropriately will be dealt with harshly. If at all unsure whether your use
is inappropriate, put up a petition with your reasoning.
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.
try
Syntax: try [num] <action> with <stat1>[,stat2,stat3…]
The ‘try’ command allows you to attempt a roll for an action using
a list of potential skills, abilities, gear, charms, relics and parts
of the environment. It notifies everyone in the room about your attempt
and prepares for a possible check.
For example, you can try picking the lock with dexterity, larceny, etc.
If you include a number at the start of the command, you limit how
many people can assist you. If you set it to 0 nobody will be able
to assist your roll.
In rooms with a StoryRunner they will get the option to set the challenge,
otherwise the challenge will be auto-set by an LLM.
If an action limiting clock is active in the room you are in you will only
be able to use this command once per round.
See Also
tscore
Syntax: tscore [character]
Displays information about a character in purely text format.
Turn
Syntax: Turn (victim)
Used by vampires and werewolves to turn helpless victims into one of their
kind. Can only be used on characters tier three or below, other
supernaturals are too strong to be forced to change. Can be resisted unless
the victim is at at least invite level 9.
Undead Toughness
Type: Defensive
This discipline represents those whose undead nature gives them unusual
levels of protection from damage. While they still take injuries these
injuries tend to not bleed and cause them very little impairment.
Take 80% damage from rifles, carbines and pistols.
Take 80% damage from spears, knives, bows, thrown weapons and spearguns.
Take 80% damage from animal attacks and striking/grappling.
Underworld Mogul Focus
Professional Focus
Requirements: None
This stat represents those who’ve dedicated themselves to the criminal
underworld. In addition to the standard professional focus bonuses, they also
receive some bonuses to criminal skills as well as increased benefits from
their contacts dedicated to generating scheme influence. At higher ranks they
unlock abilities to enhance their NPC minions even further.
[Underworld Mogul One]:
Demolitions 2: Greater proficiency with explosives; makes it easier to breakin
to buildings.
Larceny 3: Greater proficiency with security systems and locks; makes it
easier to picklock.
Arrange Hit: A legendary power that enables causing harm to NPC friends and
relatives of PCs.
Find Secrets: A legendary power that gives you the ability to dig up someone’s
personal details as well as their recent praises, disses and sexual partners.
Disposable Muscle: A power that reduces the amount of time it takes for muscle
contacts to recover from defeat.
[Underworld Mogul Two]:
Protection Detail: This power makes allies appear twice as fast in combat.
[Underworld Mogul Three]:
None.
[Underworld Mogul Four]:
Underworld Touch
Requirements: Demigod
Characters with this power may use deathtouch (target) to lengthen the
amount of time it will take someone to heal from an injury.
unexpose
Syntax: unexpose [bodypart|item]
The unexpose command allows you to cover or conceal body parts or items that
were previously exposed. When used on a body part (such as hands, upperchest,
thighs, etc.), it will adjust your clothing to cover that area. When used on
a specific worn item, it will adjust that item to be less visible or
completely concealed.
Valid body parts include: hands, lowerarms, upperarms, feet, lowerlegs,
forehead, thighs, groin, arse (or buttocks), lowerback, upperback,
lowerchest, breasts, upperchest, neck, lowerface, hair, and eyes.
unhide
Unliving
Positive Tier Modifier
Replaceable: Yes.
This modifier represents those vampires who never activate the human
functions of their body at all. Over time they become enhanced by their
further separation from humanity, they feel pain less keenly, their mind
works faster, they are stronger and more durable. Unfortunately they’re
also unable to feel much in the way of pleasure, derive much satisfaction
from scents or tastes or sensations, or engage in sexual intercourse. They
often find themselves struggling to relate to normal humans as well.
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.
User Interface
Color
– Is used to turn the display of ANSI color on or off.
Width (number)
– Is used to set the number of characters wide that you would like your
display to be.
Length (number)
– Is used to set the number of lines you’d like to display at once.
Default Length is 22 lines, default width is 80 characters.
Vampire
Tier Two Archetype
Supernatural
This archetype represents the newly made members of the undead. See help
vampires for more information about them in general.
Age: Less than twenty years since being turned into a vampire.
Available Negative Modifiers: Mentally Ill, Turned Young
Available Positive Modifiers: Relic Holder, Demonic Pact Holder,
Exsanguinating.
Focuses: Has one point to spend on focuses at tier two.
Vampire Blood
Vampire blood is an extremely potent drug, affecting everyone who
consumes it – including other vampires – with increased energy levels,
feelings of invulnerability or
superiority, as well as dulling sensitivity to pain. In addition, it is
also a very potent aphrodisiac and effective treatment for erectile
dysfunction. The fresher the blood is from the vein, the more potent it is
in its effects.
Deemed a controlled, illegal substance to buy or sell, vampire blood is
largely acquired on the street under the names V (Vee), Juice, Red and Hype.
It is typically taken by party goers or as a sexual stimulant, and is
sometimes used as a date rape drug in conjunction with other chemicals.
Vampire blood, especially in larger doses also can increase a subject’s
suggestibility. Characters dosed with vampire blood will have to pay a
significantly higher price to resist supernatural influence or hypnotic
commands.
Syntax: Giveblood/Force (vampire) giveblood.
-Creates a vampire blood object which can be drunk or use to dose food or
drink.
Syntax: pour blood (food/drink)
-Doses a food or drink item with vampire blood.
vampire mechanics
Constitution:
Vampires are immune to critical wounds. A critical wound for a vampire is
essentially a severe wound, though markedly closer to death than one.
Vampire Blood:
Vampires can use the giveblood command to produce a glass of their blood,
which can be used to put a victim in a suggestible state. See help vampire
blood for more information.
Vampire Feeding:
Syntax: bite (victim) (mild/severe/critical/fatal)
Bite your target, if they aren’t helpless you can only use the mild form of
the bite and must put them into a trance first. See help trance for more
information. Vampires transfer some of the victim’s lifeforce to themselves
when they bite, humans are much better sources of this than supernaturals,
and virgins are even better than most humans. There are limits to how much
life force a vampire can take themselves to when biting lower tier
characters however.
Daylight Penalties:
Vampires receive penalties during the day to their effective life force.
This is worse the closer it is to noon and the more exposed the vampire is
to the sun. Being indoors, away from windows and well covered up is
generally their best defense. The stat Sunlight resistance can help to
reduce the effects of the daylight weakness.
Sire Relationship:
Vampires can enter into a sire relationship with each other. Sires can use
‘scry’ to see briefly through the eyes of those they’ve turned, and receive
bonuses to using hypnosis and supernatural influence on them. See help
turn for more information on how to sire a vampire.
Vampire Age:
Vampires appear 1 year older for every 100 years of age.
Vampire Lifeforce:
Vampire life force degenerates slower, but will only recover up to 90% on
it’s own, and will decay slowly if above that value forcing vampires to rely
on feeding to keep it higher. Vampires who feed on animals life force won’t
regenerate above 75%.
Vampire Resilience:
Vampires don’t take stagger if they take too much damage when attacked
at range and have a lower damage cap. This doesn’t happen if they are hit by
long blades, incendiary rounds, or a werewolf.
Wooden Weapons:
Vampires suffer additional stagger when struck with weapons augmented with
wood.
vampire modifiers
Vampires may select from the following modifiers:
(T2) Vampire:
Negative Modifiers: Mentally Ill, Turned Youth
Positive Modifiers: Relic Holder, Demonic Pact Holder, Exsanguinating
(T3) Veteran Vampire:
Negative Modifiers: Disfigured, Cursed, Turned Youth
Positive Modifiers: Relic Holder, Demonic Pact Holder, Exsanguinating
(T4) Aged Vampire:
Negative Modifiers: Disfigured, Catatonic, Turned Youth
Positive Modifiers: Demonic Pact Holder, Unliving
Vampires
Vampires have existed for as long as anyone can remember. There are many
theories as to their origin, ranging from that they are a type of demon to
cursed souls.
Vampires are immortal, or, rather, immune to death by disease or old age.
Their bodies are unlike those of typical humans, requiring blood in order to
keep
their muscles working. Although they don’t have a beating heart, blood
suffuses their entire form in an almost sentient manner. Maintaining
themselves
requires a vampire to feed normally once or twice a week.
Feeding:
Most vampires feed from humans once or twice a week to maintain a typical
level of activity. Very active vampires, particularly vampires who fight
a lot, are likely to feed twice as much, while inactive vampires can feed
much less.
Many vampires have an innate talent with hypnotism, allowing them to
place prospective prey in a trance state to feed. The human is left with
no memory of the incident, at most feeling a recent rush of vertigo.
Most vampires will kill about one person a year from feeding. This is not
usually intentional, but a side effect of picking a target who has a weak
heart, high level of blood toxicity, thin blood or who has recently lost
blood. Regardless of how careful a vampire may be, it is impossible to
prevent occasionally killing someone so long as a vampire feeds on humans.
See help bite for information on feeding on PCs.
Vampire Blood:
Also known by street names such as V, Juice, Red and Hype.
See help vampire blood.
Turning:
New vampires are made by an existing vampire fully draining his target, then
feeding the target some of his own blood. Mechanically, this can be done
by using the force change command on a helpless target.
Turning does not directly affect a new vampire’s psychology. However,
the combination of access to power and the hunger that drives vampires
to occasionally kill do cause changes. Some newly turned vampires cannot
adapt and end up killing themselves, but this is rare. Most do adapt,
with world views ranging from balancing out their deeds with good works,
to the belief that it is their right to be natural predators or monsters.
Characters who are already dead, including ghosts and wights, cannot be
turned.
Death:
Though they are capable of surviving wounds and injuries that the living
cannot, a vampire can still die if they take enough physical damage. Vampires
who are killed disintegrate into ash.
Staking:
See help stake.
Sunlight:
Vampires are nocturnal creatures. They do not combust with exposure to
sunlight, but do find it extremely unpleasant. Sunlight is very bright
and painful to them, and is blinding without protection. Exposure to
direct sunlight burns them in a manner similar to a sunburn, but much
more quickly, particularly at midday.
Some vampires can develop a resistance to sunlight. However, even if they are
resistant, the noon sun is
still extremely painful to them.
Reflected and Reproduced Images:
Vampires do produce reflections, but these reflections are unnatural. A
brief glance may not discern anything unusual, but prolonged exposure to
a vampire’s reflection first causes an uneasy feeling that gradually will
intensify to the point it can cause insanity. Even the vampires themselves
are not immune to this, causing them to use mirrors very sparingly.
This effect happens with all images that may be considered live, with the
vampire in the same room. Filming a vampire live or taking a picture which
involves a digital screen will cause this effect. Flat images (photograph
prints and portraits) and previously taken video or video not broadcasted
in the same room will not cause this effect.
Urban Legends:
Vampires are not repelled by garlic, but find the smell unpleasant. They
are not affected by religious symbols or holy water.
Slumber:
Vampires feel the urge to sleep during the day, which feels more or less
the same as typical tiredness. However, regardless of whether the vampire
has chosen to sleep during the day, all tiredness washes away with sunset.
Fatigue:
Vampires do not experience typical fatigue from physical exertion. Instead,
they get hungry. Blood for them is similar to fuel for a car, and the more
they exert themselves, the more hungry they feel, until they top up.
Physiology and Aging:
All vampire fluids are tinged with blood, including tears and saliva.
Vampires can reactivate their physiology with some concentration. Only by
doing this may they mimic typical human physiology in a limited form,
allowing them to digest large amounts of food and drink or engage in
sexual activity.
This reactivation can be emotionally driven, but such concentration does
require being awake. Theoretically, a female vampire can reactivate her
body to the point she is able to carry a child for nine months, but the
effort would require her not ever sleeping. Male vampires can impregnate
a living female with much less effort, though it would still require some
concentration to do. Sexual activities are the most common cause for
vampire activation.
Reactivating their physiology causes vampires to age while active. Their
day to day business may require activation, though vampires are able to
activate parts of their body at a time. Typically, it will take about
100 years to visibly age 1 year, although this can be reduced by refraining
from activation.
Note: Reactivation is not a coded mechanic, but entirely roleplayed.
Food, Drink and Drugs:
Vampires can imbibe small amounts of food and drink without too many problems.
To
consume large amounts, they must reactivate their physiology. Drugs taken
by typical means do affect vampires, but at a very reduced rate (roughly
a third of the rate they would affect a human). Drugs consumed by feeding
on the blood of those who have taken drugs affect vampires the way regular
consumption affects humans.
Vanguard
Overview: A highly classified joint task force combining elite operatives
from various intelligence agencies (CIA, MI6, Mossad) and special forces units
(SEALS, Delta Force, SAS). Originally formed during the Cold War to counter
Soviet psychic research, Vanguard evolved into a deniable black ops unit
specializing in supernatural threats to national security. Operating on black
budgets with complete autonomy, they maintain facilities in several key
locations worldwide. Vanguard’s existence is known only to a few, with other
officers forced to wonder why toilet seats cost the military thousands of
dollars.
Typical Missions:
– Neutralizing supernatural threats to national security
– Recovering and securing dangerous artifacts before they fall into enemy
hands
– Extracting high-value targets from other realms
– Conducting counterintelligence against supernaturally-enhanced foreign
agents
– Field-testing experimental weapons and technologies
– Kidnapping supernatural entities for study and potential weaponization
– Covert assassination of individuals compromised by supernatural influences
– Establishing sleeper cells in strategic locations across all realms
See Also
vault
Syntax: vault install <faction>
vault changecode
vault remove
vault steal <keycode>
The vault command allows players to manage faction vaults in shops.
Shop owners can:
– Install a vault for a faction they belong to (generates a
random keycode).
– Change the vault’s keycode (generates a new random code).
– Remove an existing vault.
Any player can attempt to steal from a vault by providing the correct
keycode. If successful, they’ll receive a briefcase containing resources, but
the faction will be notified of the theft and the keycode will automatically
change.
Requirements:
– Must be in a shop to use any vault command.
– Must own the
shop to install, change code, or remove a vault.
– Can only install vaults for
factions you’re a member of.
– Stealing has a cooldown period (5 seconds if
successful, 10 seconds if failed).
Vee
See help vampire blood
vehicle costs
Cars, horses, and bikes are all vehicles, and all have different costs.
Vehicles are paid for every week, the default value is 0.5% of the vehicle’s
value, but those with multiple vehicles garaged may pay less for their extra
ones if they aren’t being loaned out, with the discount increasing based on
the owner’s wealth stat. Cost is also affected by society positions if the
character involved is in a society with spiritual or material inclinations;
these are displayed in the helpfile for society positions but will be
replicated here.
Vehicle cost depends on quality level and vehicle class, though the individual
type of vehicle has no bearing: a tough vehicle and a luxury vehicle cost the
same. Bear in mind that vehicles with two types (luxury sports cars, tough
vans, and so on) cost twice as much for each quality level.
[Horse pricing brackets]:
Purebred: $25,000 +
Well-bred: $15,000 – $24,999
Healthy: $7,500 – $14,999
Weak-looking: $3000 – $7,499
Sick-looking: $2,500 – $2,999
[Bike pricing brackets]:
Excellent: $25,000 +
High Quality: $15,000 – $24,999
Standard Quality: $7,500 – $14,999
Economy: $3000 – $7,499
Junker: $1,500 – $2,999
[Car pricing brackets]:
Excellent: $50,000 +
High Quality: $30,000 – $49,999
Standard Quality: $15,000 – $29,999
Economy: $6,000 – $14,999
Junker: $2,500 – $5,999
[Spiritual society positions]:
Horse cost: -5, 15, 25%
Car cost: +5, 15, 25%
[Material society positions]:
Car cost: -5, 15, 25%
Horse cost: +5, 15, 25%
Vehicular combat
The first two commands only work when driving a car.
Syntax: Runinto (pedestrian)
-This command attempts to run down someone standing/walking on the road. It
is only usable after you’ve reached 100 hours. You can target anybody
visible up to four rooms ahead of your vehicle. Motorcycles cannot do this.
Damage is increased the faster your car is. Supernaturals and
the undead are less affected. The victim may be unaffected, or mildly to
critically wounded. If you severely or critically wound someone who is
protected you will be tainted. There’s a chance to temporarily knock out
individuals mildly or severely wounded. There’s a chance to have an
accident afterwards. If the streets are public, a news item will go up
announcing your hit and run.
Syntax: runinto (vehicle)
-This command attempts to ram your car into another car on the street, it
can be targeted at any vehicle visible up to four rooms ahead of your
vehicle. Motorcycles cannot do this and tend to fare poorly when targeted
by it. Each car is given a rating based on speed and toughness, going
faster and being tougher means you’re more likely to come out of the
accident on top. Both cars are at least damaged and characters thrown out
of them, they may also receive mild or severe wounds depending on who came
out on top in the accident, and the safety rating of the vehicle.
Syntax: attack (vehicle)
-This allows a person not in a car to attempt to force an accident by
attacking a vehicle. It can only be done when the area isn’t public,
generally meaning it must be wreathed in mist. If your character has some
type of firearm this is what will be used, the chance the vehicle is stopped
is based on your disciplines with firearms versus the toughness of the car.
Excellent quality tough cars can never be driven off the road with firearms.
If you don’t have a firearm but have access to hellfire you will attempt to
use this instead. The chance again
depends on the toughness of the vehicle but it is general more likely to
work than firearms. If you have brute force or a strength of greater than 8
you can also attempt to use that, but the vehicle must be in the room with
you. Attempting to attack a vehicle with close range powers, or long range
powers once it’s in the same room as you incurs a chance to get run over if
you’re unsuccessful.
If successful the car will be forced into an accident, and the passengers
may end up slightly injured.
Syntax: runinto wall
-Deliberately have an accident.
Veteran Vampire
Tier Three Archetype
Supernatural
This archetype represents vampires with significantly more experience as a
member of the undead. See help vampires for more information in general.
Age: Between 38 and 200 years old.
Available Negative Modifiers: Turned Young, Cursed, Disfigured.
Available Positive Modifiers: Relic Holder, Demonic Pact Holder,
Exsanguinating.
Focuses: Has up to two points to spend on focuses at tier three.
Veteran Werewolf
Tier Three Archetype
Supernatural
This archetype represents those werewolves who’ve been transformed for at
least ten years and working in the supernatural world for at least that long
as well. See help werewolves for more information.
Minimum Age: 28
Available Negative Modifiers: Cursed, Crippled.
Available Positive Modifiers: Demonic Pact Holder, Fleshformed, Lunacy
Embracer
Focuses: Has up to two points to spend on focuses at tier three.
Vicious Strikes
Requirements: Primal Focus 4
Characters with this stat do more damage against lower health enemies
whenever they’re in shifted form.
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.
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 pay some life force and be flagged as a difficult prisoner. Typing
become difficult prisoner will also flag you this way. Difficult
prisoners slowly drain the life force from anyone roleplaying with them
while they are helpless and this flag lasts for three days.
Sublimate is an option that will become available after some time roleplaying
with a victim. This creates a prompt to the victim of how effectively they
have been tormented and will leave a subconscious instruction in the victim’s
mind which will make them automatically generate popularity for the chosen
faction when roleplaying.
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.
See Also
Virgin
Virgins are characters who have never had sex, they are particularly sought
after by vampires who can get more benefit from biting them.
For the purposes of mystical forces in the world of New Haven, sex is defined
as
any time one person penetrates another in any location with any part of
themselves or any object controlled or manipulated by them with sexual
intent. This act renders both parties non virginal.
Level 2 is supernatural virginity. This means it returns after about three
weeks to a month. Mystical virginity and physical virginity are both
tracked separately and are restored within the same timeframe.
Note: Kissing another person is an exception even though it may involve
penetrating their mouth with your tongue with sexual intent.
visible
Visitor
Tier One Archetype
Human.
This archetype represents new human visitors to Haven. To those with
a charm the magic of the city marks them with a faint green aura.
Although this eventually fades to blue and then disappears entirely if they
decide to stay in the city.
Available positive modifiers: Chemical Augmentation, Demonic Pact,
Fleshformed.
wake
Syntax: Wake (person)
Rouse someone who’s been knocked unconscious.
Walk
Syntax: walk (destination)
This command is used to walk to any destination in Haven. It can
be used with any full address for a home, full shop name for a shop,
numbered intersection on walk list, or the locations in any of the property
list commands.
Syntax: walk list
Displays all the intersections as well as any remembered destinations.
Syntax: walk remember (1-10) (name)
Remembers the current location by the designated name for use with walk. This
list is shared with the drive and ride syntaxes.
Syntax: walk around
You can use this syntax to start or stop walking around the city randomly.
You can view your currently set walk string with the display command.
Warding
Requirements : Arcane Focus 1
This stat grants the ability to ward people, areas or objects against
specific types of danger.
Syntax: Ward (person) (magic/technology/powers/[discipline name])
Syntax: Areaward (person) (magic/technology/powers/[discipline name])
Syntax: Objectward (cover)
An areaward protects all people within 10 distance of the specified target.
An objectward reduces the amount of damage a bit of cover can take in a
given round.
See Also
warrior focus
Combat Focus
Requirements: None
This stat represents the natural path of learning how to use melee weapons,
common amongst wildings and timeswept in particular. Each rank offers
increased access to physical stats. Warriors can make use of martial arts,
riot control, and commando ability lines to help overcome their enemies in
combat. At max rank warriors gain access to riposte, allowing them to return
some damage to their enemies when struck. Warriors gain double bonus
to cross-using archaic disciplines.
[Warrior One]:
Commando (full): A power tree focused on aggressive combat gadgets.
Martial Arts (full): A power tree focused on disabling foes in melee combat.
Riot Control (full): A power tree focused on disabling enemies with gas and
explosives.
[Warrior Two]:
None.
[Warrior Three]:
Riposte: Reflects damage in melee combat.
waterproof
Syntax: waterproof (object)
Will flag an object so neither it, nor anything under it will get wet.
Wealth
Requirements : Rank 2 requires Professional 1
Rank 3 requires Professional 2 and Tier 2
Rank 4 requires Professional 3 and Tier 3
Rank 5 requires Professional 4 and Tier 4
This stat determines how much money your character makes. Money is disbursed
weekly and represents what is left after expenses that are not modeled in the
game. Exact offscreen expenses will differ from character to character and
their IC situation.
Some examples of unmodeled expenses might be insurance, children,
hospitalization, office visits, drugs, natural gas, water bills, gasoline,
groceries, garbage pickup, landscaping, lawn care, tailoring, haircare,
cosmetics, event tickets, door fees, parking fees, licensing, taxes, pets,
tuition, movie rentals, or adult entertainment.
Interest is based on the amount of money a character has banked and is
disbursed along with the weekly allotment.
,______________________________________________________________________________,
| Wealth Level Disposable Yearly Disposable Weekly Interest
|
|——————————————————————————|
| -1 $0 $0 0
|
| 0 $10,400 $200 0
|
| 1 $15,600 $400 1%
|
| 2 $26,000 $650 2%
|
| 3 $39,000 $850 3%
|
| 4 $62,400 $1,300 4%
|
| 5 $130,000 $2,600 5%
|
|______________________________________________________________________________|
A character must have a job after their first week in New Haven to receive the
full benefit of their wealth score.
Characters are normally paid every 7 days, but no two characters on the same
account can be paid within 4 days of each other. Be aware that even Wealth -1
will trigger the payday cooldown.
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.
weather
Syntax: weather
Displays information about the current weather conditions and/or position of
the sun in the game world.
Weather Mancing
Requirements : Rank 1 requires Natural Magic 1, or 3 with Nature Mancing
Rank 2 requires Natural Magic 2, or 4 with Nature Mancing
[Rank One]:
Gust : Unspecified range; Target cannot effectively use bows or
thrown weapons for one round, is slightly slowed, and cannot super jump or
fly.
Roleplay : You can direct a brief gust of wind at someone.
Consumes your attack for one round.
Thickenair : Unspecified range; Characters within 5 distance of the target
take and deal 50% less ranged damage.
Roleplay : You can thicken the air around you, slowing objects and
distorting sound.
Consumes your attack for one round.
Wind : Unspecified range; The effects of Gust on everyone, friend
and foe, except for the user. Lasts one round.
Roleplay : You can summon brief, potent winds when outdoors.
Consumes your attack for one round.
[Rank Two]:
Suffocate : Unspecified range; Target can attack or move next round, but
not both. Not effective against vampires or gas mask wearers.
Roleplay : You can pull most of the air from someone’s lungs temporarily.
Consumes your attack for one round.
Lightningstrike: Unspecified range; Random target within 15 range of the
target will take 20% of their maximum defense as damage and be blinded.
Roleplay : You can summon a roughly aimed lightning strike from
thunderclouds.
Only usable in rain, hail, snow, or very heavy cloud cover.
Consumes your attack for one round.
All abilities require a magical focus.
Werewolf
Tier Two Archetype
Supernatural
This archetype represents the newly turned members of the lycanthropic
tribe, see help werewolves for more information about them in general.
Minimum Age: 18
Available Negative Modifiers: Mentally Ill, Injured, Ill.
Available Positive Modifiers: Demonic Pact Holder, Lunacy Embracer,
Fleshformed, Turned Young
Focuses: Has one point to spend on focus stats at tier two.
werewolf mechanics
Syntax: shift
Syntax: howl`6
While shifted, werewolves are able to use the howl command. Other werewolves
will hear the direction the howl came from.
They may use the packmate relationship, letting them sense what others in
their pack are feeling, even at great distances. They’re slightly stronger
while fighting with their pack, but are much weaker fighting against them.
Werewolves receive bonus stagger when hit with weapons augmented with
silver.
Werewolves are vulnerable to the lunacy ritual, although those who haven’t
shifted in the last 2-3 months less so and can’t be corrupted so far as to
end up killing someone while under its effects.
Werewolves out on the full moon may end up killing an NPC randomly,
especially if their lunacy habit is set to Chained, Careless, or Embracing.
Werewolves shift into a large wolf form when they transform. With 2 speed,
1 agility, 1 power, acute smell and hearing, and nocturnal. Progression up
the primal focus further augments their transformed shape with +1 toughness
at rank 2 and +1 power at rank 3. See help animal stats and help animal
weights
for more information.
Werewolves move faster when charging towards a target who either has a wound
or has less than 25% total defense. They also hit those targets harder.
Werewolves are less affected by magic but also less effective at using it.
werewolf modifiers
Werewolves may select from the following modifiers:
(T2) Werewolf:
Negative Modifiers: Injured, Ill, Mentally Ill, Turned Youth
Positive Modifiers: Fleshformed, Demonic Pact Holder, Lunacy Embracer
(T3) Veteran Werewolf:
Negative Modifiers: Crippled, Cursed
Positive Modifiers: Fleshformed, Demonic Pact Holder, Lunacy Embracer
(T4) Ageless Werewolf:
Negative Modifiers: Crippled
Positive Modifiers: Fleshformed, Demonic Pact Holder, Lunacy Embracer
Werewolves
Also Read: Help Werewolf Mechanics.
Werewolves have been around for as long as humans, they are made whenever a
werewolf bites a human while in non human form, the bite must pierce the
skin. Not all bites are infectious, usually the more severe the bite the
more likely it will infect if the victim survives. Werewolves who wish to make
another usually will bite the same place repeatedly. Cauterizing wounds soon
after
being bitten usually prevents infection.
Werewolves can transform at will into very large wolf shapes, larger than a
man
and twice the size of a natural wolf.
Werewolves are much stronger than humans, they also regenerate quickly from
wounds and have heightened senses of smell. They are at home in nature,
enjoying the smell and feel of the natural world, by contrast highly
artificial smells and environments make them uncomfortable, such as smog or
cigarette smoke.
Werewolves and the moon
Werewolves transformations aren’t entirely linked to the moon, they can
change at any time. However they are much weaker during the new moon. Also
during the full moon werewolves are subject to a condition known as Lunacy.
Lunacy is a kind of rage or insanity that sets upon werewolves during the
full moon, it makes them anger extremely quickly and be very prone to
violence, some even hallucinate during it. It’s very common for werewolves
to transform during this time and rampage, and a full nine tenths of new
werewolves are bitten on the full moon from werewolves under the influence
of Lunacy. Werewolves who can resist changing for 2-4 months are able
to partially resist lunacy and are much less likely to end up killing
people during it.
The change
The change takes about a month and begins gradually, the new wolf’s senses
first begin to develop, then strength and healing abilities. The ability to
transform tends to come quite late in the month, and many don’t realize they
can transform until their first full moon.
Werewolves and silver
Silver causes itchiness and rashes to werewolves that wear it for prolonged
periods, additionally silvered weapons are liable to cause temporary
in werewolves struck by them.
Werewolves and magic
Werewolves are close to nature and have an intrinsic sense of what is and is
not natural, as well as an innate dislike for unnatural things. While
technically
werewolves could perform magic, it causes a strong unpleasant feeling
whenever it’s performed, most believe that this feeling is nature crying out
against it and are strong proponents of it stopping being used. Werewolves are
somewhat more resistant to magic than others, but the werewolves who force
themselves to practice the arcane arts find their magic weaker than their
peers.
Werewolves and vampires
Werewolves are the embodiment of natural world, vampires of the unnatural
and there has always existed a degree of antipathy between them. Vampires
and werewolves find each other’s presence unpleasant. This doesn’t preclude
some from becoming friends or getting along, it is more akin to a person
having
bad BO. Unpleasant to be around, but not debilitating. Again many
Werewolves believe this is nature telling them that the vampires should be
destroyed. The fangs and claws of a shifted werewolf are capable of dealing
quite a lot of damage to a vampire’s ordinarily resilient flesh, further
cementing that belief for many.
Werewolves and death
Upon dying a werewolf will turn back into their human form, this isn’t
instant however and normally takes about an hour.
Werewolf pregnancies
Werewolves can get pregnant just like normal humans, there is a chance the
child will be born a werewolf. Having a werewolf mother gives about a fifty
percent chance for the child to be a werewolf, a werewolf father about a ten
percent chance. Werewolves can transform and are subject to lunacy at any
age, even as infants, although changing is usually beyond their control
until around the age of ten. Because of this even werewolves who want wolf
children usually prefer to have a human child and turn them once they’re old
enough. Children born werewolves almost invariably have to be hidden from
the world until they reach an age where they can control themselves.
Werewolf Hide
The skin of a transformed werewolf is a prized possession, garments made from
werewolf furs or tanned werewolf leather are extremely tough, wind
resistant, yet light and supple. Most werewolves can smell when a piece of
clothing is made from their skin and it’s normal for those who wear it to be
targeted for vengeance by the pack. Because of the werewolf’s
transformation upon death, the hide must be harvested very quickly or even
in some cases, while they are still alive.
Werewolf Psychology
Werewolves are mostly mentally unchanged from the humans they were before,
except that they tend to have a tendency towards anger, violence and group
socializing. These tendencies aren’t so profound as to change their
underlying nature however.
Some werewolves go primal, embracing the Lunacy. Most try to control
themselves during that time, or lock themselves up. Werewolf psychology
tends to shift towards very naturalist world views, they tend to oppose
industrialization and many have been linked to eco-terrorist groups.
Werewolf Combat
Werewolves are often considered among the most dangerous foes in
close quarters combat, a combination of this and how easily
they can create more if the need presents itself leads to them
being some of the most sought out mercenaries in the supernatural world.
Westrend
Westrend stands defiant against the churning seas that batter its rocky
shores; a vast continent of mist-shrouded valleys, ancient forests, and
mountains that pierce the very clouds. Here, the people are as unyielding as
the land itself, organized into clans and holds that have waged war and forged
peace in cycles as predictable as the harsh winters that blanket the land.
The Five Great Holds dominate the political landscape, each centered around a
massive stone fortress carved into mountain sides or perched atop seemingly
inaccessible peaks. Largest among these is Grimhold, whose granite walls stand
three hundred feet high and enclose enough land to feed its population even
during the longest sieges. Its current lord, Jarl Hrothgar Bonetide, claims
descent from Westrend’s legendary first king, though such claims are common
among the nobility.
Between these mighty strongholds lie countless smaller settlements, from
coastal fishing villages to isolated hunting lodges deep within the primeval
Blackwood Forest. Life in these communities follows the rhythms of nature:
summer months spent farming, fishing, and raiding; winter spent in great
communal halls where skalds recount ancient sagas and craftspeople ply their
trades by firelight.
The coastal waters surrounding Westrend teem with leviathans and sea serpents,
making fishing a profession as dangerous as it is necessary. The most feared
of these creatures, the Kraken of Stormscar Deep, is said to be massive enough
to engulf entire ships within its maw. Yet even the cousins of this great
creature are hunted by the daring sailors of the Northfjord Harpooners, who
seek its ink for scribing
unbreakable contracts and its bones for crafting weapons of extraordinary
strength.
The horses of Westrend deserve their legendary reputation; as swift as
mountain
winds, intelligent enough to respond to whistled commands from hundreds of
yards away, and brave enough to charge directly at creatures twice their size.
The finest specimens come from the Thunder Plains, where semi-wild herds roam
under the loose stewardship of the nomadic Plainstrider clans. Exceptional
Westrend thoroughbreds can cost as much as a small ship and is considered a
diplomatic gift worthy of kings.
Recent decades have seen increasing contact between the Holds and foreign
powers, particularly merchants from the Kingdom of Nar seeking to establish
trade routes for Westrend’s prized iron, furs, and horses. These overtures
have been met with characteristic suspicion by most jarls, though a growing
faction advocates for stronger alliances to counter the looming threat of
Imperial expansion.
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. A
character’s roomtitle, if applicable, will also be displayed 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 restaurant. 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, a person, or an animal as
appropriate.
wherevis
Syntax: wherevis
Toggles your visibility status on the ‘where’ list. This command cycles
through three different states:
1. Visible: You appear normally on the where list with your full name.
2.
Anonymous: You appear on the where list but your identity is hidden.
3.
Invisible: You do not appear on the where list at all.
Each time you use the command, it moves to the next state in the cycle. The
command provides feedback about your current visibility status after each
toggle.
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.
See Also
who
Syntax: who
Shows all players currently connected to the game so long as they aren’t
whoinvis.
Who ranks and titles can be set using the title command. It is considered
OOC for what people place there.
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.
width
Syntax: width (number)
Used to set the number of characters wide that the game will display
before wrapping to a new line.
See Also
Wight
Wights are a type of undead resulting from infernal deals with those dead but
not yet moved on. Wights are a type of undead, their heart
does not beat and they have no need of normal food or drink, but otherwise
they seem almost completely human. They can even eat and drink if they’d
like without the problems vampires tend to have.
However their bodies need to be sustained with living human flesh,
mechanically this means that wights need to use the bite command on helpless
PCs fairly regularly, inflicting one level of wound, none to mild, mild to
severe etc. Those with regenerative powers offer significantly less
sustenance.
If Wights don’t feed often enough they will start to grow more corpselike,
with some of extremities beginning to show signs of rotting and the rot
slowly working its way in before finally making its way up to the face.
Shortly afterwards if the wight continues to slip they will die, a wight
that dies cannot return as a ghost.
The longer a wight exists, the more frequently it needs to feed, leading most
of them to succumb to decay sooner rather than later. Still, it’s the only
shot at a second chance of life that most ordinary people are going to get.
Wildling
Tier Two Archetype
Human.
This archetype represents visitors from the other worlds connected to Haven.
While the largest wildling populations come from the Wilds, there are
sizeable populations in the Godrealm and the Other as well who may end up
finding their way into our world. Wildling life is usually harsh and
primitive.
Minimum Age: 18
Available Negative Modifiers: Addicted, Injured, Ill, Young
Available Positive Modifiers: Relic Holder, Demonic Pact Holder, Temple
Augmented, Chemical Augmentation, Fleshformed
Focuses: Can spend one point in either combat or arcane focuses at tier two.
Windermere
`3Logo: An Azure Owl
`3Sports Team: Windermere Silver Wings
`3Motto: `2ventis sapientiae – “`2On the Winds of Wisdom“
While maintaining its reputation as an Ivy League-caliber university, Windermere offers a unique curriculum that includes supernatural history, occult criminology, and practical magical instruction. The university’s luxurious architecture features meticulously maintained lawns, heavy mahogany doors, arched windows, and an unusual abundance of gargoyles perched on its ancient buildings.
Despite its academic excellence, the university harbors a dark reputation. Students have vanished without explanation over the years, certain buildings manifest disturbing phenomena after dark, and nobody could tell you the actual name of any of the people on the Board of Trustees.
`3Campus Phenomena:
`2The Thirteen Bells:
The campus clock tower occasionally rings thirteen times instead of twelve, though only select students hear the extra chime. Those who do invariably experience misfortune within seven days.
`2The Blushing Order:
According to whispered accounts, members of this secret order cultivate careful relationships with fellow students over months, gaining trust and affection before delivering their victims to supernatural patrons. The Fae and Demons they allegedly serve are notoriously selective, making each betrayal a carefully orchestrated affair. This has transformed campus dating into an exercise in constant suspicion.
`2The Rothman Study Guide:
Somewhere in the stacks of the university library, a peculiar study guide appears and disappears according to its own schedule. Students who use the Rothman Guide report remarkable academic improvement, but at a price they don’t immediately recognize. The guide slowly rewrites its user’s personality, replacing their original self with something else entirely. By the time they notice the change, it’s far too late.
`2The Velvet Rose:
A rare blue flower said to bloom in the quad gardens under the full moon. Campus legend holds that presenting this flower to one’s beloved guarantees true love. The university groundskeeper zealously guards against those who would harvest it.
`2The Ghost of Professor Vance:
The spirit of a mathematics professor who took his own life to avoid scandal over an affair with a student. His ghost allegedly haunts the campus, targeting those he perceives as leading others into temptation as he considers himself to have been.
`2Professor Westlake’s Office Hours:
The course catalog lists Professor Westlake’s office houses every semeseter, despite no such professor ever having existed. While most visits to the office yield nothing, many who attend report profoundly enlightening discussions, though specific details remain frustratingly elusive. All leave with inexplicably ink-stained fingers.
`3Athletics:
While Windermere’s football team languishes in mediocrity, the ice hockey team regularly dominates regional competition. The swim team likewise excels, possibly in part due to the tradition of their members being forced to train in the Atlantic ocean. The debate society ranks among the nation’s best, and even the cheerleading squad performs with an impressive athleticism that regularly secures state championships. While much of their success no doubt comes from supernatural gifts among much of the student population, the institute is careful to never show off too much and focus mostly on events which draw less public scrutiny.
`3Student Life:
Campus social life revolves around several key traditions. The student council organizes elaborate balls during each solstice. And almost all college parties seem to involve some sort of bonfire, fires which frequently spiral beyond control and are the most common cause for suspension. Most notorious is Halloween week, when faculty abandon the campus entirely, leaving students to their own devices. What transpires during those seven days remains largely unspoken once November arrives.
`3Vice:
Senior faculty long ago wove a powerful enchantment preventing sexual activity on campus grounds, those who attempt it find themselves overcome by immediate, irresistible sleep. This prohibition has created an entire culture of workarounds, with experienced students maintaining mental maps of suitable locations throughout the city.
Meanwhile the campus drug trade extends far beyond conventional substances. Dealers slip angel-tear potions into drinks at parties or offer all sorts of supposedly custom and mysterious chemicals like a blend of vampire and demigod blood that they swear will let you ace any exam. Although it must be said many of these supposedly amazing and mystical drugs are just meth shaped into a cool looking tablet.
Wings
Requirements: Angelborn
This stat allows someone to fly through the air as long as their upper back
is exposed. It also makes them draw police attention if in public with their
upper back exposed.
Out of combat use fly to toggle if you will fly or not and then simply move
up into air rooms and move around normally.
In combat fly or up will consume your movement for one round and move you up
into an air room if it is above you, your movement speed is set to 100
whenever you are in air rooms in combat. You are able to attack anyone at 1
distance with melee disciplines but must be further for ranged disciplines.
Anyone with Super Jumping, Flight or Aspects of Night can attack you with
melee weapons at 1 distance, as well as with ranged weapons, they count as
whatever their elevation is for determining range.
wish
Syntax: wish (Thing to be wished for)
This command represents your character thinking that they want something to
happen, 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.
The closest demigod to the person who uses the command will hear the wish and
the direction of the person who made it if they aren’t in the same room,
although they won’t know who made it.
This ability can be copied from demigods with imbuement. Characters can use
wdesire as an alternate form of desire that also includes a wish.
Characters with mind reading will also be able to see wishes.
witching hour
Witching hour is between 3am and 4am and during this time, rituals can
be done for a heavily discounted price.
withdraw
Syntax: withdraw <amount>
Withdraw allows you to remove <amount> of money from your bank
account. You must be at the Sovereign Bank or at an ATM for this command to
work.
Example: withdraw 50
Thank you. You just withdrew 50 dollars.
witness
Syntax: witness <emote with testimony in “quotes”>
The witness command serves as a special emote that allows players who are
designated witnesses to supernatural hauntings to provide testimony to
investigators. When used:
1. It functions as a normal emote, displaying your roleplay to the room
2. It
extracts any text enclosed in double quotes as your witness statement
3. If
you are flagged as a witness to an active haunting, and an investigator of
that same haunting is present in the room, your statement will be
automatically recorded
4. The investigator receives progress on their
investigation.
To become a witness you must either be targeted by a predator patrol by the
haunter in the haunted borough or there’s a small chance any time you sleep
in that borough in a room with a window.
See Also
wizinvis
Syntax: wizinvis (level)
Syntax: wizinvis (type) (level)
Wizinvis takes a level argument, and will make you invisible to all players of
a lower level than your invisibility level. It defaults to the maximum
(your level) if no argument is given.
Wood Shield
Type: Defensive
This discipline covers the use of magic to create a protective shield of
conjured or manipulated wood until the energy is all used up. Normally
invisible except when being struck. Exclusive to monster guests.
Wood Vulnerability
Requirements: Supernatural, not a vampire or werewolf.
This power reduces the stagger you’d normally take from weapons augmented
against your archetype by two thirds, but means you take stagger from
weapons augmented with wood instead. Characters who research you can
discover your vulnerabilities.
Worlds
Haven is at the center of a soft spot between our world and others, the
known other worlds are listed below.
The Other
Also known as the realm of the Fae. This is the world from which magic
flows strongest and the one that is naturally closest to ours. It is a world
of strange forests and sweeping planes, filled with monsters, bands of
wildlings and the fabled Golden City. The Golden City is where the High Court
of the Fae normally convenes, from a distance it is incomparably beautiful,
shimmering like a golden diamond day or night. But no human who has ventured
close to it has ever returned.
The Godrealm
This is the place where the gods reside; it is also supposedly filled with
monsters and wondrous things. Few sane men cross the gateway into the realm of
the Gods without due caution, for the politics of the God Houses are fierce
and brutal, and the divine do not take kindly to unwanted intrusion.
Hell
Hell used to be a world not unlike our own, but a long time ago a vicious
war broke out between two groups of powerful sorcerers, and they turned to
fleshforming to create living weapons to send to the battlefield. Creatures
with no purpose but to kill, destroy and cause suffering. As the war
progressed these creatures became more and more deadly until the sorcerers
created creatures capable of creating even better creatures. From this
point it wasn’t long before the entire world was overrun by these living
weapons, now usually called demons. Magic users from all other planes
sealed the doors between their worlds and hell, trapping them inside. But
they are always there, and always looking for a way to cross over and carry
out their only goal, to bring death, destruction and misery.
The Void
This is a place that even the forces of Hell fear. The void is nothingness,
a huge black vacuum. Far from lifeless however, it is home to a myriad of
mammoth Cthulian nightmares that float through the darkness and wait for
millions of years in the void, always hungry. The creatures of the void
have no known disciples on earth and nobody not entirely genocidal would
ever open a door there – the entire world could be sucked through like
opening a black hole or one of the creatures could come through and set
about devouring our universe as they did their own.
The Wilds
The Wilds is a world resembling the primordial, wild Earth, as it was millions
of years ago. It is also the home of most wildlings; although there is a human
diaspora to be found in the Godrealm and the Other, the vast majority call
this untamed realm home. The Wildlings are humans who live in the Wilds,
depending on the location they vary in sophistication from spear-wielding
tribesmen to castle building kings. The Wilds is also home to amazing
earth-like creatures, both animals that exist today as well as animals that
did exist or present ones grown to a huge size. It is a place with wolves
the size of houses, mammoths and even dinosaurs.
The Elemental Planes
These are worlds that are made entirely of a particular element, this is a
water plane, a fire plane, a lightning plane and so on. The only creatures to
inhabit these inhospitable climes consist entirely from the same elements as
the planes they call home. While many such creatures are quite primitive, some
exhibit remarkable sophistication and intelligence.
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.
Wounds
There are three types of wounds in Haven, mild, severe, and critical.
When you are struck by damage that exceeds your defenses you will incur a
mild wound, the next time you will incur a severe wound, then critical, if
hit again you will die. Wounds heal whether you are online or offline, but
some only if you are in a hospital.
NPCS only have one wound state, severe. The first time damage exceeds their
defense they become severely wounded, the second time they die.
Mild wounds will heal regardless of where you are, and will take about a day
to do so.
Severe wounds will only heal in a hospital or medical center unless you have
regenerative abilities while offline, but will heal outside when online.
They will take about three and a half days to heal.
Critical wounds will only heal in a hospital or medical center unless you
are a vampire and will take about 3 hours to do so. If you do not get to a
hospital in time, or leave a hospital for too long before your critical
wounds are treated, and you’re not a vampire, you will die. You have about
1 hour to get a critically wounded person to a hospital or medical center
before they die.
Each wound when it heals downgrades to the lower version, so if you are
critically wounded after a day in the hospital you’ll be severely wounded,
after another four days in the hospital you’ll be mildly wounded, after a
further day in or out of the hospital you’ll be completely healthy again.
Vampires can’t get critically wounded, critical wounds for them are the same
as severe for other people.
Regeneration 1 will make mild wounds heal in about 45 minutes, regeneration 3
about 15 minutes.
Regeneration has no effect on critical wounds
xterm color
Haven supports the full range of xterm 256 colour codes, which can be
accessed by using a backtick followed by the colour code in question, such
as ` for green text.
You can also use “1 for bold, “2 for italics and “3 for underline.
Extended colour codes are three digits each, and are grouped in ‘blocks’
of 6 x 6. Be aware that not all terminals display extended colour codes
correctly, and that some of the ones that do not display them correctly
may display them more or less incorrectly than others as they attempt to
find the nearest approximation; if you wish to be exacting about how your
text is perceived, stick to basic colour codes.
001 002 003 004 005 006 007 008 009 010 011 012 013 014 015
016 017 018 019 020 021 052 053 054 055 056 057 088 089 090 091 092 093
022 023 024 025 026 027 058 059 060 061 062 063 094 095 096 097 098 099
028 029 030 031 032 033 064 065 066 067 068 069 100 101 102 103 104 105
034 035 036 037 038 039 070 071 072 073 074 075 106 107 108 109 110 111
040 041 042 043 044 045 076 077 078 079 080 081 112 113 114 115 116 117
046 047 048 049 050 051 082 083 084 085 086 087 118 119 120 121 122 123
124 125 126 127 128 129 160 161 162 163 164 165 196 197 198 199 200 201
130 131 132 133 134 135 166 167 168 169 170 171 202 203 204 205 206 207
136 137 138 139 140 141 172 173 174 175 176 177 208 209 210 211 212 213
142 143 144 145 146 147 178 179 180 181 182 183 214 215 216 217 218 219
148 149 150 151 152 153 184 185 186 187 188 189 220 221 222 223 224 225
154 155 156 157 158 159 190 191 192 193 194 195 226 227 228 229 230 231
232 233 234 235 236 237
238 239 240 241 242 243
244 245 246 247 248 249
250 251 252 253 254 255
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.
See Also
- 911
- Abduct
- Abilities
- Acedia
- Acrobatics
- Acute Hearing
- Acute Sight
- Acute Smell
- adddesc
- Addhidden
- Addicted
- adesc
- afk
- Aged Vampire
- Ageless
- Ageless Angelborn
- Ageless Demigod
- Ageless Demonborn
- Ageless Faeborn
- Ageless Werewolf
- aid
- Alchemy
- Alts
- Ammochange
- Ancient Vampire
- Ancient Werewolf
- Angelborn
- Angelborn Champion Focus
- Angelborn Lore
- Angelborn Mechanics
- angelborn modifiers
- Angelborn Stat
- Angelborn Veteran
- Angelic Combat
- Animal Genus
- Animal Stats
- Animal Weights
- Animals
- announce
- Antag Rituals
- Antimagic
- Anupharis
- Arcane Focus
- Arcane Society
- Archetype
- Armored
- arrange
- Arrange Hit
- Artifacts
- Artistic Ability
- Aspects of Day
- Aspects of Night
- assist
- Associations
- at
- atemote
- Atlantis
- Attack
- attempt
- Attractiveness
- attractiveness score
- Augment
- Aura Shifting
- autofire
- autoskip
- Availability
- award
- Babylon
- balance
- Ballistic Armor
- Ballistic Shields
- banish
- Banktransfer
- bargain
- battle
- Beauty Rituals
- Becoming Supernatural
- bedwindow
- behead
- bind
- Biokinesis
- Biringan
- Birthday
- Bite
- Black Sun
- Blade Defense
- Blade Disciple Focus
- Blessing of Battle
- blindfold
- Blinking
- Blood Drinker
- Bloodbath
- Bloodtest
- Blunt Weapons
- Blurring Speed
- Bone Vulnerability
- boroughs
- Bows
- brainwash
- Branding
- Breakin
- breakout
- brief
- Broadcast
- Brute
- Bug
- bugsweep
- burn
- Business Person Focus
- butcher
- buy
- Calendar
- call
- Call of Nature
- Call of the Grave
- calltry
- Camelot
- capturing
- Car
- Carbines
- cardinal
- carry
- Cars
- Catatonic
- cauterize
- cdrives
- Celebrity
- Celestriana
- census
- change
- channel
- charm
- charon
- chat
- chatroom
- Checkout
- Chemically Augmented
- chug
- Clairaudience
- Clairvoyance
- clean
- Climb
- clinic
- clock
- clone
- close
- clothemote
- Clothing
- clothprivate
- clothrecall
- Cloud Summoning
- cognitive dissonance
- Cold Specialization
- college
- College Groups
- color
- Combat
- Combat explained
- Combat Focus
- Combat Mechanics
- combine
- Commander Focus
- Commando
- commands
- communication
- Community Credit
- Community Credit Rewards
- compact
- compete
- Conditions
- Contact Jobs
- contacts
- Content Policy
- Content Warnings
- Control
- Courier Patrols
- Cover
- Creating
- Credit
- Crippled
- Crisis
- Cryomancy
- Cryptographic Mind
- csay
- cult
- cult creation
- Cults
- cure
- Cursed
- curseobject
- curtains
- custom attacks
- Custom Defense Stat
- Custom Melee Stat
- Custom Ranged Stat
- customize
- Dark Fighting
- Dark Magic Focus
- Dark Shield
- Dark Sorcery
- Daydreaming
- ddesc
- Death
- Deathday
- Decorate
- delete
- delusional
- DemiDemon
- Demigod
- Demigod Lore
- Demigod Mechanics
- demigod modifiers
- Demigod Stat
- Demigod Veteran
- Demigod Warrior Focus
- Demolitions
- Demon Warrior Focus
- Demonborn
- Demonborn Lore
- Demonborn Mechanics
- demonborn modifiers
- Demonborn Stat
- Demonborn Veteran
- Demonic Cry
- Demonic Metabolism
- Demonic Pact Holder
- Demonic Seduction
- Demons
- deposit
- describe
- description
- Descriptions
- Desire
- Detail
- devour
- Dexterity
- Diminish
- disciplines
- Disfigured
- display
- Disposable Muscle
- Diss
- District 82
- do_spar
- Domain
- donate
- download
- drag
- Drain
- Dread
- Dream Identity
- Dreamchild
- Dreamscape
- Dreamvictimize
- Dreamworld
- Dreamworld Commands
- Dreamworld Creation
- drink
- drive
- drop
- Drugs
- Dual Aspects
- Dual Elements
- eat
- Ebay
- Editing
- Editing explained
- Editing Rooms
- Education
- Eidolon Commands
- Eidolon Lore
- El Dorado
- Electricity Resistance
- Electropathic
- Elemental Magic Focus
- Elemental Spirits
- Elseborn
- emit
- emote
- Emote Combat
- Emoting
- Encounter
- Energy Fighting
- Energy Magic
- Energy Shield
- Engineer Focus
- Engineering
- Enhancements Rituals
- Enrapture
- Enthrall
- Epic Strength
- equipment
- Escape
- examine
- execute
- exits
- Experience
- expose
- Exsanguinating
- exterminate
- Extra Keywords
- Eyecolor
- Fabled
- Face Stealing
- Factions
- Fae
- Fae Child
- Fae Knight focus
- Faeborn
- Faeborn Lore
- Faeborn Mechanics
- faeborn modifiers
- Faeborn Stat
- Faeborn Veteran
- Faecloth
- Fame
- Famed Families
- Family
- Fantasy
- Fashion Knowledge
- Fast Combat
- Fast Reflexes
- Fate
- Fate Crafting
- Fate’s Protection
- Fatigue
- favor
- Fear Feeding
- feedback
- feel
- Feet
- Fifth Language
- File
- fill
- Fimagine
- Financial Ruin
- Find Secrets
- finger
- fingerset
- Fire Fighting
- Fire Resistance
- Fire Shield
- Fire Sorcery
- fish
- Fist Fighting
- Fixation
- Fleet of Foot
- fleshformed
- Fleshforming
- Flight
- Floral Blessing
- Fluid Shifting
- fly
- Focus
- follow
- Following
- for
- force
- Force Protection
- Force Shield
- Forensics
- form
- Fourth Language
- Freed Angel
- Friend
- Frost Resistance
- fsay
- Gadgets
- gag
- games
- garage
- gear
- Gender
- get
- Gharrek
- Ghost Rituals
- Ghost Walking
- Ghosts
- Giant Slayer
- Gifted
- give
- giveblood
- glance
- Glide
- God Child
- Gods
- Gold Vulnerability
- Grappling
- Graves
- greeting
- groinkick
- Group
- Grouptext
- gtg
- Guarded
- Guarded Mind
- Guardian Angel
- guardmind
- guards
- Guest
- Gun Disciple Focus
- habit
- Hacking
- Haemomancy
- Haircolor
- Hairdye
- hangup
- haunting
- headbutt
- healthtimer
- Helpless
- helpsearch
- hide
- Hire
- histories
- history
- hold
- Holdings
- Hostile
- Hot Specialization
- hotspot
- house
- Household security
- Household Toughness
- hp
- Hunter Focus
- Hybrid Shifting
- Hypernatural Reflexes
- Hypernatural Regen
- Hypnotism
- Hypnotism Mechanics
- hypnotize
- Ice Fighting
- Ice Shield
- Ice Sorcery
- Ignore
- Ill
- Illusions
- Illusory Affinity
- Illusory Magic Focus
- Illusory Mancing
- Imbue
- Immortality
- Implantdream
- Important Local
- imprint
- Imprint Types
- Incantation
- inches
- Incitement
- infernohelp
- Inflict
- Influence
- Information
- injure
- Injured
- Innate Powers
- internal
- intro
- introduction
- introstory
- inventory
- investigate
- Invitation
- InviteCode
- IPRecheck
- item_container
- jetlag
- jobs
- Join
- Karma
- Knock
- knockoutpunch
- Know Supernaturals
- Know Vampires
- Know Werewolves
- Larceny
- Lastname
- Lauriea
- Leadership
- Legendary powers
- length
- Life Force
- lift
- Lightning Fighting
- Lightning Shield
- Lightning Sorcery
- lights
- lightswitch
- Lightup
- list
- Local
- Local Celebrity
- locate
- Lock
- log
- Long Blades
- look
- Lookfor
- lookup
- Lore
- lorestick
- Lover’s Blessing
- Lsay
- Luck Changing
- Lunacy Embracer
- Lunar Blessing
- lure
- Magic
- Magical Focus
- Magical Overload
- Magiccharge
- Magnokinesis
- Maim
- makeobject
- Makepotion
- makeroom
- makeup
- Making Objects
- map
- map key
- Martial Arts
- Mask
- Medicine
- Medieval Armor
- Medieval Shields
- Melee Attack
- Melee Defense
- Memory Cloak
- Mental Rituals
- Mental Shield
- Mentally Ill
- mentor
- Mershifter
- Messages
- Meta Shifting
- Metagaming Policy
- Military Training
- Mimic
- Mind Control Policy
- Mind Reading
- mindhack
- Minions
- Missive
- mist abductions
- Modifier
- modify
- Monster Guests
- Monsters
- Monstrous Shifting
- Moral Tier
- motd
- motorcycle
- Move
- movein
- mtalk
- myattacks
- MyHaven
- myrooms
- Mystic Gemstones
- Mystic Tattoos
- Mythological Shifting
- Name
- Natural
- Natural Affinity
- Natural Armor
- Natural Magic Focus
- natural modifiers
- Natural toughness
- Naturalize
- Nature Mancing
- Navorost
- Navvere
- Necromancy
- negtrain
- Neutralize
- newbie
- news
- Night Vision
- Nissenia
- noemote
- nofollow
- Northgard
- note
- notell
- noyell
- Obfuscate
- Object Types
- Objects
- Occult Knowledge
- oldold
- One with the Waves
- OOC Policy
- open
- opportunity
- Order
- outfit
- outfitproof
- Paralytic Toxin
- park
- passthrough
- password
- Pastcharacter
- patrol
- Patrol Events
- pecho
- Perception
- petition
- Phone
- photo
- photoattract
- Physical Conditioning
- Picklock
- Pillar of the Community
- pin
- Pistols
- places
- plantcamera
- pload
- plot
- Plot Types
- point
- Poisonous Toxin
- Policies
- Political Capital
- Political Thuggery
- Politics
- poofout
- Popularity
- possession
- pour
- Powered Armor
- Praise
- pray
- Pregnancy
- Primal Combat
- Primal Focus
- Prismatic Sorcery
- private
- PrivateSecurity
- probe
- procedure
- Professional Focus
- Progression
- Progression Explained
- Property Rituals
- Protection Detail
- Protection Rituals
- Psychic
- Psychic Persuasion
- Psychic Pressures
- Punch
- put
- Pyromancy
- qlook
- Quick Reload
- quickgear
- quiet
- quit
- Radiation
- Rage Fueled
- Raid Fields
- Raid Storyrunning
- Raids
- Ranged Attack
- Ranged Defense
- Rank
- Recall
- recollect
- Regeneration
- Reinforced Bones
- Relationship
- relic
- Relic Holder
- remember
- remove
- reply
- report
- reputation
- reroll
- rest
- Rhagost
- ride
- Rifles
- Righteous Faction
- Riot Control
- Riposte
- Ritual
- Ritualism
- Roleplaying
- Roleplaying Angelborn
- Roleplaying Explained
- Roleplaying Guide
- Roleplaying Policy
- Roleplaying Society Positions
- roll
- rollchallenge
- Roomlist
- roomtitle
- Roster
- roughup
- RP Experience
- RP Prompts
- rpfight
- Rules
- rumor
- Running
- Satiate
- save
- Say
- saycolor
- Scan
- scenario
- scheme
- Scheme Commands
- scheme types
- Schemes
- Scientifically Augmented
- Scientist Focus
- score
- scroll
- Search
- Second Artistic Ability
- Second Language
- secrets
- security
- Senddream
- Sense Weakness
- Sensitive
- Setting
- shadow
- Shadow Lightning
- Shangrila
- Shapeshifting
- Shapeshifting Size Chart
- share
- shift
- Shifterstash
- shop
- Short Blades
- Shotguns
- SHOW
- showmissive
- showstat
- showto
- Silver Vulnerability
- sit
- Skin
- smoke
- Sniper Training
- social
- Social Combat
- Socialite Focus
- Societies
- Society Awards
- Society Commands
- Society Positions
- Society Ranks
- Society Restrictions
- society stasis
- Society Trusts
- Solar Blessing
- soldier
- Soldier Focus
- Soldiering
- Song of the Sirens
- Sonic
- Soothing Aura
- spar
- speak
- Spearguns
- Spears
- Special Forces
- Special List
- Special Objects
- Specials
- Speed
- speeddial
- spiritwhisper
- sradddesc
- SRaddhidden
- ssay
- stab
- Stagger
- Stake
- stalk
- stall
- Stamina
- stand
- stash
- stashsteal
- stashview
- Stasis
- stats
- steal
- Stealth
- stell
- Stone Magic
- Stone Shield
- stopfight
- Storm Calling
- storyidea
- Storyidea Commands
- Storyrunner Commands
- Storyrunning Policy
- Strength
- Striking
- stubborn
- Student
- subdue
- subtle
- Suffer
- summon
- Sunlight Resistance
- Super Jumping
- Supernatural History
- supernatural modifiers
- Superpowers
- surrender
- swalk
- Swarm Shifting
- swat
- tackle
- talk
- tbrand
- Telekinesis
- telempath
- Telempathy
- telepath
- Telepathy
- tell
- Temporal Rituals
- text
- The Boardroom
- The Chandler-Wei Family
- The Concordat
- The Fairchild Family
- The Free
- The Grey
- The Harrington Family
- The Invisible College
- The Mercer Family
- The Montrose Family
- The Numinous Accord
- The Pierce Family
- The Prometheans
- The Ransom Family
- The Rothwell Family
- The Syndicate
- The Treaty of Venice
- The Twilight Bureau
- The Untamed
- The Vasquez Family
- The Washington Family
- The Wild Hunt
- Thief Focus
- think
- Third Artistic Ability
- Third Language
- Thrown weapons
- tier
- tiershift
- time
- Timeline
- Timeswept
- Timeswept Stat
- title
- Tooth and Claw
- trace
- train
- Training
- Training Methods
- trash
- Travel
- Traveling
- Traveling Explained
- Trinity
- trollreport
- TRUST
- try
- tscore
- Turn
- Undead Toughness
- Underworld Mogul Focus
- Underworld Touch
- unexpose
- unhide
- Unliving
- untie
- use
- User Interface
- Vampire
- Vampire Blood
- vampire mechanics
- vampire modifiers
- Vampires
- Vanguard
- vault
- Vee
- vehicle costs
- Vehicular combat
- Veteran Vampire
- Veteran Werewolf
- Vicious Strikes
- Victimize
- Virgin
- visible
- Visitor
- wake
- Walk
- Warding
- warrior focus
- waterproof
- Wealth
- wear
- weather
- Weather Mancing
- Werewolf
- werewolf mechanics
- werewolf modifiers
- Werewolves
- Westrend
- Where
- wherevis
- whisper
- who
- whoinvis
- width
- Wight
- Wildling
- Windermere
- Wings
- wish
- witching hour
- withdraw
- witness
- wizinvis
- Wood Shield
- Wood Vulnerability
- Worlds
- wound
- Wounds
- xterm color
- zip